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RESEARCH & TESTDESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
.ETNOGRAPHI...
RESEARCH & TESTDESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
SIGNAL DATA INFORMATION KNOWLEDGE WISDOM
CONTENT
AU...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
.UNDERSTAND
.DIVERGE
.DECIDE
.PROTOTYPE
Digging into the design problem through
res...
RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observa...
RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observa...
RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observa...
RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observa...
RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observa...
RESEARCH & TEST
.ETNOGRAPHIC
RESEARCH
.USABILITY TEST
.NETNOGRAPHIC
APPROACH
Insights from field research. Notes of
observa...
DESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGYRESEARCH & TEST
.MEANINGFUL CONTENT
Communicating to
people
.Commun...
RESEARCH & TESTDESIGN SPRINT WORKSHOP
WITH THE CLIENT
CONTENT STRATEGY
FINAL REPORT
DESIGN
DEVELOP
RELEASE
Thank you
UX Design Process & Methods
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UX Design Process & Methods

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UX Design Process & Methods

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UX Design Process & Methods

  1. 1. RESEARCH & TESTDESIGN SPRINT WORKSHOP WITH THE CLIENT CONTENT STRATEGY .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE .ETNOGRAPHIC RESEARCH .USABILITY TEST .NETNOGRAPHIC APPROACH Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way. Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems. The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction. Plans for the creation, publication, and governance of useful, usable content. Aligning communication across channels so that web content, print collateral, social media conversations, and internal knowledge management are working toward the same goals (in channel appropriate ways). Content strategy focuses on the planning, creation, delivery, and governance of content. Content not only includes the words on the page but also the images and multimedia that are used. .CONTENT PLAN .CONTENT ALIGN SIGNAL DATA INFORMATION KNOWLEDGE WISDOM
  2. 2. RESEARCH & TESTDESIGN SPRINT WORKSHOP WITH THE CLIENT CONTENT STRATEGY SIGNAL DATA INFORMATION KNOWLEDGE WISDOM CONTENT AUDIT TASK ANALYSIS METRIC ANALYSIS QUANTITATIVE SURVEY PERSONAS A/B TEST STORY BOARDS SITEMAP CONTENT ANALYSIS CARD SORTING KPI ANALYSIS USE CASES HEURISTIC ANALYSIS COMPETITIVE AUDIT USER JOURNEY MAP COPYWRITING USABILITY TEST SEO AUDIT WIREFRAME PROTOTYPE
  3. 3. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY .Sketch the most important user story How do you know which user story is most important? It depends on the problem you are solving in the sprint. Helping people understand and get started with your product — you probably want to focus on the experience of a user encountering your product for the first time. Creating a new product concept — you probably want to look into the future and imagine the value proposition and core features for an engaged user. Improving conversion rate from a landing page — you probably want to understand why people land on your page and what their goals are. This step can be difficult and time-consuming, but it’s critical! Getting a visual map on the wall (like the one above) is invaluable for grounding the discussion and keeping everyone on the same page.
  4. 4. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY .Choose part of the problem Now decide which part to focus on first. It usually makes sense to have everybody in the sprint focus on the same part of the problem at once. If you take that approach, you’ll do one cycle for each part of the problem, with everybody collaborating on each part as you go. A B C D E F G
  5. 5. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY A B C D E F G .Take notes At this point in the sprint, the whiteboards and walls are probably covered in diagrams, notes, and sticky notes. This is your chance to reload that stuff into your brain. Everyone takes a piece of paper and jots down anything they think is useful. 10minutes
  6. 6. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY A B C D E F G .Mind Map Now you’re going to add all the other ideas that are in your head, mix them with the notes you just took, and loosely organize them on paper. The mind map is going to be your “cheat sheet” you can use when you’re sketching UI ideas. 25minutes
  7. 7. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY A B C D E F G .Crazy Eights Everybody folds a blank sheet of paper in half four times, then unfolds it, so they get eight panels. Then you have 5 minutes total to draw eight sketches, one in each panel. 10minutes
  8. 8. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY A B C D E F G .Storyboard That will be shared anonymously and critiqued by the group. The goal is to take the ideas we’ve generated so far and sketch an actual UI showing how a user would move through this part of the story — where they click, what info they enter, what they think, etc. Start with a blank sheet of paper, and put 3 sticky notes on it. Each sticky note is one frame in the storyboard. It’s kind of like a comic book that you’re going to fill in. 20minutes
  9. 9. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY A B C D E F G .Silent Critique Give everybody a bunch of dot stickers. Then, without speaking, everybody looks at the different storyboards and puts a sticker on every idea or part of an idea they like. There are no limits to how many stickers you can use, and I don’t even prevent people who want to brazenly vote for their own ideas. By the end, you’ve got a kind of heat map, and some ideas are already standing out. 10minutes
  10. 10. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY A B C D E F G .Five-minute critiques Everybody gathers around the storyboards one at a time. First, people talk about what they liked, then we ask the person who drew it if we missed anything important. Usually the best, most popular ideas are the ones people can understand without an explanation, so the author of the storyboard oſten doesn’t have anything else to add. 5min/idea
  11. 11. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY A B C D .Search for conflicts A conflict is a place where there are two or more different approaches to solving the same problem. Conflicting approaches are super helpful because they illuminate the choices for your product. Each conflict is like a little gold mine. In business-as- usual design, designers oſten end up picking one approach and going straight to high resolution. When I was working on products in-house, I’d oſten get so caught up in that one solution that I wouldn’t even have time to think about how else it could be done.
  12. 12. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY A B C D .Best shot or battle royale You have two basic options for what kind of user study you’re going to run at the end of your sprint. You can prototype several different approaches and test them against each other (the “battle royale”) or you can go with a single prototype (the “best shot”). The advantage of the “best shot” approach is that you can put a lot more work into that one prototype, or just get it done faster. The “battle royale” works well for newer spaces where there really aren’t many conventions, and you need to figure which one is going to work best for the user.
  13. 13. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY A B C D .Test your assumptions What else should you test in your user study? Listing out your underlying assumptions is a good way to revisit the big picture. Try to come up with a way to test all your assumptions, either in the user study. If you can’t test every assumption now, keep a list for next time. Untested assumptions are like takeout containers in your fridge: if you leave them for very long, things get nasty.
  14. 14. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY A B C D .Whiteboard the user story Now we’re going to make a storyboard that shows exactly how the user will step through your prototype, click by click. This storyboard will become the spec for building the prototype. This is an activity that the group does together — it’s actually the last group step before you break for prototyping. The group should be engaged and discussing what happens next and giving that brave soul holding the whiteboard marker as much help as possible.
  15. 15. DESIGN SPRINT WORKSHOP WITH THE CLIENT .UNDERSTAND .DIVERGE .DECIDE .PROTOTYPE Digging into the design problem through research, competitive review, and strategy exercises. Rapidly developing as many solutions as possible. Choose the best ideas and hammer out a user story. Build something quick and dirty that can be shown to users. RESEARCH & TEST CONTENT STRATEGY .Create a real-looking version of storyboard Quite simply, a prototype is anything a person can look at and respond to. A prototype doesn’t usually have to be very complex in order to learn what you need to know. While it can be tempting to use “lorem ipsum” when you’re building a quick prototype, don’t do it — always write real text for your prototype. Keynote is the world’s best prototyping tool.
  16. 16. RESEARCH & TEST .ETNOGRAPHIC RESEARCH .USABILITY TEST .NETNOGRAPHIC APPROACH Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way. Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems. The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction. DESIGN SPRINT WORKSHOP WITH THE CLIENT CONTENT STRATEGY Ethnographic research usually involves observing target users in their natural, real-world setting, rather than in the artificial environment of a lab or focus group. The aim is to gather insight into how people live; what they do; how they use things; or what they need in their everyday or professional lives. Ethnographic research relies on techniques such as observation, video diaries, photographs, contextual interviews, and analysis of artefacts such as for example devices, tools or paper forms that might be used as part of a person’s job. Observations can be made at home, at work, or in leisure environments. People can be studied with their family, on their own, with work colleagues, or as part of a group of friends. Oſten one participant may be recruited, but several more may be studied as part of that person’s family or friends.
  17. 17. RESEARCH & TEST .ETNOGRAPHIC RESEARCH .USABILITY TEST .NETNOGRAPHIC APPROACH Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way. Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems. The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction. DESIGN SPRINT WORKSHOP WITH THE CLIENT CONTENT STRATEGY Netnography is a new qualitative method devised specifically to investigate the consumer behavior of cultures and communities present on the Internet. Netnography is a great approach for consumer-centric (open) innovation and cocreation. Conducted by interdisciplinary project teams of researchers and designers the derived insights are directly transferred into initial product solutions for the early stages of the innovation process. Systematic listening to online conversationsof highly involved consumers.
  18. 18. RESEARCH & TEST .ETNOGRAPHIC RESEARCH .USABILITY TEST .NETNOGRAPHIC APPROACH Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way. Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems. The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction. DESIGN SPRINT WORKSHOP WITH THE CLIENT CONTENT STRATEGY BRIEF 8-10 days 2 - 3 days 5 weeks . Client detailed brief . Selecting personas . Deciding tasks . Brief personas to Cast Agency . Cast Agency arranges the participants . Prepare test documents (Questionaries, task rating documents) . Organize test lab . Face to face & one to one . Each participant’s test will take 45 - 60 min . Record the user’s behaviour and face . Task Ratings TEST ANALYSIS, REPORT & SOLUTIONS PRESENTATION . Identify problems . Create solutions . Visualize the solutions (High fidelity wireframes) .TEST PROCESS
  19. 19. RESEARCH & TEST .ETNOGRAPHIC RESEARCH .USABILITY TEST .NETNOGRAPHIC APPROACH Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way. Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems. The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction. DESIGN SPRINT WORKSHOP WITH THE CLIENT CONTENT STRATEGY A1- Defining & Arranging Participants’ Demographics and Background Information. Participants’ personas will be created based on target group demographics and background information. Selected participants will be scheduled with a professional cast agency over 3 testing days. A2- Test Scenarios and Defining Usability Goals Usability metrics will be defined that refers to user performance measured against specific performance goals necessary to satisfy usability requirements. Scenario completion success rates, error rates and subjective evaluations (regarding ease of use and satisfaction will be collected via questionnaires) will be used. A3- Defining Tasks & Scenarios Tasks and scenarios will be developed from use cases with the collaboration of the client. Scenarios’ goals will be defined. (Critical errors, non-critical errors, subjective evaluations, scenario completion times will be defined.) Pre-test ProcessA B C
  20. 20. RESEARCH & TEST .ETNOGRAPHIC RESEARCH .USABILITY TEST .NETNOGRAPHIC APPROACH Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way. Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems. The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction. DESIGN SPRINT WORKSHOP WITH THE CLIENT CONTENT STRATEGY A B C B1- Test Process The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction. B2- Analysis All test data (videotaped content, questionnaires, observations) will be analyzed. That consists of a presentation of the results; evaluate the usability metrics against the pre- approved goals, specific usability problems. B3- Final Report Final report includes design inconsistencies and usability problem areas within the user interface and content areas. Potential sources of error may include; - navigational problems, - graphic images & icons, - control usage problems, - presentation problems (informational areas, labeling etc.). Test and Report
  21. 21. RESEARCH & TEST .ETNOGRAPHIC RESEARCH .USABILITY TEST .NETNOGRAPHIC APPROACH Insights from field research. Notes of observations, analyzing the notes and presenting in an enlightening, meaningful, and credible way. Netnography approach allows not only the simple evaluation of product-related comments, but the exploration and analysis of entire fields of innovation such as trends, behaviors and motives as well as complex problems. The goals of usability test process include establishing a baseline of user performance, establishing and validating user performance measures, and identifying potential design concerns to be addressed in order to improve the efficiency, productivity, and end-user satisfaction. DESIGN SPRINT WORKSHOP WITH THE CLIENT CONTENT STRATEGY A B C In order to solve the usability problems and clarify consistent ways for displaying particular types of information on the user interface, refinement recommendations and high fidelity wireframes will be prepared. High-fidelity wireframes are better for documentation because of their increased level of detail. These wireframes will include information about each particular item on the page, including dimensions, behavior, and/or actions related to any interactive element. Solutions & High Fidelity Wireframes
  22. 22. DESIGN SPRINT WORKSHOP WITH THE CLIENT CONTENT STRATEGYRESEARCH & TEST .MEANINGFUL CONTENT Communicating to people .Communicating to people in a way that they understand Embracing plain writing principles helps with this. Being useful .Being useful By being purposeful in the content that you include, omit the needless. Staying up-to-date .Staying up-to-date and and remain factual When new information becomes available, update the content or archive it. Being accessible to all people .Being accessible to all people We have a responsibility to make sure that all people can access and benefit from the information. Being consistent .Being consistent Style guides, both for language and design, helps people understand and learn what we are trying to communicate. Being able to be found Make sure that users can find the content both through internally through navigation and also externally through search engines. We help define the requirements for the overall site. Being able to found .Understanding how user’s think and speak about a subject Content should then be created and structured based on that. Doing this will also help you with search engine optimization. How user’s think & speak about a subject .Reflecting the organization’s goals and user’s needs We discover your user’s needs through conducting market research, user research, and analyzing web metrics. Organization’s goals & user’s needs Content strategy focuses on the planning, creation, delivery, and governance of content. Content not only includes the words on the page but also the images and multimedia that are used. Plans for the creation, publication, and governance of useful, usable content. .CONTENT PLANNING .CONTENT ALIGNING Plans for the creation, publication, and governance of useful, usable content. Aligning communication across channels so that web content, print collateral, social media conversations, and internal knowledge management are working toward the same goals (in channel appropriate ways).
  23. 23. RESEARCH & TESTDESIGN SPRINT WORKSHOP WITH THE CLIENT CONTENT STRATEGY FINAL REPORT DESIGN DEVELOP RELEASE
  24. 24. Thank you

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