User Design

* Motivations, behaviors * Environment of use Artifacts * personsas * sketch * clickable prototype Successful products * Viability - what's the there a problem * Capability - can we build the solution * Desirablity - is our solution desirable A list of features doesn't communicate a product In scarcity, people will choose expedience over aesthetics In abundance, people will choose ease over power The most important part of software doesn't exist.  It's between the ears of the customer. How will you understand who your users are and what they value? How will you ensure the entire team understands and can collaborate on the desired user experience for your product? How will you appropriately balance "big picture" thinking with "just in time" thinking? Raise the general understanding about user experience.  "Follow me home" at Intuit, was done by everybody in the company. IMPORTANT: "If you had feature x, what would that allow you to do?" Closed-ended question: quantitative Open-ended: qualitative Affinity diagrams are helpful for group synthesis: useful for when you have lots of people who have done different research, or who talk over one-another IMPORTANT: You are not the user! David Hussman: Check out his book Simple diagrams enable developers "Yes, and" instead of "No, but" - lateral thinking technique Scenario - tells the story of the persona using the product to accomplish their goals, scenario defines the features.. describes how the user achieves happiness, the idealized version Scenario - defines, what, then how Design studio - charett - collaborative design, iteratively, create a shared consensus of the design, whiteboard sketch the scenario Persona based audit