17/06/2017
Saturday: User Design Overview Techniques w/ Chris Nodder
https://www.lynda.com/User-Experience-tutorials/UX-Design-Techniques-Overview/490750-2.html
This is a series on Lynda.com that explains a set of techniques that artists can use to make their development processes more user-centred such as gathering and analysing user data, creating personas and how scenarios and story boarding can help fill in design gaps. How getting early validation of your design by using paper prototypes can save a lot of time in the long run, the feedback and data that is received about these prototypes can then be used to better plan your development cycle.
Understanding the benefits of user-centred design
The key principle of user-centred design is that you gather data from users and then incorporate your findings into your design. By doing this you will be more likely to meet their true needs, which means they may like your design more and use it more efficiently. However it is often hard to incorporate users feelings and frustrations into a design that is systematic, which also makes it hard for your team to build designs that incorporate their needs. Teams often with experts in their domain often have great understanding of technology, with a systematic approach to thinking about the world. While users tend to not be experts in software design and how technology works but know how they want to software to perform to suit their needs. This is where the you should apply user-centred design to translate the wants and needs of end users into specifications to solve technological problems.
This data which is collected about users can be used to identify pain points and to create personas. The pain points and personas are used during the ideation phase to create multiple possible solutions. Scenarios and storyboards then take these multiple possible solutions and narrow them down to a working set. From that, you build prototypes that can test the usability of your design. This pipeline allows your to follow the trail all the way back to the beginning, to the data you first collected and the initial observations that were made.
User design is a team role and even if you’re a UX (user experience) specialist on a team the real benefits of user design only happen when multiple people are involved. Doing design work in isolation and then passing the work to a developer is never a good solution. Get everybody to test your product from development to marketing teams. This is because this is the only way to achieve a truly user-centred product, which is based around different personas and users as each person is going to use the design differently.Though your team may be worried about this being the best use of their time, investing time in the beginning saves a lot of time later on during development. When working in larger groups this means everyone on the team has the same background and agrees on the product's goals and plan, it's easier to communicate ideas and discuss changes. Everyone can refer back to the same experiences interacting with users when they're designing the user experience. That means that the whole team shares a common understanding of user needs and uses the same vocabulary to describe problems and potential solutions.This way less time is wasted in getting people up to speed or trying to describe why design took the direction it did, because it can all be visually seen in the data trail.
Technique One: Analysing User Data
Without a good set of initial data, there is no way you can do user centred design. Unless you know who you are designing solutions for and what their problems are with the current way they complete their tasks, you won’t be able to design a better or more efficient way of achieving tasks. The best place to gather user data is in the place where users do the tasks you care about. Visit sites, observe users and note down useful data without leading your participants astray. Once you have identified the pain points, you’re in a position to design a solution that will benefit the user and aid them in completing their tasks and make them feel much happier while doing so.
Technique Two: Creating Personas
Personas are imaginary yet realistic and detailed descriptions of the users of your product or design. They provide a basis for design discussions by concentrating many pieces of user data into key focused, believable descriptions of your primary audience. Creating personas gives the team a short hand way of describing who they are building their design for. Rather than saying ‘the user’, which could mean anyone, they focus on some set characters with specific attributes. This means the design development takes those personas’ needs into account. This also allows the whole team to know who they are designing for, which will allow you to work more efficiently in a group as everybody will be on the same page.
By creating a specific personas you make the concept of ‘the user’ concrete rather than elastic, that way the whole team is developing for common set of user attributes, which leads to creating a more consistent interface and design. Even if the personas you create are different from your audience, the users will much prefer a consistent interface rather than an inconsistent one.
Technique Three: Understanding Ideation
Ideation techniques are tools you use to make sure you are designing the best possible solution, not one that seems good enough. Ideation tools work by freeing up team members to be creating, removing the normal constraints that are put in place around development projects. Even when we apply the constraints later, the act of thinking broadly about the problem leads to better solutions. These solutions are more likely to be truly beneficial to users rather than just being the best you can do by following the current design.
Ideation is essential for getting input and agreement from the whole team.For teams of software developers, the technique has several benefits. Everyone on the team can propose new ideas regardless of their graphical skills. The group moves from individual ideas to consensus. People gain understanding of why certain ideas may or may not work. And everyone feels like they were involved in design decisions. That feeling of investment in the UI will ensure that the whole team cares deeply about future design and usability work.
Technique Four: Working With Scenarios and Storyboards
If ideation is about removing barriers for creativity then scenarios and storyboards are the things that put the guide rails back in place and ensure that the solutions you design would actually be buildable by your team and desirable for your users. Scenario writing allows you to describe an ideal future, where you users can achieve their goals without trouble or problems they may face with the current design. What makes scenarios achievable is that you include the mechanism by which these users can achieve their goals and outcomes.
Describing how you expect users to be able to complete their task is the first step to being able to develop a software solution to the problems you identifies in your data. Storyboarding allows you to create a visual representation of the scenario, so that you can see how the interaction between users, the system and other individuals works. Storyboarding is used extensively in the movie industry to plan out scenes before their shot. In this design process we can use it to plan out interactions before we build them.
Technique Five: Creating Paper Prototypes
The less cost you sink into a prototype, the less concern you will have about throwing it out and starting again if you got things wrong. A paper prototype is quick to create, easy to modify and still allows you to test the interface concepts that you care most about. You can run usability tests using just your paper prototype. This lets you verify your design by checking that the task flows properly and both the user and team members understand your design concepts.
Because the prototypes does not look finished, participants tend to give more honest and useful feedback. They are also happy if you make changes to the prototype within the session to incorporate their suggestions. You will get better, more honest and more actionable feedback from a thrown together paper prototype than you would from creating a mock up on a real device. A paper prototype allows you to learn a lot about the viability of your proposed design without ever writing a line of code. The cost savings associated with avoiding rework caused by these mistakes will pay for your minimal investment and user centred design many times over.
Technique Six: Implementation Planning
User experience design is useful in its own right for getting the team to understand how to design for customers rather than themselves. However, its true value is driving the development process by helping the team create an implementation plan. The way that it does this is through mapping out the different capabilities that will be needed in order to build a real product from the paper prototype that you created and usability tested. Because they have gone through all the stages of the user centred design process at this point, the team is well placed to prioritise capabilities and see the relationships between different items in the design.
They know what is essential to deliver first and what might just be a nice to have item. In this way the team can start development, knowing that they are building the foundations for a usable product (also called minimal viable product) with opportunities to get feedback through early usability testing and beta testing at several stages before release.















