May 24, 2011

UXLX - 6: Slides

Hi,

if you want to have a look at the slides of the UXLX you can find them here:
http://lanyrd.com/2011/uxlx/

Br, Claudia

UXLX - 5: Friday Talks - Part 2

Hi,
this is the overview of all talks of Friday afternoon at the UXLX.

Josh Clark - Cage Match: Mobile Web vs. Native App
Challenges
 - Many platforms, many cultures
 - Choosing a platform is not only a techniqual decision it's also a decision about culture

Platforms:
Blackberry - the sensational suit, keyboard kommando, corporate crusher
IPhone - Aktive browsers, active buyers,...
Android - It's the technology, User experience doesn't have the highest priority
Windows mobile - the former champion; classy, urban, modern

Split decision: There will be no winner in the near future.

Web
Everyone loves her!
You don't need to create various apps for the different platforms and it's available.
The Web's UX weaknees: You can't compete with apps in speed, polish,...

Native App vs. Web: Not a real fight! Enemies are friends!

Suggestion: One mobile website and reward them with flagship native Apps. Choose 1 or 2 platforms, aim for the mobile culture that match you customer...

Content across devices and context: many devices, different views
Mobile apps NEED mobile content (navigation, content, ...).
The difference from usual websites is the size.
Mobile content doesn't only mean less content, because using a small screen doesn't mean to do less.
Core content must be there, probably only the hierarchy is changing.

An App is not a strategy it's only an App.
Don't think about every app alone.. See it like seamless content flow over all platforms.

Christopher Fahey - Squandering the cognitive surplus
User Experience Designer are not onyl doing the user interface.

They think about what the user gives and gets from the application
 - Interaction - user behaviour
 - Information - content strategy
 - Cognition -the process of thinking

Biocost - energy, time, intention, stress associated to a task
We as user experience designer should take biocost into account.

Dario Buzzini - The manual of detection

3 hypothesis:
We write stories not manuals.
We design experiences,  not procedures.
We strive for beauty not truth.

Ten Detection Probes
 1. On Shadowing:
Taxonomy of Skills. It's not about roles, it's about what somebody can provide to a problem.
 2. On Evidence:
As a designer look for evidence - learn how to talk the right language.
You need to be able to open the clients easy and you need to be able to do it.
 3.  - oh I missed it -
 4. On Documentation
Make the documentation actionable: User Journey, Venn Diagramm, Two by two
Empowers designers to be creative.
 5. On Bluffing
Designer sometimes lie to make great products or push innovation.
 6. On Interrogation
Looking for the answers before you ask the question, Ask the question, You need to understand the behviour of the user.
What people say and do is different to what they think and feel.
 7. On Crypography
We make it sometimes a little bit more complex as necessary.
Keep it simple, visual, ...
Example: PNC
 8. On Nemesis
We like to look at extremes.
 9. On Solutions
Bring you ideas to experience, Prototyping
LiveView - Screencaster to capture Photoshop and try it on you phone
 10. On Dream Detection
We need to be sure that we build a vision/an innovation.

Don Norman - Living with complexity
If you are not failing, that means you are not trying hard enough.

If you show the numbers to convince somebody, that means your lying.

Never solve the problem the client ask me to solve because it's always the wrong problem.

Everybody complains about problems to be too complex... So we need to think about simplicity.
We try to figure out what the people need and the marketing try to figure out what the people are buying.

Salt & Pepper: What is what?
The important thing is what the person fills thinks.
Look for hacks - thats a sign for a problem and a workaround

Culture & Complexity
Preference - Complexity: Things that are to easy the customers doesn't like. There is a specific area of complexity they like most (desired level of complexity). This area is based on the level of experience.
Difficulty & Skill: Between the bored zone and the frustrated zone there is the flow zone. This is the zone with the correct amount of challenge (Mihaly Csikszentmihalyis "Flow)
Teslers Law: The conservation of complexity
 -  We should be able to create an idea in the morning, create a prototype in the afternoon and test it in the evening.
A very rapid prototyping-approach.

The enemy
 - Reviewers: "Despite some missing features...."
 - Salespeople: They want to sell the thing with the most functionality

Desirability will increase by the number of features - thats somehow true, but the Usability is decreasing.
But they don't need to be a tradeoff between functionality and usability.
Solutions:
 - Natural: social signifiers (visual, tactile, ... - they can become natural) - e.g. Recommendations at Amazon. What articles were recommended by our users,...
 (Affordance: Relationship between a person and the environment)
 - Artificial: Good design
Conceptual Model:
 - File system representation: It's not a direct representation of the storage, it has a totally different structure.

Systems Thinking
 - Design for the whole system.
  ○ iPod - iPod, Licensing Music, Simple website to find the music, easy to buy, music directly at the computer - so the whole system was designed to be as easy as possible
  ○ Kindle  vs. Sony eBook: With Sonys eBook you need to figure out on you own how to bring the book on you eBook. For using Kindle you don't even need a computer.

Br, Claudia

May 17, 2011

UXLX - 4: Friday Talks - Part 1

Hi,

last Friday at the UXLX a lot of interesting talks took place. Here is my overview of the first part.

Louis Rosenfeld - On not declaring victory: Going beyond user research

Insights live in different silos.
- The reports from the user research group
- Query data gleaned from site search team
- The logs from the call center
- The reports coming out of the analytics applications
- Insights from Voice of the Customer research (surveys)
- CRM data
- The insights coming out of the research center.
Louis Rosenfeld

A nasty, three-headed cartographic challenge
1. Fragmentation: Tell us where an organizations insights live
2. Differentiation: Tell us what kind of insights there are
3. Synthesis: Tell us how to combine them effectively

The organization's challenge: thinking with a whole brain.
Some recommendations:
- Get out of your silo
- Establish what's common: KPI / goals, Segments/personas
- Map it: Maps, after all, are designed objects

Put people together from different silos
Win it: Companies that integrate their silos of insight will outpace their competitors

Christian Crumlish - Playful Design
Play - all the concepts of play he's working on has something to do with moving in space.

Masks: Putting on a role
Make belive: Invent themselves online
Reimagining: Play a role
Games:structured play

Games:
- Needs to start of with an invitation: "do you want to play"
- Boundaries: You have a system you play in
- Rules
- Goals: What is the goal of the game?
- Competition
- Cooperation

"It's easy to make a game fun, but it's hard to make the HR website fun."
Christian Crumlish

Nick Finck - The Cross-Channel Experience
Nick Finck

What is cross-channel experience?

Cross-Channel experience Design is the process of designing for all the touchpoints a person has with a business regardless of channel.
- Interactive touchpoints: Web, mobile, etc.
- Human touchpoints: Sales person, hotline, etc.

What you should do...
  • Know the context of use
  • Attention to detail counts
  • Look for hacks
  • Follow the whole engagement
  • Learn the business process
  • Understand how employees work
We need business on the site to improve here.
- We must break down the silos.
- We must cross-pollenate (collaborate with different parts of the company)
- We must work more like a hive.
... With a unified version of what we're trying to do.

Stephen Anderson - Critical Thinking Skills for UX Designers
Critical Thinking Skills - Z-Shaped Thinkers:
○ "When everyone zigs, zag."
○ Changing what you are doing through critical thinking

Z-Shaped Thinkers approach challenges (of all kinds!) in different ways.
Skills of Z-Shaped Thinkers:

  • Rephrasing the problem
  • Explore many perspectives
  • Synthesize information
  • Embrace constraints
  • Challenge assumptions
  • Appreciate details
...In oder to envision unseen opportunities.

Stephen Anderson

Kristina Halvorson - Content/Communication
Problem: We still think about content as copywriting? It's just writing and everybody has Word :-)

Tools to get the writer in the room at the beginning - Content strategy
Content strategy plans for the creation, delivery and governance of content.

Core content strategy - What are we going to do with our content?
Content components: Structure & substance
People components: Workflow & governance
Kristina Halvorson
Br, Claudia

May 16, 2011

UXLX - 3: Usability testing bootcamp

The 2nd workshop I visited on Thursday was the "Usability testing bootcamp" by David Travis ..and here are my notes:

Usability is not JUST about making things easy.
- Just measuring Completion rate is not enough
- Just measuring Satisfaction is not enough
- Just measuring Time is not enough

Number of users for Usability Test
- Are 5 users sufficient? 5 users is based on the assumption that you develop iteratively.
- Steve Krug: "Testing one user early in the project is better than testing 50 near the end"

Phases of the usability test
- Identify the test goals
- Recruitment
- Identify the test tasks
- Preparation
- Consent: If the user is ok with the usability test
- Context-Setting: explanation of the method
- Demo Thinking aloud by the moderator
- Explicit Permission to start using the technology
- Practice thinking aloud with the participant (with an easy task that has nothing to do with the test itself)
- Task creation
- Moderated the test
- Survey
- Incentive

Usability test situations
- Portable test lab: Take the system to the user
- Single room setup
- Classic testing lab setup (one-way mirror)
- Classic benchmark test: Time on task - no think aloud
- Multi-room setup: Observers in another room
- Remote moderated test
- Remote unmoderated test

Writing test tasks: Headline Tasks ("red routes") are the most important things to test.
Ask the following questions...
- Is it really a red route?
- Is it specific and measureable? (is there a begin and endpoint)
- Does it describe a complete activity (integrated, not simple tasks)?
- Is the task "portable" to competitor products, systems or services?
- Does it include enough information to complete the task yet avoid hidden clues?

How to moderate a usability task
Hats of the moderator:
- Flight attendant: Welcome the participants, provide coffee, small talk,...
- Sports Commentator: Talk to inform the observers, Remind the user to think out loud, let the user to repeat the task in his own words, ...
- Scientist: Responsible for avoiding test bias and recording the data.
Br, Claudia

UXLX - 2: Short sessions - Magic, hurt feelings and forgiveness & Usability testing with mobile devices

The 2 short sessions I visited today were "Magic, hurt feelings and forgiveness" by Oli Shaw and "Usability testing with mobile devices" by Belén & Bernard.

Magic, hurt feelings and forgiveness by Oli Shaw

Fun & Inspiration:
- Costs of technology keeps falling
- Science fiction is becoming science facts

Pythagoras: There are no miracles, there is only ignorance.
Paracelsus: Magic meant the natural forces which were not yet completely understood.

Over time technology was always between Science and Magic.
Magitek - Magic & technology: Devices, apps, services..
- Explicity magical: Microsoft Wizzard, Magic Mouse, HTC Magic,...
- Implicitly magical: Mobile phones
- Unrecognized as magical: Skype, WiFi on moving,..

What are the principles of Magitek?
- It seduces through mystique & power
- It creates wonderment
- It can be used without thought
- It hides the complexity of its mechanics
- It goes beyond the obvious needs and expectations
- It leads into something deeper....

Kano model:

- Excitement can become to an basic need
- Something delighting can become disgusting very fast.

Usability testing with mobile devices by Bélen & Bernard
Extra challenges for mobile testing

- Which context?
- Which phone?
- Which connection?
- How to record?

Test your mobile software in the field... Testing in the field with mobile phone is difficult, time consuming and expensive.
- Some testing is better in no testing...  So test it in lab situation...

Use the participants own phones for the test!
The user needs to be familiar with the phone - the usability of the phone should be irrelevant (its realistic)

Don't test over WIFI - and switch of 3G.
You have to cover the costs of the participants!

Capture the test
- Mount camera on the mobile phone - very intuitive
To build you own mobile software lab: 138,68€

Br, Claudia

UXLX - 1: Know thy users

The first workshop I attended at the UXLX was the workshop "Know thy users: Persona-Centered Design" by Steve Mulder. I already read his book about personas so most of the information I already know but I was very interested in the topic of discussing obstacles.

First a short of the main facts:

Steps to convince a CEO - the heart of user-centered design
- Business results depend on satisfying users
- You are not your user
- Learning about users requires direct contact
- Knowledge about users must be actionable
- Decisions should be based on users

A persona is defined by
- Goals
- Behaviours
- Attitude

Why can personas help?
- Bring focus
- Build empathy
- Encourage consensus: Shared vision
- Create efficiency: Everybody agrees early on the same direction
- Lead to better decisions

The Breath of Life - The elements of realism
Make personas real:
- They are much more memorable

Personas
- Name: Real name, allitaration can be used (Alice, Assurance Seeker)
- Key differentiators: Goals, behaviours and attitudes what is making this persona unique
- User Goals: Primary reasons why they are using this
- Pick Photos: Make them real, no models - http://www.scx.hu/, http://www.morguefile.com/, http://www.istockphoto.com/
- Personal data: Age, Family status, ... Data that mathers for the application
- Profile: Mini-Biography, first person version, why she is here, what she loves, etc.
- Quotes: Captures what the persona might say?
- Business value: If data is available
- Priorization of the persona: primary persona or 2nd level persona (primary, secondary, unimportant, excluded)

And in the discussion about the obstacles I captured the following notes:
- Time: Convince customer, that they can use the personas through the whole process - usability testing & marketing

- Personas as part of the project: Present them in the kick-off
- Not convinced project team/company: Start with high level personas and refine them, or start with a small project and communicate improvements
- Customer is not the user: You could create 2 sets of personas
- Personas dying in long projects: Impersonate personas with actors
- Difference between stable characteristics & characteristics in specific situations: Persona is a habit, but they can change behaviors. You should cover both or what is related to the product you are designed.

Now I looking forward to participate in the workshop about Usability testing by David Travis...
Br, Claudia

May 6, 2011

Links - "Best of": Mobile Web Design, Integrate UX into Agile Development and Innovative Techniques to Simplify Log-Ins

Hi,

today again I want to share a few links you might be interested in:

Video: Mobile Web Design Interview
LukeW - April 5th, 2011
First I want to share with you an interview of Michael Slater with Luke Wroblewski. In my last post I have written about Lukes book "Web Form Design" and in Summer his new book will be out... "Mobile First". In the short interview he gives an insight in the new book... I'm already looking forward to it.

Integrating UX into Agile Development
UXmatters, Janet M. Six - April 18th, 2011
Ask UXmatters interviewed 6 usability engineers about how they integrate the UX methods into the agile development process. The articles covers topics like Success factors for Agile UX, Adapting User Research to an Agile Approach, Team Dynamics, ....

Innovative Techniques To Simplify SignUps and and Log-Ins
Smashing Magazine, Anthony T - May 5th, 2011
Everybody see it several times every day .... the log-in Screen. Anthony T summarized a lot of techniques how the signups and log-in screens can be improved to help the user. Some of  them are more or less common sense like "Auto-complete the country field" but a few of them are not very often used like "Require users to type their password only once" and "Allow users to  unmask their password".


I'm already looking forward to the UXLX conference next week in Lisbon with a lot of interesting workshops and talks... I will try to share my experiences with you over this blog and my twitter account.

Have a nice day,
Claudia