User Experience. A definition and 6 Lessons
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10.04.2013
User ExperienceA definition and 6 lessonsDamian Cranney
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• An Introduction• Defining User Experience• 6 Things I’ve Learned
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Hi! I’m Damian.
Trust me, I’m a (product) designer
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Big Motive is a Creative Technology business.We apply insight, design and technology to create digital products that make the real world work better.
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We develop apps, games, video and web technologies for mobile, connected TV and beyond.
We work in lots of industries but especially love media, fashion, travel, education and tech start-ups.
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New PlatformsWebsites / eCommerce Mobile / Tablet Connected TV
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BBC TWOJames May’s Things You Need to Know — iPhone App
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NATIONAL TRUSTAugmented Reality Tourism App
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CHANNEL 4Paralympics Samsung SmartTV App
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SENDMYBAG.COMBrand Identity & E-Commerce Website
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NET-A-PORTERLive Kinect Game
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Definition.What is User Experience?
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User Experience research
User interface design
Service design
Brand experience
Interaction design
Information architecture
Experiential design
Product design
User Experience
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Trust me, I’m a (UX/UI) designer
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Breakfast UX
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Source: Ed Lea
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Source: Ed Lea
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Source: Ed Lea
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Source: Ed Lea
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Source: Ed Lea
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UI = how it looks UX = how it makes me feel
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What do you know about UX?
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Henry DreyfusStandardising products
Donald NormanDesigning Everyday Things
Victor PapanekDesigning for the Real World
Dieter RamsBeauty in Reduction
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Lesson 1. Iteration
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UX is not a creative act
... but a process of successive improvements based on validated learning
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Start early and go off and do something else...
Drafting (iterate) in short frequent bursts...
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Perpetual Beta
Agile development process and plan to launch a private beta.
Build it, launch it, improve it, repeat.
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Lesson 2. Prototyping
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The Lean Startup, Eric Ries
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‘Minimum Viable
Product’
Prototype your idea quickly – use
raw materials
What can you do to prove your concept,
before you waste time on serious work?
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Lesson 3. Product Systems
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Creativity is just connecting things. When you ask creative people how
they did something, they feel a little
guilty because they didn't really do it,
they just saw something. It seemed
obvious to them after a while.
— Steve Jobs
39
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Lesson 4. Users, not Customers
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77% of US CEOs are
revising strategies in
response to consumer
demand.
Source:
PWC 2012 Global CEO Survey
User feedback is driving strategic changes
77%
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Branding is a by-product of having a great product that people love to use.Hans Snook, Founder, Orange Telecom
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Make power, not steam
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Lesson 5. Patterns
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Planning is essential. Plans are useless.
General Stanley McCrystal.
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Everyone has a plan until they get punched in the face.
Mike Tyson
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Rseaerch icntidaes taht the oerdr of the ltteers in a wrod dnsoe’t relaly mettar. Waht relaly mtteras is the frist and lsat leettr in the wrod. If tehy are in the rhgit palce, you can raed the wdors.
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Design for coherence over consistency
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Lesson 6. Story-telling
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1. Iteration - start early
2. Prototyping - iterate quickly
3. Product Systems - are you creating a product or a platform?
4. Users, not Customers - what can your audiences do through you?
5. Patterns - what can you learn from existing patterns?
6. Story-telling - engage users through relevant stories
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