Book Image

User Experience Mapping

By : Peter W. Szabo
Book Image

User Experience Mapping

By: Peter W. Szabo

Overview of this book

Do you want to create better products and innovative solutions? User experience maps will help you understand your users and improve communication with them. Maps can also champion user-centricity within the organization. This book is the first print resource covering two advanced mapping techniques—the behavioral change map and the 4D UX map. You’ll explore user story maps, task models, and journey maps, while also creating wireflows, mental model maps, ecosystem maps, and solution maps. You’ll learn how to use insights from real users to create and improve your maps and products. The book delves into each major user experience map type, ranging from simple techniques based on sticky notes to more complex map types, and guides you in solving real-world problems with maps. You’ll understand how to create maps using a variety of software products, including Adobe Illustrator, Balsamiq Mockups, Axure RP, and Microsoft Word. Besides, you can draw each map type with pen and paper too! The book also showcases communication techniques and workshop ideas. You’ll learn about the Kaizen-UX management framework, developed by the author, now used by many agencies and in-house UX teams in Europe and beyond. Buying this book will give you hundreds of hours worth of user experience knowledge, from one of the world’s leading UX consultants. It will change your users’ world for the better. If you are still not convinced, we have hidden some cat drawings in it, just in case.
Table of Contents (20 chapters)
Title Page
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Dedication
Preface
Free Chapter
1
How Will UX Mapping Change Your (Users) Life?
12
References

The user story map on the wall


Now, you are fully equipped to create the user story map for your dream project on the wall. It may or may not look something like this: 

I'm sure you noticed that there are gaps on my example. This is because I like to order my story cards vertically by release. The first row is the Minimum Viable Solution, the smallest release I can make to research the idea and learn from it. It could enable me to fail early, instead of failing late with massive investment. Moreover, if successful it can be developed further into the second row, the public beta. The third row contains everything that will not fit into the public beta, but will be part of the release. 

What fits in which row is obviously something you need to discuss with the amigos. Try to have many rows and few cards in each row, so user stories for a release can get a proper focus, and you can have a fast release cycle. I stopped at release v1, but you are welcome to add more future releases. Want a 3D product...