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Lean UX. Designing Great Products with Agile Teams. 2nd Edition - Helion

Lean UX. Designing Great Products with Agile Teams. 2nd Edition
ebook
Autor: Jeff Gothelf, Josh Seiden
ISBN: 978-1-4919-5355-6
stron: 208, Format: ebook
Data wydania: 2016-09-12
Księgarnia: Helion

Cena książki: 92,65 zł (poprzednio: 107,73 zł)
Oszczędzasz: 14% (-15,08 zł)

Dodaj do koszyka Lean UX. Designing Great Products with Agile Teams. 2nd Edition

Lean UX has become the preferred approach to interaction design, tailor-made for today’s agile teams. In the second edition of this award winning book, leading advocates Jeff Gothelf and Josh Seiden expand on the valuable Lean UX principles, tactics, and techniques covered in the first edition to share how product teams can easily incorporate design, experimentation, iteration, and continuous learning from real users into their Agile process.

Inspired by Lean and Agile development theories, Lean UX lets you focus on the actual experience being designed, rather than deliverables. This book shows you how to collaborate closely with other members of your Agile product team, and gather feedback early and often. You’ll learn how to drive the design in short, iterative cycles to assess what works best for the business and the user. Lean UX shows you how to make this change—for the better.

  • Frame a vision of the problem you’re solving and focus your team on the right outcomes
  • Bring the designers’ toolkit to the rest of your product team
  • Share your insights with your team much earlier in the process
  • Create Minimum Viable Products to determine which ideas are valid
  • Incorporate the voice of the customer throughout the project cycle
  • Make your team more productive: combine Lean UX with Agile’s Scrum framework
  • Understand the organizational shifts necessary to integrate Lean UX

Dodaj do koszyka Lean UX. Designing Great Products with Agile Teams. 2nd Edition

Spis treści

Lean UX. Designing Great Products with Agile Teams. 2nd Edition eBook -- spis treści

  • Foreword
  • 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?
  • I. Introduction and Principles
    • About Part I
  • 1. Lean UX: 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 teams
        • Principle: small, dedicated, colocated
        • Principle: self-sufficient and empowered
        • Principle: problem-focused teams
      • Principles to Guide Culture
        • Principle: moving from doubt to certainty
        • Principle: outcomes, not output
        • Principle: removing waste
        • Principle: shared understanding
        • Principle: no rock stars, gurus, or ninjas
        • Principle: permission to fail
      • Principles to Guide Process
        • Principle: work in small batches to mitigate risk
        • Principle: continuous discovery
        • Principle: GOOB: the new user-centricity
        • Principle: externalizing your work
        • Principle: making over analysis
        • Principle: getting out of the deliverables business
    • Wrapping Up
  • II. Process
    • About Part II
      • The Lean UX Process
  • 3. Driving Vision with Outcomes
    • Using the Right Words
    • Assumptions
      • Assumptions: The Big Four
    • Method: Declaring Assumptions
      • Who
      • Preparation
      • Problem Statement
        • Existing product: problem statement template
        • New product: problem statement template
      • Running the Exercise: Business Assumptions Exercise
    • Hypotheses
      • Hypotheses: Tactical and Testable
    • Getting from Problem Statement to Hypothesis
      • Completing Your Hypothesis Statements
        • Running the exercise: business outcomes
        • Running the exercise: users
    • Proto-Personas
      • Persona Format
      • The Persona Creation Process
        • Running the exercise: user outcomes
        • Running the exercise: features
        • Running the exercise: assembling your feature hypotheses
      • Prioritizing Hypotheses
    • Moving on to Design
    • Wrapping Up
  • 4. Collaborative Design
    • Collaborative Design
      • Collaborative Design: The Informal Approach
      • Collaborative Design: A More Structured Approach
      • Running a Design Studio
        • Setting
        • The team
        • Process
        • Supplies
        • Problem definition and constraints (1545 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
    • Design Systems
      • Design Systems: Whats in a Name?
      • The Value of Design Systems
      • Case Study: GE Design System
      • Creating a Design System
        • Characteristics of successful design systems and style guides
        • What goes into a design system?
    • Collaborating with Geographically Distributed Teams
      • Collaborative Design Sessions with Distributed Teams
        • Set up
        • Priming the pump with affinity mapping
        • Design Studio with remote teams
    • Making Collaboration Work
      • Wrapping Up
  • 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 Prototypes
        • Pros
        • Cons
      • Low-Fidelity On-Screen Mockups
        • Pros
        • Cons
      • Middle- and High-Fidelity On-Screen Prototypes
        • Pros
        • Cons
      • Coded and Live-Data Prototypes
        • Pros
        • Cons
      • What Should Go into My Prototype?
      • Demos and Previews
      • Example: Using a Prototype MVP
    • Wrapping Up
  • 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 Activity
      • Confusion, Contradiction, and (Lack of) Clarity
      • Identifying Patterns Over Time
      • Test What Youve Got
        • Sketches
        • Static wireframes
        • High-fidelity visual mockups (not clickable)
        • Clickable mockups
        • 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
  • III. Lean UX in Your Organization
  • 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
      • Experiment Stories
      • User Validation Schedule
    • Participation
      • Design Is a Team Sport
    • Case Study: Knowsy (by Lane Goldstone)
      • The Innovation Games Company
      • A Shared Vision Empowers Independent Work
      • Breaking the Design Bottleneck
      • The Outcome
    • Beyond the Scrum Team
    • Lean UX and Agile in the Enterprise
      • Wrapping Up
  • 8. Making Organizational Shifts
    • The Shifts
      • Changing Culture
      • Shifting Team Organization
      • Shifting Process
        • SHIFT: Humility
        • SHIFT: Outcomes
        • SHIFT: Roles
        • SHIFT: New skills for UX designers
        • SHIFT: Cross-functional teams
        • SHIFT: Small teams
        • SHIFT: Workspace
        • SHIFT: Distributed teams
        • SHIFT: No more heroes
        • SHIFT: From BDUF to Agile-fall: same thing, new day
        • SHIFT: Speed first, aesthetics second
        • SHIFT: Fall in love with the problem, not the solution
        • Shift: UX debt
        • SHIFT: Agencies are in the deliverables business
        • A quick note about development partners
        • SHIFT: Working with third-party vendors
        • SHIFT: Documentation standards
        • SHIFT: Be realistic about your environment
        • SHIFT: Managing up and out
      • Wrapping Up
  • 9. Case Studies
    • Regulations and Financial Services: Lean UX at PayPal
      • Fixing Checkout
      • The Team
      • Getting Started and Overcoming Obstacles
      • The Results
    • Online to Offline: Lean UX at CarMax
      • Seeking an Outcome
      • Lean UX + Customer Experience + Service Design
      • Proto Personas
      • Testing a Hypothesis
      • The Next Iteration
      • Testing Another Hypothesis
      • Integrating In-Store Sales Staff
      • Regular Cadence with the Team
    • Setting Client Expectations at a Digital Product Studio: Lean UX at ustwo
      • The Service Definition Workshop
      • Following the Workshop, MVPs and Collaboration
    • Lean UX in an Agency: Changing the Way We Sell Work
      • Alignment, Coordination, and Flexibility
      • Working with Third-Party Engineers
    • A Last Word
  • Index

Dodaj do koszyka Lean UX. Designing Great Products with Agile Teams. 2nd Edition

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