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Lean UX : designing great products with Agile teams /

UX design has traditionally been deliverables-based. Wireframes, site maps, flow diagrams, content inventories, taxonomies, mockups helped define the practice in its infancy. Over time, however, this deliverables-heavy process has put UX designers in the deliverables business. Many are now measured...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Gothelf, Jeff (Autor), Seiden, Josh (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Sebastopol, CA : O'Reilly, 2016.
Edición:Second edition.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 1 0 |a Lean UX :  |b designing great products with Agile teams /  |c Jeff Gothelf and Josh Seiden. 
246 3 0 |a Designing great products with Agile teams 
250 |a Second edition. 
264 1 |a Sebastopol, CA :  |b O'Reilly,  |c 2016. 
300 |a 1 online resource (1 volume) :  |b illustrations 
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500 |a Includes index. 
520 |a UX design has traditionally been deliverables-based. Wireframes, site maps, flow diagrams, content inventories, taxonomies, mockups helped define the practice in its infancy. Over time, however, this deliverables-heavy process has put UX designers in the deliverables business. Many are now measured and compensated for the depth and breadth of their deliverables instead of the quality and success of the experiences they design. Designers have become documentation subject matter experts, known for the quality of the documents they create instead of the end-state experiences being designed and developed. So what's to be done? This practical book provides a roadmap and set of practices and principles that will help you keep your focus on the the experience back, rather than the deliverables. Get a tactical understanding of how to successfully integrate Lean and UX/DesignFind new material on business modeling and outcomes to help teams work more strategicallyDelve into the new chapter on experiment designTake advantage of updated examples and case studies. 
505 0 |a Copyright; Table of Contents; Authors' Note; Note: From Jeff; Note: From Josh; From Jeff and Josh; Preface; What Is Lean UX?; Who Is Lean UX for?; What's in It for You?; Part I. Introduction and Principles; Chapter 1. Lean UX: More Important Now€Than€Ever€Before; Design Is Always Evolving; Chapter 2. Principles; The Foundations of Lean UX; So, What Is the Definition of Lean UX?; Principles; Principles to Guide Team Organization; Principles to Guide Culture; Principles to Guide Process; Wrapping Up; Part II. Process; Chapter 3. Driving Vision with Outcomes; Using the Right Words; Assumptions. 
505 8 |a Assumptions: The Big FourMethod: Declaring Assumptions; Who; Preparation; Problem Statement; Running the Exercise: Business Assumptions Exercise; Hypotheses; Hypotheses: Tactical and Testable; Getting from Problem Statement to Hypothesis; Completing Your Hypothesis Statements; Proto-Personas; Persona Format; The Persona Creation Process; Prioritizing Hypotheses; Moving on to Design; Wrapping Up; Chapter 4. Collaborative Design; Collaborative Design; Collaborative Design: The Informal Approach; Collaborative Design: A More Structured Approach; Running a Design Studio; Design Systems. 
505 8 |a Design Systems: What's in a Name?The Value of Design Systems; Case Study: GE Design System; Creating a Design System; Collaborating with Geographically Distributed Teams; Collaborative Design Sessions with Distributed Teams; Making Collaboration Work; Wrapping Up; Chapter 5. Minimum Viable Products and€Prototypes; What Is an MVP Anyway?; Example: Should We Launch a Newsletter?; Creating an MVP; Creating an MVP to Understand Value; Creating an MVP to Understand Implementation; Some Final Guidelines for Creating MVPs; Examples of MVPs; Example: Wizard of Oz MVP for Taproot Plus; Prototyping. 
505 8 |a Paper PrototypesLow-Fidelity On-Screen Mockups; Middle- and High-Fidelity On-Screen Prototypes; Coded and Live-Data Prototypes; What Should Go into My Prototype?; Demos and Previews; Example: Using a Prototype MVP; Wrapping Up; Chapter 6. Feedback and Research; Continuous and Collaborative Research; Collaborative Discovery; Collaborative Discovery in the Field; A Collaborative Discovery Example; Continuous Learning; Continuous Learning in the Lab: Three Users Every Thursday; Simplify Your Test Environment; Who Should Watch?; Case Study: Three Users Every Thursday at Meetup. 
505 8 |a Making Sense of the Research: A Team ActivityConfusion, Contradiction, and (Lack of) Clarity; Identifying Patterns Over Time; Test What You've Got; Monitoring Techniques for Continuous and Collaborative Discovery; Customer Service; On-Site Feedback Surveys; Wrapping Up; Part III. Lean UX in Your Organization; Chapter 7. Integrating Lean UX and Agile; Some Definitions; Staggered Sprints and Their Modern Offshoots; Evolving the Design Sprint; Dual-Track Agile; Exploiting the Rhythms of Scrum to Build a Lean UX Practice; Themes; Kick Off the Theme with a Design Sprint; Iteration Planning Meeting. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
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700 1 |a Seiden, Josh,  |e author. 
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