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Practitioners-Guide-User-Experience-Design

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do note if one flow is part of a larger flow. For example, if sign-up is part of<br />

another task, indicate that it exists for first-time users but make a separate flow<br />

for it.<br />

» Create a key to indicate the different elements in a flow and record all that you<br />

can. The most basic pieces are pages and user decisions, but animations, menus,<br />

pop-ups, hover states, sub-flows, system processes, loading screens, and any<br />

other inputs or outputs are elements that create the experience.<br />

» Keep flows linear. This will mean creating multiple flows for all the different<br />

ways a task begins or breaks off midstream.<br />

» Don’t neglect endpoints that may come through other media. Follow-up<br />

emails and mobile alerts are part of the experience, too.<br />

» Once you have linearly mapped the possible task to completion, identify<br />

points where the usability LEMErS come into play by comparing flows. These<br />

include number of interactions, number of pages, power user interactions,<br />

intelligent uses of data by the system, automated interactions, tips or hints,<br />

changes to state based on number of times a task is attempted, and any other<br />

heuristic of usability.<br />

» Finally, come back to your flows throughout the design process and compare<br />

them as needed based on what you are able to release in each version.<br />

Once you’ve crafted the basic flows, you should look through them to identify<br />

junctures that may cause confusion or irritation, perhaps due to too many steps. You<br />

should also look for opportunities to add some storytelling flourishes. I heard a great story<br />

about a redesign of the Dallas airport that helps me keep in mind that I should always be<br />

on alert for spotting opportunities to tailor flows to the psychology of users and their<br />

emotions.<br />

Fliers were complaining that the time spent waiting for baggage was far too long. In<br />

response, the powers that be decided the solution was to hire more workers to move the<br />

baggage. The complaints dropped, but not nearly enough to indicate that the problem was<br />

solved. A consultancy was hired to perform some systems analysis, doing a job similar to<br />

that of a UX designer. The consultants went to work by recording the steps it took for a<br />

typical customer to make her way through the airport, from when her plane touched down<br />

on the tarmac to when she arrived at baggage claim. This is the equivalent of crafting a<br />

user flow. They then measured the time required for taxiing to the gate and for each of the<br />

following steps. They discovered that it took passengers on average two minutes to walk<br />

from the jet bridge to the baggage claim and then eight minutes of waiting for the baggage<br />

to arrive. They then took a look at everything about the process that could be changed and<br />

that couldn’t; the equivalent of learning the constraints of the system. The time for taxiing<br />

couldn’t be changed, and more workers had already been hired to move the baggage from<br />

the plane to the terminal faster, so that wasn’t the place to look. What the consultants<br />

homed in on was the time customers spent walking from the jet bridge to baggage claim.<br />

Their recommendation was to move the jet bridge farther away, which resulted in eight<br />

minutes spent walking and just two minutes spent waiting for bags, which led to a<br />

significant reduction in customer complaints.<br />

Why did a reversal of the time spent walking and waiting make a difference? The<br />

answer lies in a discovery in cognitive psychology about differences in the perception of

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