Switch content of the page by the Role togglethe content would be changed according to the role
Experience Required: How to become a UX leader regardless of your role, 1st edition
Published by New Riders (November 30, 2015) © 2016
- Robert Hoekman
eTextbook
$28.99
- Available for purchase from all major ebook resellers, including InformIT.com.
- To request a review copy, click on the "Request a Review Copy" button.
$23.99
- A print text (hardcover or paperback)
- Free shipping
- Also available for purchase as an ebook from all major ebook resellers, including InformIT.com
Drawing on the extensive experience of veteran UX strategist Robert Hoekman Jr and featuring the insights of several prominent design leaders, Experience Required shows students how to succeed regardless of which side of the interview table they’re on or what they hope to accomplish next.
This book shows:
• design instructors what they should be teaching their students for team building • students what to aspire to
• hiring managers what they should look for • design directors what to expect from their teams and how to help them do it
• designers what they should be doing to be effective, to grow, to be happy, to be influential • everyone involved that the team can do better, and how to make that happen
This book shows:
• design instructors what they should be teaching their students for team building • students what to aspire to
• hiring managers what they should look for • design directors what to expect from their teams and how to help them do it
• designers what they should be doing to be effective, to grow, to be happy, to be influential • everyone involved that the team can do better, and how to make that happen
• All-encompassing guide on how to hire, lead, and become a great UX designer or product design team.• Guidance on how to choose the best people for your design efforts, whether you need a single designer or a multi-skilled team, including what
types of designers exist, how to know which one(s) are right for your situation, and what they should be doing once they join the team.• A complete look at the skills, qualities, and actions it takes for a designer to produce great work and become a leader within the organization.
• A deep dive on ensuring that everyone involved in the design effort becomes a stronger decision-maker and makes quality a priority.
types of designers exist, how to know which one(s) are right for your situation, and what they should be doing once they join the team.• A complete look at the skills, qualities, and actions it takes for a designer to produce great work and become a leader within the organization.
• A deep dive on ensuring that everyone involved in the design effort becomes a stronger decision-maker and makes quality a priority.
What is a VitalSource eTextbook?
The full text downloaded to your computer.
With VitalSource eTextbooks you can:
- search for key concepts, words and phrases
- make highlights and notes as you study
- share your notes with friends
eTextbooks are downloaded to your computer and accessible either offline through the Bookshelf (available as a free download), available online and also via the iPad and Android apps.
Upon purchase, you'll gain instant access.
Table of Contents
Preface
Chapter 1: Introduction
Key Terms
Design
Designer
User Experience (UX)
Chapter 2: The Shape of a Great Designer
Some Designer History
The Problem with Names
And Then More Showed Up
The Birth of the User Experience Designer
Design Is a Four-Letter Word
The Rebirth of the Nebulous Job Title
Unicorns: What They Are and Why You Should Be One
Unicorn = Generalist
Be Replaceable
The Upside of Overlap
Be Respectful
T-Shaped People: The Case for Specialties
Becoming a T-Shaped Person
Masquerading as a Generalist
The Depth of UX
Chapter 3: Adapting
Tools, Not Processes
Improvising
Working Quickly
Strategy Document
The Driver of the Bus
Design Time
Faster Wireframes
Faster Prototypes
Faster Usability Tests
Chapter 4: Understanding
Knowing the Psychology
They’re Smarter than You Think
They Have Other Things to Do
They Have a “Doing Mode”
They “Satisfice”
They Don’t Use Your Software the Way You
Intend Them To
They Rely on Patterns
A Million Things Are Competing for
Their Attention
They See What’s There
They Lie
They Don’t Know What’s Possible
If You Improve Their Lives, They’ll Love You
They Come With Questions
They Blame Themselves for Mistakes When They
Should Blame You
Their “Experience” Is Based on Far More than Your Website
Applying the Psychology
Talking the Psychology
Chapter 5: Questioning
Questioning Everything
Questioning Ideas
Questioning Standards
Questioning People
Questioning Your Own Work
Pushing the Profession Forward
Tipping Sacred Cows
Firing Away
Always Ask the Question
Chapter 6: Communicating
On Clear Thinking
Writing and Speaking
Thinking in Frameworks
On Writing Well
Mapping Your Message to Their Concerns
Learning to Predict the Future
Reading for Comprehension
Enabling Comprehension
Not Just What, but How and When
Do What You Can
Chapter 7: Arguing
Listening
Asking
Phases of Knowledge
Restating
Educating
Presenting
Explaining with Stories
Leading the Room
Backing It Up
Chapter 8: Leading
Staying Calm
Ignoring Distractions
Speaking Up
Taking Criticism
Being Collaborative
Hiring Well
Review the Portfolio
Google
Let Them Talk
Contract Them
Look for Unicorns
Offering Solutions Instead of Complaints
Giving Credit Away
Teaching Them to Teach
Managing Things Away from People
Creating Opportunities for Others
Choosing Teams Over Individuals
Chapter 9: Learning
How I Learned
Why Learning Matters
Leaving Your Ego Out of It
Drown a Little Every Day
Learning to Succeed, Not to Embrace Failure
Prophecies Like to Be Self-Fulfilling
Leaders Don’t Root for Failure
Repeated Failure Gets You Nowhere
What Exactly Is Success in Web Design Anyway?
Aim for the Breakthrough
Chapter 10: Being Unreasonable
The Advantage of High Standards
High Standards Lead to Prowess
High Standards Make You More Persuasive
High Standards Lead to People
Designing for Greatness
Preface
Chapter 1: Introduction
Key Terms
Design
Designer
User Experience (UX)
Chapter 2: The Shape of a Great Designer
Some Designer History
The Problem with Names
And Then More Showed Up
The Birth of the User Experience Designer
Design Is a Four-Letter Word
The Rebirth of the Nebulous Job Title
Unicorns: What They Are and Why You Should Be One
Unicorn = Generalist
Be Replaceable
The Upside of Overlap
Be Respectful
T-Shaped People: The Case for Specialties
Becoming a T-Shaped Person
Masquerading as a Generalist
The Depth of UX
Chapter 3: Adapting
Tools, Not Processes
Improvising
Working Quickly
Strategy Document
The Driver of the Bus
Design Time
Faster Wireframes
Faster Prototypes
Faster Usability Tests
Chapter 4: Understanding
Knowing the Psychology
They’re Smarter than You Think
They Have Other Things to Do
They Have a “Doing Mode”
They “Satisfice”
They Don’t Use Your Software the Way You
Intend Them To
They Rely on Patterns
A Million Things Are Competing for
Their Attention
They See What’s There
They Lie
They Don’t Know What’s Possible
If You Improve Their Lives, They’ll Love You
They Come With Questions
They Blame Themselves for Mistakes When They
Should Blame You
Their “Experience” Is Based on Far More than Your Website
Applying the Psychology
Talking the Psychology
Chapter 5: Questioning
Questioning Everything
Questioning Ideas
Questioning Standards
Questioning People
Questioning Your Own Work
Pushing the Profession Forward
Tipping Sacred Cows
Firing Away
Always Ask the Question
Chapter 6: Communicating
On Clear Thinking
Writing and Speaking
Thinking in Frameworks
On Writing Well
Mapping Your Message to Their Concerns
Learning to Predict the Future
Reading for Comprehension
Enabling Comprehension
Not Just What, but How and When
Do What You Can
Chapter 7: Arguing
Listening
Asking
Phases of Knowledge
Restating
Educating
Presenting
Explaining with Stories
Leading the Room
Backing It Up
Chapter 8: Leading
Staying Calm
Ignoring Distractions
Speaking Up
Taking Criticism
Being Collaborative
Hiring Well
Review the Portfolio
Let Them Talk
Contract Them
Look for Unicorns
Offering Solutions Instead of Complaints
Giving Credit Away
Teaching Them to Teach
Managing Things Away from People
Creating Opportunities for Others
Choosing Teams Over Individuals
Chapter 9: Learning
How I Learned
Why Learning Matters
Leaving Your Ego Out of It
Drown a Little Every Day
Learning to Succeed, Not to Embrace Failure
Prophecies Like to Be Self-Fulfilling
Leaders Don’t Root for Failure
Repeated Failure Gets You Nowhere
What Exactly Is Success in Web Design Anyway?
Aim for the Breakthrough
Chapter 10: Being Unreasonable
The Advantage of High Standards
High Standards Lead to Prowess
High Standards Make You More Persuasive
High Standards Lead to People
Designing for Greatness
Robert Hoekman Jr is a prolific writer and veteran UX strategy consultant. He has written hundreds of articles and several books on design topics, including Designing the Obvious, Designing the Moment, and Web Anatomy (with Jared Spool). Robert has spoken to packed rooms at web conferences all over the world. He lives in downtown Phoenix, Arizona. Learn more about him at www.rhjr.net.
Need help? Get in touch
Play
Privacy and cookies
By watching, you agree Pearson can share your viewership data for marketing and analytics for one year, revocable upon changing cookie preferences. Disabling cookies may affect video functionality. More info...