In order to do great work you need to influence more parts of the design process than creating wireframes or front-end code. In this presentation, I walk you through the expanded sphere of influence on the user experience. I encourage you to look beyond your deliverables, outside of your department, and past your current way of working. I help you spot opportunities and draft a plan to improve your design process.
6. a design
a speci!cation of an object,
manifested by an agent,
intended to accomplish goals,
in a particular environment,
using a set of primitive components,
satisfying a set of requirements,
subject to constraints
7. to design
to create a design,
in an environment where
the designer operates
8. to design
to create a design,
in an environment where
the designer operates
10. deliverables
‘deliverable’ is a term used in project management
to describe a tangible or intangible object,
produced as a result of the project,
that is intended to be delivered to a customer
(either internal or external).
13. business
project strategy
evaluation research
design
pitch
scenarios
position
roadmap
service design
scope
prototype
review requirements
test
analytics
estimate
beta
detailed design sketch
personas
concept
competition
roles
steps
interviews
20. example estimate
assuming
we design 10 wireframes
(5 complex + 5 medium)
plus 15 components
we estimate
we need 300 hours
(5x16 + 5x8) + (15x12)
but
we don’t know the
documentation
needs
of the developer
66. business
project strategy
evaluation research
design
pitch
scenarios
position
roadmap
service design
scope
prototype
review requirements
test
analytics
estimate
beta
detailed design sketch
personas
concept
competition
roles
steps
interviews
67. to design
to create a design,
in an environment where
the designer operates
85. design process
substantial disagreement exists
concerning how designers [..] produce designs.
1. designers attempt to optimize a design
candidate for known constraints and
objectives
2. the design process is plan-driven
3. the design process is understood in terms of
a discrete sequence of stages
1. designers use creativity and emotion to
generate design candidates
2. the design process is improvised
3. no universal sequence of stages is
apparent – analysis, design and
implementation are contemporary and
inextricably linked
86. 80-20 rule for problems
80% 20%
1. designers attempt to optimize a design
candidate for known constraints and
objectives
2. the design process is plan-driven
3. the design process is understood in terms of
a discrete sequence of stages
1. designers use creativity and emotion to
generate design candidates
2. the design process is improvised
3. no universal sequence of stages is
apparent – analysis, design and
implementation are contemporary and
inextricably linked
87. 80-20 rule for time spent
20% 80%
1. designers attempt to optimize a design
candidate for known constraints and
objectives
2. the design process is plan-driven
3. the design process is understood in terms of
a discrete sequence of stages
1. designers use creativity and emotion to
generate design candidates
2. the design process is improvised
3. no universal sequence of stages is
apparent – analysis, design and
implementation are contemporary and
inextricably linked
88. 80-20 rule for time spent
assuming you have a process
20% 80%
1. designers attempt to optimize a design
candidate for known constraints and
objectives
2. the design process is plan-driven
3. the design process is understood in terms of
a discrete sequence of stages
1. designers use creativity and emotion to
generate design candidates
2. the design process is improvised
3. no universal sequence of stages is
apparent – analysis, design and
implementation are contemporary and
inextricably linked
89. why document a process?
1. to agree on what ‘things’ are called
2. to link design activities with other processes
3. to increase efficiency through standardization
4. to speed up integration of team members
5. to explain to your client where they are involved
6. to measure your work, so you can improve it
96. 1 2 3 4
Persona
SITEMAP
wireframes
require-ments
usability test
Screen
FLOW
proto-type
design
principles
97. resuesaerrch concept
design
detailed
design
prototype
& evaluate
Persona
SITEMAP
wireframes
require-ments
usability test
Screen
FLOW
proto-type
design
principles
98.
99.
100.
101.
102.
103.
104.
105.
106.
107.
108.
109.
110.
111. reusseaecrh
concept
design
detailed
design
&pr eovtaolutyaptee
Persona
SITEMAP
wireframes
require-ments
usability test
Screen
FLOW
proto-type
design
principles
112. 1. identify your current deliverables
2. create diagram with deliverables & phases
113. 10 steps
1. identify your current deliverables
2. create diagram with deliverables & phases
3. describe activities, specifying input & output
4. present process to rest of company
5. improve diagram & descriptions
...
114. 10 steps
...
6. create templates & instructions for deliverables
7. update diagram & descriptions
8. promote your process, internally & externally
9. measure & evaluate working with the process
10. continue to improve the process
120. a plan for improvement
to improve <a success metric>,
I will <do something>
together with <another role>
and we will change <a part of the process>
before <a deadline>.
121. success for design
1. product usage
2. compliments vs. complaints
3. value of the brand
122. success for design teams
1. projects on time & within budget
2. efficiency & effectiveness
3. valued by colleagues
125. where in the process
resuesaerrch concept
design
detailed
design
prototype
& evaluate
Persona
SITEMAP
wireframes
require-ments
usability test
Screen
FLOW
proto-type
design
principles
126. which deliverable
pitch
scenarios
position
roadmap
service design
scope
prototype
review requirements
test
analytics
estimate
beta
detailed design sketch
personas
concept
competition
roles
steps
interviews
128. a plan for improvement
to improve <a success metric>,
I will <do something>
together with <another role>
and we will change <a part of the process>
before <a deadline>.
129. write a plan
to improve <a success metric>,
I will <do something>
together with <another role>
and we will change <a part of the process>
before <a deadline>.
130. to design
to create a design,
in a environment
where the designer operates
and keeps improving