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Lean UX, 2nd Edition

Book Description

Lean UX has become the preferred approach to interaction design, tailor-made for today’s agile teams. In the second edition of this award winning book, leading advocates Jeff Gothelf and Josh Seiden expand on the valuable Lean UX principles, tactics, and techniques covered in the first edition to share how product teams can easily incorporate design, experimentation, iteration, and continuous learning from real users into their Agile process. Inspired by Lean and Agile development theories, Lean UX lets you focus on the actual experience being designed, rather than deliverables.

Table of Contents

  1. Foreword
  2. Authors’ Note
    1. Note: From Jeff
    2. Note: From Josh
    3. From Jeff and Josh
  3. Preface
    1. What Is Lean UX?
    2. Who Is Lean UX for?
    3. What’s in It for You?
  4. I. Introduction and Principles
    1. About Part I
  5. 1. Lean UX: More Important Now Than Ever Before
    1. Design Is Always Evolving
  6. 2. Principles
    1. The Foundations of Lean UX
    2. So, What Is the Definition of Lean UX?
      1. Principles
      2. Principles to Guide Team Organization
      3. Principles to Guide Culture
      4. Principles to Guide Process
    3. Wrapping Up
  7. II. Process
    1. About Part II
      1. The Lean UX Process
  8. 3. Driving Vision with Outcomes
    1. Using the Right Words
    2. Assumptions
      1. Assumptions: The Big Four
    3. Method: Declaring Assumptions
      1. Who
      2. Preparation
      3. Problem Statement
      4. Running the Exercise: Business Assumptions Exercise
    4. Hypotheses
      1. Hypotheses: Tactical and Testable
    5. Getting from Problem Statement to Hypothesis
      1. Completing Your Hypothesis Statements
    6. Proto-Personas
      1. Persona Format
      2. The Persona Creation Process
      3. Prioritizing Hypotheses
    7. Moving on to Design
    8. Wrapping Up
  9. 4. Collaborative Design
    1. Collaborative Design
      1. Collaborative Design: The Informal Approach
      2. Collaborative Design: A More Structured Approach
      3. Running a Design Studio
    2. Design Systems
      1. Design Systems: What’s in a Name?
      2. The Value of Design Systems
      3. Case Study: GE Design System
      4. Creating a Design System
    3. Collaborating with Geographically Distributed Teams
      1. Collaborative Design Sessions with Distributed Teams
    4. Making Collaboration Work
      1. Wrapping Up
  10. 5. Minimum Viable Products and Prototypes
    1. What Is an MVP Anyway?
      1. Example: Should We Launch a Newsletter?
    2. Creating an MVP
      1. Creating an MVP to Understand Value
      2. Creating an MVP to Understand Implementation
      3. Some Final Guidelines for Creating MVPs
    3. Examples of MVPs
      1. Example: Wizard of Oz MVP for Taproot Plus
    4. Prototyping
      1. Paper Prototypes
      2. Low-Fidelity On-Screen Mockups
      3. Middle- and High-Fidelity On-Screen Prototypes
      4. Coded and Live-Data Prototypes
      5. What Should Go into My Prototype?
      6. Demos and Previews
      7. Example: Using a Prototype MVP
    5. Wrapping Up
  11. 6. Feedback and Research
    1. Continuous and Collaborative Research
      1. Collaborative Discovery
      2. Collaborative Discovery in the Field
      3. A Collaborative Discovery Example
    2. Continuous Learning
      1. Continuous Learning in the Lab: Three Users Every Thursday
      2. Simplify Your Test Environment
      3. Who Should Watch?
      4. Case Study: Three Users Every Thursday at Meetup
    3. Making Sense of the Research: A Team Activity
      1. Confusion, Contradiction, and (Lack of) Clarity
      2. Identifying Patterns Over Time
      3. Test What You’ve Got
    4. Monitoring Techniques for Continuous and Collaborative Discovery
      1. Customer Service
      2. On-Site Feedback Surveys
    5. Wrapping Up
  12. III. Lean UX in Your Organization
  13. 7. Integrating Lean UX and Agile
    1. Some Definitions
    2. Staggered Sprints and Their Modern Offshoots
      1. Evolving the Design Sprint
    3. Dual-Track Agile
    4. Exploiting the Rhythms of Scrum to Build a Lean UX Practice
      1. Themes
      2. Kick Off the Theme with a Design Sprint
      3. Iteration Planning Meeting
      4. Experiment Stories
      5. User Validation Schedule
    5. Participation
      1. Design Is a Team Sport
    6. Case Study: Knowsy (by Lane Goldstone)
      1. The Innovation Games Company
      2. A Shared Vision Empowers Independent Work
      3. Breaking the Design Bottleneck
      4. The Outcome
    7. Beyond the Scrum Team
    8. Lean UX and Agile in the Enterprise
      1. Wrapping Up
  14. 8. Making Organizational Shifts
    1. The Shifts
      1. Changing Culture
      2. Shifting Team Organization
      3. Shifting Process
      4. Wrapping Up
  15. 9. Case Studies
    1. Regulations and Financial Services: Lean UX at PayPal
      1. Fixing Checkout
      2. The Team
      3. Getting Started and Overcoming Obstacles
      4. The Results
    2. Online to Offline: Lean UX at CarMax
      1. Seeking an Outcome
      2. Lean UX + Customer Experience + Service Design
      3. Proto Personas
      4. Testing a Hypothesis
      5. The Next Iteration
      6. Testing Another Hypothesis
      7. Integrating In-Store Sales Staff
      8. Regular Cadence with the Team
    3. Setting Client Expectations at a Digital Product Studio: Lean UX at ustwo
      1. The Service Definition Workshop
      2. Following the Workshop, MVPs and Collaboration
    4. Lean UX in an Agency: Changing the Way We Sell Work
      1. Alignment, Coordination, and Flexibility
      2. Working with Third-Party Engineers
    5. A Last Word
  16. Index