My UX Process

A comprehensive collection of UX techniques available for use on UX projects.
At its core, every UX process should consist of the following key phases:

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Systems Development Life Cycle (SDLC) UX Process

MILESTONES, INVOLVEMENT, IMPORTANCE,TIMELINE

MY CHECKLIST

here are some techniques and examples how they can be used based on my previous projects

Personas

In order to test our ideas and hypotheses, based on user research and interviews, we have created some personas in order to understand which functions could be most useful.

Sketchs

I hear a lot of people talking about the importance of sketching when designing or problem-solving, yet it seems that very few people actually sketch. As a UX professional, I sketch every day. I often take over entire walls in our office and cover them with sketches, mapping out everything from context scenarios to wireframes to presentations.

Information Architecture

Information architecture (IA) focuses on the organization of data—that is, how data is structured from a user’s perspective, as opposed to the system, or technical, perspective. At the level of an entire Web site, or application, information architecture determines what data is on each page and how pages relate to each other.

User Flows

A user flow is a collection of Web pages that define a logical task. It consists of a number of steps that need to be performed in order to complete the task. For example, a booking user flow might have the following defined steps: Route and date details.

Site Map

Sitemaps are a hierarchical diagram showing the structure of a website or application. I use it to define the taxonomy through grouping of related content. They are an important step of the user centred process as they ensure content is in places users would expect to find it.

Wireframe

Wireframe is a visual guide that represents the skeletal framework of a website. Wireframes are created for the purpose of arranging elements to best accomplish a particular purpose. The purpose is usually being informed by a business objective and a creative idea.

Prototype Lo-Fi | Hi-Fi

The most basic definition of prototype is, “A simulation or sample version of a final product, which is used for testing prior to launch.” The goal of a prototype is to test products (and product ideas) before sinking lots of time and money into the final product. Low-fidelity (lo-fi) prototyping is characterised by a quick and easy translation of high-level design concepts into tangible and testable artefacts. accesskey="At the other extreme, High-fidelity (hi-fi) prototypes are characterised by a high-tech representation of the design concepts, resulting in partial to complete functionality."

Year2016
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