ux-design-for-startups-marcin-treder
ux-design-for-startups-marcin-treder ux-design-for-startups-marcin-treder
Before you start thinking about the right designtechnique to use in your project, get back to yourC-P-S hypothesis. Great user experience design is allabout the problem of a specific target group that you’rejust dying to solve. Without acknowledging and in factdeeply understanding the problem of your users-to-be,any design technique will be just an empty shell.If you haven’t considered your C-P-S hypothesis yet,do it now.The power of analogBack in 2010 together, two of my friends and I startedto think about a solution to the internal problem of thecompany we used to work in the R&D departmentof: how to engage non-designers in design activities.They couldn’t be bothered with professional software(we were using Axure at the time), because it was waytoo hard to use and too far removed from fun (fun isactually an important factor here). Just the sight of a60efficient design techniques
complex interface scared them to death and we weretrying to get these ideas out of their minds and engagethem in the UX design process.We came up with the idea of using sticky notes asdesign elements and creating workshops in whichanybody could express their ideas. It was a blast, andnot long afterwards we commercialised the method asUXPin Paper Prototyping Kits, selling it to designersin 41 countries.efficient design techniques61
- Page 9: I learn anything about their ideas,
- Page 12 and 13: The ageof userexperiencedesign
- Page 14 and 15: important to have a product with to
- Page 16 and 17: design a couple of years before the
- Page 19 and 20: magazines, webinars, courses... but
- Page 21 and 22: doors will be able to perform the t
- Page 23 and 24: our customers and check what troubl
- Page 25: described the solution.Simple as th
- Page 28 and 29: It’s divided into two parts: Prod
- Page 30 and 31: Get to knowyour users
- Page 32 and 33: Designer’s Desk. Photo by irrezol
- Page 34 and 35: Remembering about the C-P-S triangl
- Page 36 and 37: customers via Skype and till today
- Page 38 and 39: disagreed with Krug. I believed tha
- Page 40 and 41: community and we all know each othe
- Page 42 and 43: which I strongly recommend, stopped
- Page 44 and 45: and attention during the test. As s
- Page 46 and 47: Skype as a research toolWhat if you
- Page 48 and 49: All right, but how can you create a
- Page 50 and 51: Set up a feedback forumWhat’s tha
- Page 52 and 53: efficientdesigntechniques
- Page 54 and 55: In my experience, only two things a
- Page 56 and 57: However, before we talk about the a
- Page 58 and 59: people consider UX designers as sor
- Page 62 and 63: Our success was possible because pe
- Page 64 and 65: works of art, unless you plan to te
- Page 66 and 67: epresentation.‘Representation’
- Page 68 and 69: and fix interaction with an interfa
- Page 70 and 71: A mockup is a visual representation
- Page 72 and 73: Prototypes are often written in HTM
- Page 74 and 75: Beware that prototyping is rather a
- Page 76 and 77: use should leave you just enough sp
- Page 78 and 79: growthand designhacking
- Page 80 and 81: Despite all this experience, I stru
- Page 82 and 83: level, successful UX designers do j
- Page 84 and 85: valid conclusion?Make sure that you
- Page 86 and 87: failure. The minimal amount of info
- Page 88 and 89: Economic metricsThey must clearly s
- Page 90 and 91: a new feature or product, consider:
- Page 92 and 93: them successful? I wouldn’t.The n
- Page 94 and 95: could see all the metrics with our
- Page 96 and 97: work influences business. Metrics b
- Page 98 and 99: at complex knowledge, but actionabl
- Page 100 and 101: Economic and behavioral metrics•
- Page 102 and 103: Get itoptimised
- Page 104 and 105: work and a feeling of anxiety rathe
- Page 106 and 107: this. We all live in an extraordina
- Page 108 and 109: focused on user experience, it does
Be<strong>for</strong>e you start thinking about the right <strong>design</strong>technique to use in your project, get back to yourC-P-S hypothesis. Great user experience <strong>design</strong> is allabout the problem of a specific target group that you’rejust dying to solve. Without acknowledging and in factdeeply understanding the problem of your users-to-be,any <strong>design</strong> technique will be just an empty shell.If you haven’t considered your C-P-S hypothesis yet,do it now.The power of analogBack in 2010 together, two of my friends and I startedto think about a solution to the internal problem of thecompany we used to work in the R&D departmentof: how to engage non-<strong>design</strong>ers in <strong>design</strong> activities.They couldn’t be bothered with professional software(we were using Axure at the time), because it was waytoo hard to use and too far removed from fun (fun isactually an important factor here). Just the sight of a60efficient <strong>design</strong> techniques