[HN Gopher] A comprehensive list of UX design methods and delive...
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       A comprehensive list of UX design methods and deliverables
        
       Author : davesailer
       Score  : 112 points
       Date   : 2021-01-25 14:51 UTC (8 hours ago)
        
 (HTM) web link (uxdesign.cc)
 (TXT) w3m dump (uxdesign.cc)
        
       | intrepidhero wrote:
       | I am disturbed by the number of times "user" is replaced with
       | "consumer" and "computer program" with "company" or "brand".
       | Language is important for keeping the goal in sight.
       | 
       | There is a science to designing human computer interactions. But
       | there is a subtle difference between wielding that science in the
       | service of the humans in those interactions (users) and wielding
       | it solely in the name of increasing the company's bottom line.
       | The former will lead to a better product, will improve customer
       | satisfaction and lead to sales. The later leads to a dystopian,
       | exploitative relationship, even when it increases revenue. The
       | difference is the goal: Serving users or serving shareholders.
       | The language of UX design needs to be carefully crafted to keep a
       | the focus on empathy with users.
        
         | asoneth wrote:
         | I definitely agree with the sentiment.
         | 
         | Note that there has been debate in the field about the term
         | "user" for decades. Some people object because it is ambiguous,
         | some because it reduces people to their interaction with your
         | software, others due to the connotation with drug use. (For
         | example: https://medium.com/microsoft-design/we-have-customers-
         | not-us...)
         | 
         | I've had people replace instances of one with the other in my
         | documents, so I don't read too much into it these days.
        
         | buckminster wrote:
         | Surely you're thinking of UI design. The term UX design was
         | coined because it's not the same thing. You're right that UX
         | design is not principally intended to benefit the user. That's
         | by design.
        
           | asoneth wrote:
           | I haven't heard that perspective before; the 'U' in "UX"
           | stands for "User".
           | 
           | I think the term "User Experience" picked up in the late 90s
           | (e.g. Don Norman et al's CHI95 paper) when folks felt that
           | the term "interface" had become too narrow and implied a
           | focus on screens and controls and excluded people and what
           | they do with those screens & controls.
           | 
           | The "human-computer interface" originally referred to the
           | boundary where those two systems interfaced and included
           | hardware, software, and wetware. But nowadays if you ask
           | someone to point to the "user interface" they'll probably
           | point at the screen.
           | 
           | If you're interested, there seem to be a cottage industry of
           | blog posts and infographics about the "difference between UI
           | and UX" but in practice it seems that most people use them
           | somewhat interchangeably and I'm not sure how much benefit
           | the semantics debate provides in practice.
        
         | erydo wrote:
         | This view is over-simplistic. Many--perhaps most--products are
         | designed to serve more than one kind of user.
         | 
         | Obvious example: building an e-commerce platform. The merchant
         | is a kind of user. The customer is a different kind of user on
         | that same platform. Yes, they're humans, but they're not doing
         | the same thing.
         | 
         |  _Any_ B2B or B2C type product will have at least two very
         | distinct roles like that. And in those cases, arguing that
         | everyone is just a person as a sort of moral position is
         | destructively vague. It 's more difficult to serve someone's
         | needs if you can't start to narrow down what they're trying to
         | accomplish.
         | 
         | While I totally agree with the sentiment that we shouldn't
         | conflate personhood identically with their role in a product,
         | solving useful problems _does_ require that you de-scope and
         | discretize the interactions a bit.
        
       | Blikkentrekker wrote:
       | Every time the term "UX" is dropped, what follows is
       | incomprehensible vagueness dressed in bizarre jargon that would
       | make postmodern grievance studies quiver in awe.
       | 
       | > _Value Proposition Canvas:_
       | 
       | > _A reductive process in the early stages of product definition
       | that maps out the key aspects of it: what it is, who it is for,
       | and when /where it will be used. Helps the team narrow down and
       | create consensus around what the product will be._
       | 
       | Is this perhaps a transformative critical framework that
       | investigates a reductive analysis of social cohesion factors that
       | lead to an embedded matrix of exploratory identity formation?
        
         | heyn05tradamu5 wrote:
         | I like how the example you used actually uses plain language
         | "what it is, who it is for, and when/where it will be used",
         | but because you approached this with the mindset that you're
         | right and UX people dumb, you failed to see that and disproved
         | your own assertion.
        
           | Blikkentrekker wrote:
           | There is always plain language in between terms such as
           | "reductive process", "value proposition canvas", and "product
           | definition", of which I have no idea what they mean.
        
             | mvuijlst wrote:
             | A value proposition canvas is a canvas (could be a poster,
             | could be a whiteboard, whatever) on which you put what
             | value you propose to deliver.
             | 
             | A reductive process is a process where you take many ideas
             | and boil them down to fewer ideas. The opposite would be
             | something like a brainstorm, where you try to get more
             | ideas.
             | 
             | And I don't really think you _actually_ have no idea what
             | "product definition" may mean. :)
        
               | Blikkentrekker wrote:
               | And then it doesn't make sense.
               | 
               | In your interpretation, a proposal of a value one
               | attempts to deliver is a process wherein one takes many
               | ideas, and boils them down to fewer ideas.
               | 
               | That is not what the meaning of the term "proposal" is;
               | no one uses it to mean a process wherein many ideas are
               | reduced to fewer. A proposal is simply stating one's
               | plans, not a discourse.
               | 
               | > _And I don 't really think you actually have no idea
               | what "product definition" may mean. :)_
               | 
               | I normally have an idea, but not in this context, as it
               | speaks of stages of a product definition. A definition
               | does not have "stages"
        
               | asoneth wrote:
               | Technically it would have been more precise to define
               | "Value Proposition" as "(The result of) a reductive
               | process in the early stages of product definition
               | that...".
               | 
               | Having said that, this kind of syndoche where a process
               | is described by its output doesn't seem particularly
               | unusual or UX-specific. When a coworker says it'll take
               | an hour to do requirements I know what they mean.
               | 
               | I'm not sure why you think "definition" (1: the act of
               | defining https://www.dictionary.com/browse/definition)
               | cannot have stages.
        
               | Blikkentrekker wrote:
               | Very well, so your interpretation now is that, contrary
               | to what the page itself says, the definition of "value
               | proposition" is rather to be taken the process that leads
               | to a final "value proposition"?
               | 
               | So essentially, your interpretation can be reduced to the
               | advice "It is best to think about what one's product is,
               | and whom it targets, before one makes a proposal about
               | it."?
               | 
               | If that be your interpretation, then that certainly does
               | not follow from the text, and is contradictory with the
               | interpretations others have given.
        
               | asoneth wrote:
               | I'm sorry, I would like to help but I can't figure out
               | where you're getting tripped up since (to me) the various
               | interpretations don't seem to differ much in meaning
               | beyond the linguistic/semantic fuzziness that is common
               | in informal communication.
        
               | dgb23 wrote:
               | There seems to be a strong focus on iterative process.
               | Problems/needs are (actively) discovered and then boiled
               | down to possible solutions/proposals or at least
               | something that can be acted upon.
               | 
               | The focus on communication and discourse is paramount,
               | because UX brings the user to the forefront and then has
               | to convince owners and implementers. This kind of
               | convincing is important and often challenging, because
               | there are often tradeoffs involved.
        
               | Blikkentrekker wrote:
               | I fail to see the connexion between what you just wrote,
               | and what I said that it does not make much sense to call
               | a process wherein ideas are reduced in number a
               | "proposition".
        
               | albedoa wrote:
               | > I normally have an idea, but not in this context, as it
               | speaks of stages of a product definition. A definition
               | does not have "stages"
               | 
               | It's really difficult to understand your confusion here.
               | "Definition" is referring the the act of defining, not
               | the formal statement that results from that process. Are
               | you reading it as the latter?
               | 
               | Every product I have ever worked on had definition
               | stages. How else does the formal definition come into
               | being?
        
             | heyn05tradamu5 wrote:
             | The section you quoted defines exactly what it means by
             | product definition - and the entire thing is a definition
             | of value proposition canvas. If you can't understand the
             | meaning of these things when they're clearly defined then I
             | don't know how to help you.
        
             | asoneth wrote:
             | I work in UX so I'm poorly equipped to objectively evaluate
             | whether the field's jargon is any better or worse than any
             | other field.
             | 
             | But my impression is that UX jargon is usually pretty self-
             | explanatory but sometimes unnecessary e.g. I'm not sure we
             | really needed to come up with new terms for "sensemaking"
             | (adding meaning), "microcopy" (labels), "responsive"
             | (adaptive), "design thinking" (thinking), etc.
        
       | dgb23 wrote:
       | I have very little direct experience with the UX specialization,
       | although one could argue that everyone is somehow involved in it,
       | I never worked directly with a UX Designer[0].
       | 
       | If you squint, you can recognize this approach as an iterative
       | specification for a product or a set of related products.
       | 
       | Some interesting take-aways for me:
       | 
       | - UX seems to put a lot of value on visualizing data, thought and
       | processes in different forms. They range from simple, ad-hoc, to
       | quite involved.
       | 
       | - A huge part of this work revolves around communication and
       | testing: getting the right feedback and then analyzing it.
       | 
       | - In software, they should probably be directly talking to
       | engineers and UI designers, to provide the right set of problems
       | to solve. This is maybe a good way to cut off management
       | hierarchies that understand neither (users and implementation).
       | 
       | [0] I've also seen the term "Engineer", "Architect" and others
       | associated with it, but from talking to a UX "Architect" from a
       | large company, I found that the best description would be
       | "Designer" or "Director", because even though there are sometimes
       | data-driven inputs their bread and butter seem to be very design,
       | and communication focused. Maybe "Analyst" is a good term too.
        
         | beckingz wrote:
         | There is a lot of value in visualizing information.
         | 
         | Especially if you need to communicate that information with
         | design, product, and engineering stakeholders who understand
         | visual information better.
        
           | dgb23 wrote:
           | I wholeheartedly agree. I also think the visualization space
           | is vast and under-explored. Especially in the "hardest" cases
           | like taming complexity, very abstract concepts and
           | discovering new ideas.
        
       | Geminidog wrote:
       | This is just your standard formalization of a process to make it
       | sound more professional and seem more legitimate.
       | 
       | It's similar to agile.
        
       | JacobSeated wrote:
       | I am a multimedia designer, by education, and I tend to still
       | dislike some of these methods. Often I find them to just be a
       | distraction from getting actual work done. Does not mean I would
       | not use some of them, but I really prefer to just get the work
       | done.
        
       | EFFALO wrote:
       | can experiences be designed? or are they co-produced with the
       | service/system?
        
         | ThomPete wrote:
         | Yes you can design different experiences on top of the
         | service/system. Customer support, packaging, onboarding
         | process, flows etc.
        
         | csours wrote:
         | Everything is UX. UX starts with underlying data analysis - see
         | Taxonomy and Card Sorting on the linked page. It continues
         | through the development process. It doesn't directly comment on
         | service implementation, but it does help specify what those
         | services need to deliver
        
         | torwayburger wrote:
         | I think so. Some examples of places where this has impact but
         | is often overlooked could be when you change car brand. Or if
         | you go from one phone OS to another. The UX features will be
         | slightly different, and there will be a learning curve.
         | 
         | Pulling down to update on feeds/pages/apps is as natural as
         | clicking icons by now.
        
         | cnorthwood wrote:
         | Co-production is a form of design, no? You design within
         | constraints and it should be happening in tandem with the
         | development of the system so they both feed into one another.
        
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