lean and ux

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  • lean ux

    what that means for usfor UX Brighton, 8 March 2011

  • i used to work in an advertising agency

    off-sitecreative first orux first

    now, I help build software for finance

    on-sitedelivery driven

    hello

    2

  • just enough / good enough

    good enoughgenerically across the project

    just enoughpersonas (and their use in stories)sketching and documentationdesign

    the end product

    3

  • define your quality standardswhat does done look like?

    does the kano model have some answers?

    good enough

    4

    very satisfied

    very dissatisfied

    winfail

    excitementperformance

    hygiene

  • development quality is easy(ish) to definewhat are the coding standards

    what is acceptable (bug wise)

    good enough

    5

  • creative quality?what creative standard are we striving to achieve (chevrolet, toyota, porsche, audi ferrari)

    good enough

    6

  • interaction quality?what level of usability is good enough

    good enough

    7

  • just enough / good enough

    good enoughgenerically across the project

    just enoughpersonas (and their use in stories)sketching and documentationdesign

    the end product

    8

  • Personas

    what is appropriategeneric librarysketchprimary / secondary

    9

    City Personas EDITION 1

    FX ONLY :: LAB49 INTERNAL DISTRIBUTION ONLY

  • personas

    then use them!as [persona], I want to [goal], so that [reason]

    most use:as a user I

    use your personasas bob jones, Ias bob, mary or fred, I

    10

    City Personas EDITION 1

    FX ONLY :: LAB49 INTERNAL DISTRIBUTION ONLY

  • just enough / good enough

    good enoughgenerically across the project

    just enoughpersonas (and their use in stories)sketching and documentationdesign

    the end product

    11

  • does anyone like producing documents that dont get read?can you get away with just sketches

    sketching and documentation

    12

    The interactive sketching notation is an emerging visual language which affords the representation of interface states and event-based user actions. Through a few simple and standardized rules, what the user sees (drawn in greys and blacks) and does (drawn in red) are unified into a coherent sketching system. This unification of both interface and use, intends to enable designers to tell more powerful stories of interaction.

    Interactive Sketching Notation Version 0.1

    Event BindingEvents

    Transitions

    Advanced Notations Rapid Tactics

    Page OrganizationEmphasis TechniquesConcept Title. Each page can contain a title in the top left. For multi-page concepts, use roman numerals as a suffix.

    To Element. A rounded starting point denotes an event bound to a par-ticular drawn element.

    Unspecified Transition. A default transition is instant without delay.

    Basic Condition. If something is to be met before the next screen.

    Condition with Else. Conditional representation of an IF/ELSE combination.

    Automatic Sequence. Use a black arrow(s) if there is a sequence of screens that are shown automati-cally to the user in an order.

    Delay. The time it takes before a transition starts.

    Duration. The time it takes for a transition to complete.

    Effect. Two possible effects include: FADE, and SLIDE.

    Events are initiated when users perform various actions on an interface. Think of events as causes and screens as effects. For the purpose of this notation, some relevant events could include:

    To Area. An event is bound to a specific area on the screen.

    To Anywhere. An event is attached to the full window.

    Emphasis. Indicating an important element with a 10% grey.

    Drag&Drop. Quickly show a drag and drop interaction.

    Delta Box. Only draw items which changed, suggesting that previous screen ele-ments will also appear.

    Zooming. Draw at least one corner to zoom in and close up on what is impor-tant in the interface.

    Multi Clicks. Use the same screen to show two or more clicks at the same time.

    Selected State. Showing a selected item with a 30% grey.

    Unspecified Event. A simple arrow that represents a CLICK action by default.

    Specific Event. To represent a user action with an event, note it above the arrow.

    Combined Events. Sometimes users perform more complex actions such as holding a key and clicking.

    Real World Actions. User actions can also happen outside of an interface.

    CLICKDBLCLICKRCLICKMOUSEOVERMOUSEOUTMOUSEMOVEMOUSEUPMOUSEDOWNCHANGE

    FOCUSBLURKEY: XKEYUP: XKEYDOWN: XLOADUNLOADSCROLLSUBMIT

    Variations. Each concept can have multiple varia-tions which are referred to alphabetically.

    Credits: Linowski Interaction Design http://www.linowski.ca/sketching & all those who shared their work on Wireframes Magazine.This work is licenced under the Creative Commons Attribution-Share Alike 2.5 Canada License http://creativecommons.org/licenses/by-sa/2.5/ca/

    linowski

  • sketching and documentation

    we have, but only under in certain conditions

    when sketches dont work we spike prototypes - sometimes within the app!

    requirements are acceptance tests

    13

  • just enough / good enough

    good enoughgenerically across the project

    just enoughpersonas (and their use in stories)sketching and documentationdesign

    the end product

    14

  • design

    a beautiful photoshop file

    15

  • design

    but, the application

    16

  • if phase 2 happens, how much of your detailed ux work will actually get used, or (realistically) will it all be changed again based on new things youve learnt - if so - why do it?

    thank youmark@found.me.uk

    @uxplant

    finally

    17