Lean UX presentation (UXSG meetup #9)

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Transcript of Lean UX presentation (UXSG meetup #9)

 LeanUX Its not lazy UX, Its about minimizing waste Raven Chai Founding Principal Consultant 2 RAVEN CHAI Founding Principal Consultant Over 15 years experience as a technologist, designer and user experience practitioner Completed over 120 UX projects since 2006 Evaluated and assessed more than 1,000 startups across Asia Formed a local UX Community - UXSG User Experience Professional Association - Asia Region, Leadership Team Founder & Principal Consultant Founder of UXSG Community Partnership / Mentorship Certi8ied Practising Management Consultant under SPRING Singapore UX Consulting - What We Do Design Research and Service Design Methodology Some stuff Im involved in... Public Sector Private Sector Agenda 1. Introduction 2. Overview 3. Design Stories 4. Key Learnings 5. Resources h6p://konigi.com/les/konigi/images/what-is-ux.png What does the word Lean UX mean to you? Lean UX implies that less UX is being done. ! That couldnt be further from the truth, nor is it something we should encourage. Source: Ar*cle from Whitney Hess, Feb 27, 2011 - Why I detest the term Lean UX hFp://notjustalive.les.wordpress.com/2010/12/lazy-cat5.jpg Its NOT lazy UX You still gonna work hard!!! Source: Ar*cle from Je Gothelf, Mar 07, 2011, Lean UX: GeUng Out Of The Deliverables Business hFp://www.vuidesign.net/wp-content/images/documenta*on.jpg It is NOT Anti-deliverable It is a refocusing of UX efforts away from the documentation and moves towards validating product hypotheses Source: Ar*cle from Je Gothelf, Mar 07, 2011, Lean UX: GeUng Out Of The Deliverables Business It is NOT design-by-committee Who needs vision when you have meetings? hFp://www.joerib.com/wp-content/uploads/design-by-commiFee.jpg The only thing being removed is waste Minimizes the time spent heading down the wrong path hFp://notjustalive.les.wordpress.com/2010/12/lazy-cat5.jpgSource: Ar*cle from Je Gothelf, Mar 07, 2011, Lean UX: GeUng Out Of The Deliverables Business Prototype communicates everything The fastest way between you and your customers hFp://xunyangixd.les.wordpress.com/2011/04/just-the-ux-process-large.jpgSource: Ar*cle from Je Gothelf, Mar 07, 2011, Lean UX: GeUng Out Of The Deliverables Business You dont need The Spec to keep control You are in the problem-solving business, and you dont solve problems with design documentation. hFp://www.arcelormiFal.com/distribu*onsolu*ons/repo/angelique/Corporate_picture_Document_Control_MR_RF.JPG Source: Ar*cle from Je Gothelf, Mar 07, 2011, Lean UX: GeUng Out Of The Deliverables Business If you spend 3 months perfecting a design only to 8ind out it fails to meet customer and/or business needs, youve just ! wasted 3 months of your life, not to mention your teams Source: www.jegothelf.com/blog Lean UX Metrics-Driven Design/Research SHIPPING IS ONLY THE BEGINNING The Value of the Minimum Viable Product The bare feature set needed to prove out a hypothesis Source: Ar*cle from Je Gothelf, Mar 07, 2011: Lean UX: GeUng Out Of The Deliverables Business hFp://i-cdn.apartmenFherapy.com/uimages/re-nest/plane12609.jpg Started with a boring 3 minute video in 2008 for their minimum viable product, beta waiHng list jump from 5,000 to 75,000 in one day (Mar 2008) Started in 1984 with a single Boeing 747 ying a single route (Gatwick to Newark and back). As they got the Virgin magic working and debugged, they added more planes and more routes. Examples of Minimum Viable Product (MVP) It started out as a simple WordPress blog, the point.com with a widget that used AppleScript to send PDFs coupons via Mail.app Same principle is applicable for the larger, growing Mirms too! You probably wont fancy the 1st version of Facebook, but it started to address user needs rst From iPhone 2G to 4S model since January 9, 2007 2004 2007 20092012 Despite Basecamps popularity, the team keeps improving the UX and usability of the portal 29 Jun 2007 11 Jul 2008 8 Jun 2009 24 Jun 2010 7 October 2011 Agenda 1. Introduction 2. Overview 3. Design Stories 4. Key Learnings 5. Resources Story 1 Application in SDLC methodology Case Study - SMRTConnect Mobile App Some facts: Commuters wants it More than 80% visitors are repeat users But received plenty of complaints and negative feedback Drastic drop in usage due to poor performance and usability Yearn for better improvement User Research - Customer Data Identify the problems first User Research - StoryBoarding Focus on people, not user interface User Research - Paper Prototyping Cheaper - Better - Faster way to get your story right Interaction Design - Understand Design Guidelines Read to fast track the design process Interaction Design - Develop a Low-Fidelity Prototype Focus on interaction behaviour that are intuitive to the users Interaction Design - Usability Findings 23 users provide invaluable feedback on the prototype Validate the design based on facts, not opinions Interaction Design - Increase the Prototype Fidelity Define Design Specifications Rapid Prototyping Process Start small with a only few key areas, grows in breath and depth over multiple iterations Launched iPhone v1.1 on 19 Sep 2012 Design > Build > Launch Quantitative data Qualitative data Identify key pain points Create storyboard, focusing on people behaviour and social norms Paper prototyping to validate interaction Elow Create low-Eidelity prototype for guerrilla user testing Adopt design best practices Guerrilla user testing to validate hypothesis Iterate design and create high-Eidelity prototype Create design document for technical development Iterate design along when discover new user scenarios Launch v1 Eirst, validate usage behaviour and plan for v2 Launched after 6 months of User Research, Prototyping and Coding Launched iPhone v1.1 on 19 Sep 2012 Story 2 Application in Startup environment Case Study - Schoozit Mobile App The team wants to develop a solution to collect information about a childs growth, development and education. Put$together$such$informa1on$ clearly$&$1mely$into$a$ $Learning$Journey.$ User Research - Understanding your target users motivation Why and how they may use the product Teachers responses 13 30% 11% 37 28% 32 2% 2 34 2% 3 26% Parents responses 2 14% 4 29% 21%5 36% 3 User Research - Identify your users pain points Pre-school Teachers 2 3 1 Documenting too many portfolios - Lack of manpower - Not able to document with full focus - Multi-tasking Not able to document immediately by writing notes or using camera Lack of time Parents 4 When children are frequently absence from school Childs behavior - Repetitive actions and motivational rewards DifEiculty in organizing photos and videos2 1 Initial findings gives you a starting point User Research - Observation and depth Interviews gives you insights with context Validate your assumptions A Typical Day in School Observation on how lessons were carried out Depth Interviews with Users Understand their motivations, needs and pain points Experience Design - Understand where