accessibility 187
acknowledgement for projects 63–64
action
economy of motion and user 200–202
elicited by marketing campaigns 15–16
object’s properties communicating 198
understanding site’s potential for 196–197
active observation 115
activities in project 164, 181–183
additional project costs and fees 60–61
affinity diagramming
applying to card sorting 116–117
solving design conflicts with 179–180
affordance 198
age of personas 136
agendas for meetings 323–325, 327
AIGA 61
American Customer Satisfaction Index (ACSI) 119
analytics tools 33
analyzing usability test results 308–310
Anderson, Stephan P. 215
Angeles, Michael 221
annotations
defined 239
Aquent 61
Art of Game Design, The (Schell) 209
assumptions in proposals 57–58
audience
developing persona for target 140–141
knowing site’s 189
testing sites for 300
audits
qualitative 153
baby-naming websites 135
Bainbridge, Mike 281
balancing
Baty, Steve 111
Beecher, Fred 247
Beyer, Hugh 117
biographies 136
Bloomstein, Margot 147
body language 123
Bolt, Nate 287
Boston Globe, The website 194–195
brand presence websites
common types of 13
defined 11
brands
about 12
role of brand strategists and stewards 35–36, 41
Brown, Dan 249
Brown, Sunni 142
Build-Measure-Learn loop 77–78
business advocates
clarifying objectives of 70
listening to 97
role of 169
adding user requirements to 102
developing wireframes and 238
gathering with heuristic analysis 89
site type and development of 11
taking time to visualize 165–166
business stakeholders. See stakeholders
card sorting
applying affinity diagramming to 116–117
Carpendale, Sheelagh 250
chartjunk 192
Cialdini, Robert B. 215
Cipov, Matt M. 193
Cisco 25
clients
presenting wireframes to 257–258
providing contracts and proposals for 50–51
closed sorts 127
coordinating work among designers 183
developing custom design principles with 216
effect of project approach on 81
planning project 181
Communicating Design (Brown) 249
communication problems 178–179
companies. See also business requirements
assessing competition 72
building brands 12
clarifying project objectives 68–71
contracts and proposals for 50–51
quality assurance teaks within 313–314
competition 72
conditions 224
conflicts
with business requirements 99–100
managing during prioritization 177–180
consumers. See users
content. See also content source websites; content strategy
adhering to content strategy 149
minimum required for personas 134–136
scope of 146
content flow 156
common uses for 16
defined 11
finding 149
Laura Creekmore 64–65, 146–147, 160
Matthew Grocki 146–147, 148, 149
content strategy 145–182. See also content strategists
adhering to 149
developing 162
finding artifact needed for 156
finding content strategists 149
further information on 156–157
information architecture vs. 150
Content Strategy at Work (Bloomstein) 147
Content Strategy for the Web (Halvorson) 146
context for mobile devices 27
contextual inquiry 108, 114–117
continuing education in UX design 7
conversion 16
Coroflot 61
corporate culture
examining project history and 43–44
logistics within 46
understanding 42
costs
meeting 322
Creekmore, Laura 64–65, 146–147, 160
cross-over projects 11
Csikszentmihalyi, Mihaly 207–208, 212
Cunningham, Christopher 212
customers. See user groups; users
data-driven personas 139
data from usability testing 109, 127, 297–298
decision points 223
e-commerce websites 20
e-learning application 20
marketing campaign websites 15–16
site type and 10
social networking application 21
task-based application websites 19
using prototyping for 278
Design of Everyday Things, The (Norman) 198
about 186
benefit of 185
mobile site and application 26–27
design testing 279–310. See also usability testing
exploring visual design mock-ups 283–284
final round of 315
in-person vs. remote research 286–287
moderated vs. automated techniques for 288–290
postlaunch 319
qualitative vs. quantitative research 285
role of usability testing in 292–294
usability recommendations from 310
designers
brand strategists and stewards 35–36, 41
building support network for 40–42
coalescing business requirements 98–100
conducting heuristic analysis 88–89
developing contextual inquiry 108, 114–117
effect of Lean UX on 79
front-end developer 40
gaging prototype needs 260–261
information architects 30–31, 34
interaction designer 31–32, 34
interviewing users 107, 111–114, 304
involving focus groups 109, 121–124
presenting wireframes to clients 257–258
priority setting by 170
sharing work between 183
understanding company culture 42–46
development advocates
role of 169
creating in WSIWYG editor 264–265
development factors for 263–264
Discipline of Content Strategy, The (Halvorson) 146
documentation
DOM Scripting (Keith) 271
dominance in visual design 189–191
e-learning applications 20
ecosystem of projects 10
editorial calendars 155
editorial workflow 156
elements
adding competitive 211
conditions 224
decision points 223
hierarchy and dominance of 189–191, 199
page 222
site map and task flow 222–224
Emotional Design (Norman) 206
Epinions 213
estimates
time for documentation 182
Evans, Poppy 196
Exploring the Elements of Design (Evans and Thomas) 196
FaceOff 210
facilitating usability testing 306–308
Fahey, Christopher 313
Favreau, Jean Marc 50
features. See ideating and visualizing features; prioritizing features
Feeding America website 188
Fitts’ Law 200
Flow (Csikszentmihalyi) 207–208, 212
front-end developer 40
Gamestorming (Gray, Brown, and Macanufo) 142
Gamification by Design (Zichermann and Cunningham) 212
Gmail 204
goals. See design goals
Google analytics tools 33
governance plan 155
Gray, Dave 142
Greenburg, Saul 250
grids for proportion 23, 195–196
Grocki, Matthew 146–147, 148, 149
groups sorts 127
Hadden, Jon 276
hardware
usability testing 304
Health Month 211
healthychildren.org website 190
heuristic analysis
benefits of 87
defined 86
gathering requirements with 89
hierarchy
Hoekman, Robert, Jr. 7
Hofstede, Geert 45
Holtzblatt, Karen 117
home page
created 248
designing 245
wireframe and annotations for 246
breaking down code for 267–270
coding log-in process for 266–267
testing forms with 274
ideating and visualizing features
importance of 165
skills and techniques for 165–166
image maps 270
in-person design testing 286–287
Influence (Cialdini) 215
information architects 30–31, 34
information architecture 150
Information Architecture Institute 61
Ingram, Richard 156
interaction design principles 196–204
associations and affordance in 197–200
further information on 198
interaction designer 31–32, 34
defined 75
developing MVP with each 77
frequency of UX 244
needed for prototyping 259–260
planning project 181
jQuery 271
Keith, Jeremy 271
Knemeyer, Dirk 12
Knoll, Jonathan 271
Koster, Raph 210
Lean Startup, The (Ries) 76
Lean UX
further information on 80
origins of 76
location of personas 136
log-in process
coding HTML prototype for 266–267
LUXr 80
Macanufo, James 142
maintaining websites 59, 319–332
marketing campaign websites
common features of 14
defined 11
further information on 16
Marquardt, Nicolai 250
meetings
approaches to 331
cost of holding 322
scheduling 323
mental models 117
message architecture 154
defined 73
further information on 81
impact on project design 81–82
milestones for stakeholders 82
modified waterfall approach 80–81, 164
waterfall approach 74
Millman, Debbie 281
Minimum Viable Product (MVP) 77
mobile sites and applications 21–29
advantages of 26
examples of Cisco’s 25
further information on 24, 27–28
responsive design of 23–24, 254–255
modified waterfall approach
overlapping phases in 164
names for personas 135
nested menus 202
New York Times, The 214
Nielsen, Jakob 87
occupation of personas 136
OmniGraffle templates 221
Omniture analytic tools 33
100 Things Every Designer Needs to Know About People (Weinschenk) 215
Ordering Disorder (Vinh) 196
organizations for UX design 7–8
page elements 222
pages
alignment and spacing on site maps 225
numbering on site maps 226–228
paper prototypes 261–262, 276–277
Paper Prototyping (Snyder) 296
passive observation 115
performance
content for 131, 134–136, 137–138
data-driven 139
defined 130
example of 132
types of 130
planning
project’s activities and documentation 164, 181–183
space and equipment for usability testing 304
user research 110
principles. See design principles
balancing input from advocates 173–175
considerations for 178
further information on 180
managing conflict while 177–180
prioritization worksheet 172
UX designer’s role in 170
Pro JavaScript Techniques (Resig) 271
Project Manager prototype 276–277
developing into business requirements 83–86
prioritizing 71
site type and project 11
project overviews 54
project sponsor 91
project teams. See teams
projects. See also prioritizing features; project objectives; proposals
acknowledgement and sign-off for 63–64
building networks within company 41–42
common site map mistakes 224–228
conflict over features in 179–180
creating design principles for 215–218
developing common language for 96–97
ecosystem of 10
gathering requirements for 83–86
identifying site type for 10–11
making wireframes for 249
mobile site and application 21–29
prioritizing requirements for 164
proposals defining approach of 55–56
solidifying objectives of 68–71
statement of work for 49, 65–66
working within corporate hierarchy 45–46
proportion and balance 193–196
acknowledgement and sign-off 63–64
additional costs and fees 60–61
challenges of 49
defining project approach 55–56
enumerating deliverables for 58–59
outlining scope of work 57
project overview for 54
prototypes 259–278. See also digital prototypes; HTML prototypes
using for design goals 278
working with developers 275–276
psychology design principles 205–215
about 186
focusing on positive responses 204
further information on 215
providing social proof 212–214
qualitative approaches
qualitative audits 153
research 285
quantitative approaches
research 285
rapid development approach 75–80
recording usability test results 304
Reisg, John 271
benefits of 287
Remote Research (Bolt and Talthimutte) 287
remote sorts 127
requirements-gathering meetings 94–97
research. See user research
responsive design 23–24, 254–255
Responsive Web Design (Marcotte) 23–24, 254
revision history for proposals 53–54
roles
Schell, Jesse 209
scope of work 57
Seductive Interaction Design (Anderson) 215
Seiden, Josh 130
simple site maps 228
Simpson, Brad 254
site maps
illustrated 220
simple 228
text on 226
sketching
converting to digital wireframe 251–253
responsive design 255
sketchboard templates 249
Sketching User Experiences (Greenburg, Carpendale, Marquardt, and Buxton) 250, 296
Slavin, Tim 155
smartphones. See also mobile sites and applications
sales of 21
Snyder, Carolyn 296
social interaction 5
social networking applications 21
required for remote research 287–288
site map and task flow 221–224
Software Usability Measurement Inventory (SUMI) 119
Soucy, Kyle 288
space and equipment for usability testing 304
sprints. See iterations
staffing usability tests 304
defined 91
developing project requirements with 84–86
listening to 97
milestone approval from 82
prioritizing user group attributes 105–107
statement of work (SOW) 49, 65–66
status icons 192
stencils 242
brainstorming team for 166–167
preparing for 166
questions for 167
structuring websites. See also prototypes; wireframes
task flows 219–220, 222–224, 227, 232–236
support for users 316
surveys
tablets
developing mobile-optimized 25
portrait and landscape mode for 193–194
tags in HTML documents 268–269
target audience personas 140–141
task-based application websites
common uses of 18
defined 11
design goals for 19
task flows
numbering 227
Tatum, Keith 276
collaboration among 81
common terminology among 96–97
design principles focusing 216
developing storyboards 166–169
kickoff meetings for 68
positive tension among 173–175
prioritizing features 164, 169–173
responsibilities and roles of 90–92
sketching user experience 250
using Lean UX approach 79
working with prototype developers 275–276
templates
Empathy Map 142
OmniGraffle 221
sketchboard 249
test participants
interviewing 107, 111–114, 304
number of 294
testing. See design testing; remote research; usability testing
Texas Instruments microsite 15
text on site maps 226
Theory of Fun, A (Koster) 210
Thomas, Mark A. 196
time
documentation 182
required for digital prototypes 263
visualizing business requirements 165–166
title page for proposals 52–53
Tognazzini, Bruce 88
tools
analytics 33
body language as 123
software for UX design 221
used by content strategists 152–156
troubleshooting remote research sessions 288
trust 206
Tulathimutte, Tony 287
attractive products and 206
data gathered in 109, 127, 297–298
focus groups and 121
further information on 296
number of participants in 294
prototypes for 278
qualitative vs. quantitative methods in 293–294
recommendations from 310
screening participants in 302–303
space and equipment for 304
steps in 293
terminating interviews for 304
tools for 291
user acceptance testing vs. 292
visual design 190
Usability.gov website 305
user acceptance testing 292
user experiences. See also UX design
importance of tangible and online 4–5
prioritizing attributes of 105–107
user interviews 107, 111–114, 304
user requirements
adding to business requirements 102
prioritizing for project 164
visualizing features for 166–169
user research. See also usability testing
about 101
card sorting 109, 116–117, 124–127
choosing techniques for 102, 107–109
contextual inquiry 108, 114–117
designing from user models 107
developing persona from 131
further information on 111
incorporating in site design 11
listing group attributes 103–105
planning 110
prioritizing group attributes for 105–107
reviewing 128
steps in 102
user interviews 107, 111–114, 304
user stories 81
userglue website 247
compensating for usability testing 110, 300–301
conflicts between requirements and needs of 99–100
customer experience of brand 12
defining documentation’s 182
economy of motion and action by 200–202
knowing audience 189
listing advantages for 316
number in usability testing 294
recruiting for usability testing 299–300
screening usability testing 302–303
site responses to action 202–204
surveying satisfaction of 298–299
tailoring microsites to experience of 15
UX design. See also design goals; design principles; software
basing only on user models 107
building support network for 40–42
conducting heuristic analysis of 86–89
continuing education in 7
ensuring production of quality 312–314
evaluating user adoption of 315–317
final design testing in 315
focusing on digital experience design 5
importance of tangible experiences 4
making case for 33
methodology’s impact on project 81–82
planning mobile-optimized sites 23–26, 317–319
postlaunch activities in 317–319
steps in design launch 315–317
Brad Simpson 254
Christopher Fahey 313
Laura Creekmore 64–65, 146–147, 160
Matthew Grocki 146–147, 148, 149
Todd Zaki Warfel 132, 249, 250, 278
UX organizations 8
value proposition 15
Vinh, Khoi 196
about 186
correlating page number to site map 227
further information on 193, 196
hierarchy and dominance 189–191
miscues in 200
proportion and balance in 193–196
visual designers
passing wireframes to 253
working from wireframes 258
Visual Display of Quantitative Information, The (Tufte) 193
Visual Vocabulary for Information Architecture 222–224
Warfel, Todd Zaki 132, 249, 250, 278
waterfall approach 74
Web Accessibility Initiative (WAI) 187
Website Analysis and MeasureMent Inventory (WAMMI) 119
websites. See also mobile sites and applications; wireframes
accessibility of 187
analytics for postlaunch 318
baby-naming 135
common site map mistakes 224–228
creating wireframes from site maps 244
element hierarchy and dominance for 189–191, 199
flow and game design for 207–212
interaction design for 196–204
mobile-optimized vs. multiple mobile apps 26
paper prototypes of 261–262, 276–277
planning mobile-optimized sites 23–26
postlaunch activities for 317–319
remote research tools for 291
responses to user action 202–204
responsive design for 23–24, 254–255
SEO value of content 160
sketching experience of 250–251
social networking applications 21
task-based application 11, 18–19
unity and variety in design 187–188
usability heuristics for 87
visual miscues on 200
WebTrends analytic tools 33
Weinschenk, Susan 215
converting sketches to digital 251–253
correlating site map number to 227
defined 238
developing iterations in 256–257
passing to visual designer 253
project information needed for 249
responsive design using 254–255
sketching user experience 250–251
working from site maps 244
work for hire 59
writing
annotations 239
usability test discussion guides 304–306
user stories 81
Wroblewski, Luke 22
YooHoo & Friends 203
Young, Indi 117
Zichermann, Gabe 212
18.226.165.247