4. “Your most unhappy customers
are your greatest source of learning."
- Bill Gates
4
Why should we involve our clients?
5. 5
Product Cycles & Integrations
Introduction
The Why’s01 Disciplines03
Tools04Methodology02
Always understand the “why”, especially within UX and Design
thinking its important that we frame our principles to encourage
learning and exploration.
Similar to the Why’s we need to understand how each discipline
plays a role within the process again we tend to look as UX as just
the simple UI and its much more than just that.
As always we need to know what are the best tools for our teams
and how they integrate and make our lives easier.
As a start we have to observe and really understand what is
happening in our organizations today to start to build for the future.
levering each process and capture its strengths and weaknesses.
6. Compare & Contrast
Today and what is ahead the 37,000 foot view
Product Managers +
Marketing.
“_
PI release pushed over to
Client live experiences
“_
“_ UX + PM’s + Marketing
+ Content Strategist + Market
Researchers + CLIENTS/users.
Software release notes
embedded into full ecosystem
“_
7. 7
Communication Channels
Release Notes01
Examples from GitLab and Medium
|w/ summary of changes that are technical, approachable,
and conversational.
Email Examples02
From Airtable, include gifs, release notes and
you can easily discover more content.
9. Why.
Methodology.
Disciplines.
Tools.
Chaos as changes are made
1.
2.
3.
Design
Interaction
Details “if any”
Sprint Page
Designs
Redlines
Hand Off
Dev Tasks Implementation
& Revisions
Frankenstein
Product
Launch
Req. Docs,
Etc.
13. Define Develop Deliver
Top Problem Definition
Discovery Framing
Why.
Methodology.
Development.
UX.
Integration.
Disciplines.
Tools.
Top Solutions
Discover
Top Problem
14. Designing the right thing Designing things right
Diverging
Why.
Methodology.
Development.
UX.
Integration.
Disciplines.
Tools.
Converging
Diverging
Converging
SynthesizeResearch PrototypeIdeate
15. Define Develop Deliver
Top Problem Definition
Discovery Framing
Why.
Methodology.
Development.
UX.
Integration.
Disciplines.
Tools.
Top Solutions
Discover
Research
Synthesis Ideation
Im
plem
entation
Top Problem
16. Define Develop Deliver
Top Problem Definition
Discovery Framing
Top Solutions
Discover
Research
Synthesis Ideation
Im
plem
entation
Why.
Methodology.
Development.
UX.
Integration.
Disciplines.
Tools.
Top Problem
20. 20
Why.
Methodology.
Disciplines.
Research.
Information Arch.
Content Strategy.
Interaction Design.
Visual Design.
Tools.
Gather and interpret collected
data to understand user needs,
behaviors, experiences, and
motivations
We cannot deliver a great user
experience if we do not understand
problem(s). The type of methods used
(qualitative vs. quantitative, attitudinal
vs. behavioral) are determined by
previously defined research goals.
Activities Include
A/B Testing•
Research
Analytics•
Contextual Inquiries•
Competitive Analysis•
Diary Studies•
Eye-tracking•
Focus Groups•
Journey Mapping•
Personas & Scenarios•
Stakeholder Interviews•
Surveys•
Usability Testing•
23. 23
Why.
Methodology.
Disciplines.
Research.
Information Arch.
Content Strategy.
Interaction Design.
Visual Design.
Tools.
Understand how people think
about information to determine
the best ways of organizing and
labelling content
The purpose of IA is to orient so
users (humans/clients)
understand where they are and
what they’re looking at.
The main components are:
Organization Schemes and
Structures, Labeling Systems,
Navigation Systems, and
Search Systems.
Activities Include
Card Sorting•
Site Mapping•
Tree Testing•
User Flows•
Information Architecture
25. 25
Why.
Methodology.
Disciplines.
Research.
Information Arch.
Content Strategy.
Interaction Design.
Visual Design.
Tools. High-level vision that guides
creation of content to deliver
against an objective
Once strategy is in place, this
involves planning, creating,
delivery, and governance of
content, which includes words,
images, and multimedia.
Content Strategy
Internal and Confidential
26. 26
Design of interaction between
a user and product
Activities Include
Dimensions to consider include:
Words, visual representations, physical
objects/space, time, and behavior.
Why.
Methodology.
Disciplines.
Research.
Information Arch.
Content Strategy.
Interaction Design.
Visual Design.
Tools.
Interaction Design
• Heuristic Evaluation
• Sketching
• Prototyping
• Wire-framing
• Annotations / Communication
27. Visual Design
Use of imagery, color, shapes,
typography, and form to
enhance usability and improve
the user experience
“Visual design engages users by
drawing the eye to correct
functionality, prioritizing tasks
on a page through size, color,
and the use of whitespace, and
even increasing brand trust
through the use of visual cues.”
- Marli Mesibov, VP Content Strategy, Mad*Pow
Why.
Methodology.
Disciplines.
Research.
Information Arch.
Content Strategy.
Interaction Design.
Visual Design.
Tools.
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31. Roadblocks for applying
Methodologies or Frameworks
What to watch for
Understand what is the
process within the org.
“_
To much of a Good Thing
can conflict with each other
“_
“_ Make your Disciplines
well known