interaction design in practice

user experience (UX) designer

many names

working with software development teams

not from scratch

deliverables: requirements gathering, design ideation, prototyping, and evaluation

agile UX

agile development

iterative process

cross-functional teams

focus on individuals and interactions

working software over documentation

responding to change rather than plan

agile UX

commonality between UX and agile

iteration

measurable completion criteria

UX design a mind-set, not just a role

iteration

rapid

incorporating user feedback

testing alternatives

sprint, timebox, or cycle

deliverables

design artifacts vs consumables

personas, scenarios, prototypes

focus on end product as deliverable

focus of agile UX

what user research to conduct, how much, and when?

how to align UX design and agile working practices?

what documentation to produce, how much, and when?

user research

data collection and analysis activities

field studies and ethnography

short sprints

conduct before project begins

ongoing user research program

aligning work practice

big design up front

reprioritization of requirements

UX design alongside agile iterations

advantages for designers

no design time wasted on features not implemented

usability testing and contextual inquiry done at the same time

timely feedback from users and developers

does not diminish need to work together

co-locate or not

one UX designer for every team

agile emphasizes regular communication

designers with team or with each other

documentation

capture and communicate design

personas, sketches, wireframes

design main deliverable

agile encourages minimal documentation

documentation should not replace communication and collaboration

identify amount of documentation

how much time do you spend on documentation?

who uses the documentation?

what is the minimum that customers need from the documentation?

how efficient is your sign-off process?

what evidence is there of document duplication?

if documentation is only for the purpose of communication or development, how polished does it need to be?

lean ux

lean UX

focus on getting products into the market

designing and developing innovative products

tight iteration of build-measure-learn

minimum viable product (MVP)

design patterns

model-view-controller (MVC)

design patterns

capture design experience

intention: provide vocabulary for communication

intention: literature that documents experience in compelling form

what is a design pattern?

a solution to a problem in a context

describes a problem, solution, and where it works

generative: instantiated and implemented in different ways

swiss army knife navigation

maximize product use of screen space

keep users engaged in their context

off-canvas or side drawer navigation

work in progress

continue to evolve with use

experience increases

users' preferences change

outdated

pattern language

network of patterns

reference one another

work together for complete structure

anti-pattern

represent poor practice

distillations of previous common practice

technology changing

patterns don't always translate to new technologies

dark patterns

designed to trick people

sometimes mistakes

knowledge of behavior to deceive users

open source resources

open source software

source code for components, frameworks, or whole systems

community driven

use and modify for own requirements

growing proportion for designing good UX

tools for interaction design

landscape of tools

many types of tools

creative thinking, design sketching, simulation, video capture, brainstorming, mind mapping

digital low-fidelity prototyping

wireframes and mock-ups

tools

UX Tools for Designers

Overflow

questions?

reading for next class

Chapter 14: Introducing Evaluation
Interaction Design: Beyond Human-Computer Interaction