This document discusses various terms related to user-centered design such as user experience design, user interface design, and interaction design. It emphasizes incorporating users into the design process through techniques like usability testing in order to create intuitive products that are successful in the marketplace. The document provides tips for design such as using established patterns while still allowing for innovation, and suggests reviewing requirements, designing, and testing iteratively with users.
Why you're always wrong: User Research for Start UpsBen Dressler
From bitspiration 2013 in Krakow: Why your assumptions about your customers are always wrong and what you can do to figure out where you are wrong and how wrong you are. Gives an overview of research methods that you can employ and some tips on using them.
Eliminate Design - a rant about the responsibility of UX professionalsPer Axbom
LIghtning talk for UXLx 2013. https://www.ux-lx.com/speaker.html?n=pera
The all-too-common approach of jumping head-first into sketching wireframes makes us fail the user and lose sight of solving true user problems. The screen should not be singled out as the primary medium for human-centered design, and it is the role of the UX lead to ensure that it isn’t. I will argue for the benefits of removing design and show how we can, and must, shift thinking from designing interfaces to solving real user problems with the least amount of friction and pain. Speaker info: http://axbom.com/talk/
The document summarizes different low-cost methods for conducting user research on web products with limited resources. It discusses using heatmapping and analytics tools to evaluate existing use, as well as virtual usability testing, guerrilla testing, and microfeedback forms to gather user experience feedback during the design process. Specific tools mentioned include CrazyEgg, Google Analytics, Usabilla, and building your own microfeedback forms. Examples are provided from a case study of redesigning a university library website.
Danielle Arvanitis discusses how designers often design for the wrong audience. She provides examples of designing for oneself, design peers, marketing, patents, and gatekeepers rather than actual users. This can lead to unusable products and unhappy users. She emphasizes the importance of hiring designers with different skills like structure, behavior, and presentation. Designers should also be evaluated based on their temperament - whether they are ego-driven and focused on trends or service-driven and motivated to solve users' problems. Designing for the right audience requires considering users' actual needs, skills, and goals rather than just appearances.
The document provides responses from various designers at Canonical about their work. A visual designer discusses working on the redesign of Juju, which they found exciting due to the complex challenges of visualizing how software connects and interacts. They emphasize collaboration as key to their creative process. Another designer discusses enjoying working with engineers due to having a technical background themselves.
The Top 10 things that UX people get obsessed aboutAndy Marshall
This document discusses common obsessions of people who work in user experience (UX) design. It presents a "top 10" list of things UX professionals tend to get obsessed about, beginning with stationary supplies and ending with door handles being identified as the number one obsession. This is attributed to Donald Norman's influential book "The Design of Everyday Things" which analyzes everyday objects like door handles and engenders an obsessiveness in examining the design of common items. The document explores each item on the list in turn, providing examples and explanations for why they capture the attention of and fuel the obsessions of people in the UX field.
This document discusses various terms related to user-centered design such as user experience design, user interface design, and interaction design. It emphasizes incorporating users into the design process through techniques like usability testing in order to create intuitive products that are successful in the marketplace. The document provides tips for design such as using established patterns while still allowing for innovation, and suggests reviewing requirements, designing, and testing iteratively with users.
Why you're always wrong: User Research for Start UpsBen Dressler
From bitspiration 2013 in Krakow: Why your assumptions about your customers are always wrong and what you can do to figure out where you are wrong and how wrong you are. Gives an overview of research methods that you can employ and some tips on using them.
Eliminate Design - a rant about the responsibility of UX professionalsPer Axbom
LIghtning talk for UXLx 2013. https://www.ux-lx.com/speaker.html?n=pera
The all-too-common approach of jumping head-first into sketching wireframes makes us fail the user and lose sight of solving true user problems. The screen should not be singled out as the primary medium for human-centered design, and it is the role of the UX lead to ensure that it isn’t. I will argue for the benefits of removing design and show how we can, and must, shift thinking from designing interfaces to solving real user problems with the least amount of friction and pain. Speaker info: http://axbom.com/talk/
The document summarizes different low-cost methods for conducting user research on web products with limited resources. It discusses using heatmapping and analytics tools to evaluate existing use, as well as virtual usability testing, guerrilla testing, and microfeedback forms to gather user experience feedback during the design process. Specific tools mentioned include CrazyEgg, Google Analytics, Usabilla, and building your own microfeedback forms. Examples are provided from a case study of redesigning a university library website.
Danielle Arvanitis discusses how designers often design for the wrong audience. She provides examples of designing for oneself, design peers, marketing, patents, and gatekeepers rather than actual users. This can lead to unusable products and unhappy users. She emphasizes the importance of hiring designers with different skills like structure, behavior, and presentation. Designers should also be evaluated based on their temperament - whether they are ego-driven and focused on trends or service-driven and motivated to solve users' problems. Designing for the right audience requires considering users' actual needs, skills, and goals rather than just appearances.
The document provides responses from various designers at Canonical about their work. A visual designer discusses working on the redesign of Juju, which they found exciting due to the complex challenges of visualizing how software connects and interacts. They emphasize collaboration as key to their creative process. Another designer discusses enjoying working with engineers due to having a technical background themselves.
The Top 10 things that UX people get obsessed aboutAndy Marshall
This document discusses common obsessions of people who work in user experience (UX) design. It presents a "top 10" list of things UX professionals tend to get obsessed about, beginning with stationary supplies and ending with door handles being identified as the number one obsession. This is attributed to Donald Norman's influential book "The Design of Everyday Things" which analyzes everyday objects like door handles and engenders an obsessiveness in examining the design of common items. The document explores each item on the list in turn, providing examples and explanations for why they capture the attention of and fuel the obsessions of people in the UX field.
This document provides an overview of concepts related to natural user experience (NUX). It discusses topics like UX vs UI, common patterns and principles for interface design, visual language considerations, and popular design systems like flat design and material design. The document also lists various tools used for tasks like wireframing, prototyping, and visual design. Key sections include definitions of UX and UI, guidelines for consistency, and discussions of design patterns and affordances.
UX Week 2008 considered what it takes to create great products and services in an uncertain world. With a mix of inspiring talks from recognized thought leaders and hands-on workshops delivering takeaway skills, the event delivered for user experience professionals at all levels — directors, managers, and practitioners.
Jason Moore - Interaction design in enterprise teamsroblund
The document discusses interaction design for enterprise teams. It outlines 3 key ideas: 1) what interaction design (IxD) is, which is a design discipline focused on defining the behavior of products; 2) how IxD teams at Workiva are structured to support product success, focusing on discovery through methods like customer interviews, journey mapping, and prototyping; 3) how product discovery plays a key role in Workiva teams by helping them evolve ideas into actionable plans through techniques like empathy mapping, customer interviews, and story mapping to define minimum viable products. The document emphasizes the importance of discovery techniques in understanding user needs and validating solutions before development.
Design Thinking Workshop: Egencia Mobile Homepage
A half-day workshop built around Design Thinking and rapid ideation of ideas for the new Egencia Mobile Homepage.
In the spirit of transparency and open source knowledge, I wanted to share my wins and obstacles from a Design Thinking workshop I ran last year. You will find the full agenda, worksheet and key takeaways for each design play.
The document appears to be a transcript of a presentation discussing various topics related to web design and development. It touches on technologies like Ruby on Rails, CSS, HTML, APIs and frameworks. It encourages the audience to expand their skills from just design to development practices like version control, build processes and tracking bugs in a database. It suggests specializing in an area like user experience, information architecture or a technology and becoming an expert in it to advance their career and earn respect. It concludes by thanking the audience for listening and providing contact details.
This document discusses guerrilla usability testing techniques. It explains that guerrilla testing is an informal testing method that can be done with minimal equipment like a computer, moderator, and video recorder to capture user interactions. Some benefits of guerrilla testing are that it is low cost, provides qualitative insights, and can be done continuously throughout the development process. Examples highlighted include Microsoft's extensive usability testing for Halo 3 that helped identify and address user frustrations.
This document provides an introduction to user experience design. It defines user experience as encompassing all aspects of a user's interaction with a company, service, or product. It describes the role of a user experience designer as involving user research, content creation, coding, user interface design, and competitive analysis. The document outlines techniques for user experience research like usability testing, guerrilla research, and competitive analysis. It discusses how to create personas and problem statements to understand users and design problems. Finally, it provides an activity using a persona and problem statement to demonstrate how to apply this knowledge to design decisions.
This document summarizes a UX workshop presentation. It includes sections on what UX is, the difference between UI and UX, a case study on the development of the Timble app, and tools that can be used in UX design like personas, user journeys, and analytics. The presentation emphasizes the importance of testing early prototypes with users, gathering feedback in an iterative design process, and measuring product usage to continuously improve the user experience.
Yikes...It Looks Like That?! - UI Worst PracticesBruce Elgort
The document provides examples of poor user interface design practices in applications. It discusses user interfaces that make data entry difficult by not properly handling formatting, provide unclear error messages that do not explain the problem or suggest solutions, use interface elements like radio buttons incorrectly, reuse components without ensuring they fit the context, use excessive and clashing colors, include too many tabs, show non-functional interface elements, are not designed for printing, integrate disparate programs in incoherent ways, and do not provide clear instructions for "magic" functions. The document emphasizes that applications must prioritize good user experience and learn from past mistakes.
Making simple, elegant solutions is HARD and often invisible. These are some of the most common things I hear come out of people’s mouths when heading for a bad UX decision.
This document discusses various aspects of user experience (UX) design including visual design, system design, branding, customer service, packaging, product unboxing, and how human emotion determines UX. It provides techniques for UX design such as using humor, recognizing patterns, engagement, communication, and building relationships. It also covers ergonomics guidelines for UX like consistency, simplicity, feedback, attention, and modality. The document examines the influence of design on UX and discusses simplifying interactions through minimalism and asking questions about users. Finally, it discusses gamifying interactions and experience to influence human habits.
This document discusses various aspects of user experience (UX) design including visual design, system design, branding, customer service, packaging, product unboxing, and how human emotion determines UX. It provides techniques for UX design such as using humor, recognizing patterns, engagement, communication, and building relationships. It also covers ergonomics guidelines for UX like consistency, simplicity, feedback, attention, and modality. Finally, it discusses how design influences UX and techniques like minimalism, simplifying interactions by asking who, what, why, and when questions, and gamifying interactions.
Building a SaaS App: From Paper to Prototype to Product.Josh Rodriguez
AdStage presents Building a SaaS App: From Paper to Prototype to Product. CSU East Bay Innovation Conference, Feb. 25th, 2017. Presented by Paul Wicker and Josh Rodriguez.
UI/UX Designer in the year 2020 | Developers Day Nov.19Lena Lekkou
What it's like to be a designer in the current year, what difficulties we all face and what soft skills everyone should invest in the following years so that they become future-proof in their discipline.
Designing for Digital Magazines - Rob Boynes for Guardian MasterclassesRob Boynes
This talk discusses how the magazine and digital magazines in their current guise are preventing innovation. Less prescriptive, and more of a call to action, the lecture discusses the current models in digital magazine UX and asks what a digital magazine could be and where it needs to innovate to in a changing media landscape.
It also looks at the importance of user centric design, user testing and creating experiences outside of what we consider 'magazines' - and how working with our users (and readers) could produce something unique, innovative and valid as a business model.
***********
NB. Notes are on grey slides, White and yellow slides are from the original presentation.
This talk was developed and changed with feedback from an original talk I performed at UX CAMP BRIGHTON in 2013 called "Why the page is killing innovation in magazine UX".
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
Interaction designers aim to make technology intuitive and easy to use. Their goal is to prevent user frustration by ensuring products function as expected. The presentation discusses interaction design through an example of redesigning a microwave user interface. It encourages brainstorming ideas, sketching prototypes, and testing designs with others. The key is an iterative process of researching user needs, exploring solutions, testing, and refining designs.
Why your product team should use User Story Mapping to link user research to ...John Murray
How well do you think your product team takes what they learn from their users and puts it into the next iteration of the product? How well does your team come to a common understanding of what the next iteration of the product will look like and then build a product that reflects that common understanding?
These two problems — improving your product with user research and effective team collaboration — can both be solved with a design tool called User Story Mapping.
In this session, attendees will hear how to apply User Story Mapping to connect user research to user stories for Design Thinking and Agile Development and the experience our teams have with the method. Attendees will get a taste of going through running a simple user story mapping workshop so that they will feel comfortable taking the process back to their business.
Why your product team should use User Story Mapping to link user research to ...UXPA International
This document provides an overview of using user story mapping to bridge design thinking and agile implementation. It begins with background on the presenter and defines key terms. The document then outlines challenges with handoffs between design and development. User story mapping is presented as a solution, with benefits like a visualized backlog and improved collaboration. The process of a user story mapping workshop is explained in three phases: pre-work, during the workshop, and post-work follow up. An example of a workshop with an IBM product team is described. Stakeholder feedback emphasizes benefits like iteration and alignment. The document concludes with dos/don'ts and fitting user story mapping into continuous delivery.
This document provides recommendations for how to break into the field of user experience (UX). It recommends starting by reading foundational books on UX and usability to build understanding. It also suggests taking online courses to learn UX principles and skills. The document further recommends attending UX conferences and meetups for networking opportunities. Finally, it mentions pursuing university programs for a more formal education in UX and human-computer interaction. The overall recommendations are to gain knowledge through self-study, learn from experts through courses and events, and consider academic programs to help enter the UX field.
This is a deck i would often use highlighting the mess of website irrelevance I call today, Microsoft.com and its associate sites.
There is way to much noise and not enough signal and the deck hopefully highlights one slice of this reasoning.
This document provides an overview of concepts related to natural user experience (NUX). It discusses topics like UX vs UI, common patterns and principles for interface design, visual language considerations, and popular design systems like flat design and material design. The document also lists various tools used for tasks like wireframing, prototyping, and visual design. Key sections include definitions of UX and UI, guidelines for consistency, and discussions of design patterns and affordances.
UX Week 2008 considered what it takes to create great products and services in an uncertain world. With a mix of inspiring talks from recognized thought leaders and hands-on workshops delivering takeaway skills, the event delivered for user experience professionals at all levels — directors, managers, and practitioners.
Jason Moore - Interaction design in enterprise teamsroblund
The document discusses interaction design for enterprise teams. It outlines 3 key ideas: 1) what interaction design (IxD) is, which is a design discipline focused on defining the behavior of products; 2) how IxD teams at Workiva are structured to support product success, focusing on discovery through methods like customer interviews, journey mapping, and prototyping; 3) how product discovery plays a key role in Workiva teams by helping them evolve ideas into actionable plans through techniques like empathy mapping, customer interviews, and story mapping to define minimum viable products. The document emphasizes the importance of discovery techniques in understanding user needs and validating solutions before development.
Design Thinking Workshop: Egencia Mobile Homepage
A half-day workshop built around Design Thinking and rapid ideation of ideas for the new Egencia Mobile Homepage.
In the spirit of transparency and open source knowledge, I wanted to share my wins and obstacles from a Design Thinking workshop I ran last year. You will find the full agenda, worksheet and key takeaways for each design play.
The document appears to be a transcript of a presentation discussing various topics related to web design and development. It touches on technologies like Ruby on Rails, CSS, HTML, APIs and frameworks. It encourages the audience to expand their skills from just design to development practices like version control, build processes and tracking bugs in a database. It suggests specializing in an area like user experience, information architecture or a technology and becoming an expert in it to advance their career and earn respect. It concludes by thanking the audience for listening and providing contact details.
This document discusses guerrilla usability testing techniques. It explains that guerrilla testing is an informal testing method that can be done with minimal equipment like a computer, moderator, and video recorder to capture user interactions. Some benefits of guerrilla testing are that it is low cost, provides qualitative insights, and can be done continuously throughout the development process. Examples highlighted include Microsoft's extensive usability testing for Halo 3 that helped identify and address user frustrations.
This document provides an introduction to user experience design. It defines user experience as encompassing all aspects of a user's interaction with a company, service, or product. It describes the role of a user experience designer as involving user research, content creation, coding, user interface design, and competitive analysis. The document outlines techniques for user experience research like usability testing, guerrilla research, and competitive analysis. It discusses how to create personas and problem statements to understand users and design problems. Finally, it provides an activity using a persona and problem statement to demonstrate how to apply this knowledge to design decisions.
This document summarizes a UX workshop presentation. It includes sections on what UX is, the difference between UI and UX, a case study on the development of the Timble app, and tools that can be used in UX design like personas, user journeys, and analytics. The presentation emphasizes the importance of testing early prototypes with users, gathering feedback in an iterative design process, and measuring product usage to continuously improve the user experience.
Yikes...It Looks Like That?! - UI Worst PracticesBruce Elgort
The document provides examples of poor user interface design practices in applications. It discusses user interfaces that make data entry difficult by not properly handling formatting, provide unclear error messages that do not explain the problem or suggest solutions, use interface elements like radio buttons incorrectly, reuse components without ensuring they fit the context, use excessive and clashing colors, include too many tabs, show non-functional interface elements, are not designed for printing, integrate disparate programs in incoherent ways, and do not provide clear instructions for "magic" functions. The document emphasizes that applications must prioritize good user experience and learn from past mistakes.
Making simple, elegant solutions is HARD and often invisible. These are some of the most common things I hear come out of people’s mouths when heading for a bad UX decision.
This document discusses various aspects of user experience (UX) design including visual design, system design, branding, customer service, packaging, product unboxing, and how human emotion determines UX. It provides techniques for UX design such as using humor, recognizing patterns, engagement, communication, and building relationships. It also covers ergonomics guidelines for UX like consistency, simplicity, feedback, attention, and modality. The document examines the influence of design on UX and discusses simplifying interactions through minimalism and asking questions about users. Finally, it discusses gamifying interactions and experience to influence human habits.
This document discusses various aspects of user experience (UX) design including visual design, system design, branding, customer service, packaging, product unboxing, and how human emotion determines UX. It provides techniques for UX design such as using humor, recognizing patterns, engagement, communication, and building relationships. It also covers ergonomics guidelines for UX like consistency, simplicity, feedback, attention, and modality. Finally, it discusses how design influences UX and techniques like minimalism, simplifying interactions by asking who, what, why, and when questions, and gamifying interactions.
Building a SaaS App: From Paper to Prototype to Product.Josh Rodriguez
AdStage presents Building a SaaS App: From Paper to Prototype to Product. CSU East Bay Innovation Conference, Feb. 25th, 2017. Presented by Paul Wicker and Josh Rodriguez.
UI/UX Designer in the year 2020 | Developers Day Nov.19Lena Lekkou
What it's like to be a designer in the current year, what difficulties we all face and what soft skills everyone should invest in the following years so that they become future-proof in their discipline.
Designing for Digital Magazines - Rob Boynes for Guardian MasterclassesRob Boynes
This talk discusses how the magazine and digital magazines in their current guise are preventing innovation. Less prescriptive, and more of a call to action, the lecture discusses the current models in digital magazine UX and asks what a digital magazine could be and where it needs to innovate to in a changing media landscape.
It also looks at the importance of user centric design, user testing and creating experiences outside of what we consider 'magazines' - and how working with our users (and readers) could produce something unique, innovative and valid as a business model.
***********
NB. Notes are on grey slides, White and yellow slides are from the original presentation.
This talk was developed and changed with feedback from an original talk I performed at UX CAMP BRIGHTON in 2013 called "Why the page is killing innovation in magazine UX".
WORKSHOP: Making the World Easier with Interaction DesignCheryl Platz
Interaction designers aim to make technology intuitive and easy to use. Their goal is to prevent user frustration by ensuring products function as expected. The presentation discusses interaction design through an example of redesigning a microwave user interface. It encourages brainstorming ideas, sketching prototypes, and testing designs with others. The key is an iterative process of researching user needs, exploring solutions, testing, and refining designs.
Why your product team should use User Story Mapping to link user research to ...John Murray
How well do you think your product team takes what they learn from their users and puts it into the next iteration of the product? How well does your team come to a common understanding of what the next iteration of the product will look like and then build a product that reflects that common understanding?
These two problems — improving your product with user research and effective team collaboration — can both be solved with a design tool called User Story Mapping.
In this session, attendees will hear how to apply User Story Mapping to connect user research to user stories for Design Thinking and Agile Development and the experience our teams have with the method. Attendees will get a taste of going through running a simple user story mapping workshop so that they will feel comfortable taking the process back to their business.
Why your product team should use User Story Mapping to link user research to ...UXPA International
This document provides an overview of using user story mapping to bridge design thinking and agile implementation. It begins with background on the presenter and defines key terms. The document then outlines challenges with handoffs between design and development. User story mapping is presented as a solution, with benefits like a visualized backlog and improved collaboration. The process of a user story mapping workshop is explained in three phases: pre-work, during the workshop, and post-work follow up. An example of a workshop with an IBM product team is described. Stakeholder feedback emphasizes benefits like iteration and alignment. The document concludes with dos/don'ts and fitting user story mapping into continuous delivery.
This document provides recommendations for how to break into the field of user experience (UX). It recommends starting by reading foundational books on UX and usability to build understanding. It also suggests taking online courses to learn UX principles and skills. The document further recommends attending UX conferences and meetups for networking opportunities. Finally, it mentions pursuing university programs for a more formal education in UX and human-computer interaction. The overall recommendations are to gain knowledge through self-study, learn from experts through courses and events, and consider academic programs to help enter the UX field.
This is a deck i would often use highlighting the mess of website irrelevance I call today, Microsoft.com and its associate sites.
There is way to much noise and not enough signal and the deck hopefully highlights one slice of this reasoning.
Similar to The user is always wrong! by Krishnaa Artisto (20)
1. The User is
Always Wrong!
There I said it! A presentation by Krishnaa Artisto
2. If you release a new product, or re-
design an old site, the worst possible
feedback you can get is that the
users love it!
3. You have dumbed your
design down to please
your users clients.
then maybe you should
be servicing!
4. Clients love to make new sites that behave
almost the same as the previous site.
Pssttt… the last website was one of the worst sites on the planet.
5. Here is how the digital world
work: we build upon what
users have learned so that
they don’t have to re-learn
something again.
6. No, we don’t want to re-invent
the wheel, we want to invent
hover boards and space
ships and cool things like
that. Fuck the wheel!
7. An average user
● uses Word (or worse: Excel)
● sort photos in folder structures. Bebootyfull.psd
● they double-click on things (or worse: right-click).
● They are scarred for life, and is not a good test subject.
8. Your target user should not
be existing users. It should
be new users. And when I
say new, I mean really new.
Like new born new.
When I think about it, user tests on new
borns, or people who have lived in the
woods all their lives (raised by wolves
hopefully)
9. Usability is dead
To release a new web service that is
not user friendly in 2016, you either
have hired a print ad agency or you
live in Japan.
10. You do know that one of the main
reasons that people don’t switch to
Mac is that Excel on Mac is not as
good (do you realise how insane
that is!)
...or that one of the main reasons
for buying a Mac, is not because
it’s OS have better UX but rather
that the laptops looks better, or
that everyone else has one.
The user is always wrong,
never listen to them!
11. People who work with designing web
products or experiences, should know
what the best solution is.
Our work as designers is
to change behaviours.
12. Thank you
for your time and energy
A lil treat for you awesome sauce peeps!
Polo experience by piaget