The Guide to UX Design Process & Documentation (Part 2)

In this article, we explain the general product design process and relevant documents you might produce at the first three of seven stages. It is meant to be a flexible framework as opposed to a strict recipe. These ideas are covered in greater detail across 150+ pages in the Guide to UX Design Process & Documentation e-book.

The following is an overview of product design and development documentation, constituent elements, and the respective phases to which they belong. The development process and resulting documents can vary widely between companies, as many follow their own unique design principles/methodologies. In general, many of the deliverables below are common within most organizations in some form—including UXPin.

In Part 1, we covered the first three steps of the UX Design process. We’ll give a quick overview, then dive into steps 4-7.

Continue reading The Guide to UX Design Process & Documentation (Part 2)

Testing & Redesigning Yelp: User Research (from upcoming e-book)

In our second sneak peek, we summarized the process of breaking down Yelp’s business model and deciding the right types of user tests.

Now, let’s take a look at the actual user research. To get qualitative feedback on the Yelp site, we chose remote unmoderated testing since it allows for simultaneous testing. For quantitative data on the Yelp site, we chose closed card sorting and click testing to show us how users prioritize content. We also gathered quantitative data on the Yelp support site by conducting a tree test and open card sort to show gaps in the information architecture.

The entire process of user testing and redesign along with screenshots of the new Yelp site will all be included in our upcoming e-book. Below, you can get an overview of the user research process.

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Testing & Redesigning Yelp: Product Definition (from upcoming e-book)

In our first sneak peek, we summarized the entire UX process of redesigning Yelp with our partners UserTesting and Optimal Workshop. Now we’ll give you an overview of how we ensured the redesign was driven by business insights.

The entire process of user testing and redesign along with screenshots of the new Yelp site will all be included in our upcoming e-book, but we’ll provide you a glimpse of UX design in action.

Continue reading Testing & Redesigning Yelp: Product Definition (from upcoming e-book)

New Usability Testing Kit ready to download (free!)

Good design is based on user needs. And in order to know what they need, you need to conduct user testing. But don’t worry, we’ll help you out. 

Our CEO Marcin Treder created a free usability testing kit based on his 7 years of experience as a designer and user researcher. He’s distilled hundreds of hours of user testing experience into one simple-to-use kit. 

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The Guide To UX Design Process & Documentation – Part 1

In this article, we explain the general product design process and relevant documents you might produce at the first three of seven stages. It is meant to be a flexible framework as opposed to a strict recipe. These ideas are covered in greater detail across 150+ pages in the Guide to UX Design Process & Documentation e-book.

The following is an overview of product design and development documentation, constituent elements, and the respective phases to which they belong. The development process and resulting documents can vary widely between companies, as many follow their own unique design and development principles/methodology. In general, however, many of the deliverables below are common within most organizations in some form—including my wireframing and prototyping company, UXPin.

Continue reading The Guide To UX Design Process & Documentation – Part 1

UX Design in Action: Testing & Redesigning Yelp (free e-book)

When it comes to the UX design process, we all know that theory and practice can be two totally different things. That’s exactly why we decided to show the design process in action by partnering up with UserTesting and Optimal Workshop. Once they completed their original user research, we handled the Yelp redesign. Our goal is to show that user research leads to better design decisions.

The entire process and screenshots of the new Yelp site will all be included in our upcoming e-book, but you can get a glimpse of the overall process below.

Continue reading UX Design in Action: Testing & Redesigning Yelp (free e-book)

Data & Content Innovation: 5 Design Patterns for Mobile UI

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Designing the user interface of a mobile application is tricky due to the large amount of data and content you are trying to fit onto a relatively small screen. One of the best ways of addressing this issue is by incorporating the right design patterns into your mobile system. The most successful mobile application companies, such as Houzz, Instagram, Pinterest, and Wunderlist, have already done the hard work of innovating patterns that make data and content management as simple and intuitive for the user as possible. Rather than innovating from scratch, we may instead leverage these existing design patterns to our competitive advantage.

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UX Design for Mobile Applications: Getting Social

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Aristotle once said that “Without friends, no one would choose to live, though he had all other goods.” Similarly, mobile apps can have a lot of cool features, but without incorporating a social aspect into them, they may not be the best they can be. Which is not to say that all apps require social features – apps such as your bank account app or Google Maps probably don’t need social utilities at all. But for many mobile apps, the social aspect can be very advantageous, because people strive for human connection. By integrating social features into your mobile UI design, you not only facilitate human relationship, but also drive more traffic to your app.

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Navigating the Mobile Application: 5 UX Design Patterns

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Perhaps the most important thing to keep in mind when designing a mobile application is to make sure it is both useful and intuitive. If the app is not useful, it has no additional value and no one has any reason to use it. If it is useful yet entails a steep learning curve, people won’t bother learning how to use it. Good UI design addresses both of these design problems, and as discussed in Successful Mobile Applications: Using UI Design Patterns, the formalized best practices for solving common design problems are known as design patterns. Understanding and recognizing today’s newest and most trending design patterns can give you a huge leg-up in the industry of mobile application design, so that your next app will be fresh and competitive.

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Successful Mobile Applications: Using UI Design Patterns

The most successful mobile apps are the easiest to use. They do not require much time to learn functionality, nor do they require much effort to maintain usage. People like simplicity – nobody wants to spend an hour trying to figure out how an app works. Yet at the same time, you also want an app that delivers useful value to some aspect of your life. How can you balance these two qualities in the design of a mobile application?

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A Practical Look At Using Wireframes

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Who uses wireframes, what’s their purpose & how do they work together

Wireframing is an important tool for product design and development.

Whether you’re building the next hot startup or a solid website or mobile application, wireframes are invaluable in keeping everyone on the same page – not just product managers, designers, and engineers. And they can be changed really quickly to accommodate the collaborative and iterative nature of product design and development, especially in agile startups and enterprises.

Continue reading A Practical Look At Using Wireframes

The Increasing Value of Design

If you were asked whose salary is bigger in Silicon Valley, designer or engineer, you’d probably point at the coder. Historically, Silicon Valley has valued developers above all the other employees. But there is a massive shift occurring.

Riviera Partners reported that in 2013 engineers salaries varied, depending on the programming language and experience, from $104k to $150k per annum (average amount; the study included managers). Data gathered by Onward Search shows that in 2013 designers were earning, on average, between $101k and $140k (depending on the experience and specific field that they’ve worked in; the study didn’t include managers). If we account for the fact that management salaries were included in the developer survey but not the designer survey, then it is reasonable to conclude that rank and file designers are now making more than developers.

UXPin - designers and developers salary compare 2013

In the past 10 years, the global job market of UX Designers grew by 20%. UX Designer was #43 of 100 best jobs in the USA in 2012. Within one year, the market of UX Design has matured so rapidly that one of UX Design specializations, User Interface Architect, was ranked #12 of 100 best jobs in the USA.

This is one of many signs that design and the whole field of user experience are gaining prominence right now and are highly valued by tech companies of Silicon Valley. Even Google, one of the most developer-driven companies out there, has said that design principles now guide many of their product decisions. With design-focused companies like Nest and Apple thriving, we now find ourselves thinking that design is eating the world.

But despite the rapid rise of designers in the startup world, in most companies, developers and designers still have a hard time collaborating. Designers, developers, project managers, and others are stuck using tools that have them taking three right turns instead of one left. This is one of the reasons why we built UXPin – a platform that simplifies design work and makes it easier for designers to collaborate with other team members. Now, designers and developers can work together in UXPin as equals.

So to all the designers and developers out there, we are excited for this new era of collaboration and we invite you to try UXPin here for free (trial up to 30 days, no credit card required). You will love it.

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Bringing UX Design and Service Design into Interior Design

Article by Cipher Mak

New trend of doing interior design

How we do interior design is very different than years ago. In the past the only purpose of constructing a place ment for people was to make it functional. Sometime after interior designers started designing spaces that not only served their functions, but were aesthetically pleasing at the same time. Later on, apart from designing good looking spaces, interior designers introduced ergonomics along with hi-tech supporting the functionality. But wait… what about the environment? What about the mental sphere? Do people feel good in a particular location? Do people feel well when they are “using” the space? What should interior designers do to best fit people’s concerns and needs?

Introduction

Just to make sure “we’re on the same page”, a little explanation to the title three kinds of design (from Wikipedia).

What is UX Design

User Experience is any aspect of a person’s interaction with a given IT system, including the interface, graphics, industrial design, physical interaction, and the manual. In most cases, user experience design fully encompasses traditional human-computer interaction design, and extends it by addressing all aspects of a product or service as perceived by users.

What is Service Design

Service design is the activity of planning and organizing people, infrastructure, communication and material components of a service in order to improve its quality and the interaction between service provider and customers. The purpose of service design methodologies is to design according to the needs of customers or participants, so that the service is user-friendly, competitive and relevant to the customers. The backbone of this process is to understand the behavior of the customers, their needs and motivations, service designers draw on the methodologies of fields such as ethnography and journalism to gather customer insights through interviews and by shadowing service users. Many observations are synthesized to generate concepts and ideas that are typically portrayed visually, for example in sketched or service prototypes. Service design may inform changes to an existing service or creation of new services.

What is Interior Design

The outcome of interior design is a product that you walk into
Interior design describes a group of various yet related projects that involve turning an interior space into an “effective setting for the range of human activities” that are to take place there. An interior designer is someone who conducts such projects. Interior design is a multifaceted profession that included conceptual development, liaising with the stakeholders of a project and the management and execution of the design.

The New Way of Interior Design

Interior design is a bit different from products, fashion, graphics, and interactive design. Those are products we use, we hold it in our hands, we wear them, we put them on the table, etc. But for interior (or architecture), it is more like we “walk into the product” to experience it. We stay inside a space (a big product) almost every moment, from home to school, work, dining out, watching a movie in a cinema, do some recreations, and so on. Therefore how those spaces affect our mental feeling is an essential factor we need to consider.

Us designers are taught about the typical standards and ergonomics at school, telling us what is right and what is good. But these are only the basics; some typical knowledge for us to learn, a framework. But there’s the next step to it. The next step we need to make is to improve the framework and make it work for our conditions. One reason is because typical standards will not perfectly match with all spaces, functions and user needs. Another reason is because the world is changing every second, and the typical standard framework should change and upgrade in parallel with society’s development.

Of course, you could argue that all design is human-oriented as all design is made according to people’s need, however the level of awareness on what people (or the end-user) need is not high actually. This is because designers often tend to design only by their own experience and perception. Therefore those we called human-oriented design outcomes are not particularly fit to the end-users, even though the standard processes have been thought through when designing.

On the other hand, the trend of how we plan the city has changed. In the past, every building or premises usually had one single function. Office buildings with different companies inside for business, shopping malls with retail shops only, hotels were just a place for people to take rest. Now people want to do more at one time; call it multitasking, time optimization or just distraction, but the way people want to spend time changed, and so changed the places where they spend time.

Single-purpose space
You can easily see that the boundaries between functions in certain spaces are less clear than before. To name a few examples: there are recreational areas inside offices, business functions and provisions are allowed in hotels and clubhouses, people not only buy things at the mall but also have gatherings with family and friends, sitting in coffee shops not just for a coffee but for a business talk, etc.

In result the need to act upon the request of mutli-purpose spaces has dramatically increased. Same case for mobile devices. Cell phones could only make calls in the past, but nowadays they allow you to text, have video calls, watch videos on the Internet, listen to music, play games and so on.

Multipurpose spaces

Interior design is a bit different to products, fashion, graphics, and interactive design. Those are products we use, we hold it in our hands, we wear them, we put them on the table, etc. But for interior (or architecture), it is more like we “walk into the product” to experience it.

Collaboration with people from different disciplines introducing UX design and service design is then the best way for the interior design process to become effective. Good interior design is not only about practical functions, technology, and good appearance. The good interior design considers the feelings and feedback from end-users and the operators. UX design is very similar to how interior designers plan the furniture. We think of the needs of end-users in every single detail, putting the consideration on how people do things (their habits). For example, how they use the room in a hotel, dining habits in a restaurant, the sequence on how people cook, how they work, how they enjoy leisure time at home, etc. Colors, the texture of materials, ergonomics are also put into the list.

The backbone of this process is to understand the behavior of the end-users, their needs, and their motivations. Sounds familiar? Yes, it is exactly what has been mentioned at the beginning of this article – what UX design and service design methodologies are.

Us designers are taught about the typical standards and ergonomics at school, telling us what is right and what is good. But these are only the basics; this is some typical knowledge for us to learn, a framework. But there’s the next step to it.

Think more and think differently to create the breakthrough is the designers’ duty. In order to achieve the above considerations, input from end-users becomes essential. Designers should have an open mind to accept new things, consider the voice of non-designers because wise design stems from an appreciation of all things around. Working with non-designers is always a good idea to create some unexpected sparks. It is great fun if you know how to mix the “wow” ideas together. Open your eyes, open your mind, try and experience this yourself. Do something amazing ;).

About the author

Cipher Mak
Cipher Mak (Hong Kong) is currently studying Design Strategy, Master of Design part-time at The Hong Kong Polytechnic University, on the same time doing design thinking and strategy projects, including the ‘Idea Generate Cards’ project, ‘The Good Design Plan’ handbook and some article writings on blog. Always able to think outside the box which makes my creative life looks very different and stimulating to others.

A Gaze at the Stars. Interview with Andy Budd

1. How did you get started in the User Experience Design field? And what would be your advice to newcomers to the field?

12 years ago I was a designer and front end developer frustrated by the lack of planning that went into most Web products. I started reading books like “Information Architecture for the World Wide Web” and “The Art and Science of Web Design” and began experimenting with IA, usability testing and wireframing. It got to the point where I was doing so much UX work that I stopped doing design and dev altogether. That’s when I realised that I’d become a UX designer.

My advice would be not to change your job title the moment you learn what a wireframe is, but to slowly transition from one discipline to another based on knowledge and experience. So if you’re a designer or a developer in a large (or even small company) try to get to a situation where you’re doing more and more UX related tasks until that becomes the bulk of your job. Then you can quit your job, change your job title and re-invent yourself as a UX Designer.

2. What’s the one thing that always works in User Experience Design?

Thinking about the problem and sketching out possible solutions before jumping into Photoshop or your favourite code editor to start building.

3. What product, service, thing would you like to redesign and why?

There are far too many broken experiences on the Web to nominate a single product or service. However, I think banks are a really good candidate. I use Internet banking on a daily basis and am amazed how out of date traditional banks are compared to Square or Simple. So I’d love somebody like Virgin Money to come along and genuinely want to do something interesting and innovative.

On the subject of money, I’d love to fix some of the old dinosaurs of online payment like World Pay or Sec Pay before companies like Stripe and Square completely eat their lunch.

4. Can design be a source for an important social change? How can we achieve that?

The goal of design is to make people’s lives easier and more joyful, so I see it as a noble profession with a net positive effect. Some companies like IDEO and Frog will tout the World changing effects of design and there are definitely examples of this. For instance, the single-use syringe designed by Marc Koska to prevent the spread of HIV. However, most design improvements are personal and incremental so I’m not a huge fan of the current trend to glorify design.

That being said I do think that companies like Square, Simple and Stripe are making millions of people’s lives marginally easier by improving online payments, while GDS in the UK and Code for America in the US are helping to improve civic engagement and the delivery of Government services. So there are a lot of people using their design skills to improve their immediate environments, rather than selling more units of fizzy water. So that’s got to be a good thing.

5. What’s your latest design inspiration?

I don’t believe that design is a wholly creative pursuit that benefits from the classic concept of inspiration — so no strolling in the fields being inspired by the wonders of nature for me. Instead, I see a design and a process for solving problems and am inspired by interesting challenges and the ability to experiment with novel solutions.


Andy Budd is the founder of UX London, one of the longest running (and best!) UX conferences in Europe. Make sure you follow @uxlondon for more details.

Interactive Prototypes Made Easy: Design Collaboration

Designing without sharing competences can hardly get you far. Designing for the web became just too complex to master every aspect of it working alone. While competences tend to fragment, there is still a need to work within one design environment with a view for the big picture and the ability to collaborate fast and easy. The need is stronger, the more we understand the value of the overall user experience of a service.

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