the lean ux - summary

Download THE LEAN UX - SUMMARY

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  1. 1. By Preeti Bhalla 1http://vinsol.com
  2. 2. VALIDATION Validation tools and techniques DESIGN Design Validation Design Hacks Sketches, Wireframes and prototypes PRODUCT Measuring a product Iterating Faster 2http://vinsol.com
  3. 3. A fundamental change in the way we design products Attributes of LEAN UX : User Centered Agile Data Driven Fast and Cheap (sometimes) Hypothesis validation 3http://vinsol.com (Ruby on Rails, iOS, Android & Ecommerce Apps Development)
  4. 4. PROBLEM MARKET PRODUCT 4 http://vinsol.com
  5. 5. Its a Design Standard Company X does it this way We dont have time or money Were new, well do it later Its my Vision, users will screw it up 5http://vinsol.com
  6. 6. Competitor Testing Landing Page tests Five-Second Tests Prototype testing Guerrilla User Tests 6http://vinsol.com
  7. 7. If you can isolate the 10% of a complicated product, you can deliver an infinitely simpler product! Test someone elses product It points out mistakes that others have made Helps you learn about users problems It works even before you have an idea for a product! 7http://vinsol.com
  8. 8. One page sites to see how many people are interested. Can be used even before an actual product is build so its cheap Validates both problem and market Draw traffic using Facebook or AdWords and analyse results 8http://vinsol.com
  9. 9. To test the first impression of the design/product Make the user look at your product for five seconds Ask participants if they can look at a couple of screens and answer some questions ( maybe, in exchange of something) Can use usabilityhub.com Application to test your and others products as well 9http://vinsol.com
  10. 10. Give your potential customers something that has the look and feel of your product. Clickable prototype testing Make an interactive prototype Decide what tasks to perform Ask open-ended questions Be careful as it could be labour intensive sometimes 10http://vinsol.com
  11. 11. Cheap and fast method of gathering feedback Quickly finds usability flaws in the product Can be conducted at any place with a significant footfall How to perform guerrilla tests : Use a portable kit Product installed on your laptop, tablet etc Ask someone to perform a task Observe as the do it Do not ask questions in between 11http://vinsol.com
  12. 12. Dont give a guided tour Ask Open-Ended questions Follow Up Let the User fail Look for patterns 12http://vinsol.com
  13. 13. Design Patterns Consistency Frameworks Plug-ins 13http://vinsol.com
  14. 14. Design patterns are reusable solutions to a recurring problem Understand the difference between copying and being inspired Dont settle for a design pattern without considering your problem Examples : Comments, fetching data , purchase , searching etc 14http://vinsol.com
  15. 15. It makes a design more professional and usable Problems with inconsistency : Makes products less finished Mentally taxing for users Try to find out what is making the product inconsistent in the first place 15http://vinsol.com
  16. 16. Frameworks Responsive grid line interfaces with decent styling and functionality Use plug-ins instead of building everything from scratch These are trivially simple to use Saves time and effort Example Bootstrap, Spree, Magento etc 16http://vinsol.com (Ruby on Rails, iOS, Android & Ecommerce Apps Development)
  17. 17. Establish what kind of designer do you actually need Try not to judge someone by his random static piece of work Walkthrough his/her projects to see what exactly has been done by him/her before you hire 17http://vinsol.com (Ruby on Rails, iOS, Android & Ecommerce Apps Development)
  18. 18. Diagrammatic representation of flow of an application/ interaction Any interaction that needs more than one or two steps has the potential for branching and hidden errors A simple sign up can have a number of steps when it comes down to a flow diagram 18http://vinsol.com
  19. 19. 19http://vinsol.com
  20. 20. 20http://vinsol.com (Ruby on Rails, iOS, Android & Ecommerce Apps Development)
  21. 21. 21http://vinsol.com
  22. 22. Helps in visualizing how users will move around in the system Creates a clearer picture of how much effort will be required in design and engineering Helps in deciding which states need design Helps in visualizing design 22http://vinsol.com
  23. 23. Rough representation of your vision of the design They are quick and disposable Good for starting to communicate your design to others Help in deciding where should the elements be in relation to one another on a page Cuts down a lot of documentation work The only way you can sketch good is to start sketching! 23http://vinsol.com
  24. 24. Wireframes lie somewhere between a rough sketch and an interactive prototype Includes all buttons, call-to-actions and navigation elements of a real product Includes all the content that goes into each screen Helps in visualizing a deeper level of design Helpful in getting usability feedback 24http://vinsol.com
  25. 25. Interaction Design Its about how something works Example : Number of steps in checkout, what elements will be there on each page etc. Visual Design Its about how something looks like Example : Font sizes. Colors etc 25http://vinsol.com
  26. 26. Visuals enhance information Ex : Color schemes of Facebook & Google are very subtle to enhance information content Reinforces desired user actions Ex : Encouraging interaction by making buttons look clickable Visuals set the tone of a product 26http://vinsol.com
  27. 27. MVP Limited Vs Bad product Shipping an MVP Metric analysis 27 http://vinsol.com (Ruby on Rails, iOS, Android & Ecommerce Apps Development)
  28. 28. A good MVP has to be both M & V Dont try to do too many things at once, none of which work properly Making a product Minimum doesnt ensure its viability. Amazon and Facebook started as MVPs and grew slowly with time 28http://vinsol.com
  29. 29. A limited product is both Minimum and Viable whereas a bad product could be minimum but is not viable A limited product may not do much but whatever it does, it does it well Aim at making a small whole product than a large bad product. 29http://vinsol.com
  30. 30. The following mechanisms can be used : Opt in Target early adopters Opt out Target people not looking for a change or an MVP N% rollout Target a percentage of existing customers The new user rollout Target new set of users 30http://vinsol.com
  31. 31. Retention - A good metric to look out for but be mislead by forced retention Revenue Dont sacrifice long term revenue for short term gains Net Promoter Score(NPR) Its a good indicator but can be difficult to collect accurately 31http://vinsol.com
  32. 32. Conversion to paying Good indicator but skews to measuring the free part of the product Engagement Good for social networking and gaming products Registration Its a good indicator but works better when its lazy Customer Service contacts Could be a tricky indicator depending on accessibility of services 32http://vinsol.com
  33. 33. Mistakes people make while analysing data : Trading-off long term gains for short term effects Forgetting the goal of metrics Combining data from multiple tests 33http://vinsol.com
  34. 34. Pain Driven design Wizard of Oz feature Design Validation The Two Qs of validation How much to design Need Vs Want 34http://vinsol.com
  35. 35. Before you start, figure out what is causing pain for your users and potential users. When does Pain Driven Design help? Before you have a product If you already have a product Even if the product is disruptive Listen to what your customers have to say 35http://vinsol.com
  36. 36. Putting up a front that looks like a real working product but functions are being carried out manually in the backend. Saves engineering and design time Validates feature/product Saves time and money Example : FoT , Aardvark 36http://vinsol.com
  37. 37. When starting with an MVP keep the following in mind : Design the Test first Write Design stories (if required) Talk about possible solutions with the team Sketch a few approaches Make a decision (Using Return On Investment(ROI) approach) Test and Iterate 37http://vinsol.com
  38. 38. QUANTITATIVE APPROACH : Includes A/B testing, Cohort Analysis etc Can be used alone with one-variable (small) changes QUALITATIVE APPROACH : Includes contextual enquiry , Usability studies, Customer development interviews etc Needed along with Quantitative approach when multiple variables are involved 38http://vinsol.com
  39. 39. Design what you need to design to learn what you want to learn Design just enough to validate your hypothesis Design what is absolutely necessary first and then the neat 39http://vinsol.com
  40. 40. NEAT Beautiful Cool Interesting NECESSARY Easy Obvious Useful 40http://vinsol.com
  41. 41. Give users what they really need and not just what they want! The three customers example : Choice Problem Value for Money Problem Social Proof Problem 41http://vinsol.com
  42. 42. 42http://vinsol.com (Ruby on Rails, iOS, Android & Ecommerce Apps Development)