Fast cheap and somewhat in control: 10 lessons from the design of SlideShare

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    Fast cheap and somewhat in control: 10 lessons from the design of SlideShare - Presentation Transcript

    1. Fast, cheap and somewhat in control 10 Lessons from the design of SlideShare
      • Rashmi Sinha
    2. First
      • www.slideshare.net
      • www.themindcanvas.com
    3.  
    4. Designing SlideShare
    5. 1. Documents are hard to share
      • What would large-scaling sharing look like?
      • Is office 2.0 just editing & collaboration?
      • A social critique of PowerPoint
    6. 2. A simple sharing website
      • A space, not a utility
      • For sharing and connecting
      • Sharing and finding both user driven
    7. First generation Social Networks (Friendster, LinkedIn…) 1) I am linked to -> -> to you --->You are linked to her -> ---> on…
      • How it works
      • People connect to each other
      • Six degrees of separation
      • “ Are you my friend” type of awkwardness
    8. Second generation social network (networks with objects in between, e.g., Flickr, Yahoo answers) 1) I share my pics -> -> with you ---> -->You share your pics -> ---> with him
      • How it works
      • People share objects | watch others
      • Connections through objects
      • Social info streams: emergence of popular, interesting items
    9. Viral sharing (passing on interesting stuff, e.g., YouTube videos)
      • How it works
      • Individual to individual to individual
      • Popularity based navigation track “viral” items
      1) I send video I like -> -> to you. You pass on --> --> to her, who sends on to her, who passes on…
    10. 3. good content floats to the top
      • Multiple models of popularity
      • Users drive navigation
    11. 4. Slides as MICROCONTENT
      • URL for every slide
      • Comment on individual slides
    12. 5. What people share on SlideShare
      • Ministers share sermons
      • Teachers share lesson plans
      • Friends share memories
      • Entrepreneurs share business plans
    13. 10 Lessons
    14. 1. The beta is the market probe
      • User research is hypothetical
      • Get feedback to the real thing
      • What is the risk of failure?
    15. How developed should the Beta be?
      • Get basic concept across and no more
      • Leave room for flexibility
    16. 2. You don’t need personas
      • When you know your users by name
      • They want to visit your offices
      • They email you everyday
    17. 3. Get into a conversation with users
      • Answer emails personally
      • Monitor blogs, subscribe to RSS
      • Customer service as user research
    18. 4. Get yourself a shadow app
      • Keep a pulse on main metrics
      • Experiments without A-B setup
      • Simpler than logs, faster than usability testing
      • Whole team responds to it
    19. When feedback becomes a torrent
      • Feedback form not enough. Too unstructured
      • Issues need prioritization
      • Diff users want diff features
      • New team members need summary info
      • Improvements beyond low hanging fruits
    20. 5. Launch first, refine later
      • UX folks can over analyze
      • Look at examples, take a guess
      • Put it out there. Respond. Refine.
    21. 6. designer-developer role is crucial
      • Easier communication
      • Reduced design work
    22. 7. Under invest in visual design
      • Let users feel ownership of space
      • Unpolished look is fine
    23. 8. Pay attention to technical simplicity Balance user needs & technical simplicity Complexity > slower, riskier, harder to maintain
    24. 9. Help users kick ass Everything else is secondary No step by step ROI calculations Have sound business model, but don’t sacrifice user good
    25. 10. Single biggest win: make app faster
    26. Finally
      • www.slideshare.net/rashmi

    + Rashmi SinhaRashmi Sinha, 3 years ago

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