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    The User Experience Team of One


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      THE USER EXPERIENCE TEAM OF ONE

      A RESEARCH AND DESIGN SURVIVAL GUIDE

      Leah Buley

      The User Experience Team of One

      A Research and Design Survival Guide

      Leah Buley

      Rosenfeld Media, LLC

      457 Third Street, #4R

      Brooklyn, New York

      11215 USA

      On the Web: www.rosenfeldmedia.com

      Please send errors to: errata@rosenfeldmedia.com

      Publisher: Louis Rosenfeld

      Developmental Editor: Marta Justak

      Interior Layout: Danielle Foster

      Cover Design: The Heads of State

      Cover Illustrator: Josh Cochran

      Indexer: Sharon Shock

      Proofreader: Sue Boshers

      © 2013 Leah Buley

      All Rights Reserved

      ISBN: 1-933820-18-7

      ISBN-13: 978-1-933820-18-7

      LCCN: 2013939951

      Printed and bound in the United States of America

      For Theo and Chris, my boy and my man.

      HOW TO USE THIS BOOK

      Who Should Read This Book?

      While many people are attracted to the field of user experience because they want to be champions for users, simply loving users doesn’t guarantee that you’ll be a successful user experience team of one. UX teams of one are people who love users and also make sure that designs get tested, business people’s questions are answered, design problems receive an appropriate amount of creative exploration, UX specifications are implemented according to plan, the product is continually monitored and improved upon, and support for UX is ever growing. And they do it all without a roadmap or a blueprint, with the help of people who may or may not be active supporters of UX themselves.

      This book is for anyone who is interested in taking on the challenging and rewarding work of spreading a user-centered mindset to new places where it’s never been before. While this book is intended to be approachable for anyone who picks it up, it was written with two particular audiences in mind.

      • One core audience for this book is people who are already working on product teams in another role but are interested in transitioning into the field of UX. If that sounds like you, that may mean that you’ve never thought of yourself as a UX professional before, and you’re interested in crossing over into the field, either as a main role or part of an adjacent role. For this type of reader, Chapters 1 and 2 are a must.

      • Another core audience for this book is more experienced practitioners who are seeking ways to work more effectively within a cross-functional team. For this type of reader, Chapters 3 and 4 are highly recommended.

      What’s in This Book?

      The user experience team of one ethos is equal parts philosophy and practice (see Figure 0.1). It focuses on having the right attitude, seeking out opportunities, being patient and inclusive, and doing the best work you can. Between philosophy and practice, I’ll cover not just guiding principles, but also the nuts and bolts of how to successfully run a UX project as a team of one.

      Accordingly, this book is organized in two parts: Part I is philosophy, and Part II is practice.

      FIGURE 0.1

      Being a successful UX team of one is equal parts thought and action, head and hand, philosophy and practice.

      Part I, “Philosophy,” is a frank walk-through of the UX team of one’s concerns, from start to finish. In this section, I’ll explain what it means to be a UX team of one, how to establish a successful foundation, how to grow yourself and your career, and how to involve others and build support for UX along the way.

      • Chapter 1, “UX 101,” gives an overview of what UX is, how it came to be, and what it takes to be a UX practitioner.

      • Chapter 2, “Getting Started,” focuses on how to begin, including the fundamentals of user research and design for the new and aspiring UX team of one.

      • Chapter 3, “Building Support for Your Work,” addresses some of the most challenging parts of life as a team of one: how to build support and do great work in spite of real-world organizational and interpersonal constraints.

      • Chapter 4, “Growing Yourself and Your Career,” is a blueprint for thriving and flourishing as you grow yourself and your career in user experience.

      In Part II, “Practice,” I’ll focus on the nuts and bolts of user experience work. This half of the book is intended to function as a ready reference, full of practical methods that have been selected and, in some cases, adapted to fit the realities of a UX team-of-one’s situation. What is this reality? Most importantly, teams of one must rely heavily on their non-UX colleagues to help them get work done. That means there is a preference here for methods that can be done in a quick-and-dirty fashion, and an even greater bias toward methods that invite collaboration and cross-functional participation. In some cases, these methods may already be familiar to you, but the approach and tips are adapted for the work of a team of one.

      • Chapter 5, “Planning and Discovery Methods,” helps you set up a UX project for success. It includes planning and discovery of the team’s requirements and expectations. It also covers techniques for establishing a shared UX strategy with the team.

      • Chapter 6, “Research Methods,” is all about research. This includes research with users, the centerpiece of a UX practice, as well as research into competitors and best practices.

      • Chapter 7, “Design Methods,” covers methods and techniques for inclusive and participatory user experience design.

      • Chapter 8, “Testing and Validation Methods,” provides methods for validating that your strategy, research, and design work has led you in the right direction.

      • Chapter 9, “Evangelism Methods,” brings our discussion of philosophy and practice full circle, and finishes up with approaches for building support and awareness of UX throughout your organization.

      • Chapter 10, “What’s Next,” closes with a personal challenge for you to think critically about where you’re taking your work in UX and how it aligns with the growth of the field overall.

      Parts I and II are heavily cross-referenced, so methods that are described in detail in Part II are explained in context in Part I and vice versa.

      The book is designed so that you can dip in and out as needed when you face a specific challenge or are working at a particular point in a project. That said, reading Part I from start to finish will give you a sense of the common growth path for a UX team of one. And reading Part II sequentially will give you a complete plan for how to run a UX project.

      What Comes with This Book?

      This book’s companion website (rosenfeldmedia.com/books/ux-team-of-one/) contains some templates, discussion, and additional content. The book’s diagrams and other illustrations are available under a Creative Commons license (when possible) for you to download and include in your own presentations. You can find these on Flickr at www.flickr.com/photos/rosenfeldmedia/sets/.

      FREQUENTLY ASKED QUESTIONS

      What is a user experience team of one?

      A UX team of one is someone who works in a situation where they are the key person driving a user-centered design philosophy. Certainly, if you are the only person in your company practicing (or aspiring to practice) user-centered design, you are a user experience team of one. However, even in organizations with multiple UX professionals, if you regularly work on a team where you are the only UX person, you are a UX team of one. Chapter 3 explains the kinds of challenges that UX teams of one commonly face, and explains what to do about them.

      I’m a freelancer. Is this book for me?

      The User Experience Team of One focuses primarily on people working in or with organizations. It is n
    ot explicitly geared toward freelancers, consultants, or contractors. Still, much of this book may be relevant for independents, insofar as they, too, must often work with the cross-functional teams of their clients. And for readers who are considering going out on their own, be sure to check out the section “Considering Going Independent?” in Chapter 4.

      What’s different about life as a UX team of one?

      If you are a UX team of one, you have these unique challenges:

      • You feel like a jack of all trades, master of none. You do a variety of work: probably some design, some research, some writing, some testing, and some evangelism. You care about your work, and you want to do it well. But being a generalist, you may feel as if you are spread a bit thin. You may also wonder at times if you’re “doing it right.” Would a specialist’s level of knowledge make a tough design problem or difficult conversation easier to get through?

      • You need to evangelize. You probably work with or for an organization that doesn’t yet “get it.” That is, they haven’t fully bought into the value and purpose of UX. Or, even if they do value user experience, they may not be in a position to fully fund and build a robust UX practice. Either way, that means that you’re constantly seeking to educate and influence.

      • You’re learning on the job. You need to figure out how to do your work on your own. You may have discussion lists and professional communities that you can turn to for peer-to-peer advice, but in your day-to-day work, you often have to make an educated guess and then trust and defend your hunches as to the best next steps.

      • You’re working with constrained resources. The biggest challenge for teams of one is time. There’s only one of you, and there’s a lot of work to be done.

      • You’re charting your own course. No one in your organization has done this before. You’re figuring out your own career path, without a guide or a manual to follow.

      What makes this role interesting is the dramatic tension between needing to inspire through expertise and trying to build your own expertise at the same time. This leads to a unique set of challenges that go well beyond simply trying to do good design. It makes skills like facilitation, flexibility, assertiveness, and persuasiveness central to the team of one’s toolkit. This interesting tension has practical considerations, as well as philosophical ones—and that simple fact is the inspiration for this book.

      Chapters 2 and 3 explain the working conditions that a team of one often experiences, while Chapters 5 through 9 provide specific methods that are optimized for those working conditions.

      Is this just an intro to a UX book?

      Yes and no. This book is intended to be accessible to people who are just starting out in user experience, as well as seasoned practitioners. Chapter 1 provides an overview of user experience and can serve as a basic introduction to the field. However, the methods in Chapters 5 through 9 aren’t just typical UX methods. They have been chosen because they educate and involve others who may not be familiar with or supportive of user-centered design, while requiring less time and fewer resources.

      CONTENTS

      How to Use This Book

      Frequently Asked Questions

      Foreword

      Introduction

      PART I: PHILOSOPHY

      CHAPTER 1

      UX 101

      Defining User Experience

      An Example

      Where UX Comes From

      Where UX Professionals Come From

      If You Only Do One Thing...

      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

      If You Only Do One Thing...

      CHAPTER 3

      Building Support for Your Work

      Principles over Process

      Dealing with People Issues

      Dealing with Organizational Issues

      Responses to Common Objections

      If You Only Do One Thing...

      CHAPTER 4

      Growing Yourself and Your Career

      Professional Communities

      Continuing Education

      Making a Case for Career Growth

      Moving Out and On

      If You Only Do One Thing...

      PART II: PRACTICE

      CHAPTER 5

      Planning and Discovery Methods

      METHOD 1

      UX Questionnaire

      METHOD 2

      UX Project Plan

      METHOD 3

      Listening Tour

      METHOD 4

      Opportunity Workshop

      METHOD 5

      Project Brief

      METHOD 6

      Strategy Workshop

      If You Only Do One Thing...

      CHAPTER 6

      Research Methods

      METHOD 7

      Learning Plan

      METHOD 8

      Guerilla User Research

      METHOD 9

      Proto-Personas

      METHOD 10

      Heuristic Markup

      METHOD 11

      Comparative Assessment

      METHOD 12

      Content Patterns

      If You Only Do One Thing...

      CHAPTER 7

      Design Methods

      METHOD 13

      Design Brief

      METHOD 14

      Design Principles

      METHOD 15

      Sketching

      METHOD 16

      Sketchboards

      METHOD 17

      Task Flows

      METHOD 18

      Wireframes

      If You Only Do One Thing...

      CHAPTER 8

      Testing and Validation Methods

      METHOD 19

      Paper and Interactive Prototypes

      METHOD 20

      Black Hat Session

      METHOD 21

      Quick-and-Dirty Usability Test

      METHOD 22

      Five-Second Test

      METHOD 23

      UX Health Check

      If You Only Do One Thing...

      CHAPTER 9

      Evangelism Methods

      METHOD 24

      Bathroom UX

      METHOD 25

      Mini Case Studies

      METHOD 26

      Peer-to-Peer Learning Community

      METHOD 27

      Pyramid Evangelism

      If You Only Do One Thing...

      CHAPTER 10

      What’s Next?

      The Evolution of UX

      The Endurance of Design

      The Secret Agenda of the UX Team of One

      If You Only Do One Thing...

      APPENDIX

      Guide to the Methods in Part II

      Index

      Acknowledgments

      About the Author

      FOREWORD

      There are some things you should never do at the same time: Move. Have a baby. Adopt a puppy. Change jobs. Leah did all of this while also writing this book.

      And while anyone who knows Leah shouldn’t be surprised by her ability to pull all of this off, this speaks to a tenacity shared by those who find themselves in a “UX Team of One.” There’s a certain amount of grit, or perhaps it’s foolhardiness, that allows us to plunge into the unknown, the untried, the undiscovered.

      My own entry into the user experience world was a solitary one: dot-com boom. Lone visual designer. Surrounded by a team of engineers. Like many others, I had to look around and figure out on my own how to do things. Fifteen years later, I’m delighted to report that’s still the case. Even as a consultant, hired for my expertise, I’m still learning and making stuff up as I go along. We all are! What’s more, this learning is not all solitary—we have the shared experiences of a maturing community to draw upon. What Leah has shared in this book will no doubt add new tips and processes to your own bank of knowledge, as it has mine.

      But, beneath all the artifacts and processes, there’s something more that keeps us going, somethi
    ng timeless, something fundamental: grit and curiosity. These traits are what keep us in the game. I suspect most of us aren’t happy to leave well enough alone. And it is this dissatisfaction, this searching for something better, combined with a deep empathy, which defines the UX community. Everything else flows from this core.

      I was fortunate to see Leah debut her “UX Team of One” talk at the 2008 Information Architecture Summit. (I still have my button!) Aside from a stellar presentation to a standing-room-only crowd, I recall Leah’s no-nonsense approach to design. From the hand-sketched slides to the quick exploration of different ways to refresh an aging online service, it all just made sense. Cut the crap, do what needs to be done. No more, no less. Her presentation was at once obvious and inspiring. That was one of the few slide decks I looked for after the conference.

      Which is why I was thrilled to find out later that Leah would be sharing these ideas in a book. We need to exchange rigid processes for more flexible ways of responding. Yes, there’s merit to a hardened, repeatable process, or having a team of specialists to work with, but working alone means jumping in there and getting things done, whatever it takes! No nonsense. No formal process. This is better than defined roles and responsibilities. Working alone brings with it a certain amount of freedom and autonomy. We can shape the path before us. For this reason, working alone is something to savor, rather than endure.

      Certainly, individuals need a team to pull off great things. But I’ve found that nearly every successful product story can be traced back to one or more devoted mavericks, individuals who pushed forward, against all odds.

      And here’s the bigger truth: Whether you find yourself all alone or in a team of like-minded folks, we are all individuals with a unique voice, opinions, and diverse experiences that define us. We are all a UX Team of One. My challenge to you: Draw upon this diversity—magical things happen at the intersection of seemingly unrelated ideas. Don’t let a job title define you. Do what makes sense, not what process dictates. And most of all, never stop playing and learning. If we can all hang on for the ride, there is no limit to the places we’ll go!

     


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