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BUILDING A SUSTAINABLE
ENTERPRISE UX PROCESS
Mark Figueiredo Sr. User Experience Designer
T. Rowe Price
November 16, 2016
22
T Rowe Price: History
In 1937, Thomas Rowe Price
Jr. started an asset
management firm focused on
delivering global investment
management excellence with
one purpose:
“To help our clients
invest confidently to
create secure
financial futures”
33
T Rowe Price: History
The company offers related services for
individuals, advisors, institutions, financial
intermediaries, and retirement plan sponsors.
v
The values of our founder
guide our success and
shape our culture.
T. ROWE PRICE
IN-HOUSE UX TEAM
▪ History
▪ Team Members
▪ Pros and Cons
55
UX Team Members
2012 2016
Sr. UX Designers
UX/UI designers
Front End/UI Unicorn
Content Strategist
Lead Managers
Created organically out of
a need to starting thinking
about the Who, What, and
Why on projects.
10+x2
66
UX Team Business Partners
Individual
Investors
Financial
Advisors
Financial
Intermediaries
Global
Investment
Services
Retirement Plan
Services
77
UX Team Vision
To drive the design and experience for the
company’s web and digital properties
▪ Small incremental change over the years
▪ We are a shared service inside a business for financial services
88
Pros and Cons of an Internal UX Team
PROS
▪ You know your product best
▪ You know your business and how it works
▪ You have direct access to users and user proxies
▪ Direct access to Voice of Customer data and feedback
▪ Rapport with the business partners and stakeholders
▪ Continuity with platforms
99
Pros and Cons of an Internal UX Team
CONS
Not all Enterprise UX teams are structured as a cost center
within the business.
▪ Seen as “free”
▪ Mentality that a paid agency has perceived value because it equates to money
▪ We paid for it, therefore it’s automatically good
1010
Pros and Cons of an Internal UX Team
Two things that you can do as an internal group
that can help make a difference:
1. Be experts within your process
2. Share metrics based off of your work
– You may need to pull in help from other groups
▪ Analytics team
▪ Account Management
BUILDING A SUSTAINABLE
UX PROCESS
▪ Defining UX
▪ Finding the “perfect”
process
▪ Building your own house
DEFINING UX TO YOUR
BUSINESS PARTNERS
13
User Experience Design is the practice of integrating
user-centered design methods, collecting, interpreting
and applying meticulous user research, process
management for testing elements of a system
independently in gradually increasing levels of fidelity,
and integrating multiple symbolic systems (languages) to
affect and influence users of an interactive system in a
predictable and measured way, according to the user’s
own criteria for success and happiness.
- uxdesign.com/ux-defined
1414
Defining UX
“The analogy I use is that I’m like an architect for
houses. I design the structure of the house, the three
rooms, and where the kitchen is so that it’s livable.”
– Patrick Neeman, Six Things Misunderstood About User Experience Designers
FINDING THE
“PERFECT” PROCESS
1616
Finding the “Perfect” Process
Always works perfectly,
all of the time,
in every situation.
Everyone accepts
and respects the process
1717
Finding the “Perfect” Process
THERE IS NO SUCH THING AS A PERFECT UX PROCESS
3 things needed for a solid foundation
1. It needs to be flexible
2. Meets the specific requirements of the team
3. The whole team needs to agree on
BUILDING OUR HOUSE
▪ Planning
▪ The Basics
▪ Deep Dive
1919
Building Our House: Planning
Easy to
understand &
repeatable
Identify key
items to use
Educate business
partners
WHAT ARE YOUR GOALS AS A TEAM?
2020
Building Our House: Planning
UNDERSTAND YOUR ENVIRONMENT
Where do we live?
Large
Enterprise
A lot
of silos
MBA
Focused
2121
Building Our House: Planning
1. Conduct stakeholder
interviews to learn about the
business’ goals, vision, and
direction
2. Share your joint group
knowledge about the business
units
– Past experiences
– Current relationships
– Familiarity with user experience
design
These 1-on-1 conversations show your
interest and dedication in providing the best
outcome for their business
THE BASICS FOR ANY
UX PROCESS
2323
A Sustainable UX Process
▪ Discovery and scoping
▪ Information architecture
▪ Design and content creation
▪ Prototyping
▪ Usability testing
▪ Hand-off and development
THE BASICS
2424
2525
It’s a helpful reminder to the
seasoned team members
Having this process will help
onboard new team members
A Sustainable UX Process
The Basics
▪ Discovery and scoping
▪ Information architecture
▪ Design and content creation
▪ Prototyping
▪ Usability testing
▪ Hand-off and development
2626
Developers
– What technology is being used
– What modules or integration
already exists
Stakeholders
– Business insights
Legal
– Are there any new compliance
or fiduciary rules we need to be
aware of?
A Sustainable UX Process
The Basics
▪ Discovery and scoping
▪ Information architecture
▪ Design and content creation
▪ Prototyping
▪ Usability testing
▪ Hand-off and development
INCLUSION OF OTHER GROUPS
DISCOVERY
AND SCOPING
2828
▪ Competitor Analysis
▪ Stakeholder Interviews
▪ Personas
▪ User Stories
▪ Journey Maps
▪ DoGo Mapping
▪ Content Audit
▪ Content Analysis
Discovery and Scoping
These tools are some that can be
used in a discovery phase
29
Discovery and Scoping
USER JOURNEY
▪ Users Objectives
▪ What are they doing?
▪ What are they thinking?
▪ What are they feeling?
▪ Identify Opportunity
30
DoGo MAPPING
Lightweight tool that provides a
high-level understanding of the
information architecture of a site
Provides perspective on the overall
system combined with the
functionality of each page
It blends the overall view of a site
map with the detail of a flowchart in
order to visualize how a system fits
together
Discovery and Scoping
http://uxpamagazine.org/creating-a-dogo-map/
31
Discovery and Scoping
3232
Discovery and Scoping
Members Time
Competitor Analysis UX Designers 1 day
Stakeholder Interviews Team 2-3 days
User / Proxy Interviews Team 2-3 days
Personas UX Designers 1-2 days
User Stories Team 2-3 days
Journey Maps Team 3-4 days
DoGo Mapping Team 2-3 Days
33
Planning for the creation, aggregation,
delivery, and useful governance of
useful, usable, and appropriate content
in an experience.
- Margot Bloomstein, Appropriate Inc
Content Strategy
3434
Content Strategy
Content
Strategist
Copywriter
UX Designer UI Designer
3535
▪ Competitor Analysis
▪ Stakeholder Interviews
▪ Personas
▪ User Stories
▪ Journey Maps
▪ DoGo Mapping
▪ Content Audit
▪ Content Analysis
Discovery and Scoping
These tool box items are some that
can be used in a discovery phase.
3636
Content Audit
▪ A full accounting of existing
content. Requires reviewing every
page/screen and noting all content
elements in a spreadsheet. This
artifact is referred to as content
inventory.
▪ Can be approached in both
quantitative and qualitative ways.
▪ Timing depends on the number of
pages or screens that need to be
audited.
– Up to 50 pages/screens: 20 hours
– 50-100 pages/screens 40 hours
– 100+ pages/screens:  40+ hours
Discovery and Scoping
Content Analysis
▪ Once a content audit is complete
and the content inventory created,
an analysis of all existing content
elements can occur.
▪ Content is analyzed for accuracy,
usefulness to the user, and
relevancy to current business goals.
▪ Timing depends on the amount of
content that needs to be analyzed.
– Up to 50 pages/screens: 5 hours
– 50-100 pages/screens: 10 hours
– 100+ pages/screens: 10+ hours
3737
Discovery and Scoping
WHAT IS THE BARE MINIMUM?
Competitor
Analysis
Personas Content Audit /
Inventory
What’s happening
in the market
What work has already
been done
Who is your user?
What do they need
from you?
What content exists for
you to leverage?
What content does your
user need to best
understand what you are
telling them?
INFORMATION
ARCHITECTURE
3939
▪ Card sorting
▪ Site Maps
▪ SEO
▪ Wireframes
▪ Content Page Tables
Information Architecture
These tools are some that can be used in
a IA phase.
40
Information Architecture
CARD SORTING
Topics and navigation
organization
Mostly done with UX designers
and content strategist
We have also used stakeholders
to help validate our findings or
recommendations
41
Information Architecture
CARD SORTING
Enterprise Creative recently
facilitated seven card sorting
sessions with participants from
6 different groups within
the organization
The open card sort involved
participants categorizing
and sorting a variety of
provided topics.
42
Information Architecture
CARD SORTING
40 topics were included
Each topic represented
content featured on multiple
levels of an
existing website
Prep time
1 week
Testing Time
90-minutes sessions
4 days
Post Testing
3 days analyze data
43
Information Architecture
SITEMAP
Transaction flows
Microsites
4444
PAGE TABLES
Outlines content
requirements for a specific
page, screen or content
module.
Includes objective, source
content, content
recommendations, hierarchy
and SEO recommendations.
Provides direction for
content creation and
delivery.
Used to develop wireframes.
1 page table: 1 hour
Information Architecture
4545
WIREFRAMES
Most wireframes start as sketches,
usually from white boarding
sessions
Data from discovery is taken
broken down and ideas are
generated
Team Members
UX Designer
Content Strategy
UI Designer
Information Architecture
4646
WIREFRAMES
Taking our sketches
into UXPin
Using in-app and
team libraries to build
wireframes quickly
In-app collaboration
point with writers
▪ Headlines
▪ Labels
▪ Content Callout
Information Architecture
4747
WIREFRAMES
Always present wireframes
back to stakeholders
Validates that you have all
the information and gives
the team the chance to
describe the vision and
explain why certain
decisions were made
Information Architecture
4848
PROTOTYPING
INTERACTIVE WIREFRAMES
To uncover requirements
previously defined during the
kickoff
Stakeholder gets a feel for the
overall experience
Transactional flows are tested and
reviewed by the team and
stakeholders
Uncovers any unmet requirements
or issues in the experience
Gives the opportunity to catch any
mistakes before it moves into
development
Information Architecture
DESIGN AND COPY
50
Design and Copy
1. Designers designed
blindly without context
2. Writers developed copy
without knowing the
environment
OUR PAST PROCESS
51
Design and Copy
1 2
▪ Designer creates wireframe in
design application from
sketches
▪ Writer creates content in a
word document
▪ Writer emails copy doc to the
designer
▪ Designer copy and pastes
copy into design and updates
design depending on length
▪ Designer makes a PDF and
emails back to writer
▪ Writer makes edits
and comments in PDF
doc
▪ Emails back to design
▪ Copy and pastes edits
into design
▪ Creates PDF for final
approvals
PAST DESIGN & COPY PROCESS
52
Design and Copy
1
▪ Designer creates wireframe in
UXPin with content blocks
▪ Writer creates content in a
word document
▪ Writer flows content to UXPin
in the design
▪ Designer and writer make
updates as needed
collaboratively in UXPin using
team comments
CURRENT DESIGN & COPY PROCESS
53
Created so each designer,
writer, project manager, and
stakeholder understands
how we will work together
Gives a step-by-step
explanation on hand-off and
the approval process
Design and Copy
5454
Design and Copy
Face-to-face presentation
Email PDF’s for multiple stakeholders
Multiple feedback PDF’s
PM consolidates feedback
Writer updates copy, sends to the designer
Designer updates design as well as copy
Re-packages documents and resends
PAST REVIEW & APPROVAL PROCESS
5555
Design and Copy
Face-to-face presentation
▪ Quick UXPin Comment demo
PM sends UXPin share link to stakeholders
Stakeholders make collaborative comments in UXPin
PM reviews and assigns comments to team members
Each member makes the updates and resolve the comments
Resubmission is sent or represented if design is drastically altered
NEW REVIEW & APPROVAL PROCESS
5656
Design and Copy
Importance of Face-to-face presentations
– Help build rapport
– Discuss design decisions and testing results
– Answer questions
– Educate stakeholders on the review process
REVIEW AND APPROVAL PROCESS
PROTOTYPING
58
Prototyping
Tangible
examples
Show
Functionality
Recreate the
environment
5959
BUTTON STYLES
Prototyping
▪ Tangible examples
▪ Shows functionality
▪ Recreate the environment
6060
FUNCTIONALITY AND BEHAVIOR
Prototyping
▪ Tangible examples
▪ Shows functionality
▪ Recreate the environment
6161
RECREATE THE ENVIRONMENT
Prototyping
▪ Tangible examples
▪ Shows functionality
▪ Recreate the environment
TESTING
63
Testing
▪ Saves time on the back
end by testing and
validating any
hypothesis and
assumptions you may
have
▪ Aside from early
discovery elements,
testing is one of the first
things dropped or
removed from a key
date schedule
64
Steve Krug
“Rocket Surgery Made Easy”
Testing
I will now saw my [lovely]
assistant in half
What a do-it-yourself test looks like
Recruit loosely and grade
on a curve
Who to test with and how to find
them
6565
Testing
Moderated Testing
▪ 10-15 users
TYPES OF TESTING
Unmoderated Testing
▪ 30+ users
30% 70%
6666
Testing
Hallway testing
– Project Stakeholders
– Team members
– Random person
Hire an outside company
– They find your exact user
– They perform the testing
– They provide the documentation
and results
RECRUITING USERS
6767
Testing
▪ Identify what you want to
test
▪ Write out your tasks
▪ Test your own tasks
▪ Selecting demographics
▪ If your testing client allows
for pre-screening, create
them to best match the
personas you build
▪ Review the results
▪ Write a summary
document
BUILDING A TEST
68
▪ Very important artifact
from testing
▪ Stakeholders are not always
interested in the whole test,
so you need to break it
down for them
▪ Briefly explain the tasks and
report the findings
▪ Include quotes from users
emphasize your points
▪ Write a long form document
Testing: Summary Doc
FINAL DESIGN
AND HAND OFF
7070
The Hand Off
Common term referring to the preparation of final design
and copy files and “handing off” to the development team
3 ways this can go down
1. The Perfect Road
▪ Talking multiple times a day, open to all feedback
2. Horrible Hand off
▪ Throwing things over the fence with no communication
3. Reality
▪ Open communication
▪ You may need to initiate the conversation
71
The Hand Off
1 2 3
DESIGNER
▪ Redlines + specs
– UXPin Spec Mode
▪ Design assets
– PSD’s
– Images
COPY
▪ Final copy doc
▪ SEO
DEV
▪ Verify developer
resources
▪ Verify the correct
communication
channels
7272
UXPIN SPEC MODE
The Hand Off
▪ Keeps the designers on point
and allows us to double check
our work before sending it off
for development
▪ Some real opportunity to
improve our communication
with the developers
Try it for free
DEV BUILD
74
QA and Internal Review
– If a prototype has been created, this
is a great time for comparison and
conversation
User Acceptance Testing
– Identify team roles
▪ Designer – Layout, Branding
▪ UX – Experience
▪ Writers – Content
▪ PM/AM - Requirements
Launch
Post Launch Analysis
– Quick Fixes
– Validation
– Day 2 updates
Dev Build
7575
Dev Build
POST MORTEM MEETING
1. Full team meets to discuss end to end process
▪ What worked well, what didn’t
2. How did each stage go?
▪ How can we be more efficient?
3. How was the process?
▪ What needs to be changed or altered?
WHAT WE
HAVE LEARNED
7777
What We Have Learned
This current process has evolved twice since the start of 2016
– Jan 2016 – The introduction of UXPin to our flow and process
– July 2016 – Stakeholder approval process
Solicit feedback from business partners and stakeholders
TRY, TRY, TRY, AND THEN TRY AGAIN
7878
What We Have Learned
Assign 1 lead person to be in charge of the
process document
– Too many cooks in the kitchen is a
recipe for failure
Team members can bring topics up to
assign lead
It’s the owners responsibility to bring up new
concerns and feedback to the whole group
Lead is responsible for communicating the
process to other team members and
business partners
HAVE THE RIGHT PEOPLE INVOLVED
7979
What We Have Learned
▪ Identify test projects
▪ Introduce and explain the process to the entire team
▪ As a team, meet often to discuss how things are going
▪ Play it out and take notes along the way
– Be flexible even during testing
LIKE ANY PRODUCT, YOU NEED TO TEST
80
TEST PROJECT
Plan Advisor National
Conference
▪ Project with a short timeline
▪ All members were informed
about the new process
▪ I walked the Project
Managers through the
process up front
▪ During the kick-off, I
introduced the process to the
stakeholders
What We Have Learned
81
PROJECT FIRSTS
▪ All comments were made
in UXPin
▪ Writers input all copy in
UXPin themselves and
make all updates
▪ Post Mortem identified
areas for improvement
– Communication with
each other, including PM
– Creating a process
for iterations
– We introduced an
iteration naming
convention
What We Have Learned
8282
What We Have Learned
Continue to monitor the process
Quarterly check-in with the team
1st
Qtr: Need for more education to business partners
2nd
Qtr: Need a UXPin Process
3rd
Qtr: Need to focus on developing our Agile UX Process
THINGS WILL START TO FORM A HOLDING PATTERN
8383
About UXPin
Collaborative Design Platform
● Wireframe, prototype, user test, & more.
● Get feedback & co-design in real time.
● Import and scale your design system.
● Generate visual specs for developer handoff.
8484
THANK YOU
OPEN UP FOR YOUR QUESTIONS
8585
Want more advice? Get free ebooks.

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Designing a Sustainable Enterprise UX Process

  • 1. BUILDING A SUSTAINABLE ENTERPRISE UX PROCESS Mark Figueiredo Sr. User Experience Designer T. Rowe Price November 16, 2016
  • 2. 22 T Rowe Price: History In 1937, Thomas Rowe Price Jr. started an asset management firm focused on delivering global investment management excellence with one purpose: “To help our clients invest confidently to create secure financial futures”
  • 3. 33 T Rowe Price: History The company offers related services for individuals, advisors, institutions, financial intermediaries, and retirement plan sponsors. v The values of our founder guide our success and shape our culture.
  • 4. T. ROWE PRICE IN-HOUSE UX TEAM ▪ History ▪ Team Members ▪ Pros and Cons
  • 5. 55 UX Team Members 2012 2016 Sr. UX Designers UX/UI designers Front End/UI Unicorn Content Strategist Lead Managers Created organically out of a need to starting thinking about the Who, What, and Why on projects. 10+x2
  • 6. 66 UX Team Business Partners Individual Investors Financial Advisors Financial Intermediaries Global Investment Services Retirement Plan Services
  • 7. 77 UX Team Vision To drive the design and experience for the company’s web and digital properties ▪ Small incremental change over the years ▪ We are a shared service inside a business for financial services
  • 8. 88 Pros and Cons of an Internal UX Team PROS ▪ You know your product best ▪ You know your business and how it works ▪ You have direct access to users and user proxies ▪ Direct access to Voice of Customer data and feedback ▪ Rapport with the business partners and stakeholders ▪ Continuity with platforms
  • 9. 99 Pros and Cons of an Internal UX Team CONS Not all Enterprise UX teams are structured as a cost center within the business. ▪ Seen as “free” ▪ Mentality that a paid agency has perceived value because it equates to money ▪ We paid for it, therefore it’s automatically good
  • 10. 1010 Pros and Cons of an Internal UX Team Two things that you can do as an internal group that can help make a difference: 1. Be experts within your process 2. Share metrics based off of your work – You may need to pull in help from other groups ▪ Analytics team ▪ Account Management
  • 11. BUILDING A SUSTAINABLE UX PROCESS ▪ Defining UX ▪ Finding the “perfect” process ▪ Building your own house
  • 12. DEFINING UX TO YOUR BUSINESS PARTNERS
  • 13. 13 User Experience Design is the practice of integrating user-centered design methods, collecting, interpreting and applying meticulous user research, process management for testing elements of a system independently in gradually increasing levels of fidelity, and integrating multiple symbolic systems (languages) to affect and influence users of an interactive system in a predictable and measured way, according to the user’s own criteria for success and happiness. - uxdesign.com/ux-defined
  • 14. 1414 Defining UX “The analogy I use is that I’m like an architect for houses. I design the structure of the house, the three rooms, and where the kitchen is so that it’s livable.” – Patrick Neeman, Six Things Misunderstood About User Experience Designers
  • 16. 1616 Finding the “Perfect” Process Always works perfectly, all of the time, in every situation. Everyone accepts and respects the process
  • 17. 1717 Finding the “Perfect” Process THERE IS NO SUCH THING AS A PERFECT UX PROCESS 3 things needed for a solid foundation 1. It needs to be flexible 2. Meets the specific requirements of the team 3. The whole team needs to agree on
  • 18. BUILDING OUR HOUSE ▪ Planning ▪ The Basics ▪ Deep Dive
  • 19. 1919 Building Our House: Planning Easy to understand & repeatable Identify key items to use Educate business partners WHAT ARE YOUR GOALS AS A TEAM?
  • 20. 2020 Building Our House: Planning UNDERSTAND YOUR ENVIRONMENT Where do we live? Large Enterprise A lot of silos MBA Focused
  • 21. 2121 Building Our House: Planning 1. Conduct stakeholder interviews to learn about the business’ goals, vision, and direction 2. Share your joint group knowledge about the business units – Past experiences – Current relationships – Familiarity with user experience design These 1-on-1 conversations show your interest and dedication in providing the best outcome for their business
  • 22. THE BASICS FOR ANY UX PROCESS
  • 23. 2323 A Sustainable UX Process ▪ Discovery and scoping ▪ Information architecture ▪ Design and content creation ▪ Prototyping ▪ Usability testing ▪ Hand-off and development THE BASICS
  • 24. 2424
  • 25. 2525 It’s a helpful reminder to the seasoned team members Having this process will help onboard new team members A Sustainable UX Process The Basics ▪ Discovery and scoping ▪ Information architecture ▪ Design and content creation ▪ Prototyping ▪ Usability testing ▪ Hand-off and development
  • 26. 2626 Developers – What technology is being used – What modules or integration already exists Stakeholders – Business insights Legal – Are there any new compliance or fiduciary rules we need to be aware of? A Sustainable UX Process The Basics ▪ Discovery and scoping ▪ Information architecture ▪ Design and content creation ▪ Prototyping ▪ Usability testing ▪ Hand-off and development INCLUSION OF OTHER GROUPS
  • 28. 2828 ▪ Competitor Analysis ▪ Stakeholder Interviews ▪ Personas ▪ User Stories ▪ Journey Maps ▪ DoGo Mapping ▪ Content Audit ▪ Content Analysis Discovery and Scoping These tools are some that can be used in a discovery phase
  • 29. 29 Discovery and Scoping USER JOURNEY ▪ Users Objectives ▪ What are they doing? ▪ What are they thinking? ▪ What are they feeling? ▪ Identify Opportunity
  • 30. 30 DoGo MAPPING Lightweight tool that provides a high-level understanding of the information architecture of a site Provides perspective on the overall system combined with the functionality of each page It blends the overall view of a site map with the detail of a flowchart in order to visualize how a system fits together Discovery and Scoping http://uxpamagazine.org/creating-a-dogo-map/
  • 32. 3232 Discovery and Scoping Members Time Competitor Analysis UX Designers 1 day Stakeholder Interviews Team 2-3 days User / Proxy Interviews Team 2-3 days Personas UX Designers 1-2 days User Stories Team 2-3 days Journey Maps Team 3-4 days DoGo Mapping Team 2-3 Days
  • 33. 33 Planning for the creation, aggregation, delivery, and useful governance of useful, usable, and appropriate content in an experience. - Margot Bloomstein, Appropriate Inc Content Strategy
  • 35. 3535 ▪ Competitor Analysis ▪ Stakeholder Interviews ▪ Personas ▪ User Stories ▪ Journey Maps ▪ DoGo Mapping ▪ Content Audit ▪ Content Analysis Discovery and Scoping These tool box items are some that can be used in a discovery phase.
  • 36. 3636 Content Audit ▪ A full accounting of existing content. Requires reviewing every page/screen and noting all content elements in a spreadsheet. This artifact is referred to as content inventory. ▪ Can be approached in both quantitative and qualitative ways. ▪ Timing depends on the number of pages or screens that need to be audited. – Up to 50 pages/screens: 20 hours – 50-100 pages/screens 40 hours – 100+ pages/screens:  40+ hours Discovery and Scoping Content Analysis ▪ Once a content audit is complete and the content inventory created, an analysis of all existing content elements can occur. ▪ Content is analyzed for accuracy, usefulness to the user, and relevancy to current business goals. ▪ Timing depends on the amount of content that needs to be analyzed. – Up to 50 pages/screens: 5 hours – 50-100 pages/screens: 10 hours – 100+ pages/screens: 10+ hours
  • 37. 3737 Discovery and Scoping WHAT IS THE BARE MINIMUM? Competitor Analysis Personas Content Audit / Inventory What’s happening in the market What work has already been done Who is your user? What do they need from you? What content exists for you to leverage? What content does your user need to best understand what you are telling them?
  • 39. 3939 ▪ Card sorting ▪ Site Maps ▪ SEO ▪ Wireframes ▪ Content Page Tables Information Architecture These tools are some that can be used in a IA phase.
  • 40. 40 Information Architecture CARD SORTING Topics and navigation organization Mostly done with UX designers and content strategist We have also used stakeholders to help validate our findings or recommendations
  • 41. 41 Information Architecture CARD SORTING Enterprise Creative recently facilitated seven card sorting sessions with participants from 6 different groups within the organization The open card sort involved participants categorizing and sorting a variety of provided topics.
  • 42. 42 Information Architecture CARD SORTING 40 topics were included Each topic represented content featured on multiple levels of an existing website Prep time 1 week Testing Time 90-minutes sessions 4 days Post Testing 3 days analyze data
  • 44. 4444 PAGE TABLES Outlines content requirements for a specific page, screen or content module. Includes objective, source content, content recommendations, hierarchy and SEO recommendations. Provides direction for content creation and delivery. Used to develop wireframes. 1 page table: 1 hour Information Architecture
  • 45. 4545 WIREFRAMES Most wireframes start as sketches, usually from white boarding sessions Data from discovery is taken broken down and ideas are generated Team Members UX Designer Content Strategy UI Designer Information Architecture
  • 46. 4646 WIREFRAMES Taking our sketches into UXPin Using in-app and team libraries to build wireframes quickly In-app collaboration point with writers ▪ Headlines ▪ Labels ▪ Content Callout Information Architecture
  • 47. 4747 WIREFRAMES Always present wireframes back to stakeholders Validates that you have all the information and gives the team the chance to describe the vision and explain why certain decisions were made Information Architecture
  • 48. 4848 PROTOTYPING INTERACTIVE WIREFRAMES To uncover requirements previously defined during the kickoff Stakeholder gets a feel for the overall experience Transactional flows are tested and reviewed by the team and stakeholders Uncovers any unmet requirements or issues in the experience Gives the opportunity to catch any mistakes before it moves into development Information Architecture
  • 50. 50 Design and Copy 1. Designers designed blindly without context 2. Writers developed copy without knowing the environment OUR PAST PROCESS
  • 51. 51 Design and Copy 1 2 ▪ Designer creates wireframe in design application from sketches ▪ Writer creates content in a word document ▪ Writer emails copy doc to the designer ▪ Designer copy and pastes copy into design and updates design depending on length ▪ Designer makes a PDF and emails back to writer ▪ Writer makes edits and comments in PDF doc ▪ Emails back to design ▪ Copy and pastes edits into design ▪ Creates PDF for final approvals PAST DESIGN & COPY PROCESS
  • 52. 52 Design and Copy 1 ▪ Designer creates wireframe in UXPin with content blocks ▪ Writer creates content in a word document ▪ Writer flows content to UXPin in the design ▪ Designer and writer make updates as needed collaboratively in UXPin using team comments CURRENT DESIGN & COPY PROCESS
  • 53. 53 Created so each designer, writer, project manager, and stakeholder understands how we will work together Gives a step-by-step explanation on hand-off and the approval process Design and Copy
  • 54. 5454 Design and Copy Face-to-face presentation Email PDF’s for multiple stakeholders Multiple feedback PDF’s PM consolidates feedback Writer updates copy, sends to the designer Designer updates design as well as copy Re-packages documents and resends PAST REVIEW & APPROVAL PROCESS
  • 55. 5555 Design and Copy Face-to-face presentation ▪ Quick UXPin Comment demo PM sends UXPin share link to stakeholders Stakeholders make collaborative comments in UXPin PM reviews and assigns comments to team members Each member makes the updates and resolve the comments Resubmission is sent or represented if design is drastically altered NEW REVIEW & APPROVAL PROCESS
  • 56. 5656 Design and Copy Importance of Face-to-face presentations – Help build rapport – Discuss design decisions and testing results – Answer questions – Educate stakeholders on the review process REVIEW AND APPROVAL PROCESS
  • 59. 5959 BUTTON STYLES Prototyping ▪ Tangible examples ▪ Shows functionality ▪ Recreate the environment
  • 60. 6060 FUNCTIONALITY AND BEHAVIOR Prototyping ▪ Tangible examples ▪ Shows functionality ▪ Recreate the environment
  • 61. 6161 RECREATE THE ENVIRONMENT Prototyping ▪ Tangible examples ▪ Shows functionality ▪ Recreate the environment
  • 63. 63 Testing ▪ Saves time on the back end by testing and validating any hypothesis and assumptions you may have ▪ Aside from early discovery elements, testing is one of the first things dropped or removed from a key date schedule
  • 64. 64 Steve Krug “Rocket Surgery Made Easy” Testing I will now saw my [lovely] assistant in half What a do-it-yourself test looks like Recruit loosely and grade on a curve Who to test with and how to find them
  • 65. 6565 Testing Moderated Testing ▪ 10-15 users TYPES OF TESTING Unmoderated Testing ▪ 30+ users 30% 70%
  • 66. 6666 Testing Hallway testing – Project Stakeholders – Team members – Random person Hire an outside company – They find your exact user – They perform the testing – They provide the documentation and results RECRUITING USERS
  • 67. 6767 Testing ▪ Identify what you want to test ▪ Write out your tasks ▪ Test your own tasks ▪ Selecting demographics ▪ If your testing client allows for pre-screening, create them to best match the personas you build ▪ Review the results ▪ Write a summary document BUILDING A TEST
  • 68. 68 ▪ Very important artifact from testing ▪ Stakeholders are not always interested in the whole test, so you need to break it down for them ▪ Briefly explain the tasks and report the findings ▪ Include quotes from users emphasize your points ▪ Write a long form document Testing: Summary Doc
  • 70. 7070 The Hand Off Common term referring to the preparation of final design and copy files and “handing off” to the development team 3 ways this can go down 1. The Perfect Road ▪ Talking multiple times a day, open to all feedback 2. Horrible Hand off ▪ Throwing things over the fence with no communication 3. Reality ▪ Open communication ▪ You may need to initiate the conversation
  • 71. 71 The Hand Off 1 2 3 DESIGNER ▪ Redlines + specs – UXPin Spec Mode ▪ Design assets – PSD’s – Images COPY ▪ Final copy doc ▪ SEO DEV ▪ Verify developer resources ▪ Verify the correct communication channels
  • 72. 7272 UXPIN SPEC MODE The Hand Off ▪ Keeps the designers on point and allows us to double check our work before sending it off for development ▪ Some real opportunity to improve our communication with the developers Try it for free
  • 74. 74 QA and Internal Review – If a prototype has been created, this is a great time for comparison and conversation User Acceptance Testing – Identify team roles ▪ Designer – Layout, Branding ▪ UX – Experience ▪ Writers – Content ▪ PM/AM - Requirements Launch Post Launch Analysis – Quick Fixes – Validation – Day 2 updates Dev Build
  • 75. 7575 Dev Build POST MORTEM MEETING 1. Full team meets to discuss end to end process ▪ What worked well, what didn’t 2. How did each stage go? ▪ How can we be more efficient? 3. How was the process? ▪ What needs to be changed or altered?
  • 77. 7777 What We Have Learned This current process has evolved twice since the start of 2016 – Jan 2016 – The introduction of UXPin to our flow and process – July 2016 – Stakeholder approval process Solicit feedback from business partners and stakeholders TRY, TRY, TRY, AND THEN TRY AGAIN
  • 78. 7878 What We Have Learned Assign 1 lead person to be in charge of the process document – Too many cooks in the kitchen is a recipe for failure Team members can bring topics up to assign lead It’s the owners responsibility to bring up new concerns and feedback to the whole group Lead is responsible for communicating the process to other team members and business partners HAVE THE RIGHT PEOPLE INVOLVED
  • 79. 7979 What We Have Learned ▪ Identify test projects ▪ Introduce and explain the process to the entire team ▪ As a team, meet often to discuss how things are going ▪ Play it out and take notes along the way – Be flexible even during testing LIKE ANY PRODUCT, YOU NEED TO TEST
  • 80. 80 TEST PROJECT Plan Advisor National Conference ▪ Project with a short timeline ▪ All members were informed about the new process ▪ I walked the Project Managers through the process up front ▪ During the kick-off, I introduced the process to the stakeholders What We Have Learned
  • 81. 81 PROJECT FIRSTS ▪ All comments were made in UXPin ▪ Writers input all copy in UXPin themselves and make all updates ▪ Post Mortem identified areas for improvement – Communication with each other, including PM – Creating a process for iterations – We introduced an iteration naming convention What We Have Learned
  • 82. 8282 What We Have Learned Continue to monitor the process Quarterly check-in with the team 1st Qtr: Need for more education to business partners 2nd Qtr: Need a UXPin Process 3rd Qtr: Need to focus on developing our Agile UX Process THINGS WILL START TO FORM A HOLDING PATTERN
  • 83. 8383 About UXPin Collaborative Design Platform ● Wireframe, prototype, user test, & more. ● Get feedback & co-design in real time. ● Import and scale your design system. ● Generate visual specs for developer handoff.
  • 84. 8484 THANK YOU OPEN UP FOR YOUR QUESTIONS
  • 85. 8585 Want more advice? Get free ebooks.