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Barry Gettings: Sample Portfolio / UX / UI demonstration of process

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Presentation on theme: "Barry Gettings: Sample Portfolio / UX / UI demonstration of process"— Presentation transcript:

1 Barry Gettings: Sample Portfolio / UX / UI demonstration of process
Main Methodologies Case studies Femmes Uni (interactive Jewellery) QS App (Construction) Sus-Living (Agri energy)

2 Main Methodologies Methodologies demonstrated in these case studies…
Lean User Experience (UX) Design thinking: User Centered Design (UCD) Agile development (Lean + Agile) The Lean UX Start up Life-Cycle model (Build-Learn-Measure)

3 Portfolio sample (1): Interactive Jewelry
Problem: How to encourage a meaningful connection between the products’ Gifters and a Receivers by the application of emerging, current technologies (NFC) to enable the users to seamlessly and digitally capture, send, receive, store (and optionally share) personal messages with a ‘Success’ based social media community.

4 Persona development Identify and develop primary personas (user & customer archetypes). See Megan (Gifter) & Tracey (Receiver). Far greater success is achievable by designing for a single set of primary users.

5 Persona Mike: (Gifter)

6 Persona Bill: (Gifter)

7 Persona Megan: (Gifter)

8 Persona Sally: (Receiver)

9 Persona Tracey: Reciever

10 Persona Chloe: Receiver

11 Wireframes & Workflow development
Lo fidelity… A low- cost, simple illustration of a design or concept, usually laid out on paper or mocked up as ‘flat’ screens, used to gather user feedback at the very early stages of design.

12 Whiteboard exercise

13 Whiteboard exercise

14 Whiteboard exercise

15 Wireframes & Workflow development 2:

16 Development of Medium Fidelity Prototypes. User Interaction (A): Megan

17 User interaction (B): Tracey

18 Prototype Development:

19 Prototype Development:

20 Prototype Development:

21 Prototype Development:

22 Prototype Development:

23 Prototype Development:

24 Prototype Development:

25 Prototype Development:

26 Prototype Development:

27 Prototype Development:

28 Prototype Development:

29 Portfolio Sample (2): QS APP
Problem: Contractors on building sites often request pricing for work on site from Quantity Surveyors. The current pricing process is time consuming and costly for both parties, which often results in the contractor deciding not to hire the Quantity surveyor.

30 Solution: Innovative native mobile smart phone application which is shaped / designed around the needs of the end users aka building contractors / Quantity Surveyors who need to quickly and competitively price materials whilst working on site.

31 Design Methodologies: User Experience / User Centered Design process.
Know the user Objective: Obtain demographic information about potential users. What is their current experience with similar software? What is their attitude to the notion of the QS app? Identify, make contact with and engage the stakeholders (contractors & Main supplier) in the project’s design and development. Competitive Analysis Objective: Identify and analyse applications that are similar to QS app or have similar tasks to QS app or have similar interactions to QS app. Participatory Prototyping Objective: Include a small representative sample of the end user to help inform and guide potential designs. Further engagement with the stakeholders. Interface Evaluation Objective: Use experts and users to evaluate the interface and interaction. Identify usability errors and task flow issues Development of the system workflow Objective: The creation of a wireframe workflow proof of concept prototype. This prototype will be used to drive further development and stakeholder engagement / investment.

32 Phase 1 Prototype: Based on Business model with Building suppliers on board:
Barrier to entry: Building Suppliers unwilling to allow access to material prices: Solution: Needs incentive / motivation to allow access to this data: *Get users on board.

33 Phase 2 Strategy: Build-soft to mobile

34 WHY BUILDSOFT? Build-soft: 80% uptake, taught to students in college as industry software:
*Competitive Analysis: Build-soft is a feature rich application that has very poor usability. It could be argued that as it is number one in its industry as its user's do not have many choices for alternatives so they must force themselves to use it. Clearly this is frustrating to users but the tactic seems to be effective. This makes this particular part of Competitive analysis and User research simplified as there are many simple steps to take to make any software benefit from a User centered design approach. As other competitors do not have good usable products, there will be technically no competitors in that space and any developed software will have an immediate advantage. [Excerpt from competitive Analysis conducted in phase 1]; Robin Deegan.

35 CONTENT STRATEGY: Content breakdown from excel to mobile:

36 USER TESTING? User Centered Design, engage with application demographic:
*Comparative Testing Methodology: Intro to Application Pre Test questions Task based analysis (5 Tasks) Post session surveys (Validate user feedback, patterns) Post session questions. Feedback & recommendations

37 MEDIUM FIDELITY WIREFRAMES:

38 HIGH FIDELITY WIREFRAMES:
User can easily drill down find archived similar jobs, then price new job with variable costing i.e. Labor costs / pricing quickly & easily on site. Negotiating with contractor.

39 NEXT PHASE: Scale the system to include essential core features derived from user testing / user feedback:

40 NEXT PHASE: Scale the system to include essential core features derived from user testing / user feedback: First core features Identified for next phase development.

41 CURRENT PROTOTYPE & WORKFLOW: SIGN IN / REGISTER

42 CURRENT PROTOTYPE & WORKFLOW: UPLOADER INTERFACE Upload content exported from excel using up-loader interface, push structured content to mobile. “Allows end user to push jobs from home system to database. The content of which can be viewed on a smart phone on site”.

43 CURRENT PROTOTYPE & WORKFLOW: MOBILE INTERFACE Content pushed to mobile from Build soft / excel sheet = easily accessible portfolio on site, search, find, editable & savable as new jobs. Allowing end user to quickly price jobs and negotiate labor costs with contractors on site.

44 Strategy: Early adopters (Quantity Surveyors) user testing continuous feedback Future adopters (Contractors, DIY enthusiasts) Increase user base to increase interest / leverage Approach Building suppliers with large user base? Enterprise system, Analysis of buying trends by location, time (seasonal) and products Branding, Identity, Graphic Design *Current system is fully testable with end users. End users available / network of Quantity surveyors have expressed a willingness to learn and use the system. Their feedback will drive the future features of the system. Early Innovators…

45 Crossing the Chasm: Early adopter strategy

46 Sample HCI Innovation / Design
Coded prototype for IT communications system designed in-house. Living Sensors (live Demo on site) Designing UX for Physical / Virtual interactive spaces

47 1: Coded Prototype Wireframes for testing
(2-3): IT based communications system: Using UX research methodologies to engage with research center stakeholders and staff at all levels and departments with the goal being to design an accessible web based internal informational communications system. Aim: to explore potential solutions to the problem of skills based Silos in an IT work place culture see Fig 1:

48 Coded Prototype Landing page

49 Coded Prototype Dashboard

50 2: Living Sensors Living sensors for HCI (Human Computer Interaction): IoT. Demo

51

52 3: Designing UX for Physical / Virtual Spaces
Designing (UX) for Physical / Virtual Spaces: Adopt a UX / UCD approach to motivate and encourage users to engage with narrative driven content in a physical space (BlackRock Castle Walk) *Fig 2: Aim: Bridge the divide between the physical and the virtual through the application of UX methodologies. What are the motivations and behaviors to use social media? Understand and translate these motivations and behaviors into the physical space and design the interactions, architecture, narrative and content accordingly.

53 30 + projects Skills Project management Multidisciplinary teams
Design Development Hardware Etc. Project implementation of agile lifecycles

54 Lean UX Cycle Build, Measure, Learn sounds pretty simple. Build a product, get it into the real world, measure customers’ reactions and behaviors, learn from this, and use what you’ve learned to build something better. Repeat, learning whether to iterate, pivot or restart until you have something that customers love. *Steve Blank

55 Iterative Cycles Keep / discard Persevere / Pivot Project Life-Cycle

56


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