Managing Experiences

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Managing Experiences: Utilizing User Experience Design (UX) as an Agile Methodology for Teaching Project Management Guiseppe Getto East Carolina University [email protected]

Transcript of Managing Experiences

Page 1: Managing Experiences

Managing Experiences: Utilizing User Experience Design (UX) as an Agile Methodology for

Teaching Project Management

Guiseppe GettoEast Carolina University

[email protected]

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What I’ll Cover

• The UX Process as Agile Teaching Methodology

• Strategies: Focus on the Problem, Not the Solution

• Teams: Building Cross-Functional Relationships

• Clients: Focusing on User Needs and Pain Points

• Deliverables: Reports, Personas, Infographics, and

Prototypes

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The UX Process as Agile Teaching Methodology

A process for producing (digital) communication deliverables• Preliminary research (why?)• Prototyping (what?)• Usability testing (how?)• Maintenance (when?)

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Strategies: Focus on the Problem, Not the Solution

“by breaking the job of crafting user experience down into its

component elements, we can better understand the problem as a

whole” - Garrett (2003)

– Who wants the deliverable created and why? If it’s a redesign, who

created the original and why?

– Understanding the use cases

– Understanding user requirements

– Comparative assessment: what else is out there that’s better?

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Teams: Building Cross-Functional Relationships

Giving students collaborative roles in small teams

• Project manager

• Prototyping specialist

• Usability specialist

• User researcher

• Information architect / content strategist

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Clients: Focusing on User Needs and Pain Points

Needs <> Pain Points

• Needs = “I can’t accomplish this core task

without this design element”

• Pain Points = “I really struggle with this design

element or task”

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Example Usability Report

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Example Persona

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Example Prototype