My notes from UXLX 2011Sam SmithUser Experience Consultantsam.firstname.lastname@example.org+44 (0) 7980 563 908
What happens when you put 450 UX people from aroundthe world into one building and supply them with plenty ofcoffee, booze and the chance to pitch their opinions againstlike-minded souls? UX Lisbon.
Todd Zaki Warfel (prototyping with HTML5 and CSS3) "CSS is totally the new photoshop" - "Its all still theoretical design until you let get it 90% there in Photoshop and someone else play with it" then get the designer and the developer to sit together and tweak the ﬁnal 10% using CSS.3 Guiding Principles: High res versions: - set expectations for what users will (and wont) see (left) - the best tool to build a prototype with is the one that (right)you know - prototype only what you need http://bit.ly/HTML5_prototype (downloadable kit to play and learn with)
(Andrew Watterson) skeumorphs “Using cues from old technology in new technology to increase engagement and usability” Takes advantage of nostalgia and emotional response Which one do you buy for grandma? (know your audience) Some examples take the metaphor too far … does using skeuomorphs mean you miss out on innovation? High res version
Dan Brown (effective design documentation) "Good documentation tells a story" A document has to have a deﬁned and understood purpose. Talk to the people who are going to be using the document (set expectations and show examples) Were all short of time - we need to understand when its appropriate to create documentation (and what type to create). "Its our responsibility as designers/authors to make our documents readable and enjoyable" High res version
Dan Brown (effective design documentation) Be a journalist, not a comedian (dont bury the lead)High res versions: (left) and (right)
Bill Hicks (via Ian Fenn) "Strive for clarity but dont dumb it down" http://www.youtube.com/results? search_query=bill+hicks&aq=f "Dont kill yourself, but do knock over some tables"
Steve Mulder (personas) "In order to convince, you need the tools with which to build the argument" A persona is: the story of someone realistic who is a unique part of the audience Were not designing for everyone… personas help to identify who you are designing for Keep personas visible (and used) throughout the project or they will die! How will the persona impact on design decisions/testing/validation? (if it doesnt impact, its not worth using) High res version
Steve Mulder (personas)High res versions: (left) and (right)
Kevin Cheng (communicating with comics) "Comics are fun"People are moreinclined toengage withcomics than(longer) text-onlybasedcommunicationsUsing comics(visualisation)forces you tostrip out a lot ofthe unnecessarytext and to Elements of a comic script:communicate - Sceneconcisely - Actors - Action - Dialogue High res version Good dialogue avoids you having to use (bad) captions as a crutch
Kevin Cheng (communicating with comics) Its easy to learn the visual language you need to communicate visually (using comics) - you can do it with very simple/basic shapes. Comics allow you to get to a level of abstraction that places the focus on the detail that is important Composition is much harder but is a real differentiator High res version
Lou Rosenfeld (going beyond user research) "What would a user research set-up look like if it was designed rather than organic?" Analytics = what UX = why Very powerful when combined but not often considered together Different silos (disciplines) look at and question data in different ways (multiple interpretations) Get out of your silo (mentally as well as physically) - make small but meaningful connections with other groups High res version
Christian Crumlish (keynote) "Design has never really meant controlling the entire experience" (Kids do) but adults dont know how to play. Using masks allows you to create an identity to hide behind and frees you up to play. Frameworks/controlled co-design (e.g. Facebook proﬁle) are a mixture of deﬁned/controlled elements and customisation "Allowed chaos" lets the user create/have fun via surprises Competition is a great motivator but can also get in the way of the experience - its not the only way to play (e.g games like Pandemic where you have to work together) "Tuning": within a framework calibrate and curate your own High res version experience (e.g. Twitter)
Nick Finck (keynote) "Follow the whole experience, not just the digital interaction" Observe how the other touchpoints impact on and affect the experience and strive to create a hive mentality (all working together holistically) Cross-channel experiences are often not continuous or a single set of touchpoints - how can you make this a seamless experience (e.g. Kindle and Netﬂix) Attention to detail counts (observe in context and look for hacks) Tangible, ofﬂine and mobile are all key parts of the experience that need to be thought of and integrated High res version
Kristina Halverson (keynote) People dont visit your website for the design/experience- they come for the content All too often no-one is talking/thinking about who is creating the content and where it will come from - content producers are being brought into the process to late Simplying your content strategy helps you ﬁgure out how content will help you meet your business objectives High res version
Stephen Anderson (keynote) "Its not about the tools its about the thinking process that led to these tools" Re-frame the problem to ensure you solving the right problem Change from a product/solution focus to an experience focus (design a better way to…) Map the peaks and valleys of the users experience (these are the memorable parts) - how can we make the valleys positively memorable? [See the Dominos Pizza Tracker] Z-shaped thinkers: Change direction Explore many different perspectives Synthesise info & embrace constraints Challenge assumptions & appreciate details High res version
Josh Clark (keynote) "There is no single mobile culture (and there is room for more than one winner)" Think small (SMS) - only 30-40% of adults in the US have (and are using) apps on their phone Apps are better suited to doing (mobile) Web is better for reference activities Apps make it easier to build the awesome (but you MUST have a mobile-friendly website) Dont confuse context with intent - just because Im on a smaller screen doesnt mean I want to do or see less… I just want to see it in a different way Finding apps (via app store/word of mouth) is an important criteria for success High res version "Build once, deploy many is a pipedream"
Chris Fahey (keynote) "Cognition is a limited resource - its our job to allow the end user to spend it wisely" Were spending a lot of time and effort doing things manually (e.g. tagging) when technology could do it better and faster Were creating interactions that are unnecessary and have no real reward (e.g. collecting badges and achievements in games) We waste a lot of the time and cognitive energy that technology frees up doing stuff like watching TV - what could we achieve if we we to make better use of this time? High res version
Dario Buzzini (keynote) Work smart: if something is good enough use it and move on to the next challenge We like complexity and sometimes we create our own problems (unnecessarily complex data porn) Use a Parking Lot to get the idea out, park it and move on Work with/alongside others to build the right knowledge base and skill- set (pairing) High res version
Don Norman (keynote) "Examining the obvious is where great insights come from ...” “… dont start with the solution, examine the question ﬁrst" Marketing is about what people buy - UX is about what people need (these are not the same thing and should not be confused or lumped together) "Life is complex: our tools must match life. We need to design to help us understand and live with this complexity" High res version
Don Norman (keynote) "Examining the obvious is where great insights come from ...” Simplicity doesnt always result in usability. The Google search page is simple and highly usable if you want to search, but if you want to do any of the secondary tasks, the simplicity of the interface makes these harder to initiate We need to set the balance of complexity right to avoid users getting bored (too low) or frustrated (too high). As users gain experience, they require more complexity to achieve this balance. System thinking design (looking at the whole experience) can be the reason for success failure: iPod vs. early mp3 players with no app store or interface / Kindle (self contained system) High res version