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Page 1: THE LEAN UX - SUMMARY

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Summary of THE LEAN UX Laura Klein

By

Preeti Bhallahttp://vinsol.com

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AREAS OF STUDY VALIDATION

Validation tools and techniques

DESIGN

Design Validation

Design Hacks

Sketches, Wireframes and prototypes

PRODUCT

Measuring a product

Iterating Faster

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What Is Lean UX?

A fundamental change in the way we design products

Attributes of LEAN UX :

User Centered

Agile

Data Driven

Fast and Cheap (sometimes)

Hypothesis validation

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WHAT TO VALIDATE?

PROBLEM

MARKET

PRODUCT

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EXCUSES FOR NOT VALIDATING!

It’s a Design Standard

Company X does it this way

We don’t have time or money

We’re new, we’ll do it later

It’s my Vision, users will screw it up

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VALIDATION TOOLS

Competitor Testing

Landing Page tests

Five-Second Tests

Prototype testing

Guerrilla User Tests

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COMPETITOR TESTINGIf you can isolate the 10% of a complicated product, you can deliver an infinitely simpler product!

Test someone else’s product

It points out mistakes that others have made

Helps you learn about users’ problems

It works even before you have an idea for a product!http://vinsol.com

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LANDING-PAGE TESTS

One page sites to see how many people are interested.

Can be used even before an actual product is build so it’s cheap

Validates both problem and market

Draw traffic using Facebook or AdWords and analyse

results

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FIVE-SECOND TESTS To test the first impression of the design/product

Make the user look at your product for five seconds

Ask participants if they can look at a couple of screens

and answer some questions ( maybe, in exchange of

something)

Can use usabilityhub.com – Application to test your

and

others’ products as wellhttp://vinsol.com

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PROTOTYPE TESTING

Give your potential customers something that has the look

and feel of your product.

Clickable prototype testing

Make an interactive prototype

Decide what tasks to perform

Ask open-ended questions

Be careful as it could be labour intensive sometimeshttp://vinsol.com

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GUERRILLA USER TESTS

Cheap and fast method of gathering feedback

Quickly finds usability flaws in the product

Can be conducted at any place with a significant footfall

How to perform guerrilla tests :

Use a portable kit – Product installed on your laptop, tablet etc

Ask someone to perform a task

Observe as the do it

Do not ask questions in between

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HOW TO TEST ?

Don’t give a guided tour

Ask Open-Ended questions

Follow Up

Let the User fail

Look for patterns

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DESIGN HACKS

Design Patterns

Consistency

Frameworks

Plug-ins

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DESIGN PATTERNS

Design patterns are reusable solutions to a recurring problem

Understand the difference between copying and being inspired

Don’t settle for a design pattern without considering your

problem

Examples : Comments, fetching data , purchase , searching etc

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CONSISTENCY

It makes a design more professional and usable

Problems with inconsistency :

Makes products less finished

Mentally taxing for users

Try to find out what is making the product inconsistent

in the first place

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FRAMEWORKS & PLUG-INS

Frameworks – Responsive grid line interfaces with decent

styling and functionality

Use plug-ins instead of building everything from scratch

These are trivially simple to use

Saves time and effort

Example – Bootstrap, Spree, Magento etchttp://vinsol.com (Ruby on Rails, iOS, Android & Ecommerce Apps Development)

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GETTING PROFESSIONAL HELP?

Establish what kind of designer do you actually need

Try not to judge someone by his random static piece of

work

Walkthrough his/her projects to see what exactly has

been done by him/her before you hire

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FLOW DIAGRAMSDiagrammatic representation of flow of an application/ interaction

Any interaction that needs more than one or two steps has

the potential for branching and hidden errors

A simple sign up can have a number of steps when it

comes down to a flow diagram

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FD -SIGN UP/LOGIN

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FD -SIGN UP/LOGIN

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FD -SIGN UP/LOGIN

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WHY USE FDs ?

Helps in visualizing how users will move around in the

system

Creates a clearer picture of how much effort will be

required in design and engineering

Helps in deciding which states need design

Helps in visualizing designhttp://vinsol.com

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SKETCHESRough representation of your vision of the design

They are quick and disposable

Good for starting to communicate your design to others

Help in deciding where should the elements be in

relation to one another on a page

Cuts down a lot of documentation work

The only way you can sketch good is to start sketching!

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WIREFRAMES

Wireframes lie somewhere between a rough sketch and an

interactive prototype

Includes all buttons, call-to-actions and navigation

elements of a real product

Includes all the content that goes into each screen

Helps in visualizing a deeper level of design

Helpful in getting usability feedbackhttp://vinsol.com

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TYPES OF DESIGN

Interaction Design

It’s about how something works

Example : Number of steps in checkout, what elements

will be there on each page etc.

Visual Design

It’s about how something looks like

Example : Font sizes. Colors etc

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WHY VISUAL DESIGN?

Visuals enhance information

Ex : Color schemes of Facebook & Google are very subtle to

enhance information content

Reinforces desired user actions

Ex : Encouraging interaction by making buttons look

clickable

Visuals set the tone of a producthttp://vinsol.com

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PRODUCT

MVP

Limited Vs Bad product

Shipping an MVP

Metric analysis

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MVP A good MVP has to be both M & V

Don’t try to do too many things at once, none of which

work properly

Making a product Minimum doesn’t ensure it’s viability.

Amazon and Facebook started as MVPs and grew slowly

with time

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LIMITED VS BAD PRODUCT

A limited product is both Minimum and Viable whereas

a bad product could be minimum but is not viable

A limited product may not do much but whatever it does,

it does it well

Aim at making a small whole product than a large bad

product.

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SHIPPING AN MVP/CHANGE

The following mechanisms can be used :

Opt in – Target early adopters

Opt out – Target people not looking for a change or an

MVP

N% rollout – Target a percentage of existing customers

The new user rollout – Target new set of users

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METRICS AND HAPPY USERS

Retention - A good metric to look out for but be mislead

by forced retention

Revenue – Don’t sacrifice long term revenue for short

term gains

Net Promoter Score(NPR) – It’s a good indicator but can

be difficult to collect accurately

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METRICS AND HAPPY USERS Conversion to paying – Good indicator but skews to measuring

the free part of the product

Engagement – Good for social networking and gaming

products

Registration – It’s a good indicator but works better when

it’s lazy

Customer Service contacts – Could be a tricky indicator

depending on accessibility of serviceshttp://vinsol.com

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ANALYSING DATA Mistakes people make while analysing data :

Trading-off long term gains for short term effects

Forgetting the goal of metrics

Combining data from multiple tests

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LOOSELY RELATED RANT

Pain Driven design

Wizard of Oz feature

Design Validation

The Two Q’s of validation

How much to design

Need Vs Want

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PAIN DRIVEN DESIGN

Before you start, figure out what is causing pain for your

users and potential users.

When does Pain Driven Design help?

Before you have a product

If you already have a product

Even if the product is disruptive

Listen to what your customers have to sayhttp://vinsol.com

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WIZARD OF OZ FEATURE

Putting up a front that looks like a real working product

but functions are being carried out manually in the

backend.

Saves engineering and design time

Validates feature/product

Saves time and money

Example : FoT , Aardvark

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DESIGN VALIDATIONWhen starting with an MVP keep the following in mind :

Design the ‘Test’ first

Write Design stories (if required)

Talk about possible solutions with the team

Sketch a few approaches

Make a decision (Using Return On Investment(ROI) approach)

Test and Iterate

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THE TWO Qs

QUANTITATIVE APPROACH :

Includes A/B testing, Cohort Analysis etc

Can be used alone with one-variable (small) changes

QUALITATIVE APPROACH :

Includes contextual enquiry , Usability studies, Customer

development interviews etc

Needed along with Quantitative approach when multiple

variables are involved

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HOW MUCH TO DESIGN?

Design what you need to design to learn what you want

to learn

Design just enough to validate your hypothesis

Design what is absolutely necessary first and then the

neat

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NEAT VS NECESSARY

NEAT

• Beautiful• Cool• Interesting

NECESSARY

• Easy• Obvious• Useful

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NEED VS WANT Give users what they really need and not just what they want!

The three customers example :

Choice Proble

m

Value for

Money Proble

m

Social Proof Proble

m

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THANK YOU!

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