May 24, 2011

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

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