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Praise for UX on the Go: A Flexible
Guide to User Experience Design
“UX on the Go stands out as a textbook with its emphasis on getting out in
the field and meeting users—the people all the work is about. From beginning
to end, Andrew Mara identifies the role of UX research and practical ways to
include users in the entire process, engaging them and embedding their stories
in the product.”
—Whitney Quesenbery, Center for Civic Design
Author of Storytelling for User Experience,
Global UX, and A Web for Everyone
“In UX on the Go: A Flexible Guide to User Experience Design, Andrew Mara
gives us a very clear and practical exploration of UX design. I very much ap-
preciated his step-by-step approach to designing with the users’ needs and ex-
periences in mind.”
—Richard Johnson-Sheehan, Purdue University
Author of Writing Today, Technical Communication Today,
and Writing Proposals
UX on the Go
Designed with flexibility and readers’ needs in mind, this purpose driven book
offers new UX practitioners succinct and complete instructions on how to con-
duct user research and rapidly design interfaces and products in the classroom
or the office.
With 16 challenges to learn from, this comprehensive guide outlines the
process of a User Experience project cycle from assembling a team to research-
ing user needs to creating and verifying a prototype. Practice developing a
prototype in as little as a week or build your skills in two-, four-, eight-, or
sixteen-week stretches. Gain insight into individual motivations, connections,
and interactions; learn the three guiding principles of the design system; and
discover how to shape a user’s experience to achieve goals and improve overall
immediate experience, satisfaction, and well-being.
Written for professionals looking to learn or expand their skills in user ex-
perience design and students studying technical communication, information
technology, web and product design, business, or engineering alike, this acces-
sible book provides a foundational knowledge of this diverse and evolving field.
A companion website includes examples of contemporary UX projects, ma-
terial to illustrate key techniques, and other resources for students and instruc-
tors. Access the material at uxonthego.com.
Andrew Mara
First published 2021
by Routledge
52 Vanderbilt Avenue, New York, NY 10017
and by Routledge
2 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN
Routledge is an imprint of the Taylor & Francis Group, an informa
business
© 2021 Taylor & Francis
The right of Andrew Mara to be identified as author of this work has
been asserted by him/her/them in accordance with sections 77 and 78
of the Copyright, Designs and Patents Act 1988.
All rights reserved. No part of this book may be reprinted or
reproduced or utilised in any form or by any electronic, mechanical,
or other means, now known or hereafter invented, including
photocopying and recording, or in any information storage or
retrieval system, without permission in writing from the publishers.
Trademark notice: Product or corporate names may be trademarks
or registered trademarks, and are used only for identification and
explanation without intent to infringe.
Library of Congress Cataloging-in-Publication Data
Names: Mara, Andrew (Associate Professor), author.
Title: UX on the go: a flexible guide to user experience design /
Andrew Mara.
Description: New York, NY: Routledge, 2020. | Includes
bibliographical references and index.
Identifiers: LCCN 2020011694 (print) | LCCN 2020011695 (ebook) |
ISBN 9780367228545 (hbk) | ISBN 9780367228620 (pbk) |
ISBN 9780429277238 (ebk)
Subjects: LCSH: Consumer satisfaction. | User interfaces
(Computer systems)—Design.
Classification: LCC HF5415.335 .M36 2020 (print) |
LCC HF5415.335 (ebook) | DDC 658.8/343—dc23
LC record available at https://lccn.loc.gov/2020011694
LC ebook record available at https://lccn.loc.gov/2020011695
List of Figures xv
Acknowledgments xviii
I
Welcome to User Experience on the Go 1
Defining User Experience 2
Three Principles 2
First Principle 3
Second Principle 4
Third Principle 5
Good News 6
Bad News 6
Filling in the Gaps 6
A Week in the Life of a UX Professional 8
When to Observe and Interview 10
A Note about Face-to-Face vs. Virtual Teams 11
Using This Book 11
The Stretch 13
Challenges 17
Proto-Persona 150
Persona 152
UX Story: Personas at Mayo Clinic 153
Challenge #11: Create a Persona Village 156
Conclusion 156
Wireframes 172
Mockups 176
Combine and Transform 177
UX Story: Wireframing an Educational Flow 180
Challenge #13: Create an Interface Documentary 180
Conclusion 182
Prototype 184
UX Story: Prototyping a Food Locker 185
Minimum Viable Product 189
Usability Test Report 190
UX Story: Creating an App MVP for a Community
Arts Challenge 193
Challenge #14: Take Your MVP or Mockup on Tour 196
Conclusion 197
Index 217
Figures
7.2 A/B Tests can help a UX Team narrowly tailor interface choices 116
I would like to acknowledge and thank Emma J. Rose, Elin Björling, Adam
Copeland, Deepika Thamizhvanan, Erin Schoch, Anna Maria Choi, Harrison
Lee, and Sequoia Connor for sharing their UX Stories with me and the larger
UX family. Emma has been an indefatigable in locating these stories, generous
in sharing her deep UX expertise and bringing me in contact with her net-
work, and inspirational in wanting to expand this book to its fuller potential.
Here is hoping for later editions so that we can make this two-author effort.
A special thanks to Darren Zufelt for adding his unique illustrations to this
textbook. The time you spent illustrating our class discussions on the white
board revealed this talent to all of us, and I’m glad you took the chance to
share it here.
I would like to acknowledge the communities of Albuquerque, New Mexico;
Fargo-Moorhead, North Dakota/Minnesota; Mesa, Phoenix, and Tempe,
Arizona; Bowling Green, Ohio; and Duk Payuel, South Sudan for nurturing
my nascent User Experience knowledge, and providing endless opportunities
to work on improving how we conduct our lives.
Thanks to the reviewers who have made this book better, and who will no
doubt continue to challenge me to make this book more useful, accessible, and
representative of the work that UX professionals and advocates do around the
world.
Thanks to the academic colleagues who have encouraged me to develop
innovative approaches to teaching and researching, even as our universities
are being increasingly exposed to the violent economic and political forces.
Special thanks to my students who have allowed me to hold the title of
“teacher,” even as I learn my craft alongside of them. Your willing suspension
of disbelief in our projects has made the journey possible.
My deepest and humblest gratitude to lovely Miriam, whose endless con-
versation and cheerful companionship blurs our work and fun into one-long
adventure of discovery. I can’t wait to see where this all takes us next.
Introduction
Three Principles
UX on the Go proposes three principles in Design Cycle to ensure the team
designs better products. Three adjustments to your work process can help you
create a more useful, beloved, and enduring product. Rapidly adjusted proj-
ect cycles, user-driven decisions, and an action-first paradigm can all help
you more rapidly meet your potential users, and help you gather the data to
iterate your idea responsively and ethically. These adjustments bundle into a
double-diamond process that helps address difficulties endemic to designing
in digital environments—greater front-end resource Requirements, more am-
biguously defined user groups, and an interaction environment that gives the
users more choices for their time and attention (Figure 0.1).
By using principles that User Experience professionals have honed to make
their work more responsive, and then by focusing upon where your design
might leverage user motivation, you can start working quickly on the parts
of your UX projects that may make the most positive and enduring impact.
Rapid, user-driven, and action-oriented design processes will help you reshape
the products and interfaces into models and prototypes that others can see so
that members of your Design Team, research participants, and decision makers
can work with your project data and interfaces in ways that will make the
world better for users.
Introduction 3
First Principle
In order to maximize the benefit and minimize the time and effort you ex-
pend on your UX project, you need to create a tight turnaround for project
development and management. UX projects take a different range of people
and skillsets to implement than projects that depend upon either large bu-
reaucracies or one-person shops that make decisions by intuition and luck.
You likely don’t have the time to use more traditionally phased project man-
agement techniques; such techniques are sometimes called Waterfall Project
Management for the way that project management documents depict discrete
stages of projects with the visual style of a cascading, descending set of tasks
on a GANTT chart (Figure 0.2).
If you have a big budget, unlimited time, and a dedicated IT team, a rapid
and iterative approach may not be as worthwhile. If, however, you do not have
a lot of resources, a big team, and a large amount of time to turn your quality
data and good idea into a useful prototype, a rapid project cycle can help. Rapid
project cycles force the team to build prototypes early, which, in turn, helps
you gather data from the participants who can begin to interact with your
prototype. When users start to interact with the prototypes and Mockups, you
can better see how, where, and why your users interact with the interface you
are redesigning. Getting to those three core ideas is the key to successfully
improving a product for your user. We’ll introduce you to several processes that
help you locate and engage active groups of users in Chapters One to Four.
Chapter One will help you quickly cultivate an action-first mindset and help
you prepare to capture the insights as they happen. Chapter Two will help you
assemble a team that best sets you up for immediate success. Chapter Three
4 Introduction
will guide you as you map out the rest of your project cycle. Finally, Chapter
Four will help you locate your users and begin to collaborate with them.
Second Principle
The second principle pushes a UX Team to find potential users they hope to
engage as quickly as possible and to enlist their help in the design process. In
order to most fully take advantage of the benefits of rapid iteration, UX Pro-
fessionals need to go beyond distant analysis and user-centered approaches and
create a user-driven process. Quickly locating user groups, observing repeated
activities and tasks, and isolating key interactions can grant insight into the
potential of your product; inviting members of these groups to participate in
building your solution will help you analyze the data you have collected, ques-
tion your own biases, and design the most effective interfaces with the great-
est impact. We’ll introduce you to several processes that help you locate and
engage active groups of users in Chapters Four to Six. Chapter Four will help
you find your users, whether online or in person. Chapter Five will help you
strategize about how to involve your participants in ways that give you the
best access to their interactions and hidden insights so that you can maximize
project’s chance of success. Chapter Six will give you ideas about how you
can collaboratively begin to design with users. Many of these processes and
document genres have been taken from Contextual Inquiry, Ethnography, and
other social science methods. Don’t worry—you don’t have to know anything
about this practice beyond what they can do to help you understand your users
Introduction 5
and how users prefer to interact with other people through these interfaces
and products. We’ll get you going down the path, which will hopefully whet
your appetite to learn more.
Third Principle
The final adjustment to your work process is conceptualizing your project as
a succession of action-first phases. Instead of the usual research—invent—
revise—release order that schools often teach students when writing a term
paper or creating a class project, UX Teams precipitate small interactions with
users they hope to engage before they have finalized and perfected their re-
search methods or prototypes (Figure 0.3).
You will learn to observe the small perturbations and course corrections
that you and members of your user groups already take to intervene in their
lives. By privileging the activity of user self-intervention, and learning how
your users react to the changes in their routines and activities, you can more
ethically chart the course how your UX Team is going to alter the lives of your
users. To be sure, you will still research user preferences, activities, and habits,
but you will not do so from a distance. You will need to approach each step
of the Design Cycle ready to collect the insight that your users and artifacts
will give you as they push back against your assumptions. Chapters Five to
Figure 0.3 Sometimes the only way to understand your users is to meet them in
the wild.
6 Introduction
Eight will help you create action-first research, but all of the chapters take
this particular stance so that you can gather insight quickly and tighten your
Design Cycle.
Good News
User Experience research can quickly provide a designer or a Design Team
with user feedback. Designers and researchers often work on projects without
the benefit of overly formal structures that connect specialists through regu-
larized genres and processes. Design, especially practices like software and web
design, has always had some designers embracing a philosophy rooted in quick
revision. Software and web interfaces are constantly changing, and designers
intuitively know that they have to work at the speed of their medium. Lean
and agile design, team programming, MVPs (Minimally Viable Products) and
other means of increasing the speed and responsibility of team members put
each team member more fully in charge of the design process. Team members
don’t have to wait until the team in front of them finishes their work. Instead,
the team breaks down individual pieces of a larger project, and can begin to
get a sense of the interface potential right away. This product ownership from
the entire team can allow the team to learn lessons and address problems as
they crop up.
Bad News
Rapid design practices have changed more quickly than the institutional ability
or willingness to support those practices. The institutional structures that can
foster rapid iteration—schools, professional societies, presses, and companies—
are still largely run on the schedule of the quarter, the semester, and the year.
Universities, nonprofit organizations, companies, and professional societies are
beginning to adjust their structures and assumptions to better facilitate rapid
design, but there is still a long way to go. All of these organizations typically
expect employees or students to measure their success by the quarter, the se-
mester, or the year, so it will often be up to the team and the individual to track
successes, and to help educate their organization about the benefit of quick
work to the user, the team, the organization, and the individual. This work
of institutional education makes the final tasks in a project of documenting
lessons and successes, and folding that into the next project cycle a critical one.
You will be the change that needs to happen in your world, and it is critical that
you document your successes and share them with your larger circles.
The week is tapped and tailed by a workshop that sets the week’s direction
and then showcases and reflects on the week’s output, respectively. Use
of a formal retrospective (an opportunity for the entire team, including
senior stakeholders, to reflect and feedback on the process itself) is invalu-
able in continuing to adjust the process both in terms of content and the
practicalities themselves and often immediately follows the showcase….
During the week, all (or some) of the team may go out to spend time
with the customers. Typically, this happens in the mornings. Insights they
capture on these field trips are brought back and synthesized on the wall
in the afternoon…. The daily stand-up is a dedicated reflection point for
the day. It provides an opportunity for the team to review the progress
made and issues arising, and to set or tweak the agenda for the coming
day (much as the formal retrospective at the end of the week does for the
weekly cycle).3
Like Agile projects, UX Design Team schedules often occur in rotations rather
than distinct activities that happen only during particular long phases. Each
week can include book-end meetings as ways of driving the iteration cycle
forward. Reflection is built into group interactions, rather than singled out
for later, and data sharing is done as publicly as possible. At the heart of the
UX Design Team week is a trip to the field to gather interview and observa-
tion data from potential users. The contextual observation data and interview
transcripts provide the main material from which key decisions are made.
There are trade-offs when you are trying to iterate a project, but in UX,
the thing that does not get short shrift is observational detail. Direct ob-
servation and captured data in the form of transcripts, notes, photographs,
video, and artifacts provide the Design Team with the raw material. With
this raw material, the team will quickly map the social interactions that the
UX project might potentially provide for users to create their own successes.
In order to maximize detail and minimize time and effort, UX on the Go fea-
tures process documents and events to foreground shared understanding and
draw team-member attention to specific tasks that define social interaction.
Changes in documentation, process, and task conceptualization and execution
Introduction
9
The Stretch
This book is designed to be used by UX Professionals in training, whether they
are in school or not. Although this is not an exhaustive book, it does have a
lot of ideas that you can use to create your best UX Design Cycle. In order to
do that, it breaks down the cycle into activity sequences, and activities into
sequences of tasks. The larger sequence of the cycle, the stretch, comes in a
14 Introduction
lot of forms. Depending upon the research needs and the UX Team resources,
these Stretches will contain activities to help you assemble a team, locate your
users, interact with and research with your users, collect and analyze the data,
communicate the analysis, iterate the interface design, and document and pre-
pare for the next sequence.
One-Week Stretch
This is the most intense way to get through a single Design Cycle, and requires
that members of the team be willing to clear their entire work schedule to ac-
complish their goals. In this short work period, you are going to designate team
roles, gather what you know, define the problem, sketch, pick a winner, create
a quick Wireframe/Mockup, and do an initial Usability Test. This pattern can
be stacked and varied to create a larger project cycle, if you want to rapidly
iterate an interface.
Two-Week Stretch
Many workplaces use this kind of work sprint to hit their deadlines. This is
probably the shortest amount of time you can conduct a Design Cycle and
collect any new user data during the process. You are going to spend a bit more
time assembling your UX Team and conducting some initial research that you
will be able to user test later. The advantage of this cycle is that you can keep
fresh while building a depth of insight.
Eight-Week Stretch
This is a really deep dive for a design project. The eight-week Design Cycle
is a good idea if you are working on a key interface. You will likely need to
recruit users for a project and will have time to conduct different kinds of
testing along the way. You will also have some time to formalize what you have
learned to iterate your organizational team culture.
16 Introduction
Week 1: UX Project Plan (Chapter Two), Team Assembly (Chapter Two), Role
Card (Chapter One), Preliminary Fieldwork (Chapter One), Standup
(Chapter Two)
Week 2: UX Inventory (Chapter Two), Research Plan (Chapter Four), Direct
Participant Recruitment, (Chapter Four), Diary Study (Chapter Five),
Standup (Chapter Two)
Week 3: Interviews (Chapter Five), Card Sort (Chapter Seven), Standup
(Chapter Two)
Week 4: Coding Transcripts (Chapter Eight), Transcript Analysis (Chapter
Eight), Findings Report (Chapter Ten), Standup (Chapter Two)
Week 5: Sketching (Chapter Twelve), Standup (Chapter Two)
Week 6: Wireframes (Chapter Thirteen), Standup (Chapter Two), Standup
(Chapter Two)
Week 7: Prototype (Chapter Fourteen), Usability Test Report (Chapter Four-
teen), Retrospective (Chapter Fifteen),
Week 8: Project Autopsy (Chapter Fifteen), Interface Pageant (Week Sixteen)
Sixteen-Week Stretch
This long walk involves many of the approaches and techniques in this book.
You probably don’t need to use this length of a sprint unless you are investing
a great deal of time and care in a product that must succeed. If this is a flagship
company product, or if your organization wants to invest in the capacities of
the UX Team, this ultra-marathon “sprint” can help everyone really get to
know the product/service and each other. You will have time to take multiple
passes at interacting with and conducting research with multiple user groups.
You will also have a lot more time to build the UX culture in your organiza-
tion. Such a long research period should encourage you and your Team to take
on one more Challenges at the end of each chapter.
Week 1: UX Project Plan (Chapter Two), Team Assembly (Chapter Two), Role
Card (Chapter One), Preliminary Fieldwork (Chapter One), Standup
(Chapter Two)
Week 2: UX Inventory (Chapter Two), Research Plan (Preliminary Fieldwork
(Chapter One), Standup (Chapter Two)
Week 3: Research Plan, Diary Study (Chapter Five), Standup (Chapter Two)
Week 4: Agile Ethnography (Chapter Four), Standup (Chapter Two)
Data Book
Week 5: Agile Ethnography (Chapter Four), Card Sort (Chapter Seven),
Standup (Chapter Two)
Week 6: Qualitative Data Analysis (Chapter Eight), Card Sort Data Analysis
(Chapter Eight), Findings Report (Chapter Ten), Standup (Chapter Two)
Week 7: Concept and Usage Story (Chapter Nine), Persona (Chapter Nine),
PechaKucha (Chapter Ten), Standup (Chapter Two)
Week 8: Sketching (Chapter Twelve), Standup (Chapter Two)
Introduction 17
Week 9: Sketchboard (Chapter Twelve), Standup (Chapter Two)
Week 10: Wireframes (Chapter Thirteen), Standup (Chapter Two)
Week 11: Prototype (Chapter Fourteen), Standup (Chapter Two)
Week 12: Benchmark Test (Chapter Eight), Standup (Chapter Two)
Week 13: Usability Test Report (Chapter Fourteen), Standup (Chapter Two)
Week 14: Minimum Viable Product (Chapter Fourteen), Standup (Chapter Two)
Week 15: Team Reflection (Chapter Fifteen), User Ecology Blueprint (Chapter
Sixteen)
Week 16: User Safari (Chapter Sixteen)
Challenges
As a UX Professional in training, there are a number of practices that you can
undertake that do not fit neatly into a UX Design Cycle. The book provides
16 challenges for you and your team to build and flex your UX muscles. If you
have time during the cycle to build these muscles (maybe while waiting for
your users or marketing folks to get back to you), take on one of these chal-
lenges and try to build your UX acumen. Write a Justice Manifesto, create a
Listening Practice, go on a User Safari, build a UX Library, or hold a Reverse
Ice-Breaker. These Challenges are designed to help you think differently about
your UX work, your Team, and your relationship to Users.
Notes
1 Take an Active User
Experience Stance
For the things we have to learn before we can do them, we learn by doing
them, for example, men become builders by building and lyre players by play-
ing the lyre; so too we become just by doing just acts, temperate by doing tem-
perate acts, brave by doing brave acts. Aristotle, Book II, Nicomachean Ethics.
after the initial activity, and a commitment to quick and action-oriented doc-
umentation to plan out your next move—documentation is really just a form
of reflection and preparation for the next action.
Fortunately, User Experience (UX) Researchers and Designers have a wide
range of design and documentation forms—like heuristic markups, personas,
and findings reports—to capture what is happening and to plan next steps.
Furthermore, UX Researchers and Designers have workarounds to simplify
complex user research practices through contextual observation, research
hunts, and usability testing in order to rapidly sharpen the focus of the re-
search team and bring definition to what can initially seem very vague. The
wide range of UX documentation genres and research practices can help UX
Teams immerse themselves in the social practices that might bridge data to
people who can do something with that data. At the core of UX is observation
of patterns, and UX can lend a hand in quickly capturing what emerges from
the provocations. Once the researcher captures a set of interactions that were
either initiated or affected by our participation, the UX team can think about
what has happened, and make more advised future actions. From the first cycle
of Doing/Observing/Thinking, the researcher scan continue to clarify where
in the larger insights the UX project might be most effectively built into po-
tential interfaces. The researchers will participate in, observe, and document
several cycles of activity to create a more intuitive, felt sense of what kind of
user groups might coalesce around, and better craft a project interface (or set
of interfaces) that will help the users accomplish goals that matter to them.
20 Take an Active User Experience Stance
Just Temperate Brave Action
Aristotle’s statement in Book II of the Nicomachean Ethics about becoming
“just by doing just acts, temperate by doing temperate acts, brave by doing
brave acts” can help you plot your UX Design Cycle. An action-first plan ne-
cessitates that each action forward be steeped in right action. As you design
a better world one interface at a time, you need to understand both the good
and the harm that each action can precipitate, and to take precautions to
ensure that each action contributes to the good and minimizes the harm. You
are not designing to solve a static problem for everyone and for all time, but
are instead trying to help particular users in particular contexts. As a con-
sequence, each time you formulate a next action, the community and context
should help dictate what you decide. For UX professionals, it can seem like
a contradiction to base your action on shifting notions of justice, temper-
ance, and bravery; however, because each interface you design has the po-
tential to magnify actions by many multiples over time, the actions that lead
up to these interfaces should be saturated with a just, temperate, and brave
approach. The courage you show in approaching user communities with an
openness will result in truer responses from users. The temperance you act
with in gaining and maintaining consent from the individuals and commu-
nities you seek to interact with will magnify the needs and thoughts of those
who will ultimately implement the solutions that emerge. The justice you
enact in your interactions and interfaces will help your users build the better
world that we all live in.
How can you enact these broad and sometimes difficult-to-define concepts
of justice, temperance, and courage? Karla Holloway provides three additional
measures of these in her book Private Bodies, Public Texts: Race,2 Gender, and
a Cultural Bioethics to locate a beginning of justice.
UX Project Plan
Every journey can benefit from a map. Before you can map your user’s journey,
it’s important for you to create a map for you and your team to meet users, learn
from their actions and thoughts, get to know their history and perspective,
and to collaborate with them as a way of improving their experience with
products. While it may be tempting to just start on the journey and see where
it takes you, it’s important to prepare yourself for the time care it will take to
meet your users, get to understand their history and community, to carefully
observe them, and to work with your team to ascertain potential interface
improvements. A UX Project Plan is a written record of where you plan to
go, who is going on the journey with you, and what you believe will happen
on that journey. The plan is necessarily speculative, but shouldn’t be a wild
fantasy. You are going to take best guesses, while trying to be as pessimistic as
possible about the amount of effort and time it will take. It is much easier to get
permission on the front end to take time and care (and ask for resources) than
22 Take an Active User Experience Stance
it is to go back to your supervisor and ask for more time and money over and
over. It is typical for people to frame plans around best-case scenarios, so don’t
be surprised when it takes twice or three times as long to perform particular
activities. Even Nobel-winning psychologist and behavioral economist Daniel
Kahneman wildly underestimated the time it would take to create projects
(and he was one of the researchers who uncovered just how often we do this).
For this reason, it is extra important to be the adult in the room and build
contingencies and slip dates into your plans.
In order to host a UX Project Plan, you will need something to write on and
with, and some time to think about contingencies. Involve as many members
of the team as you feel comfortable with, but don’t feel like you have to have
anyone beyond the core of people you trust (or yourself). This is a map for the
process, and it should be useful to everyone who is participating.
Participants: One–four people (can be more)
Time: 90+ synchronous minutes
Materials:
• Something to individually write with (word processing software, or an
online sketch tool like Google Jamboard, Sketchpad, or mural.co)
• Something to write on (word processing software)
Step 2: Block Out the Major Phases of the User Research Project
(30 Minutes)
This can be as concrete or as abstract as is useful. The essence of this step is
honesty, so take your best guesses as to what the steps of the process will be. If
you genuinely don’t know what steps of the project might be, go back and look
at the Introduction to see what a UX professional’s time might be. We have
provided a sketch here of what a possible project might consist of. In multi-
million-dollar film production, teams block out major chunks of the story in
order to uncover what will be required. Although your project won’t likely re-
quire soundstage and multiple shooting locations, it’s important to guess what
is going to need to happen so that you can have the conversations you need
to. Block out the major chunks of the project and give each of these phases an
action-first name (e.g., interview users, test prototype, write report, etc.). Make
sure that you are including roughly a third of your time getting to know your
users, a third of the time creating the interface, and a third of the time testing
and documenting what you have come up with.
Preliminary Fieldwork
Getting out of the office and classroom to meet users is probably the most
important step you can take as a UX professional. Understanding how users
Take an Active User Experience Stance 25
interact with others and their world will help you understand better how to
research and design interfaces for and with them. If you are going into the field
to learn about your users, it is best to either go alone or go with a friend.
Participants: One–two people.
Time: Variable (around an hour of prep work, but at least one hour total of
prep and analysis, and two hours in the field at a time).
Materials:
• Something to individually take notes on (a notepad, notebook, or laptop—
preferably as small as possible), and to take notes with. A camera, and a
microphone to record audio.