1.

Record Nr.

UNINA9910860831403321

Autore

Mara Andrew

Titolo

UX on the go : a flexible guide to user experience design / / Andrew Mara

Pubbl/distr/stampa

New York, NY : , : Routledge, , 2021

ISBN

1-000-16401-2

0-429-27723-7

1-000-16397-0

Edizione

[1st ed.]

Descrizione fisica

1 online resource (243 pages)

Disciplina

658.812

658.8343

Soggetti

Consumer satisfaction

User interfaces (Computer systems) - Design

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di bibliografia

Includes bibliographical references and index.

Nota di contenuto

Cover -- Half Title -- Title Page -- Copyright Page -- Dedication -- Table of Contents -- List of Figures -- Acknowledgments -- Introduction -- Welcome to User Experience on the Go -- Defining User Experience -- Three Principles -- First Principle -- Second Principle -- Third Principle -- Good News -- Bad News -- Filling in the Gaps -- A Week in the Life of a UX Professional -- When to Observe and Interview -- A Note about Face-to-Face vs. Virtual Teams -- Using This Book -- The Stretch -- Challenges -- 1 Take an Active User Experience Stance -- Do, Observe, Think -- Just Temperate Brave Action -- UX Team Justice Manifesto -- UX Project Plan -- Preliminary Fieldwork -- UX Scavenger Hunt -- Challenge #1: Finding Your Future Network -- UX Story: Iterating an Orphaned Girls' School in South Sudan -- Conclusion -- 2 Build Your Temporary Team -- Team Assembly -- Design Studio -- Role Card -- Standup -- Project Profile -- Team Meetup -- Challenge #2: Build a UX Lair -- Conclusion -- 3 Map Your Best UX Cycle -- UX Inventory -- Connect the Dots -- Building Additional Team Support -- Opportunity Workshop -- Project Précis -- Requirements -- Challenge #3: Plant a UX Garden -- Conclusion -- 4 Find and Understand Your Users -- What Can Be Measured or Characterized --



Meeting and Engaging with Users -- Agile Ethnography -- Direct Participant Recruiting -- Participant Consent Form -- Remote Participant Recruiting -- When You Can't Meet with Users -- Bodystorming -- Heuristic Audit -- Usability Heuristic Audit -- Gestalt Principles -- Strategize Your User Research -- Research Plan -- Effort vs. Value Diagram -- Challenge #4: Create a Listening Practice -- 5 Ask, Observe, and Involve Users -- Contextual Observation -- Setting -- Structure of the Observation -- Observational Notes -- Interviews -- Setting -- Demeanor -- Structuring the Interview -- User Diaries.

Unlocking the Potential of Diary Studies -- Camera Studies -- Task Analysis -- Scope -- Conducting a Task Analysis -- Value -- Challenge #5: Conduct a Five-Second Test -- 6 Design with Users -- User Swarms -- Co-Designing -- UX Story: Designing a Social Robot for Teens: Starting from Scratch -- Challenge #6: Write a Story about Co-Evolving Your Interface and Society -- 7 Test and Begin to Sift through the Data -- Affinity Wall Sprint -- Benchmark Test -- A/B Test -- Sentiment Study -- Card Sort -- Hosting a Card Sort -- Variations in Card Sorting -- Online or Digital Card Sorts -- Challenge #6: Create a Data Dashboard -- Challenge #7: Host a User Trivia Contest -- 8 Collect and Analyze the Data -- Validity -- Qualitative Data Analysis -- Transcript Analysis -- Coding Transcripts -- Diary Study Analysis -- Quantitative Research Analysis -- Benchmarking -- A/B Test Analysis -- Sentiment Study Data -- Eye tracking Study Data -- Tree Test Data -- Card Sort Data -- Conclusion -- Challenge #8: Host a Data Analysis Party -- 9 Find the Story in Your Data -- Stories Are Time Machines -- Concept Stories and Usage Stories -- Where to Start Your Story -- Concept Stories -- Usage Story -- Guided Discovery Map -- Challenge #9: Perform Your User Story -- Conclusion -- 10 Present Data to Users, Team Members, and Stakeholders -- Mode of Presentation -- Case Study -- Findings Report -- PechaKucha -- Insight Blog -- Challenge #10: Create a Data Cartoon -- Conclusion -- 11 Persuade with Personas -- Proto-Persona -- Persona -- UX Story: Personas at Mayo Clinic -- Challenge #11: Create a Persona Village -- Conclusion -- 12 Manifest Your Idea in Sketches -- From Scribbles to Sketches -- Sketching -- Sketch Sprint -- Variation: Sketch with Clients and Stakeholders -- Sketchboard -- Infographics -- Nest the Data in a Story -- Craft an Overall Image Scheme.

Simplify the Image -- Make It as Small as Possible -- Storyboards -- Challenge #12: Sketch Your Team's Work Week -- Conclusion -- 13 Wireframes and Mockups -- Wireframes -- Mockups -- Combine and Transform -- UX Story: Wireframing an Educational Flow -- Challenge #13: Create an Interface Documentary -- Conclusion -- 14 Create a Prototype or Minimum Viable Product, and Test It -- Prototype -- UX Story: Prototyping a Food Locker -- Minimum Viable Product -- Usability Test Report -- UX Story: Creating an App MVP for a Community Arts Challenge -- Challenge #14: Take Your MVP or Mockup on Tour -- Conclusion -- 15 Capture the Lessons and Disassemble the Team -- Capture the Lessons of the Cycle -- Procedures -- Task Board Cleanup -- Retrospective -- Project Autopsy -- Team Reflection -- Challenge #15: Hold a Reverse Ice-Breaker -- Conclusion -- 16 Prepare to Do It Again -- UX Brown Bag Meeting -- Interface Pageant -- Pop-Up UX -- User Safari -- User Ecology Blueprint -- Challenge #16: Apply One UX Research Technique to Your Workplace -- Index.

Sommario/riassunto

"Designed with flexibility and readers' needs in mind, this purpose driven book offers new UX practitioners succinct and complete intructions on how to conduct user research and rapidly design interfaces and products in the classroom or the office. With sixteen



challenges to learn from, this comprehensive guide outlines the process of a User Experience project cycle from assembling a team to researching user needs to creating and veryifying a prototype. Practice developing a prototype in as little as a week or build your skills in two, four, eight, or sixteen week stretches. Gain insight into individual motivations, connections, and interactions; learn the three guiding principles of the design system; and discover how to shape a user's experience to achieve goals and improve overall immediate experience, satisfaction, and well-being. Written for professionals looking to learn or expand their skills in user experience design and students studying technical communication, information technology, web and product design, business, or engingeering alike, this accessible book provides a foundational knowledge of this diverse and evolving field. A companion website will include examples of contemporary UX projects, material to illustrate key techniques, and other resources for students and instructors. Access the material at uxonthego.com"--