Other books

The UX team of one

Nov - 2020

Chapter 1 - UX 101

  • To be a UX Designer means to practice a set of methods and techniques for researching what users want and need, and to design products and services for them.
  • UX is the overall effect created by using the interactions and perceptions that someone has when using a product or service.
  • Most UX teams of one act as generalists, blending some or all of the most commons roles together.

Chapter 2 - Getting started

Typical UX process:

  • Discovery: Figuring out where you stand and what you need to do.
  • Stakeholder Interviews: Spending time with key decision makers to understand their expectations.
  • SWOT Analysis: Strengths, Weakness, Opportunities, Threats.
  • Requirements Gathering: The process of working with business to determine what must go in the product and how it must be implemented.
  • Strategy: Establishing a vision for the target user experience in order to design coherent and unified products.
  • Design Principle: A handful of characteristics of how the product design should be experienced by user.
  • Vision Artifacts: It gives a taste of how a person might experience a product. It might be in form of Diagrams, Schematics, Storyboards, Vision Movies.
  • Roadmaps: An analysis of what need to be built first, next and last.
  • User research: Learning about who your users are and what motivates them.
  • Primary User Research: Various methods for learning from users firsthand.
  • Secondary User Research: Publicly available research or research that's been conducted by other parts.
  • Personas, Mental Models and User Stories: What you've learned about user through primary and secondary research.
  • Design: Specifying how a user will encounter a product or service.
  • Information Architecture / Sitemap: Documentation of how the system is organized.
  • Process and Task Diagrams: How users will interact with the system step-by-step and how the system will adapt or respond.
  • Wireframes: Schematic diagrams of each page or state in the system.
  • Design Comps: A page exactly as it should look when implemented.
  • Detailed Specifications: Documentation of how the system should function.
  • Style and Pattern Guides: Documentation of standard conventions for repeatable patterns.
  • Prototypes: Functioning os semi-functioning examples.
  • Implementation: Ensuring that the design works for users.
  • Usability Testing: How easily people can use the design to accomplish anticipated tasks.
  • Implementation Oversight: Involvement between user experience designers and the engineering team.
  • Metrics / Analytics Tracking: Monitoring how people are using the product or service to identify opportunities.

You don't really need permission to be a UX team of one. You can infuse the UX philosophy into work that you're currently doing.

  • Find the parts of the product that everyone knows need improvement.
  • If you want people to get to buy into the concept of UX, you've got to be offering them something of value.
  • The negotiation should be how, instead of if.

Get to know your users - They are the core of user experience - Focus on getting started with user research.

  • Good products eventually becomes somewhat invisible.
  • Design products for and with users.
  • Data are people too.
  • A well-designed product enables a user to accomplish his goal efficiently and without confusion or disruption.
  • Real UX teams of one are committed to knowing not just "users" in the abstract, but the people who really use their products.
  • Figure out what you know and what you don't.
  • Do guerrilla research.
  • The challenge for UX professionals is to understand user needs well enough to look past the prosaic solutions to discover the elegant ones.
  • Sketch your ideas - It takes a lot of work to make something simple.
  • Enlist colleagues to generate design ideas.
  • Learn from other successful products - "What makes a particular design work?" When something doesn't work try to pinpoint why.
  • Design improvements often happen gradually, over time.

Chapter 3 - Building support for your work

  • Principles over process
  • Principles can keep the work anchored.
  • Principles can apply to not just what you make, but also how you make.
  • Invite people in - The more you can facilitate a cross-functional team, the more you will empower others to feel ownership and involvement in the process.
  • Make things together - How to accomplish that goal can become a battlefield of differing opinions.
  • Foster a constructive evolution of shared vision
  • Simply sketching out things is a great starting point. You can get even more creative and have a cross-functional team participate in collaborative design exercises, which are great for loosening people up and getting the ideas rolling.
  • Truly listen - Once all the information and viewpoints are understood, is to create a design solution that cleverly reconciles those tensions and produces a satisfying experience for users.
  • Letting the other guy do more of the talking and asking why whenever the opportunity arises.
  • Know when it's good enough - The work is never really done.
  • Committing yourself to the idea that it will be imperfect and that others will have good ideas fow how to improve it.
  • Dealing with people issues - Relationships are the most important means by which you can establish a foundation for UX.
  • Assume that everyone has good intentions and they try to see the situation from other people's perspectives rather than just their own.
  • It's only by working with others that we build unofficial and official support for UX
  • You must work with the resources that are available.
  • Pull the UX enthusiasts out of the woodwork and promote broader UX uptake within the company.
  • Invite them into your process and yourself into theirs so they get a better sense of what UX means and what value it provides.
  • Hone your sketching skills so you can turn any meeting into a design session.
  • Pre-meetings help you get people to commit their support for your approach prior to going in for the big reveal.
  • Find plain-English way to describe what you're attempting to do and speak to the outcome not just the process.
  • UX practioners, due to their focus on both user needs and business need, can provide a holistic view.
  • Suggest in a friendly fashion that the user experience of the product often benefits down the road from having UX involved in early stage efforts.
  • Help other see how UX impacts the process - Make it clear how UX changes the established process.
  • Position yourself as someone who can share internal knowledge.
  • See it as an opportunity to learn.
  • Work with them rather than against them.
  • Stay actively involved so you can own and direct how the work gets executed.
  • Treat this as a teachable moment to expose others to what user-centered design really entails.
  • Give the team an understanding of what needs to be improved.
  • People love stories, case studies and stories give people a memorable narrative that they can envision themselves in.
  • Shared experiences (even minor ones) turn co-workers into allies.

Other books

Laws of UX

Laws of UX

Solving Product Design Exercises

Solving Product Design Exercises

The Hard Thing about Hard Things

The Hard Thing about Hard Things