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UX SERVICES

  • E-Business Strategy
  • User Research
  • Information Architecture
  • Interaction Design
  • Prototype Development

WE ARE WHAT WE MAKE.
AND THIS IS HOW WE “MAKE IT”.

One way or another, we always come up with inspirational stuff.
Did you think that it is a coincidence? Hell no!

"Design" is often confused with "decoration", and UX Design with “wireframes”. But both of those two are actually about responding to problems. SHERPA is founded with a single purpose; to be a UX Design Studio built around solving business problems with user-oriented solutions.

There is no argument, no trickery that can defeat “this makes sense”. And for users to make sense repeatedly, for employees to understand the vision, for clients to understand the products and services, for policy makers to understand people and for better experience for everyone, we process each and every SHERPA project through the upcoming SHERPA UX Process. People hate to have their time wasted, so as we do. And what you are going to visit right now, is our ever-evolving response to that dilemma.

Do not be as the garden where anyone can walk, be as the sky which everyone stretches to reach.

CLICK TO SEE OUR SKY

Understand the project needs.

Understand phase is to clearly describe the boundaries, purpose, objectives and goals of your project. Therefore you can reach an idea about the estimated cost and list of all the major deliverables and milestones for the project.

ACTIONS
  • Business Objectives Gathering Business Objectives Gathering is an essential step to understand what business stakeholders would like to achieve online. This involves a mix of inspiration and elicitation, through questionnaires, interviews and workshops.
  • Analysis of PotentialsPotential analysis describes the structural examination of specific characteristics and competencies. A company might analyze its own potential (productivity, market position) by comparing it to those of the competitors (Benchmarking). A market can be analyzed to estimate its potential for a certain product. Processes can be structurally analyzed due to their optimization.
  • UX Project Plan CreationUX project plan helps you think about how UX work will integrate with the broader project timeline.
METHODS
  • BrainstormingThe collective process of generating constraint-free ideas that respond to a given creative brief. Allows the team to visualize a broad range of design solutions before deciding which one to stick with.
  • Card SortingA technique that consists in asking users to group content and functionalities into open or closed categories. Gives you input on content hierarchy, organization and flow.
  • WorkshopCreating momentum,
    Producing a sense of shared purpose,
    Covering in one day what can take weeks or months of meetings to accomplish,
    Allowing everyone to collaborate on a solution.
  • Focus GroupA panel of people discussing a specific topic or question. Teaches about the users' feelings, opinions and even language. Useful when the target audience is new or unknown for the team.
  • Mind MappingA Mind Map is a powerful graphic technique which provides a universal key to unlock the potential of the brain. It harnesses the full range of cortical skills – word, image, number, logic, rhythm, colour and spatial awareness – in a single, uniquely powerful manner.
  • Affinity DiagramingAffinity diagramming is used to sort large amounts of data into logical groups. Existing items and/or new items identified by individuals are written on sticky notes which are sorted into categories as a workshop activity. Affinity diagramming can be used to:
    • Analyse findings from field studies
    • Identify and group user functions as part of design
    • Analyse findings from a usability evaluation

Analysis is about understanding the “why” and “what” of a project.

In the analysis phase, various data collected thus far is used as groundwork for generating personas, experience maps, and requirements-related documents such as prioritized requirements lists and user-task matrices.

ACTIONS
  • Business Model AnalysisThe ultimate goal of understanding the business model variations in the digital world is to be able to analyze them and address real-world problems that the business faces. It's one thing to understand what the business models are and what distinguishes them from each other, but it's quite another to be able to understand what is going wrong, why, and what results another business model might provide.
  • Client Competitive ResearchingA comprehensive analysis of competitor products that maps out their existing features in a comparable way. Helps you understand industry standards and identify opportunities to innovate in a given area.
  • Content Inventory Audit The activity of listing all content available on a website. This list will come in handy at various stages of the project: see the big picture, define the content strategy and check the details of each page.
  • TaxonomiesTaxonomy, a powerful core module, gives your product use of the organizational keywords known in other systems as categories, tags, or metadata. It allows you to connect, relate and classify your product’s content.
  • SEO / ASO AuditIt starts with a diversified analysis, followed by a thorough evaluation, and a final prioritization of SEO efforts.
    You gain a general understanding of your share of the SEO market (external), while identifying how well your website is optimized to obtain additional market share (internal).
  • Clickstream AnalysisThis analysis can be used to report user behavior on a specific application, such as routing, stickiness (a user’s tendency to remain at the application), where users come from and where they go from the app. It can also be used for more aggregate measurements, such as the number of hits (visits), page views, and unique and repeat visitors, which are of value in understanding how the application operates from a technical, user experience and business perspective.
  • Persona DefinitionA relatable snapshot of the target audience that highlights demographics, behaviors, needs and motivations through the creation of a fictional character. Personas make it easier for designers to create empathy with consumers throughout the design process.
  • Heuristic AnalysisA thorough analysis of a product that highlights good and bad practices, using known interaction design principles as guidelines. Helps you visualize the current state of the product in terms of usability, efficiency, and effectiveness of the experience.
METHODS
  • Card SortingA technique that consists in asking users to group content and functionalities into open or closed categories. Gives you input on content hierarchy, organization and flow.
  • Quantitative SurveyQuestions that provide numbers as result. Quick and unexpensive way of measuring user satisfaction and collecting feedback about the product. It could indicate the need for a deeper qualitative test.
  • Focus GroupA panel of people discussing a specific topic or question. Teaches about the users' feelings, opinions and even language. Useful when the target audience is new or unknown for the team.
  • WorkshopCreating momentum,
    Producing a sense of shared purpose,
    Covering in one day what can take weeks or months of meetings to accomplish,
    Allowing everyone to collaborate on a solution.
  • Analytics AnalysisAnalytics brings all of your marketing data together to help you deliver more personalized experiences, drive smarter ad spend and monetize your content.

Define the project goals and opportunities, and end users.

Define studies gives information about target users’ characteristics and the tasks they’ll perform using your product through user research and task analysis; and eliciting and defining the product requirements that bound the design problem you’ll solve.

ACTIONS
  • Hierarchy of Requirements DefinitionThe proposed methodology intends to increase the level of knowledge and reduce the level of uncertainty by guiding the design team through a structured process. To address these challenges, a new methodology is created to flow-down the requirements from the stakeholder expectations to the systems alternatives. A taxonomy of requirements is created to classify the information gathered during the problem definition. Subsequently, the operational and systems functions and measures of effectiveness are integrated to a hierarchical model to allow the traceability of the information.
  • UX Principles DefinitionDesign principles (also called experience attributes) describe the experience core values of a product or a service. They can be visually oriented objectives that describe the personality the product should have. These principles should accompany requirements definition activities to help guide the solutions and concepts.
  • Usability Test Task DocumentationIn order to observe participants you need to give them something to do. These assignments are frequently referred to as tasks. (During testing I like to call them “activities” to avoid making the participants feel like they’re being tested).
  • Usability TestAn one-to-one interview research in which the user is asked to perform a series of tasks in a prototype or a product. Validates and collects feedback of flows, design and features.
  • User Story Creation It captures the 'who', 'what' and 'why' of a requirement in a simple, concise way, often limited in detail by what can be hand-written on a small paper notecard. User stories are short, simple description of a feature told from the perspective of the person who desires the new capability, usually a user or customer of the system.
  • Digital Marketing Measurement PlanningA Digital Marketing Measurement Model is the data-analytics component which will be used as a map to guide the direction of the digital marketing initiative.
METHODS
  • Focus GroupA panel of people discussing a specific topic or question. Teaches about the users' feelings, opinions and even language. Useful when the target audience is new or unknown for the team.
  • Card SortingA technique that consists in asking users to group content and functionalities into open or closed categories. Gives you input on content hierarchy, organization and flow.
  • Usability TestingAn one-to-one interview research in which the user is asked to perform a series of tasks in a prototype or a product. Validates and collects feedback of flows, design and features.
  • SurveyA survey is administered when there is a clear idea of the important questions to ask participants and a sense of all possible answers for those questions. This technique is intended to be generalizable across a population and typically involves selecting a representative sample group of participants from the population.
  • Affinity DiagramingAffinity diagramming is used to sort large amounts of data into logical groups. Existing items and/or new items identified by individuals are written on sticky notes which are sorted into categories as a workshop activity. Affinity diagramming can be used to:
    • Analyse findings from field studies
    • Identify and group user functions as part of design
    • Analyse findings from a usability evaluation

Design what the product will do, for who and why.

Design phase means decision stage that will describes to features and functionality of the product. Design documentaries illustrates the holistic user experience and demonstrate to product requirements that are based on research.

ACTIONS
  • Content Strategy CreationContent strategy focuses on the planning, creation, delivery, and governance of content. Content not only includes the words on the screen but also the images and multimedia that are used. Ensuring that you have useful and usable content, that is well structured, and easily found is vital to improving the user experience of a product.
  • Online Experiential Identity CreationThe iterative process of defining an experiential identity for a digital product. Defined very similarly to creating a brand identity, the experiential identity clarifies the characteristic limits of experiential behaviours regarding the functionality of a digital product by creating a set of behavioral rules and features.
  • Application MappingOne of the most iconic IA deliverables, consists of a diagram of the website's pages organized hierarchically. It makes it easy to visualize the basic structure and navigation of a website.
  • User Journey MappingA user journey maps out the flows that people will be able to take through a project or product. It shows the steps they need to go through, the decisions they make and what the outcomes will be.
  • Lo-Fi WireframingLo-fis are not final comps. They combine ideas from our opportunity sketches into interfaces. The final iteration of lo-fis are what we “trace” when we make hi-fi wireframes.
METHODS
  • Card SortingA technique that consists in asking users to group content and functionalities into open or closed categories. Gives you input on content hierarchy, organization and flow.
  • Paper PrototypingPaper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs—in this case, especially for designing and testing user interfaces. While paper prototyping seems simple, this method of usability testing can provide a great deal of useful feedback which will result in the design of better products.
  • Affinity DiagramingAffinity diagramming is used to sort large amounts of data into logical groups. Existing items and/or new items identified by individuals are written on sticky notes which are sorted into categories as a workshop activity. Affinity diagramming can be used to:
    • Analyse findings from field studies
    • Identify and group user functions as part of design
    • Analyse findings from a usability evaluation
  • Mind MappingA Mind Map is a powerful graphic technique which provides a universal key to unlock the potential of the brain. It harnesses the full range of cortical skills – word, image, number, logic, rhythm, colour and spatial awareness – in a single, uniquely powerful manner.

Create more specific visual representation of what it looks like and how it works.

Produce process creates progressively more detailed designs and hi-fi wirefmes. Conceptual modeling lets you look at your product’s concepts, workflows, features, and language from a user’s viewpoint.

ACTIONS
  • Mid-Fi WireframingMockups deliberately look like low-fidelity wireframes in order to keep the focus on the UI controls and overall layout. But they also provide exact specifications of the interface controls to be used. Functionality and content are also demonstrated more precisely and most UI copy (system messages, navigation items, form labels, instructions) should be present here in its final form.
  • Hi-Fi WireframingA carefully crafted blueprint, which is usually true-to-size and incorporates the highest level of detail previous to the final visual comp. In other words, this is a final comp, minus the look and feel, color palette, and fonts.
  • User Flow CreationA visual representation of the user's flow to complete tasks within the product. It's the user perspective of the site organization, making it easier to identify which steps could be improved or redesigned.
METHODS
  • Affinity DiagramingAffinity diagramming is used to sort large amounts of data into logical groups. Existing items and/or new items identified by individuals are written on sticky notes which are sorted into categories as a workshop activity. Affinity diagramming can be used to:
    • Analyse findings from field studies
    • Identify and group user functions as part of design
    • Analyse findings from a usability evaluation
  • Paper PrototypingPaper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs—in this case, especially for designing and testing user interfaces. While paper prototyping seems simple, this method of usability testing can provide a great deal of useful feedback which will result in the design of better products.
  • Interactive PrototypingInteractive prototypes are built using HTML & CSS and run in a web browser to give the best sense of how the web site will feel. We use interactive prototypes in usability testing to help us validate and refine design decisions at an early stage in the process.

Create more specific visual representation of what it looks like and how it works.

Produce process creates progressively more detailed designs and hi-fi wirefmes. Conceptual modeling lets you look at your product’s concepts, workflows, features, and language from a user’s viewpoint.

ACTIONS
  • Interactive PrototypingA prototype is a simulation of the website navigation and features, commonly using clickable wireframes or layouts. It's a quick and dirty way to test and validate a product before fully developing it.
  • Usability TestAn one-to-one interview research in which the user is asked to perform a series of tasks in a prototype or a product. Validates and collects feedback of flows, design and features.
  • Usability Test DocumentationUsability test documentation shall be a high-level overview of the test conducted, while providing enough information to adequately describe the methodology used and the results discovered.
METHODS
  • Paper PrototypingPaper prototyping is a widely used method in the user-centered design process, a process that helps developers to create software that meets the user's expectations and needs—in this case, especially for designing and testing user interfaces. While paper prototyping seems simple, this method of usability testing can provide a great deal of useful feedback which will result in the design of better products.
  • Interactive PrototypingInteractive prototypes are built using HTML & CSS and run in a web browser to give the best sense of how the web site will feel. We use interactive prototypes in usability testing to help us validate and refine design decisions at an early stage in the process.
  • Usability TestingAn one-to-one interview research in which the user is asked to perform a series of tasks in a prototype or a product. Validates and collects feedback of flows, design and features.
  • Focus GroupA panel of people discussing a specific topic or question. Teaches about the users' feelings, opinions and even language. Useful when the target audience is new or unknown for the team.