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UX on the Go: A Flexible Guide to User Experience Design [Pehme köide]

  • Formaat: Paperback / softback, 224 pages, kõrgus x laius: 229x152 mm, kaal: 331 g, 7 Line drawings, black and white; 5 Halftones, black and white; 45 Illustrations, black and white
  • Ilmumisaeg: 28-Jul-2020
  • Kirjastus: Routledge
  • ISBN-10: 0367228629
  • ISBN-13: 9780367228620
  • Formaat: Paperback / softback, 224 pages, kõrgus x laius: 229x152 mm, kaal: 331 g, 7 Line drawings, black and white; 5 Halftones, black and white; 45 Illustrations, black and white
  • Ilmumisaeg: 28-Jul-2020
  • Kirjastus: Routledge
  • ISBN-10: 0367228629
  • ISBN-13: 9780367228620
Designed with flexibility and readers needs in mind, this purpose driven book offers new UX practitioners succinct and complete intructions on how to conduct user research and rapidly design interfaces and products in the classroom or the office.

With 16 challenges to learn from, this comprehensive guide outlines the process of a User Experience project cycle from assembling a team to researching user needs to creating and veryifying a prototype. Practice developing a prototype in as little as a week or build your skills in two-, four-, eight-, or sixteen-week stretches. Gain insight into individual motivations, connections, and interactions; learn the three guiding principles of the design system; and discover how to shape a users experience to achieve goals and improve overall immediate experience, satisfaction, and well-being.

Written for professionals looking to learn or expand their skills in user experience design and students studying technical communication, information technology, web and product design, business, or engingeering alike, this accessible book provides a foundational knowledge of this diverse and evolving field.

A companion website will include examples of contemporary UX projects, material to illustrate key techniques, and other resources for students and instructors. Access the material at uxonthego.com.

Arvustused

UX on the Go: A Flexible Guide to User Experience Design is a pedagogical gift to our field. In sixteen carefully scaffolded chapters, Mara and contributors provide students and faculty alike with the practical and theoretical tools necessary to understand, manage and demystify complex project cycles, user-driven decisions, and action first paradigms. The creative challenges and UX examples in this book will define how rapidly-adjusted project cycles, user-driven decisions, and action- first paradigms are taught in our classrooms for years to come.

Jim Ridolfo, University of Kentucky

Author of Rhetoric and Digital Humanities, Digital Samaritans: Rhetorical Delivery and Engagement in the Digital Humanities, and Rhet Ops: Rhetoric and Information Warfare

UX on the Go stands out as a textbook with its emphasis getting out in the field and meeting users the people all the work is about. From beginning to end, Andrew Mara identifies the role of UX research and practical ways to include users in the entire process, engaging them and embedding their stories in the product.

Whitney Quesenbery, Center for Civic Design

Author of Storytelling for User Experience, Global UX, and A Web for Everyone

In UX on the Go: A Flexible Guide to User Experience Design, Andrew Mara gives us a very clear and practical exploration of UX design. I very much appreciated his step-by-step approach to designing with the users needs and experiences in mind.

Richard Johnson-Sheehan, Purdue University

Author of Writing Today, Technical Communication Today, and Writing Proposals "UX on the Go: A Flexible Guide to User Experience Design is a pedagogical gift to our field. In sixteen carefully scaffolded chapters, Mara and contributors provide students and faculty alike with the practical and theoretical tools necessary to understand, manage and demystify complex project cycles, user-driven decisions, and action first paradigms. The creative challenges and UX examples in this book will define how rapidly-adjusted project cycles, user-driven decisions, and action- first paradigms are taught in our classrooms for years to come."

Jim Ridolfo, University of Kentucky

Author of Rhetoric and Digital Humanities, Digital Samaritans: Rhetorical Delivery and Engagement in the Digital Humanities, and Rhet Ops: Rhetoric and Information Warfare

"UX on the Go stands out as a textbook with its emphasis on getting out in the field and meeting users the people all the work is about. From beginning to end, Andrew Mara identifies the role of UX research and practical ways to include users in the entire process, engaging them and embedding their stories in the product."

Whitney Quesenbery, Center for Civic Design

Author of Storytelling for User Experience, Global UX, and A Web for Everyone

"In UX on the Go: A Flexible Guide to User Experience Design, Andrew Mara gives us a very clear and practical exploration of UX design. I very much appreciated his step-by-step approach to designing with the users needs and experiences in mind."

Richard Johnson-Sheehan, Purdue University

Author of Writing Today, Technical Communication Today, and Writing Proposals

List of Figures
xv
Acknowledgments xviii
Introduction 1(17)
Welcome to User Experience on the Go
1(1)
Defining User Experience
2(1)
Three Principles
2(1)
First Principle
3(1)
Second Principle
4(1)
Third Principle
5(1)
Good News
6(1)
Bad News
6(1)
Filling in the Gaps
6(2)
A Week in the Life of a UX Professional
8(2)
When to Observe and Interview
10(1)
A Note about Face-to-Face vs. Virtual Teams
11(1)
Using This Book
11(2)
The Stretch
13(4)
Challenges
17(1)
1 Take an Active User Experience Stance
18(15)
Do, Observe, Think
18(2)
Just Temperate Brave Action
20(1)
UX Team Justice Manifesto
21(1)
UX Project Plan
21(3)
Preliminary Fieldwork
24(3)
UX Scavenger Hunt
27(2)
Challenge #1 Finding Your Future Network
29(1)
UX Story: Iterating an Orphaned Girls' School in South Sudan
30(2)
Conclusion
32(1)
2 Build Your Temporary Team
33(13)
Team Assembly
34(2)
Design Studio
36(3)
Role Card
39(1)
Standup
40(1)
Project Profile
41(1)
TeamMeetup
42(1)
Challenge #2 Build a UX Lair
43(2)
Conclusion
45(1)
3 Map Your Best UX Cycle
46(11)
UX Inventory
46(1)
Connect the Dots
46(2)
Building Additional Team Support
48(1)
Opportunity Workshop
49(3)
Project Pricis
52(2)
Requirements
54(1)
Challenge #3 Plant a UX Garden
54(2)
Conclusion
56(1)
4 Find and Understand Your Users
57(25)
What Can Be Measured or Characterized
59(4)
Meeting and Engaging with Users
63(1)
Agile Ethnography
63(2)
Direct Participant Recruiting
65(2)
Participant Consent Form
67(1)
Remote Participant Recruiting
67(2)
When You Can't Meet with Users
69(1)
Bodystorming
69(2)
Heuristic Audit
71(1)
Usability Heuristic Audit
72(3)
Gestalt Principles
75(1)
Strategize Your User Research
75(1)
Research Plan
76(2)
Effort vs. Value Diagram
78(2)
Challenge #4 Create a Listening Practice
80(2)
5 Ask, Observe, and Involve Users
82(19)
Contextual Observation
82(1)
Setting
83(1)
Structure of the Observation
84(2)
Observational Notes
86(2)
Interviews
88(1)
Setting
88(1)
Demeanor
89(1)
Structuring the Interview
89(3)
User Diaries
92(1)
Unlocking the Potential of Diary Studies
92(3)
Camera Studies
95(3)
Task Analysis
98(1)
Scope
98(1)
Conducting a Task Analysis
98(1)
Value
99(1)
Challenge #5 Conduct a Five-Second Test
100(1)
6 Design with Users
101(10)
User Swarms
101(2)
Co-Designing
103(3)
UX Story: Designing a Social Robot for Teens: Starting from Scratch
106(4)
Challenge #6 Write a Story about Convolving Your Interface and Society
110(1)
7 Test and Begin to Sift through the Data
111(11)
Affinity Wall Sprint
112(3)
Benchmark Test
115(1)
A/B Test
115(1)
Sentiment Study
116(1)
Card Sort
117(1)
Hosting a Card Sort
117(2)
Variations in Card Sorting
119(1)
Online or Digital Card Sorts
119(1)
Challenge #6 Create a Data Dashboard
120(1)
Challenge #7 Host a User Trivia Contest
120(2)
8 Collect and Analyze the Data
122(12)
Validity
122(1)
Qualitative Data Analysis
123(2)
Transcript Analysis
125(1)
Coding Transcripts
126(2)
Diary Study Analysis
128(1)
Quantitative Research Analysis
128(1)
Benchmarking
129(1)
A/B Test Analysis
129(1)
Sentiment Study Data
130(1)
Eye tracking Study Data
130(1)
Tree Test Data
131(1)
Card Sort Data
132(1)
Conclusion
132(1)
Challenge #8 Host a Data Analysis Party
132(2)
9 Find the Story in Your Data
134(8)
Stories Are Time Machines
134(1)
Concept Stories and Usage Stories
135(1)
Where to Start Your Story
135(1)
Concept Stories
136(2)
Usage Story
138(1)
Guided Discovery Map
139(1)
Challenge #9 Perform Your User Story
140(1)
Conclusion
140(2)
10 Present Data to Users, Team Members, and Stakeholders
142(8)
Mode of Presentation
142(1)
Case Study
143(1)
Findings Report
143(2)
PechaKucha
145(3)
Insight Blog
148(1)
Challenge #10 Create a Data Cartoon
148(1)
Conclusion
149(1)
11 Persuade with Personas
150(7)
ProtchPersona
150(2)
Persona
152(1)
UX Story: Personas at Mayo Clinic
153(3)
Challenge #11 Create a Persona Village
156(1)
Conclusion
156(1)
12 Manifest Your Idea in Sketches
157(15)
From Scribbles to Sketches
157(2)
Sketching
159(2)
Sketch Sprint
161(1)
Variation: Sketch with Clients and Stakeholders
162(1)
Sketchboard
163(2)
Infographics
165(1)
Nest the Data in a Story
165(1)
Craft an Overall Image Scheme
166(1)
Simplify the Image
167(1)
Make It as Small as Possible
167(1)
Storyboards
168(1)
Challenge #12 Sketch Your Team's Work Week
169(1)
Conclusion
170(2)
13 Wireframes and Mockups
172(11)
Wireframes
172(4)
Mockups
176(1)
Combine and Transform
177(3)
UX Story: Wireframing an Educational Flow
180(1)
Challenge #13 Create an Interface Documentary
180(2)
Conclusion
182(1)
14 Create a Prototype or Minimum Viable Product, and Test It
183(15)
Prototype
184(1)
UX Story: Prototyping a Food Locker
185(4)
Minimum Viable Product
189(1)
Usability Test Report
190(3)
UX Story: Creating an App MVP for a Community Arts Challenge
193(3)
Challenge #14 Take Your MVP or Mockup on Tour
196(1)
Conclusion
197(1)
15 Capture the Lessons and Disassemble the Team
198(10)
Capture the Lessons of the Cycle
198(1)
Procedures
198(3)
Task Board Cleanup
201(1)
Retrospective
202(2)
Project Autopsy
204(2)
Team Reflection
206(1)
Challenge #15 Hold a Reverse IceSreaker
207(1)
Conclusion
207(1)
16 Prepare to Do It Again
208(9)
UX Brown Bag Meeting
209(1)
Interface Pageant
209(1)
Pop-Up UX
210(1)
User Safari
211(2)
User Ecology Blueprint
213(2)
Challenge #16 Apply One UX Research Technique to Your Workplace
215(2)
Index 217
Andrew Mara is an Associate Professor and Faculty Head of Interdisciplinary Humanities and Communication in the College of Integrative Arts and Humanities at Arizona State University. He has been teaching user experience, innovation rhetoric, and technical writing for 16 years. In addition, he has created an interactive arts app, built a digital dissertation studio, edited a special issue of Technical Communication Quarterly, performed a social media gameshow, and published over 20 journal articles, book chapters, and conference proceedings on writing innovation and communities of practice.