Home Page Icon
Home Page
Table of Contents for
cover
Close
cover
by Austin Govella
Collaborative Product Design
[ Preface ]
Part I. Design and Collaboration
Chapter 1. The Elements of Design: Think-Make-Check and the Four Models
Think, Make, Check: What Designers Do
Design’s Four Concerns: Users, Interfaces, Interactions, and Systems
Chapter 2. Fidelity: Check the Right Things with the Right People
Fidelity Changes What’s Included in the Model
The Model’s Fidelity Affects Iteration
Think-Make-Check Means Design Requires Collaboration
Chapter 3. The Elements of Collaboration: Shared Understanding, Inclusion, and Trust
Share Understanding, the First Principle of Collaboration
Include Everyone, the Second Principle of Collaboration
Trust Everyone, the Most Important Principle of Collaboration
Collaboration Is the Key to Better Products
Chapter 4. Collaboration in Practice: Frame, Facilitate, and Finish
Collaboration Is Its Own Problem
Collaboration Has a Repeatable Structure
Collaboration Starts with a Frame
Finish Collaboration with a Captured Outcome
Facilitate Collaboration Through Four Steps
Formal and Informal Collaboration
Design and Collaboration, All Together Now
Part II. Project Strategy
Chapter 5. The Strategic Landscape
Strategy Is About Change
Drivers Explain Why to Change
Barriers Explain What Blocks Change
Goals and Getting to the Future State
Innovating at the Right Altitude
Focus Teams on the Right Goals
Chapter 6. Identify Project Goals with Goal Mapping
How Goal Mapping Works
Activity 1: Generate and Share Everyone’s Project Goals
Activity 2: Group Goals to Find Common Themes
Activity 3: Prioritize Project Goals
Identify Goals in Casual Conversations
Shared, Prioritized Goals Fuel Better Teams
Chapter 7. Identify a Concrete Vision for Success
How Future-State Envisioning Works
Activity 1: Generate Issues That Exist in the Current State
Activity 2: Generate Successes That Exist in the Current State
Activity 3: Generate Concrete Visions of What People Do in the Ideal Future
Activity 4: Map Metrics to Future Behaviors
Vision Focuses the Team on Success, not Features
Chapter 8. Document and Share Project Goals and Vision
Document Goals to Provide Important Context
Document Vision to Show the Big Picture
Check the Goals and Vision with the Team
Teams Need to Constantly Reference Goals and Vision
Part III. Users
Chapter 9. Users and User Research
Personas vs. Profiles vs. Roles vs. Archetypes
Tasks, Contexts, and Influencers
Motivations, Goals, and Jobs-to-Be-Done
Project Goals Reveal the Attributes Your User Model Needs
Select Research Methods Based on User Attributes and Project Goals
Good User Models Evolve With the Product
Chapter 10. Identify Users with the Bull’s-Eye Canvas
How User Identification Works
Activity 1: Generate Direct Users
Activity 2: Generate Indirect Users
Activity 3: Generate Extended Users
Build the Right Product for the Right User
Chapter 11. Explore User Attributes with the Profile Canvas
How the User Profile Canvas Works
Activity 1: Generate Tasks and Contexts
Activity 2: Analyze Tasks to Identify the User’s Goal
Activity 3: Generate User Pain Points
Activity 4: Generate User Gains
Explore User Attributes to Build Better Products
Chapter 12. User Needs and Preferences with the Attribute Grid
How the Attribute Grid Works
Activity 1: Generate Attributes to Reveal the Landscape
Activity 2: Refine Attributes to Remove Noise
Activity 3: Understand Patterns and Outliers in User Behaviors
Activity 4: Review to Build Shared Vision with Broader Team and Stakeholders
The Attribute Grid Lays the Foundation for Personas
Chapter 13. Document and Share User Models
User Models Answer Four Different Questions
Two Types of User Models: Rationales and Guidelines
User Models Come in Three Formats
Three Ways to Communicate User Attributes
Five Other Things to Include in User Models
Show Multiple Users Side-by-Side
Focus on a Single User with One-Sheets
Share User Models in Other Ways
Make User Models in the Format You Will Review Them
User Models Are Powerful Reference Tools
Part IV. Interactions
Chapter 14. Elements of Interactions
Three Types of Interaction Models
Touchpoints Have Four Building Blocks
Length, Depth, and Point of View
Phases and Moments of Truth
As-Is or To-Be, Looking Forward and Back
Tailor Interaction Models to Project and Team Needs
Chapter 15. Identify What to Build with Touchpoint Maps
How Touchpoint Maps Work
Activity 1: Clarify the Scenario
Activity 2: Generate Tasks
Activity 3: Refine Tasks and Sequence
Conversations Around Touchpoint Diagrams
Touchpoint Maps Reveal Discrete Parts of the Experience
Chapter 16. Understand How Products Fit Together with Journey Maps
How Journey and Experience Maps Work
Activity 1: Generate Touchpoints
Activity 2: Analyze the Journey’s Structure
Activity 3: Explore Touchpoints in Detail
Journey Maps Reveal Secrets to Better Products
Part V. Interfaces
Chapter 17. The Visible and Invisible Parts of an Interface
The Four Visible Parts of an Interface
The Invisible Parts of an Interface
The Invisible Parts of the Interface Are Most Important
Chapter 18. Design Interfaces with 4-Corners
How 4-Corners Works
Activity 1: Identify the Interface User
Activity 2: Identify the User’s Task
Activity 3: Identify the Next Step
Activity 4: Identify the Previous Step
Activity 5: Identify Interface Content
Activity 6: Identify Functionality
4-Corners for Wireframes, Mockups, and Prototypes
4-Corners for More Than Just Screens
4-Corners Creates a Shared, Holistic Vision of the Interface
Chapter 19. Strategies for Sketching Interfaces
Activity: Group Sketching to Create a Single, Shared Vision
Activity: Individual Sketching to Reveal Competing Perspectives
Activity: 6-8-5 Sketching to Generate Multiple Directions
Additional Things to Think About When Sketching
Trust Others to Make Interfaces on Their Own
Chapter 20. Choose the Right Interface Model: Wireframes, Comps, or Prototypes
Five Types of Interface Models (and the Actual Product)
Five Kinds of Interface Fidelity
Three Ways to Make Interface Models
Different Models Support Different Interface Fidelity
Use the Lowest Fidelity Possible to Reduce Iteration Time
Adjust Fidelity for Your Audience
Part VI. Checks
Chapter 21. Checks (and Balances)
Checks Start with the Finish
Frame the Check
Facilitate the Check
Transform Feedback into Gold
Stick the Finish
Keep the Faith
[ Index ]
Search in book...
Toggle Font Controls
Playlists
Add To
Create new playlist
Name your new playlist
Playlist description (optional)
Cancel
Create playlist
Sign In
Email address
Password
Forgot Password?
Create account
Login
or
Continue with Facebook
Continue with Google
Sign Up
Full Name
Email address
Confirm Email Address
Password
Login
Create account
or
Continue with Facebook
Continue with Google
Next
Next Chapter
cprd_praise
Add Highlight
No Comment
..................Content has been hidden....................
You can't read the all page of ebook, please click
here
login for view all page.
Day Mode
Cloud Mode
Night Mode
Reset