2. User Experience
Psychology
Pre-conceived Ideas
Mental Models
Visual Design
User Interface
Information Architecture
Interaction Design
Support
Perception
3. Design
Decisions
Processes
Conflict Resolution
Assumptions
Constraints
Vision of the future
Design is not just
what it looks like
and feels like.
Design is how it
works.
Design is not just
what it looks like
and feels like.
Design is how it
works.
4. Design is not art
Cause/Effect
Practice
Training
Experimenting
Measuring
Talent
15. 5. Make a prototype
Cheap, fast, easy
Animate it
“Golilocks” fidelity
16. Campaigns
Baskets
Interaction Flows
Free Trial Scenario (Paused)
What do we do when people fill out the form?
Quick Jump
16
My Marketo Programs Paid Search
Nurture Activities
Drag to Right
Lead Nurturing
Email BlastLead Nurturing
Email Blasts
New Interaction Flow
# Detail
1 When a lead enters the “Free Trial Web Leads” group:
Drag nurture activity from the tree
•Send Email
•Send an Alert
•Create SFDC Task
•Other SFDC Action
•Trigger a campaign
•Change Score
•Add Contact to Group
•Custom Activity
•Wait
•Schedule a meeting
•Conditional (Simple)
•Conditional
(Advanced)
Edit
Save Flow
21. Smart List Rules
Drag Items to Create Smart List
•Filled Out Form
•Fills out form
•Visits Page
•Clicks on Email
•Registers for Event
•Opens Email
Filters
User History
Personal Attributes
Company Attributes
Triggers
•Visited Page
•Opened Email
•Clicked on Email
•Was sent email
•Field Changed
•Data Value
Changes
Smart List
Define who is part of this campaign
Drag action from the left
Admin | Logged in as: Demo User | Logout
My Marketo Lead DatabaseDesign Studio AnalyticsMarketing Activities
Campaign Menu
DoneDone
Auto-save ON
Last Saved: Aug 12, 12:42pm
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Free Trial Scenario Budget Schedule Flow Campaign Log Smart List
Important. This will help
users understand the
inline editing paradigm
Important. This will help
users understand the
inline editing paradigm
•Filled Out Form
User Experience covers a lot of stuff. At the end of the day, it’s about predicting and manipulating human psychology
Design = Decisions. If you make a decision, you are designing. Even if you aren’t the “designer”
Design of Every day things
Do not pretend to be the user!
Pretend to be the application. Users are not one thing. They are every possible thing.
Do not fall in love with your own work! You must be able to eat your own young.
Guess which is the right choice
Muddling
The 5 ways to enable the user.
Don’t get too specific. Otherwise you will build something too constrained.
What is good? What is bad?
I saw someone describe how they wanted to do it. They used their hands in mid-air to gesture. Your inspiration has to be magical, it has to be fun. Imagine Willie Wonka as the ultimate UX Designer. Start with the fun.
Use magic wand thinking
Have you heard the story of the idea sketched on the back of a napkin or random piece of paper. Keep those around.
Not too real, not too fake. Its supposed to look sorta real, but clearly NOT the exact details. Don’t let people get hung up on the details. I use powerpoint, but axure, visio, whatever you got.
This is the time to get fingerprints from the hippo. Unless they will squash the idea. Know your hippo. Get other fingerprints too. Get them from everywhere. Collaborate, not consensus.
Collaborate, not consensus. Work in small groups. 1-1 or 1-2 not 1-many. A big group will KILL the idea. Take the best ideas and incorporate.
Collaborate, not consensus. Work in small groups. 1-1 or 1-2 not 1-many. A big group will KILL the idea. Take the best ideas and incorporate.
Do not fall in love with your own work! You must be able to eat your own young.
40 file revisions later
Find a real interaction that works on the web. Prove that it can be done easily. If you have to reinvent the wheel you will find support will melt away like the polar icecaps.