WebVisions Chicago 2012 Recap

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A summary of presentations I attended at WebVisions Chicago 2012, a conference focused on user experience, design, and web development.

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WEBVISIONSCHICAGO

2012

Kevin Zurawel

Two days

16 talks attended

(27 talks total)

OVERVIEW

1. Thomas Phinney, “Font Detective, Extra Bold”2. Maria Giudice, “Innovation Starts at the Top”3. Steve Fisher, “The Why of UX Design”4. Nishant Kothary, “The Honey Badger Way”5. Andrew Mottaz, “Lean UX”6. Heather Gold, “The Web as Performance Art”7. Thomas Wester, “Steel Wires and Treadmills”8. Russ Unger & Tim Frick, “Content Strategy: You’re

Soaking In It”9. Jared Spool, “Mobile & UX: Inside the Eye of the

Perfect Storm”10.Brad Frost, “A Future-Friendly Web”11.Kevin Hoyt, “Exploring Canvas”12.Thomas Phinney, “CSS3 OpenType”13.Dana Chisnell, “Kickstarting Civic Design”14.Jason Cranford Teague, “Trust Me, I’m a Designer”15.Carolyn Chandler, “The Business of Play”16.Nathan Shedroff, “Waving Arms and Yelling”

MAIN THEMES

People, not machines

Relationships, not transactions

Why, not how (or what)

Experience, not activities

UX/Design involves everyone

THOMAS PHINNEY (@THOMASPHINNEY):

FONT DETECTIVE, EXTRA BOLD

Don’t use fonts that didn’t exist at the t ime your document was supposedly created

“The Quarterback Conundrum”

Don’t use a widely-avai lable script font when your document is hand-drawn cal l igraphy.

“The Reprehensible Rabbi”

MARIA GIUDICE (@MGIUDICE),“INNOVATION STARTS AT THE TOP”

1. Design is an active verb

2. People, not machines

3. WE, not ME

4. Champion creative culture – have fun

5. Go Wide

6. Iterate and evolve

7. Lead by example

“DEO TOOLKIT”

STEVE FISHER (@HELLOFISHER),“THE WHY OF UX DESIGN”

Everyone can describe “what” a zombie movie is about.

Few can describe “how” a zombie movie is produced.

Fewer st i l l can describe “why” zombie movies fascinate us.

ZOMBIES!

NISHANT KOTHARY (@RAINYPIXELS),

“THE HONEY BADGER WAY”

Beware of group conformity Practice “strategic incompetence” but don’t be rude

Set expectations early “Smiley faces are very useful to a honey badger”

Recognize cognitive biases Diagnosis bias Loss aversion Confirmation bias

KEY TAKEAWAYS

HEATHER GOLD (@HEATHR),“THE WEB AS PERFORMANCE ART”

The thrill of the web is talking to other people

Social media today is “algorithmic” – based on social objects

PERSONAL INTERACTION

1.“Meet the person, not the hamburger”

2.“When I tell this thing about myself, what happens?”

3.“Unexpected and super-interesting”

4.“Let people transform the experience, not just fan it”

EXPERIENCES, NOT THINGS

THOMAS WESTER (@WESTERT),“STEEL WIRES AND TREADMILLS”

TIM FRICK (@TIMFRICK) & RUSS UNGER (@RUSSU),

“CONTENT STRATEGY: YOU’RE SOAKING IN IT”

JARED M. SPOOL (@JMSPOOL),“MOBILE & UX: IN THE EYE OF THE PERFECT

STORM”

ANDREW MOTTAZ,“LEAN UX”

Giant spec doc

Shared understanding

Prototype the backlog(shadow sprints)

Internal and external validation

BRAD FROST (@BRAD_FROST),“FOR A FUTURE-FRIENDLY WEB”

PRINCIPLES OF ADAPTIVE DESIGN

UbiquityFlexibilityPerformanceEnhancementFuture-Friendly

KEVIN HOYT (@KRHOYT),“EXPLORING CANVAS”

kevinhoyt.com/presentations/getting-canvas

THOMAS PHINNEY (@THOMASPHINNEY),

“CSS3 OPENTYPE”

DANA CHISNELL (@DANACHIS),“KICKSTARTING CIVIC DESIGN”

JASON CRANFORD TEAGUE,“TRUST ME, I’M A DESIGNER”

1.Keep promises

2.Show results

3.Know your voice

4.Respect context

5.Transition change

6.Guide, don’t dictate

7.Show, then tell

8.Simple, not simplistic

9.Always leave them wanting more.

CAROLYN CHANDLER (@CHANAN),“THE BUSINESS OF PLAY”

Mechanics Objectives/goals, rules, surprise, SAPS

Story Path through the game and the player’s role

Aesthetics Senses, tone, world it takes place in

Technology The game’s “system”

4 ELEMENTS OF GAMES

NATHAN SHEDROFF (@NATHANSHEDROFF),

“WAVING ARMS AND YELLING”

YouTube: “make it so macworld”

http://webvisionsevent.com

MORE INFO / SLIDES

Kevin Zurawelkzurawel@tribune.com@kzurawel

THANKS!