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IBM Designcamp Survival Kit

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Survival Kit IBM Designcamp

IBM Design The mission of IBM Design is to help IBMers improve improve the usability and usefulness of our offerings. Our approach, IBM Design Thinking, changes the way the company creates value—everything from the way we make decisions to the way we collaborate to the way we design our offerings. This Survival Kit supports IBM Design Thinking through our skills development initiative, IBM Designcamp. For more information on Designcamp, contact [email protected] Our portfolio values:  Works Together  Together 

 Works the Same

 Works for Me Me

Tight integration across core technologies and interoperability intero perability with complementary complement ary ones

Common look and feel when targeting similar personas

Focused on the user across the entire offering lifecycle (learn, buy, adopt, maintain)

design.ibm.com

Introduction

S o, you you’re ’re re read ady y to make your offering more delightful to use. But where do you start? The IBM Designcamp Survival Kit is loaded with tools to get you up and running with IBM Design Thinking: frameworks for managing a project, understanding user needs, designing great interfaces, and documenting feedback. Each page in this book is a worksheet—an interactive document you can use directly during the life of your project. Some are for personal use, while others will help you and your team collaborate and brainstorm. And if you want to dive deeper into each design discipline, we’ve compiled useful online resources in the back. Now you can get going, and you can always come back if you’re stuck.

Hills

Sponsor Users

Invest for Market Outcomes

Envision the User Experience

Explore

Understand

Evaluate

Prototype

Playbacks Collaborate, Align, Engage!

How to Use This Kit The Survival Kit is a set of tools that put the user at the center of your project. Each worksheet can be used in isolation or as par t of a broader set of activities with your team and Sponsor Users. These tools help you establish the IBM Design Thinking framework, understand your users’ problems and motivations, explore new concepts, prototype designs, and evaluate with stakeholders. Implemented successfully,, this kit successfully k it will help you produce experiences that engage, enable, and delight. Remember, this is not a cookbook or a set of recipes. Remember, Nor is it a process or methodology. It’s a set of recommended practices that will help you think orthogonally and move beyond feature-centric feature-centric delivery.

 What You’ You’ll ll Need  You don’t  You don’t need a MacBook Pro to do IBM Design Design Thinking; our needs are simple. Prepare your workspace with pads of sticky notes of various colors, some markers, and a drawing surface (a whiteboard or large pad will do). These tools encourage every every team member to engage in the thinking behind the design. If your team is distributed, there are plenty of virtual substitutes. And you’ll you’ll want to jump to a computer for higher fidelity renderings of personas and prototypes to share with your team.

Suggested Activities There are infinite ways to use the worksheets in this kit. Here are a few ideas to get you started:

IBM Design Thinking Ramp-Up—1.5 Hours Jumpstart your team with IBM Design Thinking with some activities that personalize the tools. Tell them you are seeking input for how to rethink your project framework and ask them to generate Empathy Maps (p. 12) and Scenario Maps (p. 14,17) for each role on a project. An Empathy Map should take 15 minutes and a Scenario Map 30 minutes. Hills Workshop—1 Hour per Hill  Align your teams teams around the goals for the the project using the Hills (p. 4) worksheet. Think in terms of focused and measurable improv improvements ements in user experience. Research Distillation—5 Hours  After concluding your your ethnography ethnography and user studies, you’ll have lots of notes to pore through. Take an afternoon to begin distilling this research. Write one observation or insight per sticky note and put it on the wall. Look for patterns (p. 6) and distill into high-level high-level personas (p. 10). Dig into each using Empathy Maps (p. 12), quantitative personas (p. 11), and as-is Scenario Maps (p. 14). Ideation—1 hour   When you need to infuse your your project with new new ideas, host an ideation session with a pointed prompt. Keep your ideation rules (p. 18) and transformation cards (p. 19) close by. For For equal par ticipation, ask each team member to write 10 ideas, one per sticky note. Put them on the wall continue to encourage lots of wild ideas, regardless of feasibility. Then look for patterns and combinations (p. 6) before distilling to what the team can implement.

 Glossary  Glossar y Backlog Hill  A document used to align the team team on the user stories stories  A business goal for your your relase, framed around around user to deliver, their priority, and their status. experience.. A project usually has three Hills and a experience technical foundation. Client Playbacks  A series of ad hoc Playbacks Playbacks delivered to to clients under NDA that demonstrate the market drivers and user experience of the of fering in development. development. Playback 0  A milestone milestone Playback at which which the team commits commits to delivering a particular user experience and begins refining and delivering the design in parallel. Delivery Playbacks 1-N  A series of milestone milestone Playbacks at which which the team team demonstrates demonstrat es end-to-end scenarios it is delivering using live code and/or high-fidelity mockups. Design Thinking  A process for envisioning envisioning the user user experience that involves diverging and converging on solutions. Epic  A codable grouping grouping of user stories stories that spans scenarios so user stories do not repeat across epics. For example, “As a user, I want to manage my email.” Persona  A user archetype based on role role and other characteristics that influence how a user interacts with the offering. Housed within the Release Blueprint  Application and linked linked to from the Release Release Blueprint. Playback   A demo of the user user experience of the offering offering in development, deve lopment, used to collect feedback from and align the team, stakeholders, and go-to-market.

Hills Playback   A milestone milestone Playback at which which the team commits commits to the outcomes, or Hills, it wants to achieve in the project and begins envisionin envisioning g the user experience. Project  A set of team activity activity scoped by a Release Blueprint Blueprint and a set of Hills. A project might have one or more releases of code. Release Blueprint  A wiki documenting documenting a project’s project’s progress from Hills to to user stories. It also contains strategic thinking behind the Hills and links to personas and design documents. Scenario  A single workflow workflow through an experience, experience, decomposable into steps. Each step should translate to a codable user story. Sponsor Users Users engaged throughout the project to represent target personas for a project. Sponsor Users are of ten expected to lead Playbacks. UI Spec  A design document document that communicates communicates user interface interface requirepements. requirepem ents. Housed within the Release Blueprint  Application and linked linked to from the Release Release Blueprint. User Story  A codeable requirement requirement expressed expressed in terms of user user experience. For example, “As a user, I want to search for my customers by their first and last names.”

Table of Contents

Table of Contents Core Practices

1

Design Thinking

4

Understand

7

Explore

16

Prototype

24

Evaluate

32

Collaboration

38

Resources

42

IBM Designcamp

Empathy Map TBD TBD

Core Practices

Hills

Sponsor Users

Invest for Market Outcomes

Envision the User Experience

Playbacks Collaborate, Align, Engage!

1

2

Survival Kit

Hills Hills align your team around the business goals of your project.

Use this sheet to plan each Hill. Who does your Hill impact? What value are you delivering? And how will you measure it? Use a combination of market and user research to illuminate the current state and opportunities.

Persona(s) or Role(s)

Current State

Metric(s)

Hill

Sub-Hills

Future State

IBM Designcamp

Pain Points & Opportunities Identify pain points for users and opportunities to improve the design.

 With your empathy maps and scenarios in sight, write sticky notes identifying prominent pain points. Use a second sticky note color to identify opportunities for the design. Each pain point should have a corresponding opportunity, though some oppor tunities might not relate to pain points—for example those that respond to market trends or anticipate future pain points.

15

Explore

Understand

Evaluate

Prototype

17

Survival Kit

To-Be Scenario Map To-be scenario maps let teams rapidly ideate on future workflows.

Post a row of sticky notes on a wall representing the steps of a user’s to-be workflow. Beneath each step, create a column of color-coded sticky notes representing questions, comments, and ideas relating to that step. Once questions are answered, post comments over them. Use this arti fact as a springboard for ideation on par ticular steps. Each to-be scenario should be documented in the Release Blueprint in support of a Hill.

IBM Designcamp

17

18

Survival Kit

Ideation Rules These simple rules structure the chaos of ideation.

Ideas with big potential can be killed easily by negative attitudes, so keep these rules nearby or write them on the board before a brainstorm. Remember to build on ideas by saying. “Yes, and...” But keep things focused, stick to one strand at a time, and remember when it’s time to distill your ideas.

1

Defer judgment

2

Encourage wild ideas

3

Build on the ideas of others

4

Stay focused on the topic

5

One conversation at a time

6

Be visual

 7 

Go for quantity

 Adapted from Alex Osborn and IDEO

IBM Designcamp

Transformation Cards Transformation cards help unstick your ideas.

Transformation cards are suggestions of how to change or combine your existing ideas. Make a deck out of index cards or sticky notes, and pick one at random when the team feels stuck. Any modifying verb could work: magnify, minify, rearrange, adapt, etc.

Combine! How about an assortment?

Reverse! Reverse roles?

Substitute! Take another approach?

Combine! How about an alloy?

Modify! Change shape?

New Use! Put to other use?

 Adapted from Alex Osborn

19

Explore

Understand

Evaluate

Prototype

IBM Designcamp

User Testing Use this checklist to prepare for real-time  task-based tests.

 When gathering feedback from users, prepare your prototypes, questions, and documentation methods ahead of time. This should be done by an objective third party (not the designer), though others should tag along for first-hand obser vation.

Prepare scenarios and tasks

Bring preconceptions

Test software and equipment

 Ask biased questions

Create forms and surveys

Laugh or get frustrated

Perform a dry run

Get defensive

Recruit and schedule participants

Explain rationales or limitations

Invite observers and assign roles

Try to state the participant’s rationale

Provide users an overview

 Ask for design advice

 Ask to voice thoughts and actions

 Ask about the future

Debrief after each task and at the end Thank the participant Encourage users to think out loud Ensure adequate recording

33

34

Survival Kit

Feedback Capture Grid Feedback capture grids facilitate real-time capture or post-hoc unpacking of feedback on presentations and prototypes.

Section off a blank page or whiteboard into quadrants for things users like, critiques, questions raised, and ideas. Fill in each quadrant with hand-written or sticky notes.

 Adapted from Stanford d.school

IBM Designcamp

 Visual Design

Design Development

IBM Brand ibm.com/brand

One UI ibm.biz/BdxG76

Best Designs Gallery thebestdesigns.com

Gridpak Grid Generator  gridpak.com

Noun Project thenounproject.com

Twitter Bootstrap GUI Framework twitter.github.com/bootstrap

Kuler Color Mixer  kuler.adobe.com

JQuery JavaScript Library  jquery.com

Color Game color.method.ac

Framer Prototyper framerjs.com

Information Design Patterns infodesignpatterns.com

Drawscript Vector Converter drawscri.pt

Specctr Fireworks Annotations specctr.com

CSS Zen Garden csszengarden.com

 Web Design Tuts+ webdesign.tutsplus.com

 Web Development Tuts+ net.tutsplus.com Mobile Development Tuts+ mobile.tutsplus.com

43

Stakeholder Map TBD TBD

Sponsor Documents


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