Feature Design Flashcards

1
Q

Design Collaboration Spectrum

A
  1. Constrained divergence
  2. Iterative convergence
  3. Gaining approval & alignment
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2
Q

Design Workshops

A
  1. Prepare by defining constraints
  2. Facilitate the design workshop
  3. Debrief by clustering solution ideas
  4. Assess clusters against constraints
  5. Prioritize individual solution ideas
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3
Q

Design workshop - prepare by defining restraints

A
  1. Act as guardrails for the creative process
  2. Focus brainstorming on practical, implementable solutions that align with business goals and user needs
    3.
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4
Q

Types of constraints

A
  1. Desirability
  2. Feasibility
  3. Viability
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5
Q

Asking the right questions - format

A

“How might we (address the desirability constraint) for the user so that we (create the desired effect)?”

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6
Q

Potential workshop structures

A
  1. Crazy Eights
  2. Alternative Worlds
  3. Solution Pitch
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7
Q

Cluster Solutions

A
  1. Surface Area - clustering by what surface of your product is changing
  2. User Type - clustering ideas based on different users within the same product
  3. Funnel Stage - clustering ideas based on how they impact various points of the product’s funnel
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8
Q

Benefits of Prototype Testing

A
  1. Evolve designs informed by user preferences
  2. Collaborate with design
  3. Receive early signals around key risk areas
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9
Q

Prototype Testing: Key Components

A
  1. Audience - who is testing your prototype
  2. Fidelity - how detailed & functional your prototype is
  3. Moderation - how you guide the audience through the test
  4. Synthesis - how you translate results into takeaways
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10
Q

Prototype Testing Objectives

A
  1. Design Exploration - Testing multiple solution ideas & design choices with users to determine which is most desirable
  2. Design Validation - Testing, optimizing, & de-risking a given solution idea and set of design choices
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11
Q

Prototype

A

A representation of a feature design in some physical form. This can be anything from a sketch on a piece of paper to a fully interactive user interface.

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12
Q

Testing Objective

A

A test objective captures what you want to learn from the prototype test

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13
Q

How to choose the right prototype objective

A
  1. Desirability - which ideas are more or less desirable
  2. User preference - which design choices do users prefer? These preferences are likely to be around UI, UX, and user flows in general
  3. Demographics - do users with different demographic, firmographic, and product behaviors differ in what they find desirable?
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14
Q
A
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15
Q

Leveraging existing sources of user insight

A
  1. User logs - these provide insight into how users are solving the problem today if they have found a workaround within your product
  2. Heat maps and activity trackers - these help us understand how users interact with a specific screen, and where they spend more or less time. Heatmaps are often useful if we’re trying to make design choices about information architecture and layouts of our surfaces
  3. User feedback data and customer support tickets - these can provide useful insights into areas of friction that users have experienced in the past
  4. Spot surveys and polls with existing users - we can use these to understand users’ attitudes about solution ideas. Note though that surveys can only provide aggregated, directional data about what users prefer, but can’t reveal in-depth insights about how they feel
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16
Q

Key design questions

A
  1. Design issues - when we consider the entirety of the solution idea and design choices, what issues emerge?
  2. Usability risks - what are the areas of usability risk that need to be considered during feature development?
17
Q

Difference between design issues and usability risks

A

Design issues are specific UI or UX choices that get in the way of the feature’s core functionality.

Usability risks emerge when using the feature’s core functionality creates friction in some way. It might be that the feature is mentally taxing, or requires them to follow a lot of steps or enter a lot of personal information, for example.

18
Q

Parts of prototype test

A
  1. Setup - involves providing context on the problem and test goal
  2. Interaction - the stage where users engage with the prototype
  3. Q&A - asking users questions based on their interactions
19
Q

UX Work Bonus Points

A

It’s a good idea to annotate low fidelity prototypes to explicitly call out which elements are core functionalities and which ones are differentiation or delight elements

20
Q

What is the difference between a product review and a design review?

A
  1. Audience
  2. Objective
21
Q

How to prepare for design review (product role)

A

Align the team and facilitate their preparation before the meeting

  1. Summary & Recap - Callback to strategic fit, user value, and business value
  2. Design Principles - lay out the design team’s guiding principles for the project when developing designs and prototypes
  3. Design Critique Process - define a structured process for soliciting feedback
22
Q

Categories of Feedback

A
  1. Problem-solution fit - how well the solution addresses the user problem
  2. Solution-product fit - how well the new feature design fits within the overall product
  3. Subjective feedback - feedback from stakeholders driven by personal preferences
23
Q
A