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It’s about the
, Stupid!product
It’s about the
, Stupid!customer
Improve product success w/ UX
What is UI/UX?
How does UX impact success?
UX
Usability
UX =/ UI =/ USABILITY
UI
Purchased
Support
Gas
Groceries
in trunk
Kids
Scientific American, 1973
What the
#$%@ are
you doing?
Building Successful Products
Business
Technology
UX
Combine
business, tech,
and UX design
to create
products that
are valuable,
feasible, and
offer innovate
experiences.
Building Successful Products
Business
Technology
~3M units sold
Profitable…but not that much
Mistake:
We can add the
‘pretty pictures’ later…
Building Successful Products
Business UX
Recall $5.3B+
Publicity disaster
Mistake:
We don’t need to test
the technology…
Building Successful Products
Technology
UX
From $99 to 99¢ in less than a month
Competing with free Facebook Messenger app
Mistake:
If we build it, they will
come. We can figure
out monetization later.
Building Successful Products
Business
Technology
UX
6.1M units sold
$200-266M profit 3 days
Success:
Bring it all together
Technology
Products Fail*
42%
OF
*Journal of Product Innovation & Management, 2013
Technology
Products Succeed
58%
OF
=
We believe that offering
compelling value from products
that are highly usable, will
increase the percentage of
successful products.
METHODOLOGY
Product test
UX data
Data from previous
21 product tests
219 participant
UX scores
Analysis
1 2 3
Usefulness
Usability
Success
Can we validate,
or invalidate our
hypotheses?
Perceived Usefulness
the degree to which
a person believes
that using a particular
system would
enhance his or her
job performance
“
”
- Fred Davis
Usefulness
1 7
5+ Acceptable
Usefulness
System Usability Scale (SUS)
A quick and dirty usability scale
“ ”- John Brooke
Usability
0 100
65+ Acceptable
Usability
“In most of the industries that I
studied, the percentage of customers
who were enthusiastic enough to refer a
friend or colleague—perhaps the
strongest sign of customer loyalty—
correlated directly with differences in
growth rates among competitors.
”
Theone
number
youneed
togrow.
#
HARVARD BUSINESS REVIEW
Frederick F. Reichheld
NPS
…how likely are you to recommend the
tool to your colleagues?
Net Promotor Score
0=Not at all likely Extremely likely=10
0 1 2 3 4 5 6 7 8 9 10
5=Neutral
Detractors Passive Promotors
NPS = Promotors (%) - Detractors (%)
-
Promotor
‘Successful’
data point
Perceived Usefulness
Level of Usability
+
Success of Product
Usable
Useful
NPS
FLOP
Neither Useful nor Useable
Count: 58 Successful: 5% Count: 74 Successful: 21%
FLASH
Useable, not Useful
Count: 14 Successful: 21%
NICHE
Useful, not Useable
Count: 72 Successful: 65%
WINNER
Useful and Useable
Technology
Products
58%
OF
Useful & Useable
Products
65%
OF
We just beat the industry!
Perceived Usefulness
Level of Usability
+
Success of Product
People like products
that provide value
and are easy to use!
- Captain Obvious
“
”
Design
Test
Learn
User
Centered
Design
Approve
enhancements form
customers’ view
UX in the Product Development Lifecycle
Ideation ReleaseDesign Development Validation
Product
Management
User
Experience
Developers
Quality
Assurance
Project
Management
Customer
development and
pain-points
Design to meet
market / user needs
within constraints
Ensure design is
implemented
Validate testing /
User Acceptance
Testing
C C C C C
Target Market
Business Model
Use Cases
Align Customer
Business model and
value to design.
Ensure solution
meets requirements
and delivers value
Approval for release
A/D A A A/C A
Business
Analyst
Review / high level
requirements
Business and
functional
requirements
Ensure dev meets
requirements
C C C I C
Ensure feasibility
of design and
requirements.
Implement solution
Meet req/constraints
I C C I C
Create test cases
and test plan from
requirements.
Iteration testing
Assure quality with
minimal defects
Release
Management
I C C D D
Plan and manage
progress of overall
work.
I D I I I
*Sherman UX, 2015
Ideation
Customer Interviews
Actual customers
Where to find them
 Recruitment agencies
 LinkedIn
 Forums
 Twitter
Get out of the building & talk to potential customers!
Exploratory
What are their pain points?
Validation
Is our theory right?
Satisfaction
What’s good / bad?
Efficiency
How can you improve?
Goals
What they trying to do?
Behaviors
How are they attempting?
Mental Models
What’s their reality?
Pain Points
What’s causing friction?
Who Types Identify
Affinity maps
Wait in
lines to
check in
Drop off
luggage
Kids get
rowdy
Shop /
eat
inside
Get ride
to
destinati
on
Wait for
luggage
Kids get
bored
Kids
have a
lot of
energy
Play on
phone /
tablet
Get
tickets
Affinity maps
Wait in
lines to
check in
Drop off
luggage
Kids get
rowdy
Shop /
eat
inside
Get ride
to
destinati
on
Wait for
luggage
Kids get
bored
Kids
have a
lot of
energy
Play on
phone /
tablet
Get
tickets
Action - Check in
Action - Wait for flightPains
Action - Leave
FAMILY TRAVEL
Good artists copy, great artists steal.
- Pablo Picasso
“ ”
Heuristic Reviews
Competitor Product
1. What did they do right / wrong?
2. Are there patterns we should leverage?
3. How can we competitively differentiate the experience?
Design / Product Team
Individually Review Compare Notes
Heuristic Reviews
Heuristic Score (out of 5) Notes
Visibility of system status
Match between system and the real world
User control and freedom
Consistency and standards
Error prevention
Recognition rather than recall
Flexibility and efficiency of use
Aesthetic and minimalist design
Help users recognize, diagnose, and recover from errors
Help and documentation
*https://www.nngroup.com/articles/ten-usability-heuristics/
Design
Feature Mapping
1 Open Clock App 2 Go to Alarms 3 Set Alarm 5 Wake Up
Needs to see list of
options
Needs to select what
option / function
Need to be able to
access alarms, clock,
timer, stopwatch
Needs to see list of
existing alarms
Needs to be able to
create a new alarm
Needs to be able to
delete existing alarms
Needs to be able to
edit existing alarms
4 Alarm Goes Off
Needs to set time
Needs to set sound
Needs to set repeat
Needs to be able to
set sleep policy
Needs to be able to
hear alarm
Needs to hit snooze
(if available)
Needs to be able to
cancel alarm
Needs coffee
Peer Design
Review
Take the best
Frankenstein!
Guerilla Testing
What do you think
about this?
How would you set
an alarm for 6am
tomorrow?
Feedback to team
Development
MVP MVHM i n i m u m V i a b l e P r o d u c t M i n i m u m V i a b l e H y p o t h e s i s
7 Steps of a MVH
Define your problem / solution set1
Identify your riskiest assumptions2
Build a testable hypotheses3
Establish minimum criteria for success4
Design your MVH / strategy5
Execute6
Learn7
1 - Define your problem / solution set
In order for my product to be successful,
the following must be true …
1. My customers have what problem(s)
2. Something matters to my customers
3. Someone will pay for this product
4. There are no satisfactory substitutes
2 - Identify your riskiest assumptions
Difficulty
Risk
High Risk
Low Difficulty
High Risk
High Difficulty
Low Risk
Low Difficulty
Low Risk
High Difficulty
1 2
3
3 - Build a testable hypotheses
We believe who has a problem because reason.
If we do something, this metric will improve.
We believe products have difficulty succeeding
because they are not useful or usable. If we practice
UX driven product development, NPS will improve.
4 - Establish minimum criteria OF success
Cost of
proceeding
MCS
Identify at what point the
benefits out weigh the cost.
1. Your hypothesis is FALSE 
2. Your hypothesis is TRUE 
3. You’re somewhere in the middle
5 - Design your MVH / strategy
Concierge
Manually help users and see
if they like it
Piecemeal
Put together existing products
to get the functionality
404 / Coming Soon
Act like you’re adding
something, count visits
Shadow Button
Empty button that ‘links’ to
product – count the clicks
Explainer Videos
Tutorial / sales video, count
views and responses
Wizard of OZ
Facade interaction points with
manual back processes
email
Pitch over email, see what
people say
Fake Landing Page
Single page that describes
benefits, count views / traffic
Follow Us
Email list, or social follow for
updates option
Execute & Learning
Execute Learn
Setup & Run MVH
Collect quantitative data
Conduct More Customer Interviews
Qualitative data – why are they doing what
they’re doing?
Continue Usability / Guerilla Testing
Quantitative and Qualitative data
- What friction points are there
- Are there UX issues that are preventing
success?
1. What went well?
2. What did we validate / invalidate?
3. How can we pivot if needed?
Validation
Formal UX / Usability Testing
1. What Problems are we solving?
2. Who are we solving them for?
3. How do we objectively measure success?
4. How can we best fulfill our promise?
When a user interacts with your product, and it delivers the value
you promised them in a positive way, then you’ve built a
successfully usable product.
Craig Morrison,
User Experience Consultant & UsabilityHour.com founder
“
”
© Copyright 2017 Dell Inc.49
─ Background: What is the project / program history?
─ User Scope: Who are the primary target users?
─ Research Objectives: What are we trying to understand?
─ Methodology: How will we execute?
UX Testing Process
PROPOSAL REPORT OUTANALYSISTESTING
UX Testing Process
PROPOSAL REPORT OUTANALYSISTESTING
─ Recruit & Schedule
─ Conduct tests
─ Collect quantitative &
qualitative data
UX Testing Process
PROPOSAL REPORT OUTANALYSISTESTING
─ Consolidate data
─ Statistical analysis
─ Look for common trends
─ Create compilation of
qualitative data sets
UX Testing Process
PROPOSAL REPORT OUTANALYSISTESTING
– Score Card
– Recommendations
– Possible Visual
Representations
Core
Metrics
Applied
Measures
Core Metrics
Common across most experiences
− How usable is the system?
− How useful do users perceive the system to be?
− How satisfied are users with the system?
− Used to benchmark & monitor
− Conducted at any major change
or deliverable
Applied Measures
– Address specific research questions or system nuances
– Used to drill into specific goals
About UX Measurements & KPIs
Methodology: Mobile email client
USABILITY TEST (MODERATED)
Research Questions
─ What is the perceived value /
intention to adopt?
─ How usable is the tool?
─ What is the quality of the experiences
when attempting to complete key
tasks?
─ How does the experience compare to
Product 1 and Product 2?
Tasks
─ Open email
─ Send email
─ Call sender
─ Attach file
─ Find meeting
─ Change occurrence of one meeting
(of reoccurring set)
─ Edit contact
─ New contact
Measures
− TAM (usefulness)
− SUS (how usable)
− CSAT (satisfaction)
− Net Promotor Score
− Success Rates
− Technology Fit
Observe users as they interact with the tool and note any difficulties they have
accomplishing specified tasks.
88
Gender
Male
Female
DEMOGRAPHICS
16
Users
3
10
2
1
Age
18-23
24-37
38-49
50-59
4
2
3
1
3
1 1 1
Marketing Engineering IT HR Finance Legal Sales Other
Summary – UX Testing
Usability
NPS
Usefulness
CSAT
Success
73
-67%
4.1
16.6%
84.3%
63
-40%
3.8
20%
83.3%
86
40%
5.5
80%
84.4%
Product 1 Product 2 Product 3
Usability
NPS
CSAT
Success
Usefulness
Tech Fit
Product 1 Product 2 Product 3
Tech Fit -.06 .03 .16
1 4
Unsatisfied Neutral Satisfied
Usability Usefulness
5.5
65+ is good 5+ is good
86
UX Score Card – Product 3
Core Metrics
A
80%
CSAT Scale 1-7 Min: 5 Max: 7
Min: 70 Max: 95
0 7
Min: 3.9 Max: 6
0 100
Quantitative
scores are
acceptable, but
qualitative
analysis shows
product failing
users at login.
Login
1 2 3
4 5 6
7 8 9
0
x
****
Actual
1 2 3
4 5 6
7 8 9
0
****
x
Expectation
based on prior
experiences
vs.
Release
Continual feedback – Feedback Tab
Continual feedback – Chat (Bots)
Continual feedback - Analytics
Design
Test
Learn
User
Centered
Design
Perceived Usefulness
Level of Usability
+
Success of Product
John Wyatt
John.Wyatt@dell.com
www.linkedin.com/in/johnwyattjr
View the Presentation
on Slide Share
www.slideshare.net/JohnWyatt3/
Thank You!

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UX Lead Product Management

  • 1. It’s about the , Stupid!product
  • 2. It’s about the , Stupid!customer
  • 3. Improve product success w/ UX What is UI/UX? How does UX impact success?
  • 4. UX Usability UX =/ UI =/ USABILITY UI Purchased Support Gas Groceries in trunk Kids
  • 7. Building Successful Products Business Technology UX Combine business, tech, and UX design to create products that are valuable, feasible, and offer innovate experiences.
  • 8. Building Successful Products Business Technology ~3M units sold Profitable…but not that much Mistake: We can add the ‘pretty pictures’ later…
  • 9. Building Successful Products Business UX Recall $5.3B+ Publicity disaster Mistake: We don’t need to test the technology…
  • 10. Building Successful Products Technology UX From $99 to 99¢ in less than a month Competing with free Facebook Messenger app Mistake: If we build it, they will come. We can figure out monetization later.
  • 11. Building Successful Products Business Technology UX 6.1M units sold $200-266M profit 3 days Success: Bring it all together
  • 12. Technology Products Fail* 42% OF *Journal of Product Innovation & Management, 2013 Technology Products Succeed 58% OF =
  • 13. We believe that offering compelling value from products that are highly usable, will increase the percentage of successful products.
  • 14. METHODOLOGY Product test UX data Data from previous 21 product tests 219 participant UX scores Analysis 1 2 3 Usefulness Usability Success Can we validate, or invalidate our hypotheses?
  • 15. Perceived Usefulness the degree to which a person believes that using a particular system would enhance his or her job performance “ ” - Fred Davis Usefulness 1 7 5+ Acceptable Usefulness
  • 16. System Usability Scale (SUS) A quick and dirty usability scale “ ”- John Brooke Usability 0 100 65+ Acceptable Usability
  • 17. “In most of the industries that I studied, the percentage of customers who were enthusiastic enough to refer a friend or colleague—perhaps the strongest sign of customer loyalty— correlated directly with differences in growth rates among competitors. ” Theone number youneed togrow. # HARVARD BUSINESS REVIEW Frederick F. Reichheld NPS
  • 18. …how likely are you to recommend the tool to your colleagues? Net Promotor Score 0=Not at all likely Extremely likely=10 0 1 2 3 4 5 6 7 8 9 10 5=Neutral Detractors Passive Promotors NPS = Promotors (%) - Detractors (%) - Promotor ‘Successful’ data point
  • 19. Perceived Usefulness Level of Usability + Success of Product
  • 20. Usable Useful NPS FLOP Neither Useful nor Useable Count: 58 Successful: 5% Count: 74 Successful: 21% FLASH Useable, not Useful Count: 14 Successful: 21% NICHE Useful, not Useable Count: 72 Successful: 65% WINNER Useful and Useable
  • 22. Perceived Usefulness Level of Usability + Success of Product
  • 23. People like products that provide value and are easy to use! - Captain Obvious “ ”
  • 25. Approve enhancements form customers’ view UX in the Product Development Lifecycle Ideation ReleaseDesign Development Validation Product Management User Experience Developers Quality Assurance Project Management Customer development and pain-points Design to meet market / user needs within constraints Ensure design is implemented Validate testing / User Acceptance Testing C C C C C Target Market Business Model Use Cases Align Customer Business model and value to design. Ensure solution meets requirements and delivers value Approval for release A/D A A A/C A Business Analyst Review / high level requirements Business and functional requirements Ensure dev meets requirements C C C I C Ensure feasibility of design and requirements. Implement solution Meet req/constraints I C C I C Create test cases and test plan from requirements. Iteration testing Assure quality with minimal defects Release Management I C C D D Plan and manage progress of overall work. I D I I I *Sherman UX, 2015
  • 27. Customer Interviews Actual customers Where to find them  Recruitment agencies  LinkedIn  Forums  Twitter Get out of the building & talk to potential customers! Exploratory What are their pain points? Validation Is our theory right? Satisfaction What’s good / bad? Efficiency How can you improve? Goals What they trying to do? Behaviors How are they attempting? Mental Models What’s their reality? Pain Points What’s causing friction? Who Types Identify
  • 28. Affinity maps Wait in lines to check in Drop off luggage Kids get rowdy Shop / eat inside Get ride to destinati on Wait for luggage Kids get bored Kids have a lot of energy Play on phone / tablet Get tickets
  • 29. Affinity maps Wait in lines to check in Drop off luggage Kids get rowdy Shop / eat inside Get ride to destinati on Wait for luggage Kids get bored Kids have a lot of energy Play on phone / tablet Get tickets Action - Check in Action - Wait for flightPains Action - Leave
  • 30.
  • 32. Good artists copy, great artists steal. - Pablo Picasso “ ”
  • 33. Heuristic Reviews Competitor Product 1. What did they do right / wrong? 2. Are there patterns we should leverage? 3. How can we competitively differentiate the experience? Design / Product Team Individually Review Compare Notes
  • 34. Heuristic Reviews Heuristic Score (out of 5) Notes Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation *https://www.nngroup.com/articles/ten-usability-heuristics/
  • 36. Feature Mapping 1 Open Clock App 2 Go to Alarms 3 Set Alarm 5 Wake Up Needs to see list of options Needs to select what option / function Need to be able to access alarms, clock, timer, stopwatch Needs to see list of existing alarms Needs to be able to create a new alarm Needs to be able to delete existing alarms Needs to be able to edit existing alarms 4 Alarm Goes Off Needs to set time Needs to set sound Needs to set repeat Needs to be able to set sleep policy Needs to be able to hear alarm Needs to hit snooze (if available) Needs to be able to cancel alarm Needs coffee
  • 37. Peer Design Review Take the best Frankenstein!
  • 38. Guerilla Testing What do you think about this? How would you set an alarm for 6am tomorrow? Feedback to team
  • 40. MVP MVHM i n i m u m V i a b l e P r o d u c t M i n i m u m V i a b l e H y p o t h e s i s
  • 41. 7 Steps of a MVH Define your problem / solution set1 Identify your riskiest assumptions2 Build a testable hypotheses3 Establish minimum criteria for success4 Design your MVH / strategy5 Execute6 Learn7
  • 42. 1 - Define your problem / solution set In order for my product to be successful, the following must be true … 1. My customers have what problem(s) 2. Something matters to my customers 3. Someone will pay for this product 4. There are no satisfactory substitutes
  • 43. 2 - Identify your riskiest assumptions Difficulty Risk High Risk Low Difficulty High Risk High Difficulty Low Risk Low Difficulty Low Risk High Difficulty 1 2 3
  • 44. 3 - Build a testable hypotheses We believe who has a problem because reason. If we do something, this metric will improve. We believe products have difficulty succeeding because they are not useful or usable. If we practice UX driven product development, NPS will improve.
  • 45. 4 - Establish minimum criteria OF success Cost of proceeding MCS Identify at what point the benefits out weigh the cost. 1. Your hypothesis is FALSE  2. Your hypothesis is TRUE  3. You’re somewhere in the middle
  • 46. 5 - Design your MVH / strategy Concierge Manually help users and see if they like it Piecemeal Put together existing products to get the functionality 404 / Coming Soon Act like you’re adding something, count visits Shadow Button Empty button that ‘links’ to product – count the clicks Explainer Videos Tutorial / sales video, count views and responses Wizard of OZ Facade interaction points with manual back processes email Pitch over email, see what people say Fake Landing Page Single page that describes benefits, count views / traffic Follow Us Email list, or social follow for updates option
  • 47. Execute & Learning Execute Learn Setup & Run MVH Collect quantitative data Conduct More Customer Interviews Qualitative data – why are they doing what they’re doing? Continue Usability / Guerilla Testing Quantitative and Qualitative data - What friction points are there - Are there UX issues that are preventing success? 1. What went well? 2. What did we validate / invalidate? 3. How can we pivot if needed?
  • 49. Formal UX / Usability Testing 1. What Problems are we solving? 2. Who are we solving them for? 3. How do we objectively measure success? 4. How can we best fulfill our promise? When a user interacts with your product, and it delivers the value you promised them in a positive way, then you’ve built a successfully usable product. Craig Morrison, User Experience Consultant & UsabilityHour.com founder “ ” © Copyright 2017 Dell Inc.49
  • 50. ─ Background: What is the project / program history? ─ User Scope: Who are the primary target users? ─ Research Objectives: What are we trying to understand? ─ Methodology: How will we execute? UX Testing Process PROPOSAL REPORT OUTANALYSISTESTING
  • 51. UX Testing Process PROPOSAL REPORT OUTANALYSISTESTING ─ Recruit & Schedule ─ Conduct tests ─ Collect quantitative & qualitative data
  • 52. UX Testing Process PROPOSAL REPORT OUTANALYSISTESTING ─ Consolidate data ─ Statistical analysis ─ Look for common trends ─ Create compilation of qualitative data sets
  • 53. UX Testing Process PROPOSAL REPORT OUTANALYSISTESTING – Score Card – Recommendations – Possible Visual Representations
  • 54. Core Metrics Applied Measures Core Metrics Common across most experiences − How usable is the system? − How useful do users perceive the system to be? − How satisfied are users with the system? − Used to benchmark & monitor − Conducted at any major change or deliverable Applied Measures – Address specific research questions or system nuances – Used to drill into specific goals About UX Measurements & KPIs
  • 55. Methodology: Mobile email client USABILITY TEST (MODERATED) Research Questions ─ What is the perceived value / intention to adopt? ─ How usable is the tool? ─ What is the quality of the experiences when attempting to complete key tasks? ─ How does the experience compare to Product 1 and Product 2? Tasks ─ Open email ─ Send email ─ Call sender ─ Attach file ─ Find meeting ─ Change occurrence of one meeting (of reoccurring set) ─ Edit contact ─ New contact Measures − TAM (usefulness) − SUS (how usable) − CSAT (satisfaction) − Net Promotor Score − Success Rates − Technology Fit Observe users as they interact with the tool and note any difficulties they have accomplishing specified tasks.
  • 57. Summary – UX Testing Usability NPS Usefulness CSAT Success 73 -67% 4.1 16.6% 84.3% 63 -40% 3.8 20% 83.3% 86 40% 5.5 80% 84.4% Product 1 Product 2 Product 3 Usability NPS CSAT Success Usefulness Tech Fit Product 1 Product 2 Product 3 Tech Fit -.06 .03 .16
  • 58. 1 4 Unsatisfied Neutral Satisfied Usability Usefulness 5.5 65+ is good 5+ is good 86 UX Score Card – Product 3 Core Metrics A 80% CSAT Scale 1-7 Min: 5 Max: 7 Min: 70 Max: 95 0 7 Min: 3.9 Max: 6 0 100
  • 59. Quantitative scores are acceptable, but qualitative analysis shows product failing users at login.
  • 60. Login 1 2 3 4 5 6 7 8 9 0 x **** Actual 1 2 3 4 5 6 7 8 9 0 **** x Expectation based on prior experiences vs.
  • 62. Continual feedback – Feedback Tab
  • 63. Continual feedback – Chat (Bots)
  • 64. Continual feedback - Analytics
  • 65.
  • 67. John Wyatt John.Wyatt@dell.com www.linkedin.com/in/johnwyattjr View the Presentation on Slide Share www.slideshare.net/JohnWyatt3/ Thank You!