Findings from UX London
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Findings from UX London

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A summary of the key things I learned at UX London conference 2013, created to share internally with others at Cyber-Duck.

A summary of the key things I learned at UX London conference 2013, created to share internally with others at Cyber-Duck.

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Findings from UX London Presentation Transcript

  • 1. UX London10 - 12 April 2013
  • 2. Tom Hulme@thulmeDesign Director, IDEO
  • 3. Don’t fight desire‣ Don’t be frustrated if users “do itwrong”‣ Find and embrace unhandled desirepaths
  • 4. Launch to learn‣ Find the minimum viable experience‣ Launch it‣ You will be wrong‣ Learn from that‣ Don’t be precious
  • 5. Two pizza team‣ A concept from Amazon‣ Teams small enough that everyonecan be fed by two pizzas‣ Everyone has line of sight to thecustomer
  • 6. Jeff Gothelm@jboogieAuthor of Lean UX
  • 7. Requirements areassumptions‣ Articulate them as such and they canbe rethought‣ When the CEO says “do this”, you doit; when the CEO says “I think this”,you have a conversation then test thehypothesis‣ "We believe building [this] for [them]will result in [this]. We will know weresuccessful when [this] happens."
  • 8. Julia WhitneyHead of UX & DesignBBC
  • 9. LondonOlympics 2012‣ 30,000,000 timeline scrubs‣ 25,000,000 full screens‣ 21,000,000 chapter markers chosen‣ 18,000,000 pauses‣ Sport guides were conceived duringuser testing‣ Bookmark titles were written manually
  • 10. Ben Terrett@benterrettHead of Design, GDS
  • 11. .GOV‣ Heavy bias for designing in browser‣ Very little wireframing‣ Launch and test attitude‣ gov.uk/designprinciples‣ gov.uk/service-manual‣ github.com/alphagov
  • 12. Chris Heathcote@antimegaCreative Lead, GDS
  • 13. Schelling Points‣ Focal points; places that things findthemselves‣ That table by the door with your keys,wallet, phone...‣ Personal Schelling points are wrists,shoes, necklace...
  • 14. Always design a thing byconsidering it in its nextlarger context - a chair in aroom, a room in a house, ahouse in an environment,an environment in a cityplan.”Eliel Saarinen“
  • 15. Russell Davies‣ russelldavies.typepad.comHomesense bikemap Internet of middle class things
  • 16. Jennifer Brook@jenniferbrookIndependent UX Designer
  • 17. Prototyping Touch‣ Prototype ≠ code‣ Step away from your desk‣ Get on a device early and often‣ Prototyping is a great way for us toget OUR heads around the clientsservice‣ bit.ly/uxl_touch
  • 18. Genevieve Bell@feraldataUX Director, Intel Interaction &Experience Research Group
  • 19. Genealogy ofTalking TechnologySiriFurby Skynet?
  • 20. Luddism‣ Luddites were not anti-technology butanti-technology-that-replaces-people‣ We fear tech that challenges notionsof whats human‣ We fear tech that challenges political,social or racial order‣ Chart fear against wonder to findgreat experiences
  • 21. Paul Adams@paddayGlobal Head of Brand Design,Facebook
  • 22. Social Web‣ First 20 years of the web were beta‣ It’s being rebuilt around people‣ The word social will go away‣ Information published (and access toit) is going up exponentially, humanmemory capacity is not changing fast‣ People are turning to their friends inthe sea of information
  • 23. Mobile‣ The time when more people use yourproduct on mobile than desktop isapproaching - it has already happenedon Facebook‣ 4.5 billion people have never used theinternet - when they do it will probablybe on mobile
  • 24. Photoshop lies‣ You cant design a dynamicallychanging social system by drawing UIor screen states‣ Build real prototypes with real data
  • 25. Hypothesise, build, launch,measure, repeat‣ Research may not be wrong, but itcant compare to real data‣ You can’t predict social behaviour, sobuild and ship as soon as possible‣ Use existing research - someone hasalready done it better than you can‣ Build simply and quickly‣ Ship daily or weekly
  • 26. If youre not embarrassedby the first version of yourproduct, you’ve launchedtoo late.”Reid Hoffman“
  • 27. Peter Merholz@petermeVice President of Global Design,Groupon
  • 28. The Disciplines ofUser Experience DesignDan SafferGraphic by Envis Precisely
  • 29. UX‣ ...is not all of these disciplines, itswhats in between; it’s the discipline ofcorralling those into one whole‣ ...should not have its own department,it’s everyones responsibility‣ ...uses design approaches, but not fordesign outcomes (akin to designthinking)
  • 30. UX as Direction‣ Facilitation as a skill is not appreciated‣ A director ‘does’ very little - they lead,co-ordinate and inspire‣ This doesnt mean UXers cant do thework‣ Define your own role‣ Lead, don’t follow
  • 31. Jeremy Keith@adactioFounder & Technical Director,Clearleft
  • 32. Wireframes‣ Once about hierarchy, now it’s allabout layout without much thought‣ Fundamentally you are going back tothe fixed canvas‣ Jeremy/Clearleft try to avoidwireframing altogether‣ Consider tablet-first design, its closeto both desktop and mobile
  • 33. API-first design‣ Think about functionality first‣ Build a command line to your website
  • 34. URL-first design‣ URLs should be readable, guessableand hackable by humans‣ Design your URL structure and you willhave your website structure‣ Don’t Repeat Yourself (DRY) principle‣ RESTful URLs incorporate actions, e.g.www.files.com/file/myfile/save
  • 35. Content hierarchy‣ “If your website was a telephonehotline, what order would you saythings in?”‣ Identify the atomic units of contentand order them‣ At some point you say “...and thenthere’s everything else” - remove orconditionally load those things
  • 36. Style‣ Create pattern libraries horizontally tomake it clear it’s not a real page‣ Create style tiles and ask “how doesthis feel?” - start a conversation‣ Layout is just one element, we over-emphasise it‣ Layout is an enhancement, it’s notthere by default
  • 37. Marty Neumeier@martyneumeierDirector of Transformation, Liquid Agency
  • 38. The Robot Curve‣ The value andcost of workdecreases as itsmechanisationincreases‣ Keep learning to moveback up the curve‣ Your job is always beingdestroyed by new jobs
  • 39. Metaskills‣ Learning is theopposable thumbof the metaskills‣ talentfinder.metaskillsbook.com
  • 40. Imagination blockers‣ Unexamined belief“This is the only way I can do it”‣ Rigid mental mode“Weve always done it this way”‣ Lack of technique"I dont know how Id do that"
  • 41. Imagination blockers‣ Fear of failure“What if I mess it up?”‣ Shopping mentality“Everything is on a shelf somewhere”‣ Right answer fixation“Theres an answer out there, we just have to find it”
  • 42. Process1. Discovery2. Definition3. Design4. Development5. Deployment
  • 43. Process‣ This is a big lie and we all know it‣ The really good work doesn’t comefrom this profile‣ Be honest with clients, tell them you’renot sure how we’ll get there but it willbe [this] good
  • 44. Process1. Confusion2. Clutter3. Chaos4. Crisis5. Catharsis
  • 45. The illiterate of the 21stcentury will not be thosewho cannot read and write,but those who cannotlearn, unlearn, andrelearn.”Alvin Toffler“
  • 46. Ben Reason@breasyFounder, live|work
  • 47. Manage the brief‣ live|work often expand the brief tolook at before and after, to find furtheropportunities and problems‣ Give yourself permission to deal withthings that aren’t digital, e.g. live|workfound they could improve the mobileexperience by making changes to thestores themselves
  • 48. Hannah Donovan@hanCo-creator, This Is My JamMatthew Ogle@flaneurCo-creator, This Is My Jam
  • 49. Problems‣ 1st order problem = need‣ 2nd order problem = play‣ 2nd order products often rely on 1storder products for support, or evenjust appetite for the stuff
  • 50. Problems in music‣ 1st order = access‣ 2nd order = discovery‣ There are more ways to access musicthan ever before (Napster, iPod,MySpace, YouTube, Spotify, iTunes...)‣ There’s still desire for discoveryservices
  • 51. Trends‣ It’s well known in fashion that trendsare often direct opposites of whatcame before‣ If you want to make somethingplayful, a good exercise is to imaginethe opposite
  • 52. Richard Seymour@seymourpowellCo-founder and Design Director,Seymourpowell
  • 53. The state of the art‣ This may only be the 2nd time in 500years the tech outdoes ourimaginations‣ Big businesses have slowed downbecause they see big things comingand they dont know what to do
  • 54. Quentin Tarantino Schoolof Ethnography‣ Observation is better than focusgroups‣ People don’t know what they do‣ Divert the subject’s attention awayfrom what they are doing so you canobserve their unconscious actions
  • 55. Genetic manipulation‣ It is coming hard and fast‣ You can buy a red pill today thatrestarts collagen production in post-menopausal women, it needs no druglicense because it’s classed as food‣ Mass storage in DNA; immortal data‣ Mushrooms that glow; biologicallighting
  • 56. Your life is absolutelylittered with shit thatdoesn’t work”Richard Seymour“
  • 57. Oath‣ The templars had an oath tosafeguard and helpless and do nowrong‣ Designers don’t have an oath‣ Shall we make one?
  • 58. Marty Neumeier@martyneumeierDirector of Transformation, Liquid Agency
  • 59. 10 ways to get ideas1. Think in metaphors. What else is thislike? E.g. "The world is a stage"2. Think in pictures. Draw stuff, draw theproblem. Car lanes in the USA: fastand slow. In the UK: passing anddriving.3. Start from a different place. You cantjust dig old ideas deeper.
  • 60. 10 ways to get ideas4. Poach from other domains. Aninventor walks in woods, notices burrsstuck on their clothes, looks under amicroscope, notices holes and loops,invents velcro. Nature applied toclothing.5. Arrange blind dates. Take ideas thatdont go together and see whathappens when they do.
  • 61. 10 ways to get ideas6. Reverse the polarity. E.g. Yahoohomepage vs. Google homepage.7. Find the paradox. Trying to stoppeople dumping in drains? Dont putup a sign, make the drain look like afish.8. Give it the third degree. Who says? Sowhat? Why now? Ask like a 4 year old.
  • 62. 10 ways to get ideas9. Be alert for accidents. An engineernoticed chocolate on a radar consolemelting, invents the microwave.10.Write things down. Youll forgetotherwise. Read your notes again torefresh your memory and makeconnections.