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UX London
10 - 12 April 2013
Tom Hulme
@thulme
Design Director, IDEO
Don’t fight desire
‣ Don’t be frustrated if users “do it
wrong”
‣ Find and embrace unhandled desire
paths
Launch to learn
‣ Find the minimum viable experience
‣ Launch it
‣ You will be wrong
‣ Learn from that
‣ Don’t be precious
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
Jeff Gothelm
@jboogie
Author of Lean UX
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."
Julia Whitney
Head of UX & Design
BBC
London
Olympics 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
Ben Terrett
@benterrett
Head of Design, GDS
.GOV
‣ Heavy bias for designing in browser
‣ Very little wireframing
‣ Launch and test attitude
‣ gov.uk/designprinciples
‣ gov.uk/service-manual
‣ github.com/alphagov
Chris Heathcote
@antimega
Creative Lead, GDS
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...
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
“
Russell Davies
‣ russelldavies.typepad.com
Homesense bikemap Internet of middle class things
Jennifer Brook
@jenniferbrook
Independent UX Designer
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
Genevieve Bell
@feraldata
UX Director, Intel Interaction &
Experience Research Group
Genealogy of
Talking Technology
SiriFurby Skynet?
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
Paul Adams
@padday
Global Head of Brand Design,
Facebook
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
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
Photoshop lies
‣ You can't design a dynamically
changing social system by drawing UI
or screen states
‣ Build real prototypes with real data
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
If you're not embarrassed
by the first version of your
product, you’ve launched
too late.”
Reid Hoffman
“
Peter Merholz
@peterme
Vice President of Global Design,
Groupon
The Disciplines of
User Experience Design
Dan Saffer
Graphic by Envis Precisely
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)
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
Jeremy Keith
@adactio
Founder & Technical Director,
Clearleft
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
API-first design
‣ Think about functionality first
‣ Build a command line to your website
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
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
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
Marty Neumeier
@martyneumeier
Director of Transformation, Liquid Agency
The Robot Curve
‣ The value and
cost of work
decreases as its
mechanisation
increases
‣ Keep learning to move
back up the curve
‣ Your job is always being
destroyed by new jobs
Metaskills
‣ Learning is the
opposable thumb
of the metaskills
‣ talentfinder.metaskillsbook.com
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"
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”
Process
1. Discovery
2. Definition
3. Design
4. Development
5. Deployment
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
Process
1. Confusion
2. Clutter
3. Chaos
4. Crisis
5. Catharsis
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
“
Ben Reason
@breasy
Founder, live|work
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
Hannah Donovan
@han
Co-creator, This Is My Jam
Matthew Ogle
@flaneur
Co-creator, This Is My Jam
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
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
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
Richard Seymour
@seymourpowell
Co-founder and Design Director,
Seymourpowell
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
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
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
Your life is absolutely
littered with shit that
doesn’t work”
Richard Seymour
“
Oath
‣ The templars had an oath to
safeguard and helpless and do no
wrong
‣ Designers don’t have an oath
‣ Shall we make one?
Marty Neumeier
@martyneumeier
Director of Transformation, Liquid Agency
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.
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.
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.
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.

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Findings from UX London

  • 1. UX London 10 - 12 April 2013
  • 3. Don’t fight desire ‣ Don’t be frustrated if users “do it wrong” ‣ Find and embrace unhandled desire paths
  • 4. Launch to learn ‣ Find the minimum viable experience ‣ Launch it ‣ You will be wrong ‣ Learn from that ‣ Don’t be precious
  • 5. 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
  • 7. 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."
  • 8. Julia Whitney Head of UX & Design BBC
  • 9. London Olympics 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
  • 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
  • 13. 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...
  • 14. 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 “
  • 15. Russell Davies ‣ russelldavies.typepad.com Homesense bikemap Internet of middle class things
  • 17. 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
  • 18. Genevieve Bell @feraldata UX Director, Intel Interaction & Experience Research Group
  • 20. 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
  • 21. Paul Adams @padday Global Head of Brand Design, Facebook
  • 22. 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
  • 23. 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
  • 24. Photoshop lies ‣ You can't design a dynamically changing social system by drawing UI or screen states ‣ Build real prototypes with real data
  • 25. 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
  • 26. If you're not embarrassed by the first version of your product, you’ve launched too late.” Reid Hoffman “
  • 27. Peter Merholz @peterme Vice President of Global Design, Groupon
  • 28. The Disciplines of User Experience Design Dan Saffer Graphic by Envis Precisely
  • 29. 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)
  • 30. 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
  • 31. Jeremy Keith @adactio Founder & Technical Director, Clearleft
  • 32. 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
  • 33. API-first design ‣ Think about functionality first ‣ Build a command line to your website
  • 34. 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
  • 35. 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
  • 36. 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
  • 37. Marty Neumeier @martyneumeier Director of Transformation, Liquid Agency
  • 38. The Robot Curve ‣ The value and cost of work decreases as its mechanisation increases ‣ Keep learning to move back up the curve ‣ Your job is always being destroyed by new jobs
  • 39. Metaskills ‣ Learning is the opposable thumb of the metaskills ‣ talentfinder.metaskillsbook.com
  • 40. 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"
  • 41. 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”
  • 42. Process 1. Discovery 2. Definition 3. Design 4. Development 5. Deployment
  • 43. 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
  • 44. Process 1. Confusion 2. Clutter 3. Chaos 4. Crisis 5. Catharsis
  • 45. 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 “
  • 47. 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
  • 48. Hannah Donovan @han Co-creator, This Is My Jam Matthew Ogle @flaneur Co-creator, This Is My Jam
  • 49. 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
  • 50. 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
  • 51. 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
  • 52. Richard Seymour @seymourpowell Co-founder and Design Director, Seymourpowell
  • 53. 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
  • 54. 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
  • 55. 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
  • 56. Your life is absolutely littered with shit that doesn’t work” Richard Seymour “
  • 57. Oath ‣ The templars had an oath to safeguard and helpless and do no wrong ‣ Designers don’t have an oath ‣ Shall we make one?
  • 58. Marty Neumeier @martyneumeier Director of Transformation, Liquid Agency
  • 59. 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.
  • 60. 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.
  • 61. 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.
  • 62. 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.