The User Experience Team of One

Home > Other > The User Experience Team of One > Page 21
The User Experience Team of One Page 21

by Leah Buley


  Coursera content provider, 67

  Crossing the Chasm (Moore), 112

  crossovers, 20, 24, 30

  D

  DeBono, Edward (Six Thinking Hats), 197

  degree programs, 70–72

  design

  challenges, 34

  endurance of, 226–227

  enlisting colleagues for ideas, 36

  inspiration, 35–37

  learning for other products, 36

  responses to common objections, 52

  sketches, 35

  Design activities, 27

  Design Brief method, 152–156, 234

  design comps, 27

  Design of Everyday Things, The (Norman), 13

  design principles, 26

  Design Principles method, 152, 157–161, 234

  design research

  responses to common objections, 52

  ROI model of, 53

  design triage period, 187

  Designing for People (Dreyfuss), 12–13

  Designing for the Web (Boulton), 153

  detailed specifications, 27

  Discovery activities, 25

  discussion lists and online communities, 62

  Dreyfuss, Henry (Designing for People), 12–13

  Durst, Janice (Cost-Justifying Usability), 53

  E

  editing, 15

  elevator pitch, 111–112

  endurance of design, 226–227

  engineering, 16

  ergonomics, 11

  Europe degree programs, 71

  F

  facilitation, 43

  fee schedule, 78

  final product, knowing when it’s good enough, 46

  Fitts, Paul (Fitt’s Law), 11

  Five-Second Test method, 192, 204–206, 235

  Ford, Henry, 10

  Forrester research firm, 53

  framework, 20

  freelancer versus consultant, 78–79

  G

  Gantt Chart, 93

  General Assembly classes, 70

  generalist versus specialist, 75

  Gilmore, David (Interactions magazine), 54

  Goldsworthy, James (designer), 51, 179

  graphic design, 15

  Guerilla User Research method, 34, 122, 126–132, 233

  H

  HCI (human-computer interaction), 13

  heuristic evaluation, 136

  Heuristic Markup method, 122, 136–139, 233

  history

  of ergonomics, 11

  human-computer interaction, 13

  user experience, 10–13

  hourly rate calculation, 77

  human interface research, 12

  human-computer interaction (HCI), 13

  hypothesis, 135

  I

  IA (Information Architecture), 61–62

  Implementation activities, 28

  implementation oversight, 28

  inclusive and participatory practices, 82

  independent practitioner

  versus employed practitioner, 75

  job growth, 76

  payment rate calculation, 77

  time management, 79–80

  industrial efficiency, 11

  informal UX network, 47

  information architecture, 6

  Information Architecture for the World Wide Web (Morville and Rosenfeld), 27

  Information Architecture (IA), 61–62

  information architecture/site map, 27

  informed consent, 129

  inspiration library, 37

  interaction design, 6

  Interaction Design Association (IXDA), 60, 62

  interactive user experience, 5

  interviews, stakeholder, 25, 96–100

  IXDA (Interaction Design Association), 60, 62

  J

  job description, 38–39

  job growth

  business goal alignment, 73

  continuing education, 66–73

  going independent, 76

  moving on, 74–75

  payment rate, 77–78

  positioning engagement for success, 78–79

  professional communities, 60–65

  progress measurement, 74

  strategic planning, 74

  time management, 79–80

  jobs

  anthropology, 16

  business analysis, 16

  content strategy, 7

  copywriting, 7, 15

  editing, 15

  engineering, 16

  information architecture, 6

  interaction design, 6

  journalism, 15

  print design, 15

  product management, 16

  psychology, 16

  research, 16

  sociology, 16

  software design and development, 15

  user research, 7

  visual design, 7

  web design and development, 15

  journalism, 15

  K

  Kano model, 115–118

  Kelway, James (UX model), 22–23

  L

  Landauer, Tom (usability expert), 55

  Learning Plan method, 122–126, 233

  Lifehacker website, 113

  LinkedIn, 62–63

  listening skills, 45

  Listening Tour method, 86, 96–100, 232

  Løvlie, Lavrans (Service Design), 179

  Lynda.com, 67

  M

  machine age technology enhancements, 10

  magazines, 66

  Making and Breaking the Grid (Samara), 186

  market research, 52

  markups, 122, 136–139, 233

  meet-ups and local groups, 63–64

  mental models, 26

  Mental Models (Young), 26

  mentors and buddies, 65

  method cards, 31

  methods

  activities, 83

  Bathroom UX, 212–216, 235

  Black Hat Session, 192, 197–201, 235

  characteristics of each, 82

  Comparative Assessment, 122, 140–143, 233

  Content Patterns, 122, 144–147, 233

  Design Brief, 152–156, 234

  Design Principles, 152, 157–161, 234

  Five-Second Test, 192, 204–206, 235

  format of, 82

  Guerilla User Research, 122, 126–132, 233

  Heuristic Markup, 122, 136–139, 233

  Learning Plan, 122–126, 233

  Listening Tour, 86, 96–100, 232

  Mini Case Studies, 212, 216–218, 235

  Opportunity Workshop, 101–104, 232

  Paper and Interactive Prototypes, 192–196, 235

  Peer-to-Peer Learning

  Communities, 212, 218–221, 235

  Project Brief, 86, 104–107, 232

  Proto-Personas, 122, 132–135, 233

  Pyramid Evangelism, 212, 221–223, 235

  Quick-and-Dirty Usability Test, 192, 202–203, 235

  Sketchboards, 153, 170–176, 234

  Sketching, 152, 162–169, 234

  Strategy Workshop, 86, 108–119, 232

  Task Flows, 153, 176–180, 234

  UX Health Check, 192, 206–209, 235

  UX Project Plan, 86, 90–95, 232

  UX Questionnaire, 86–89, 232

  Wireframes, 153, 181–187, 234

  metrics/analytics tracking, 28

  mind map, 127–128

  Mini Case Studies method, 212, 216–218, 235

  modular practices, 82

  mood boards, 114–115

  Moore, Geoffrey (Crossing the Chasm), 112

  Morville, Peter (Information Architecture for the World Wide Web), 27

  N

  Namahn Design (UX model), 22

  needs assessment, 55

  negotiation, payment rate, 78

  .Net Magazine, 66

  New Riders, 67

  Newman, Damien (“the squiggle”), 152

  Nielsen, Jakob (usability expert), 55, 139<
br />
  Nielsen Norman Group classes, 70

  Non-Designer’s Design Book (Williams), 153

  Norman, Donald

  Design of Everyday Things, The, 13

  human interface research, 12

  User Experience Architect title, 12

  North America degree programs, 70–71

  O

  objections

  bypassing, 31

  responses to, 52–56

  offering card, 28–29

  open-ended questions, 129

  Opportunity Workshop method, 101–104, 232

  O’Reilly Media, 68

  organizational issues, 48–50

  P

  Paper and Interactive Prototypes method, 192–196, 235

  PARC research center, 12

  participation, 47–48

  patterns, content inventory, 144–147

  PayByPhone service, 14

  payment rate, 77–78

  Peer-to-Peer Learning Communities method, 212, 218–221, 235

  people issues, 47–48

  perfectionism, 79–80

  personas, 26, 132–135

  plan

  establishing point of view, 30

  Learning Plan method, 122–126, 233

  UX Project Plan method, 86, 90–95, 232

  point of view, 30

  Polaine, Andy (Service Design), 179

  practices, 82–83

  pre-meeting, 48

  Pressman, Roger (Software Engineering, A Practitioner’s Approach), 54

  primary user research, 26

  Principles of Beautiful Web Design, The (Beaird), 153

  principles over process

  facilitation, 43

  inviting people in, 43

  knowing when it’s good enough, 46

  listening skills, 45

  making things together, 44

  mindset, 42

  print design, 15

  prioritization, 82

  process

  principles over, 42–45

  and task diagrams, 27

  procrastination, 80

  product management

  job roles and responsibilities, 16

  responses to common objections, 56

  professional communities

  associations, 60–62

  discussion lists and online communities, 62–63

  meet-ups and local groups, 63–64

  mentors and buddies, 64

  progress measurement, 74

  project brief, 78

  Project Brief method, 86, 104–107, 232

  project scope, 94

  Proto-Personas method, 33, 122, 132–135, 233

  prototypes, 27, 192–196

  psychology, 16

  Pyramid Evangelism method, 212, 221–223, 235

  Q

  quality assurance, 56

  questionnaire, 87–89

  Quick-and-Dirty Usability Test method, 192, 202–203, 235

  R

  Reason, Ben (Service Design), 179

  relationships

  lunch with others to build, 50

  organizational issues, 48–50

  people issues, 47–48

  requirements gathering, 25

  research

  human interface, 12

  job roles and responsibilities, 16

  market, 52

  user-centered, 52, 54

  roadmaps, 26

  Rosenfeld, Lou (Information Architecture for the World Wide Web), 27

  Rosenfeld Media publisher, 67

  Rosenfeld Media Virtual Seminars, 67

  Rosenfeld Media Workshops, 70

  Rule of Threes, 65

  S

  salary, 77–78

  Samara, Timothy (Making and Breaking the Grid), 186

  Schauer, Brandon (service blueprint), 180

  screen recorder, 137

  screenshot, 137, 142

  search analytics, 125

  secondary user research, 26

  self-documenting practices, 82

  seminars, 67

  Service Design (Polaine, Løvlie, and Reason), 179

  SIGCHI (Special Interest Group of Computer-Human Interaction), 60, 62

  Six Thinking Hats (DeBono), 197

  sketchboard, 36

  Sketchboards method, 153, 170–176, 234

  sketching

  aesthetics, 168

  alternative approaches, 166–167

  bringing people together through, 44

  as design technique, 35

  inspiration techniques, 35–36

  kit, 163–164, 168–169

  remote, 169

  template, 165–166

  tools, 168

  uses of, 162

  in words, 168

  Sketching method, 152, 162–169, 234

  Slideshare content provider, 67

  Smashing Magazine, 66

  social networks, 62, 65

  Society for Technical Communication (STC), 62

  sociology, 16

  software design and development, 15

  Software Engineering, A Practitioner’s Approach (Pressman), 54

  South America degree programs, 71

  Special Interest Group of Computer-Human Interaction (SIGCHI), 60, 62

  specialist versus generalist, 75

  Spool, Jared (User Interface Engineering), 33

  spreadsheet

  Comparative Assessment method, 141

  content inventory, 145

  “squiggle, the” (Newman), 152

  Stack Exchange, 62

  stakeholder interviews, 25, 96–100

  stakeholder workshop, 109

  statistical significance, 54–55

  STC (Society for Technical Communication), 62

  storyboard, 113–114

  strategic planning, 74

  Strategy activities, 26

  Strategy Workshop method, 86, 108–119, 232

  Strengths, Weaknesses, Opportunities, Threats (SWOT) Analysis, 25

  style and pattern guides, 27

  survey, 104

  SWOT (Strengths, Weaknesses, Opportunities, Threats) Analysis, 25

  T

  Task Flows method, 153, 176–180, 234

  Taylor, Frederick Winslow (Taylorism), 10–11

  “the squiggle” (Newman), 152

  time management

  estimating time, 79

  feedback loops, 80

  timeboxes, 79–80

  Tivo, 158

  Toyota Production System, 11

  trading cards, 31

  TreeHouse content provider, 67

  triads, 109–111

  triage periods, 95

  Twitter, 75–76

  U

  UI versus UX, 14

  UIE Newsletter, 66

  usability testing, 28, 202–203

  User Experience Architect title (Norman), 12

  user experience design, 5

  user experience designer, 7

  User Experience Professionals’ Association (UXPA), 61

  user experience (UX)

  candidates, 15–16

  cumulative effect of factors, 8–9

  definition, 4–5

  evolution of, 226

  example, 8

  history, 10–13

  integration, 8

  interactive, 5

  role of, 56

  subdisciplines, 6–8

  versus UI (user interface), 14

  User Interface Engineering UX Immersion classes, 70

  User Interface Engineering Virtual Seminars, 67

  user research

  definition, 5

  job roles and responsibilities, 7

  usability findings, 55

  User Research activities, 26

  user stories, 26

  user-centered research

  cost of not doing, 54

  responses to common objections, 52

  users, getting to know your, 32–34

  UX Booth magazine, 66

  UX Heal
th Check method, 192, 206–209, 235

  UX Matters magazine, 66

  UX model

  Anderson, 22–23

  Armano, 20–21

  Kelway, 22–23

  Namahn Design, 22

  Warfel, 20–21

  UX Project Plan method, 86, 90–95, 232

  UX Questionnaire method, 86–89, 232

  UX Toolkit

  Design activities, 27

  Discovery activities, 25

  Implementation activities, 27

  offering card, 28–29

  Strategy activities, 26

  User Research activities, 26

  UX models, 20–23

  UX (user experience)

  candidates, 15–16

  cumulative effect of factors, 8–9

  definition, 4–5

  evolution of, 226

  example, 8

  history, 10–13

  integration, 8

  interactive, 5

  role of, 56

  subdisciplines, 6–8

  versus UI (user interface), 14

  UXPA (User Experience Professionals’ Association), 61

  V

  vendors, 49–50

  vision, 30

  vision artifacts, 26

  visual design, 7

  W

  Warfel, Todd Zaki (UX model), 20–21

  web design and development, 15

  webinar, 67

  white board, 93

  “Why Software Fails” article, 56

  Williams, Robin (Non-Designer’s Design Book), 153

  wireframes, 27

  Wireframes method, 153, 181–187, 234

  workshop

  Opportunity Workshop method, 101–104, 232

  Strategy Workshop method, 86, 108–118, 232, 1119

  Y

  Young, Indi (Mental Models), 26

  ACKNOWLEDGMENTS

  First, thank you to Lou Rosenfeld for seeing a book in this topic, and for his guidance and support on the long road to its completion. Further kudos to Lou for having the good sense to pair me with the wonderful editor Marta Justak. Without Marta’s patience, expertise, and tough love, this book simply would not exist. Thank you, Marta, for helping me to accomplish what I never thought possible. Thanks also to Stephen P. Anderson for writing a lovely foreword that perfectly captures the spirit of the book.

  The smart people at Adaptive Path taught me everything I know about user experience. Several people from Adaptive Path deserve my special thanks. Brandon Schauer was a role model and mentor for me, probably without even realizing it. Dan Harrelson said the magic words that made me decide I could actually write this book. Peter Merholz challenged me to find my topic and my voice. Brian Cronin, Joanie McCollom, and Pam Daghlian provided the most critical component of all, friendship. Thanks to you all. Before Adaptive Path, there was Jeffrey Coleman, the perfect manager for a team of one. He provided the support and the freedom to help me find my way.

 

‹ Prev