Join Chris Nodder for an in-depth discussion in this video Own the user experience, part of Making User Experience Happen as a Team.
- Developers will code the interface without you…if you let them.…You may not like the results when that happens,…but because they're the ones with their hands…on the code, they're ultimately the people…who determine how the product looks and behaves.…If you want to have any say in how the interface…ends up, you have to create the right…up front expectations.…The team needs to see you as the person…who provides UX guidance.…That might involve owning wire frames, storyboard…or prototype creation.…It might mean having good information…on design patterns and company standards…that you can quickly draw on to help the team out.…
And obviously it'll be your job to always guide…future conversations back to discussion…of user goals.…But don't take it too far.…You don't have to be the sole design decision maker.…In fact, it's unlikely that anyone will let you do that.…Encourage involvement and decision making…by people on the development team.…If they're making terrible suggestions,…help them learn as they go along.…That might sometimes mean allowing a sub optimal…
In this practical course, look at what it takes to help systemizers to empathize, and how you can best integrate with development teams, communicate the value of UX to business-oriented team members, and cultivate executive champions. Upon wrapping up this course, you'll have a better understanding of how to help your colleagues grasp the importance of user experience—which, in turn, can help make design decisions a bit easier.
- Integrating with development teams
- Owning the user experience
- UX as a brand
- Resources for teams you can't help
- Speaking from data, not opinion
- Influencing without authority
- Cultivating executive champions
- Justifying your budget