Design Artifacts UCD & Lean UX INF2191H iSchool, University of Toronto Velian Pandeliev Jan. 15, 2020 Understanding UI needs 2 Before the UI Before we can create a user interface, we must understand (or at least consider / have assumptions about) the entirety of the user experience: Character: What are our users like? User groups, requirements, beliefs, personas, stakeholders Plot: What are their goals and struggles? Tasks and goals, task analysis, competition, usage scenarios World: What is the context in which they are situated? Experience maps, user experience, process and environment INF2191H Winter 2020 3 Velian Pandeliev Character: "expert" comments “No wireless. Less space than a Nomad. Lame.” “I don’t see many sales in the future of iPod.” “All this hype for something so ridiculous! Who cares about an MP3 player?!” iPod (2001) Units sold: 240 000 000 4 Plot Tasks can be broken down into appropriate levels of analysis. Task analysis: • Action: smallest unit in a sequence (e.g., press a button) • Task: sequence of actions (e.g., add item to shopping cart) • Activity: sequence of tasks (e.g., buy new bicycle parts) • Practice: collection of related activities (e.g., cycling) INF2191H Winter 2020 5 Velian Pandeliev Problem: "I can't call my friend because I keep hitting the wrong digit: my fingers are too big for the touch screen." Action: Target a digit Task: Dial a number Activity: Call a friend Practice: Stay in touch 6 World: situate tasks in the context of an overall experience: Entice, Enter, Engage, Exit, Extend 7 The cost of UX 8 "Good UX is expensive." bit.do/roi-ux 9 Bad UX has a cost Sometimes the cost is monetary (wrong direction, spent resources). Sometimes it's expressed in abandonment, frustration, or low conversion. Sometimes it's frustrating, annoying, or inconvenient. Sometimes it's dangerous or deadly. INF2191H Winter 2020 10 Velian Pandeliev Costly UX The Chinko Project (CAR) INF2191H Winter 2020 11 Velian Pandeliev Deadly UX On Jan. 20, 1992, an Airbus A320 with 96 people on board en route to Strasbourg, France experienced “controlled flight into terrain” (CFIT), i.e., it crashed into a mountain, even though it was fully air-worthy. 82 passengers and 5 crew members died. The main issue was with the UX of the descent rate controls: -3.3 degrees per minute (~800 ft / min) -3300 feet per minute INF2191H Winter 2020 12 Velian Pandeliev Deadly UX GAETANO5004.DEVIANTART.COM INF2191H Winter 2020 13 Velian Pandeliev 14 Bad UX is more expensive than good UX. UXD pays for itself by generating better requirements, facilitating stakeholder communication, and flagging design changes early. UX must be efficient: artifacts match the fidelity and requirements of the design stage they're intended for. 15 Cost of changing design direction Ideation 1$ INF2191H Winter 2020 Early design 10$ Late design 100$ 16 1000$ Development 10000$ Velian Pandeliev Design Process Artifacts 17 Design process artifacts A wireframe is a precise visual blueprint that represents the skeletal framework of a webpage or interface. They are used to convey information relationships and to create the underlying code. A mockup is a high fidelity rendering of the visual elements of a system that elicits discussion about its aesthetic qualities (e.g., colour, typography, icons). A prototype is an interactive tool that lets stakeholders sample parts of the functionality of a system and experience how it would react to the actions of users. INF2191H Winter 2020 18 Velian Pandeliev Wireframe INF2191H Winter 2020 19 Velian Pandeliev Mockup INF2191H Winter 2020 20 Velian Pandeliev Prototype NINTENDO, ANA PARK INF2191H Winter 2020 21 Velian Pandeliev Prototype Horizontal prototypes demonstrate breadth: the full set of features, options and commands. Each feature is rendered, but cannot be followed very far. SOME NONE PROTOTYPE FULL VERTICAL implementation Vertical prototypes demonstrate depth: all but critical features are inactive “dead ends”. FULL SYSTEM HORIZONTAL PROTOTYPE features INF2191H Winter 2020 22 Velian Pandeliev Wireframe, mockup, prototype INF2191H Winter 2020 23 Velian Pandeliev Sketch Sketching can quickly illustrate the essence of an idea or design so it can be discussed. Sketches are quick, inexpensive, unrefined, and illustrative. We don't expect sketches to be prescriptive and we do not critique sketches on the quality of the designs they depict. INF2191H Winter 2020 SMASHING MAGAZINE 24 Velian Pandeliev Sketch vs prototype In sketches, we look for good things to expand on. In prototypes, we look for bad things to fix. BUXTON INF2191H Winter 2020 25 Velian Pandeliev Sequential storyboard SKETCHING USER EXPERIENCES (2012) INF2191H Winter 2020 26 Velian Pandeliev Sequential storyboard A sequential storyboard illustrates a sequence of key screens / states. The sequential storyboard is my preferred deliverable for this class. Benefits: • Can focus on key states only without having to build dead ends • Allows designers to annotate states and transitions between them • Can be submitted at any fidelity, serving as a wireframe or mockup • Provides an overview of all key screens at the same time • Documents a task sequence like a prototype would • The designer does not have to depict the user INF2191H Winter 2020 27 SKETCHING USER EXPERIENCES (2012) Velian Pandeliev Sequential storyboard anatomy 1. Frame: snapshot of a key state 1 2. Title: name each frame/state (noun) 3 3. Action: specify actions / verbs taken between key states 2 INF2191H Winter 2020 SKETCHING USER EXPERIENCES (2012) 28 Velian Pandeliev Sequential storyboard branching SKETCHING USER EXPERIENCES (2012) INF2191H Winter 2020 29 Velian Pandeliev User-Centred Design 30 User-Centred Design is an iterative process that considers the user at every stage of design to produce usable objects adapted to the user’s context. 31 User-Centred Design Since 1986, User-Centred Design (UCD) has been an industrystandard process for designing usable objects. Its core principles are: • Understand the user, task, and environment • Improve the user experience • Involve users throughout the process • Iterate based on user feedback INF2191H Winter 2020 32 Velian Pandeliev User-Centred Design Evaluate Understand Test with users Consider context Use results to iterate Uncover unmet need Study user, task, context Define requirements 4 1 Build Create testable object Illustrate or demonstrate Control fidelity INF2191H Winter 2020 Design 3 2 33 Ideate potential solutions Refine into coherent design Create design specification Velian Pandeliev User-Centred Design example Evaluate Understand Deploy to cafes Observe uses Less cash = fewer tips Merchants: get more tips Users: tip quickly & easily 4 1 Build Proof of concept No reader Counts insertions INF2191H Winter 2020 Design 3 2 34 Tip jar metaphor Cash and card <5 sec. to learn Velian Pandeliev User-Centred Design example Evaluate Understand Validate technology Solicit feedback Users learned quickly Cash box unnecessary Wrong card orientations 4 1 Build Working prototype Swipe icon Hard-coded 1$ tips INF2191H Winter 2020 Redesign 3 2 35 Eliminate cash jar Add swipe icon Offset card slot Velian Pandeliev User-Centred Design example Evaluate Understand Quality assurance Stress test Ship! Card confusion fixed Custom $ values requested Tips follow tips 4 1 Build “Whole product” Light & sound on tip LED value display INF2191H Winter 2020 Refine 3 2 36 Let merchant set values Make tipping noticeable Set form & dimensions Velian Pandeliev The DipJar INF2191H Winter 2020 37 Velian Pandeliev Lean UX 38 Lean UX is a methodology for applying lean and agile principles to UX problems and user interfaces. 39 40 UX in traditional processes Traditional development stages (research, design, implementation, evaluation) take a long time and involve teams passing formalized deliverables to each other. The receiving teams see polished, “final” versions of the work done so far, which discourages changes and adaptation mid-cycle. The market (the real world) is looped in once per cycle, after three stages of development (understand, design, implement). Since development and deliverables take time, the cycle is long. INF2191H Winter 2020 41 Velian Pandeliev “I once had a large pharmaceutical client who hired the agency I worked for to redesign their e-commerce platform with the goal of increasing revenues by 15%. I was the lead interaction designer on our team.“ 42 JEFF GOTHELF “In the vacuum of our office, we spent months researching the current system, supply chain, competitors, target audience and contextual use scenarios. We researched personas and assembled strategic models. I designed a new information architecture for the product catalog and crafted a brand-new shopping and checkout experience.” 43 JEFF GOTHELF “The project took months. And when the work was complete, we packaged it all up into a Powerpoint deck. This was a formidable deck – and it had to be, considering the $600k price tag! We went over to the client's office and spent the entire 8-hour day going over each and every pixel and word in that deck. ” 44 JEFF GOTHELF “When it was over, the client clapped. (They really did). We were relieved. They loved it. And we never looked at that deck again. Six months after that meeting, nothing had changed on the client's site. I don't think they ever looked at that deck again, either. ” 45 JEFF GOTHELF “Building a pixel-perfect spec [is] not a way to make a meaningful difference to a real product that is crucial to real users. It's also not the reason that any designer got into the product design business. We got in to build valuable products and services, not to write specs.” 46 JEFF GOTHELF User-Centred Design Evaluate UR team Understand 4 Build 3 1 Users Design 2 UXD team Dev team INF2191H Winter 2020 UR team 47 Velian Pandeliev Lean UX process Research & Learn Pre-design (!) Test hypotheses Update assumptions Refine or abandon MVP Do no user research Formalize key assumptions Formulate hypotheses 4 1 MVP (!) Build key features Create testable object Do this quickly Design 3 2 Ideate potential solutions Match hypotheses Do not write specifications GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 48 Velian Pandeliev Lean UX philosophy Lean UX applies UCD principles in short cycles to bring something testable out into the world as soon and as frequently as possible. Instead of a formal research phase, the entire team generates assumptions about the need/problem the product will solve. They then determine which assumptions are the most important to test with users. Designers and developers work together to create the Minimal Viable Product in order to validate these assumptions. Assumptions are malleable and are updated based on user feedback. INF2191H Winter 2020 49 Velian Pandeliev Lean UX principles • People over processes (fast, efficient, frequent cross-team meetings and critiques) • Rapid cycles of user feedback that uphold or challenge assumptions • Market insights drive change: performance in the world determines the success of the design • Promote optimism, empathy, inspiration, shared understanding. • Enable messy exploration, ambiguity, and permission to fail INF2191H Winter 2020 50 Velian Pandeliev Lean UX process: Pre-design Use any insights you have to generate assumptions, prioritize them, and declare key hypotheses that you would like to test. GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 51 Velian Pandeliev Pre-design sequence • Write a problem statement that briefly defines the user need you see and your intention for fulfilling it. • Gather team members and any insights (e.g., prior research) • Generate assumptions about your solution • Prioritize assumptions based on risk and confidence • Define the most crucial assumption to test • Break it down into feature hypotheses INF2191H Winter 2020 52 Velian Pandeliev Problem statement Your problem statement summarizes your vision for the product as a whole. Use it to begin discussing key assumptions with your team. The current state of [domain] has focused primarily on [customer segments, pain points, etc.] What existing products/services fail to address is [this gap]. Our product/service will address this gap by [vision/strategy]. Our initial focus will be [this user group]. GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 53 Velian Pandeliev Generate assumptions Problem statements are built on assumptions about the market. In the next step, assumptions are formalized by the team. Assumptions: • expand on the problem statement • are plausible and based on the team’s expertise in the domain • need to be true in order for the product to succeed • pose a risk to the product’s success if false INF2191H Winter 2020 54 Velian Pandeliev Key Assumptions 1. We believe our users have a need to: 2. What problems does our product solve: 3. When and how is our product used: 4. What features are important: 5. How should our product look and behave: 6. The #1 value a user wants to get out of our product is: GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 55 Velian Pandeliev Proto-personas A proto-persona is an unvalidated assumed persona that you believe is a potential user of your product. Treat it as an assumption as well. • Name, portrait, and role. • Factors that influence behaviour (e.g., demographics) • Needs (things they need to accomplish) • Obstacles (barriers / pain points) • Desires (preferences / beliefs) GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 56 Velian Pandeliev Product risk = shakiest assumption Prioritize all user and business assumptions based on: • Risk: how bad would it be if we are wrong? • Confidence: how much do we know about this? Formulate one key risk hypothesis to test. Our biggest product risk is: We will solve this through: We will know we are successful when we see the following changes in customer behaviour: INF2191H Winter 2020 57 Velian Pandeliev Feature hypotheses Break down your risk hypothesis into several feature hypotheses. We believe that [these users] will [desirable user outcome] using [this feature] leading to [testable business outcome]. “We believe that busy users with Facebook accounts will sign up to our portal faster using one-click Facebook signup leading to an increased user signup rate of 20%.” GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 58 Velian Pandeliev Lean UX process: design Ideate, collaborate, focus on the key assumptions. GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 59 Velian Pandeliev Aside: Ideation 60 ATM for Children KRISTY CHAN, PHOEBE HOGELAND, GREENLIGHT INF2191H Winter 2020 61 Velian Pandeliev Ideation: exploration vs refinement Exploration wastes time & effort. Lean UX has shorter cycles and no up-front design specification. Testing a crazy new idea is less costly. Getting the design right INF2191H Winter 2020 Getting the right design 62 Velian Pandeliev Ideation Ideation is a structured process in which a large number of initial ideas is generated to solve a design challenge. • Feel free to flail and fail: Don’t worry about having a “good” idea before you speak up. • Withhold judgment: Every idea will be useful, by itself or as a stepping stone to a different idea. • “Yes, and…”: Build on others’ ideas, combine and steal them. • Quantity over quality: A larger pool of ideas makes it easier to find good ones and to let go of“precious” ideas. INF2191H Winter 2020 63 Velian Pandeliev Fast idea generator INF2191H Winter 2020 Approach Idea Invert What if patients were their own doctors? Integrate Pay for coffee with your phone. Extend Schools can be community hubs after hours. Differentiate CAT S60 is a rugged smartphone for the trades. Add Uber can deliver food. Subtract What if prisons had no locks? Translate A library for tools and kitchen utensils. Graft Bring paired programming paradigm to design. Exaggerate A dating app just for doctors, lawyers and techies. 64 Velian Pandeliev Lean UX process: build Create a Minimum Viable Product that demonstrates your product and can test your key assumptions and riskiest hypotheses. GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 65 Velian Pandeliev Lean UX: Happy Path Test the happy path: no error states, no edge cases. @JOPAS INF2191H Winter 2020 66 Velian Pandeliev Lean UX: fidelity An MVP can illustrate and validate an assumption at any fidelity. INF2191H Winter 2020 67 Velian Pandeliev Lean UX process: research & learn Gather data with your MVP to validate or reject your hypotheses and to update your assumptions. Have all team roles participate or sit in. GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 68 Velian Pandeliev Workshop: Lean UX & Sketching 69 Lean UX Workshop (2%) Download Lean UX template. Design a room booking system for the study rooms in the Inforum. Sequence • Lean UX (20 min): problem statement & assumptions • Crazy Eights (5 min): generate 8 idea sketches on a piece of paper • Brainshare (10 min): discuss your best 3 ideas with the team • Sketch (20 min): Build sequential storyboard of one key task sequence INF2191H Winter 2020 70 Velian Pandeliev Submitting the workshop You will make one submission as a group. Your group number on Quercus matches your table number. Make sure all team members are added to the group. Submit the following as a group: • Completed Lean UX template • Storyboard • All sketches • Group Selfie INF2191H Winter 2020 71 Velian Pandeliev Lean UX Template (20 mins) Problem Statement Assumptions Risk Hypothesis INF2191H Winter 2020 72 Velian Pandeliev Crazy Eights (5 min) Individually generate 8 ideas on a piece of paper in 5 mins. "Bad", "rough", "crazy" ideas okay Don't refine too soon. Don't focus on screens Yes, and… Quantity over quality INF2191H Winter 2020 73 Velian Pandeliev Brainshare (10 min) Share your best 3 ideas with the rest of the team, one at a time. Try to converge on one solution. Decide what is the most unique / beneficial thing of this solution. Prepare to create a storyboard to convince a client that this is interesting. INF2191H Winter 2020 74 Velian Pandeliev Storyboard (remainder) Converge on one idea! 1. Frame: snapshot of a key state Build 4-6 key screens and the actions between them. 2. Title: name each frame/state (noun) 3. Action: specify actions / verbs taken between key states SKETCHING USER EXPERIENCES (2012) INF2191H Winter 2020 75 Velian Pandeliev Lean UX Workshop (2%) Form groups of 4-6 on Quercus by table: • People • L0101 W2 Groups Submit by the end of class: • Completed Lean UX template file • Crazy Eights ideation pics • Sequential storyboard sketch of target interface • Group selfie INF2191H Winter 2020 76 Velian Pandeliev Please: Return supplies Restore tables and chairs Remove garbage 77 Appendix: More Lean UX Assumptions 78 Business assumptions I We believe our customers have a need to: These needs can be solved with: Our initial customers are (will be): The #1 value customers want to get out of our service is: They can also get these additional benefits: GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 79 Velian Pandeliev Business assumptions II We will acquire the majority of our customers through: We will make money by: Our primary competition in the market will be: We will beat them due to: What other assumptions do we have that, if proven false, will cause our business/project to fail? GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 80 Velian Pandeliev User assumptions Who is the user? Where does our product fit in their work/life? What problems does our product solve? When and how is our product used? What features are important? How should our product look and behave? GOTHELF, J., & SEIDEN, J. (2016) INF2191H Winter 2020 81 Velian Pandeliev