Negotiating the Stupid out of UX Design. Virgil Carroll Founder / Principal Architect

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Transcription:

Negotiating the Stupid out of UX Design Virgil Carroll Founder / Principal Architect

about me From the great State of Alaska Certified Smart Ass / plain speaker User Experience Aficionado Been building websites since 1998 Blog: http://www.highmonkey/blog Twitter: @vcmonkey

about high monkey Been around since 1998 Based in Minnesota Clients throughout the US and Canada Specialize in saving BIG ASS websites and complex structures

agenda Why we re not successful How can we be better A few lessons learned

why we re not successful

- Ansel Adams, photographer

people are scared of what we do Often UX is about saving something Business people don t understand the process We need to play offense, but recognize their defense We will always get grouped in with IT

people don t like change Change means different Used to being overpromised and underdelivered Better is good until I have to do it

people like control The mine, mine, mine principle

the higher ed recipe for disaster 4 cups Lack of administrative support 2 tbsp Smarter than our users ½ tsp Bitching without consequences OR You can t tell me what to do 1 pinch Academic freedom

THE CONSEQUENCE

baseline: how people think about the web The too-easy information seeking model Person asks question MAGIC HAPPENS Person receives answer

How can we be better

to build a website Failure Success

People Interactions People Organization People Experience disciplined discovery process Opinion Discovery Workshops In-person interviews Personas Structural Card Sort Tree Testing Wireframes Functional Audience Targeting UX Testing EDUCATE and INFORM

discovery workshop Website example

discovery workshop An alternate format to requirements gathering and focus groups Based off the theories of gamification Get people interactively involved The power of the sticker Discussion, discussion, discussion

discovery workshop Format: 6-8 people (keep it manageable) must not be related to efforts 5-10 minutes for each brainstorming session 10-15 minutes of follow-up discussion after each one What you need: Post-It Notes (best to have a color for each person) Flipboard (sticky note version works the best) Pens / pencils Enthusiasm and patience

discovery workshop REMEMBER: Discovery workshops will give you a solid understanding of people s wants and desires, but its only a step in the right direction OPINION RIGHT

in-person interviews Focus on open-ended question vs. leading down a path Get permission to ask for clarification Concentrate these on politically challenging OR people you need serious buy-in from Educate, educate, educate

personas Helps stakeholders know you heard needs/interests Great visual explanation point Good start understanding language / vocab issues Prevents process from being considered too IT ish

what is information architecture The structural integrity of meaning across contexts

IA breakdown Business goals, funding, politics, culture, technology, resources and constraints Purpose Vocabulary, rules, content types Language People Audience, tasks, needs, information seeking behavior, experience

how do we figure out our IA? Card sorting Tree Testing Wireframe concepts

what is card sorting? Card sorting is a technique that many information architects (and related professionals) use as an input to the structure of a site or product.

why use card sorting? Card sorting can help you identify trends Do the users want to see the information grouped by subject, process, business group, or information type? How similar are the needs of the different user groups? Card sorting is a great way to get your audiences and stakeholder actively involved, but.

types of card sorting Open Card Sorting Participants are given cards showing site content with no pre-established groupings. Closed Card Sorting Participants are given cards showing site content with an established initial set of primary groups.

tree testing Does navigation make sense Great intermediate step to combine structural and functional Best with highly focused tasks Get stakeholders to succeed and want you to succeed

wireframing About structure and language Test audiences around if order makes sense Hard spot to involve stakeholders

audience matrix Map personas to actual web patterns Find commonalities across groups Track testing and success against

usability testing Types of Testing Task-based usability tests (desktop & mobile) Eye Tracking Tie to audience tasks Greatest win with stakeholders (before project even better)

usability s 5 quality components Learnability - how easy can the user accomplish basic tasks? Efficiency How quickly can tasks be performed? Memorability After a period of non-use, how easily can a user reestablish proficiency? Errors How many errors does the user / system make? How severe? Can the user recover? Satisfaction How pleasant is it to use the design?

a few lessons learned

tell them why

find the underlying resistance

win some / learn some

questions?? Virgil Carroll, President High Monkey Consulting virgil@highmonkey.com 763-201-6040 Blog: http://www.highmonkey.com/blog Twitter: @vcmonkey