findings from ux london
DESCRIPTION
A summary of the key things I learned at UX London conference 2013, created to share internally with others at Cyber-Duck.TRANSCRIPT
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UX London10 - 12 April 2013
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Tom Hulme@thulmeDesign Director, IDEO
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Don’t fight desire
‣ Don’t be frustrated if users “do it wrong”
‣ Find and embrace unhandled desire paths
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Launch to learn
‣ Find the minimum viable experience
‣ Launch it
‣ You will be wrong
‣ Learn from that
‣ Don’t be precious
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Two pizza team
‣ A concept from Amazon
‣ Teams small enough that everyone can be fed by two pizzas
‣ Everyone has line of sight to the customer
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Jeff Gothelm@jboogieAuthor of Lean UX
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Requirements are assumptions
‣ Articulate them as such and they can be rethought
‣ When the CEO says “do this”, you do it; when the CEO says “I think this”, you have a conversation then test the hypothesis
‣ "We believe building [this] for [them] will result in [this]. We will know we're successful when [this] happens."
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Julia WhitneyHead of UX & DesignBBC
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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 during user testing
‣ Bookmark titles were written manually
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Ben Terrett@benterrettHead of Design, GDS
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.GOV
‣ Heavy bias for designing in browser
‣ Very little wireframing
‣ Launch and test attitude
‣ gov.uk/designprinciples
‣ gov.uk/service-manual
‣ github.com/alphagov
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Chris Heathcote@antimegaCreative Lead, GDS
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Schelling Points
‣ Focal points; places that things find themselves
‣ That table by the door with your keys, wallet, phone...
‣ Personal Schelling points are wrists, shoes, necklace...
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Always design a thing by considering it in its next larger context - a chair in a room, a room in a house, a house in an environment, an environment in a city plan.”Eliel Saarinen
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Russell Davies
‣ russelldavies.typepad.com
Homesense bikemap Internet of middle class things
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Jennifer Brook@jenniferbrookIndependent UX Designer
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Prototyping Touch
‣ Prototype ≠ code
‣ Step away from your desk
‣ Get on a device early and often
‣ Prototyping is a great way for us to get OUR heads around the client's service
‣ bit.ly/uxl_touch
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Genevieve Bell@feraldataUX Director, Intel Interaction & Experience Research Group
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Genealogy of Talking Technology
SiriFurby Skynet?
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Luddism
‣ Luddites were not anti-technology but anti-technology-that-replaces-people
‣ We fear tech that challenges notions of what's human
‣ We fear tech that challenges political, social or racial order
‣ Chart fear against wonder to find great experiences
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Paul Adams@paddayGlobal Head of Brand Design, Facebook
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Social Web
‣ First 20 years of the web were beta
‣ It’s being rebuilt around people
‣ The word social will go away
‣ Information published (and access to it) is going up exponentially, human memory capacity is not changing fast
‣ People are turning to their friends in the sea of information
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Mobile
‣ The time when more people use your product on mobile than desktop is approaching - it has already happened on Facebook
‣ 4.5 billion people have never used the internet - when they do it will probably be on mobile
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Photoshop lies
‣ You can't design a dynamically changing social system by drawing UI or screen states
‣ Build real prototypes with real data
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Hypothesise, build, launch, measure, repeat
‣ Research may not be wrong, but it can't compare to real data
‣ You can’t predict social behaviour, so build and ship as soon as possible
‣ Use existing research - someone has already done it better than you can
‣ Build simply and quickly
‣ Ship daily or weekly
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If you're not embarrassed by the first version of your product, you’ve launched too late.”
Reid Hoffman
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Peter Merholz@petermeVice President of Global Design, Groupon
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The Disciplines ofUser Experience DesignDan SafferGraphic by Envis Precisely
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UX
‣ ...is not all of these disciplines, it's what's in between; it’s the discipline of corralling those into one whole
‣ ...should not have its own department, it’s everyone's responsibility
‣ ...uses design approaches, but not for design outcomes (akin to design thinking)
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UX as Direction
‣ Facilitation as a skill is not appreciated
‣ A director ‘does’ very little - they lead, co-ordinate and inspire
‣ This doesn't mean UXers can't do the work
‣ Define your own role
‣ Lead, don’t follow
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Jeremy Keith@adactioFounder & Technical Director, Clearleft
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Wireframes
‣ Once about hierarchy, now it’s all about layout without much thought
‣ Fundamentally you are going back to the fixed canvas
‣ Jeremy/Clearleft try to avoid wireframing altogether
‣ Consider tablet-first design, it's close to both desktop and mobile
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API-first design
‣ Think about functionality first
‣ Build a command line to your website
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URL-first design
‣ URLs should be readable, guessable and hackable by humans
‣ Design your URL structure and you will have your website structure
‣ Don’t Repeat Yourself (DRY) principle
‣ RESTful URLs incorporate actions, e.g. www.files.com/file/myfile/save
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Content hierarchy
‣ “If your website was a telephone hotline, what order would you say things in?”
‣ Identify the atomic units of content and order them
‣ At some point you say “...and then there’s everything else” - remove or conditionally load those things
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Style
‣ Create pattern libraries horizontally to make it clear it’s not a real page
‣ Create style tiles and ask “how does this feel?” - start a conversation
‣ Layout is just one element, we over-emphasise it
‣ Layout is an enhancement, it’s not there by default
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Marty Neumeier@martyneumeierDirector of Transformation, Liquid Agency
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The Robot Curve
‣ The value andcost of workdecreases as itsmechanisationincreases
‣ Keep learning to moveback up the curve
‣ Your job is always being destroyed by new jobs
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Metaskills
‣ Learning is theopposable thumbof the metaskills
‣ talentfinder.metaskillsbook.com
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Imagination blockers
‣ Unexamined belief“This is the only way I can do it”
‣ Rigid mental mode“We've always done it this way”
‣ Lack of technique"I don't know how I'd do that"
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Imagination blockers
‣ Fear of failure“What if I mess it up?”
‣ Shopping mentality“Everything is on a shelf somewhere”
‣ Right answer fixation“There's an answer out there, we just have to find it”
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Process1. Discovery
2. Definition
3. Design
4. Development
5. Deployment
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Process
‣ This is a big lie and we all know it
‣ The really good work doesn’t come from this profile
‣ Be honest with clients, tell them you’re not sure how we’ll get there but it will be [this] good
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Process1. Confusion
2. Clutter
3. Chaos
4. Crisis
5. Catharsis
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The illiterate of the 21st century will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn.”Alvin Toffler
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Ben Reason@breasyFounder, live|work
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Manage the brief
‣ live|work often expand the brief to look at before and after, to find further opportunities and problems
‣ Give yourself permission to deal with things that aren’t digital, e.g. live|work found they could improve the mobile experience by making changes to the stores themselves
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Hannah Donovan@hanCo-creator, This Is My Jam
Matthew Ogle@flaneurCo-creator, This Is My Jam
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Problems
‣ 1st order problem = need
‣ 2nd order problem = play
‣ 2nd order products often rely on 1st order products for support, or even just appetite for the stuff
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Problems in music
‣ 1st order = access
‣ 2nd order = discovery
‣ There are more ways to access music than ever before (Napster, iPod, MySpace, YouTube, Spotify, iTunes...)
‣ There’s still desire for discovery services
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Trends
‣ It’s well known in fashion that trends are often direct opposites of what came before
‣ If you want to make something playful, a good exercise is to imagine the opposite
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Richard Seymour@seymourpowellCo-founder and Design Director,Seymourpowell
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The state of the art
‣ This may only be the 2nd time in 500 years the tech outdoes our imaginations
‣ Big businesses have slowed down because they see big things coming and they don't know what to do
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Quentin Tarantino School of Ethnography
‣ Observation is better than focus groups
‣ People don’t know what they do
‣ Divert the subject’s attention away from what they are doing so you can observe their unconscious actions
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Genetic manipulation
‣ It is coming hard and fast
‣ You can buy a red pill today that restarts collagen production in post-menopausal women, it needs no drug license because it’s classed as food
‣ Mass storage in DNA; immortal data
‣ Mushrooms that glow; biological lighting
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Your life is absolutely littered with shit that doesn’t work”Richard Seymour
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Oath
‣ The templars had an oath to safeguard and helpless and do no wrong
‣ Designers don’t have an oath
‣ Shall we make one?
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Marty Neumeier@martyneumeierDirector of Transformation, Liquid Agency
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10 ways to get ideas
1. Think in metaphors. What else is this like? E.g. "The world is a stage"
2. Think in pictures. Draw stuff, draw the problem. Car lanes in the USA: fast and slow. In the UK: passing and driving.
3. Start from a different place. You can't just dig old ideas deeper.
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10 ways to get ideas
4. Poach from other domains. An inventor walks in woods, notices burrs stuck on their clothes, looks under a microscope, notices holes and loops, invents velcro. Nature applied to clothing.
5. Arrange blind dates. Take ideas that don't go together and see what happens when they do.
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10 ways to get ideas
6. Reverse the polarity. E.g. Yahoo homepage vs. Google homepage.
7. Find the paradox. Trying to stop people dumping in drains? Don't put up a sign, make the drain look like a fish.
8. Give it the third degree. Who says? So what? Why now? Ask like a 4 year old.
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10 ways to get ideas
9. Be alert for accidents. An engineer noticed chocolate on a radar console melting, invents the microwave.
10.Write things down. You'll forget otherwise. Read your notes again to refresh your memory and make connections.