"If ease of use was the only requirement,
we would all be riding tricycles"
- from UX London Conference
This is a first post featuring my notes from the UX London 2010 conference. Second part is coming soon, so watch this space.
Disclaimer: the notes are pretty skeletal and selective, sometimes I don't draw sufficient context for each point I jotted down, so make sure you refer to the slides of each presenter. Lastly, my bullet points suffer from punctuation mistakes and sloppy wording, so keep that in mind.
It was a great event. Very inspiring, opening my head to new ideas and pointing me towards unchartered (on my map at least) territories.
Regrettably, the gig was sightly less practical then I initially expected. Still, got a bag full of tools, tricks and ideas I've started applying from day one.
The overarching take-away from UX London, at lest in my mind, was a solid grounding of UX in the domain of psychology.
Whereas before I was more associating user experience with design, technical usability, computer interaction, and the machine - in general, approaching it as a technical domain more or less; After the event, the weight of UX shifted heavily onto the humanist side of the spectrum.
You may point, that the UX has always been about users, thier emotions, drivers and motivations. True. But it somehow, only now, downed on me. Better late then never :)
Jessie James Gareth - Building Blocks of UX (His slides are not available. Pity. His talk was awesome)
- Before everyone was doing everything, now growing specialization of UX: retail, services, web, touch, mobile etc. What is your medium?
- UX is: ephemeral, subjective, intanglible
- UX happens only after our designs touch users, before that we can't really talk user experience
- Bethoven as a UX designer - his deliverables (notes), his implementation team (orchestra), experience (music)
- Ingredients of UX (look below)
- 3 things users bring to thier experience: capabilities, constraints, context
- there is no such thing as information architecture, if you think about it. We do not sit in vacuum. If we touch users we create experiences, not architectural archetypes.
- we can think of UX much wider than we do now. Other fields that draw upon UX: fashion design, typography, architecture
different levels of engagement
Perception:
- engagement of visual
- engagement of music
- engagement of touch
- engagement of smell
- engagement of taste
- balance and motion
Action:
- perception of the body - ie. wii games
Emotion:
- engagement of the heart ie. theme park designers
Cognition:
- engagement of the mind
Each experience will have different levels of each ingredient, each experience is different.
Peter Morville - Search Patterns
- patterns (quit, narrow, expand, trashing, pearl growing, pogosticking) are
available here -
Winchester Mystery House - a house built with no blueprint, which was built by a lady who was afraid that when she stopped building it she would inevitably die. Sometimes web projects resemble that Winchester house: no blueprint, just keep coding.
- we should design to support learning, not only opitmize for usability / efficiency but primarily support learning (especially complex financial products)
- help users before they get to results (autocomplete, hinting, autosuggest - try yahoo search) and after (narrow search, expand, offer alternatives)
- google serp clicability, 43% 1position, 15% 2 position, 10% 3 position, 5% 4th and below!!! Hegemony of #1 & SEO
- on serp default sort - Always get best stuff on top - of course the question is what is best
- search with microscope, search with telescope
- search is project and a process!!!
Multichannel interfaces as a next big thing in UX:
- example: ipod + itunes + istore
- where to place features
- consistency is a key (visual, naming, navigation conventions)
Joshua Porter - Metrics Drieven Design
- balance between intuition driven and data driven design. We should find a balance and sweet spot between these two approaches.
- who in your organization, makes a decision on what design to choose? highest paid person in the room, bosses, "squeaky wheels", designers, anyone else? who should make these decisions?
- reducing # of pages is till this very date the easiest way to increase your conversion
- devising the UX plan focus - research and talk to your existing happy customers - see what they say
- hardest problem in UX - migrating users right onto this diagram
interested --1---> trial / beta ---2---> customer ---3---> passionate customer -- 4--->
1) signup
2) onboarding
3) engagement
4) referrals
- define metrics for each of these steps ie: engaged = 2 posts per week.
- if you can't measure it, you can't improve it.
- after you got an idea what kpi / measure corresponds to what step in your lifecycle, you can start thinking of improving and measuring your metrics.
Actionable Metrics:
- AB tests
- Funnel Metrics & Cohort analisys
- Customer satisfaction over time
Cohort analysis as a useful tool to measure whether your design / site / business improves over time. It looks at chunks of your customers acquired over time and see what proportion of them is still active till today. Without it, it's hard to gauge if your site overall is becoming better or worse, as your total numbers keep growing.
- interesting case of green button vs red button. Red outperformed green by 21%.
Steve Anderson - Seductive Interactions
- sequence your profile filling activities into a number of small items and encourage users to fill it out over time - offer profile completeness (ie. linkedin profile)
- selecting bands that you like on the
ilike.com site is done in a visual way, you just click on the band, don't need to type anything, you just click on the band's image
- compete against yourself - you've got 10 points until you reach the next level
- social component
- usability - about removing friction, ux - about increasing motivation - psychology
- drive on the curiousness factor - mystery car (lego), mystery restaurant
- be funny - example - after user ticks on agreeing with your terms and conditions, "Record! You've read our terms and conditions in 2.3 seconds".
- unlocking things / functionality as you build some points
- scarcity - exclusive invites
Michael Johnson - Pixar - Building tools for building stories
(his slides are not available, Pixar lawyers?)
- "Quality is the best business plan" - John Lasseter, Chief Creative Officer - Pixar
- "Pain is temporary. Suck is forever"
- 51% is play well with others
- "I want to fail as quickly as possible"
- Each movie is virtually made twice. Once it's a prototype, based on story boards, but still with voices, music, dialog, a full feature film. Based on that, the movie is tested perfected and only then a final movie is being produced.
- Movie has 3 layers: 1) World 2) Characters 3) Story. When you have a problem, go back to the previous layer and fix it there.
- What makes a good employee / developer? codes well + codes fast + always has another idea + 51% is work well with others
- Art is a team sport
I started with a quote and I finish with one:
"...Where a lot of people would ship it,
I say disassemble it and put together again...and that mindset is what contributes to our success"
- Michael Johnson - Pixar