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Page 1: Findings from UX London

UX London10 - 12 April 2013

Page 2: Findings from UX London

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.