Thanks for requesting your 2 free chapters of
UX for Development Shops.
Here's what you'll learn in your 2 free chapters:
Chapter 1
- First impressions: Users aren't one big group. In this example, I describe how 4 people will have different impressions and needs from the same product.
- "Slap a UI on it": Creating a great technical solution and adding a UI as an afterthought later costs a lot more than you think.
- The difficulty of good UI design: Your product lives within something much larger. If you outsource UI work and call it "easy", your team will miss that.
- Meanings of "intuitive": This word shows up a lot in UI design discussions. But it takes on different meanings to you and your users.
- The dangers of "the user": "The user" falls short in many ways. Beat opinion-driven design with a subtle shift in language.
- Effective backstage work: Many developers spend most of their time on features that users never see. That doesn't mean that you can't use that work to build good habits.
Chapter 2
- Great design in the world around you: It goes farther back than you think.
- The hacks that make development easier: You can apply what you're already doing in your dev job to improve your users' experience with your product.
- Happy users vs. good products: It's great when users are happy! Here's how you can build momentum off of that to keep growing your product and business.
- Great design for enterprise products: No, being "the best among your competitors" isn't good enough. Here's why - and how to beat that.
- Remote-friendly problem solving: Most developers don't get to see their users in the field. Fortunately, you can learn a lot about them from your desk.
When you're ready to read the whole ebook, you can buy UX for Development Shops here.