The document summarizes the findings of a usability test conducted on the XXXXX.gov website. It identifies 4 main problems: (1) poor search results and lack of highlighted search terms, (2) unclear purpose and intended audience of the site, (3) accessibility issues violating Section 508, and (4) confusion about which links were internal/external. It provides recommendations for addressing each problem and improving the user experience and accessibility of the site. The document reports an overall task success rate of XX% and that X users participated in the usability testing.
The document discusses prototyping and provides examples of different types of prototypes including paper prototypes, digital prototypes, storyboards, role plays, and space prototypes. It explains that prototyping is used to make ideas tangible and test reactions from users in order to gain insights. Prototypes should be iterated on and fail early to push ideas further and save time and money. Both low and high fidelity prototypes are mentioned as ways to test ideas at different stages of the design process.
Introduction to UX provides an overview of user experience design including what it encompasses and how the process works, the goal and principles of UX design, how to measure and improve UX, and the role of a UX agency. Presented by Ari Weissman, lead experience architect at EffectiveUI.
This document provides an overview of UX research methods. It defines UX research and lists common biases to avoid in customer research such as confirmation bias. It then describes various qualitative and quantitative research methodologies like contextual inquiry, diary studies, card sorting, usability testing, eye tracking, and heuristic evaluation. For each methodology it discusses the business problem it can address, description, benefits, limitations, typical data collected, and tools used. It also includes references and links to external articles about applying specific methods and determining sample sizes.
User Experience: Research, Design, Process, and Workflowsollitaire
This document discusses user experience (UX) research, design, process, and workflow in 3 stages:
1. Research involves analysis, planning, identifying strategy/objectives and user needs/requirements through stakeholder meetings, competitive analysis, user research, and documenting insights.
2. Design establishes structure through conceptual models and information/workflow design then details interaction through wireframing, prototyping, and interaction design.
3. Implementation involves developing designs, continual UX review and testing, and advocating for users throughout the agile development process. The UX professional guides teams through this participatory process.
Short introduction of main concepts in healthcare and eyecare startups for UX-naïve audience building their startups
External download link: https://www.dropbox.com/s/8zp2w5bk2hjcbxh/healthcare_UX.pdf?dl=0
Includes the definition, value, usage and history of heuristics as well as 10 principles with starter questions for use in an evaluation. (As presented most recently at Interaction 12 in Dublin)
From insight to idea, to implementation.
Design Thinking helps us create value-driven innovation.
Lean UX secures success through testing and iterations.
These key ingredients make up a winning combination.
Lillian Ayla Ersoy, BEKK
The document summarizes the findings of a usability test conducted on the XXXXX.gov website. It identifies 4 main problems: (1) poor search results and lack of highlighted search terms, (2) unclear purpose and intended audience of the site, (3) accessibility issues violating Section 508, and (4) confusion about which links were internal/external. It provides recommendations for addressing each problem and improving the user experience and accessibility of the site. The document reports an overall task success rate of XX% and that X users participated in the usability testing.
The document discusses prototyping and provides examples of different types of prototypes including paper prototypes, digital prototypes, storyboards, role plays, and space prototypes. It explains that prototyping is used to make ideas tangible and test reactions from users in order to gain insights. Prototypes should be iterated on and fail early to push ideas further and save time and money. Both low and high fidelity prototypes are mentioned as ways to test ideas at different stages of the design process.
Introduction to UX provides an overview of user experience design including what it encompasses and how the process works, the goal and principles of UX design, how to measure and improve UX, and the role of a UX agency. Presented by Ari Weissman, lead experience architect at EffectiveUI.
This document provides an overview of UX research methods. It defines UX research and lists common biases to avoid in customer research such as confirmation bias. It then describes various qualitative and quantitative research methodologies like contextual inquiry, diary studies, card sorting, usability testing, eye tracking, and heuristic evaluation. For each methodology it discusses the business problem it can address, description, benefits, limitations, typical data collected, and tools used. It also includes references and links to external articles about applying specific methods and determining sample sizes.
User Experience: Research, Design, Process, and Workflowsollitaire
This document discusses user experience (UX) research, design, process, and workflow in 3 stages:
1. Research involves analysis, planning, identifying strategy/objectives and user needs/requirements through stakeholder meetings, competitive analysis, user research, and documenting insights.
2. Design establishes structure through conceptual models and information/workflow design then details interaction through wireframing, prototyping, and interaction design.
3. Implementation involves developing designs, continual UX review and testing, and advocating for users throughout the agile development process. The UX professional guides teams through this participatory process.
Short introduction of main concepts in healthcare and eyecare startups for UX-naïve audience building their startups
External download link: https://www.dropbox.com/s/8zp2w5bk2hjcbxh/healthcare_UX.pdf?dl=0
Includes the definition, value, usage and history of heuristics as well as 10 principles with starter questions for use in an evaluation. (As presented most recently at Interaction 12 in Dublin)
From insight to idea, to implementation.
Design Thinking helps us create value-driven innovation.
Lean UX secures success through testing and iterations.
These key ingredients make up a winning combination.
Lillian Ayla Ersoy, BEKK
WordCamp SF 2014 talk on the foundational principles of personas in design and development and a simple way to setup a WordPress site to support their diffusion.
Top 3 ways to use your UX team - producttank DFW MeetupJeremy Johnson
As a product owner or manager how should you be using your User Experience team? In this quick talk I go over the top three ways to use your UX team to support you in building better products.
UX Research within an Agile Design and Development Sprint CycleUXPA International
Want to know how to deliver high-value, strategic research insights within a lean sprint process? Learn a quick, useful, and inexpensive process for incorporating user research & usability into Agile Design & Development sprint cycles. We will share a case study that demonstrates how it works and how we work together (research + UX design + dev).
Some of the topics we'll cover:
User Research on a slim budget & tight timeline
Planning research while still designing (what, when, how)
Rapid prototyping to support usability testing
The Post-Testing debrief (meeting with core team to discuss observations & agree on next steps for design and development)
Design iteration based on testing observations (not based on a lengthy expensive report)
This document discusses how leaders can use stories to inspire and influence others. It provides 5 types of stories that leaders can tell: 1) Challenge stories to overcome obstacles, 2) Connecting stories to relate experiences, 3) Metaphoric stories to articulate concepts visually, 4) Visionary stories to sell grand dreams and influence change, and 5) Cautionary stories to avoid past mistakes. Each story type is explained and an example leader is given to illustrate how that type of story can be used and its impact. The document encourages leaders to incorporate purposeful storytelling in their communication.
This document outlines an agenda for a facilitated thinking session using LEGO Serious Play (LSP). The session will use LEGO models and metaphorical storytelling to explore the topic of entrepreneurship. It will involve periods of individual and group model building, story sharing, questioning, and reflection. LSP is designed to get 100% participation through hands-on model building and to draw on 80% of participants' brains. Guidelines emphasize respect, listening, and questioning models rather than people. The goal is constructive inclusive discussion and new perspectives on entrepreneurship.
A myriad of user experience deliverables are available to the UXD practitioner, but which are most effective for capturing the design concept, process, and vision? We survey preferred sets of deliverables and give pointers for choosing yours.
The document describes various methods that IDEO uses to gain insights into user needs, behaviors, and perceptions. Some of these methods include cultural probes, word-concept association studies, camera journals, card sorting exercises, cognitive mapping, and surveys. IDEO has used these methods to help design products and services across different domains such as travel systems, phones, food packaging, and online education.
Ideation is at the heart of the Design Thinking process. Ideation sessions help you to challenge assumptions, think outside the box, and explore uncharted territory. In the ideation phase, you explore and come up with as many ideas as possible.
In this presentation guide, you will learn and develop skills in six types of ideation techniques that can be used in the Design Thinking cycle. They include:
1. Brainstorming
2. 2 x 2 Matrix
3. Dot Voting
4. 6-3-5 Method (Brainwriting)
5. Special Brainstorming (Negative Brainstorming, Figuring Storming, and Bodystorming)
6. NABC (Need, Approach, Benefit and Competition)
This guide provides a means to introduce ideation techniques to your workshop participants other than the traditional brainstorming method. It helps to make your ideation sessions fun and exciting.
LEARNING OBJECTIVES
1. Gain knowledge on the various ideation techniques that can be used in the design thinking cycle.
2. Develop skills in the application of ideation techniques.
3. Understand the expert tips and key learnings of ideation techniques.
CONTENTS
1. Brainstorming
2. 2 x 2 Matrix
3. Dot Voting
4. 6-3-5 Method
5. Special Brainstorming
6. NABC
To download this complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
Product School provides online and on-site courses in product management, data analytics, coding, and other topics taught by instructors from companies like Google and Netflix. It has 16 campuses worldwide and offers courses live online as well. The document promotes Product School's blog for learning more about its topics and lists featured speakers for its programs. It also contains standard legal disclaimers about copyright and permissions.
This document discusses product discovery and defines it as determining "what to build", "why is this product needed", "who has the problem", and "what should be built". Traditional product discovery is viewed as pre-work to generate ideas, but it faces challenges in fast-paced environments where needs change. Agile focuses on how to build well but not what to build. The document advocates for modern product discovery approaches like design thinking, lean startup, and dual-track development to focus on quick, validated learning through customer development and business model innovation. Key aspects of product discovery discussed are understanding customer pain points, jobs-to-be-done, and determining what customers would pay for.
This document discusses user experience (UX) and personas. It defines UX as the experience a person has when interacting with an app, system, product, service or staff. UX is not just about the interface but using the interface to provide experiences. It discusses elements of UX like concrete and abstract goals. It explains that to start UX design, designers should know their users through personas. A persona is a representation of a user type that helps designers understand what a user would do. The document provides steps to create personas through gathering user information, finding real people examples, enhancing data, and describing representative characters. It includes a persona example and encourages being curious, observing users, testing apps, and learning UX guidelines.
Industrial design has traditionally focused on late-stage product development and solutions, with designers trained to generate visual ideas and test products independently. In contrast, design thinking engages designers earlier in the process to frame problems through user research and concept development with an emphasis on teamwork, facilitation skills, and a user-centered approach using shared mindsets and language.
Usability testing involves having people complete tasks while thinking aloud to provide insight into their thought processes. It can be done using paper prototypes, websites, or existing sites. Benefits for designers include uncovering unexpected issues, testing assumptions, and getting stakeholder buy-in. Benefits for site owners are fixing problems early when cheaper, improving customer satisfaction, and increasing conversion rates. Guerilla or informal testing is quick, inexpensive, and provides qualitative insights that can immediately feed back into the design process. It involves recruiting your own test subjects and moderating the sessions yourself.
The 5-day Design Sprint process provides teams a structured approach to answering critical business questions. In the first day, teams map out the challenge by defining a long-term goal and target audience. On the second day, teams sketch rapid ideas and variations. The third day has teams vote on the best ideas to prototype. A prototype is created on the fourth day for user testing on the fifth day. This process gives teams a fast way to learn from users without fully building and launching a product.
A summary of the basic principles of design thinking, human centered innovation and its application to strategy. Created by Natalie Nixon of Figure 8 Thinking.
With this presentation, we look at updated research about content in design systems. We’ll see the results of a survey of publicly available systems and assess how they do or don’t include content. (There's good news and ... opportunities.) And we’ll also talk about the contributions content professionals can bring to design systems. These contributions stretch beyond documentation and voice and tone guidelines. There’s a long list of things content strategists can bring to both design and systems. Let’s talk about them and how you and your organization can take steps to make them happen.
This document defines and compares interaction design (IxD), user experience (UX) design, visual (UI) design, and the roles involved in the design process. IxD focuses on satisfying user needs and desires. Personas with backstories are used to represent users. UX design incorporates disciplines like IxD to positively impact the overall user experience. UI design finalizes visual details. Clients are classified A, B, C based on budget, with A having the largest budget and most deliverables. The roles involved include clients, sales teams, stakeholders, project managers, developers, lead designers, and UI designers.
WordCamp SF 2014 talk on the foundational principles of personas in design and development and a simple way to setup a WordPress site to support their diffusion.
Top 3 ways to use your UX team - producttank DFW MeetupJeremy Johnson
As a product owner or manager how should you be using your User Experience team? In this quick talk I go over the top three ways to use your UX team to support you in building better products.
UX Research within an Agile Design and Development Sprint CycleUXPA International
Want to know how to deliver high-value, strategic research insights within a lean sprint process? Learn a quick, useful, and inexpensive process for incorporating user research & usability into Agile Design & Development sprint cycles. We will share a case study that demonstrates how it works and how we work together (research + UX design + dev).
Some of the topics we'll cover:
User Research on a slim budget & tight timeline
Planning research while still designing (what, when, how)
Rapid prototyping to support usability testing
The Post-Testing debrief (meeting with core team to discuss observations & agree on next steps for design and development)
Design iteration based on testing observations (not based on a lengthy expensive report)
This document discusses how leaders can use stories to inspire and influence others. It provides 5 types of stories that leaders can tell: 1) Challenge stories to overcome obstacles, 2) Connecting stories to relate experiences, 3) Metaphoric stories to articulate concepts visually, 4) Visionary stories to sell grand dreams and influence change, and 5) Cautionary stories to avoid past mistakes. Each story type is explained and an example leader is given to illustrate how that type of story can be used and its impact. The document encourages leaders to incorporate purposeful storytelling in their communication.
This document outlines an agenda for a facilitated thinking session using LEGO Serious Play (LSP). The session will use LEGO models and metaphorical storytelling to explore the topic of entrepreneurship. It will involve periods of individual and group model building, story sharing, questioning, and reflection. LSP is designed to get 100% participation through hands-on model building and to draw on 80% of participants' brains. Guidelines emphasize respect, listening, and questioning models rather than people. The goal is constructive inclusive discussion and new perspectives on entrepreneurship.
A myriad of user experience deliverables are available to the UXD practitioner, but which are most effective for capturing the design concept, process, and vision? We survey preferred sets of deliverables and give pointers for choosing yours.
The document describes various methods that IDEO uses to gain insights into user needs, behaviors, and perceptions. Some of these methods include cultural probes, word-concept association studies, camera journals, card sorting exercises, cognitive mapping, and surveys. IDEO has used these methods to help design products and services across different domains such as travel systems, phones, food packaging, and online education.
Ideation is at the heart of the Design Thinking process. Ideation sessions help you to challenge assumptions, think outside the box, and explore uncharted territory. In the ideation phase, you explore and come up with as many ideas as possible.
In this presentation guide, you will learn and develop skills in six types of ideation techniques that can be used in the Design Thinking cycle. They include:
1. Brainstorming
2. 2 x 2 Matrix
3. Dot Voting
4. 6-3-5 Method (Brainwriting)
5. Special Brainstorming (Negative Brainstorming, Figuring Storming, and Bodystorming)
6. NABC (Need, Approach, Benefit and Competition)
This guide provides a means to introduce ideation techniques to your workshop participants other than the traditional brainstorming method. It helps to make your ideation sessions fun and exciting.
LEARNING OBJECTIVES
1. Gain knowledge on the various ideation techniques that can be used in the design thinking cycle.
2. Develop skills in the application of ideation techniques.
3. Understand the expert tips and key learnings of ideation techniques.
CONTENTS
1. Brainstorming
2. 2 x 2 Matrix
3. Dot Voting
4. 6-3-5 Method
5. Special Brainstorming
6. NABC
To download this complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
Product School provides online and on-site courses in product management, data analytics, coding, and other topics taught by instructors from companies like Google and Netflix. It has 16 campuses worldwide and offers courses live online as well. The document promotes Product School's blog for learning more about its topics and lists featured speakers for its programs. It also contains standard legal disclaimers about copyright and permissions.
This document discusses product discovery and defines it as determining "what to build", "why is this product needed", "who has the problem", and "what should be built". Traditional product discovery is viewed as pre-work to generate ideas, but it faces challenges in fast-paced environments where needs change. Agile focuses on how to build well but not what to build. The document advocates for modern product discovery approaches like design thinking, lean startup, and dual-track development to focus on quick, validated learning through customer development and business model innovation. Key aspects of product discovery discussed are understanding customer pain points, jobs-to-be-done, and determining what customers would pay for.
This document discusses user experience (UX) and personas. It defines UX as the experience a person has when interacting with an app, system, product, service or staff. UX is not just about the interface but using the interface to provide experiences. It discusses elements of UX like concrete and abstract goals. It explains that to start UX design, designers should know their users through personas. A persona is a representation of a user type that helps designers understand what a user would do. The document provides steps to create personas through gathering user information, finding real people examples, enhancing data, and describing representative characters. It includes a persona example and encourages being curious, observing users, testing apps, and learning UX guidelines.
Industrial design has traditionally focused on late-stage product development and solutions, with designers trained to generate visual ideas and test products independently. In contrast, design thinking engages designers earlier in the process to frame problems through user research and concept development with an emphasis on teamwork, facilitation skills, and a user-centered approach using shared mindsets and language.
Usability testing involves having people complete tasks while thinking aloud to provide insight into their thought processes. It can be done using paper prototypes, websites, or existing sites. Benefits for designers include uncovering unexpected issues, testing assumptions, and getting stakeholder buy-in. Benefits for site owners are fixing problems early when cheaper, improving customer satisfaction, and increasing conversion rates. Guerilla or informal testing is quick, inexpensive, and provides qualitative insights that can immediately feed back into the design process. It involves recruiting your own test subjects and moderating the sessions yourself.
The 5-day Design Sprint process provides teams a structured approach to answering critical business questions. In the first day, teams map out the challenge by defining a long-term goal and target audience. On the second day, teams sketch rapid ideas and variations. The third day has teams vote on the best ideas to prototype. A prototype is created on the fourth day for user testing on the fifth day. This process gives teams a fast way to learn from users without fully building and launching a product.
A summary of the basic principles of design thinking, human centered innovation and its application to strategy. Created by Natalie Nixon of Figure 8 Thinking.
With this presentation, we look at updated research about content in design systems. We’ll see the results of a survey of publicly available systems and assess how they do or don’t include content. (There's good news and ... opportunities.) And we’ll also talk about the contributions content professionals can bring to design systems. These contributions stretch beyond documentation and voice and tone guidelines. There’s a long list of things content strategists can bring to both design and systems. Let’s talk about them and how you and your organization can take steps to make them happen.
This document defines and compares interaction design (IxD), user experience (UX) design, visual (UI) design, and the roles involved in the design process. IxD focuses on satisfying user needs and desires. Personas with backstories are used to represent users. UX design incorporates disciplines like IxD to positively impact the overall user experience. UI design finalizes visual details. Clients are classified A, B, C based on budget, with A having the largest budget and most deliverables. The roles involved include clients, sales teams, stakeholders, project managers, developers, lead designers, and UI designers.