UX PROCESS

USER RESEARCH

In this first stage, everything related to the digital product is studied from all possible perspectives and we try to gather as much relevant information as possible. Here, the objectives and strategies to achieve them are defined.

For a simpler understanding, we will divide the process into 3 stages, this can help with better organization and knowing what part of the project we are in.

1. KICK-OFF MEETING

It helps us better understand the purpose of the business, its background, who its users are, who its competitors are, etc. Ask questions and resolve any concerns or doubts from both parties.

2. OBJECTIVE ANALYSIS

The objectives need to be analyzed to ensure that they are realistic. The SMART model: S (Specific) M (Measurable) A (Attainable) R (Realistic) T (Time-Bound) can be applied as a resource for setting objectives.

3. DESIGN THINKING

Consists of proposing solutions based on real problems. We have to ask ourselves if the problem we are going to solve is a real problem and if the proposed solution solves that problem.

It is important to ensure that the product meets the needs of the users, otherwise, it would have no place in the market.

4. DEFINING THE USER

Design decisions cannot be made by intuition, users must be researched to make data-driven decisions. We can use different tools to obtain this.

5. USER PERSONA

Representation of our ideal user and his/her needs.

  • Individual facts or personal information. It can be private (medical, work, financial, etc) or public.

  • Characteristics such as race, ethnicity, gender, age, education, profession, occupation, income level, and marital status, are all typical

  • Their attitudes, aspirations, and other criteria, especially in market research. These can be tendencies, interests, hobbies, lifestyles, etc.

  • Communication with persons through the channels of social media websites, blogs, forums and comment sections.

  • Means of communication, as TV and radio, newspapers, magazines, and Internet, that reach or influence a regularly followed pattern of behavior.

ORGANIZATION

At this point, we will try to organize and structure the information and content taking into account the users and the business. From this exercise, the information architecture is obtained and site maps and navigation schemes are generated. Conceptually, our product begins to have a base.

1. ARCHITECTURE

At this stage, information and content are organized and structured taking into account users and the business. Site maps and navigation schemes and interaction points are generated.

2. WIREFRAMING

Wireframes are the skeleton of a product's screens. When we create wireframes we have to study the visual hierarchy and make the tasks that users have to perform as easy as possible. Also, are created to outline the structure and communicate the core concept and value proposition of a product without including many details.

3. DESIGN SYSTEM

A set of elements that allow us (programmers too!) to define, prototype, and develop our product. It helps fasten the design process and make it more transparent and predictable.

It’s the DNA of our product and helps the team move in the same direction.

Library—Define characteristics such as typography, colors, icons, and spaces, among many others. These are designed to work on multiple platforms and create a common language.

Tokens - A library of shared styles, symbols, and components for designing or prototyping. These are constantly updated to always stay in sync.

Documents—Guidelines on how to use it, rules, limitations, and development considerations, as well as detailed information about each component.

PROTOTYPE & TEST

The final step is to create low and high-fidelity prototypes, which can be used as samples when testing with users. Prototypes are a faithful representation of what the real digital product will be like, so they are very important to make modifications before taking the product to development.

1. PROTOTYPE

Prototypes can be used for multiple use cases such as visualizing an idea, testing the possibility of realization, serving as a diagram/guide for developers, or testing the effectiveness of a design.

High-level prototyping: Shows a complete outline of the pages, sections of the product, and functionalities. It will receive annotations and will be reviewed.

Interactive prototyping: This not only shows the graphic side but also has a level of interactivity (or simulation attempt).

Build and share high-fidelity, no-code, and interactive prototypes.

Prototyping Tools

2. TESTING

User testing will show the serious problems that need to be resolved with priority and the other issues. Additionally, we will obtain feedback from participants that can serve as inspiration to make more improvements and iterate the product.

In this process phase, the user flow must be reviewed, which means, the paths or roads the user follows to obtain what they want through the product. With this information, we will make improvement reports that we will try to implement.

User tests in UX can be of various types depending on their context:

- In-person or remote tests.

- Evaluative test (prototypes or mockups)

- Validation test (on an existing interface)

- Strict or informal