Successful(User(Experience Strategies(and(Roadmaps( · Bentley*University* * What*is*Usability?* *...
Transcript of Successful(User(Experience Strategies(and(Roadmaps( · Bentley*University* * What*is*Usability?* *...
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Successful User Experience:
Strategies and Roadmaps Elizabeth Rosenzweig Bentley User Experience Center
Bentley University USA
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* What is Usability? * What makes a Successful User Experience? * Voting Example * Goals and how to use them * Aligning Goals to create Roadmaps * Persona and Use Cases * Tools and Methodologies * Success Stories * Q & A
Agenda
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Bentley University
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Usability and User Experience
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Usability
* Good User Experience is the differentiating factor, to move design and development to the next level
* Answers the question:
Can the device and apps be used by a human being?
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Usability
* Usability is the ease of use and learning in a human-‐made object. This is done by matching these objects more closely with user needs and requirements.
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Unsuccessful UX: USA 2000 Voting
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Punch Card Ballot
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Butterfly Ballot
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Example: UX of Photography
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Kodak Camera
Mobile device of 1888
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* Smaller camera * Dry film * Roll film
* One button-‐ you push it we do the rest
Successful UX
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Bentley University
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Successful UX Process
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Examples of Successful UX Today
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Goals and Strategic Models
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Goals
* User Goals-‐ focus on the person using the object * Product Goals-‐ focus on the functional specifications of the object
* Business Goals-‐ focus on the market and revenue
goals the company has for the product
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Strategic Model: Digital Photography
Long Term Product Goals Intermediate Product Goals
Defin
e the strategies
1. Create easy to use image capture devices
2. Help consumers organize and share their images
4. MoDvate consumers to capture and share images
3. Create new opportuniDes for people to connect through images
Create opportuniDes for people to share experiences
through images
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Personas and Use Cases
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Personas and Use Cases
* Personas focus on the human aspects of the users * Case studies bring in the user, environment, technology and activity. * Together they provide the context of use
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Personas
• Demographics (who are they?) • Goals (what are they trying to do?) • Characteristics (how do they do it?) • Needs • Pain Points
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Use Cases
* High Level Use Cases describe what the user is doing, how they do it and why.
* Detailed Use Cases describe the steps that the user takes to accomplish their goals and do what they need/want to do
• As a persona • I want to perform some actions • So that I can reach my goal
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Persona and Use Cases
* Personas define user goals, characteristics, strengths and limitations * Use case provides the context: * What is the persona trying to accomplish (what are their
goals) * What problem is the use case solving? * What are the challenges and successes?
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Digital Photography Persona 1
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Digital Photography Persona 2
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Digital Photography Persona 3
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Intermediate Product Goals by Persona
User Groups & Intermediate Strategic Goals
Goal Mom Marla Teenager Theo Grandpa George
1. Create easy to use image capture device
2. Help consumers organize and share their images
3. Create new opportunities for people to connect through images
4 . Motivate consumers to capture and share images
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Tools and Methodologies
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Discovery • Field research • Focus groups • Personas & Use cases • Online surveys
Design and Evalua9on • Expert review • Card sorDng • Wireframes/InteracDon design • Usability tesDng • Eye tracking
Benchmarking • Large-‐scale UX studies • Accessibility evaluaDons
UX Cycle: Methods and Tools
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Discovery: Field Research
• Validate designs in the real world • Greater customer insight • Define user requirements • Sparks innovaDon
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Discovery: Focus Groups
• Explore design concepts with a group of targeted customers or prospects
• Compare design alternaDves, early prototypes, and wire frames
• Group acDviDes might include sketching, card sorDng, or paired-‐comparisons
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Design & Evalua9on: Expert Reviews
• Evaluate the user experience of any product or system based on industry-‐wide best pracDces
• EvaluaDon based on common use scenarios and targeted users
• Focus on navigaDon, terminology, informaDon hierarchy, and consistency (visual and interacDon)
• Major usability issues are idenDfied with raDonale and design recommendaDons
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Design & Evalua9on: Usability Tes9ng
• 1:1 sessions
• Task-‐based oropen exploraDon
• QualitaDve insights through think-‐aloud protocol and probing quesDons
• Collect data on task success, compleDon Dmes, ease raDngs, and overall scorecards
• TesDng in lab se]ng, remote, or in the field
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Design & Evaluation: Eye Tracking
• Collects data about where parDcipants are looking in real Dme
• Test with staDc images, websites, print media, video, or commercials
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Design & Evalua9on: Wireframe/Interac9on Design
• Detailed early designs represenDng core structural elements of design
• Allow for quick evaluaDon of design foundaDon without requiring significant development effort
• Review navigaDon and informaDon architecture
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Tools & Intermediate Product Goals
Competitive analysis
Expert review
Focus groups
Usability testing
Surveys
Wireframes
Social media
Personas
1. Create easy to use image capture device
2. Help consumers organize and share their images
3. Create new opportunities for people to connect through images
4 . Motivate consumers to capture and share images
Tools and Goals
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Success Stories
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NHC Landing Page-‐ original
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Click 1
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Click 2
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Click 3
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Click 4
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Click 5
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Click 6
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New Landing page
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Bentley University
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Summary
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* Includes Product, Business and User Goals * Personas and Use cases to better understand the person using the object * Evaluation to collect data, Iteration to improve on design
Successful User Experience
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Thank you Elizabeth Rosenzweig Bentley User Experience Center, Bentley University [email protected] +1-‐781-‐891-‐2032
Questions and Answers