Collaborative product design: working better together for better UX
Book information
Description
Design and collaboration. The elements of design: think-make-check and the four models -- Fidelity: check the right things with the right people -- The elements of collaboration: shared understanding, inclusion, and trust -- Collaboration in practice: frame, facilitate, and finish -- Project strategy. The strategic landscape -- Identify project goals with goal mapping -- Identify a concrete vision for success -- Document and share project goals and vision -- Users. Users and user research -- Identify users with the Bull's Eye Canvas -- Explore user attributes with the profile Canvas -- User needs and preferences with the attributes grid -- Document and share user models -- Interactions. Elements of interactions -- Identify what to build with Touchpoint maps -- Understand how products fit together with Journey maps -- Interfaces. The visible and invisible parts of an interface -- Design interfaces with 4-corners -- Strategies for sketching interfaces -- Choose the right interface model: wireframes, comps, or prototypes? -- Checks. Checks (and balances). Design and collaboration. The elements of design: think-make-check and the four models -- Fidelity: check the right things with the right people -- The elements of collaboration: shared understanding, inclusion, and trust -- Collaboration in practice: frame, facilitate, and finish -- Project strategy. The strategic landscape -- Identify project goals with goal mapping -- Identify a concrete vision for success -- Document and share project goals and vision -- Users. Users and user research -- Identify users with the Bull's Eye Canvas -- Explore user attributes with the profile Canvas -- User needs and preferences with the attributes grid -- Document and share user models -- Interactions. Elements of interactions -- Identify what to build with Touchpoint maps -- Understand how products fit together with Journey maps -- Interfaces. The visible and invisible parts of an interface -- Design interfaces with 4-corners -- Strategies for sketching interfaces -- Choose the right interface model: wireframes, comps, or prototypes? -- Checks. Checks (and balances).
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