Cover image for The User Experience Team of One

Book Description

The User Experience Team of One prescribes a range of approaches that have big impact and take less time and fewer resources than the standard lineup of UX deliverables. Whether you want to cross over into user experience or you're a seasoned practitioner trying to drag your organization forward, this book gives you tools and insight for doing more with less.

Table of Contents

  1. Cover Page
  2. Title Page
  3. Copyright Page
  4. DEDICATION
  5. HOW TO USE THIS BOOK
    1. Who Should Read This Book?
    2. What’s in This Book?
    3. What Comes with This Book?
  6. FREQUENTLY ASKED QUESTIONS
    1. What is a user experience team of one?
    2. I’m a freelancer. Is this book for me?
    3. What’s different about life as a UX team of one?
    4. Is this just an intro to a UX book?
  7. CONTENTS
  8. FOREWORD
  9. INTRODUCTION
  10. PART I Philosophy
    1. CHAPTER 1 UX 101
      1. Defining User Experience
      2. An Example
      3. Where UX Comes From
      4. Where UX Professionals Come From
      5. If You Only Do One Thing...
    2. CHAPTER 2 Getting Started
      1. Get to Know the UX Toolkit
      2. Establish a Point of View on the Work to Be Done
      3. Get to Know Your Users
      4. Start Designing
      5. If You Only Do One Thing...
    3. CHAPTER 3 Building Support for Your Work
      1. Principles over Process
        1. #1 Invite People In
        2. #2 Make Things Together
        3. #3 Truly Listen
        4. #4 Know When It’s Good Enough
      2. Dealing with People Issues
      3. Dealing with Organizational Issues
      4. Responses to Common Objections
      5. If You Only Do One Thing...
    4. CHAPTER 4 Growing Yourself and Your Career
      1. Professional Communities
        1. Professional Associations
        2. Discussion Lists and Online Communities
        3. Meet-Ups and Locals
        4. Mentors and Buddies
      2. Continuing Education
        1. Online Resources
        2. Books
        3. Conferences
        4. Classes and Courses
        5. Degree Programs
          1. North America
          2. South America
          3. Europe
          4. Asia and Australia
        6. In Your Organization
      3. Making a Case for Career Growth
      4. Moving Out and On
        1. Getting Paid
        2. Position Your Engagements for Success
        3. Manage Your Time
      5. If You Only Do One Thing...
  11. PART II Practice
    1. CHAPTER 5 Planning and Discovery Methods
      1. METHOD 1 UX Questionnaire
        1. Average Time
        2. Use When
        3. Try It Out
      2. METHOD 2 UX Project Plan
        1. Average Time
        2. Use When
        3. Try It Out
      3. METHOD 3 Listening Tour
        1. Average Time
        2. Use When
        3. Try It Out
      4. METHOD 4 Opportunity Workshop
        1. Average Time
        2. Use When
        3. Try It Out
      5. METHOD 5 Project Brief
        1. Average Time
        2. Use When
        3. Try It Out
      6. METHOD 6 Strategy Workshop
        1. Average Time
        2. Use When
        3. Try It Out
        4. Triads
        5. Elevator Pitch
        6. Artifact from the Future
        7. Storyboards
        8. Mood Boards
        9. 2 × 2 or Kano Model
      7. If You Only Do One Thing...
    2. CHAPTER 6 Research Methods
      1. METHOD 7 Learning Plan
        1. Average Time
        2. Use When
        3. Try It Out
      2. METHOD 8 Guerilla User Research
        1. Average Time
        2. Use When
        3. Try It Out
      3. METHOD 9 Proto-Personas
        1. Average Time
        2. Use When
        3. Try It Out
      4. METHOD 10 Heuristic Markup
        1. Average Time
        2. Use When
        3. Try It Out
      5. METHOD 11 Comparative Assessment
        1. Average Time
        2. Use When
        3. Try It Out
      6. METHOD 12 Content Patterns
        1. Average Time
        2. Use When
        3. Try It Out
      7. If You Only Do One Thing...
    3. CHAPTER 7 Design Methods
      1. METHOD 13 Design Brief
        1. Average Time
        2. Use When
        3. Try It Out
      2. METHOD 14 Design Principles
        1. Average Time
        2. Use When
        3. Try It Out
      3. METHOD 15 Sketching
        1. Average Time
        2. Use When
        3. Try It Out
      4. METHOD 16 Sketchboards
        1. Average Time
        2. Use When
        3. Try It Out
      5. METHOD 17 Task Flows
        1. Average Time
        2. Use When
        3. Try It Out
      6. METHOD 18 Wireframes
        1. Average Time
        2. Use When
        3. Try It Out
      7. If You Only Do One Thing...
    4. CHAPTER 8 Testing and Validation Methods
      1. METHOD 19 Paper and Interactive Prototypes
        1. Average Time
        2. Use When
        3. Try It Out
      2. METHOD 20 Black Hat Session
        1. Average Time
        2. Use When
        3. Try It Out
      3. METHOD 21 Quick-and-Dirty Usability Test
        1. Average Time
        2. Use When
        3. Try It Out
      4. METHOD 22 Five-Second Test
        1. Average Time
        2. Use When
        3. Try It Out
      5. METHOD 23 UX Health Check
        1. Average Time
        2. Use When
        3. Try It Out
      6. If You Only Do One Thing...
    5. CHAPTER 9 Evangelism Methods
      1. METHOD 24 Bathroom UX
        1. Average Time
        2. Use When
        3. Try It Out
      2. METHOD 25 Mini Case Studies
        1. Average Time
        2. Use When
        3. Try It Out
      3. METHOD 26 Peer-to-Peer Learning Community
        1. Average Time
        2. Use When
        3. Try It Out
      4. METHOD 27 Pyramid Evangelism
        1. Average Time
        2. Use When
        3. Try It Out
      5. If You Only Do One Thing...
    6. CHAPTER 10 What’s Next?
      1. The Evolution of UX
      2. The Endurance of Design
      3. The Secret Agenda of the UX Team of One
      4. If You Only Do One Thing...
  12. APPENDIX Guide to the Methods in Part II
  13. Index
  14. ACKNOWLEDGMENTS
  15. ABOUT THE AUTHOR