UX Week 2012

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I represented Razorfish Austin at the UX Week conference in San Francisco last year. It was inspiring and I saw one of my design heroes speak. These are my take-aways.

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UX Week 2012

  1. 1. Themes, Key Take-Aways, and Some Thoughts via Erica Ryan
  2. 2. 2012Introducing Some People Jensen Tom Dr. Genevieve Harris Coates BellDirector of Program Management for the Inventor & Product Development Anthropologist & Director of Windows User Experience User Interaction and Experience in Intel Labs via Erica Ryan
  3. 3. 2012Intros to Some More People Stephen P. Paul Brian David Anderson Adams JohnsonAuthor of Seductive Interaction Design, Global Head of Brand Design at Facebook Futurist at Intel Creator of Mental Note Cards and patent holder for Google Circles. via Erica Ryan
  4. 4. 2012Intros to A Few More People Samantha Peter Stefan Starmer Merholz SagmeisterDirector of Customer Experience at REI Co-Founder of Adaptive Path (premier user World-renowned Designer, Typographer, experience consulting firm), now at Artist & Author Inflection. Coined the word “blog”. via Erica Ryan
  5. 5. d 2012“ The hardest thing when you invent the future, isyou dont get any validation as you go along. ” Jensen Harris Director of Program Management for the via Erica Ryan Windows User Experience
  6. 6. d 2012DAY 1: OPENING KEYNOTEKey Take-Aways5 Guiding UX Principles for designing MS Windows 8 • Do More With Less • Be Authentically Digital • Take Pride in Craftsmanship • Be Fast & Fluid • Win As One Jensen Harris Director of Program Management for the via Erica Ryan Windows User Experience
  7. 7. d 2012“ I’m interested in how computing canmake daily moments better. ” Chris Heathcote @dailymega on twitter via Erica Ryan
  8. 8. d 2012An Animating Spark: Mundane Computing and the Web of DataKey Take-Aways • The network is permeating the physical world • How can we get ubiquitous computing out of labs and into homes? Be simple. Be useful. Be mundane. Be practical. • Focus on making every day moments better - Create extra value now, instead of trying to be too revolutionary • Be sensitive to a product’s upgrade cycle • Unbelievable simplicity is key (be sensitive to varying experience in computing) • Make something easier to control • The enhanced interface should be wherever you need it to be Tom Coates Mundane Computing via Erica Ryan
  9. 9. d 2012DAY 1: CLOSING KEYNOTEKey Take-Aways • UX is about answering two questions: • What do people love? • What are the experiences that matter? • Whatever you create has to fit into a life already full of things • For hundreds of years people have feared smart tech, but robots and computation embody our best selves Dr. Genevieve Bell Anthropologist at Intel via Erica Ryan
  10. 10. d 2012“ Consumers’ greatest frustration is when the experience does notmatch the brand promise. ” Samantha Starmer Director of Customer Experience at REIvia Erica Ryan
  11. 11. d 2012WORKSHOP: Designing for Cross-Channel DelightKey Take-Aways • The 4 Guiding Principles of Cross Channel Design • Be Consistent across channels - advertising + web + mobile • Be Convenient • Be Connected - We are designing the experience of transitions - the space between devices • Be Contextual • Some tips for cross-channel design • START EARLY & focus on ideation & brainstorming • Do it across divisional groups: Listen to your company / agency - What language resonates with who you are talking to? • Break down the silos • Everyone has a valuable perspective Samantha Starmer Director of Customer Experience at REI via Erica Ryan
  12. 12. d 2012WORKSHOP: Designing for Cross-Channel DelightKey Take-Aways • A Toolbox for Cross Channel Design • Employee interviews • Environment Research • Environment research  • Discover experience blockers  • Understand issues with physical environment • Make it or break it • Understand where the experience breaks and fix it • Where could delight happen? • Touch point inventory • Track all the ways customers interact with organization  • Matrix of touch point, channels, and stage in process the touch point happens Samantha Starmer Director of Customer Experience at REI via Erica Ryan
  13. 13. d 2012WORKSHOP: Designing for Cross-Channel DelightKey Take-Aways • A Toolbox for Cross Channel Design (continued) • Interaction Ecology • Establish scenario / customer narrative • Define interaction at each part of narrative • Understand location  • Identify touch point or device that can support the interaction  • Define the data points to measure against • Experience Mapping • Journey Mapping • Marketing Alignment Mapping • Collect Examples • Service Blueprinting / Experience Matrix Samantha Starmer Director of Customer Experience at REI via Erica Ryan
  14. 14. d 2012“ Designing experiences is fundamentally about people,their activities, and the context of those activities . ” Stephen P. Anderson Author and Data Visualization Consultant via Erica Ryan
  15. 15. d 2012WORKSHOP: The Quest for Emotional Engagement: Information VisualizationKey Take-Aways Common design patterns don’t do a very good job of helping us make sense of complex information because they don’t show relationships • Spreadsheets are treasure troves of info that is hidden in columns and rows • List views can be better (ex. hipmunk) • Grids layouts pretend to be more useful / engaging than they are by being visual • Dashboards = Info Overload Stephen P. Anderson Author and Data Visualization Consultant via Erica Ryan
  16. 16. d 2012WORKSHOP: The Quest for Emotional Engagement: Information VisualizationKey Take-Aways • Visualizations should make complicated information clear • Dynamic visualizations should demonstrate relationships between data  • An Interactive visualization should answer a very specific problem. The easiest way to do this is to frame it as a story Stephen P. Anderson Author and Data Visualization Consultant via Erica Ryan
  17. 17. d 2012“Showing people what theyhave in common helps themform powerful connections. ” Paul Adams Global Head of Brand Design at Facebook via Erica Ryan and patent holder for Google Circles.
  18. 18. d 2012WORKSHOP: The Principles of Social DesignKey Take-Aways • Groups drive social behavior • Build lightweight ways for people to interact • Highlight things people have in common to maximize their trust and help them form powerful connections • Design experiences that help people get through life by building relationships Paul Adams Global Head of Brand Design at Facebook via Erica Ryan and patent holder for Google Circles.
  19. 19. d 2012WORKSHOP: The Principles of Social DesignKey Take-Aways • Build experiences that allow people to talk about / share memories • Create content that arouses emotion rather than reason  • Optimize social experiences for communication between strong tie relationships Paul Adams Global Head of Brand Design at Facebook via Erica Ryan and patent holder for Google Circles.
  20. 20. d 2012“ Infinite options can be crippling. We work best with boundaries. ” Bill DeRouchey On the Power of Whyvia Erica Ryan
  21. 21. d 2012“ Question everything small and big - then redesign it all. ” Bill DeRouchey On the Power of Whyvia Erica Ryan
  22. 22. d 2012“ Data its meaningless until we make it meaningful... its the narrative that is incredibly important.  ” Brian David Johnson Futurist at Intel via Erica Ryan
  23. 23. d 2012Build the FutureKey Take-Aways Future-casting • In 10-15 years, how will people interact with technology? • How do we come up with an actionable vision of the future? • How do we change the future? Brian David Johnson Futurist at Intel via Erica Ryan
  24. 24. d 2012 “ UX should be an organization-wide responsibility. ” Peter Merholz Co-Founder of Adaptive Pathvia Erica Ryan
  25. 25. d 2012UX is Strategy, not designKey Take-Aways • Experience design is: • is the design of anything  • independent of mediums, or across media  • design with human experience as outcome  • design with human engagement as explicit goal • The experience: Is what happens when the parts come together • The Challenge: To figure out where, how and at what level to engage Peter Merholz Co-Founder of Adaptive Path via Erica Ryan
  26. 26. d 2012UX is Strategy, not designKey Take-AwaysSome bold, forward-thinking assertions about the roleof a UX Professional: • Embrace idea of being a leadership role • UX is a systems role • UX is a synthetic role • UX designers lead organizations to ensure great experiences get into the world  • Ux needs to think and act big: lead not follow Peter Merholz Co-Founder of Adaptive Path via Erica Ryan
  27. 27. d 2012“ The biggest risk of all might be to not take any risks. ” Stefan Sagmeister World-renowned Designer, Typographer,via Erica Ryan Artist & Author
  28. 28. d 2012FINAL KEYNOTE: Design & HappinessKey Take-Aways • The Happiness Hypothesis • Life will become richer if you risk more • Figure out what you believe in, and live it • What does a successful sabbatical look like? • Work on things you wouldnt work on at night or weekends  • During it, your job becomes a calling again • Over long term, its financially successful & more than makes up for a year of zero income • Everything designed in years following the Sabbatical, was inspired by the Sabbatical Stefan Sagmeister World-renowned Designer, Typographer, via Erica Ryan Artist & Author
  29. 29. d 2012FINAL KEYNOTE: Design & HappinessKey Take-Aways Strategies for Happiness via Sabbatical • Think about ideas and content freely with the deadline far away • Travel to new places • Use a wide variety of tools and techniques - mix up your day • Work on projects that matter to you • Have things come back from printer well, finite work, end product • design a project that feels partly brand new and partly familiar • Work without interruption on a single project (get lost in a project) • Getting feedback from people on your work Stefan Sagmeister World-renowned Designer, Typographer, via Erica Ryan Artist & Author
  30. 30. d 2012The Wrap UPThemes • UX is more strategy than design • Data is meaningless unless it tells a story • As physical and digital worlds converge, our job is to create a better human experience • We are the ones who are inventing the future • Be a good designer. Do stuff. Be happy. (Me) Designer, UXer, Life Enthusiast via Erica Ryan
  31. 31. 2012Some Books & Resources via Erica Ryan
  32. 32. 2012Some Books & Resources via Erica Ryan

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