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Make Stuff People Can Use Samantha Starmer Agile Alliance 2010 @samanthastarmer
me 12+ years UX related work for places like Amazon, Microsoft – various agile experiences Teach at University of Washington Currently lead UX/IA/IxD teams at REI We just started working agile
More importantly – our QA, PM & Dev Managers.  They make the partnership work…
Interactive session – want to run away? Why Agile UX is Meaningless without an Agile Attitude  Why Agile UX is Meaningless without an Agile Attitude  http://www.flickr.com/photos/ppowers/343448083

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How to Design for the Future - Cross Channel Experience Design
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This document discusses cross-channel experience design. It begins by asking who the audience members are and what they hope to learn. It then discusses some of the key challenges of designing experiences across multiple channels like websites, mobile apps, physical stores, etc. The document presents five principles for cross-channel design: providing a consistent experience, making the experience convenient across channels, ensuring transitions between channels are connected, tailoring the experience to the user's current context, and designing experiences that span time across different touchpoints. It concludes by offering five methods for approaching cross-channel design, such as thinking in terms of services rather than individual channels, collaborating across organizational boundaries, testing designs by observing user behaviors, being comfortable with ambiguity and iteration

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IA Summit Cross Channel Workshop
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The document describes the need for designing cross-channel experiences that are consistent, convenient, connected, contextual, and span different touchpoints and times. It discusses examples of both good and bad cross-channel experiences, and outlines five principles for designing holistic experiences. Tools mentioned for mapping cross-channel experiences include stakeholder interviews, field research, touchpoint matrices, service inventories, and experience maps. The overall message is that users interact with brands through many different channels, so the design must consider the entire experience across all touchpoints.

user experience designservice designcustomer experience
Storytelling In Design - Funkas Tillgänglighetsdagar, 12 Apr 2016
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Slides from my talk at Funkas Tillgänglighetsdagar 12 April 2016 http://www.funka.com/vi-erbjuder/funkas-tillganglighetsdagar/ ABSTRACT As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.

strategycontent strategystorytelling
Blow pops = fun http://www.flickr.com/photos/iandeth/2458474034/
Let’s talk about Oklahoma for a minute http://www.flickr.com/photos/auvet/824432212/
The farmer and the cowman should be friends http://www.flickr.com/photos/jonmcgovern/4051771059
UX  and  Agile  should be friends http://www.flickr.com/photos/jonmcgovern/4051771059

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Slides from my talk at UX Ireland on 10 November 2016 http://uxireland.net/sessions/index.php?session=108 Abstract: From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behinds the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.

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1) Storytelling is a powerful tool that can be used in UX design to capture users' imaginations, create emotional connections, and motivate actions. 2) Effective stories have a clear structure including setup, confrontation and resolution, as well as elements of surprise. 3) By understanding users and crafting stories around their experiences and goals, designers can guide users through a product or service in a compelling way.

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Beyond Digital - IAS Workshop 2011
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The document summarizes a presentation on cross-channel design given by Jess McMullin and Samantha Starmer. The presentation covered what cross-channel design is, why organizations should care about it, how to sell the need for it within an organization, using a case study and field research experience to discover touchpoints across channels, and various tools and methods for designing cross-channel solutions such as journey mapping, touchpoint matrices, and paper prototyping.

iauxcross channel
“ Agile development is an interesting approach from a UX perspective for two reasons…it contrasts sharply with the way many – perhaps most – ux designers work”  http://www.uxmatters.com/mt/archives/2009/10/can-ux-be-agile.php
UX’ers are people too… As are designers, researchers, etc.  All have specific backgrounds, tools, expertise Each background and expertise adds value Best situation is when we can all collaborate
Who works with a UX team/person? http://www.flickr.com/photos/bpbp/3211400549 Who IS a UX person?
http://www.flickr.com/photos/evilpeacock/2194032579/ Ideal when we can all play our parts

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The document provides advice for building teams to design holistic experiences across all touchpoints and channels. It recommends expanding one's perspective, creating a compelling vision, clearing obstacles, and starting with small wins to iteratively improve experiences. The overall message is that experiences must be designed holistically rather than focusing on individual digital or physical elements.

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Storytelling In A Multi Device Landscape - Amuse, Budapest 30 Oct 2015
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Slides from my talk at the Amuse conference in Budapest 28 - 30 October 2015. http://amuseconf.com/ #amuseconf ABSTRACT As the number of devices we use are increasing, considering each device's role at different times, situations and context is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design are becoming less and less. But the one we can still understand is what a user wants, and needs. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape.

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Storytelling In Design - Conversion Hotel, Texel NL, 20 Nov 2016
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Slides from my talk at Conversion Hotel on 20th November 2016 about how we can apply principles from traditional storytelling to our design process to help define and create better multi-device experiences. http://conversionhotel.com/

uxmobile marketingweb design
I hope I don’t get in trouble with the UX police…
But if you don’t have UX experts available, you can still be an active user advocate and use user centered design principles.
“ There is a direct correlation between long term profitability and enriching the customer experience.” Robert Antall, CEO Lake West Group Quote from Internet Retailer conference, June 10, 2008 http://www.flickr.com/photos/tracy_olson/61056391/sizes/m/in/photostream/
“ In Agile development, the whole team must accept responsibility for the quality of the user experience.” http://agile2010.agilealliance.org/ui.html

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This document provides guidance on interview skills and managing impressions during a job interview. It discusses how first impressions are formed within the first few seconds and are difficult to change. Body language, dress, grooming, and other non-verbal cues influence perceptions. The document also outlines common interview questions and tips for preparing, including researching the company, rehearsing responses, and arriving early. During the interview, candidates are advised to speak clearly, provide examples in responses, remain positive and enthusiastic.

Managing Digital Footprints - for grandparents (March 2014)
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This is a presentation shared by Dr. Wesley Fryer on March 12, 2014, at Church of the Resurrection in Oklahoma City, Oklahoma. The presentation explored what "digital footprints" are, why it's important for parents and grandparents to have regular conversations with young people about their digital footprints, how many misconceptions abound concerning teen use of social media, and what we can do to manage our digital footprints constructively.

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The Creativity Imperative - Prototypes, Process, and Play 2015
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Success for companies is now dependent upon creativity and innovation, both hailed as the most important contributors to the growth of the economy. These days, these skills are not just a good idea, but are imperative. Unfortunately, most don't know where to start in order to structure an environment where creativity and innovation can thrive. Good news: laying the foundation for inspiring creativity and enhancing innovation is easier than you think. Discover the four directives to follow that will help to enhance engagement, reignite passion, and amp up meaningful contribution, and enable you, your team, and your company to develop fantastic products and services.

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http://www.flickr.com/photos/mindaugasdanys/3766009204/ Otherwise, users will cry
Understanding   users Doesn’t always require heavy research Can gain value even without UX experts … but use them if you have them Can happen at  all parts of a project  and within each sprint/iteration Functional is now table stakes
Managing Expectations
Or not…

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Slides from my talk at Breaking Borders on the 18 August. http://breakingborde.rs/past-events/engagement/ Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.

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Co-Create: Creating Better Together - UX Australia
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Despite the prevalent mythology of the lone creative genius, many of the most innovative contributions spring from the creative chemistry of a group and the blending of everyone’s ideas and concepts. How can we best leverage this collective wisdom to generate creative synergy and co-create? Let’s look at the process of recognizing and removing our personal creative blocks, connecting and communicating with others, combining ideas using play, and constructing a collaborative environment to discover effective methods for tapping into a group’s creative brilliance. Through these steps, you’ll learn to capitalize on the super-linearity of creativity to embrace and leverage diversity to create better together.

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This document discusses leveraging technology to engage students in learning. It emphasizes that the goal is not just integrating technology for its own sake or "fixing" curriculum, but seeing opportunities with a fresh perspective and "lighting up learners". True engagement involves immersion, deeper understanding, better retention and successful application of knowledge. The document explores what motivates and engages learners through authentic tasks, choice, collaboration and allowing some risk-taking. While technology is not the goal, it can enhance engagement by allowing global collaboration and access to expertise.

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How can we understand users? http:// www.flickr.com/photos/carlcoxstudios/4335795974
Lots of methods User Interviews Search Logs Help Usage Feedback Pathing Analysis Surveys Web Analytics Focus Groups Focus Groups Contextual Interviews Card Sorts Structured Journaling Follow Along Prototype Tests Some easier to integrate with Agile

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This document discusses best practices for UX deliverables. It emphasizes adapting deliverables to the intended audience, whether that be clients, teams, or developers. Different approaches are needed depending on whether development is handled internally or outsourced. The document also stresses that deliverables should add value to the project by effectively communicating insights, rather than just making pretty documents. Quotes from UX professionals provide examples of what various stakeholders find important in good UX deliverables.

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User Interviews Search Logs Help Usage Feedback Pathing Analysis Surveys Web Analytics Focus Groups Focus Groups Contextual Interviews Card Sorts Structured Journaling Follow Along Prototype Testing Today we will discuss…
http://www.flickr.com/photos/dizzygirl/3865507559/ Quick and Dirty Introduction
User Interviews Not a survey Not a usability test Often structured questions, but room for  conversation Best with actual target users, but can gain some benefit with  friends and family 5 minutes  is better than nothing Can even do  remotely
Resource Alert! Nate Bolt &  Tony Tulathimutte Remote Research Book (Follow @rosenfeldmedia for discounts and other offerings)

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In the current era of never-ending change, effective library organizations must be nimble and flexible. Formal committee structures and reporting lines often get in the way of making changes quickly and may not provide opportunities for leadership development. Communities of Practice (CoPs), as realized at Arizona State University Libraries, provide a flexible model to gather employees from diverse areas and levels of an organization to address a common interest, project or problem. The issues and projects addressed by CoPs at ASU Libraries have benefited overall organizational dynamics and promoted management/staff interpersonal relations, leadership skills, self-awareness, and increased involvement from employees of all areas. Many who participate in these groups go on to participate in further leadership roles in formal groups within the organization. In this workshop, participants will learn about CoPs as an organizational and leadership development resource, including discussion of the theory behind the practice, resources useful for these collaborative working groups and an interactive discussion break-out time for an opportunity to consider how such groups might work in individual organizations.

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The document discusses best practices for UX deliverables. It emphasizes that UX deliverables should be adapted to the intended audience and add value. Deliverables should have a clear narrative and tell a story. Creating visually engaging deliverables that keep the audience's attention is important, especially when presenting to clients who may not have a background in UX. The document also stresses that UX is about collaboration between different roles and that effective deliverables facilitate common understanding between teams.

deliverablesinformation architectureuser experience design
 
http://www.flickr.com/photos/daviddmuir/2125697998/ Helpful to understand users’ goals
User Interviews What is their  desired  end result? What problem are they  trying to solve ? What benefit are they  trying to gain ? What  impediments  stand in their way? Time? Access? Technology confusion? What do they  expect  out of the software/website/app?
http://en.wikipedia.org/wiki/File:PhrenologyPix.jpg What are their mental models?

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Slides from my talk at Cambridge Usability Group on the 12th of May 2014 http://www.eventbrite.co.uk/e/designing-better-ux-deliverables-tickets-11542298325 Needing to produce some kind of deliverables throughout a project is inevitable: it might be user research reports to inform senior stakeholder; usability test results to communicate to developers; sketches and wireframes to pass on to web designers. Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.

user experience designuxbest practice
Mental Models From cognitive science Users’  thought process  of how something works/how they expect it to work Helps us know  why  people do what they do Based on  experiences , perceptions, etc. Can think about in  aggregate , e.g. using personas, archetypal users
“ Eating  out ” What do you picture?
Drive through? Buffet example from http://www.boxesandarrows.com/view/whats_your_idea_of_a_mental_model_ http://www.flickr.com/photos/skidder/415221262
Take what you want? http://www.flickr.com/photos/skidder/415221262

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When I turned my web writing job into this “content strategy” thing back in 2008, I thought I’d hit the jackpot: Finally, I had the tools to solve the problems that plagued my projects. Content wasn’t left ’til last, projects weren’t delayed, concerns weren’t limited to design and development. Win, win, win. But then some terrible someone always came along to spoil my party. I’d make a style guide; the authors would stop following it. I’d work out a content model; the designer would insist on an interface it couldn’t support. I’d go through the audit results; the client would smile, nod...and go back to business as usual. I wanted to make content meaningful. Instead, I was making documents. I was making fantasies. Sometimes, I was even making enemies. I was overwhelmed, overworked, and disappointed—until I changed the way I saw my role. Instead of tying things up with a bow and delivering it to others’ doorsteps, I learned how to make the work theirs instead—to create strategy with them, not for them. In this talk, I share the ways I overhauled how I work, and how that’s led to more successful projects and more satisfying client relationships.

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This document discusses how quantitative analytics can help drive information architecture (IA) decisions. It provides examples of the types of metrics that can be measured, such as traffic to different sections of a website, and how these metrics can be used to understand user behavior and improve the user experience. Quantitative data is presented as complementing, not replacing, qualitative research methods. The document advocates starting analytics efforts by clearly defining business questions and goals in order to focus measurement efforts and ensure the collected data will provide actionable insights.

information architectureuser experienceoz ia
Order from a waiter? http://www.flickr.com/photos/atsuke/4567514302
Resource Alert! Indi Young Mental Model Book "Lightening Quick" Mental Model Method  http://www.rosenfeldmedia.com/books/mentalmodels/blog/the_lightening_quick_method
Now comes the fun part…
Raise your hand if you have kids or grandkids under the age of 12… http://www.flickr.com/photos/kymberlyanne/2687290741/

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For our volunteers who are now Users…
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5 minutes! http://www.flickr.com/photos/wwarby/3296379139

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Some possible questions… How would you normally prepare for this type of family activity? What do you want to get out of your Magic Kingdom experience? What types of activities will your kids want to do?  What would keep you and your family from having a good time? http://www.flickr.com/photos/paulbeattie/4672692465/
How was it? What worked? What didn’t work? What are your users’ needs?
Your users’ needs? Need Need Need Need Need http://www.flickr.com/photos/paulbeattie/4672692465/
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Prototypes Visual  representation  or model of site/product Can begin  in parallel  with user stories  Assists with  early identification  of issues  Various fidelities –  ‘just good enough ’ Good for testing mental models,  usability Try  rapid iterations  with users via RITE - Rapid Iterative Testing and Evaluation Can iterate in  chunks  according to backlog Can test  existing product  for baseline IMT 589D:  IA Summer Institute
IMT 589D:  IA Summer Institute http://www.alistapart.com/articles/paperprototyping Paper Prototyping
Rodolphe Courtier http://www.flickr.com/photos/rcourtie/3500123702/ For mobile (and software) too!
ericadotnet: http://www.flickr.com/photos/arrrika/2298422351/sizes/m/in/photostream/ Don’t have to be an artist…

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Can be digital – best for designs with heavy interaction (we used Axure)
http://www.flickr.com/photos/33346716@N03/3131446999/ Find some users!
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More fun… (here’s the time to unwrap your blowpop)
Remember your users’ needs? Need Need Need  Need  Need  http://www.flickr.com/photos/paulbeattie/4672692465/
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Work together http://www.flickr.com/photos/wwworks/1384952210/
Think about FLOW http://www.flickr.com/photos/duxcarvajal/3739301954
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http://www.flickr.com/photos/lifeasart/252202212 Musical Chairs again Users switch tables
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5 minutes! http://www.flickr.com/photos/wwarby/3296379139
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When to stop iterating? http://www.flickr.com/photos/topher76/255435020
Summary Work with UX  when possible/available Learn about your users through  user interviews Start with their  general needs and goals Try  RITE  testing with prototypes – various fidelity If you have existing product, try  mini usability tests  to get a baseline Iterate as your sprint allows and/or until most of the  kinks are worked  out Add other tricky bits to  backlog Keep talking to users! IMT 589D:  IA Summer Institute
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Questions?? http://www.flickr.com/photos/druclimb/3277540656/

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Make Stuff People Can Use - Agile Alliance 2010

Editor's Notes

  1. This is an interactive session – do you want to run away yet? Now is the time to do it.
  2. This is why we have blow pops on all of the desks – so because we are going to have fun being interactive. Remember recess?
  3. ‘Why Oklahoma?’ you ask - do you remember the musical? There is a song in there about how the farmer and the cowman should be friends. Who knew they weren’t?!
  4. Really, User experience and Agile should be friends. Both put the customer and their needs at the center of their thinking. Why can’t we be friends?
  5. Audience question – prizes!
  6. Agile conference picture
  7. Lovely white beach, isn’t it? I was looking forward to sitting in the sun for a bit and then jumping in the water.
  8. I guess not.
  9. The ‘shake’ function may not seem that exciting any more, but it definitely brought surprise and delight when it first came out.
  10. This simple offer from the hotel (which even saves them money) surprised and delighted me! My user profile was excited to get money back for not having someone make my bed (which I am happy to do myself anyway)
  11. Okay, so how do we understand users?
  12. User interviews are helpful in understanding users’ goals
  13. Picture of $5
  14. We used RITE methodology to test this new product finder functionality
  15. We’re lucky – since we have a brick and mortar presence, we are able to talk to users regularly. In fact, we do some sort of test or research almost once a week!
  16. Picture of water slide? Not a pile of features.