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Applying Usability to
Improve Value and Reduce Risk
Close the gap between User,
Tech writer, and Developer
worlds
Nathalie Cotté
@NathErgo38
nathalie.cotte@bonitasoft.com
Agenda
• A bit of context
• Usability in an R&D team
• Reduce risk / improve value
– Train
– Wake up the craftmen / heroes
– Be creative
• Non-Negotiable Usability
• To take away
3
• A bit of context
• Usability in an R&D Team
• Reduce risk / Improve value
• Non-Negotiable Usability
• To take away
4
A bit of context
• Usability person
• Role: Usability advisor to R&D
1998 2001 2003 20162013
Usability
specialist
Usability consultant
Usability
engineer
Cognitive
scientist
5
A bit of context
Process and
Business data
Modeling
3 solutions:
• Business Process Management
• Enterprise Application Development
• Digital Business Transformation
6
A bit of context
3 solutions:
• Business Process Management
• Enterprise Application Development
• Digital Business Transformation
UI
Modeling
7
A bit of context
Personalized User
Interfaces
3 solutions:
• Business Process Management
• Enterprise Application Development
• Digital Business Transformation
8
A bit of context
Documentation
web site
3 solutions:
• Business Process Management
• Enterprise Application Development
• Digital Business Transformation
9
A bit of context
• Bonitasoft is a 7-year old company,
founded by 3 technical experts in Java:
– Everything started with R&D
– They once were in charge of:
• Product requirements
• Design, Implementation
• Quality
• Pre-Sales
• Usability, Documentation
– New actors and teams only took tasks (and
control) away from them
10
A bit of context
• As Bonitasofters, we:
– Are passionate human with substantial egos
-> involvement
– Think we are quite clever
-> self-confidence
– Like to enjoy ourselves
-> motivation
– Are a little shy or…
-> Space for improvement
… have behavior preferences
– All pursue the same goal: create a product that rocks!
11
A bit of context
• Common says about usability:
“Everyone has common sense.”
“UX is an optional polish on top of the
technical base.”
“It is an additional constraint when
time is short.”
12
A bit of context
• With common sense: no UX person, no users involved
Formal specs
Technical POC
(feasibility)
Working Alpha
Bug-free Beta
End-to-end tested
Release
13
A bit of context
• With common sense: No UX person, no users involved
Bad user
feedback.
⇒ Lots of rework after it’s delivered. Sad. Hurts egos.
⇒ If developers code for someone else than themselves, they need UX
14
A bit of context
“We can all be part of UX, with a Usab
and a Tech writer.”
“UX is an optional polish on top of the
technical base.”
“It is an additional constraint when
time is short.”
15
A bit of context
• Polish: UX people as a disastrous post-disaster relief
– After the feature / product is developed
– External consultant
– An audit/validation, as the last testing suite.
Formal specs
Technical POC
(feasibility)
Working Alpha
Bug-free Beta
End-to-end tested
Release
Usability /
« Wording »
validation
16
A bit of context
• Polish: UX people as a disastrous post-disaster relief
17
A bit of context
• Polish: UX people as a disastrous post-disaster relief
– Eventually, nothing may be improved, at all 18
Usability in an R&D Team
“We can all be part of UX, with a Usab
and a Tech writer.”
“It’s a needed integrated layer of our
piece of software.”
“It is an additional constraint when
time is short. ”
19
• Usability in an R&D team
• Reduce risk / improve value
• Non-Negotiable Usability
• To take away
• A bit of context
20
Usability in an R&D team
• UX person as an internal influencer
– Why “influencer”?
• The difference between a shirt and a piece of software
Nice shirt
Taylor
Useful and usable product
Developer
Raw material Finished product
Nice fabric
Textile worker
Clean, smart, bug-free code
Developer
Piece of
software
21
Usability in an R&D team
• When influence is not enough:
– UX design comes last in a thick roadmap:
• A new feature always start with technical feasibility
⇒Feasibility of what? For what value?
– UX improvement comes last in a sprint planning:
• New features and maintenance go first
⇒Some bugs are less critical than users getting stuck
(Usability improvements have severity levels too)
⇒Usability debt
22
Usability in an R&D team
• UX person as a Silly Crusader vs Team Manager
– “Release date is fixed”
– “Other features are in the queue for this release”
– “The time spent on the feature is enough”
– “You cannot argue till you get to the perfect UX”
– “You have to let go”
Just - Based – On – Time
Regardless – Of – The – Value – Delivered
LET GO ?!
23
Usability in an R&D team
– Fight for UX.
– UX can become a person-to-person struggle
24
• Reduce risk / improve value
- Train
• Non-Negotiable Usability
• To take away
• A bit of context
• Usability in an R&D team
25
Train
• UCDDD Corners (User-Centered Design, Development, and
Documentation) 30 min sessions
- Pick a hot theme chosen by the team or the tech writer or
the usab
- Give guidance and tips
- Create quick tips and tricks & theoretical rationale
26
Train
• Simplified documentation guide
27
Train
• Usability guidelines per topic
28
Train
• Now in Google drive, migrating to Confluence
29
Train
• Usability Principles
• ISO 9241-11: Guidance on Usability. Interface and interaction
– User guidance, information structure, incitation
– Help
– Minimal workload, concision, low density
– Consistency & standards
– Visibility on the system status, feedback, waiting time
– User control and freedom
– Flexibility, variability intra-individual
– Avoid errors and help error recovery, manage delete
⇒ Hard to translate into clear UI items
⇒ Implementation depends on the context and the purpose 30
• Cognitive schema
Decision
making
ActionFeedback
Decoding
Attentional
focus
MemoriesBeliefsSenses
Train
31
Train
COMPANY GOAL
TEAM SUB-GOALS
TASK
Pick a ticket
from a sorted
list
Answer tickets
relevantly and
on time
Expand
Please
customers
• Principle that drives cognitive activity
– E.g.: Customer support team member
32
Train
• Users and developers share the cognitive schema and the
principle that drive human activity
• But they are many elements of the system software use that
the developers are not aware of
Decision
making
ActionFeedback
Decoding
Attentional
focus
MemoriesBeliefsSenses
COMPANY GOAL
TEAM SUB-GOALS
TASK
Pick a ticket
from a
sorted list
Answer tickets
relevantly and
on time
Expand
Please
customers
33
Train
Physical state
Mental state
Gender
Skills
Seniority
Prescription
Materials
Machines
Social relationships
Organization
Work time
Work space
Activity
Parameters
Parameters
• A definition of activity
– Each situation is unique
– The piece of software is just a part of the picture
– Relationship to the piece of software: Bonitasoft has designed and
built the system – users haven’t 34
Train
What Bonita BPM needs to do to let Dave use it
User-centered design
Techno-centered design
What Dave needs to do to use Bonita BPM Studio
• Bonitasoft needs to bridge the gap, not the users
35
Train
• User eXperience = make your
– Users, whoever they are
– Succeed on all use-cases
– Avoid and recover from error
– Be efficient
– Learn
– Enjoy
⇒ Make R&D work worth it
⇒ Make the value real: create perceived quality
⇒ Let Usab handle usability principles, work with her
⇒ Let Tech Writer write the right articles and wording
⇒ Developers learn/train as they go 36
Train
May include:
1. The fact that there is an issue
2. Its cause
3. Its severity
4. Its consequences
5. What the user can do to recover
6. Shortcuts on buttons
… in words the persona can understand
• Error messages
37
• Reduce risk / improve value
- Wake up the craftmen / heroes
• Non-Negotiable Usability
• To take away
• A bit of context
• Usability in an R&D team
38
Wake up the craftmen / heroes
• Facts:
– 68% of users give up because they think you don’t care
about them
– 50% development time is about fixing avoidable issues
– 97% of users cite “ease of use” as the main factor in
selecting enterprise applications
– By 2020, customer experience will overtake price and
product as the important brand differentiator
⇒ There is no other way than spend time on UX
⇒ No code artist can manage
⇒ Need to turn into code craftmen
39
Wake up the craftmen / heroes
- Heroes’ qualities
• Solid logic
• Sense of responsibility
• Empathy
• Courage
• Humility
• …. But no super-hero: not reading users’ minds
- Bonitasoft Marketing launched an external campaign
40
Craftmen / heroes… is not enough
“We can all be part of UX, with a Usab.
It’s a needed integrated layer of our
piece of software.
It is a team purpose when time is
short. ”
But time is still very short. So what?
41
• Reduce risk / improve value
- Be creative
• Non-Negotiable Usability
• To take away
• Introducing Bonita BPM, Bonitasoft, R&D Bonitasofters
• Usability principles
42
Be creative
• Solid logic, that’s what it is!
⇒The team needs:
• Data from the field
• Thresholds
⇒ Turn usability into a Boolean system:
• Good to release / Not good to release
• Feedback on non-negotiable items are bugs
• No perfect UI. Good enough UI. Checked.
⇒That is Non-Negotiable Usability
43
• Non-Negotiable Usability
• To take away
• A bit of context
• Usability in an R&D Team
• Reduce risk / improve value
44
Non-Negotiable Usability
• A goal:
– The user needs to be successful to find value in
what we produce
• A team:
– We want to build pride on what we release
– We all play a part in this goal
– We work with data from the field and thresholds
to avoid endless discussions and tension
45
Non-Negotiable Usability
• A process, methods, tools:
46
Process, Methods, and Tools
• A simplified checklist
UX = make your
– Users, from the VIP personas
– Succeed, on the basic use-cases
– Avoid and recover from error
– Be efficient whatever their “profile”
– Learn
– Enjoy
47
Process, Methods, and Tools
• Translates into:
– Users, from the VIP personas
• Create and know your personas, work with them, for them
– Succeed, on the basic use-cases
• Get use-cases from them, and User Acceptance Criteria
– Learn
• Easy to notice
• Easy to guess the value
• Easy to understand words, controls, flow
– Avoid and recover from error
• Guidance
• Clear, complete messages
48
Process, Methods, and Tools
• Users, from the VIP personas
- Create and know your personas, work with them, for them
49
Process, Methods, and Tools
• Personas
50
Process, Methods, and Tools
• Users, from the VIP personas
- Create and know your personas, work with them, for them
– Succeed, on the basic use-cases
– Get Use-Cases from them, and User Acceptance Criteria
• From ISO 13407: Human Centered Design Process
for Interactive Systems
TESTIMPLEMENTDESIGNCOLLECT
Communicate with users
Real drawInquiries Personas Real test Personas
FINALIZE
51
• COLLECT
Process, Methods, and Tools
Identify
customers and
their projects
Gather a panel
A stakeholder User Acc Criteria
Power users
Personas
Use-cases
52
• Write requirements: Confluence
Process, Methods, and Tools
53
• DESIGN
Process, Methods, and Tools
TESTIMPLEMENTDESIGNCOLLECT FINALIZE
Communicate with users
Real drawInquiries Personas Real test Personas
54
• DESIGN
Process, Methods, and Tools
Design Studio
(UI and navigation)
Mockups /
Quick specs
Technical design /
Quick POC
Agreement on the
feasible must
have
Split /
Backlog
Story telling
(= pre-Doc)
55
• Design Studio (2h)
– Users, R&D, Marketing, Usab, Tech Writer
– Mockuping and sharing
– Creating a common mockup for use cases
Process, Methods, and Tools
56
• Mockup with Balsamiq
Process, Methods, and Tools
57
• Split in small implementation pieces: Jira
Process, Methods, and Tools
58
• Tell a story: MindMup
Process, Methods, and Tools
59
• IMPLEMENT
Process, Methods, and Tools
TESTIMPLEMENTDESIGNCOLLECT FINALIZE
Communicate with users
Real drawInquiries Personas Real test Personas
60
Process, Methods, and Tools
• Users, from the VIP personas
- Create and know your personas, work with them, for
them
• Succeed, on the basic use-cases
- Get use-cases from them, and User Acceptance
Criteria
• Learn
- Easy to notice
- Easy to guess the value
- Easy to understand words, controls, flow
61
• IMPLEMENT
• Share your screens with the usability person to get
him/her guide you to implement usability principles
Process, Methods, and Tools
Write tests
Code
Personas
Write target
value for a
sprint
Checklist
Mockups
UAC
Story told
62
• Examples
– Learn/Easy to notice: use hierarchy
Process, Methods, and Tools
63
• Examples
– Learn/Easy to notice: catch attention (tours)
Process, Methods, and Tools
64
• Examples
– Learn/Easy to notice: use tips
Process, Methods, and Tools
65
• Examples
– Learn/Easy to understand: contextual help
Process, Methods, and Tools
66
• Examples
– Learn/Easy to understand: Generic help
embedded
Process, Methods, and Tools
67
• Examples
– Learn/Easy to understand: Give examples
Process, Methods, and Tools
68
• Examples
– Learn/Easy to understand: Tutorials
Process, Methods, and Tools
69
Process, Methods, and Tools
• Users, from the VIP personas
- Create and know your personas, work with them, for them
• Succeed, on the basic use-cases
- Get use-cases from them, and User Acceptance Criteria
• Learn
- Easy to notice
- Easy to guess the value
- Easy to understand words, controls, flow
– Avoid and recover from error
• Guidance
• Clear, complete messages
70
• Examples
– Avoid errors/Guidance: Warnings
Process, Methods, and Tools
71
• Examples
– Avoid errors/Guidance: validation
Process, Methods, and Tools
72
• Examples
– Avoid errors/Guidance: Give feedback (+/-)
Process, Methods, and Tools
73
• Examples
– Avoid errors/Guidance: Default values
Process, Methods, and Tools
74
Process, Methods, and Tools
• Examples
– Avoid errors/Guidance: Refactoring wizards
75
• Examples
– Avoid errors/Guidance: Expected formats
Process, Methods, and Tools
76
• TEST
Process, Methods, and Tools
TESTIMPLEMENTDESIGNCOLLECT FINALIZE
Communicate with users
Real drawInquiries Personas Real test Personas
77
• TEST
• 3 to 5 users are enough
• Record the test sessions: this is data to share
Process, Methods, and Tools
Test at my
Desk
Panel
Early fixes
Assisted
testing
sessions
Customers and
partnersSummarize
known risks
Feature level
Β version level
Summarize
known risks
Usab
78
• Share current development: Slack
Process, Methods, and Tools
79
• Share current development: Slack
Process, Methods, and Tools
80
• Share testing feedback: Confluence
Process, Methods, and Tools
81
• FINALIZE
Process, Methods, and Tools
TESTIMPLEMENTDESIGNCOLLECT FINALIZE
Communicate with users
Real drawInquiries Personas Real test Personas
82
Process, Methods, and Tools
FINALIZE
Write the
documentation
Known
limitations
• FINALIZE
83
• Git for documentation (markdown)
Process, Methods, and Tools
84
• To take away
• A bit of context
• Usability in an R&D Team
• Reduce risk / improve value
• Non-Negotiable Usability
85
To take away
• Work as a multi-skilled team including users
• Aim at providing success / value to the users
• Never put UX work last
• Base decisions on data and thresholds to
avoid discussions
86
By the way…
87
By the way
• What is negotiable, in the end?
– Efficiency, to be dealt with later on
– More advanced use-cases, write tutorials until then
– Graphical waows, yet another, fundamental job
88
Visit us online
bonitasoft.com
Join our community
Bonitasoft.org
Download
Bonitasoft.com/downloads
Follow us on twitter
@bonitasoft
Time for Questions
@NathErgo38
89
Visit us online
bonitasoft.com
Join our community
Bonitasoft.org
Download
Bonitasoft.com/downloads
Follow us on twitter
@bonitasoft
Good UX – No tension
@NathErgo38
90
Usability principles - Details
• Sources:
– Bastien, J. M. C., & Scapin, D. L. (1993). Ergonomic criteria for the
evaluation of human-computer interfaces (Report No. 156). Rocquencourt,
France: Institut National de Recherche en Informatique et en Automatique.
=> http://www.ergoweb.ca/criteres.html
– Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user
interfaces, Proc. ACM CHI'90 Conf. (Seattle, WA, 1-5 April), 249-256.
=> http://www.nngroup.com/articles/ten-usability-heuristics/
– ISO 9241-110
=> http://www.userfocus.co.uk/resources/iso9241/part110.html
91

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Applying Usability to Improve Value and Reduce Risk

  • 1. Applying Usability to Improve Value and Reduce Risk Close the gap between User, Tech writer, and Developer worlds Nathalie Cotté @NathErgo38 nathalie.cotte@bonitasoft.com
  • 2. Agenda • A bit of context • Usability in an R&D team • Reduce risk / improve value – Train – Wake up the craftmen / heroes – Be creative • Non-Negotiable Usability • To take away 3
  • 3. • A bit of context • Usability in an R&D Team • Reduce risk / Improve value • Non-Negotiable Usability • To take away 4
  • 4. A bit of context • Usability person • Role: Usability advisor to R&D 1998 2001 2003 20162013 Usability specialist Usability consultant Usability engineer Cognitive scientist 5
  • 5. A bit of context Process and Business data Modeling 3 solutions: • Business Process Management • Enterprise Application Development • Digital Business Transformation 6
  • 6. A bit of context 3 solutions: • Business Process Management • Enterprise Application Development • Digital Business Transformation UI Modeling 7
  • 7. A bit of context Personalized User Interfaces 3 solutions: • Business Process Management • Enterprise Application Development • Digital Business Transformation 8
  • 8. A bit of context Documentation web site 3 solutions: • Business Process Management • Enterprise Application Development • Digital Business Transformation 9
  • 9. A bit of context • Bonitasoft is a 7-year old company, founded by 3 technical experts in Java: – Everything started with R&D – They once were in charge of: • Product requirements • Design, Implementation • Quality • Pre-Sales • Usability, Documentation – New actors and teams only took tasks (and control) away from them 10
  • 10. A bit of context • As Bonitasofters, we: – Are passionate human with substantial egos -> involvement – Think we are quite clever -> self-confidence – Like to enjoy ourselves -> motivation – Are a little shy or… -> Space for improvement … have behavior preferences – All pursue the same goal: create a product that rocks! 11
  • 11. A bit of context • Common says about usability: “Everyone has common sense.” “UX is an optional polish on top of the technical base.” “It is an additional constraint when time is short.” 12
  • 12. A bit of context • With common sense: no UX person, no users involved Formal specs Technical POC (feasibility) Working Alpha Bug-free Beta End-to-end tested Release 13
  • 13. A bit of context • With common sense: No UX person, no users involved Bad user feedback. ⇒ Lots of rework after it’s delivered. Sad. Hurts egos. ⇒ If developers code for someone else than themselves, they need UX 14
  • 14. A bit of context “We can all be part of UX, with a Usab and a Tech writer.” “UX is an optional polish on top of the technical base.” “It is an additional constraint when time is short.” 15
  • 15. A bit of context • Polish: UX people as a disastrous post-disaster relief – After the feature / product is developed – External consultant – An audit/validation, as the last testing suite. Formal specs Technical POC (feasibility) Working Alpha Bug-free Beta End-to-end tested Release Usability / « Wording » validation 16
  • 16. A bit of context • Polish: UX people as a disastrous post-disaster relief 17
  • 17. A bit of context • Polish: UX people as a disastrous post-disaster relief – Eventually, nothing may be improved, at all 18
  • 18. Usability in an R&D Team “We can all be part of UX, with a Usab and a Tech writer.” “It’s a needed integrated layer of our piece of software.” “It is an additional constraint when time is short. ” 19
  • 19. • Usability in an R&D team • Reduce risk / improve value • Non-Negotiable Usability • To take away • A bit of context 20
  • 20. Usability in an R&D team • UX person as an internal influencer – Why “influencer”? • The difference between a shirt and a piece of software Nice shirt Taylor Useful and usable product Developer Raw material Finished product Nice fabric Textile worker Clean, smart, bug-free code Developer Piece of software 21
  • 21. Usability in an R&D team • When influence is not enough: – UX design comes last in a thick roadmap: • A new feature always start with technical feasibility ⇒Feasibility of what? For what value? – UX improvement comes last in a sprint planning: • New features and maintenance go first ⇒Some bugs are less critical than users getting stuck (Usability improvements have severity levels too) ⇒Usability debt 22
  • 22. Usability in an R&D team • UX person as a Silly Crusader vs Team Manager – “Release date is fixed” – “Other features are in the queue for this release” – “The time spent on the feature is enough” – “You cannot argue till you get to the perfect UX” – “You have to let go” Just - Based – On – Time Regardless – Of – The – Value – Delivered LET GO ?! 23
  • 23. Usability in an R&D team – Fight for UX. – UX can become a person-to-person struggle 24
  • 24. • Reduce risk / improve value - Train • Non-Negotiable Usability • To take away • A bit of context • Usability in an R&D team 25
  • 25. Train • UCDDD Corners (User-Centered Design, Development, and Documentation) 30 min sessions - Pick a hot theme chosen by the team or the tech writer or the usab - Give guidance and tips - Create quick tips and tricks & theoretical rationale 26
  • 28. Train • Now in Google drive, migrating to Confluence 29
  • 29. Train • Usability Principles • ISO 9241-11: Guidance on Usability. Interface and interaction – User guidance, information structure, incitation – Help – Minimal workload, concision, low density – Consistency & standards – Visibility on the system status, feedback, waiting time – User control and freedom – Flexibility, variability intra-individual – Avoid errors and help error recovery, manage delete ⇒ Hard to translate into clear UI items ⇒ Implementation depends on the context and the purpose 30
  • 31. Train COMPANY GOAL TEAM SUB-GOALS TASK Pick a ticket from a sorted list Answer tickets relevantly and on time Expand Please customers • Principle that drives cognitive activity – E.g.: Customer support team member 32
  • 32. Train • Users and developers share the cognitive schema and the principle that drive human activity • But they are many elements of the system software use that the developers are not aware of Decision making ActionFeedback Decoding Attentional focus MemoriesBeliefsSenses COMPANY GOAL TEAM SUB-GOALS TASK Pick a ticket from a sorted list Answer tickets relevantly and on time Expand Please customers 33
  • 33. Train Physical state Mental state Gender Skills Seniority Prescription Materials Machines Social relationships Organization Work time Work space Activity Parameters Parameters • A definition of activity – Each situation is unique – The piece of software is just a part of the picture – Relationship to the piece of software: Bonitasoft has designed and built the system – users haven’t 34
  • 34. Train What Bonita BPM needs to do to let Dave use it User-centered design Techno-centered design What Dave needs to do to use Bonita BPM Studio • Bonitasoft needs to bridge the gap, not the users 35
  • 35. Train • User eXperience = make your – Users, whoever they are – Succeed on all use-cases – Avoid and recover from error – Be efficient – Learn – Enjoy ⇒ Make R&D work worth it ⇒ Make the value real: create perceived quality ⇒ Let Usab handle usability principles, work with her ⇒ Let Tech Writer write the right articles and wording ⇒ Developers learn/train as they go 36
  • 36. Train May include: 1. The fact that there is an issue 2. Its cause 3. Its severity 4. Its consequences 5. What the user can do to recover 6. Shortcuts on buttons … in words the persona can understand • Error messages 37
  • 37. • Reduce risk / improve value - Wake up the craftmen / heroes • Non-Negotiable Usability • To take away • A bit of context • Usability in an R&D team 38
  • 38. Wake up the craftmen / heroes • Facts: – 68% of users give up because they think you don’t care about them – 50% development time is about fixing avoidable issues – 97% of users cite “ease of use” as the main factor in selecting enterprise applications – By 2020, customer experience will overtake price and product as the important brand differentiator ⇒ There is no other way than spend time on UX ⇒ No code artist can manage ⇒ Need to turn into code craftmen 39
  • 39. Wake up the craftmen / heroes - Heroes’ qualities • Solid logic • Sense of responsibility • Empathy • Courage • Humility • …. But no super-hero: not reading users’ minds - Bonitasoft Marketing launched an external campaign 40
  • 40. Craftmen / heroes… is not enough “We can all be part of UX, with a Usab. It’s a needed integrated layer of our piece of software. It is a team purpose when time is short. ” But time is still very short. So what? 41
  • 41. • Reduce risk / improve value - Be creative • Non-Negotiable Usability • To take away • Introducing Bonita BPM, Bonitasoft, R&D Bonitasofters • Usability principles 42
  • 42. Be creative • Solid logic, that’s what it is! ⇒The team needs: • Data from the field • Thresholds ⇒ Turn usability into a Boolean system: • Good to release / Not good to release • Feedback on non-negotiable items are bugs • No perfect UI. Good enough UI. Checked. ⇒That is Non-Negotiable Usability 43
  • 43. • Non-Negotiable Usability • To take away • A bit of context • Usability in an R&D Team • Reduce risk / improve value 44
  • 44. Non-Negotiable Usability • A goal: – The user needs to be successful to find value in what we produce • A team: – We want to build pride on what we release – We all play a part in this goal – We work with data from the field and thresholds to avoid endless discussions and tension 45
  • 45. Non-Negotiable Usability • A process, methods, tools: 46
  • 46. Process, Methods, and Tools • A simplified checklist UX = make your – Users, from the VIP personas – Succeed, on the basic use-cases – Avoid and recover from error – Be efficient whatever their “profile” – Learn – Enjoy 47
  • 47. Process, Methods, and Tools • Translates into: – Users, from the VIP personas • Create and know your personas, work with them, for them – Succeed, on the basic use-cases • Get use-cases from them, and User Acceptance Criteria – Learn • Easy to notice • Easy to guess the value • Easy to understand words, controls, flow – Avoid and recover from error • Guidance • Clear, complete messages 48
  • 48. Process, Methods, and Tools • Users, from the VIP personas - Create and know your personas, work with them, for them 49
  • 49. Process, Methods, and Tools • Personas 50
  • 50. Process, Methods, and Tools • Users, from the VIP personas - Create and know your personas, work with them, for them – Succeed, on the basic use-cases – Get Use-Cases from them, and User Acceptance Criteria • From ISO 13407: Human Centered Design Process for Interactive Systems TESTIMPLEMENTDESIGNCOLLECT Communicate with users Real drawInquiries Personas Real test Personas FINALIZE 51
  • 51. • COLLECT Process, Methods, and Tools Identify customers and their projects Gather a panel A stakeholder User Acc Criteria Power users Personas Use-cases 52
  • 52. • Write requirements: Confluence Process, Methods, and Tools 53
  • 53. • DESIGN Process, Methods, and Tools TESTIMPLEMENTDESIGNCOLLECT FINALIZE Communicate with users Real drawInquiries Personas Real test Personas 54
  • 54. • DESIGN Process, Methods, and Tools Design Studio (UI and navigation) Mockups / Quick specs Technical design / Quick POC Agreement on the feasible must have Split / Backlog Story telling (= pre-Doc) 55
  • 55. • Design Studio (2h) – Users, R&D, Marketing, Usab, Tech Writer – Mockuping and sharing – Creating a common mockup for use cases Process, Methods, and Tools 56
  • 56. • Mockup with Balsamiq Process, Methods, and Tools 57
  • 57. • Split in small implementation pieces: Jira Process, Methods, and Tools 58
  • 58. • Tell a story: MindMup Process, Methods, and Tools 59
  • 59. • IMPLEMENT Process, Methods, and Tools TESTIMPLEMENTDESIGNCOLLECT FINALIZE Communicate with users Real drawInquiries Personas Real test Personas 60
  • 60. Process, Methods, and Tools • Users, from the VIP personas - Create and know your personas, work with them, for them • Succeed, on the basic use-cases - Get use-cases from them, and User Acceptance Criteria • Learn - Easy to notice - Easy to guess the value - Easy to understand words, controls, flow 61
  • 61. • IMPLEMENT • Share your screens with the usability person to get him/her guide you to implement usability principles Process, Methods, and Tools Write tests Code Personas Write target value for a sprint Checklist Mockups UAC Story told 62
  • 62. • Examples – Learn/Easy to notice: use hierarchy Process, Methods, and Tools 63
  • 63. • Examples – Learn/Easy to notice: catch attention (tours) Process, Methods, and Tools 64
  • 64. • Examples – Learn/Easy to notice: use tips Process, Methods, and Tools 65
  • 65. • Examples – Learn/Easy to understand: contextual help Process, Methods, and Tools 66
  • 66. • Examples – Learn/Easy to understand: Generic help embedded Process, Methods, and Tools 67
  • 67. • Examples – Learn/Easy to understand: Give examples Process, Methods, and Tools 68
  • 68. • Examples – Learn/Easy to understand: Tutorials Process, Methods, and Tools 69
  • 69. Process, Methods, and Tools • Users, from the VIP personas - Create and know your personas, work with them, for them • Succeed, on the basic use-cases - Get use-cases from them, and User Acceptance Criteria • Learn - Easy to notice - Easy to guess the value - Easy to understand words, controls, flow – Avoid and recover from error • Guidance • Clear, complete messages 70
  • 70. • Examples – Avoid errors/Guidance: Warnings Process, Methods, and Tools 71
  • 71. • Examples – Avoid errors/Guidance: validation Process, Methods, and Tools 72
  • 72. • Examples – Avoid errors/Guidance: Give feedback (+/-) Process, Methods, and Tools 73
  • 73. • Examples – Avoid errors/Guidance: Default values Process, Methods, and Tools 74
  • 74. Process, Methods, and Tools • Examples – Avoid errors/Guidance: Refactoring wizards 75
  • 75. • Examples – Avoid errors/Guidance: Expected formats Process, Methods, and Tools 76
  • 76. • TEST Process, Methods, and Tools TESTIMPLEMENTDESIGNCOLLECT FINALIZE Communicate with users Real drawInquiries Personas Real test Personas 77
  • 77. • TEST • 3 to 5 users are enough • Record the test sessions: this is data to share Process, Methods, and Tools Test at my Desk Panel Early fixes Assisted testing sessions Customers and partnersSummarize known risks Feature level Β version level Summarize known risks Usab 78
  • 78. • Share current development: Slack Process, Methods, and Tools 79
  • 79. • Share current development: Slack Process, Methods, and Tools 80
  • 80. • Share testing feedback: Confluence Process, Methods, and Tools 81
  • 81. • FINALIZE Process, Methods, and Tools TESTIMPLEMENTDESIGNCOLLECT FINALIZE Communicate with users Real drawInquiries Personas Real test Personas 82
  • 82. Process, Methods, and Tools FINALIZE Write the documentation Known limitations • FINALIZE 83
  • 83. • Git for documentation (markdown) Process, Methods, and Tools 84
  • 84. • To take away • A bit of context • Usability in an R&D Team • Reduce risk / improve value • Non-Negotiable Usability 85
  • 85. To take away • Work as a multi-skilled team including users • Aim at providing success / value to the users • Never put UX work last • Base decisions on data and thresholds to avoid discussions 86
  • 87. By the way • What is negotiable, in the end? – Efficiency, to be dealt with later on – More advanced use-cases, write tutorials until then – Graphical waows, yet another, fundamental job 88
  • 88. Visit us online bonitasoft.com Join our community Bonitasoft.org Download Bonitasoft.com/downloads Follow us on twitter @bonitasoft Time for Questions @NathErgo38 89
  • 89. Visit us online bonitasoft.com Join our community Bonitasoft.org Download Bonitasoft.com/downloads Follow us on twitter @bonitasoft Good UX – No tension @NathErgo38 90
  • 90. Usability principles - Details • Sources: – Bastien, J. M. C., & Scapin, D. L. (1993). Ergonomic criteria for the evaluation of human-computer interfaces (Report No. 156). Rocquencourt, France: Institut National de Recherche en Informatique et en Automatique. => http://www.ergoweb.ca/criteres.html – Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, Proc. ACM CHI'90 Conf. (Seattle, WA, 1-5 April), 249-256. => http://www.nngroup.com/articles/ten-usability-heuristics/ – ISO 9241-110 => http://www.userfocus.co.uk/resources/iso9241/part110.html 91