Ux Design Process: A Draft by Jakob Nanneson
Ux Design Process: A Draft by Jakob Nanneson
UX DESIGN PROCESS
a draft by Jakob Nanneson
Methods to create the perfect interface in steps and with successful results.
Introduction
Ive choose to write this process in order of importance instead of using a timeline. A timeline can indeed be a great overview, but unfortunately its easy to concentrate on the wrong things, e.g. if I draw you a timeline with a daily morning meeting it would be easy to feel successful if attending all those meetings -even if the biggest value is gained through the monthly meeting that only happens once. This list will help you focus at one thing at a time. When one is routine, you can implement the next one. Im not suggesting changing everything at once.
Table of content: Introduction Methods 1. Team improvement each month 2. Sketches, lo-fi mockups and wireframes 3. Test, then listen to the feedback 4. Work together and share what youre doing 5. Really understanding the problem 6. Delivery and long term customer service 7. Collect all style elements in assets library 8. Visual design is truly important
Methods
1. Team improvement each month
There is no perfect solution, hence no way to create a perfect design process. New problems will always arise, so we need to have a process that can evolve within time. The safe way of doing this is to include improvement as a important part of the process. My experience is that once each month will be a great pace to take a bigger meeting and evaluate how the team has been working together with each other. The meeting can also be held twice a month, but we should also remember that we might need some time to each experiment before changes can be evaluated. The team should still evolve each day with individual efforts, but each month the whole team will meet and do this in an structured way. Areas to discuss: People Relationships Process Tools Agenda: 1. What was awesome last month and what can be improved? 2. Decide what changes we all will try during upcoming month.
Some might be tempted to skip the sketches and start creating a wireframe using tools like OmniGraffle or similar. Wireframes is great, but as those are much cleaner than a sketch you make with a thick marker you might be mentally blocked to destroy it with unclear design decisions. I would recommend to create the sketch with a thick, then thinner and thinner pens/markers until there is enough details to for people to get back with valueable feedback on. If youve worked in the team for a while you might not need to do much for people to get your idea. Design conventions and similarities with existing design will help your sketch become understandable. Feel free to share this knowledge to stakeholders and everyone who is eager to be in the process of designing great interface. The main aim is that sketches should be used to visualize an idea. This is not a skill to keep to yourself. If more people were able to visualize their thoughts and ideas we wouldnt spend such amount of time trying to listen and understand. We would actually see it. You might use colors and add some shadows, but be aware that the focus might be shifted when doing this. The person who give you feedback might all of a sudden make comments related to the colors and graphics, instead of the much more important decisions related to structure and navigation.
data. Be sure to measure how the interface is used, but do it in an effective manner. Too much data doesnt give you more value then just enough data. Ways to collect feedback: 1. Interviews 2. Beta testers 3. Employee release Personally I really like the interviews. Its common practice that you give the user a task that they should solve. Depending of the prior knowledge you will get different results and different focus of the feedback. It strikes me how easy it is to just sit next to someone and see how they are using the interface. It might sounds trivial but during my years as a web developer and in close relation to developers at Tradedoubler I experienced loads of benefits from just sitting next to someone and see how they use the offered interface.
Big fail on user design. How real people will use Windows 8. Click to view video
Beta testers are often power users and early adopters who has a loyal relation with the Spotify brand. Depending on who will be the beta testers, feedback will vary. If the beta is public (as with first Phoenix release for Android) you might receive media attention, both good and bad. Be aware of this, but dont be afraid. My personal (and agile) point of view is that you should release early and take care of all the feedback. Be clear to the audience that the design is not final, that were trying of different alternatives, and that all features wont go into the final version. During the beta testing phase users will share screenshots and they might end up on blogs and in magazines. This is a great potential to build our brand awareness. Employee releases is a great routine to check the functionality in a bit larger group of people while releasing it in a safe environment. This might be good if you release things of high marketing value. But, you should know that this group testers is quite homogeneous, everyone is well aware of Spotify, the functionality that should exist etc. The value of releasing to this group must be complemented by other testing. On this topic I would like to suggest that some functionality could be released before they are available. Both Apple and Microsoft has been talking about their new OS long time before releasing it. They have published feature specs on the web and people are able to discuss them. Developers will be able to try a unstable beta. This is a much needed process to get input from the whole community. Spotify should also see this as an opportunity.
Methods: When testing a design on or through a website you might also use screen and sound recording tools in a very efficient way. There is tools where you can send out a link to many people and they will follow the instructions and their actions and narrate what they are doing and what they are thinking while doing it. The benefit of this is that you can involve people from a wide range of backgrounds. The fact that you will have a hard time influence their behavior might also be a benefit. Another great method is the number of three. Ive been practicing this when Im doing sketches. I try to end up with one extreme version, one easy or clean and one perfect solution. When creating the extreme versions I often find great things to put in the perfect solution. Its often something I find out is quite easy to realise and still very good to include. It can also be a totally new idea that I didnt dare to write in the more subtle versions of the design. The extreme version help me being creative. Sometimes someone will like any of the more extreme versions more than the perfect version of the design. So this is also a great way to find those bold design decisions that is really well integrated with the rest. Often I also feel the need to make a simple, and then an even simpler, version of each sketch. This will help stakeholders to find the right level of features to include.
quick solution is to take this meeting right after the status meeting -but be sure to end the status meeting before start discussing current issues. Meetings are important and often hated, so I will gladly share my top suggestions for a better meeting. This list can be discussed within the team: 1. Start meeting on time, but end it 10 minutes early, e.g. 15:00-15:50. 2. Let everyone say whatever is on their mind before starting meeting. Could be anything. If someone is sad or excited you will probably notice. 3. Have an agenda that everyone agree on. Add a break or change position each 40 minutes, e.g. standing by the board, talk in smaller groups, etc. 4. Let everyone talk. Some people will need some time to collect their thoughts. Minorities, tokens and people on video link will have precedence.
Some request might be from the the external customer support who might need help in answering questions related to design decisions. Some design related decisions might also be teached to customer service so they can give the answers directly.
Medieval helpdesk trying to help someone to start using a book instead of using paper rolls. Click to view
One tool that can be used for this in Evernote. To be able to quickly grab a part of the screen and add it to a library with a optional title and tags might be a quick way to begin building this library. With a 5/mo paid subscription you will also be able to a save 1GB of files and have your images indexed for search. Actually, I wouldnt try any other tool until Id tried this one. Picks from the library might be chosen to illustrate graphical guidelines to the rest of the organization. When developers create their own libraries, or even during the work that is been done during the hack days, this might be of great help. But the greatest benefit is when doing the final design. If ever stuck, looking through the screenshots of related screens, even from other platforms, might inspire you to both to improve existing or find a related problem addressed and resolved.
The colors, shadows, and even size and margins of a simple button can be of major importance and by testing different alternatives with support from real user experience and data, a graphic designer will constantly learn not only what looks good, he or she will also learn how to find the perfect balance between usability and whatever that looks the very best. This is accomplished by a combination UX Design principles, more specific information design, interaction design, visual design and research.
Copyright notice: Havent found the URL where this image was published.