User Experience Design

Book description

Igniting business growth through UX 

In an increasingly digital world, users are rewarding products and services that provide them with a good experience and punishing those that don’t — with their wallets. Organizations realize they need to adapt quickly but don’t know how or where to start.  

In User Experience Design: A Practical Playbook to Fuel Business Growth, UXReactor co-Founder Satyam Kantamneni distills 25 years of industry experience into a pragmatic approach to help organizations advance in the highly competitive and rapidly changing digital world.  

You’ll discover:

  • Why putting users at the center of strategy leads to an almost unfair competitive advantage 
  • Ways to build an organizational system that delivers a superior user experience that is replicable, consistent, and scalable 
  • Common shortfalls that prevent organizations from reaping the value of experience design   
  • 27 proven “plays” from the UXReactor playbook to put concepts into practice 
  • Game planning examples to execute at different levels of an organization 

A comprehensive and practical book for everyone involved in the transformation — business leaders, design leaders, product managers, engineers, and designers — User Experience Design: A Practical Playbook to Fuel Business Growth is also an ideal blueprint for current and prospective UX practitioners seeking to improve their skills and further their careers. 

Table of contents

  1. Cover
  2. Title Page
  3. Copyright
  4. PRAISE FOR USER EXPERIENCE DESIGN
    1. A Practical Playbook to Fuel Business Growth
  5. ABOUT THE AUTHOR
  6. ABOUT UXreactor
  7. PREFACE
  8. PART N°1: PLAY TO WIN
    1. BUSINESS × TECHNOLOGY × DESIGN
      1. CHAPTER 01: CASE STUDY OF ALTEDUKATION
        1. The Systemic Magnitude of the Problem
        2. The Shifting Paradigm
        3. Note
      2. CHAPTER 02: INTRODUCTION
      3. CHAPTER 03: THE USER EXPERIENCE PROBLEM
        1. The User Experience Problem
        2. A Clear and Present Risk
        3. Note
      4. CHAPTER 04: EXPERIENCE VALUE CHAIN
        1. User Interface Design
        2. Product Experience Design
        3. Experience Transformation
        4. The Journey Is Just Starting
        5. Building an Economic Moat While Creating Value
      5. CHAPTER 05: BUSINESS INSANITY
        1. User Experience Design: The Secret Is in the Semantics
        2. Inside‐First vs. User‐First
        3. Small Design vs. BIG DESIGN
        4. Experience Debt: Death by a Thousand Cuts
      6. CHAPTER 06: TWO CASE STUDIES OF EXPERIENCE TRANSFORMATION
        1. Tesla
        2. The Walt Disney Company
    2. GROWTH BY EXPERIENCE DESIGN
      1. CHAPTER 07: GETTING THE SYSTEM RIGHT
        1. The bv.d System
        2. The Right Mindsets
        3. The Right Process
        4. The Right People
        5. The Right Environment
        6. Note
      2. CHAPTER 08: MINDSETS OF A USER‐CENTRIC ORGANIZATION
        1. Five Mindsets to Master
      3. CHAPTER 09: THE EXPERIENCE DESIGN PROCESS
        1. A PragmaticUX™ (PuX) Playbook
        2. The PuX™ Design Process
      4. CHAPTER 10: GETTING THE RIGHT PEOPLE RIGHT
        1. The Team of Practitioners
        2. The Leaders That Orchestrate the Magic
        3. Ideal Organization Structure
      5. CHAPTER 11: THE TRANSFORMATION STARTS WITH YOU
        1. We Need a Catalyst: YOU!
  9. PART N°2: 27 PLAYS
    1. USING THE PLAYBOOK
      1. CHAPTER 12: HOW TO NAVIGATE THE PLAYBOOK
      2. CHAPTER 13: HOW TO READ A PLAY
        1. The Anatomy of a Play
        2. The Mindful Canvas
      3. CHAPTER 14: USER EMPATHY PLAY
        1. THE HOW
        2. 1. The USER You Want to Develop Empathy For
        3. 2. The CATALYSTS for Building Empathy
        4. 3. What INSIGHTS Are Necessary to Understand Your User
        5. 4. Ways to Build ACTIVATION and Spread Empathy
    2. EXPERIENCE STRATEGY
      1. CHAPTER 15: EXPERIENCE STRATEGY: INTRODUCTION
        1. 1. The Impact of Experience Strategy
        2. 2. Experience Strategy Stands on Four Core Beliefs
        3. 3. Key Concepts
        4. 4. What to Expect in This Section
      2. CHAPTER 16: CULTURE DESIGN PLAY
        1. THE HOW
        2. 1. Cultivating the Right MINDSETS in Individuals
        3. 2. Fostering EMPATHY for the User and for Each Other
        4. 3. Promoting COLLABORATION
        5. 4. Democratizing IDEATION
        6. 5. Supporting EXPERIMENTATION
        7. 6. Empowering the Necessary ACTIVATION AGENTS
        8. 7. The SUSTAINABILITY of Your User‐First Culture
      3. CHAPTER 17: SHARED EMPATHY PLAY
        1. THE HOW
        2. 1. MEASURING Empathy
        3. 2. The Right CATALYSTS for Increasing Empathy
        4. 3. The SUSTAINABILITY of Your Empathy
        5. 4. The PEOPLE to Nurture Empathy
      4. CHAPTER 18: EXPERIENCE ECOSYSTEM PLAY
        1. THE HOW
        2. 1. The CONTEXT of the User and the System
        3. 2. EXTRACTING DATA from User Research
        4. 3. SYNTHESIZING Data to Find Patterns and Correlations
        5. 4. VISUALIZING the Experience Ecosystem
        6. 5. COLLABORATING Proactively across the Organization Based on Insights from the Ecosystem
      5. CHAPTER 19: EXPERIENCE ROADMAP PLAY
        1. THE HOW
        2. 2. Defining the EXPERIENCES and SCENARIOS Your Users Have within Your System
        3. 3. Extracting Business and User INSIGHTS
        4. 4. Planning for PRIORITIZATION of Experiences and Minimum Viable Experiences (MVEs)
        5. 5. Fostering COLLABORATION across Functional Silos
      6. CHAPTER 20: EXPERIENCE VISION PLAY
        1. THE HOW
        2. 1. Clearly Defining the EXPERIENCE VISION
        3. 2. How Do You Prototype Your Vision, That is, How You VISION‐TYPE It
        4. 3. Socializing the Vision and Vision‐Type for Organizational ALIGNMENT
        5. 4. Proper PLANNING to Set the Vision in Motion
        6. 5. Sustaining Progress through Ongoing GOVERNANCE
      7. CHAPTER 21: HIRING PLAY
        1. THE HOW
        2. 1. The ROLE
        3. 2. Involving the Right Internal COLLABORATORS to Conduct Interviews and Evaluate Candidates
        4. 3. Building a Multifaceted Hiring CRITERIA
        5. 4. Develop an Experience‐Specific Recruiting PROCESS
      8. CHAPTER 22: CAREER LADDER PLAY
        1. THE HOW
        2. 1. Accounting for INDIVIDUAL RESPONSIBILITIES
        3. 2. Factoring in Opportunities to Make an ORGANIZATIONAL IMPACT
        4. 3. Developing INTERPERSONAL DYNAMICS Muscle
        5. 4. Fostering a NURTURING ENVIRONMENT
        6. 5. Ensuring Ongoing GOVERNANCE
      9. CHAPTER 23: EXPERIENCE TRANSFORMATION PROGRAM PLAY
        1. THE HOW
        2. 1. Articulating OUTCOMES for the User and Business
        3. 2. Crafting an EXPERIENCE VISION to Reinforce Your Strategy
        4. 3. Recruiting and Grooming the Right PEOPLE to Drive the Vision Forward
        5. 4. Developing the Right PROCESS to Achieve Your Desired Results Every Time
        6. 6. GOVERNANCE to Monitor, Track, and Evaluate
    3. USER RESEARCH INSIGHTS
      1. CHAPTER 24: USER RESEARCH INSIGHTS: INTRODUCTION
        1. What Is User Research?
        2. 1. The Impact of Research
        3. 2. The Research Mindset
        4. 3. Key Concepts
      2. CHAPTER 25: PICKING A RESEARCH METHOD PLAY
        1. THE HOW
        2. 1. The CONTEXT of Your Research
        3. 2. The PURPOSE of the Study
        4. 3. The RESEARCH QUESTIONS You Want Answered
        5. 4. The LOGISTICS That Affect Your Study
        6. 5. The Right METHOD Based on Your Needs and Priorities
      3. CHAPTER 26: RESEARCH RECRUITMENT PLAY
        1. THE HOW
        2. 1. The QUALIFYING CRITERIA for Your Ideal Participant
        3. 2. The Different USER SEGMENTS You Want to Assess
        4. 3. The SCREENER QUESTIONS You Use to Recruit Participants
        5. 4. The LOGISTICS of Recruitment
        6. 5. The CHANNELS You Recruit Through
        7. 6. The Recruitment BLACKLIST
      4. CHAPTER 27: RESEARCH QUALITY PLAY
        1. THE HOW
        2. 1. Talking to the Right USER
        3. 2. Focusing on the Right QUESTIONS
        4. 3. Choosing the Right METHOD
        5. 4. Carrying Out Your Method with the Right EXECUTION
        6. 5. Finding Accurate Insights with the Right SYNTHESIS
        7. 6. Socializing Your Insights with the Right PRESENTATION
      5. CHAPTER 28: EXPERIENCE METRICS PLAY
        1. THE HOW
        2. 1. The USER You Want to Focus On
        3. 2. What EXPERIENCES Are Most Relevant to Your User
        4. 3. What EXPERIENCE METRICS You Want to Measure
        5. HOW DO YOU DO THIS?
        6. 4. The METHODOLOGY You Use to Measure the Experience Metrics
        7. 5. ACTIVATING Your Findings
        8. 6. CORRELATING Metrics with Business Outcomes
      6. CHAPTER 29: INSIGHTS CURATION PLAY
        1. THE HOW
        2. 1. The SOURCES and Storage of Your Insights
        3. 2. What Systems You Put in Place for STRUCTURING Your Data
        4. 3. The Maturity of Your ANALYSIS
        5. 4. Frequent SOCIALIZATION to Drive Utilization
        6. 5. Consistent MAINTENANCE
      7. CHAPTER 30: USER RESEARCH PROGRAM PLAY
        1. THE HOW
        2. 1. Managing a PORTFOLIO OF INSIGHTS
        3. 2. Investing in the Right PEOPLE to Drive the Program
        4. 3. Extracting Data from Reliable SOURCES
        5. 4. Providing the Right TOOLS for the Team to Be Effective
        6. 5. Establishing a Cadence of CURATION AND COLLABORATION
        7. 6. Having Proper Systems of GOVERNANCE
    4. PRODUCT THINKING
      1. CHAPTER 31: PRODUCT THINKING: INTRODUCTION
        1. What Is Product Thinking?
        2. The Impact of Product Thinking
        3. Key Concepts
        4. What to Expect in This Section
      2. CHAPTER 32: EXPERIENCE BENCHMARKING PLAY
        1. THE HOW
        2. 1. Which USER and EXPERIENCE You Are Evaluating
        3. 2. What RESEARCH QUESTIONS You Are Trying to Answer
        4. 3. Your Direct and Indirect COMPETITORS AND INSPIRATIONS
        5. 4. How You Conduct and Document ASSESSMENT
        6. 5. Establishing a BASELINE for Your Own Product
        7. 6. How You Take Action through COLLABORATION
      3. CHAPTER 33: EXPERIENCE DESIGN BRIEF PLAY
        1. THE HOW
        2. 1. Ensuring Universal Alignment on CONTEXT
        3. 2. Defining and Communicating the Insights and the PROBLEM Space
        4. 3. Clearly Stating a Set of Desired OUTCOMES
        5. 4. Identifying the Relevant and Necessary STAKEHOLDERS for the Project
        6. 5. Agreeing on SCOPE
        7. 6. Defining the TIMELINE and Major Milestones
        8. 7. Identifying the ARTIFACTS That Will be Delivered
        9. 8. Reflecting on LESSONS Learned during the Project
      4. CHAPTER 34: DESIGN PROBLEMS AND OPPORTUNITIES PLAY
        1. THE HOW
        2. 1. Identifying the SOURCES of Insights That lead to DPs and DOs
        3. 2. DECONSTRUCTING the Larger Problem
        4. 3. Correctly FRAMING the Problem
        5. 4. Properly PRIORITIZING of all DPs and DOs Before Solving for Them
        6. 5. Ongoing COLLABORATION and Hand‐Off
      5. CHAPTER 35: PRODUCT EXPERIENCE PLANNING PLAY
        1. THE HOW
        2. 1. Aligning to the End OUTCOME
        3. 2. The EXPERIENCE DESIGN ACTIVITIES
        4. 3. PLANNING and Documenting Your Activities
        5. 4. Building Proper GOVERNANCE during the Execution
      6. CHAPTER 36: CROSS‐FUNCTIONAL COLLABORATION PLAY
        1. THE HOW
        2. 1. The EXPERIENCE VISION
        3. 2. Relevant PARTNERS
        4. 3. A SHARED UNDERSTANDING of the User and Business Context
        5. 4. SHARED PROCESSES
        6. 5. SHARED ACTIVITIES
        7. 6. A SHARED REPOSITORY of Curated Artifacts
      7. CHAPTER 37: PRODUCT THINKING PROGRAM PLAY
        1. THE HOW
        2. 1. Curating a PORTFOLIO OF PROBLEMS
        3. 2. Investing in the Right PEOPLE
        4. 3. Factoring in the Larger EXPERIENCE ECOSYSTEM
        5. 4. Effective PRODUCT PLANNING
        6. 5. Have Frequent CURATION and COLLABORATION
        7. 6. Establish Systems of GOVERNANCE
    5. EXPERIENCE DESIGN DOING
      1. CHAPTER 38: EXPERIENCE DESIGN DOING: INTRODUCTION
        1. What Is Experience Design Doing?
        2. Key Concepts
        3. What to Expect in This Section
      2. CHAPTER 39: WORKFLOW DESIGN PLAY
        1. THE HOW
        2. 1. The CONTEXT
        3. 2. MAPPING Interactions, Potential Challenges, Dependencies, and Systemic Relationships
        4. 3. Identifying Ways to Build OPTIMIZATION
        5. 4. FRAMING Goals, Design Problems, and Design Opportunities
        6. 5. CONSOLIDATING All Scenarios That Will Be Solved in the Detailed Design
      3. CHAPTER 40: DETAILED DESIGN PLAY
        1. THE HOW
        2. 1. The INTENT
        3. 2. The CRAFT of Digital Experiences
        4. 4. The RATIONALIZATION of Design Decisions
        5. 5. TRACEABILITY of Design Solutions
      4. CHAPTER 41: EXPERIENCE DESIGN REVIEW PLAY
        1. THE HOW
        2. 1. Doing the Right PREPARATION
        3. 2. Deciding How to Best STRUCTURE Your Review
        4. 3. Guiding Stakeholders towards CONVERGENCE
      5. CHAPTER 42: DESIGN SYSTEM PLAY
        1. THE HOW
        2. 1. The CONTEXT
        3. 2. What SPECIFICATIONS to Include
        4. 3. Proactively SOCIALIZING the Required Documentation to Build Out Designs
        5. 4. Implementing Proper Systems of GOVERNANCE
      6. CHAPTER 43: DESIGN QUALITY ASSURANCE (QA) PLAY
        1. THE HOW
        2. 1. The CONTEXT
        3. 2. IDENTIFYING the Issues
        4. 3. EVALUATING the Issues
        5. 4. COLLABORATING with Stakeholders
      7. CHAPTER 44: EXPERIENCE DESIGN DOING PROGRAM PLAY
        1. THE HOW
        2. 1. Determining the PEOPLE and Skills That Will Drive You to Success
        3. 2. Identifying the PROBLEMS You Want to Solve
        4. 3. Defining Your PROCESS
        5. 4. Validating Experience Design via EXPERIMENTATION
        6. 5. Identifying the TOOLS You Need to Succeed and Who to COLLABORATE With
        7. 6. Continuously Providing Value through GOVERNANCE
  10. PART N°3: GAME PLANNING
    1. CHAPTER 45: A BUSINESS LEADER’S GAME PLAN
      1. AltEdukation: Innovate or Perish
      2. AltEdukation: Chris’s Game Plan [2017–2020]
      3. LivPharma: Seeding Tomorrow’s Growth
      4. LivPharma: Kathy’s Game Plan
    2. CHAPTER 46: A DESIGN LEADER’S GAME PLAN
      1. Joe: Leading Small design to BIG DESIGN
      2. Joe’s Game Plan
      3. Leading the Business: Isaac’s Game Plan
    3. CHAPTER 47: A DESIGN PRACTITIONER’S GAME PLAN
      1. From Practitioner to Strategist: Ali’s Game Plan
    4. CHAPTER 48: A NEWBIE PRACTITIONER’S GAME PLAN
      1. From Communication to User Research Practitioner: Janet’s Game Plan
      2. From Architect to Interaction Experience Practitioner: Scott’s Game Plan
    5. CHAPTER 49: A DESIGN COLLABORATOR’S GAME PLAN
      1. From Coworkers to Collaborators: Anita and Tom’s Game Plan
    6. READY, SET, GO
      1. CHAPTER 50: THE MANIFESTOS
        1. THE EXPERIENCE PRACTITIONER’S MANIFESTO
        2. THE LEADING BY EXPERIENCE MANIFESTO
  11. WHERE TO GO TO LEARN MORE?
    1. What If I Want to Follow This Topic and Keep Myself Updated?
    2. What If I Want to Get More Hands‐On Support?
  12. THE PLAYERS BEHIND THE PLAYBOOK
  13. ACKNOWLEDGMENTS
    1. THE SYSTEM
    2. THE BOOK
    3. THE FOUNDATION
  14. REFERENCES
    1. PART 1 ‐ PLAY TO WIN
    2. PART 2 ‐ 27 PLAYS TO PRACTICE
    3. PART 3 ‐ GAME TIME
  15. Index
  16. End User License Agreement

Product information

  • Title: User Experience Design
  • Author(s): Satyam Kantamneni
  • Release date: May 2022
  • Publisher(s): Wiley
  • ISBN: 9781119829201