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E-grāmata: Collaborative Product Design: Help Any Team Build a Better Experience

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  • Formāts: 408 pages
  • Izdošanas datums: 15-May-2019
  • Izdevniecība: O'Reilly Media
  • Valoda: eng
  • ISBN-13: 9781491975008
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  • Formāts: 408 pages
  • Izdošanas datums: 15-May-2019
  • Izdevniecība: O'Reilly Media
  • Valoda: eng
  • ISBN-13: 9781491975008
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You can launch a new app or website in days by piecing together frameworks and hosting on AWS. Implementation is no longer the problem. But that speed to market just makes it tougher to confirm that your team is actually building the right product.

Ideal for agile teams and lean organizations, this guide includes 11 practical tools to help you collaborate on strategy, user research, and UX. Hundreds of real-world tips help you facilitate productive meetings and create good collaboration habits. Designers, developers, and product owners will learn how to build better products much faster than before.

Topics include:

Foundations for collaboration and facilitation: Learn how to work better together with your team, stakeholders, and clients Project strategy: Help teams align with shared goals and vision User research and personas: Identify and understand your users and share that vision with the broader organization Journey maps: Build better touchpoints that improve conversion and retention

Interfaces and prototypes: Rightsize sketches and wireframes so you can test and iterate quickly
Preface xi
Part I Design And Collaboration
Chapter 1 The Elements of Design: Think-Make-Check and the Four Models
3(10)
Think, Make, Check: What Designers Do
3(3)
Design's Four Concerns: Users, Interfaces, Interactions, and Systems
6(7)
Chapter 2 Fidelity: Check the Right Things with the Right People
13(12)
Fidelity Changes What's Included in the Model
13(9)
The Model's Fidelity Affects Iteration
22(1)
Think-Make-Check Means Design Requires Collaboration
23(2)
Chapter 3 The Elements of Collaboration: Shared Understanding, Inclusion, and Trust
25(14)
Share Understanding, the First Principle of Collaboration
26(3)
Include Everyone, the Second Principle of Collaboration
29(3)
Trust Everyone, the Most Important Principle of Collaboration
32(5)
Collaboration Is the Key to Better Products
37(2)
Chapter 4 Collaboration in Practice: Frame, Facilitate, and Finish
39(18)
Collaboration Is Its Own Problem
39(1)
Collaboration Has a Repeatable Structure
40(1)
Collaboration Starts with a Frame
41(2)
Finish Collaboration with a Captured Outcome
43(2)
Facilitate Collaboration Through Four Steps
45(7)
Formal and Informal Collaboration
52(1)
Design and Collaboration, All Together Now
53(4)
Part II Project Strategy
Chapter 5 The Strategic Landscape
57(10)
Strategy Is About Change
58(1)
Drivers Explain Why to Change
58(2)
Barriers Explain What Blocks Change
60(1)
Goals and Getting to the Future State
61(4)
Innovating at the Right Altitude
65(1)
Focus Teams on the Right Goals
66(1)
Chapter 6 Identify Project Goals with Goal Mapping
67(22)
How Goal Mapping Works
67(3)
Activity 1: Generate and Share Everyone's Project Goals
70(8)
Activity 2: Group Goals to Find Common Themes
78(4)
Activity 3: Prioritize Project Goals
82(4)
Identify Goals in Casual Conversations
86(1)
Shared, Prioritized Goals Fuel Better Teams
86(3)
Chapter 7 Identify a Concrete Vision for Success
89(20)
How Future-State Envisioning Works
90(3)
Activity 1: Generate Issues That Exist in the Current State
93(4)
Activity 2: Generate Successes That Exist in the Current State
97(2)
Activity 3: Generate Concrete Visions of What People Do in the Ideal Future
99(5)
Activity 4: Map Metrics to Future Behaviors
104(4)
Vision Focuses the Team on Success, not Features
108(1)
Chapter 8 Document and Share Project Goals and Vision
109(8)
Document Goals to Provide Important Context
109(2)
Document Vision to Show the Big Picture
111(1)
Check the Goals and Vision with the Team
112(2)
Teams Need to Constantly Reference Goals and Vision
114(3)
Part III Users
Chapter 9 Users and User Research
117(16)
Personas vs. Profiles vs. Roles vs. Archetypes
117(1)
Tasks, Contexts, and Influencers
118(3)
Motivations, Goals, and Jobs-to-Be-Done
121(5)
Project Goals Reveal the Attributes Your User Model Needs
126(5)
Good User Models Evolve With the Product
131(2)
Chapter 10 Identify Users with the Bull's-Eye Canvas
133(14)
How User Identification Works
133(3)
Activity 1: Generate Direct Users
136(3)
Activity 2: Generate Indirect Users
139(3)
Activity 3: Generate Extended Users
142(3)
Build the Right Product for the Right User
145(2)
Chapter 11 Explore User Attributes with the Profile Canvas
147(20)
How the User Profile Canvas Works
148(2)
Activity 1: Generate Tasks and Contexts
150(3)
Activity 2: Analyze Tasks to Identify the User's Goal
153(4)
Activity 3: Generate User Pain Points
157(4)
Activity 4: Generate User Gains
161(4)
Explore User Attributes to Build Better Products
165(2)
Chapter 12 User Needs and Preferences with the Attribute Grid
167(32)
How the Attribute Grid Works
167(4)
Activity 1: Generate Attributes to Reveal the Landscape
171(7)
Activity 2: Refine Attributes to Remove Noise
178(9)
Activity 3: Understand Patterns and Outliers in User Behaviors
187(7)
Activity 4: Review to Build Shared Vision with Broader Team and Stakeholders
194(2)
The Attribute Grid Lays the Foundation for Personas
196(3)
Chapter 13 Document and Share User Models
199(28)
User Models Answer Four Different Questions
200(1)
Two Types of User Models: Rationales and Guidelines
201(2)
User Models Come in Three Formats
203(2)
Three Ways to Communicate User Attributes
205(9)
Five Other Things to Include in User Models
214(2)
Show Multiple Users Side-by-Side
216(5)
Focus on a Single User with One-Sheets
221(1)
Share User Models in Other Ways
222(2)
Make User Models in the Format You Will Review Them
224(1)
User Models Are Powerful Reference Tools
224(3)
Part IV Interactions
Chapter 14 Elements of Interactions
227(12)
Three Types of Interaction Models
228(2)
Touchpoints Have Four Building Blocks
230(3)
Length, Depth, and Point of View
233(2)
Phases and Moments of Truth
235(2)
As-Is or To-Be, Looking Forward and Back
237(1)
Tailor Interaction Models to Project and Team Needs
237(2)
Chapter 15 Identify What to Build with Touchpoint Maps
239(16)
How Touchpoint Maps Work
239(3)
Activity 1: Clarify the Scenario
242(2)
Activity 2: Generate Tasks
244(5)
Activity 3: Refine Tasks and Sequence
249(2)
Conversations Around Touchpoint Diagrams
251(3)
Touchpoint Maps Reveal Discrete Parts of the Experience
254(1)
Chapter 16 Understand How Products Fit Together with Journey Maps
255(22)
How Journey and Experience Maps Work
255(3)
Activity 1: Generate Touchpoints
258(5)
Activity 2: Analyze the Journey's Structure
263(6)
Activity 3: Explore Touchpoints in Detail
269(4)
Journey Maps Reveal Secrets to Better Products
273(4)
Part V Interfaces
Chapter 17 The Visible and Invisible Parts of an Interface
277(10)
The Four Visible Parts of an Interface
279(5)
The Invisible Parts of an Interface
284(2)
The Invisible Parts of the Interface Are Most Important
286(1)
Chapter 18 Design Interfaces with 4-Corners
287(32)
How 4-Corners Works
288(2)
Activity 1: Identify the Interface User
290(4)
Activity 2: Identify the User's Task
294(3)
Activity 3: Identify the Next Step
297(3)
Activity 4: Identify the Previous Step
300(3)
Activity 5: Identify Interface Content
303(9)
Activity 6: Identify Functionality
312(4)
4-Corners for Wireframes, Mockups, and Prototypes
316(1)
4-Corners for More Than Just Screens
317(1)
4-Corners Creates a Shared, Holistic Vision of the Interface
318(1)
Chapter 19 Strategies for Sketching Interfaces
319(16)
Activity: Group Sketching to Create a Single, Shared Vision
319(5)
Activity: Individual Sketching to Reveal Competing Perspectives
324(3)
Activity: 6-8-5 Sketching to Generate Multiple Directions
327(3)
Additional Things to Think About When Sketching
330(2)
Trust Others to Make Interfaces on Their Own
332(3)
Chapter 20 Choose the Right Interface Model: Wireframes, Comps, or Prototypes?
335(26)
Five Types of Interface Models (and the Actual Product)
335(6)
Five Kinds of Interface Fidelity
341(7)
Three Ways to Make Interface Models
348(1)
Different Models Support Different Interface Fidelity
348(2)
Use the Lowest Fidelity Possible to Reduce Iteration Time
350(4)
Adjust Fidelity for Your Audience
354(7)
Part VI Checks
Chapter 21 Checks (and Balances)
361(16)
Checks Start with the Finish
362(2)
Frame the Check
364(4)
Facilitate the Check
368(4)
Transform Feedback into Gold
372(3)
Stick the Finish
375(1)
Keep the Faith
375(2)
Index 377
Austin Govella is an Experience Director with Avanade Digital where he helps enterprises reinvent how they connect with employees and customers. Prior to Avanade, Austin worked for Comcast Interactive Media where he worked on early versions of Comcast Xfinity. In 2009, he co-authored the second edition of Information Architecture: Blueprints for the web with Christina Wodtke for New Riders/Peachpit, and he's spent the last few years studying how agile teams, lean companies, and user experience designers can work better together. Austin Govella has designed successful user experiences for the web and mobile since 1998.