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The UX Conference (07-09-2018)
Geoff Martin - 28th Sept 2018
The UX Conference Sept 2018
“Bringing Designers and UX Researchers Together”
● http://theuxconf.com/
● Run by The School of UX Design (https://schoolofux.com/)
● Some videos from this and previous conferences available at:
https://www.youtube.com/channel/UCBJ13f36Crnj5rWEyXCCp4A
The Talks
● AI & Ethics: Expanding the Role of UX Research (Microsoft)
● Presenting Research Findings (Dropbox)
● The Process is the Work (Facebook)
● Eye Tracking (tobii)
● One Researcher, Eleven Designers (BBC)
● Co-Design Using Games in Healthcare (NHS)
● Going Beyond Empathy (McLaren)
● Empathic Design for Conversational Interfaces (Google)
● Designing for Global Travellers (hotels.com)
● UX Research in Gaming (DICE)
AI Interfaces (1)
Focus on “conversational” interfaces:
● Google Home
● Alexa
● Siri
● ...
Different from conventional UX:
● Probabilistic rather than deterministic - interaction is unpredictable
● They “talk” - users attribute human-like characteristics to them
○ intelligence, emotion, hidden agenda ...
AI Interfaces (2)
Unpredictability as a result of probability. E.g:
● Train system using Twitter
● Single question > multiple answers
● System chooses answer with highest probability of being “correct”
Challenges:
● Bias
● Unhelpful
● Blandness
● Susceptible to small data changes
AI Interfaces (3)
Attribution of human characteristics
● I can converse with it - it must
be intelligent / understand
● Users assume capabilities
which don’t exist
● Trust in system is destroyed
when it fails
● Need to manage this, e.g.
Google Home and Alexa
publish “questions you can ask”
AI Interfaces (4)
Other challenges:
● Privacy
● Unconventional interaction paradigms
● Unexpected / not understood command
AI Interfaces (5)
Empathy in design:
● Understand how the user will experience the product
● Design to meet real user needs
● Handle what the user tries to do
And …
● Train with unbiased data
● Understand individual user context
● Throw in the occasional curveball
● Guide usage towards what it can do
UX in Practice (1)
Want vs Need
● Users will say they “want” something
● UX research needs to determine what they “need” (their goals / motives)
● E.g. what are Netflix’s UX requirements?
● For digital products, research needs to be balanced (beware the Ivory Tower)
UX in Practice (2)
Stakeholder engagement
● Everyone should understand knowledge behind key decisions
Methods:
● Workshops
● Pop-up exhibits
● Collateral
● Brown bags
● Stakeholders do research
● Multi-disciplinary teams
UX in Practice (3)
Best practices for UX component in project teams:
● Multi-disciplinary teams
● Share knowledge throughout team
● Avoid “them and us”
Team composition:
● 1:10 seems to be a common ratio design / UX : developers
● But depends heavily on the products being built
UX in Practice (4)
One-liners:
● Where there is design convention, follow it
○ People follow their expectations (fruit juice package, menus, etc)
● “You Are Not the User” (Jakob Nielsen)
● There’s no point doing UX research to validate a product
which won’t be changed
● Embed research into the design process
● Without UXR we’d release a great game no one
understands how to play
Rapid Iteration (1)
Methods to rapidly iterate a product design.
Two approaches showcased:
● BBC (News and Weather)
● DICE (Battlefield V)
Highly resourced organisations:
● Large design / development teams
● Large user base for testing
Rapid Iteration (2)
BBC ran rapid research trials over a six month period.
Twelve UX research sessions:
● Rehearsed session with specified research objective
● 5-6 participants (recruited through agency)
● ~1 hour sessions (too long)
● < 2 day turn around of analysis and results
● Repeat fortnightly (too frequent)
● Feed outcome to designers for immediate inclusion in product
Allowed rapid fine-tuning of live News and Weather products.
Rapid Iteration (3)
DICE - UX research applied to Battlefield V (still ongoing)
Levels of UX research:
● Small groups: test general UX
● Focused groups: test game concepts
● Community servers: test game design / balance
Testing occurs at all stages:
● Paper and prototype testing
● Does not end at release - e.g. Battlefront II ;)
Rapid Iteration (4)
Rapid Iteration (5)
Rapid Iteration (6)
Rapid Iteration (7)

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Green Custard Friday Talk 15: The UX Conference

  • 1. The UX Conference (07-09-2018) Geoff Martin - 28th Sept 2018
  • 2. The UX Conference Sept 2018 “Bringing Designers and UX Researchers Together” ● http://theuxconf.com/ ● Run by The School of UX Design (https://schoolofux.com/) ● Some videos from this and previous conferences available at: https://www.youtube.com/channel/UCBJ13f36Crnj5rWEyXCCp4A
  • 3. The Talks ● AI & Ethics: Expanding the Role of UX Research (Microsoft) ● Presenting Research Findings (Dropbox) ● The Process is the Work (Facebook) ● Eye Tracking (tobii) ● One Researcher, Eleven Designers (BBC) ● Co-Design Using Games in Healthcare (NHS) ● Going Beyond Empathy (McLaren) ● Empathic Design for Conversational Interfaces (Google) ● Designing for Global Travellers (hotels.com) ● UX Research in Gaming (DICE)
  • 4. AI Interfaces (1) Focus on “conversational” interfaces: ● Google Home ● Alexa ● Siri ● ... Different from conventional UX: ● Probabilistic rather than deterministic - interaction is unpredictable ● They “talk” - users attribute human-like characteristics to them ○ intelligence, emotion, hidden agenda ...
  • 5. AI Interfaces (2) Unpredictability as a result of probability. E.g: ● Train system using Twitter ● Single question > multiple answers ● System chooses answer with highest probability of being “correct” Challenges: ● Bias ● Unhelpful ● Blandness ● Susceptible to small data changes
  • 6. AI Interfaces (3) Attribution of human characteristics ● I can converse with it - it must be intelligent / understand ● Users assume capabilities which don’t exist ● Trust in system is destroyed when it fails ● Need to manage this, e.g. Google Home and Alexa publish “questions you can ask”
  • 7. AI Interfaces (4) Other challenges: ● Privacy ● Unconventional interaction paradigms ● Unexpected / not understood command
  • 8. AI Interfaces (5) Empathy in design: ● Understand how the user will experience the product ● Design to meet real user needs ● Handle what the user tries to do And … ● Train with unbiased data ● Understand individual user context ● Throw in the occasional curveball ● Guide usage towards what it can do
  • 9.
  • 10. UX in Practice (1) Want vs Need ● Users will say they “want” something ● UX research needs to determine what they “need” (their goals / motives) ● E.g. what are Netflix’s UX requirements? ● For digital products, research needs to be balanced (beware the Ivory Tower)
  • 11. UX in Practice (2) Stakeholder engagement ● Everyone should understand knowledge behind key decisions Methods: ● Workshops ● Pop-up exhibits ● Collateral ● Brown bags ● Stakeholders do research ● Multi-disciplinary teams
  • 12. UX in Practice (3) Best practices for UX component in project teams: ● Multi-disciplinary teams ● Share knowledge throughout team ● Avoid “them and us” Team composition: ● 1:10 seems to be a common ratio design / UX : developers ● But depends heavily on the products being built
  • 13. UX in Practice (4) One-liners: ● Where there is design convention, follow it ○ People follow their expectations (fruit juice package, menus, etc) ● “You Are Not the User” (Jakob Nielsen) ● There’s no point doing UX research to validate a product which won’t be changed ● Embed research into the design process ● Without UXR we’d release a great game no one understands how to play
  • 14.
  • 15. Rapid Iteration (1) Methods to rapidly iterate a product design. Two approaches showcased: ● BBC (News and Weather) ● DICE (Battlefield V) Highly resourced organisations: ● Large design / development teams ● Large user base for testing
  • 16. Rapid Iteration (2) BBC ran rapid research trials over a six month period. Twelve UX research sessions: ● Rehearsed session with specified research objective ● 5-6 participants (recruited through agency) ● ~1 hour sessions (too long) ● < 2 day turn around of analysis and results ● Repeat fortnightly (too frequent) ● Feed outcome to designers for immediate inclusion in product Allowed rapid fine-tuning of live News and Weather products.
  • 17. Rapid Iteration (3) DICE - UX research applied to Battlefield V (still ongoing) Levels of UX research: ● Small groups: test general UX ● Focused groups: test game concepts ● Community servers: test game design / balance Testing occurs at all stages: ● Paper and prototype testing ● Does not end at release - e.g. Battlefront II ;)