Presented at the WordPress DC Meetup on 5/17/2011
Anthony Paul of Fathom Creative will be reprising and expanding on his very successful April lightning talk on defining requirements for your next CMS project.
He'll be going into more depth on specific tools, approaches and processes surrounding the requirements gathering and definition for your next CMS project. This includes design, technical and content specification as well as shaping the ideal user experience.
Anthony Paul is technical lead and user experience designer at Fathom Creative. Follow him on Twitter, @anthonydpaul.
2. Who am I…
› Technical lead at Fathom (end-to-end; 5 years)
› User experience developer
› @anthonydpaul
3. What we'll talk about
› High-level design process (refresher)
› Focus on requirements definition
(importance, context, parts)
› Specific tools and methodologies
(purpose, pros/cons, samples)
› Case study
› Determining tools for you
4. Theory behind the design process
Behavior = function(Person, Environment)
› No control over the person
› Can identify the behavior
› Simply build environment that elicits the
desired behavior, right?
Lewin’s Equation
5. The more we know
about our users, the
more likely we are to
meet their needs.
6. High-level interactive process
Requirements
Definition
(info gathering,
specification
Production
(design,
development)
Delivery
(training, launch,
maintenance)
Testing
8. High-level interactive process
Requirements
Definition
(info gathering,
specification
Production
(design,
development)
Delivery
(training, launch,
maintenance)
Testing
9. Foundation of the end product
Design
Local Architecture
Global Architecture
Functionality
Objectives (users, business)
TANGIBLE
ABSTRACT
Derived from: Jesse James Garrett’s "The Elements of User Experience"
10. What does that path look like?
Derived from: Liz Sanders’ "Co-Creation"
What it
ends up being
What it
could be
11. What does that path look like?
What it
could be
Derived from: Liz Sanders’ "Co-Creation"
12. Foundation of the end product
Design
Local Architecture
Global Architecture
Functionality
Objectives (users, business)
TANGIBLE
ABSTRACT
14. 3 main components
Requirements
Definition
Ask
Audit
Think
Processing
Do
Spec
15. So, what do these break down into?
Ask
Audit
Think
Processin
g
Do
Spec
› (Objectives)
› Wants & needs (user vs. client)
› Climate (competition & market)
› Content
› (Functionality)
› Stories (humanity)
› Behaviors ($$$)
› Global arch. (taxonomy)
› Local arch. (hierarchy)
› Design
16. Tools we use to define them
Ask
Audit
Think
Processin
g
Do
Spec
Component Tools
› (Objectives)
› Wants & needs (user vs. client)
› Climate (competition & market)
› Content
› (Functionality)
› Stories (humanity)
› Behaviors ($$$)
› Global arch. (taxonomy)
› Local arch. (hierarchy)
› Design
› Surveys & interviews
› Card sorting
› Make tools (paper
prototypes & collages)
› Personas
› Usage scenarios
(task flows)
› Mood board
› Sitemap
› Wireframes
› A/B tests
› Digital prototypes
17. Card sort
› Purpose Determines high-level categorization preferences
› Method Stacks of paper, sticky notes, 3x5 cards (allowing write-ins)
› Analysis Put results into outline form or clouds
› Strengths Simple, cheap, quick, fun, foundational
› Weaknesses Content-centric (not tasks), may vary,
surface characteristics (not use)
20. Make tools
› Purpose Determine emotional needs, sometimes functionality
› Method Kit of materials, words, pictures
› Analysis Notes for inspiration, tabulated
› Strengths Easy, fun, high user involvement, candid
› Weaknesses Time consuming, hard to analyze, somewhat expensive
35. Wireframes
› Purpose Local hierarchy, audit
› Method Non-designed layout of each page
› Analysis N/A
› Strengths First visual, tangible, controls scope, testable
› Weaknesses Difficult to balance design vs. utility,
sometimes requires many pages
38. A/B tests
› Purpose Prove success of specific deliverable
› Method Compare two or more versions (isolation vs. side-by-side)
› Analysis Scored and tabulated
› Strengths Definitive and arguable, quick, easy
› Weaknesses Limited to options, can be difficult to assemble/coordinate
40. Digital prototype
› Purpose Prove system before design
› Method Build site without design (entire or partial)
› Analysis Task assignments, testing protocols, bug tracker
› Strengths Both quantity and quality, closest to end product, relevant
› Weaknesses Expensive if discarded, similar to wireframes can be
hard to explain utility vs. design
46. As a testament to the newly
organized and optimized content,
one month after launch saw a
1200% increase in average daily
page hits (previously averaging
1,200/day, now reaching more
than 30,000/day).
47. Determining your tools
› Project size (budget)
› Personal preference
› Client need & risk