UX Prototyping
Clients

Mick McQuaid

2024-03-05

Week EIGHT

Q and A from last time

When is animation too much?

Are there standards to follow with animation?

I suspect it’s a community thing and you have to know what your community is comfortable with. For me, it’s too much when it’s laggy on my old, slow machine or when it draws attention to itself, but I am only part of some communities, not all.

Alternative ways to work with components

How do teams collaborate on component design?

The audience for the component designers is other designers, but that doesn’t always mean that you know the other designers well, e.g., the Wikipedia redesign we discussed. Check out the design system videos we didn’t get to!

Clients

Greever (2020) on Clients

The big meeting

  • For the pitch meeting, communicating the designs was more important than the designs!
  • Time spent designing was small compared to time spent preparing the pitches
  • Client could have derailed the months-long effort in a minute

What makes a good design good?

  • Is it good use of space?
  • Is it simplicity?
  • Is it when you can’t remove anything?
  • What do you think?

None of these!

  • Greever claims that these are internal to the designer and don’t respect the need to communicate
  • Everyone is a designer in their own mind, just as everyone is a music critic even if they can’t play
  • Good design is, to some degree, subjective (but there are design features like symmetry and tension that play across cultures and epochs)

The power to say no

  • Clients are not monolithic
  • Many people may have the power to say no for different reasons
  • They’re all stakeholders

And yet, design by committee doesn’t work

  • People disagree
  • People get defensive when they disagree
  • People fail to focus on the issues when they get defensive
  • Grumbling compromise results

Home page syndrome

  • Home screens or pages become a catchall
  • Different stakeholders believe their thing will work if it’s more prominent

Communication is the job

  • Most stakeholder issues can be explained as miscommunication or misunderstanding
  • Designers must be communicators
    • Setting expectations
    • Following instructions
    • Articulating product and process

What is “articulate”?

Understand your message and understand the desired response

Being articulate includes

  • Imparting intelligence \(\Rightarrow\) trustworthiness
  • Demonstrating intentionality \(\Rightarrow\) purpose and focus
  • Expressing confidence \(\Rightarrow\) you mean what you say
  • Showing respect \(\Rightarrow\) plays well with others

Greever’s definition of good design

  • Solves a problem
  • Easy for the users
  • Supported by everyone

By the way, my definition of good design is

When the client and users have no regrets, that is good design!

Solving a problem

  • Metrics matter
  • What matters most to stakeholders?
  • Introspection helps intuition
  • Constantly ask how what you’re doing solves the problem
  • Keep writing about the problem and solution

Make it easy

  • Ask how each thing you do affects the user (can’t always be sure)
  • Write (and revise) a user story

Usability \(=\) common sense \(+\) research

Get everyone’s support

  • Not getting support means going over the same ground over and over
  • Getting support is Greever’s primary focus
  • Support \(\neq\) agreement
  • Get forward momentum, not consensus

Ask over and over why this beats alternatives

  • This means thinking of and thinking through alternatives
  • This means anticipating how stakeholders will react
  • It’s worth listing alternatives and problems they face
  • Maybe wireframe alternatives

Answer these questions

  • What problem does it solve?
  • How does it affect the user?
  • Why is it better than the alternative?

Greever (2020) on Stakeholders

What you must do

  • Improve stakeholder relationships
  • Earn stakeholder trust
  • Establish stakeholder rapport

Apply UX principles to stakeholders

  • Study stakeholders just as you study users
  • Empathy for stakeholder
  • Perspective of stakeholder

Building the relationship

  • See stakeholders as human
  • Create shared experiences with stakeholders
  • Develop empathy for stakeholders
  • Ask good questions of stakeholders

Mock client time

  • Break into pairs
  • One of you is the client
  • Client conveys desire for shopping app to designer
  • Designer tries to understand the client
  • Client doesn’t have to make it easy!
  • Switch roles
  1. Take five minutes to prepare
  2. During that time, client thinks about what they want in a shopping app
  3. During that time, designer thinks about how they can elicit info
  4. Come together for the interview
  5. Repeat Steps 1–4

References

Greever, Tom. 2020. Articulating Design Decisions: Communicate with Stakeholders, Keep Your Sanity, and Deliver the Best User Experience. 2nd ed. O’Reilly Media.

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