Mine is: User/Design Research - Personas - Sitemap/App Map - User Journey - Sketching on Paper - Wireframes - Visual Design - Prototyping/Test.
A few interesting notes perhaps: did you know there's a 'UX process' ISO standard? ISO 9241-210 http://www.slideshare.net/wearesigma/using-iso9241-to-build-a-robust-and-creative-user-centred-design-strategy
There's a paper from 1985 written by IBM researchers that pretty much outlines our current processes: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.84.8860&rep=rep1&type=pdf
UIE has an obsessively rich archive of posts on design process: http://www.uie.com/browse/design_process/
I often find myself skipping some of the preliminary steps such as the user and design research as well as the personas, which I know isn't a good idea to do. Would you care to elaborate a bit more on your steps? I'd be very interested to hear more about how you go about them, and also how and where you involve the client in those phases?
I have this problem as well, skipping stages sometimes I skip sketching and wireframming to straight visual design.
My design/user research consists of conducting surveys, interviews, focus groups depending on the project of course for the target user.
Once results have been collected I gather all common responses and group them to include within my personas for the motivations/goals/frustrations etc. I personally like to keep my personas neat and tidy so stakeholders/clients (and supervisor since I am studying my masters) can understand without me explaining what is what.
These days I am thinking to combine my sitemaps with user journeys to speed up the process, maybe my workflow will be more efficient like this? Not sure but I will try for my next project. I always use sticky notes to start off before heading over to illustrator and designing it visually.
With sketching things on paper I usually use templates from dribbble that I can print out and start sketching, despite the use of paper and ink personally I feel much more connected on solving a problem using this method since I am away from the computer.
Wireframming sometimes changes depends on time and productivity.
Visual design is of course what you already know..
Most people I know prefer coding when it comes to prototyping but personally I do feel that is time consuming depending on your skill. I use Invision and Marvel (its free and perfect since I am a student). Quick and easy clickable prototypes really gives more of a feel to user testing and much better results as to opposed to things like "paper prototyping".
- User Research & expert consultation
- Problem framing
- Build core product using Lean UX-ish process with many small iterations.
- Hopefully continue to iterate and improve the product as long as financially possible (if client work) as projects usually don't have an definable "end".
I like that you make problem framing a distinct step. We'll often ask what the real problem to solve is, but making it a conscious step in the process calls it out more properly.
It also depends on how innovative projects you are working on and how much work the client has been doing on the problem definition. I recommend looking into The Cynefin Framework by Dave Snowden or Wicked Problems by Richard Buchanan. Different problems requires different approaches.
Briefing + Brainstorm/Strategy with client (what would happen when there is magic involved)
Structure / content analyse
Concepting/Strategy + brainstorm with peers. (More magic)
User / Target audience research + archetypes. (Getting hit by reality)
Iterate concept / strategy
Sketch + brainstorm session with fellow peers
Wireframing + dirty prototype (origami facebook atm)
Iterate prototype with fellow peers
High fidelity design + invision interaction prototype -> send off to client for a review (invision has a great comment environment)
Create a high fidelity prototype (sketch is integrated into origami, great stuff).
Implement possible feedback of client after iterating the feedback.
Invite people for a user test (approx. 6-8) for testing the origami prototype.
Share findings with client, iterate.
Export code as example for the technical party.
Oversee the developers with answers that they can use, we usually speak with the developers in a early stage. And try to involve them in the brainstorm sessions when possible, they have a great way of looking at things.
Launch and analyse the collectable data for future iterations.
*Unfortunately this flow isn't always realistic.
• Illustrator (icon design etc)
• Google hangout / Skype
Hope this helped.
Sketch (paper) > Sketch (app)
I'm using this ux checklist as a guide, and pick out what are the processes that are needed for each project.
I believe UX starts at strategy and product design.
Ours is very much what you've described. These steps overlap, of course, as you start having ideas early and your research/learning continues as you build, but the broad steps are the same. We do branding for about 50% of our projects, too, and that happens between Personas and Site/App mapping as it informs the rest of the product.
While the steps are the same for each project, we use different tools within each step depending on circumstances. Sometimes research involves surveys, sometimes not, for example; it depends a lot on how well the business problem and domain are understood. The widest diversity of methods comes in at the Site/App map and feature planning stage. There we're most likely to mix up the methods we use and create new ones.