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User Experience Mapping

User Experience Mapping

By : Szabo
3.5 (8)
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User Experience Mapping

User Experience Mapping

3.5 (8)
By: 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 (13 chapters)
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1
How Will UX Mapping Change Your (Users) Life?
12
References

The LEVER framework


Early in my career, I used the cue-routine-reward framework to change the users' behaviors for their benefit. The operant conditioning resulting from the perceived possibility of reward always worked with the majority of users who arrived at the reward stage. Amazing marketing teams provided the cues, and the rewards were many, varied, and choosable, often with a bit of randomness mixed in. However, for a significant number of users, the behavior change failed. 

To remedy this, I came up with the LEVER framework. It is an extended version of the cue-routine-reward framework. I have used it to provide behavioral change solutions to my clients. This book is the first time I have published it. I hope it will help you to make your users happier. 

LEVER is a five-step framework, starting with external cues, which then lead to the namesake LEVER element, which then leads to perceived possible rewards. They reinforce the effect of the external cues. After one or more cycles, the...

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