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User Experience
Bootcamp
Paul Ballas
Head of Product at Pana
February 11, 2016
Agenda
MORNING
10:00 - 10:30 Introduction & Creative activity
10:30 - 11:30 User research & Personas
11:30 - 12:00 User Flows
12:00 - 12:45 Business analysis & Product management
12:45 - 1:30 Lunch break
1:30 - 2:15 Information architecture
2:15 - 2:45 Content strategy
2:45 - 3:30 Design heuristics
3:30 - 4:15 Navigation
4:15 - 5:00 Usability testing
5:00 - 6:00 Wireframing
AFTERNOON
Creative activity
• Pick a spot on the whiteboard and draw one interesting
fact about yourself.
Introduction
to
user experience
What is UX?
“UX is “the design of anything
independent of medium or across
media, with human experience as an
explicit outcome and human
engagement as an explicit goal.”
Jesse James Garret
Co-founder Adaptive Path
What is UX?
“The practice of designing products,
processes, services, events, and
environments with a focus placed on
quality and enjoyment of the total
experience.”
Don Norman
Co-Founder Nielsen Norman Group
What is UX?
Tailoring a product or service for it’s intended audience.
When design is ignored
An everyday example.
When design is ignored
An extreme example.
UX Disciplines
Where we fall under… but where’s graphic design?
PSYCHOLOGY SOCIOLOGY ANTHROPLOGY ANTHROPLOGY
UX Disciplines
What we do.
UX vs. UI
• UX (User experience)
• How users take actions and
interact with features
• How features fit together
• How users discover content
UI (User interface)
• What will be on screen
• Look and feel
• Visual components such as
color, typography, etc.
UX is a process, not a deliverable.
Pana For teams For individuals Sign in Contact us Create a new account
Pana is people.
We’re a team of real people that help inviduals and entire teams plan,
book and manage travel. Backed by the latest technology.
[hero: Nina & Hattie at laptops, latté nearby]
Create a new account
Say hello to Amy.
Just send us a text.
Trusted by leading companies.
For your entire team. Just for you.
Amy is part of your travel team and helps personalize
your travel experience. She sends the best flights,
hotels, rentals cars and more - right to your phone.
All based on your individual preferences.
Your travel team is backed by the latest technogloy.
We use natural language processing to parse out the
details, and a real human takes care of the rest.
[img: Amy]
For teams For indviduals
Pana For teams Sign in
For individuals Blog
About us Support
Contact Sales
800-555-5555
sales@pana.com
Contact
hi@pana.com
Pana Create new accountContact usSign inFor individualsFor teams
Pana is your personal travel team.
We’re a team of real people that help inviduals and entire teams plan,
book and manage travel. Backed by the latest technology.
Save time.
Our app is simple and fun to use, so you
can focus on what matters. Booking a
trip is as easy as sending a text.
Tuesday, November 13
4 21
90%
AmericanAirlines
Flight AA 1235 has been delayed
by 2 hours, until 4pm ET.
10m ago
Pana
Saw your flight was delayed and
booked you on new flight leaving
in 30 minutes.
now
42%Pana 10:10 PM
Pana
No problem. I’m sending a few flight and
hotel options for you, based on your
preferences.
No problem. I’m sending a few flight and
hotel options for you, based on your
preferences.
I need a flight next Tuesday morning to San
Francisco, returning Thursday night.
Will also need a hotel - walking distance to
my conference at the convention center.
DEN LGA
0 Stops
ECONOMY
3h 45m
Mon, 11/30
Denver (DEN)
Mon, 11/30
New York City (LGA)
8:06 AM
1:51 PM
UNITED AIRLINES
3h 45m
Thu, 12/3
New York City (LGA)
Thu, 12/3
Denver (DEN)
5:55 PM
8:23 PM
UNITED AIRLINES
0 Stops
ECONOMY
Mon 11/30 - Thu 12/3
Say something…
Travel doesn’t
always cooperate.
Our app is simple and fun to use, so you
can focus on what matters. Booking a
trip is as easy as sending a text.
42%Pana 10:10 PM
Itinerary
10JANUARY
2015
11
MON
NEW YORK CITY
CLOUDY 45
o
FLIGHT TO NEW YORK
(DEN) Denver
United Airlines 1133
8:06 AM
1:51 PM ON-TIME
Terminal C
GATE 14
Record locator: XYZ789
Don’t search for deals.
That’s our job.
As a Pana member, you’ll gain access to our
exculsive network of perks and upgrades, from
the world’s leading travel companies.
MERIDIEN HOTEL NEW YORK
1122 Panaiscool Street, New York, NY
3 NIGHTS
Mon, 1/11
Thu, 1/14
Confirmation: 1133445566
Free suite upgrade
Just for you.For your team.
Our first product, the individual plan lets
anyone travel the globe like a rockstar. Plans
for only $29/month.
Invite your whole team with our team plan.
Pricing that works for your team size plus access to
enterprise dashboard, reports and service.
Pana For teams Sign in
For individuals Blog
About us Support
Contact Sales
800-555-5555
sales@pana.com
Contact
hi@pana.com
Create new account
Sign up for teams Sign up for individual
Learn more
Learn more
Learn more
UX vs. UI
Design process
Discovery Define Design Develop
Delivery
Waterfall design
Build
Test
MVP
Iterate
Lean design
UX Roles
• User researcher
• Identifies user behaviors, goals and needs through
interviews, studies and surveys.
• Information architect
• Defines the structure of a system, how content is
described, organized and discovered.
• Interaction designer
• How the user physically interact with the interface and/or
device.
UX Roles
Usability analyst
Tests prototypes and working products with users and helps
integrate feedback into future design iterations.
Visual designer
Focuses on graphic elements of a digital interface: color
treatments, typography, visual language, etc.
Experience designer
The overall experience of the site, including site map and
flow.
User research
Why we do research
• Let’s talk about milkshakes.
UX Disciplines
Where we fall under… but where’s graphic design?
WHO WHAT WHEN
WHEREWHY HOW
Who are the users?
• Businesses or consumers
• Demographics
• Background knowledge
• Behavioral and data patterns
• Motivations, emotions, cognitions
What do they need?
• What behavioral patterns do they exhibit?
• What do they do?
• What are their problems?
• What are their needs?
Where are they using it?
• Location?
• Home or on the road?
• Walking or stationery?
• What room of the house?
• At their desk or in meetings?
When do they experience it?
• Time of day?
• Crisis or casual?
• Daily?
• Monthly?
Why are they behaving like this?
• What’s their goal?
• What do they want to achieve?
• What emotion is being fulfilled?
• What is driving a behavior?
• What brings them to work?
How are they solving it now?
• Do solutions already exist?
• Are they hacking their own solutions together?
How do we get this
information?
Methods of research
INTERVIEWS
• One-on-one discussion
• Gather rich, targeted info
• Flexible and open for exploration
• Time consuming, depending on
scale
• Subject to cognitive biases
SURVEYS
• Gather large number of responses
quickly
• Quantitative
• Hard to get rich responses
• Hard to get to the “WHY”
• Subject to cognitive biases
ETHNOGRAPHY
• Richest research method available
• Enables very deep insight into
behavior
• Costly
• Hard to scale
Challenges of user research
• No funding or budgeting for user research.
• Client thinks they know their users already.
• No access to real users.
• No time in the schedule for user research.
• Management doesn’t think it’s valuable.
Personas
Frequent flyer
MIKE THE BUSINESS TRAVELLER
Travel as part of identity.
HighLow
Price sensitivity.
HighLow
Tech saviness.
HighLow
Openness to new knowledge.
HighLow
Ability to take action.
HighLow
Mike is a sales director at a San Francisco based software company. He travels almost every week and knows
how to get from one city to the next. He is fiercely brand loyal and always travels with specific airlines and
hotels.
• Cuts his trips to the airport close and relies on TSA Pre-Check to get
him through security quickly.
• Typically bumped up to First or Business class due to his frequent
traveler status with multiple airlines.
• Always stays with the same hotel chain (Starwood) and saves his
points for personal travel.
• Frequently out to dinner with business colleagues or clients.
CHARACTERISTICS OF MIKE
• Preferred airline and hotels above everything else. Every trip
should help accumulate points.
• Price doesn’t typically matter because his company is paying for
the travel.
• Knowledgeable at travel hacking. Knows the best way to get
around and find hidden deals.
• Lives and dies by his wifi connectivity.
DESIGNING FOR MIKE
”
I can’t let traveling impact my sales. I’m
always connected to and talking to clients.
“
50+
Trips per year.
15min
Solo traveler
Avg booking time.
Common travel companion(s).
What is a persona?
• A persona is an archetype of a group of users
• Created by conducting user research and summarizing
trends into one or more archetypes
• Does not represent a single person
Why we build them
• Communication tool
• Summarizing what you know about your user
• Will help highlight pain points and opportunities to tailor
product to users
• Central tool for keeping product focused on specific users
rather than the whole world
What’s included
• User goals and needs
• User behaviors
• Pain points
• Demographic information
• Name and picture
• Personality traits
• Scenarios
• Technology preferences
Persona guide
Biography & Demographics Behaviors
Stories & Scenarios Goals & Needs
What you should leave out
User flows
What’s a user flow?
• Map of how users interact with a particular situation or
artifact
• Details all possible choices, outcomes, scenarios, and
errors
• Used to help designers think at a system level
• Easy to explain, difficult to execute
Benefits of a user flow
• Separates procedural thinking from interface design
• Shows you things you need to create - and what you
haven’t thought about yet.
• Uncover potential problems with user journey
• Quick tool for iteration before design
What kind of flow?
• Who is the audience?
• Designers?
• Technical?
• Business Stakeholders?
• What’s their level of comfort with digital products?
Simple
Technical
Process
Example: Learning in class
Start class Presentation &
activities
Understand? End class
YES
NO
Example: Learning in class
Start class Presentation &
activities
Understand? End class
YES
NO
Q & A
Example: Learning in class
Start class Presentation &
activities
Understand? End class
YES
NO
Q & A
Tips for creating strong user flows
• Start with paper and pencil
• Start with your simple ‘happy path’ and add detail later
• Leave space to fill in between boxes later
• Label each step clearly and with numeric notation
• Test your flow with different examples
• eCommerce: multiple items, bad credit cards, different shipping
and billing addresses
• Only cover what the user sees, not what goes on behind the scenes
Class activity
• Create a flow for ordering a pizza for delivery
Business analysis
Putting UX in context
• What are you (or your client) trying to accomplish by
investing in UX design?
• By what means is the client hoping to achieve these
goals?
• What are the requirements for this project?
• What are the constraints of the design efforts?
• Technical constraints
• Policy and legal constraints
• Political constraints
Why it matters for UX
• Understanding constraints and context of product design
• Translate user needs and business requirements into fully-formed features
• Enabling the co-existence and co-achievement of user goals and business goals
• Key tasks
• Collecting facts: setting the table, understanding the process, understanding
stakeholders
• Gathering requirements
• Task analysis
• Data collection
• Prioritization – what really matters?
• What are users trying to accomplish?
• Task analysis
• User goals
• User expectations
Business analysis
Analysis Design
Identify complex processes and
break them into individual steps
Structure and organize these individual
steps for the best experience
Remember!
• There’s no such thing as a blank slate!
Product
management
Managing opinions
• The core of product management is to balance all of the
interests, concerns, opinions and inputs and funnel them
into a rich, coherent experience that meets both user and
client needs
• Mute distracting features
• Prioritize based on effort and impact
• Balance what users actually want with what clients want
for their users
Role of the designer
• Advocate for end users
• Call out assumptions and how to solve them
• Shape the product offering through its interactions
• Build with an eye towards the long term
Minimum viable product (MVP)
• Do this
Not this
Why build an map
• Faster real-world feedback
• Continuous learning
• Shorter design/development cycle
• Lower initial investment
Identifying key features
• Task
• Users want to be a able to get inside the house
• WHAT needs to happen
• Example: Users should be able to find a door, and open the door.
• Feature
• Component of a product that allows for certain actions
• HOW a user accomplishes a task
• Example: Door should recognize user so they don’t require a key.
What’s the smallest, simplest version?
Epic Stories Task To Do
First floor of house
Second Floor of house
Entrance
Visibility to outside
Travel upstairs
Visibility outside
Barriers between rooms
Door
Garage door
Build door
Install garage door
Window Install window
Feature prioritization
All
of the time
Most
of the time
Some
of the time
Very little
of the time
Few people Some people Most people All of the people
6 - 6 - 6 planning
• 6 weeks
• Very well defined
• 6 months
• Understood, but my change
• 6 years
• Aspirational and probably will change
6 week period
1 2 3 4 5 6
SP SP SP SP SP SP
MP
INC
SP = Sprint planning
MP = Monthly planning
INC = Inception day
When product PM fails
Information
architecture
What is IA?
• Let’s watch
• https://vimeo.com/8866160
What is IA?
• The structural design of shared information environments.
• The art and science of organizing and labeling web sites,
intranets, online communities and software to support
usability and findability.
• On a broader scale, IA is about creating shared
understanding and structured meaning for information
spaces.
What is IA?
What is IA?
Ontology
• Establishes structured knowledge
• Maps understanding
• Surfaces relationships
Ontology
Taxonomy
• Organizes meaning
• Maps categories
• Creates hierarchy
How to organize
• Location: Rome is a city in Italy
• Alphabetical: Rome starts with the letter R
• Time: Rome started in 753BCE
• Category: Rome is a Romantic city
• Hierarchy: Rome is within Italy, which is within Europe
Good IA
• Findable: Able to be located
• Accessible: Easily approached or entered
• Clear: Easily perceptible
• Communicative: Talkative & informing
• Useful: Capable of producing a desired result
Good IA
• Credible: Worthy of confidence
• Controllable: Able to adjust
• Valuable: Great use, service and importance
• Learnable: Able to be fixed in the mind
• Delightful: Greatly pleasing
Card sorting
• Card sorting is a method used to help design and evaluate
the information architecture of a site or app. It’s an
activity that helps:
• Build the structure of your website
• Decide what to put on the homepage
• Label categories and navigation
Activity: Card sorting
• Task (10-15 Minutes):
• Take the list on the next screen
• Categorize the contents into groups
• Pair up with a classmate and compare grouping
• Discuss what types of users may be interested both of
your sets of categories
Activity: Card sorting
• When Harry Met Sally
• E.T.
• Jaws
• Jurassic Park
• The Godfather
• Star Wars
• Batman Begins
• Animal House
• The 40 Year Old Virgin
• The Incredibles
• The Shawshank Redemption
• The Muppet Movie
• Airplane
• The Little Mermaid
• Aladdin
• Harry Potter
Content strategy
Paths & Cores
Inward path Core Outward path
• External search
• Internal search
• Navigation
• Internal teaser
• Link from wish list
• Email
• Newsletter
• Anchor
• External search
• Internal search
• Navigation
• Internal teaser
• Link from wish list
• Email
• Newsletter
• Anchor
Creates value for business or use
Content types
MAIN
Provides core experience
value and helps the user
complete a goal or fulfill an
unmet need.
SUPPORTING
Makes the main content
more trusted, authoritative,
interesting, or informative.
INTERFACE
Allows the user to navigate
the experience from one
content piece to the next.
Main content
Main content
• Focal point of the page
• Communicates and provides value
• It’s what the user is looking for & wants to pay attention to
• Everything else should be complimentary to it
Supporting content
UX Bootcamp
Supporting content
• Makes the main content more...
• authentic
• trusted
• interesting
• informative
• Should never dwarf the main content
• Great area for innovation and creativity
Interface content
Interface content
• Provides infrastructure
• How people move between content pieces
• Hooks people in to further and further engagement
• Provides key functionalities
What to think about for content
• What content is valuable
to the user?
• What content do we have?
• How much do we need?
• How do we make it?
• How often do we update
it?
• What is the main format of
it?
• How do we populate it?
• How do we highlight?
• How does it change over
time?
• How does it relate to our
brand?
Who does content strategy?
Who does content strategy?
Design heuristics
10 main heuristics
1. Visibility of system status
2. System-world match
3. User control and freedom
4. Consistency and standards
5. Error prevention
6. Recognition over recall
7. Flexibility and efficiency of use
8. Minimal design
9. Errors
10. Help and documentation
Visibility of system status
• System should keep users informed about status
• Provide appropriate feedback in reasonable time
System world match
• Don’t use language the user won’t understand
• System should use similar language as user
User control & freedom
• Let the user undo their actions
• Mistakes should be easily correctable
Consistency & standards
• System should use consistent language
• Similar event should look and sound similar
Error prevention
• Anticipate error-prone situations
• Use confirmations before circuital steps
Recognition over recall
• Minimize cognitive load by making options visible
• Provide clear instructions when necessary
• Don’t make users remember things
Flexibility & efficiency of use
• Support all users, from basic to advanced
• Make it EASY
Minimal design
• No more than necessary
• Good design is invisible
Clear error communication
• Communicate errors in plain language
• Indicate the problem and suggest a solution
Help & Documentation
• Provide specific instruction when necessary
Navigation
• A way for users to move through an experience
• A map of the options a user has at each level of that
experience
• A way to group content and functionality in a way that is
easy for a user to understand
Navigation components
• Scent: How in-line with the user’s expectation is the
labeling of the steps they can take?
• Story: What does the navigation say about the
experience? What is the tone and narrative that is being
used?
• Simplicity: How easy is it for a user to grasp the
navigation? How easy is it to fit new content and/or
functionality in later on?
Navigation
Building a nav
• Your job is to set the priorities based on the user
perspective
• Your clients may have different ideas about what's
important
• The best navigation solutions are obvious
• “I know exactly what I’m going to get from each option
and I don’t feel like anything important has been left out
• Humans have a limited number of options they can
juggle at any one time
• Even well-organized navigation can suffer from
overcrowding
Educated guesses
• Your job is to get into the user’s mind
• The beginning point is different for each person
• Aim for the widest possible audience and then narrow in quickly
• “Cognitive proximity”
• Start with what the user already knows
• What are the next things they might want to do? What do they do most often?
• Organize First
• Taxonomy of information
• Group content into buckets that are familiar and easily understood
• Each navigation item should correspond to a major area of content
• Develop meaningful names
• “Explore” is a cop-out
Navigation zone
Nav patterns
Expanding vs. Drill
Carousels
Just don’t…
Nav on mobile
Leaving things out
• What’s not there is just as important as what is
• Laying out all the options is not enough and is often
counterproductive
• Your job is to organize and prioritize them for the user
• If you really can’t leave it out, then de-prioritize it clearly
Content is key
• “It’s just semantics” is not a a valid argument
• The copy you choose has massive effects on a user’s
ability to navigate
Simplicity
• Use familiar conventions as much as
possible
• The navigation is usually not a good
place to get creative
• Try to avoid fancy/complex interactions
• Simple and unbreakable is good
Findability
• Your design should have visual indicators that remind me
where I am
• Breadcrumbs
• Do I know where I am at all times?
• Is it easy to get to other parts of the site at all times?
How many levels?
• Short answer: as few as possible
• General Rule: no more than 3
• If you find yourself with more than three levels of
navigation, consider restructuring your info or using
alternative navigation option
Guidelines not rules
About 3-6 for top level
Up to 10-12 for lower levels
Any more than 12 or so probably requires a different approach
When it fails.
When it fails.
Usability testing
Why test?
• Design is a process
• Obtain feedback directly from users
• Discover WHY problems are occurring
• Gain insight into motivations and satisfaction
• Data is great, but it’s not enough
Components of a test
• Problem: something in need of explanation
• Theory: an idea about how to explain it
• Testable Propositions: means of obtaining information
• Test: action that elicits information
• Selection: interpretation of results
Actions are louder than words
• Users read with their mouse
• People won’t talk unless you ask them what they’re thinking
• Ask about current behavior (do you currently do X?) or show
them something and observe how they interact with it
What NOT to do
• Ask participants what they “like” - They will only tell you what you
want to hear
• Ask participants to predict the future
• Ask if a participant would use something like X or might enjoy X
feature is not productive
• Ask for opinions
• Don’t ask them for the solution, ask why they are confused.
What you learned
• Report on the good and the bad
• Avoid making conclusions (that will come later)
• Stick to what you observed in the test
Example output
Methods of study
1. Formal study
2. Remote
3. Unmoderated
4. Café
5. Face-to-face
6. Analytics
Formal study
• Requires a facility
• Can be quite costly
• Often produces a laboratory feel, difficult for users to be
comfortable
Remote testing
• Sharing a prototype or live site with a participant over
screen sharing software.
• Use when you want a wide geographic swath
• Create a flow a user to go through on their own.
• Receive screencasts picked up from their webcam.
• Good for when you’re busy with other things and just want
to read the results
• Resources
• usertesting.com
• youeye.com
Café testing
• Going to a public place and recruiting participation in short,
casual test
• Use this method for informal validation of simple prototypes
• Can be seen as risky when working with big brands
• Recruitment demographic has to be broad
Face-to-face
• This is the recommended method
• Provide users with tasks to complete on a prototype
• Encourage them to talk out loud as they move through
interactions
• Observe their actions
• Resources
• craigslist.com
Wireframes
Sketch first
• Sketching is the rapid paper-based visualization of high-
level ideas, with the aim of capturing their simplest
essence
• It’s (probably) not digital nor detailed
• It’s designed for sharing
• It’s quick, cheap, timely, and disposable
• Like many things in UX design, its more about the activity
than the artifact
Sketch first
• It turns a written hypothesis gained through research into
an early design hypothesis which can be tested
• Used early and often in the design process, before
committing to more expensive and time-consuming
designs
Sketch first
• Sketching is not about beautiful illustration. It’s a basic
skill that everyone should have to some degree
• A more important skill is the ability to explain your
sketches and the thinking behind them
• The fidelity of your sketches should match the fidelity of
your thinking
Sketch examples
What’s a wireframe?
• Wireframes are page-level schematic diagrams designed
for communication
• They represent the kinds of content you see on the screen
of a website or app
• They illustrate the key user interface of a product, and in
aggregate give an overall sense of how the parts of a
product hang together
Example
Wire framing a flow
Wireframes are a visual representation of key page
elements, including:
• structure
• navigation
• information hierarchy
• interactions
Wireframing is the intermediate step between sketch and
prototype
The fidelity of deliverables should match the fidelity of the
thinking
Wire framing a flow
They come in many flavors
BLOCK DIAGRAM HIGH FI SKETCH
They come in many flavors
HI FI DETAILED ANNOTATED
They come in many flavors
How to use wireframes
• Different organizations have different cultures, working
practices, and resources. Not everyone is jumping
straight to making very lean, interactive prototypes yet!
• I use wireframes like an architect would show blueprints
of a house design - detailed thinking, but still cheaper
than building a working model
• The fidelity of the wireframe should match the fidelity of
the thinking reflected on the page
What we use
• Sketch
• Omnigraffle
• Axure
• Go Mockingbird
• Balsamiq
• Illustrator
It actually doesn’t
matter
Use what’s best for you
Thanks!
Contact info
• Email → paul.ballas@gmail.com
• Twitter → @paulballas
• GitHub → @paulballas
• LinkedIn → /in/paulballas

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UX Bootcamp

  • 1. User Experience Bootcamp Paul Ballas Head of Product at Pana February 11, 2016
  • 2. Agenda MORNING 10:00 - 10:30 Introduction & Creative activity 10:30 - 11:30 User research & Personas 11:30 - 12:00 User Flows 12:00 - 12:45 Business analysis & Product management 12:45 - 1:30 Lunch break 1:30 - 2:15 Information architecture 2:15 - 2:45 Content strategy 2:45 - 3:30 Design heuristics 3:30 - 4:15 Navigation 4:15 - 5:00 Usability testing 5:00 - 6:00 Wireframing AFTERNOON
  • 3. Creative activity • Pick a spot on the whiteboard and draw one interesting fact about yourself.
  • 5. What is UX? “UX is “the design of anything independent of medium or across media, with human experience as an explicit outcome and human engagement as an explicit goal.” Jesse James Garret Co-founder Adaptive Path
  • 6. What is UX? “The practice of designing products, processes, services, events, and environments with a focus placed on quality and enjoyment of the total experience.” Don Norman Co-Founder Nielsen Norman Group
  • 7. What is UX? Tailoring a product or service for it’s intended audience.
  • 8. When design is ignored An everyday example.
  • 9. When design is ignored An extreme example.
  • 10. UX Disciplines Where we fall under… but where’s graphic design? PSYCHOLOGY SOCIOLOGY ANTHROPLOGY ANTHROPLOGY
  • 12. UX vs. UI • UX (User experience) • How users take actions and interact with features • How features fit together • How users discover content UI (User interface) • What will be on screen • Look and feel • Visual components such as color, typography, etc.
  • 13. UX is a process, not a deliverable. Pana For teams For individuals Sign in Contact us Create a new account Pana is people. We’re a team of real people that help inviduals and entire teams plan, book and manage travel. Backed by the latest technology. [hero: Nina & Hattie at laptops, latté nearby] Create a new account Say hello to Amy. Just send us a text. Trusted by leading companies. For your entire team. Just for you. Amy is part of your travel team and helps personalize your travel experience. She sends the best flights, hotels, rentals cars and more - right to your phone. All based on your individual preferences. Your travel team is backed by the latest technogloy. We use natural language processing to parse out the details, and a real human takes care of the rest. [img: Amy] For teams For indviduals Pana For teams Sign in For individuals Blog About us Support Contact Sales 800-555-5555 sales@pana.com Contact hi@pana.com Pana Create new accountContact usSign inFor individualsFor teams Pana is your personal travel team. We’re a team of real people that help inviduals and entire teams plan, book and manage travel. Backed by the latest technology. Save time. Our app is simple and fun to use, so you can focus on what matters. Booking a trip is as easy as sending a text. Tuesday, November 13 4 21 90% AmericanAirlines Flight AA 1235 has been delayed by 2 hours, until 4pm ET. 10m ago Pana Saw your flight was delayed and booked you on new flight leaving in 30 minutes. now 42%Pana 10:10 PM Pana No problem. I’m sending a few flight and hotel options for you, based on your preferences. No problem. I’m sending a few flight and hotel options for you, based on your preferences. I need a flight next Tuesday morning to San Francisco, returning Thursday night. Will also need a hotel - walking distance to my conference at the convention center. DEN LGA 0 Stops ECONOMY 3h 45m Mon, 11/30 Denver (DEN) Mon, 11/30 New York City (LGA) 8:06 AM 1:51 PM UNITED AIRLINES 3h 45m Thu, 12/3 New York City (LGA) Thu, 12/3 Denver (DEN) 5:55 PM 8:23 PM UNITED AIRLINES 0 Stops ECONOMY Mon 11/30 - Thu 12/3 Say something… Travel doesn’t always cooperate. Our app is simple and fun to use, so you can focus on what matters. Booking a trip is as easy as sending a text. 42%Pana 10:10 PM Itinerary 10JANUARY 2015 11 MON NEW YORK CITY CLOUDY 45 o FLIGHT TO NEW YORK (DEN) Denver United Airlines 1133 8:06 AM 1:51 PM ON-TIME Terminal C GATE 14 Record locator: XYZ789 Don’t search for deals. That’s our job. As a Pana member, you’ll gain access to our exculsive network of perks and upgrades, from the world’s leading travel companies. MERIDIEN HOTEL NEW YORK 1122 Panaiscool Street, New York, NY 3 NIGHTS Mon, 1/11 Thu, 1/14 Confirmation: 1133445566 Free suite upgrade Just for you.For your team. Our first product, the individual plan lets anyone travel the globe like a rockstar. Plans for only $29/month. Invite your whole team with our team plan. Pricing that works for your team size plus access to enterprise dashboard, reports and service. Pana For teams Sign in For individuals Blog About us Support Contact Sales 800-555-5555 sales@pana.com Contact hi@pana.com Create new account Sign up for teams Sign up for individual Learn more Learn more Learn more
  • 15. Design process Discovery Define Design Develop Delivery Waterfall design Build Test MVP Iterate Lean design
  • 16. UX Roles • User researcher • Identifies user behaviors, goals and needs through interviews, studies and surveys. • Information architect • Defines the structure of a system, how content is described, organized and discovered. • Interaction designer • How the user physically interact with the interface and/or device.
  • 17. UX Roles Usability analyst Tests prototypes and working products with users and helps integrate feedback into future design iterations. Visual designer Focuses on graphic elements of a digital interface: color treatments, typography, visual language, etc. Experience designer The overall experience of the site, including site map and flow.
  • 19. Why we do research • Let’s talk about milkshakes.
  • 20. UX Disciplines Where we fall under… but where’s graphic design? WHO WHAT WHEN WHEREWHY HOW
  • 21. Who are the users? • Businesses or consumers • Demographics • Background knowledge • Behavioral and data patterns • Motivations, emotions, cognitions
  • 22. What do they need? • What behavioral patterns do they exhibit? • What do they do? • What are their problems? • What are their needs?
  • 23. Where are they using it? • Location? • Home or on the road? • Walking or stationery? • What room of the house? • At their desk or in meetings?
  • 24. When do they experience it? • Time of day? • Crisis or casual? • Daily? • Monthly?
  • 25. Why are they behaving like this? • What’s their goal? • What do they want to achieve? • What emotion is being fulfilled? • What is driving a behavior? • What brings them to work?
  • 26. How are they solving it now? • Do solutions already exist? • Are they hacking their own solutions together?
  • 27. How do we get this information?
  • 28. Methods of research INTERVIEWS • One-on-one discussion • Gather rich, targeted info • Flexible and open for exploration • Time consuming, depending on scale • Subject to cognitive biases SURVEYS • Gather large number of responses quickly • Quantitative • Hard to get rich responses • Hard to get to the “WHY” • Subject to cognitive biases ETHNOGRAPHY • Richest research method available • Enables very deep insight into behavior • Costly • Hard to scale
  • 29. Challenges of user research • No funding or budgeting for user research. • Client thinks they know their users already. • No access to real users. • No time in the schedule for user research. • Management doesn’t think it’s valuable.
  • 31. Frequent flyer MIKE THE BUSINESS TRAVELLER Travel as part of identity. HighLow Price sensitivity. HighLow Tech saviness. HighLow Openness to new knowledge. HighLow Ability to take action. HighLow Mike is a sales director at a San Francisco based software company. He travels almost every week and knows how to get from one city to the next. He is fiercely brand loyal and always travels with specific airlines and hotels. • Cuts his trips to the airport close and relies on TSA Pre-Check to get him through security quickly. • Typically bumped up to First or Business class due to his frequent traveler status with multiple airlines. • Always stays with the same hotel chain (Starwood) and saves his points for personal travel. • Frequently out to dinner with business colleagues or clients. CHARACTERISTICS OF MIKE • Preferred airline and hotels above everything else. Every trip should help accumulate points. • Price doesn’t typically matter because his company is paying for the travel. • Knowledgeable at travel hacking. Knows the best way to get around and find hidden deals. • Lives and dies by his wifi connectivity. DESIGNING FOR MIKE ” I can’t let traveling impact my sales. I’m always connected to and talking to clients. “ 50+ Trips per year. 15min Solo traveler Avg booking time. Common travel companion(s).
  • 32. What is a persona? • A persona is an archetype of a group of users • Created by conducting user research and summarizing trends into one or more archetypes • Does not represent a single person
  • 33. Why we build them • Communication tool • Summarizing what you know about your user • Will help highlight pain points and opportunities to tailor product to users • Central tool for keeping product focused on specific users rather than the whole world
  • 34. What’s included • User goals and needs • User behaviors • Pain points • Demographic information • Name and picture • Personality traits • Scenarios • Technology preferences
  • 35.
  • 36. Persona guide Biography & Demographics Behaviors Stories & Scenarios Goals & Needs
  • 37. What you should leave out
  • 39. What’s a user flow? • Map of how users interact with a particular situation or artifact • Details all possible choices, outcomes, scenarios, and errors • Used to help designers think at a system level • Easy to explain, difficult to execute
  • 40. Benefits of a user flow • Separates procedural thinking from interface design • Shows you things you need to create - and what you haven’t thought about yet. • Uncover potential problems with user journey • Quick tool for iteration before design
  • 41. What kind of flow? • Who is the audience? • Designers? • Technical? • Business Stakeholders? • What’s their level of comfort with digital products?
  • 45. Example: Learning in class Start class Presentation & activities Understand? End class YES NO
  • 46. Example: Learning in class Start class Presentation & activities Understand? End class YES NO Q & A
  • 47. Example: Learning in class Start class Presentation & activities Understand? End class YES NO Q & A
  • 48. Tips for creating strong user flows • Start with paper and pencil • Start with your simple ‘happy path’ and add detail later • Leave space to fill in between boxes later • Label each step clearly and with numeric notation • Test your flow with different examples • eCommerce: multiple items, bad credit cards, different shipping and billing addresses • Only cover what the user sees, not what goes on behind the scenes
  • 49. Class activity • Create a flow for ordering a pizza for delivery
  • 51. Putting UX in context • What are you (or your client) trying to accomplish by investing in UX design? • By what means is the client hoping to achieve these goals? • What are the requirements for this project? • What are the constraints of the design efforts? • Technical constraints • Policy and legal constraints • Political constraints
  • 52. Why it matters for UX • Understanding constraints and context of product design • Translate user needs and business requirements into fully-formed features • Enabling the co-existence and co-achievement of user goals and business goals • Key tasks • Collecting facts: setting the table, understanding the process, understanding stakeholders • Gathering requirements • Task analysis • Data collection • Prioritization – what really matters? • What are users trying to accomplish? • Task analysis • User goals • User expectations
  • 53. Business analysis Analysis Design Identify complex processes and break them into individual steps Structure and organize these individual steps for the best experience
  • 54. Remember! • There’s no such thing as a blank slate!
  • 56. Managing opinions • The core of product management is to balance all of the interests, concerns, opinions and inputs and funnel them into a rich, coherent experience that meets both user and client needs • Mute distracting features • Prioritize based on effort and impact • Balance what users actually want with what clients want for their users
  • 57. Role of the designer • Advocate for end users • Call out assumptions and how to solve them • Shape the product offering through its interactions • Build with an eye towards the long term
  • 58. Minimum viable product (MVP) • Do this Not this
  • 59. Why build an map • Faster real-world feedback • Continuous learning • Shorter design/development cycle • Lower initial investment
  • 60. Identifying key features • Task • Users want to be a able to get inside the house • WHAT needs to happen • Example: Users should be able to find a door, and open the door. • Feature • Component of a product that allows for certain actions • HOW a user accomplishes a task • Example: Door should recognize user so they don’t require a key.
  • 61. What’s the smallest, simplest version? Epic Stories Task To Do First floor of house Second Floor of house Entrance Visibility to outside Travel upstairs Visibility outside Barriers between rooms Door Garage door Build door Install garage door Window Install window
  • 62. Feature prioritization All of the time Most of the time Some of the time Very little of the time Few people Some people Most people All of the people
  • 63. 6 - 6 - 6 planning • 6 weeks • Very well defined • 6 months • Understood, but my change • 6 years • Aspirational and probably will change
  • 64. 6 week period 1 2 3 4 5 6 SP SP SP SP SP SP MP INC SP = Sprint planning MP = Monthly planning INC = Inception day
  • 67. What is IA? • Let’s watch • https://vimeo.com/8866160
  • 68. What is IA? • The structural design of shared information environments. • The art and science of organizing and labeling web sites, intranets, online communities and software to support usability and findability. • On a broader scale, IA is about creating shared understanding and structured meaning for information spaces.
  • 71. Ontology • Establishes structured knowledge • Maps understanding • Surfaces relationships
  • 73. Taxonomy • Organizes meaning • Maps categories • Creates hierarchy
  • 74. How to organize • Location: Rome is a city in Italy • Alphabetical: Rome starts with the letter R • Time: Rome started in 753BCE • Category: Rome is a Romantic city • Hierarchy: Rome is within Italy, which is within Europe
  • 75. Good IA • Findable: Able to be located • Accessible: Easily approached or entered • Clear: Easily perceptible • Communicative: Talkative & informing • Useful: Capable of producing a desired result
  • 76. Good IA • Credible: Worthy of confidence • Controllable: Able to adjust • Valuable: Great use, service and importance • Learnable: Able to be fixed in the mind • Delightful: Greatly pleasing
  • 77. Card sorting • Card sorting is a method used to help design and evaluate the information architecture of a site or app. It’s an activity that helps: • Build the structure of your website • Decide what to put on the homepage • Label categories and navigation
  • 78. Activity: Card sorting • Task (10-15 Minutes): • Take the list on the next screen • Categorize the contents into groups • Pair up with a classmate and compare grouping • Discuss what types of users may be interested both of your sets of categories
  • 79. Activity: Card sorting • When Harry Met Sally • E.T. • Jaws • Jurassic Park • The Godfather • Star Wars • Batman Begins • Animal House • The 40 Year Old Virgin • The Incredibles • The Shawshank Redemption • The Muppet Movie • Airplane • The Little Mermaid • Aladdin • Harry Potter
  • 81. Paths & Cores Inward path Core Outward path • External search • Internal search • Navigation • Internal teaser • Link from wish list • Email • Newsletter • Anchor • External search • Internal search • Navigation • Internal teaser • Link from wish list • Email • Newsletter • Anchor Creates value for business or use
  • 82. Content types MAIN Provides core experience value and helps the user complete a goal or fulfill an unmet need. SUPPORTING Makes the main content more trusted, authoritative, interesting, or informative. INTERFACE Allows the user to navigate the experience from one content piece to the next.
  • 84. Main content • Focal point of the page • Communicates and provides value • It’s what the user is looking for & wants to pay attention to • Everything else should be complimentary to it
  • 86. Supporting content • Makes the main content more... • authentic • trusted • interesting • informative • Should never dwarf the main content • Great area for innovation and creativity
  • 88. Interface content • Provides infrastructure • How people move between content pieces • Hooks people in to further and further engagement • Provides key functionalities
  • 89. What to think about for content • What content is valuable to the user? • What content do we have? • How much do we need? • How do we make it? • How often do we update it? • What is the main format of it? • How do we populate it? • How do we highlight? • How does it change over time? • How does it relate to our brand?
  • 90. Who does content strategy?
  • 91. Who does content strategy?
  • 93. 10 main heuristics 1. Visibility of system status 2. System-world match 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition over recall 7. Flexibility and efficiency of use 8. Minimal design 9. Errors 10. Help and documentation
  • 94. Visibility of system status • System should keep users informed about status • Provide appropriate feedback in reasonable time
  • 95. System world match • Don’t use language the user won’t understand • System should use similar language as user
  • 96. User control & freedom • Let the user undo their actions • Mistakes should be easily correctable
  • 97. Consistency & standards • System should use consistent language • Similar event should look and sound similar
  • 98. Error prevention • Anticipate error-prone situations • Use confirmations before circuital steps
  • 99. Recognition over recall • Minimize cognitive load by making options visible • Provide clear instructions when necessary • Don’t make users remember things
  • 100. Flexibility & efficiency of use • Support all users, from basic to advanced • Make it EASY
  • 101. Minimal design • No more than necessary • Good design is invisible
  • 102. Clear error communication • Communicate errors in plain language • Indicate the problem and suggest a solution
  • 103. Help & Documentation • Provide specific instruction when necessary
  • 105.
  • 106. • A way for users to move through an experience • A map of the options a user has at each level of that experience • A way to group content and functionality in a way that is easy for a user to understand
  • 107. Navigation components • Scent: How in-line with the user’s expectation is the labeling of the steps they can take? • Story: What does the navigation say about the experience? What is the tone and narrative that is being used? • Simplicity: How easy is it for a user to grasp the navigation? How easy is it to fit new content and/or functionality in later on?
  • 109. Building a nav • Your job is to set the priorities based on the user perspective • Your clients may have different ideas about what's important • The best navigation solutions are obvious • “I know exactly what I’m going to get from each option and I don’t feel like anything important has been left out • Humans have a limited number of options they can juggle at any one time • Even well-organized navigation can suffer from overcrowding
  • 110. Educated guesses • Your job is to get into the user’s mind • The beginning point is different for each person • Aim for the widest possible audience and then narrow in quickly • “Cognitive proximity” • Start with what the user already knows • What are the next things they might want to do? What do they do most often? • Organize First • Taxonomy of information • Group content into buckets that are familiar and easily understood • Each navigation item should correspond to a major area of content • Develop meaningful names • “Explore” is a cop-out
  • 116. Leaving things out • What’s not there is just as important as what is • Laying out all the options is not enough and is often counterproductive • Your job is to organize and prioritize them for the user • If you really can’t leave it out, then de-prioritize it clearly
  • 117. Content is key • “It’s just semantics” is not a a valid argument • The copy you choose has massive effects on a user’s ability to navigate
  • 118. Simplicity • Use familiar conventions as much as possible • The navigation is usually not a good place to get creative • Try to avoid fancy/complex interactions • Simple and unbreakable is good
  • 119. Findability • Your design should have visual indicators that remind me where I am • Breadcrumbs • Do I know where I am at all times? • Is it easy to get to other parts of the site at all times?
  • 120. How many levels? • Short answer: as few as possible • General Rule: no more than 3 • If you find yourself with more than three levels of navigation, consider restructuring your info or using alternative navigation option Guidelines not rules About 3-6 for top level Up to 10-12 for lower levels Any more than 12 or so probably requires a different approach
  • 124. Why test? • Design is a process • Obtain feedback directly from users • Discover WHY problems are occurring • Gain insight into motivations and satisfaction • Data is great, but it’s not enough
  • 125. Components of a test • Problem: something in need of explanation • Theory: an idea about how to explain it • Testable Propositions: means of obtaining information • Test: action that elicits information • Selection: interpretation of results
  • 126. Actions are louder than words • Users read with their mouse • People won’t talk unless you ask them what they’re thinking • Ask about current behavior (do you currently do X?) or show them something and observe how they interact with it
  • 127. What NOT to do • Ask participants what they “like” - They will only tell you what you want to hear • Ask participants to predict the future • Ask if a participant would use something like X or might enjoy X feature is not productive • Ask for opinions • Don’t ask them for the solution, ask why they are confused.
  • 128. What you learned • Report on the good and the bad • Avoid making conclusions (that will come later) • Stick to what you observed in the test
  • 130. Methods of study 1. Formal study 2. Remote 3. Unmoderated 4. Café 5. Face-to-face 6. Analytics
  • 131. Formal study • Requires a facility • Can be quite costly • Often produces a laboratory feel, difficult for users to be comfortable
  • 132. Remote testing • Sharing a prototype or live site with a participant over screen sharing software. • Use when you want a wide geographic swath • Create a flow a user to go through on their own. • Receive screencasts picked up from their webcam. • Good for when you’re busy with other things and just want to read the results • Resources • usertesting.com • youeye.com
  • 133. Café testing • Going to a public place and recruiting participation in short, casual test • Use this method for informal validation of simple prototypes • Can be seen as risky when working with big brands • Recruitment demographic has to be broad
  • 134. Face-to-face • This is the recommended method • Provide users with tasks to complete on a prototype • Encourage them to talk out loud as they move through interactions • Observe their actions • Resources • craigslist.com
  • 136. Sketch first • Sketching is the rapid paper-based visualization of high- level ideas, with the aim of capturing their simplest essence • It’s (probably) not digital nor detailed • It’s designed for sharing • It’s quick, cheap, timely, and disposable • Like many things in UX design, its more about the activity than the artifact
  • 137. Sketch first • It turns a written hypothesis gained through research into an early design hypothesis which can be tested • Used early and often in the design process, before committing to more expensive and time-consuming designs
  • 138. Sketch first • Sketching is not about beautiful illustration. It’s a basic skill that everyone should have to some degree • A more important skill is the ability to explain your sketches and the thinking behind them • The fidelity of your sketches should match the fidelity of your thinking
  • 140. What’s a wireframe? • Wireframes are page-level schematic diagrams designed for communication • They represent the kinds of content you see on the screen of a website or app • They illustrate the key user interface of a product, and in aggregate give an overall sense of how the parts of a product hang together
  • 142. Wire framing a flow Wireframes are a visual representation of key page elements, including: • structure • navigation • information hierarchy • interactions Wireframing is the intermediate step between sketch and prototype The fidelity of deliverables should match the fidelity of the thinking
  • 143. Wire framing a flow
  • 144. They come in many flavors BLOCK DIAGRAM HIGH FI SKETCH
  • 145. They come in many flavors HI FI DETAILED ANNOTATED
  • 146. They come in many flavors
  • 147. How to use wireframes • Different organizations have different cultures, working practices, and resources. Not everyone is jumping straight to making very lean, interactive prototypes yet! • I use wireframes like an architect would show blueprints of a house design - detailed thinking, but still cheaper than building a working model • The fidelity of the wireframe should match the fidelity of the thinking reflected on the page
  • 148. What we use • Sketch • Omnigraffle • Axure • Go Mockingbird • Balsamiq • Illustrator
  • 149. It actually doesn’t matter Use what’s best for you
  • 151. Contact info • Email → paul.ballas@gmail.com • Twitter → @paulballas • GitHub → @paulballas • LinkedIn → /in/paulballas