ALE 2012 session description: In this highly collaborative workshop, we will apply a couple of UX practices and techniques, such as empathy maps, stakeholder maps, storyboards, sketchboards and paper prototype usability testing that will allow teams to focus on quick validation and delivery of killer apps that will work for users.
Dev Dives: Streamline document processing with UiPath Studio Web
Building an mvp that works for users
1. Building an MVP that works for
users
Ariadna Font
UX Lead @Vivisimo, an IBM Company
@quicola #leanux #ale2012 ariadna.font.cat
2. The Goals
THEORY:
• Brief introduction of a few Lean UX techniques you
can apply at different development stages
PRACTICE
• Focus on delivering an MVP fast with user-driven
design/development
3. The Plan
45 min practice
10 min theory
Brief Description of UX techniques
Collaborative design session - Build a Mobile App!
User Research, Scoping, Prototyping and Testing
4. UX techniques @Product Development Stages
Research & Scoping and Prototyping
Development
Testing
…
Analysis
Initial Design
Contextual Collaborative Sketches
BDD
Quantitative
inquiry (CI)
design sessions
Usability Testing
(Inception deck)
Wireframes
Just-in-time (JIT)
Personas
design
Pair testing
Storyboard
Paper prototype
Empathy map
Wireframes
Controlled
Sketchboard
Paper prototype experiments (A/B
Stakeholder map
Usability Testing
Testing)
Elevator pitch
User Experience
Qualitative Usability Heuristic
map
Flow diagram
Testing
evaluation
Journey map
Stories
Mockups
Cognitive
walkthrough
Heuristic Story map
Functional prototype
evaluation
“Agile schedule”
Cognitive
walkthrough
BDD
Benchmarking
6. Empathy Map @Research & Analysis
Explore a target user (persona) from different perspectives:
Who am I? Behavior, See –Motivations, Do – Features, Say, Feel
Who does it? The Team
Key Benefits:
• Very quick way to have a holistic view of your target user
• Forces you to think about more than their role
• Allow team to ground communication throughout
development
7. Stakeholder mapping @Research & Analysis
A network diagram of the people involved with (or impacted by) a
given system design
Who does it? The Team
Key Benefits:
• Establish shared ideas about stakeholders
• Help team focus on people, not technology
• Guide plans for user research
• Document research activities
8. Stakeholder mapping @Research & Analysis
Tips:
• Draw simple icons to represent individual people
• Label individuals by specific role
• Write a speech-bubble to summarize thoughts and feeling
• Draw lines with arrows connecting the people
• Label lines to describe relationships between people
• Circle and label related groupings
9. Elevator Pitch @Scoping
For [target user] !
who [statement of need or opportunity] !
the [product/app name] is a [product category] !
that [key benefit, compelling reason to buy/use]. !
Unlike [primary competitive alternative] !
our product/app [statement of primary differentiation]!
Who does it? The Team
Key Benefits:
• Allows team to focus on differentiator feature(s) and direct their energy to
features with the highest business value
• Quick and inexpensive
10. Storyboard @Scoping
Use of story telling to quickly visualize/share a solution to specific
problem making use of personas and their behaviors, stories and
any known constraints.
Who does it? The Team
Key Benefits:
• Help us think about the problem in a creative way
• Facilitates focused communication
• Affordable and easy to do
11. Sketchboard @Scoping/@Prototyping
It’s like story boarding but with sketches, almost like a biomap of
the system you are building or about to build.
Who does it? Team with UX/designer’s help
Key Benefits:
• Provides Big Picture using initial design ideas
• Very iterative and highly collaboratively
• Very focused requirement discussions
12. Flow diagram @Prototyping
Visualize the workflow the user has to follow through the
application to complete a task or achieve a goal.
Can I use it?
Who does it? The Team
Key Benefits:
• Quick way to run through the system from a user perspective
• Allows you to identify gaps in your current flow
• Affordable and easy to do
13. Wireframes @Prototyping
Grayscale mockups showing layout and position of page elements
(can range from low-fidelity to exact grid-based resolution)
Who does this? Typically UX, designer, but anyone can do it!
Key Benefits:
• Easiest/cheapest way to realize and test ideas
• Great to get early feedback
• Can be done at any stage of development
14. Paper prototype usability testing @Any time
Usability testing on paper versions of wireframes or sketches that
users can simulate slicks and talk through their thoughts and
decisions
Who does it? Anyone can do this (be an observer)
Key Benefits:
• Fastest and cheapest way to validate ideas/assumptions
• Results can be fed back into the design process
immediately
• You can do this at any time you are not sure what is the best UI for a specific
problem
15. To learn more about how to run your own UT…
Read this book
17. Challenge
Develop a Mobile App that helps
promote networking and interaction
between all unconference attendees
18. 2 min
Form teams of 4-6 people
Introduce yourself (role, something unusual)
You will collaboratively work on:
1. User Research and Analysis
2. Scoping
3. Prototyping
4. Usability Testing
19. 10 min
1. Research & Analysis
As a team, pick a (new) technique and apply it to start
building your Mobile App:
Empathy map (template) or Stakeholder map (tips
slide)
Question:
Who are your users? What do they need/want?
20. 10 min
2. Scoping
Pick one technique and apply it to start defining your
MVP functionality:
Elevator pitch (template) or Must vs Nice to haves
Question:
What do they want to do with the app? What’s our
business proposition and the value added?
21. 15 min
3. Prototyping
Now, pick a technique and apply it to design your
killer feature (differentiator):
Flow diagram (template) or other paper artifact that
you can use to do UT with
Question:
Can I use it?
22. 5 min
4. Usability Testing
Now let s test your paper prototype!
Question:
Can somebody outside your team use it?
• Recruit user(s) from other teams
• Do they know what they can do? and how to
do it?
• Are there any big usability issues that would
prevent your MVP from being broadly adopted?
23. Retrospective...
• What was your favorite part of the session?
• What was your least favorite part?
• Will you be able to take something you learned in this
session back to your work/life? (if so, what?)
• Any final thoughts or questions?
24. The Goals
THEORY:
• Brief introduction to a few Lean UX techniques you
can apply at different development stages
PRACTICE
• Focus on delivering an MVP fast with user-driven
design/development