5. The ISO definition
“a person's perceptions and responses that
result from the use or anticipated use of a
product, system or service (...) user experience
includes all the users' emotions, beliefs,
preferences, perceptions, physical and
psychological responses, behaviors and
accomplishments that occur before, during and
after use “
From ISO 9241-210
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6. The web definition
User experience is not an absolute size.
The sum of the experiences the user have
after interaction with the service over time.
But the user experience starts before the
actual visit to the site.
It continues after the user has left the site.
And affects largely into the user comes back
"The Elements of User Experience” by Jesse J. Garrett
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7. What affect good user experience
User Needs
Company
Resources
Business Goals
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15. How to do it Lean
Start with Design thinking - and spread
it all around the organization
Add Agile software development
Mix it up with Lean Startup
methodology
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16. Design thinking
“innovation powered by...direct observation of what
people want and need in their lives and what they like
or dislike about the way particular products are made,
packaged, marketed, sold, and sup- ported...[It’s] a
discipline that uses the designer’s sensibility and
methods to match people’s needs with what is
technologically feasible and what a viable business
strategy can convert into customer value and market
opportunity.”
Tim Brown, CEO and president of IDEO
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17. Agile principles for UX
Individuals and interactions over processes
and tools.
Working software over comprehensive
documentation
Customer collaboration over contract
negotiation
Responding to change over following a plan
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18. Principles from Lean Startup
Remove waste from the UX process so we
only create the design artifacts the project
actually needs
Harmonize the system and bring nondesigners into the process so we get
transparent cross-functional collaboration
Remove the need for a hero designer by
iterating through experimentation
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19. The result is a set of principles
Responding to change over
following a plan
Continuous Discovery
Small, Dedicated, Colocated
GOOB: the new UserCentricity
Progress = outcomes, not
output
Shared Understanding
Problem-Focused teams
Anti-Pattern: Rockstars, gurus,
and ninjas
Removing Waste
Externalizing Your Work
Small Batch Size
Making over Analysis
Learning over growth
Getting out of the Deliverables
Business
Permission to Fail
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25. Declare assumptions
Find a common understanding
Run a group exercise
Use problem statements and focus on
outcomes
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26. [Our service/product] was designed to achieve
[these goals]. We have observed that the product/
service isn’t meeting [these goals], which is causing
[this adverse effect] to our business. How might we
improve [service/product] so that our customers are
more successful based on [these measurable
criteria]?
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27. Effect map - strategy in 1-2-3
Measurement Item 1
Aim
Why are we going to do this?
Who creates the desired effects?
Target Group
1
What do the target group want/value?
Usage Goal 1
How should the future product be shaped?
Action 1
Target Group
2
Target Group
3
Usage Goal 2
Action 2
Action 3
Measurement Item 2
Action 4
Action 5
Action 7
Action ..
Action ..
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29. Collaborative design
Workshops for designing elements
All team members must attend
Everyone should sketch
Preferably on paper, but do what suits
you best
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