observing the user experience 読書会

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Observing the User Experience Observing the User Experience 読書会 2014.10.12 h 会議室 Yahoo! JAPAN 会議室

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Observing the User ExperienceObserving the User Experience読書会

2014.10.12h 会議室Yahoo! JAPAN 会議室

本⽇の流れ(13:00-17:30)本⽇の流れ(13:00-17:30)

1 他⼰紹介1. 他⼰紹介2. 本の概要2. 本の概要– Introduction, Chapter 2, 3

Do a Usability Test Now!– Do a Usability Test Now!...3. 各⾃の事例説明(30分程度)– 章の順番ごとに

4 おわりに4. おわりに– Chapter 19

参加者による簡単な他・⾃⼰紹介

1. 他⼰紹介参加者 簡単 他 ⾃ 紹介

Introduction, Chapter 2, 3

2. 本の概要, p ,

WhyWhy

R l ld• Real-world– Usability research limits design creativity

h d b f ll f– User research is a dirty business, full of complexities, uncertainties, and politics

Thi b k• This book– toolbox of concepts to understand how

l i d tpeople experience products– help you tame some of that chaos

WhoWho

F l h ibl f d t ʼ• For people who are responsible for productsʼ user experience– Program manager– Designer– Marketing manager– Information architect– Programmer– Consultant

• For you!

・・・

Whatʼs inWhat s in

1 t ti (Ch t 1 th h 4)• 1st section (Chapters 1 through 4)– why end user research is good

h b h– how business tensions tug at the user experience

2 d ti (Ch t 5 th h 16)• 2nd section (Chapters 5 through 16)– techniques for understanding peopleʼs needs,

d i d bilitidesires, and abilities• 3rd section (Chapters 17 through 19)

– how user-centered design can make your company run better and more profitably

Whatʼs Not inWhat s Not in

N id f h t l th• No guides for how to solve the problems– no “top-10” lists– no “laws”– no universally reliable heuristics

• No hard and fast rules when designing• No hard and fast rules when designing experiences

BiographiesBiographies

Mike Kuniavsky• Mike Kuniavsky– co-founder of ThingM and Adaptive Path– Smart Things: Ubiquitous Computing User– Smart Things: Ubiquitous Computing User

Experience Design• Andrea Moed

– User Researcher at Inflection– design to support human relationships

Eli b th G d• Elizabeth Goodman– user experience research at Intel, Fuji-Xerox, and

Yahoo!Yahoo!– interaction design for mobile and ubiquitous

computing

Chapter 1

Introductionp

Learning from LEGOLearning from LEGO

1 D ʼt T k Y C A di f G t d1. Donʼt Take Your Core Audience for Granted– re-engage with kids directly

2 Look Beyond Your Mainstream or “Average” Users2. Look Beyond Your Mainstream or Average Users– inspiration from adult fansʼ creativity and enthusiasm

3 Research and Design Innovation Are Perfectly3. Research and Design Innovation Are Perfectly Compatible– just systematically, and strategically, redirected its design j y y, g y, g

efforts

LEGO LessonsLEGO Lessons

4 R h I i ht A M t T f ti Wh4. Research Insights Are Most Transformative When They Are Constructive

replaced it with a new paradigm that of “mastery”– replaced it with a new paradigm, that of mastery5. User Research Can Have Systemic Consequences

– impacts not just the design of the product, but also theimpacts not just the design of the product, but also the design of the business

6. Research Needs Supporters– integrated research activities into business processes

Chapter 2

Do a Usability Test Now!p

Nano-usability TestNano usability Test

1 Fi d h b t1. Find one person who cares about your product

2. Arrange to watch them use that product3. Ask them to use the product to do p

something4 Final step: watch them4. Final step: watch them5. Ask yourself: what did you learn?

Usability isnʼt brain surgeryUsability isn t brain surgery

D ʼt k ti• Donʼt ask questions• Donʼt tell them what to do• Donʼt say anything• Just watchJust watch

• itʼs important to realize that anyone can t t p acticing th basics i dstart practicing the basics in under a

minute

Micro-usability TestMicro usability Test

1 D fi th di d th i l1. Define the audience and their goals2. Create tasks that address those goals3. Get the right people4 Watch them try to perform the tasks4. Watch them try to perform the tasks

Chapter 3

Balancing Needs throughIt ti D l t

p

Iterative Development

Iterative developmentIterative development

U i h d t b• User experience research need not be a part of iterative development

• It requires discipline and dedicated project management

Waterfall developmentWaterfall development

I t f ll h• In a waterfall process, user research typically happens at the beginning and end

• to make the process a little more iterative is to schedule research activities

IssueIssue

30分程度で内容や課題について共有

3. 各⾃の事例説明分程度 内 課題 有

Chapter 19

4. おわりにp

Creating a User-CenteredCorporate Culture

St t S ll d S l U• Start Small and Scale Up• Involve StakeholdersInvolve Stakeholders• Make Research Visible• Measure Your Impact• Pricing UsabilityPricing Usability• Build Long-Term Value

Next StepNext Step