The basic principles of product design are very simple. And you don't need to be able to code to start building your product. This deck introduces some basic principles to help you start moving from idea to tangible product.
6. What you need
Willingness to be wrong
Empathy and curiosity
Desire to solve problems
What you don’t need
Fancy software
Design experience
Code (Necessarily)
7. The Agenda
◉ The most important word in product design
◉ How to test your idea
◉ Prototyping your product
33. For people who ___, and are having
problems with ___, [your solution]
is/provides/lets them ___
34. For students that study late at the
library or another part of campus
Example UPS
Customer
35. For students that study late at the
library or another part of campus
and don’t feel safe walking home
alone at night,Problem
Customer
Example CPS
36. For students that study late at the
library or another part of campus
and don’t feel safe walking home
alone at night, our app pairs
together people going in the same
direction so they can walk home
together safely.
Problem
Customer
Solution
Example UPS
37. Everything is a hypothesis
Validate the customer
Validate the problem
Validate the solution
Treat design as a dialogue.
(Build relationships with Clients, Users, Developers etc.)
43. “
“I care more about not cutting myself
than a close shave”
“Affordability is everthing”
44. Understanding the customer +
their context changed the
product
◉ Only 1 blade
◉ Sold for 15 rupees (30c)
Gillette became 50% of the market
in six months
45. Talking to.
Customers.
Have a list of ideas to test
Only interview people who
fit your profile
5-10 people is enough for a
session
Record the conversation!!!!
(An assistant helps)
46. ?
Should start with the 5 “W”s
Use open phrasing like “To what
extent do you…” or “Tell me more
about…”
Ask about problems they have, not
about your solution
Get to the root of problems
Good
Questions
47. Can be answered with “Yes/No”
Start with, “Do you…”
Ask about feelings rather than
behaviours
Only deal with surface concerns
Bad
Questions
49. Who are they? What is their
context?
What makes them a good
target customer?
What are their behaviours +
motivations?
Can they/will they pay for
what you’re making?
Validate the
customer
50. Does the problem really exist?
When/where/how is the
problem experienced?
Is there a deeper cause?
How are people solving the
problem already?
Validate the
problem
51. Validate the
solution
What is the most important
job it needs to do?
Do people understand how to
use it?
Why is it valuable? What is
unique about the value?
What does success look like?
How will you measure?
52. If they come,
you will build it
1. Validate your idea
2. Prototype your solution
62. Print posters with a student email
Wait for a response (ideally near
the poster to watch for reactions)
Respond and set up walk times
If you walk the person home
ask questions for user research
MVP for Safe Walk Home app
63. It shows that people want and trust
the service
Lets you have open-ended
conversations with potential users
Guarantees a good experience
How does this help?
68. Moving forward
Map Task Flows
What sequence of
actions lets the user
achieve their goal?
Lo-Fi Prototypes
Does our planned
flow match with what
people really do?
69. “
The place to start the implementation is to list exactly
what the user will do to achieve his or her goals and
how the system will respond to each user action
-Jef Raskin, The Humane Interface
70. Task flows - Safe Walk Home
Fill out profile information
Choose your route home
Choose notification settings
Choose a walking partner
Coordinate where to meet
Cancel a walk
Add a frequent walking buddy
Show sponsored businesses on route
71. Task flows - Safe Walk Home
Fill out profile information
Choose your route home
Choose notification settings
Choose a walking partner
Coordinate where to meet
Cancel a walk
Add a frequent walking buddy
Show sponsored businesses on route
Only prototype
the 1-3 most
important flows
85. Paper Prototypes
Best Practices
Write the real text for the
interface
Basic drawings are fine for key
images, less important ones can
just be boxes with an X
Record your tests on audio or
video
Resources
Paper Prototyping, A List Apart
http://goo.gl/K0CzaF
Practical Handbook for Lo-fi
Prototyping,UXPin
https://goo.gl/fUZPDn
Sketching User Experiences,
Bill Buxton
87. Clickable Prototypes
Best Practices
Only try to simulate the most
important functions
Keeping your interface “ugly”
will actually get you better
feedback
Resources
Prototype on Paper
marvelapp.com/pop/
Invision
https://goo.gl/fUZPDn
The skeptic’s guide to low
fidelity prototyping
https://goo.gl/Y9OD4o
92. Credit where credit is due
UX Deliverables in Practice
Angela Park, UX Workshop
Intelleto, Designing with Lean UX
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