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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)
Tabla de Contenidos:
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.