The User Experience Team of One
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Оглавление
Leah Buley. The User Experience Team of One
THE USER EXPERIENCE TEAM OF ONE
HOW TO USE THIS BOOK. Who Should Read This Book?
What’s in This Book?
What Comes with This Book?
FREQUENTLY ASKED QUESTIONS. What is a user experience team of one?
I’m a freelancer. Is this book for me?
What’s different about life as a UX team of one?
Is this just an intro to a UX book?
CONTENTS
FOREWORD
INTRODUCTION
PART I
Philosophy
CHAPTER 1
UX 101
Defining User Experience
An Example
Where UX Comes From
Where UX Professionals Come From
CHAPTER 2
Getting Started
Get to Know the UX Toolkit
Establish a Point of View on the Work to Be Done
Get to Know Your Users
Start Designing
CHAPTER 3
Building Support for Your Work
Principles over Process
#1 Invite People In
#2 Make Things Together
#3 Truly Listen
#4 Know When It’s Good Enough
Dealing with People Issues
Dealing with Organizational Issues
Responses to Common Objections
CHAPTER 4
Growing Yourself and Your Career
Professional Communities
Professional Associations
Discussion Lists and Online Communities
Meet-Ups and Locals
Mentors and Buddies
Continuing Education
Online Resources
Books
Conferences
Classes and Courses
Degree Programs
North America
South America
Europe
Asia and Australia
In Your Organization
Making a Case for Career Growth
Moving Out and On
Getting Paid
Position Your Engagements for Success
Manage Your Time
PART II
Practice
CHAPTER 5
Planning and Discovery Methods
METHOD 1. UX Questionnaire
Average Time
Use When
Try It Out
METHOD 2. UX Project Plan
Average Time
Use When
Try It Out
METHOD 3. Listening Tour
Average Time
Use When
Try It Out
METHOD 4. Opportunity Workshop
Average Time
Use When
Try It Out
METHOD 5. Project Brief
Average Time
Use When
Try It Out
METHOD 6. Strategy Workshop
Average Time
Use When
Try It Out
Triads
Elevator Pitch
Artifact from the Future
Storyboards
Mood Boards
2 × 2 or Kano Model
CHAPTER 6
Research Methods
METHOD 7. Learning Plan
Average Time
Use When
Try It Out
METHOD 8. Guerilla User Research
Average Time
Use When
Try It Out
METHOD 9. Proto-Personas
Average Time
Use When
Try It Out
METHOD 10. Heuristic Markup
Average Time
Use When
Try It Out
METHOD 11. Comparative Assessment
Average Time
Use When
Try It Out
METHOD 12. Content Patterns
Average Time
Use When
Try It Out
CHAPTER 7
Design Methods
METHOD 13. Design Brief
Average Time
Use When
Try It Out
METHOD 14. Design Principles
Average Time
Use When
Try It Out
METHOD 15. Sketching
Average Time
Use When
Try It Out
METHOD 16. Sketchboards
Average Time
Use When
Try It Out
METHOD 17. Task Flows
Average Time
Use When
Try It Out
METHOD 18. Wireframes
Average Time
Use When
Try It Out
CHAPTER 8
Testing and Validation Methods
METHOD 19. Paper and Interactive Prototypes
Average Time
Use When
Try It Out
METHOD 20. Black Hat Session
Average Time
Use When
Try It Out
METHOD 21. Quick-and-Dirty Usability Test
Average Time
Use When
Try It Out
METHOD 22. Five-Second Test
Average Time
Use When
Try It Out
METHOD 23. UX Health Check
Average Time
Use When
Try It Out
CHAPTER 9
Evangelism Methods
METHOD 24. Bathroom UX
Average Time
Use When
Try It Out
METHOD 25. Mini Case Studies
Average Time
Use When
Try It Out
METHOD 26. Peer-to-Peer Learning Community
Average Time
Use When
Try It Out
METHOD 27. Pyramid Evangelism
Average Time
Use When
Try It Out
CHAPTER 10
What’s Next?
The Evolution of UX
The Endurance of Design
The Secret Agenda of the UX Team of One
APPENDIX. Guide to the Methods in Part II
Index. NUMBERS
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
Y
ACKNOWLEDGMENTS
ABOUT THE AUTHOR
Отрывок из книги
A RESEARCH AND DESIGN SURVIVAL GUIDE
Leah Buley
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METHOD 10
Heuristic Markup
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