Findings from UX London

Download Findings from UX London

Post on 01-Jul-2015

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A summary of the key things I learned at UX London conference 2013, created to share internally with others at Cyber-Duck.

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  • 1. UX London10 - 12 April 2013

2. Tom Hulme@thulmeDesign Director, IDEO 3. Dont ght desire Dont be frustrated if users do itwrong Find and embrace unhandled desirepaths 4. Launch to learn Find the minimum viable experience Launch it You will be wrong Learn from that Dont be precious 5. Two pizza team A concept from Amazon Teams small enough that everyonecan be fed by two pizzas Everyone has line of sight to thecustomer 6. Je Gothelm@jboogieAuthor of Lean UX 7. Requirements areassumptions Articulate them as such and they canbe rethought When the CEO says do this, you doit; when the CEO says I think this,you have a conversation then test thehypothesis "We believe building [this] for [them]will result in [this]. We will know weresuccessful when [this] happens." 8. Julia WhitneyHead of UX & DesignBBC 9. LondonOlympics 2012 30,000,000 timeline scrubs 25,000,000 full screens 21,000,000 chapter markers chosen 18,000,000 pauses Sport guides were conceived duringuser testing Bookmark titles were written manually 10. Ben Terrett@benterrettHead of Design, GDS 11. .GOV Heavy bias for designing in browser Very little wireframing Launch and test attitude gov.uk/designprinciples gov.uk/service-manual github.com/alphagov 12. Chris Heathcote@antimegaCreative Lead, GDS 13. Schelling Points Focal points; places that things findthemselves That table by the door with your keys,wallet, phone... Personal Schelling points are wrists,shoes, necklace... 14. Always design a thing byconsidering it in its nextlarger context - a chair in aroom, a room in a house, ahouse in an environment,an environment in a cityplan.Eliel Saarinen 15. Russell Davies russelldavies.typepad.comHomesense bikemap Internet of middle class things 16. Jennifer Brook@jenniferbrookIndependent UX Designer 17. Prototyping Touch Prototype code Step away from your desk Get on a device early and often Prototyping is a great way for us toget OUR heads around the clientsservice bit.ly/uxl_touch 18. Genevieve Bell@feraldataUX Director, Intel Interaction &Experience Research Group 19. Genealogy ofTalking TechnologySiriFurby Skynet? 20. Luddism Luddites were not anti-technology butanti-technology-that-replaces-people We fear tech that challenges notionsof whats human We fear tech that challenges political,social or racial order Chart fear against wonder to findgreat experiences 21. Paul Adams@paddayGlobal Head of Brand Design,Facebook 22. Social Web First 20 years of the web were beta Its being rebuilt around people The word social will go away Information published (and access toit) is going up exponentially, humanmemory capacity is not changing fast People are turning to their friends inthe sea of information 23. Mobile The time when more people use yourproduct on mobile than desktop isapproaching - it has already happenedon Facebook 4.5 billion people have never used theinternet - when they do it will probablybe on mobile 24. Photoshop lies You cant design a dynamicallychanging social system by drawing UIor screen states Build real prototypes with real data 25. Hypothesise, build, launch,measure, repeat Research may not be wrong, but itcant compare to real data You cant predict social behaviour, sobuild and ship as soon as possible Use existing research - someone hasalready done it better than you can Build simply and quickly Ship daily or weekly 26. If youre not embarrassedby the rst version of yourproduct, youve launchedtoo late.Reid Hoffman 27. Peter Merholz@petermeVice President of Global Design,Groupon 28. The Disciplines ofUser Experience DesignDan SafferGraphic by Envis Precisely 29. UX ...is not all of these disciplines, itswhats in between; its the discipline ofcorralling those into one whole ...should not have its own department,its everyones responsibility ...uses design approaches, but not fordesign outcomes (akin to designthinking) 30. UX as Direction Facilitation as a skill is not appreciated A director does very little - they lead,co-ordinate and inspire This doesnt mean UXers cant do thework Define your own role Lead, dont follow 31. Jeremy Keith@adactioFounder & Technical Director,Clearleft 32. Wireframes Once about hierarchy, now its allabout layout without much thought Fundamentally you are going back tothe fixed canvas Jeremy/Clearleft try to avoidwireframing altogether Consider tablet-first design, its closeto both desktop and mobile 33. API-rst design Think about functionality first Build a command line to your website 34. URL-rst design URLs should be readable, guessableand hackable by humans Design your URL structure and you willhave your website structure Dont Repeat Yourself (DRY) principle RESTful URLs incorporate actions, e.g.www.files.com/file/myfile/save 35. Content hierarchy If your website was a telephonehotline, what order would you saythings in? Identify the atomic units of contentand order them At some point you say ...and thentheres everything else - remove orconditionally load those things 36. Style Create pattern libraries horizontally tomake it clear its not a real page Create style tiles and ask how doesthis feel? - start a conversation Layout is just one element, we over-emphasise it Layout is an enhancement, its notthere by default 37. Marty Neumeier@martyneumeierDirector of Transformation, Liquid Agency 38. The Robot Curve The value andcost of workdecreases as itsmechanisationincreases Keep learning to moveback up the curve Your job is always beingdestroyed by new jobs 39. Metaskills Learning is theopposable thumbof the metaskills talentfinder.metaskillsbook.com 40. Imagination blockers Unexamined beliefThis is the only way I can do it Rigid mental modeWeve always done it this way Lack of technique"I dont know how Id do that" 41. Imagination blockers Fear of failureWhat if I mess it up? Shopping mentalityEverything is on a shelf somewhere Right answer fixationTheres an answer out there, we just have to find it 42. Process1. Discovery2. Definition3. Design4. Development5. Deployment 43. Process This is a big lie and we all know it The really good work doesnt comefrom this profile Be honest with clients, tell them yourenot sure how well get there but it willbe [this] good 44. Process1. Confusion2. Clutter3. Chaos4. Crisis5. Catharsis 45. The illiterate of the 21stcentury will not be thosewho cannot read and write,but those who cannotlearn, unlearn, andrelearn.Alvin Toffler 46. Ben Reason@breasyFounder, live|work 47. Manage the brief live|work often expand the brief tolook at before and after, to find furtheropportunities and problems Give yourself permission to deal withthings that arent digital, e.g. live|workfound they could improve the mobileexperience by making changes to thestores themselves 48. Hannah Donovan@hanCo-creator, This Is My JamMatthew Ogle@aneurCo-creator, This Is My Jam 49. Problems 1st order problem = need 2nd order problem = play 2nd order products often rely on 1storder products for support, or evenjust appetite for the stuff 50. Problems in music 1st order = access 2nd order = discovery There are more ways to access musicthan ever before (Napster, iPod,MySpace, YouTube, Spotify, iTunes...) Theres still desire for discoveryservices 51. Trends Its well known in fashion that trendsare often direct opposites of whatcame before If you want to make somethingplayful, a good exercise is to imaginethe opposite 52. Richard Seymour@seymourpowellCo-founder and Design Director,Seymourpowell 53. The state of the art This may only be the 2nd time in 500years the tech outdoes ourimaginations Big businesses have slowed downbecause they see big things comingand they dont know what to do 54. Quentin Tarantino Schoolof Ethnography Observation is better than focusgroups People dont know what they do Divert the subjects attention awayfrom what they are doing so you canobserve their unconscious actions 55. Genetic manipulation It is coming hard and fast You can buy a red pill today thatrestarts collagen production in post-menopausal women, it needs no druglicense because its classed as food Mass storage in DNA; immortal data Mushrooms that glow; biologicallighting 56. Your life is absolutelylittered with shit thatdoesnt workRichard Seymour 57. Oath The templars had an oath tosafeguard and helpless and do nowrong Designers dont have an oath Shall we make one? 58. Marty Neumeier@martyneumeierDirector of Transformation, Liquid Agency 59. 10 ways to get ideas1. Think in metaphors. What else is thislike? E.g. "The world is a stage"2. Think in pictures. Draw stuff, draw theproblem. Car lanes in the USA: fastand slow. In the UK: passing anddriving.3. Start from a different place. You cantjust dig old ideas deeper. 60. 10 ways to get ideas4. Poach from other domains. Aninventor walks in woods, notices burrsstuck on their clothes, looks under amicroscope, notices holes and loops,invents velcro. Nature applied toclothing.5. Arrange blind dates. Take ideas thatdont go together and see whathappens when they do. 61. 10 ways to get ideas6. Reverse the polarity. E.g. Yahoohomepage vs. Google homepage.7. Find the paradox. Trying to stoppeople dumping in drains? Dont putup a sign, make the drain look like afish.8. Give it the third degree. Who says? Sowhat? Why now? Ask like a 4 year old. 62. 10 ways to get ideas9. Be alert for accidents. An engineernoticed chocolate on a radar consolemelting, invents the microwave.10.Write things down. Youll forgetotherwise. Read your notes again torefresh your memory and makeconnections.