Cyber Duck UX Handbook Second Edition
Cyber Duck UX Handbook Second Edition
Second edition
DESIGN
OUR HANDBOOK
FOR USER-CENTRED
Cyber-Duck Ltd | www.cyber-duck.co.uk | © All Rights Reserved
Publisher: Cyber-Duck
Publication date: May 2019
ISBN: 978-1-9160826-0-1
Author: Cyber-Duck
Email: [email protected]
Address: Elstree House, 12 High Street, Elstree,
Hertfordshire, WD6 3EP, United Kingdom
Website: www.cyber-duck.co.uk
Please direct all enquiries to the author.
1
Introduction
Second Edition
01. Introduction
Minor updates only.
02. Planning
Substantial updates to the Requirements Gathering,
Stakeholder Interviews, Personas, Content and Analytical
Reviews. Added a case study from Mitsubishi Electric.
03. Design
Updates to the User Journeys, Prototyping and Usability
Cyber-Duck Ltd | www.cyber-duck.co.uk | © All Rights Reserved
04. Development
Substantial updates to the Front-End Coding, Technology
and Test-Driven Development sections.
05. Conclusion
Minor updates only.
06. About us
Substantial updates to offer the reader more resources, the
UX Companion and our Digital Training Masterclasses.
3
“
I invented the term [user
experience] because I thought
human interface and usability
were too narrow. I wanted to
cover all aspects of the person’s
experience with the system,
including industrial design,
graphics, the interface, the
physical interaction, and the
manual. Since then, the term has
spread widely, so much so that it is
starting to lose its meaning...”
DON NORMAN
Apple
4
*
by Vitsoe, distributed under a CC BY-SA 3.0 license
“
Good design is thorough
down to the last detail.
Cyber-Duck Ltd | www.cyber-duck.co.uk | © All Rights Reserved
*This image is licensed under the Creative Commons Attribution-Share Alike 3.0 Unported license.
5
01
CONTENTS
INTRODUCTION
1.1 User Experience (UX) 9
1.2 The Development of Strategic UX 11
1.3 User-Centred Design & Test-Driven Development 12
1.4 The Key Benefits of an Effective UX Process 14
1.5 The Key Elements of UX 17
1.6 The Basic UX Process 18
02
PLANNING
2.1 Introduction to Planning 21
2.2 Requirements Gathering 24
2.3 Stakeholder Interviews 27
2.4 Personas 30
2.5 Content 33
2.6 Competitor Research 38
2.7 Analytical Reviews 40
2.8 Feature Audits 43
2.9 Ethnography 45
2.10 Planning Summary 47
03
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DESIGN
3.1 Introduction to Design 51
3.2 ‘How Might We’ (Brainstorming) Techniques 52
3.3 Site & App Maps 54
3.4 User Journeys 57
3.5 User Stories 59
3.6 Prototyping 60
3.7 Usability Testing 63
3.8 Focus Groups 67
3.9 Art Direction & Visual Design 69
3.10 Design Systems 72
3.11 Psychological Models 76
3.12 Design Summary 82
7
04
DEVELOPMENT
4.1 Introduction to Development 85
4.2 Front-End Coding 87
4.3 Technology 89
4.4 Test-Driven Development (TDD) 93
4.5 Post-Launch Analysis 98
4.6 Development Summary 102
05
CONCLUSION
5.1 Conclusion 105
06
ABOUT US
6.1 About Us 109
6.2 About the Author 111
6.3 Acknowledgements 112
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INTRODUCTION
01
9
1.1
User Experience (UX)
Useful
Usable Desirable
Valuable
Findable Accessible
Credible
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1.2
The Development of Strategic UX
1.3
User-Centred Design
& Test-Driven Development
User-centred design (UCD) is a design methodology
and research process that falls under the overarching UX
discipline. An effective UCD framework is the best way
to examine and meet our users’ desires, as it places their
experience at the core of the project. The stakeholders
and target users are consulted at each key stage of
the design process; they are presented with versions
of the interface and/or tests of early prototypes. This
iterative methodology challenges and checks the
project with real users; teams aim to constantly improve
the experience and product in response to this user
feedback.
Platform development
1.4
The Key Benefits of an Effective
UX Process
To deliver true value to users across all platforms,
establishing an effective user experience must become
an objective of the organisation. It must not be a
post-development (or even marketing) bolt-on. A
comprehensive UCD methodology will ensure the UX
process is effective by helping to:
2. Bulletproof requirements
8. Consider accessibility
1.5
The Key Elements of UX
Ethnography
1.6
The Basic UX Process
Strategy
Research
Prototype
Visual design
PLANNING
02
21
2.1
Introduction to Planning
Audience
Research
Technology
Relationships
2.2
Requirements Gathering
2.3
Stakeholder Interviews
2.4
Personas
product or service
2.5
Content
Case Study:
Mitsubishi Electric UK
When we began working with Mitsubishi Electric
UK, we quickly identified a major issue we would
have to confront: how to present complicated
technical information in a user-friendly way.
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2.6
Competitor Research
2.7
Analytical Reviews
2.8
Feature Audits
2.9
Ethnography
2.10
Planning Summary
DESIGN
03
51
3.1
Introduction to Design
3.2
‘How Might We’
(Brainstorming) Techniques
3.3
Site & App Maps
1 George Miller, a psychologist, suggested most people could hold seven pieces of
information at once in their short-term memory (with the Magic Number 7+-2). However,
Dr Susan Weinschenk recently argued this number is much lower, at 3-4 items. Either
way, don’t overload the user with navigation systems.
56
3.4
User Journeys
3.5
User Stories
3.6
Prototyping
There are many prototyping tools out there, and which one
you use will depend on what you’re trying to achieve. For
grey scale wireframes, you can use AxureRP. It can handle
simple one page websites or multiple page applications
with complex interactions. For high-fidelity prototypes,
Sketch can be used in tandem with Invision Studio to
create interactive prototypes in the browser.
3.7
Usability Testing
2 Running smaller tests with fewer users is more effective, minimising repetition
in results. As few as five users can find 80% of issues during testing; all issues can
be found by 15 participants.
3.8
Focus Groups
3.9
Art Direction & Visual Design
3.10
Design Systems
Case Study:
Bank of England
Cyber-Duck worked with the Bank of England to
redesign its website. The old website was dated
and it wasn’t user-friendly, but our UX designers
and in-house developers were ready to help.
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3.11
Psychological Models
“
The more choices you
have to choose from, the
longer it takes for you to
make a decision.
HICK’S LAW
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77
BLUEBERRY PLUM
RASPBERRY STRAWBERRY
“
The time required to rapidly
move to a target area is a
function of the distance to
and the size of the target.
FITTS’S LAW
“
Data graphics should draw
the viewers’ attention to the
sense and substance of the
data, not to something else.
TUFTE’S THEORY
DATA
80
“
A behaviour will not happen
without motivation, ability
and a trigger.
FOGG’S BEHAVIOUR MODEL
High
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motivation
triggers
succeed here
Motivation
A
ct
io
n
lin
e
triggers
Low fail here
motivation
“
Ethos, Pathos, Logos
ARISTOLE’S THEORY
3.12
Design Summary
DEVELOPMENT
04
85
4.1
Introduction to Development
DEVELOPMENT QA
24H CYCLE
UPDATE
UX / DESIGN PRODUCTS
BACKLOG
UX DESIGN
DAILY
A retainer to ‘enable creativity’ STANDUP
RESEARCH /
DISCOVER
PROJECT
KICK-OFF
DAILY
CYCLE
SPRINT
CLOSURE RETROSPECTIVE RELEASE
SPRINT
REVIEW
The graphic above demonstrates how key design and development stages work
in parallel at Cyber-Duck, where we combine UX with an agile mindset. The
UX research and design is ongoing within sprints but can also be treated as a
separate project within the Sprint Zero, or discovery phase.
87
4.2
Front-end coding
“
Design is not just what it looks
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4.3
Technology
4.4
Test-Driven Development (TDD)
negative experience.
3
Find out more about how the beta phase works from GOV.UK.
97
4.5
Post-Launch Analysis
4
To find out more about the distinction between ‘big’ and ‘small’ data, read my
blog on ‘Applying Data-Driven Design to Marketing: Introducing Data’.
101
4.6
Development Summary
“
Leonardo Da Vinci
combined art and
engineering, that kind
of unity is needed once
again.”
BEN SHNEIDERMAN
Computer Scientist
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CONCLUSION
05
105
5.1
Conclusion
“
The best design explicitly
acknowledges that you cannot
disconnect the form from the
material - the material informs
the form.”
JONATHAN IVE
Apple
*This image is licensed under the Creative Commons Attribution-Share Alike 3.0 Unported license.
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ABOUT US
06
109
6.1
About Us
• Digital Transformation
• Customer / User Experience design
• Marketing Strategy and tactics
• Google Analytics and Tag Manager
• CUI, voice assistants and chat bots
• Technology
6.2
About the Author
6.3
Acknowledgements
Danny would like to thank the following contributors from
Cyber-Duck for helping to research and collate this paper.
“
Design drives innovation;
innovation powers brand;
brand builds loyalty; and
loyalty sustains profits. If you
want long-term profits, start
with design.”
MARTY NEUMEIER
The Designful Company
114
Cyber-Duck Ltd | www.cyber-duck.co.uk | © All Rights Reserved
ISBN: 978-1-9160826-0-1