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Lean UX. 3rd Edition - Helion

Lean UX. 3rd Edition
ebook
Autor: Jeff Gothelf, Josh Seiden
ISBN: 9781098116255
stron: 256, Format: ebook
Data wydania: 2021-07-29
Księgarnia: Helion

Cena książki: 143,65 zł (poprzednio: 167,03 zł)
Oszczędzasz: 14% (-23,38 zł)

Dodaj do koszyka Lean UX. 3rd Edition

Lean UX is synonymous with modern product design and development. By combining human-centric design, agile ways of working, and a strong business sense, designers, product managers, developers, and scrum masters around the world are making Lean UX the leading approach for digital product teams today.

In the third edition of this award-winning book, authors Jeff Gothelf and Josh Seiden help you focus on the product experience rather than deliverables. You'll learn tactics for integrating user experience design, product discovery, agile methods, and product management. And you'll discover how to drive your design in short, iterative cycles to assess what works best for businesses and users. Lean UX guides you through this change--for the better.

  • Facilitate the Lean UX process with your team with the Lean UX Canvas
  • Ensure every project starts with clear customer-centric success criteria
  • Understand the role of designer on a agile team
  • Write and contribute design and experiment stories to the backlog
  • Ensure that design work takes place in every sprint
  • Build product discovery into your team's "velocity"

Dodaj do koszyka Lean UX. 3rd Edition

 

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Dodaj do koszyka Lean UX. 3rd Edition

Spis treści

Lean UX. 3rd Edition eBook -- spis treści

  • Forewords
  • Authors Note
    • Note: From Jeff
    • Note: From Josh
    • From Jeff and Josh
  • Preface
    • What Is Lean UX?
    • Who Is Lean UX For?
    • Whats in It for You?
    • OReilly Online Learning
    • How to Contact Us
  • I. Introduction and Principles
  • 1. More Important Now than Ever Before
    • Design Is Always Evolving
  • 2. Principles
    • The Foundations of Lean UX
    • So, What Is the Definition of Lean UX?
    • Principles
      • Principles to Guide Team Organization
        • Principle: Cross-functional
        • Principle: Small, dedicated, colocated
        • Principle: Self-sufficient and empowered
        • Principle: Problem-focused
      • Principles to Guide Culture
        • Principle: Moving from doubt to certainty
        • Principle: Outcomes over output
        • Principle: Removing waste
        • Principle: Shared understanding
        • Principle: No rock stars, gurus, or ninjas
        • Principle: Permission to fail
      • Principles to Guide Process
        • Principle: dont do the same thing faster
        • Principle: beware of phases
        • Principle: iteration is the key to agility
        • Principle: work in small batches to mitigate risk
        • Principle: embrace continuous discovery
        • Principle: get out of the building
        • Principle: externalize your work
        • Principle: make over analysis
        • Principle: get out of the deliverables business
    • Wrapping Up
  • 3. Outcomes
    • What Business Are We In?
      • A Story About Outcomes
      • Unpacking the Story: Output, Outcomes, Impact
        • A deeper look at an outcome
    • Outcomes, Iteration, and Validation
  • II. Process
  • 4. The Lean UX Canvas
    • Assumptions Are the New Requirements
    • The Lean UX Canvas
    • Using the Canvas
      • So When Should We Use the Lean UX Canvas?
      • Is the Lean UX Canvas Best Suited for Early-Stage Ideas or for Sustaining Innovation?
      • Who Should Work on the Canvas?
      • How Long Should We Expect to Spend on a Lean UX Canvas?
      • Do We Have to Use the Canvas to Do Lean UX?
      • Facilitating Each Section
        • Be inclusive
        • Remote versus in-person
    • Wrapping Up
  • 5. Box 1: Business Problem
    • Facilitating the Exercise
    • Some Examples of Problem Statements
    • What to Watch Out For
  • 6. Box 2: Business Outcomes
    • Using the User Journey
      • User Journey Type: Pirate Metrics
      • User Journey Type: Metrics Mountain
      • Facilitating Your Business Outcomes Conversation with Metrics Mountain
      • User Journey Type: Service Journeys and User Story Maps
    • Outcome-to-Impact Mapping
    • What to Watch Out For
  • 7. Box 3: Users
    • The Proto-Persona Template
    • Facilitating the Exercise
      • Early Validation
    • What to Watch Out For
  • 8. Box 4: User Outcomes and Benefits
    • Facilitating the Exercise
    • What to Watch Out For
  • 9. Box 5: Solutions
    • Facilitating the Exercise
      • Affinity Mapping
      • Collaborative Design: A More Structured Approach
    • Running a Design Studio
      • Setting
      • The Team
      • Process
      • Supplies
      • Problem Definition and Constraints (15 Minutes)
      • Individual Idea Generation (10 Minutes)
      • Presentation and Critique (3 Minutes per Person)
      • Pair Up to Iterate and Refine (10 Minutes)
      • Team Idea Generation (45 Minutes)
      • Using the Output
    • What to Watch Out For
  • 10. Box 6: Hypotheses
    • Facilitating the Exercise
    • Prioritizing Hypotheses
    • What to Watch Out For
  • 11. Box 7: Whats the Most Important Thing We Need to Learn First?
    • Facilitating the Exercise
    • What to Watch Out For
  • 12. Box 8: MVPs and Experiments
    • 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
      • The Truth Curve
    • Examples of MVPs
      • Landing Page Test
      • Feature Fake (aka the Button to Nowhere)
      • Wizard of Oz
      • Example: Wizard of Oz MVP for Taproot Plus
    • Prototyping
      • Paper Prototypes
        • Pros
        • Cons
      • Low-Fidelity On-Screen Mock-Ups
        • Pros
        • Cons
      • Middle- and High-Fidelity On-Screen Prototypes
        • Pros
        • Cons
      • No-Code MVP
        • Pros
        • Cons
      • Coded and Live-Data Prototypes
        • Pros
        • Cons
      • What Should Go into My Prototype?
      • Demos and Previews
      • Example: Using a Prototype MVP
  • 13. Bringing It All Together
    • The Lean UX Canvas in the Enterprise
    • Validately: Validating Your Product with Customer Interviews and a Two-Day Prototype
    • Kaplan Test Prep: Using Lean UX to Launch a New Business
  • III. Collaboration
  • 14. Collaborative Design
    • Collaborative Design
      • Collaborative Design: The Informal Approach
      • Lean UX and Design Sprints
      • Using Design Sprints in a Lean UX Process
    • Design Systems
      • Design Systems: Whats in a Name?
      • The Value of Design Systems
      • Design Systems Teams Are Product Teams
      • Dont Skip the Fat Markers
        • Case study: GE design system
    • Collaborating with Geographically Distributed Teams
      • Collaborating with Distributed Teams
      • Making Collaboration Work
      • Wrapping Up
  • 15. Feedback and Research
    • Continuous and Collaborative Research
      • Collaborative Discovery
        • Collaborative discovery in the field
        • A collaborative discovery example
      • Continuous Learning
        • Going back to principles
        • Continuous research: Research is never done
        • Continuous learning in the lab: Three users every Thursday
        • Simplify your test environment
        • Who should watch?
        • Continuous research: Some examples
        • Testing Tuesdays
      • Making Sense of the Research: A Team Activity
        • Confusion, contradiction, and (lack of) clarity
      • Identifying Patterns over Time
        • Test what youve got
          • Sketches
          • Static wireframes
          • High-fidelity visual mock-ups (not clickable)
          • Clickable mock-ups
          • Coded prototypes
      • Monitoring Techniques for Continuous and Collaborative Discovery
        • Customer service
        • On-site feedback surveys
          • Search logs
          • Site usage analytics
          • A/B testing
    • Wrapping Up
  • 16. Integrating Lean UX and Agile
    • Make the Agile Process Your Own
      • Redefining Done
      • Were Still Doing Staggered Sprints. Why?
      • Dual-Track Agile
        • Dual-track works when its one team
        • Planning dual-track work
    • Exploiting the Rhythms of Scrum to Build a Lean UX Practice
      • Sprint Goals, Product Goals, and Multi-Sprint Themes
        • Kick off the theme with a collaborative design
        • Sprint planning meeting
        • Experiment stories
        • User validation schedule
      • Designers Must Participate in Planning
    • Stakeholders and the Risks Dashboard
    • Outcome-Based Road Maps
      • Frequency of Review
      • Measuring Progress
    • Lean UX and Agile in the Enterprise
    • Wrapping Up
  • IV. Lean UX in Your Organization
  • 17. Making Organizational Shifts
    • The Shifts
      • Changing Culture
      • Shifting Team Organization
      • Shifting Process
        • Shift: Be humble
        • Shift: Embrace new skills
        • Shift: Create open, collaborative workspaces
        • Shift: No heroes
        • Shift: Fall in love with the problem, not the solution
        • Shift: Evolve agency culture
        • Shift: Be realistic about your environment
        • Shift: Think competencies over roles
        • Shift: Create cross-functional teams
        • Shift: Create small teams
        • Shift: Work with distributed teams
        • Shift: Build flexibility into third-party vendor relationships
        • Shift: Plan work using outcomes, not output
        • Shift: Beware of BDUF sneaking into Agile environments
        • Shift: Embrace speed first, aesthetics second
        • Shift: Tackle UX debt
        • Shift: Rethink documentation practices
        • Shift: Manage up and out
  • 18. Lean UX in an Agency
    • What Business Do You Want to Be In?
    • Selling Lean UX to Clients Is All About Setting Expectations
    • Nobody Wants to Buy Experiments
    • You Made the Sale! Now Navigate Procurement
    • Youre Not an Outsourcing Partner Anymore
    • A Quick Note About Development Partners and Third-Party Vendors
    • Wrapping Up
  • 19. A Last Word
    • The Product that Makes the Product
  • Index

Dodaj do koszyka Lean UX. 3rd Edition

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