Search Results: the-user-experience-team-of-one-a-research-and-design-survival-guide

The User Experience Team of One

A Research and Design Survival Guide

Author: Leah Buley

Publisher: Rosenfeld Media

ISBN: 1933820896

Category: Business & Economics

Page: 246

View: 1872

The User Experience Team of One prescribes a range of approaches that have big impact and take less time and fewer resources than the standard lineup of UX deliverables. Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less.

The User Experience Team of One

A Research and Design Survival Guide

Author: Leah Buley

Publisher: N.A

ISBN: 9781933820187

Category: Customer services

Page: 246

View: 880

The User Experience Team of One prescribes a range of approaches that have big impact and take less time and fewer resources than the standard lineup of UX deliverables. Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less.

Storytelling for User Experience

Crafting Stories for Better Design

Author: Whitney Quesenbery,Kevin Brooks

Publisher: Rosenfeld Media

ISBN: 1933820039

Category: Computers

Page: 298

View: 7831

We all tell stories. It's one of the most natural ways to share information, as old as the human race. This book is not about a new technique, but how to use something we already know in a new way. Stories help us gather and communicate user research, put a human face on analytic data, communicate design ideas, encourage collaboration and innovation, and create a sense of shared history and purpose. This book looks across the full spectrum of user experience design to discover when and how to use stories to improve our products. Whether you are a researcher, designer, analyst or manager, you will find ideas and techniques you can put to use in your practice.

It's Our Research

Getting Stakeholder Buy-in for User Experience Research Projects

Author: Tomer Sharon

Publisher: Elsevier

ISBN: 0123851319

Category: Computers

Page: 288

View: 6919

It’s Our Research: Getting Stakeholder Buy-in for User Experience Research Projects discusses frameworks, strategies, and techniques for working with stakeholders of user experience (UX) research in a way that ensures their buy-in. This book consists of six chapters arranged according to the different stages of research projects. Topics discussed include the different roles of business, engineering, and user-experience stakeholders; identification of research opportunities by developing empathy with stakeholders; and planning UX research with stakeholders. The book also offers ways of teaming up with stakeholders; strategies to improve the communication of research results to stakeholders; and the nine signs that indicate that research is making an impact on stakeholders, teams, and organizations. This book is meant for UX people engaged in usability and UX research. Written from the perspective of an in-house UX researcher, it is also relevant for self-employed practitioners and consultants who work in agencies. It is especially directed at UX teams that face no-time-no-money-for-research situations. Named a 2012 Notable Computer Book for Information Systems by Computing Reviews Features a series of video interviews with UX practitioners and researchers Provides dozens of case studies and visuals from international research practitioners Provides a toolset that will help you justify your work to stakeholders, deal with office politics, and hone your client skills Presents tried and tested techniques for working to reach positive, useful, and fruitful outcomes

Global UX

Design and Research in a Connected World

Author: Whitney Quesenbery,Daniel Szuc

Publisher: Elsevier

ISBN: 012378591X

Category: Computers

Page: 238

View: 5698

Protocols exist in the field of user experience, but in light of the challenges faced by globalization, you must now incorporate new methodologies and best practices to analyze, test, design, and evaluate products that take into account a multinational user base. Current UX books and resources don't focus on the unique challenges of creating usable, well-designed products and services in light of varying cultures, technology, and breadth of audience. Challenges you may face on a daily level include: Policies, practices and behavior in multinational organizations; Cross-cultural distributed team issues; Multi-national corporations working across national boundaries and across cultures (both national and corporate); Global standards and national regulations; Accessibility for a global audience, including disabilities; and much more. With Global UX, industry leaders Whitney Quesenbery and Daniel Szuc resolve this issue by offering real world examples of successful UX practice, organized by the authors around specific project objectives, as examples of different ways of working globally. Throughout the book, they provide best practices and lessons learned to help answer common questions and avoid common problems in a multitude of situations. The chapters introduce themes and frameworks of challenges, and then provide related case studies that present how experts solved that problem. This book provides a valuable resource for anyone looking to incorporate new globalized methodologies. *Covers practical user experience best practices for the global environment *Features numerous, global, real-world examples, based on interviews with over 60 UX managers and practitioners from around the world *Contains case studies and vignettes from user research and design projects for multinational companies and small start-ups

Validating Product Ideas

Through Lean User Research

Author: Tomer Sharon

Publisher: Rosenfeld Media

ISBN: 1933820926

Category: Business & Economics

Page: 344

View: 8159

Want to know what your users are thinking? If you’re a product manager or developer, this book will help you learn the techniques for finding the answers to your most burning questions about your customers. With step-by-step guidance, Validating Product Ideas shows you how to tackle the research to build the best possible product.

Adventures in Experience Design

Activities for Beginners

Author: Carolyn Chandler,Anna Van Slee

Publisher: Pearson Education

ISBN: 0321934040

Category: Computers

Page: 155

View: 7866

Looks at the core concepts of user experience design and offers a variety of activities and exercises for individuals and groups.

Remote Research

Real Users, Real Time, Real Research

Author: Nate Bolt,Tony Tulathimutte

Publisher: Rosenfeld Media

ISBN: 1933820446

Category: Business & Economics

Page: 266

View: 1935

Remote studies allow you to recruit subjects quickly, cheaply, and immediately, and give you the opportunity to observe users as they behave naturally in their own environment. In Remote Research, Nate Bolt and Tony Tulathimutte teach you how to design and conduct remote research studies, top to bottom, with little more than a phone and a laptop.

Interviewing Users

How to Uncover Compelling Insights

Author: Steve Portigal

Publisher: Rosenfeld Media

ISBN: 1933820810

Category: Business & Economics

Page: 176

View: 3670

Interviewing is a foundational user research tool that people assume they already possess. Everyone can ask questions, right? Unfortunately, that's not the case. Interviewing Users provides invaluable interviewing techniques and tools that enable you to conduct informative interviews with anyone. You'll move from simply gathering data to uncovering powerful insights about people.

The UX Book

Process and Guidelines for Ensuring a Quality User Experience

Author: Rex Hartson,Pardha S. Pyla

Publisher: Elsevier

ISBN: 0123852420

Category: Computers

Page: 968

View: 4586

The UX Book: Process and Guidelines for Ensuring a Quality User Experience aims to help readers learn how to create and refine interaction designs that ensure a quality user experience (UX). The book seeks to expand the concept of traditional usability to a broader notion of user experience; to provide a hands-on, practical guide to best practices and established principles in a UX lifecycle; and to describe a pragmatic process for managing the overall development effort. The book provides an iterative and evaluation-centered UX lifecycle template, called the Wheel, for interaction design. Key concepts discussed include contextual inquiry and analysis; extracting interaction design requirements; constructing design-informing models; design production; UX goals, metrics, and targets; prototyping; UX evaluation; the interaction cycle and the user action framework; and UX design guidelines. This book will be useful to anyone interested in learning more about creating interaction designs to ensure a quality user experience. These include interaction designers, graphic designers, usability analysts, software engineers, programmers, systems analysts, software quality-assurance specialists, human factors engineers, cognitive psychologists, cosmic psychics, trainers, technical writers, documentation specialists, marketing personnel, and project managers. A very broad approach to user experience through its components—usability, usefulness, and emotional impact with special attention to lightweight methods such as rapid UX evaluation techniques and an agile UX development process Universal applicability of processes, principles, and guidelines—not just for GUIs and the Web, but for all kinds of interaction and devices: embodied interaction, mobile devices, ATMs, refrigerators, and elevator controls, and even highway signage Extensive design guidelines applied in the context of the various kinds of affordances necessary to support all aspects of interaction Real-world stories and contributions from accomplished UX practitioners A practical guide to best practices and established principles in UX A lifecycle template that can be instantiated and tailored to a given project, for a given type of system development, on a given budget

Experience Design

A Framework for Integrating Brand, Experience, and Value

Author: Patrick Newbery,Kevin Farnham

Publisher: John Wiley & Sons

ISBN: 1118728394

Category: Business & Economics

Page: 240

View: 1662

Bridge the gap between business and design to improve the customer experience Businesses thrive when they can engage customers. And, while many companies understand that design is a powerful tool for engagement, they do not have the vocabulary, tools, and processes that are required to enable design to make a difference. Experience Design bridges the gap between business and design, explaining how the quality of customer experience is the key to unlocking greater engagement and higher customer lifetime value. The book teaches businesses how to think about design as a process, and how this process can be used to create a better quality of experience across the entire customer journey. Experience Design also serves as a reference tool for both designers and business leaders to help teams collaborate more effectively and to help keep focus on the quality of the experiences that are put in front of customers. Explains how to use experience-centric design for better customer engagement Offers a framework for thinking and talking about "experience design," from a company and customer perspective Authors Patrick Newbery and Kevin Farnham are the Chief Strategy Officer and CEO of Method respectively, an experience design company that solves business challenges through design to create integrated brand, product, and service experiences Improve the quality of the experiences customers have with your company and watch engagement soar.

Undercover User Experience

Learn how to Do Great UX Work with Tiny Budgets, No Time, and Limited Support

Author: Cennydd Bowles,James Box

Publisher: New Riders Pub

ISBN: 9780321719904

Category: Computers

Page: 183

View: 5251

Once You Catch The User Experience Bug, the world changes. Doors open the wrong way, websites don't work, and companies don't seem to care. And while anyone can learn the UX remedies---usability testing, personas, prototyping and so on---unless your organization "gets it," putting them into practice is trickier. Undercover User Experience is a pragmatic guide from the front lines, giving frank advice on making UX work in real companies with real problems. Readers will learn how to fit research, idea generation, prototyping and testing into their daily workflow, and how to design good user experiences under the all-too-common constraints of time, budget and culture. "A wonderful, proctical, yet subversive book. Cennydd and James teach you the subtle art of fighting for---and then designing for---users in a hostile world."---Joshua Porter, co-founder Performable and co-creator of 52 weeksofUX. com

The Moderator's Survival Guide

Handling Common, Tricky, and Sticky Situations in User Research

Author: Donna Tedesco,Fiona Tranquada

Publisher: Newnes

ISBN: 0124047149

Category: Computers

Page: 364

View: 8556

The Moderator's Survival Guide is your indispensable resource for navigating the rocky shoals of your one-on-one user research sessions. Inside, you’ll find guidance for nearly 100 diverse situations (ranging from business-as-usual to tricky and sticky) that might occur during usability studies, contextual inquiries, or user interviews. As a moderator, you are responsible for the well-being of the participant, your study, and your organization. You must be prepared for anything that may happen, from your technology failing to the participant quailing. Use this guide to identify your best next steps, react appropriately, and survive any challenges that comes your way. Practical, field-tested, and actionable tips for what to do and say—and what NOT to do or say—in each situation. Key patterns and extensive examples to sharpen your approach to the commonplace and prepare you for the unlikely. Illustrative "survival stories" contributed by numerous professionals on the front lines of user research.

Smashing UX Design

Foundations for Designing Online User Experiences

Author: Jesmond Allen,James Chudley

Publisher: John Wiley & Sons

ISBN: 0470970626

Category: Computers

Page: 288

View: 7763

UX Research

Practical Techniques for Designing Better Products

Author: Brad Nunnally,David Farkas

Publisher: "O'Reilly Media, Inc."

ISBN: 1491951265

Category: Computers

Page: 256

View: 4017

One key responsibility of product designers and UX practitioners is to conduct formal and informal research to clarify design decisions and business needs. But there’s often mystery around product research, with the feeling that you need to be a research Zen master to gather anything useful. Fact is, anyone can conduct product research. With this quick reference guide, you’ll learn a common language and set of tools to help you carry out research in an informed and productive manner. This book contains four sections, including a brief introduction to UX research, planning and preparation, facilitating research, and analysis and reporting. Each chapter includes a short exercise so you can quickly apply what you’ve learned. Learn what it takes to ask good research questions Know when to use quantitative and qualitative research methods Explore the logistics and details of coordinating a research session Use softer skills to make research seem natural to participants Learn tools and approaches to uncover meaning in your raw data Communicate your findings with a framework and structure

100 MORE Things Every Designer Needs to Know About People

Author: Susan Weinschenk

Publisher: New Riders

ISBN: 0134196139

Category: Business & Economics

Page: 288

View: 5978

Thousands of designers, marketers, and product managers have come to rely on Susan Weinschenk’s original 100 Things Every Designer Needs To Know About People as a “go-to book” for practical advice on how to use the latest findings in psychology and neuroscience to directly inform and improve their designs, brands, and products. Research hasn’t stopped since the book was written, and new design challenges have emerged. Weinschenk’s new book, 100 MORE Things Every Designer Needs To Know About People applies the latest research in psychology, neuroscience, brain research, and social psychology to the design of technology products, including websites, apps, wearables, and artificial intelligence. Weinschenk combines real science and research citations with practical examples to make her 100 MORE Things engaging, persuasive, easy to read, accessible, and useful. 100 MORE Things Every Designer Needs to Know About People is not just another “design guidelines” book because it explains the WHY behind the guidelines, providing concrete examples and prescriptions that can be easily and instantly applied.

A Web for Everyone

Designing Accessible User Experiences

Author: Sarah Horton,Whitney Quesenbery

Publisher: Rosenfeld Media

ISBN: 193382039X

Category: Computers

Page: 288

View: 7775

If you are in charge of the user experience, development, or strategy for a web site, A Web for Everyone will help you make your site accessible without sacrificing design or innovation. Rooted in universal design principles, this book provides solutions: practical advice and examples of how to create sites that everyone can use.

The Gamer's Brain

How Neuroscience and UX Can Impact Video Game Design

Author: Celia Hodent

Publisher: CRC Press

ISBN: 1351650769

Category: Computers

Page: 250

View: 2947

Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience.

A Practical Guide to Information Architecture

Author: Donna Spencer

Publisher: N.A

ISBN: 9780956174062

Category: Information technology

Page: 310

View: 797

If you're a website designer, intranet manager or someone without much Information Architecture experience, this book answers all those questions you were afraid to ask.Drawing on her many years experience of practising and teaching Information Architecture, Donna Spencer guides you through some simple steps to better IA and leaves you feeling empowered and able to run your own IA projects. Whether it's organising content, providing clear descriptions or ways for people to get to them, this book is armed with practical advice and examples.

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