MIW

UX  startups

They are the people

       that do wireframes 

User Experience Design

A discipline focused on designing the end-to-end experience of a certain product.

To design an experience means to plan and act upon a certain set of actions, which should result in a planned change in the behaviour of a target group (when interacting with a product).

Scope

Layers

Process

Learn

User Centered

Design solutions for users problems

 

Know your customers!

CPS

Customer-Problem-Solution hypotesis diagram

 

Everything is a hypothesis until it is measured

 

Remember Business Canvas Model

Does your design address your target group?

 

Does it resolve their real problem?

 

Is your solution an accurate response to your target?

CPS

It's not that easy...

Example

Atari Lynx vs Nintendo Gameboy 

GameBoy was the most popular portable console in 1990

 

Atari wants to build a better portable console

 

They asked to customers and they build Lynx

 

Color screen, more powerful, big size.

Lynx was a failure

 

No one wants a Lynx

Probably the most important thing I learned from the Lynx: never trust focus groups. In all the focus group testing, and we did a lot of it with consumers, we had a bunch of different models that we showed them."which one do you like? Which one would you like to have it be?" We showed them big ones; we showed them little ones. We showed them gigantic ones; we showed them little tiny ones. They loved the big ones. They all told us, "Make it big. Make it big. This one feels like it's substantial and I'm really getting my money's worth." They all told us to make it big, so we made it big. And when it came out on the market, they all said, "Why is this damn thing so big?"

Lynx co-designer, RJ Mical

No study about product use cases.

 

Customers don't want powerful an large devices.

 

They prefer a small one that kids can put in the bag and carry it in the school.

 

Lynx consume 4 batteries in just 4 hours.

Identify problems Find solutions
Discover what are user doing at the moment Find out how to make then do it, easily and efficiently
What the people has to do?
What do they hate?
Find out how to make it more fun
What they would like to do? Try to make it possible

User Personas

User Personas

The personas are archetypes built after a preceding exhaustive observation of the potential users

Get out!

Reach out to your users!

Whenever they are

Or an aprox of your target

Testing Scripts

Prepare the participants 

 

Record the session

 

Analyse the results immediately 

Customer Interviews

Questions script

 

Be natural

 

Skype!

Systematic Surveys 

Systematic :D

 

Massive

 

Statistics

 

survey.io

Social Networks

Twitter/Facebook

 

Forums

 

Communicate with your customers!

Build

Design techniques

Blueprint

Sitemap

Consumer journey map

Wireframing

Mockups

Prototype

A/B Testing

...

Wireframe

Low level fidelity

Design backbone

The main groups of content

The structure of information

Basic visualisation of interactions between users and the interface 

Mockups

High fidelity, static, design representation 

Represents the structure of information and content

Demonstrates the basic functionalities in a static way

Encourages people to actually review the visual side of the project. 

Prototype

A middle-high fidelity representation of the final product

Simulate user interface interaction

Interactive and dynamic

Experience content and interactions with the interface

Test the main interactions 

Expensive and time-consuming 

Measure

What you can't measure,

       you can't improve

Measure human behaviour and act upon metrics gathered in research (interviews, prototypes, wireframes, mockups, ...)

 

Come up with solutions to well understood problems

 

Communicate with the team and facilitate design collaboration 

Economic Measures

Track engagement users

Analyze signup conversion fuel without last step (payment)

Test whether customers are "willing to pay"

Number of paying customers

Churn rate

CPA (Cost Per Adquisition)

Recurring revenue per month

LTV (Life-Time user Value)

ARPU (Average Revenue Per User)

Track very specific actions of your users 

 

Track new feature or product

• What’s the main use case? (remember CPS)

• How do you measure whether users are able to succeed in the main use case? 

Behavioral Measures

Unique visitors

Registered users

Activated users

Sales per week

Cancelled accounts

Churn rate

Total paying users

Conversion Rate #1

Conversion Rate #2

Example

Less is More!

Avoid vanity metrics (page views, ...)

Iterate, iterate, iterate

A UX design is only as good as its measured performance

Optimisation is constant. We just postpone it when the costs are higher than the assumed gain

thanks!