Despite its age (2004!), the UX Honeycomb by Peter Morville is still as relevant as ever. Unlike other diagrams featured in this list, however, the UX Honeycomb makes no claims with regards to process. Instead, it outlines the subjective considerations motivating our work. Peter explains:
When I broadened my interest from IA to UX, I found the need for a new diagram to illustrate the facets of user experience—especially to help clients understand why they must move beyond usability—and so with a little help from my friends developed the user experience honeycomb.
Even on first glance it’s fairly obvious that Magnus Revang, the creator of The UX Wheel, took a cue from Peter Morville’s UX Honeycomb. The significant difference here is that the UX Wheel does identify a design process, associating common deliverables with each subjective consideration. Magnus explains his diagram from the position of discovering a client’s value proposition outward:
Value is what we want to accomplish—for customers and providers, positive user experience is a win-win situation—to achieve this we work backwards, starting and ending with search engine strategy, and going through and making a choice about each of the factors.
I personally find Magnus’ work inspiring. It’s a common difficulty to tell which deliverable will help a client best. This diagram helps novice-to-intermediate practitioners simultaneously place their client’s malady and recommend the an appropriate design solution.
Another gem from Peter Morville, the UX Treasure Map is a concise representation of the common deliverables found in his design process. A basic knowledge of each deliverable—as well as their relationship to one another— helps any UX designer navigate their way inside of a project environment. Lest we find the treasure map prescriptive, though, Peter cautions us that simply knowing our deliverables isn’t enough:
…for each project, we must strive for the optimal mix. Since our deliverables resist a taxonomy, asking questions may help derive their folksonomy. [Questions the UX Designer must ask themselves:] Audience. Who must you reach? Content. What is the message? Context. Where is the conversation? Process. When is the message? Problem. Why are you communicating?
Created by Jesse James Garrett, The Elements of User Experience diagram has had one of the most succinct descriptions of our entire field (as it applies to the web) for a long time. Jesse describes it thus:
The Web was originally conceived as a hypertextual information space; but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements.
Jesse James Garrett
This diagram is the result of close collaboration between Interaction Designer Bryce Glass and Usability Professional Frank Spillers. Users were interviewed, and previous posters noted in order to create what amounts to a better experience design diagram. Today, The Importance of User Experience diagram requires little explanation.
As designers we almost universally understand what experience design must be. That’s because if a user walks away due to a bad experience, it affects an entire organization’s ability to meet its business goals. But this knowledge is far from universal, making the sharing of it essential. As luck would have it, The Important of User Experience is available as a poster—in case you want to spread the good word in a not–so–subtle fashion.
Like many UXers, design consultant Stephen Anderson believes that the best solutions lie at the intersection of “People, their Activities, and the Context of those activities”—what he deems The Fundamentals of Experience Design. Stephen’s diagram is almost a “thinking outloud” exercise, exploring the implications of this approach. Loaded with analytical thinking and insightful observations, Stephen’s diagram gives viewers a unique perspective on a commonly misunderstood design axiom.
No web design process is perfect. But this diagram, co-created by various design departments at AOL and edited by Erin Malone, is a good first step. Any one who’s tried their hand at designing a sizable, content-driven website knows that the moving pieces of design aren’t that easy to articulate. This diagram helps piecemeal the process, laying the groundwork for a pragmatic, user-driven design endeavor.
Finally, one of the freshest takes on illustrating user-centered design comes from Pascal Raabe, a multi-disciplinary designer hailing from the United Kingdom. His diagram, User Centred Design, explains the nuances inherent in this oft-misunderstood process. What’s great about Pascal’s diagram is that it marries familiar elements from other prominent UX diagrams (such as those by Jesse James Garrett, Magnus Revang, and Peter Morville). In addition, Pascal finds the time (and, frankly, the space) to explain how timeliness affects goal-driven design as well as various ways in which designers can assess common accessibility concerns. A brilliant piece.
Another list from Luke W:
Conceptual model of the considerations involved in designing successful user experiences for Web sites. -Jesse James Garrett
User Experience Cycle (PDF)
The user experience is not one simple action -it is an interconnected cycle of attempting to satisfy hopes, dreams, needs, and desires. -Jess McMullin
A tool for advancing the conversation beyond usability and helping people understand the many facets that can impact the quality of user experience.
This poster illustrates the path to more usable products. -Usability Professionals’ Association
The model covers the basic UX stuff like moving from a focus on tasks to a focus on activities, as well as more theoretical discussions like activity centered design vs user centered design. -Stephen P. Anderson
Collateral created to communicate the SCM User Experience Group’s design process and how it fits within the PeopleSoft development cycle. – John J. Stickley
Contains the high level activities (or workflow details) as they would be performed on a new project. -IconMedialab
In the spirit of convergence, the user experience diagram rationalization brings together the goals, processes, and disciplines that are responsible for great products. -LukeW
These six spectra can be plotted on a diagram in order to place typical interfaces and products and reveal their relationships to each other by these attributes. -Nathan Shedroff
Good UX crosses, technical (information and technology), reflective (testing and psychological) stuff, creative (design and emotion), sales (marketing and business) and social network boundaries without even trying. -Tom Smith
Poster sized maps showing the steps and deliverables through the UI/IA/UX project lifecycle. Maps various activities and deliverables against project roles and indicates major milestones. – Erin Malone
This is a basic process framework for user-centered design in small, fast teams. -Challis Hodge
Poster illustrating the stages of IA process (and comparing to dating relationship) – Miyuki Shimbo
A concept map of general usability and user experience concepts. -Experience Dynamics
This diagram has often helped me to explain my role and value proposition as an interface designer and product strategist. -LukeW
A tool for brainstorming and defining “goodness” of user experience for a product. – Niko Nyman
Despite being a simple diagram, it covers all of the activities carried out by user experience professionals. -Userfocus
Experience Map (PDF)
The “Experience Map” is an attempt to illustrate what an “ideal” scenario might look like when planning, architecting and designing an interactive experience. -Logic+Emotion
This framework maps the journey of a typical experience – from initially learning about the product or service, through all touch points of purchase, installation, use, maintenance, upgrade, disposal or recycling. -Akendi
An information graphic poster illustrating the underlying lifecycle, methods, principles and techniques in a user centred design process where the visual part is only the tip of the iceberg.