User Experience Quarter

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Stakeholder Arrangements Quarter (hereinafter, the Quarter) is the first of four lectures of Operations Quadrivium (hereinafter, the Quadrivium):

The Quadrivium is the first of seven modules of Septem Artes Administrativi, which is a course designed to introduce its learners to general concepts in business administration, management, and organizational behavior.


Outline

The predecessor lecture is Social Rationale Quarter.

Concepts

  1. Stakeholder relations.
    • Affective events theory. A model that suggests that workplace events cause emotional reactions on the part of employees, which then influence workplace attitudes and behaviors.
  2. Public relations.
  3. Visual design. Also called communication design. A discipline which combines design and information development in order to develop and communicate a media message to a target audience.
  4. Informational architecture (IA). The art and science of organising and labeling websites, intranets, online communities and software to support usability.
    • Usability. The ease of use and learnability of an object, such as a book, software application, website, machine, tool or any object that a human interacts with.
    • Usability engineering. The practice of assessing and making recommendations to improve the usability of a product.
    • Industrial design. The application art and science to a product, in order to improve its aesthetics, ergonomics, functionality, and usability.
    • Information scent. An important concept in information foraging theory referring to the extent to which users can predict what they will find if they pursue a certain path through a website. As animals rely on scents to indicate the chances of finding food, so do humans rely on various cues in the information environment to achieve their goals.
    • User journey. The step by step journey that a user takes to reach their goal.
  5. User interface (UI).
    • Interface. A shared boundary between any two persons and/or systems through which information is communicated.
    • Dialog hierarchy. An analysis model that shows user interface dialogs arranged as hierarchies.
    • Dialog map. An analysis model that illustrates the architecture of the system's user interface.
    • Interaction design (IxD). Sometimes referred to as IxD, interaction design strives to create meaningful relationships between people and the products and services that they use.
  6. UX design.
    • User experience. The overall experience of an individual using a given product, often discussed in terms of the easiness or difficulties with this experience.
    • Adaptive design. Like Responsive web design it is an approach to web design aimed at crafting sites to provide an optimal viewing and interaction experience on different screen and devices. The difference is that adaptive design is less fluid then RWD, and ‘serves’ few fixed width versions of the design depending on viewport size. It can utilize server side techniques to ‘detect’ viewport size prior to rendering html. The advantage for designer is that it gives more control over images and typography, and hence is easier approach to ‘retrofit’ fixed width websitest to work on mobile devices.
    • Responsive design. A design approach that responds to the user’s behavior and environment based on screen size, platform and orientation. The practice consists of a mix of flexible grids and layouts, images and an intelligent use of CSS media queries.
    • User-centered design (UCD). A design process during which the needs of the user is considered at all times. Designers consider how a user is likely to use the product, and they then test the validity of their assumptions in real world tests with actual users.
  7. Website.
    • Sitemap. A complete list of all the pages available on a website.
    • Red route. The frequent and critical activities that users will perform on your site. They are complete activities, not single tasks, and will probably require several pages to execute. Defining the red routes for your site means that you’ll be able to identify and eliminate any usability obstacles on the key user journeys. (Important roads in London are known as ‘red routes’ and Transport for London do everything in their power to make sure passenger journeys on these routes are completed as smoothly and quickly as possible.)
  8. Branding. The process of creating and marketing a consistent idea or image of a product, so that it is recognizable by the public.
    • Elevator pitch. “An elevator pitch is a concise, carefully planned, and well-practiced description about your company that your mother should be able to understand in the time it would take to ride up an elevator.” (Source: Business Know How) Being able to pitch your idea is crucial for entrepreneurs and valuable in any formal or informal networking situation. It allows you to quickly describe your concept to anyone in a short period of time, including potential partners or investors.
  9. Enterprise justice. An overall perception of what is fair in the workplace, composed of distributive, procedural, informational, and interpersonal justice.
    • Distributive justice. Perceived fairness of the amount and allocation of rewards among individuals.
    • Informational justice. The degree to which employees are provided truthful explanations for decisions.
    • Procedural justice. Perceived fairness of the process used to determine the distribution of rewards.
    • Procedural justice. The perceived fairness of the process used to determine the distribution of rewards.
    • Interpersonal justice. The degree to which employees are treated with dignity and respect.
  10. Information distribution. Making needed information available to those stakeholders who are selected to obtain information in a timely manner.

Roles

  1. Architect. There is no architect role in Agile methodology, instead all Agile team members are responsible for emerging the architecture.
  2. Stakeholder. Any constituency in the enterprise environment that is, can be, or perceives itself to be affected by an enterprise's decisions and actions.
    • Stakeholder. Individuals and organizations that are actively involved in the project, or whose interests may be positively or negatively affected as a result of project execution or project completion. They may also exert influence over the project and its results.
    • Stakeholder. An individual or group affected in some way by the undertaking. Stakeholders are valuable sources for requirements.
    • Stakeholder. Anyone outside the Scrum team who has an interest in the product that the team is producing. Stakeholders can include but are not limited to direct managers, subject matter experts, account managers, salespeople, and legal officers.
    • Stakeholder. A group or person who has interests that may be affected by an initiative or influence over it.
  3. Regulator. A stakeholder with legal or governance authority over the solution or the process used to develop it.

Methods

  1. Card sorting. A technique using either actual cards or software, whereby users generate an information hierarchy that can then form the basis of an information architecture or navigation menu.
  2. Progressive disclosure. An interactive design technique that helps maintain the focus of a user’s attention by reducing clutter, confusion, and cognitive workload. It improves usability by presenting only the minimum data required for the task at hand. The principle is also used in journalism’s ‘inverted pyramid’ style, learning’s ‘spiral approach’, and the game ‘twenty questions’.
  3. Iterative design. A methodology based on a cyclic process of prototyping, testing, analysing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes are made. This process is intended to ultimately improve the quality and functionality of a design.
    • Iterate. The act of repeating a process with the aim of approaching a desired goal, target or result. Each repetition of the process is also called an iteration.
    • Iteration. A fixed or timeboxed period of time, generally spanning two to four weeks, during which an Agile team develops a deliverable, potentially shippable product. A typical Agile project consists of a series of iterations, along with a Sprint planning meeting prior to development and a Sprint retrospective at the end of the iteration. Iterations are referred to as sprints in Scrum.
      1. Iteration. Each phase of agile development is referred to as an iteration. Iterations are short time frames granted to deliver sets of features. Each iteration generally contains activities such as analysis, design, development, and testing.
    • Iterative development. The process of breaking down projects into more manageable components known as iterations. Iterations are essential in Agile methodologies for producing a potentially shippable deliverable or product.
  4. Collaborative design. Inviting input from users, stakeholders and other project members.
  5. Action design. A change process based on systematic collection of data and then selection of a change action based on what the analyzed data indicate.
  6. AIDA technique.
  7. User feedback loop. Ideas are put in front of users, who provide their feedback, which is used to refine the design, and then the process repeats.

Instruments

  1. Performance report. A report that contains enterprise performance information and is distributed to selected stakeholders. Usually, this report includes key status updates, progress measurements, and estimates.
  2. Exception report. A document that includes major variations from plan (not all variations) and is distributed to selected stakeholders.
  3. Relationship map. A business model that shows the organizational context in terms of the relationships that exist among the organization, external customers, and providers.
    • Relationship. A defined association between concepts, classes or entities. Relationships are usually named and include the cardinality of the association.
  4. Entity-relationship diagram. An entity-relationship diagram is a graphical representation of the entities relevant to a chosen problem domain, the relationships between them, and their attributes.

Practices

The successor lecture is Social Leadership Quarter.

Materials

Recorded audio

Recorded video

Live sessions

Texts and graphics

See also