4. AT NOVACODEX _
We believe that good product design creates interactions and
experiences that not only satisfy a function or solve a problem, but
that are also desirable, aspirational, compelling and delightful.
These qualities can be used by organizations in all sectors which are
seeking to transform the way in which they connect to individuals. It’s
a process that can be applied to almost any problem.
NOVACODEX_SECTION#1_
6. OUR WAY_
• placing the person – the ‘user’ – at the heart of a solution (user-centered
design);
• a team of skilled and enthusiastic experts, willing to collaborate and work
hard to solve complex issues;
• a rapid, iterative development process that can adapt to changing
circumstances;
• highly efficient and creative methods to problem-solving that leads to
practical & innovative everyday solutions.
The main characteristic of this way is the ability to collaborate and respond
quickly and well, bringing different approaches together to find new solutions
for complex and ill‐defined problems.
9. LISTEN_
• Understand the context that our clients are addressing - the people,
relevant activities and environments.
• We help our clients to balance their business goals with their users' needs.
• We identify together who their users are, and how they are going to achieve
their goals.
10. MODELLING_
Identify who the user is, what are his motivations and how he proceeds.
• Use case*
• Personas*
• Userflow*
• Mental model*
• Data model*
11. SIMPLIFY_
• We reduce complex ideas into small and deliverable features or feature sets
(MVP*) that allow the user to achieve goals.
• Identify the skills required to perform the MVP (Design, Devops, SEO,
Wording.) to assess how and how much.
• We create the backlog & write the user stories
*Minimum Viable Product
13. SKETCHING_
• Translate Usecases and Tasks to Prototypical Screens.
• The sketch is not the end goal. The end goal of the drawing process is what
you learn while sketching.
• The real value of sketching is that it allows exploring and refining of ideas in
a quick, iterative and visual manner with little overhead or learning curve.
• Rapid ideation around flow and interaction, layout and hierarchy, can be
quickly established, rearranged or discarded wholesale — all without ever
touching a computer.
Define Patterns for Interaction and Design Principles_
• UI = User Interface Design
• Navigation Design
• ID = Information Design
14. DEVELOPMENT_
Create and test functional prototypes in a fast and continuous iteration
process.
Make Prototypes → Test → Iterate
Tests verify assumptions on_
• Tasks
• Workflows
• Content
15. IMPLEMENT & LEARN_
Now is time to refine and test the product in real conditions and by real users.
Implement → Test → Iterate
• Production engineering_
– Content migration.
– Load testing.
• Final wording.
• Detailled design_
– Presentation layer, look & feel
• User test_
– Collect and analyze users’ feedback,
– Consider and adjust the product.
Tests give feedback on_
• Consistency
• Functionality
• Content
• Aesthetics