Sometimes time is limited, and you need to squeeze as much out of your client (or stakeholders) as possible. Adding time and keeping track on the agenda in a visual way helped me transfer the template to other designers in their "kick-off" meetings. Edit, delete and and however suits your purpose.
When thinking about user interviews
Stepping into character. You are not the expert in this conversation, you are there to learn.
Make it feel like a conversation. And if something seems interesting, follow that path, even if its not a part of the plan.
Listen and let the user tell their story, make sure you get the right mode, it should feel like a open conversation without any strict script... Even if you have certain questions that you have to go through, which I am sure you do.
Have slow reactions. It could help you get more out of the conversations.
One way to make sure you hold your horses, is to think about what the first letter of the last word the person said in their sentence or question. This will not only make you pause and activate your listening, it will invite the person to continue talking.
Make the person you talk to feel safe and the master of their story, because they are. Set the stage by ensuring that nothing the person can say will hurt your feelings, they can't say or do anything wrong.
Start the conversation with asking about basic stuff such as work, living situation, hobbies, and then go towards more intimate questions.
Don't use industry words. It will brake your character. Use the words that the person are having a conversation with is using. One way to go about it could be if the person says "what's this?" You can answer "oh well, what would you call them?" And then you go on using the same word.
After reading an email I got from a colleague of mine, I did a summary of the different formats we use for talking about design.
Design walkthrough: How does the design match up with the business problems we’re trying to solve?
Can have a huge variety of audience members, the designer shows each piece of the design and explains the rational behind it, how does it solve the problem?
(!) prepare by making everyone in the walkthrough aware of the problems the design should solve. make the walkthrough about how the design solve these problems
Design review: Is this design ready for moving forward or are their still issues to resolve?
Purpose of this is to review if the design is ready to move forward, the participants bring up issues about the design, not the design itself. These issues can be listed in a design walk through before. When the review takes place the group decide wether its OK moving forward with the design or if the issues need to be fixed.
Focus on the future of the design.
Design demo: What is the user’s experience when using this design?
A good demo is driven by a scenario, user scenario. And the person giving the demo tells the story while using the design.
Design critique: What can we learn from this design we’ve created?
The geeky part, the design team and whoever is interested can join, this part is about how the design came about and what makes it work.
It is about learnings and sharing these, the designer maybe learned something about the users, about a new technique or interaction.
Focus on how the design got to where it is today.
How might we help users with push notifications?
Don’t ask a user for access until really needing it, and make sure it’s crystal clear what they will get in return.Read More
GLENN BILBY - ABOUT THE BUSINESS
My notes and thoughts from a lecture with Glenn Bilby, about how to develop your business and find the right canvas for your product.Read More
Two days w. Per Håkansson - A startup affair
“I can recommend anyone to retire as soon as possible, mentally, it is fantastic”
- Per HåkanssonRead More
"Focusing on user experience (UX) can differentiate a company from its competitors. In one day, we give you a thorough overview of the user experience field and its many components. You will learn the importance of a user-centered design process and the benefit of incorporating UX activities at every stage of a project."Read More
Here is some sweet articles and guides to get you going with sketch
Meng To's excellent series on Sketch:
Switching from Photoshop to Sketch
### I love Sketch Mirror
The four key elements of Design Thinking
1: DEFINE THE PROBLEM
2: CREATE AND CONSIDER MANY OPTIONS
3: REFINE SELECTED DIRECTIONS
4: PICK THE WINNER, EXECUTE
Introducing... Little bits! Entering the world of working with hardware, I got to know the fun and smart tech lego. What really got me thinking is why we have been using lego all the time, when little bits is as easy and a lot more engaging - as a maker, you can create something that interacts with you! The ideation process is very clean and hands on, looking first on the pieces we got and what they are able to do, exploring and connecting pieces to see what is possible, adding a bit of imagination and there you go! A perfect Kickstarter product!
Working directly with the hardware really got me going, it creates a honest and straightforward process, and I can't think of a faster and better way to get a proof of concept.
The process of creating a News app today Part 2
When testing and iterating on the features we built, we got to the next level of our concept these are the features explained.Read More
The process of creating News app today Part 1
In my current project we got a brief saying that there is a need to get the users to sign up and stay logged in within our client's news service. They gave us the freedom of treating it like a start up - how would a news app look if it was developed today?Read More
As a designer I’ve been working with 3D, 2D, flat design, mapping out the flow of the user experience and so on. Working with this for about 6 years (mostly within schools) I’ve always presented my ideas with communication - and I have to admit that I believe my passion for the product is what has gotten the message through. Talking about how it moves the users, what need it meets and how the product will behave when the users interact with it.
For those with a great sense of imagination, looking at a sketch is enough. We understand how it works, or will behave. Still this is made up from our preferences. We decide these things based on what we’ve seen and used before. As a UX designer I always look for new ways of interact with the users, and of course, mboile patterns is great, it is used a lot because of serveral of reasons.
I’ll get to the point, lately I have a need to show how things move, it is not enough for me to imagine these things in my head and then try to show it somehow without actually animate them. Therefore, my goal at this moment is to master a tool that can help me communicate the way my design is acting.
Interaction design is so important, I believe that it is what seperate a good design from a great design. The challange lays within expectations. What does the users expect from what they see? What will happen if i tap it? How will if move? Too quickly and the user feel unsure, to slow and the product feels slow and laggy.
Well, I will look into framer. Mostly because it is perfect for details, but also because I need to figure out what the fuzz is about.
Creating my portfolio, and looking for future internship, I have come across many thoughts and insights about how that could be done. One thing the two has in common is the Toolbox. Your toolbox should be shown and it should be clear. What are your skills, and in what ways do you use them if preferred.
One example I have for a toolbox is an industrial leader, as we call them at Hyper Island
Toolbox Interaction Design
Research, focus groups, sketching, personas, know who you are designing for, drawing, information architecture, flowcharts, wireframes, user journeys, user testing, reflect, document, typing, presenting. (obs This is a testing post)
1. Individuals and interactions over processes and tools
2. Working software over comprehensive documentation
3. Costumer collaboration over contract negotiation
4. Responding change over following a plan
Do agile on your phone: Updates (its automatic in settings)
“Waste replant culture aka lean”
“We design for the unknown”
1. Small dedicated, cross-functional, anti-ninja(very good at one things so you can teach other - you’ll later become a ninja), teams
2. creating over debating (do something, talk about it after)
3. constant user research
4. small tests, build fast, learn quick
5. outcome over output
Six Usability Goals
Is it good at doing what it claims to do?
The time it takes to give you what you expect
“Am I destroying anything when pressing a button” etc
“I’m providing the right tools for your to use med” the app says
How easy it is to learn how to use the service (app)
Is it easy to remember how I used it the first time when going back to the app. Does one recognise things from other apps - how they behave
Six UX Goals
Shows what you can do. Understanding what the product does without thinking to much.
The right feedback is very important telling you what you have done
Ex Can only copy if you have selected and marked the text you want to copy
Predictability, Intuitive whats relevant etc
Quality between the link of what you want to do and what it actually does/where you should go
The quality of what it does. How do people want to use it? Does it do that? Ex. Push or pull a door? If the doorknob is weird… Hard to know.
Nine UX Principles
1. Visibility of system status
Do you know if you’re connected and to what? ex wifi, bluetooth
2. Match the system & the real world
3. User control and freedom
Ask the user if they want to exit app to go o settings ex
4. Error prevention
5. Recognition rather than recall
Recognising the situation and what to do with the app is faster and easier than trying to recall what you did last time.
6. Flexibility and efficiency of use
“Grow with the app” escalators - faster ways to do stuff, shortcuts etc
7. Aesthetic & minimalistic design
8. Help and documentation
Onboarding vs info / help text, icons with labels etc
9. Consistency & standards
Be consistent and use iOS standards
What is the users motivation to be here in the first place? What do they expect when they click this?
"Don't make me think", Could you solve this by doing something more common? Have you provided everything the user needs to know?
Design is how it works, when it comes to UX. Is it possible for your design to communicate the purpose and function without words? Does the design lead and help the user? Does it represent the brand?
UX copy gets shit done as direct and simple as possible. Is it clear, direct, simple and functional?
Use data, objective facts, collect information and be sure to measure your results. How can you use analysis to make improvement?
- User Research
Interviews, observation, focus groups, surveys, card sorting... Google. Ask the same questions, the same way, to everyone. And be sure to document it as you go - don't rely on memory for this one.
A good persona should describe the goals, expectations, motivations and behaviour of real people.
- Mobile First
It makes you focus on the content and core functionality, which leads to simple, beautiful solutions.
- Different devices
Which powers does the device have?
- Design Patterns
Commonly-used solutions. A design is not necessarily good just because it's common. It has to be usable as well. Don't be lazy.
- Information Architecture
Architecture of understanding. IA helps the users to understand where they are, what they've found, what to expect and what's around. IA helps the client to understand what's possible. Visually mapped out.
Technical documents which is built with lines, boxes, labels.. This is a Very Important Document that will make or break your application.