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PDF Collaborative Product Design Working Better Together For Better Ux Austin Govella Ebook Full Chapter
PDF Collaborative Product Design Working Better Together For Better Ux Austin Govella Ebook Full Chapter
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Praise for Collaborative Product
Design
“Austin has a knack for simplifying the most complex concepts and
practices. His book is a welcome addition to my product design canon.”
JEFF PATTON, PRODUCT DESIGN COACH
AND AUTHOR OF USER STORY MAPPING
Collaborative Product
Design
Help Any Team Build a Better Experience
Austin Govella
Collaborative Product Design
by Austin Govella
Copyright © 2019 Austin Govella. All rights reserved.
Printed in Canada.
Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol,
CA 95472.
O’Reilly books may be purchased for educational, business, or sales promotional
use. Online editions are also available for most titles (http://oreilly.com). For more
information, contact our corporate/institutional sales department: (800) 998-9938
or corporate@oreilly.com.
Chapter 2. Fidelity: Check the Right Things with the Right People 13
Fidelity Changes What’s Included in the Model 13
Chapter 11. Explore User Attributes with the Profile Canvas 147
Make User Models in the Format You Will Review Them 224
Chapter 16. Understand How Products Fit Together with Journey Maps 255
How Journey and Experience Maps Work 255
Part V. Interfaces
Chapter 20. Choose the Right Interface Model: Wireframes, Comps, or Prototypes
335
This book probably isn’t for you. Your coworkers recognize brilliance. They follow
your recommendations without any fuss, give you plenty of time to think
about…whatever. You never rush to complete anything. You never start over or
change direction, and your boss never changes their mind or asks for anything
crazy.
I wish I had a gig like that.
FIGURE P-1
Some poor schlubs work across silos, or—even worse—on cross-functional teams where business,
technology, and design have to work together
I wrote this book for poor schlubs who schlep ideas across silos to get things built
with ridiculous deadlines (Figure P-1). This isn’t a process book. It’s a get things
done book. For people who work on teams. Teams get things done when they work
better together.
This book isn’t full of new things. It’s full of boring, old things. No new process to
guarantee good results. No secrets to success. You don’t need new. Don’t change
what you do. Change how you do it. This book collects tools that seed a new way
to work that helps teams communicate, collaborate, and prioritize their work. Your
team will build better products, and you’ll help them do it.
• Goals and vision—How do you get everyone to agree on and align around
project strategy and what you’re trying to do?
• Users—How do you define what your users need you to build now versus
later?
• Interactions—How do you improve how users move into, out of, and through
your systems?
• Interfaces—How do you explore ideas and prototype interfaces, so you test
ideas the fastest, easiest way possible?
Each part begins with a foundation chapter with basic information. Then each tool
has its own chapter that describes how to use it and offers tips and tricks (Figure P-
2).
FIGURE P-2
Each part includes chapters with background info, instructions for each tool, and a guide on how to
customize the tool for the job
Organized this way, choose how you read the book to learn how you learn best
(Table P-1). Read the book from start to finish, all 21 chapters, or start with the
basics and read only the nine foundation chapters. You can also start with a specific
topic based on your current interests or needs.
TABLE P-1. READ THE BOOK THE WAY YOU LEARN BEST
TOPIC FIRST
THE HERO’S QUEST FOUNDATIONS FIRST
~5 CHAPTERS, 60
21 CHAPTERS, 380 PAGES 9 CHAPTERS, 110 PAGES PAGES
Read from start to finish and learn Read the foundation material Consume a specific topic
how to work better at every step of in Part I and then each of the based on your current
the product design process. following chapters. needs or interests.
Part I: Design and Part I: Design and
Collaboration (all four Collaboration, four
chapters) chapters
Chapter 5: The Strategic Part II: Project Strategy,
Landscape four chapters
Chapter 9: Elements of Users Part III: Users, five
and User Research chapters
Chapter 14: Elements of Part IV: Interactions,
Interactions three chapters
Takes more time Takes less time Takes the least time
That flexibility is kind of the theme of this book. Things are different for different
teams on different projects in different organizations, so the real skill is knowing
how to adjust what you do, so it works better for you in your current
circumstances.
FIGURE P-3
Clear headings make it easy to find specific information in the table of contents
Once you’ve chosen a tool, we’ve made it easy to grab and use. Each tool includes
a link to templates, worksheets, and even presentation slides you can download and
print or even edit and customize. And if you collaborate remotely, we’ve included
direct links to online templates you can grab and use.
In each part, you’ll find links to the companion website where we’ve collected
books and articles for further reading. And because it’s on the web, we can update
recommendations as new material appears or ages.
And if you need help, post a question to the Twitter handle, @austingovella, and
we can continue the conversation.
Although this book covers an array of tools just waiting for you to take advantage
of, collaboration holds teams back the most. Better collaboration lays the
foundation for everything else you do with your team, and that’s where Part I
starts. How can we help teams work better, together?
[I]
FIGURE I-1
Your organization is a user experience factory. Ideas go in, everybody does their part, and a user
experience comes out the end.
This part describes an improved way to think about design and collaboration, so
you can help your organization build better experiences. Instead of changing what
you do, change how you do it.
[1]
TO HELP YOUR TEAM build better products, they have to design better. Often,
when we think about better design, we focus on the things we design. Do they
work better, look better, feel better? Unfortunately, those design outcomes aren’t
what designers do.
In this chapter, we’ll look at two foundation concepts:
These two concepts form the foundation for everything else in this book and help
your team communicate and collaborate better when they build new products.
Of course, it’s better to watch what people do than it is to ask them. When you
watch people, you see what they do. When you ask them, you hear what they hope
to do. Watching people reveals their behavior. Behavior is what you want to affect.
If you ask a designer what they do, they talk about user experience or being user-
centered or representing the user or empathy or whatever. That’s what they say
they do, what they aspire to. If you watch a designer, what do they really do?
Designers think about things, make things, and show things to other people.
If you want to improve as a designer, improve how you think about things, make
things, and show things to other people.
FIGURE 1-1
Janice Fraser’s lean UX process has three steps: first you think, then you make, and then you check
THINK-MAKE-CHECK IN PRACTICE
Imagine you create a persona. You can divide the work into three steps (Figure 1-
2):
1. Analyze existing user research.
2. Draft a persona document.
3. Share the persona with your client.
First you think about the users, then you make a persona, and then you check it
with your client. Think-Make-Check.
FIGURE 1-2
If designers think, make, check all the time, you might ask: what do designers
think, make, and check?
• The User
• The Interface
• The Interaction
• The System
Every design activity you do and every deliverable you make combines and
communicates users, interfaces, interactions, or systems. Every time you Think-
Make-Check, you think, make, and check one or more of these four models. To
create more effective personas, journeys, and wireframes, you need to understand
what we mean by users, interfaces, interactions, and systems.
THE USER
Every product has users. You might call them customers, end users, actors,
influencers, stakeholders, whatever. Design creates things people will experience,
use, or get annoyed with. It’s not just designers that think about users. When you
start a new project, everyone on the team pictures the user in their head.
Personas represent a model of your user. They are not real users. Real users click
around and curse and search and do things. A persona gives your brain a model of
a user to think about while you build the experience. Whether or not you actually
create a persona, user models pop up in every wireframe or prototype you make.
Every wireframe and prototype assumes a certain type of person will use it.
Whether or not you describe a persona or talk about a user, your team imagines
who the user is when they see the design. Your team imagines a model of the user
even when you don’t specify one.
The user is the most critical thing that you Think-Make-Check. When you think
about the user wrong, you build products for the wrong user.
THE INTERFACE
How many times has someone asked you to make a wireframe? When most people
think about design, they think about what it looks like. They think about the
interface.5 When you Think-Make-Check designs, you probably review a picture
of some kind of interface.
As a designer, you spend a good portion of your time thinking about and making
models of interfaces. Architects draft blueprints. Graphic designers create
mockups. Interaction designers code prototypes. Most tutorials and how-tos you
see on the web focus on how you can better Think-Make-Check models of
interfaces. Interface models are the easiest way for people to talk about a design
because they’re so concrete.
THE INTERACTION
The interaction refers to how users interact with an interface over time. Like users,
interactions are always there. When you talk about a wireframe, you imagine how a
user will see it, then click on something, then see something else. A wireframe
seems like it captures a single screen at a single moment in time, but, in your head,
you imagine a series of interactions between the user and several screens.
You think in scenes, not screens. Even though we spend much of our time on
interfaces, interactions do a better job of describing the entire experience. Keeping
the interaction in mind makes it easier to Think-Make-Check interfaces.
THE SYSTEM
When a user engages with an interface, we call that an interaction. When you
connect several interactions together, you create a system. Sitemaps, journey maps,
and service blueprints illustrate systems. Although you don’t always work at the
system level, when you create a visual mockup or design a slick check-out process,
you have an idea of the system in your head.
Though we don’t often think about the system, the system creates constraints and
opportunities around our products. Architect Eliel Saarinen said: “Always design a
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igazságok alkalmazására is.
És azután, ha a nép az erkölcsiség álláspontjára helyezkedve
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ugyanis azokat részesíti erkölcsi megbecsülésben, akik átérzik
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becsületesek, de állítom, hogy ezen kritérium nem elegendő még
arra sem, hogy becsületességüket egész bizonyossággal
megállapítsa.
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valók lesznek, miután a nép legfőbb szenvedélyeit és nem a saját
maguk különleges egyéni szenvedélyeit követik.
– A nép valóban ezt hiszi, mert nem gondol arra, hogy mi sem
könnyebb, mint szinlelni a nép főbb szenvedélyeit, hogy ezáltal
megnyerje bizalmát és politikailag érvényesülhessen.
Ha a nép az érdeknélküliségre oly nagy súlyt helyez, akkor csak
azokat volna szabad megválasztania, akik ellentétben állanak vele s
ez által bebizonyítják, hogy egyáltalában nem helyeznek súlyt
megválasztatásukra. Sőt mi több, csak azokat kellene
megválasztania, akik nem jelentkeztek szavazatáért, miután ez a
nem jelentkezés legbiztosabb jele az érdeknélküliségnek. De hát a
nép épen ezt sohasem teszi, sohasem teszi azt, amit mindig tennie
kellene.
A MUNKAKÖRÖK ZÜRZAVARA.
A HIVATOTTSÁG MENEDÉKE.