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Photo: © Andrew Dunn, 19 December 2004. http://www.andrewdunnphoto.com/




                                                                          November 2012
                                                                                          UX Cambridge
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              UX Cambridge
              www.uxcambridge.net | #uxcam


              The Crafted creative team was lucky enough     1.0	 The Power of Imagination

              to attend UX Cambridge, a community-driven,    2.0	 BeCurious: helping patients manage chronic disease

              practical User Experience conference. All of   3.0	 New, Smarter Defaults in Web Design

              the team, without exception, found both days   4.0	 UX in SwiftKey: Why, When and How

              extremely useful with some strong themes       5.0	 Rapid Product Design in the Wild

              running throughout the conference. Here is     6.0	 From Print to Digital: designing The Week Magazine’s iPad app

              a quick round up of what they saw.             7.0	 Better Product Definition with Lean UX and Design Thinking

                                                             8.0	 People, not process: The craft of being heard

                                                             9.0	 User Experience Does Not Exist

                                                             10.0	 Small Business Owners and Perceived Website Mysteries

                                                             11.0	 From Darwin to Design
                                                             12.0	 Small Cognitive Psychology for Big Interaction Design

                                                             13.0	 Photos - The unsung heroes of user experience design
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                             1.0

By Barnie Mills, @basscake
                             The Power of Imagination
Head of Design, Crafted      Richard Caddick – CX Partners. @richardcaddick


                             Richard’s presentation centered around how         •	 The baker Christina Tosi spent her            Empathy & Insight
“See the value of            we can apply the power of our imagination to       	 childhood experimenting wildly with food       Richard spoke about how empathy and insight
                             better understand our audience and create more        which allowed her to develop a unique flair   work together to develop a deep understanding
imagination,” said           powerful user experiences, or how we can better    	 for combining flavours.                        of a subject. However, it is important when using
                             use our imaginations to solve problems.                                                             empathy to solve problems that we are wary of
Holmes. “It is the one                                                          •	 Felix Baumgartner, who recently jumped        making assumptions. Richard used an example
                             Richard began his presentation by talking about    	 from space, was drawing pictures of himself    where researchers gave subjects two cameras,
quality which Gregory        imagination itself and how it can be defined as       parachuting while his family looked on as     one with a happy face on to record things that
                             a venn diagram, imagination being the point at     	 early as age 5.                                made them happy and one with a sad face on
lacks. We imagined           which what has been, what is and what could                                                         to record things that made them sad. Although
                             be, overlap. He also spoke about how a similar     The fact that imagination and creativity are     the photos helped to greatly increase empathy
what might have              diagram consisting of creativity, empathy and      shaped by experience means that we can in fact   for the users, the researchers had made
                             insight could be applied to the UX process.        continually and actively develop them through:   assumptions about the meaning of some of
happened, acted upon                                                                                                             the photos and so misinterpreted them until
                             Creativity                                         •	   Practice                                    they interviewed their subjects.
the supposition, and         Richard used examples to demonstrate the power     •	   Experimentation
                             of creativity and imagination and how they are     •	   Observation                                 Richard also used a personal example of
find ourselves justified.”   shaped by experience:                              •	   Reflection                                  a cancer scare to illustrate the same point.
                                                                                •	   Questioning                                 Having first hand experience of cancer moved
~ Arthur Conan Doyle         •	 The artist Turner changed the style of his      •	   Teaching                                    him from empathy with cancer sufferers to a
                                painting considerably over the course of his                                                     real understanding of how it feels to be in that
                             	 life as he learned from his tutors, travelled    Richard admitted that for him teaching and       situation, and also a realisation that it’s easy
                             	 and as newer materials became available. His     presenting to others is a process of learning    to forget patients as people with lives, not just
                                imagination also inspired to him to work with   for himself, an opportunity to explore his       ‘cancer sufferers’. In the same way it can be easy
                                immense rigour, producing over 19,000 works     own ideas.                                       to forget our users as people with complex lives
                                over his lifetime.                                                                               and needs.
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              As humans our ability to feel empathy for            Constraint, Freedom – Sometimes constraints can       pick up, Richard’s final case study was one that
              complete strangers is a huge part of our makeup.     be more useful to a designer than freedom as they     was obviously drawn from one of his own loves,
              Advertisers play on this all the time and as UX      force us to look at things in a way we perhaps        cycling. The inventor of the Brooks cycle saddle,
              professionals we can make use of it too. Richard     normally would not.                                   John Brooks, was a leather manufacturer whose
              spoke of his first hand experience working as a                                                            horse died. He ended up borrowing a friend’s
              consultant for a local council website. Rather       New, familiar – Designers are always trying to        bike. At the time all bikes just had a wooden
              than going through a superficial process of simply   come up with something new and creative but           plank for a saddle. Brooks used his creativity
              making text and calls to action clearer, the team    actually sometimes users need to see something        and experience as a leather manufacturer to
              used empathy mapping to build a more detailed        familiar. We need to use both in design.              patent a comfortable leather cycle saddle.
              picture of the user.                                                                                       The saddles are still made today, they need
                                                                   Not only can all these ideas span a single project,   breaking in but this means that they actually
              Project Dynamics                                     the same fluctuations can continue across             get better with time. This is what we should all
              Moving on to how we approach projects, Richard       multiple projects.                                    be striving for - to design experiences that
              described them (suitably festively) as a Christmas                                                          improve with time!
              tree on its side – multiple, gradually shrinking,    Play
              periods of creativity and imagination focusing       It is important to remember that we are not           Richard concluded his presentation with a
              to a point of refinement until project conclusion.   the only people that possess creativity and           quote by Oscar Wilde “Be yourself, everyone
              Within this pattern the dynamics of projects         imagination, users do as well, they want to           else is already taken.”
              often tend to fluctuate between periods of           think and imagine. By designing interfaces
              fast paced activity followed by a period of          with hooks and levers for users to pull on and        Key takeaways
              slower refinement.                                   explore, we can engage and inform the user            All of the ideas Richard shared came back
                                                                   often better than if we try to restrict them and      to using our creativity, the experience we build
              Taking this idea of fast and slow Richard also       force them down a route they do not feel they         up on a daily basis and our inbuilt empathy
              talked of different ways to stimulate creativity     have imagined for themselves.                         with other humans to build a better picture
              using the following examples:                                                                              of the end user and not just blindly following
                                                                   Richard gave several case studies that illustrated    a set of design principles.
              Zoom In, zoom out - look at the detail but also      how users often use sites and apps in ways that
              be able to step back and look at the whole.          were not imagined by the designer.

              Encourage, Challenge – having someone who            Is this it
              is able to do both is hugely important in order      Reiterating that we should always be moving
              to give us perspective.                              forward, applying the skills and experience we
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                                                    2.0

                                                    BeCurious: helping patients
By Barnie Mills, @basscake
                                                    manage chronic disease
Head of Design, Crafted                             Dr Rachel Jones, Instrata, Cambridge


“BeCurious is a mobile app being developed          Rachel described how initial search phases        In scoping the functionality the team needed     The brand for the app was developed early in
to help patients manage chronic disease by          were informal, for example workshops with         to decide what to build first by deciding what   the process to help secure funding from VCs,
integrating a care treatment plan with a person’s   patients to help define the product feature.      was critical to the app DNA. High-level          to give users a better feel for the product during
mood, thereby customising the proposed activities   The team also carried out desktop research        functionality included the following:            the testing and also to help the team feel more
and improving the person’s motivation based on      into academic evidence and alternatives                                                            motivated about the product.
the stage of their condition and on an              behind chronic disease care, how social           •	   Support – social and emotional
understanding of their emotional state.”            influence could be leveraged and also around      •	   Tailored care                               The design of the app ran parallel to and
                                                    our increased access to health information        •	   Managing help                               juggled alongside the research, analysis and
Dr Rachel Jones talked us through the process       (who hasn’t looked up their symptoms on           •	   Information seeking                         value proposition. Icon styles for users to rate
undertaken in the development of the app and        Google?!). The main emphasis for the design       •	   Physiological input                         mood, pain etc within the app were developed
some of the following design techniques:            process was to design early, sketch test and      •	   Clinical advice                             and tested. Options included happy and sad
                                                    explore the scope and look at potential USPs      •	   Carer support                               faces and weather themed options (sunshine
•	   Scenario-based design                          through lots of iterations.                                                                        for positive, dark clouds for negative).
•	   State descriptions                                                                               Rachel explained how these decisions were        Considerations such as cultural perceptions
•	   Mockups and testing                            The team also looked at how ‘Persuasive Design’   supported and validated with early Balsamique    of weather were taken into account.
•	   Persuasive design                              sometimes called ‘Nudging’ could be used to       mockups. Early prototypes were built with
                                                    change behavior around disease management         interchangeable graphics to ensure that          Key takeaways
The main objectives of the product were to:         by making the care provided by the app person     changes could be easily made without the         •	 The link between the emotional and
                                                    centered and looking at how to manage the         need for a high workload.                           the functional
•	 Provide a support network and help               patient’s emotional well being.                                                                    •	 Concentrate on user need rather than user
   to manage chronic disease                                                                          Market analysis was carried out to define the       state (understand what is ’core’)
•	 Provide tailored care to offer better                                                              value proposition of the app. Areas covered      •	 Scope the feature set
   health outcomes                                                                                    included the cost of chronic disease to the      •	 Remember to prototype and iterate early
•	 Focus on mobile to increase patient access                                                         NHS/ Government and segmentation of
•	 Allow the app to be configurable for                                                               consumer health apps.
   different diseases
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                            3.0

By Ally Wright, @allyrara
                            New, Smarter Defaults in Web Design
Senior Designer, Crafted    Vasilis van Gemert – Mirabeau. @vasilis. Slides


                            Vasilis van Gemert is the Principal Front-end          increasing the width of our designs to               Everybody has Broadband – Although this
The web looks different     Developer at Mirabeau in The Netherlands. With         accommodate large screen resolutions for             is improving all the time, many areas are still
                            his knowledge of what’s possible in the browser he     monitors and televisions many designs seem           without high speed broadband. We also have
for everyone.               advises clients like KLM and ING about current         to neglect the fact that these sites still need to   to consider the use of mobile devices using the
                            and future web design solutions. He writes articles    work on much smaller screens. Smart phones           sometimes painfully slow 3G. For example, on
                            for Smashing Magazine and the Dutch edition of         and tablet devices are increasing in popularity      a 3G connection large images on a site could
                            Web Designer Magazine and is also connected as         and the average user’s interaction with the          force the page to timeout. In an age where we
                            a teacher and advisor to the University of Applied     Internet needs to work on multiple levels            want bite-sized information fast, page loading
                            Science in Amsterdam. Needless to say Vasilis          and screen sizes.                                    time is very important. This is a strong case
                            knows what he is talking about.                                                                             towards designing for smaller devices, perhaps
                                                                                   Although ‘Responsive design’ seems to be             a unique m. site or a reactive/responsive layout.
                            In his talk Vasilis looked at some practical           discussed as a new method to accommodate
                            design patterns, but also highlighted some of the      new technology, it has actually been around for      Monitors collaborated – As designers we are
                            possibilities presented by new web technologies.       a long time. ‘Fluid’ page templates have been        often lucky enough to have the best equipment
                            His talk aimed to help designers and developers        used in the past. So are we going back a step?       and technology at our disposal. However, not
                            get rid of old habits and to raise the issue that we                                                        everyone does. Although retina displays and
                            need New Defaults for the rapidly changing web.        Everybody has a mouse – This is no longer true.      HD graphics are becoming the norm in terms
                                                                                   Touch screen devices such as smart phones and        of new product releases we still need to consider
                            The web has changed… or has it?                        tablets and even televisions are in widespread       the average user is likely using a much lower
                            Vasilis re-introduced us to many of the design         use. Therefore we need to consider how design        quality monitor.
                            patterns we as designers, for the most part, adhere    elements work alongside across technology to
                            to and explained how the assumptions we often          improve usability. For example, a drop down          This difference in calibration and quality
                            make are incorrect. For example:                       navigation that is activated on rollover using a     can impact web sites design and effectiveness
                                                                                   mouse will behave differently with a touch           dramatically. For example, if your calls to
                            Screen size/resolution – Gone are the days of the      device and may even break to some extent.            action are a certain colour and a users low
                            800x600 layout... or are they? Although we are         From a usability point of view this is a problem.    quality machine cannot render the colour
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contrast the key information could potentially         eloquently and produced the ‘Future friendly         occur is with the layout. Therefore we should         hand widgets) we should let the content lead the
be invisible.                                          manifesto’.                                          be designing for the smallest screen size first.      layout. For a more refined design solution begin
                                                                                                            It is much easier to grow than it is to shrink!       to ask:
Computers get faster every year – Although this is     With this philosophy in mind Vasilis continued
true to some extent, great strides in technology are   on to propose a set of ‘New defaults’ that we as     By focusing on a smaller screen size and how          •	   Do we need widgets?
happening all the time, pushing our capabilities in    designers and developers should use moving           content is displayed, key usability issues are        •	   Do we need a subnavigation?
web design and development. However, we must           forward.                                             highlighted early on in the design process. For       •	   Do we need a header?
also consider that generally people cannot justify                                                          example, forms on a smaller device are easier to      •	   Do we need a logo?
updating their computers or devices every year.        Touch First                                          complete if the labels are above the fields rather
As a general rule consumers want technology to         Design for touch first and foremost. This will       than on the left, which forces the user to scroll     CLI (command line) first
last longer, be value for money, have a longer         mean that functionality will work for both touch     back and forth.                                       Another key point raised was that we should be
battery life and so on.                                screen and mouse interaction. It is also worth                                                             testing functionality before we design it. Making
                                                       considering keyboard navigation and tab              Vasilis illustrated how we can use the typography     sure that the idea works, by testing the core
Therefore we have to consider that that the average    navigation; these can help the user navigate the     as a guide to where breakpoints for responsive        function of the app first, should be a priority. This
user is on a slower, older machine compared to         site with only a keyboard and are often neglected.   layouts should be, rather than trying to keep         allows for flexible design and flexible interaction
what we may be using.                                                                                       track of the myriad of possible resolutions and       and raises issues earlier in the process so
                                                       Layers of Progressive Enhancement                    screen sizes. Typography is a common element,         alternatives can be decided on. The key point
Remember: The web looks different for everyone.        When designing we should be thinking about           it works on all browsers and can be seen on all       being that the development team should be
We should as a matter of course test our design        the technology the user is viewing the website       screen sizes. There are also hundreds of years of     involved at an earlier stage in the design process.
and development projects on a range of outputs,        on. We need to consider                              tried and tested typographic rules that we can
including lower quality technology.                                                                         use to help legibility. For example, any more         Takeaways
                                                       •	   Old browsers                                    than 72 characters in a line of type becomes          Remember that ‘The web looks different for
On reflection many of these points seem obvious,       •	   Mondern browsers                                hard to scan and read easily – why not use this       everyone’ . Design with these ‘new defaults’
but for some reason the majority of projects run       •	   Future brwosers                                 ‘measure’ to define breakpoints for our responsive    in mind:
on as they ever have and we tend to think that we      •	   Robots                                          layouts and adjust the layout once we hit this line
are original and creative while often we fall back     •	   Humans                                          length limit.                                         1.	Solid API/Functionality
to old habits because of lack of time or budget.       •	   Small screens                                                                                         2.	Focus on content
                                                       •	   Fat fingers!                                    Content First                                         3.	Small screen first
Vasilis made it clear that this way of working will    •	   Etc…                                            We should consider other elements of our design       4.	Design for touch
not hold up in the long term, we as designers and                                                           such as hierarchy of content, what does or doesn’t
developers need to evolve with the internet and        Small screen first                                   add to the design or function of the site. Rather
design for the future as well as for now. A group      We need to be more aware in the design process       than following formulaic layouts (logo top left,
of respected peers have put this far more              that the key stage where restrictions and issues     full width header, left hand navigation and right
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                           4.0

By Charlie Gordon, @cbg
                           UX in SwiftKey: Why, When and How
Junior Designer, Crafted   Nikiforos Karamanis – TouchType.


                           I went along to this session to learn about user       When Swiftkey VIP was launched, a more private       One of the key outcomes of the talk was
SwiftKey is a smart        experience from the perspective of another             forum where only a small group of trusted users      that teams need to be adjustable, patient,
                           company. Niki from Swiftkey delivered an               were able to earn the privilege to read and post     collaborative and constructive when
keyboard app for           interesting presentation about how he and his          was used. This enabled the team to release           thinking about UX in their products.
                           team implemented UX principles to deliver a            exclusive new features to these users and get
Android devices that       great product.                                         feedback before releasing in the wild. It also       Key takeaways
                                                                                  allowed them to maintain a close relationship        •	 Communicate with your audience, use
provides word              The SwiftKey product is a smart keyboard app for       with their users by responding to their feedback.       feedback to make design decisions
                           Android devices that actually learns and provides                                                           •	 Create good relationships with your most
predictions as you type.   predictions as you type. It has achieved the top       They focused on language related feedback as            loyal users
                           paid app in Google Play in multiple countries,         this was high priority. As users reported issues     •	 Focus on the highest priority issues first.
Why, when and how          rave reviews, and has been downloaded more             with the different keyboard layouts across
                           than seven million times!                              different languages, the team were able to rectify
were UX principles                                                                the issues quickly.
                           Niki explained how they formed a close-knit
appled to improve          community, that communicated via forums,               By organising language-based focus groups,
                           around their product. Users would post feedback        one-to-one sessions and observations the team
the product.               and the team were able to use this feedback to         were able to get up close and personal with their
                           make major design decisions. Getting feedback          users. By standing behind someone and watching
                           directly from the community is great because           how they used the app they were able to see any
                           you’re getting feedback from users who are             issues with the product directly and also how
                           actually using the product, in real situations, on a   user reacted.
                           daily basis, rather than dedicated testers
                           navigating through the app.                            The company also performed traditional usability
                                                                                  testing. They also found sketching to be a very
                                                                                  useful way to improve their product.
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                            5.0

By Ally Wright, @allyrara
                            Rapid Product Design in the Wild
Senior Designer, Crafted    Michele Ide-Smith – Red Gate Software. @micheleidesmith. Slideshare


                            Michele is a User Experience Specialist at Red       market and approaching them at an appropriate        involved with the projects progress. These
Michele Ide-Smith           Gate, working on tools for SQL and Oracle            time and location any data gathered would be         included:
                            developers. She enjoys collaborating with            valuable in terms of developing the concept.
share what we learnt        Agile development teams and encouraging                                                                   •	 Agile feedback sessions (simple yes or no
                            team ownership of User Experience. Michele is        Continuing this targeted approach the team,             questions, postit boards for comments)
about using rapid,          active in the UX community, co-organising the        rather than bombarding people with information       •	 Empathy maps
                            Cambridge Usability Group talks and blogging         and questions, approached attendees between          •	 Affinity maps (which help to analyse
iterative prototyping       at www.ide-smith.co.uk and ux.red-gate.com.          talks with clear and simple ‘bite-sized’ questions      feedback and prioritise data)
                            Michele’s talk was a case study on creating a        such as “are you an oracle developer?” and           •	 Newsletter sign up
techniques and              prototype for a software tool, in three days, at     “would this software be something you would          •	 Bite size surveys
                            a trade show.                                        find useful?”. This approach didn’t waste
customer feedback                                                                anybody’s time if the project wasn’t applicable      After the event, Michele highlighted the
                            Michele deconstructed the task that her team         but allowed the opportunity to gather relevant       importance of ‘Keeping the conversation
sessions ‘in the wild’      underwent and shared the Agile and Lean              data where available.                                going’. Having engaged the potential users/
                            User Experience methods utilised in the                                                                   clients at the early stages of the concept
at a trade show, to         process, as well as highlighting the learning        By engaging with the attendees in this fashion,      development it is important to keep them
                            outcomes of the experience.                          real world scenarios could be developed and          informed and involved in its progress.
develop a minimum                                                                potential users/clients could provide insight        This was achieved using:
                            Research                                             into exactly what was needed and any pain
viable product.             Michele’s team had obviously gathered enough         points or issues that they may come across.          •	 Interviews and remote usability testing
                            information to support their concept before flying                                                        •	 The opportunity to join a beta program
                            members of the Redgate team to a conference          Feedback                                             •	 The release of updates as they materialised,
                            held in Texas. The conference selected was perfect   As data was gathered it was important that all          no matter how small. (This kept the user /
                            for the ‘Live Lab’ task, as it would be teeming      members of the team, and indeed the conference          client interested and up to date with the
                            with potential users of the software that they       attendees, were aware of it. Several Agile methods      progress of the project)
                            were proposing. By getting to know the target        were used to keep everyone up to date and            •	 Newsletter sign-ups
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              Design & Development                                allowed tangible results for the potential users    working that could prove successful; whatever
              Michele used paper prototyping to develop the UI    to feedback on.                                     the environment.
              and design of the software. The environment was
              very fast paced and changes and ideas needed to     Communication methods                               Key Takeaways:
              be explored quickly. Rather than the usual design   Throughout the process the communication            •	 Targeted research – speak to the users
              process consisting of wireframes on a screen, the   between the team and the attendees was the key      •	 Listen to feedback – Put your work up for all
              team instead printed out UI elements that could     to the success of the task.                            to see, comment on and be open to change
              be moved and adjusted quickly and tested by the                                                         •	 Paper prototyping – Save time and iron out
              team and potential clients/users.                   The Redgate brand stood out clearly to those           any issues before you go in to development
                                                                  at the conference, the stand itself was adapted     •	 Sprint development – Develop in bite sized
              This produced a ‘working’ prototype for the         to suit the project with clear areas for specific      tasks, and be ready to change requirements
              developers. The approach highlighted issues         information, seating for discussions and testing       at any stage
              early on and allowed them to be resolved            and a large screen showing the development of       •	 Transparency – Show your progress!
              quickly rather than amending code once it           the concept.
              had been implemented.                                                                                    
                                                                  Team meetings were regularly held throughout
              Sprint based development was used to manage         the process, making sure everyone was on the
              the project – small chunks of work that kept        same page and keeping productivity and
              team members and other participants interested.     enthusiasm going. Michele commented that
              It also made it easier to track progress through    many times during these meetings the
              the workflow, allowed flexibility for changes in    conference attendees would join in and
              requirements or strategy and aided in the           further add ideas and feedback.
              prioritisation and assignment of tasks by
              displaying the progress of the project on a         Over all the process was very effective, the
              board split between pending → in progress →         methods used by the team worked well and
              resolved → closed.                                  helped to develop a very strong concept.
                                                                  Although it is unlikely that many agencies
              The developed prototype itself was built in css/    would be able to go to the lengths in this case
              html using twitter bootstrap for speed. This        study, it does highlight some key methods of
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                              6.0

                              From Print to Digital: designing
By Chris Plowman, @cplowman
                              The Week Magazine’s iPad app
Designer, Crafted             Harry Brignull – Clearleft. @harrybr


                              “We are all big, fat liars.” Was the first thing that   meaning that once a content strategy was finalised      the app. They decided upon an existing iPad
Harry Brignull of             Harry Brignull told us in his talk. He pointed          it could be easily adhered to. Each subject is split    user who finds the app with no, or limited prior
                              out that we pretend our designs happen in a clear       into event, editorial, commentary and future. This      knowledge of The Week and an existing print
Clearleft explores,           linear process, from concept to solution and this       layout is always the same to meet the main aim          subscriber who will get the app bundled as part
                              is normally how we present it to our clients. In        of the magazine; to allow the user to scan and          of their subscription.
very honestly, how the        actual fact we have no map and we have to explore       process information quickly.
                              to find the solution. The process is less of an A to                                                            Once they had produced an initial working
process of designing the      B route and more like a treasure map, where we          The main issue was that the available real-estate       prototype the team tested it using a group of
                              must explore different points to find the treasure.     on an iPad screen is much less than that on a           likely users. It was a huge failure! The prototype
successful iPad app for                                                               printed page of the magazine itself. This meant         had articles split into sections with full screen
                              To illustrate this point he took us through             that mimicking the print issue design directly          ads that only appeared when the user switched
the magazine ‘The Week’       Clearleft’s process in designing the iPad app           made readability an issue, squashing content            actions. The team didn’t realise that users would
                              for The Week. The Week is a magazine that               into a small space and making it impossible to          skip readily between sections and therefore were
went and why we should        summarises the week’s news into one magazine            scan-read an issue in the same way that print           seeing an advert every couple of screens which
                              making it easier to digest. Unlike a lot of print       readers are able to.                                    led them to complain. The navigation also had
be more honest about          magazines it actually has a steadily growing                                                                    problems, section pages and article pages were
                              subscription. This meant that the brief for the         One issue that the team made sure they avoided          too similar so the user often didn’t notice
how design works.             iPad app from The Week was very clear, unlike           was adding too many bells, whistles and                 there had been a change and that they had
                              many magazines which are wanting to claw                interactive elements to the app. They identified        to navigate back a level to return to the
                              readers back via the iPad, The Week simply              The Mail Online iPad app as being particularly          sections menu.
                              instructed Clearleft to ‘not screw it up’!              guilty of this, it requires a 19 page in-app tutorial
                                                                                      before the user arrives at any content.                 The team revisited the entire design, settling on
                              The initial research into the challenges and                                                                    a two pane layout like those used in many email
                              benefits of The Week brought up a few things.           The team decided to create two user personas to         clients. This layout made the article and section
                              The Week’s layout is almost identical every week        identify how key markets would feel about how           selection easy and made the navigation clearer.
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              They made sure there was a clear difference            Key takeaways
              between contents and articles and then tested          •	 Design is a process that very rarely goes
              the prototype again.                                      straight from inception to solution. If we tell
                                                                        our clients this from the start we can have a
              The usability tests were much better. The product         better working relationship
              was launched and recieved great reviews.               •	 Don’t panic when things go wrong. The
                                                                        feedback you get is invaluable to getting to
              Harry made it clear that the success of this project      the right answer
              was due largely to the reaction to the usability       •	 Don’t be afraid to make mistakes.
              testing from both the team and the client, both
              of whom didn’t panic. The client understood that
              getting to the final product was a process and that
              it would take time and possibly some false starts
              to get to the right solution. To have this
              relationship with clients’ it is important that your
              sales team understands how the design process
              works and that this is passed on to the client from
              the very start of the project.

              We should not be afraid to make mistakes in
              our work, if you don’t make mistakes you aren’t
              exploring and will never do anything new.
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                             7.0

                             Better Product Definition with
By Barnie Mills, @basscake
                             Lean UX and Design Thinking
Head of Design, Crafted      Jeff Gothelf – Neo. @jboogie


                             Having read quite a bit about the idea of Lean             To achieve this we can apply:                       In the same way that we need to shift our
Requirements-driven          UX Jeff Gothelf ’s presentation was one of the                                                                 thinking about requirements we also need to shift
                             real draws for me when we signed up to UX                  •	 Empathy for our customers                        our language to ‘we believe’ rather than ‘we know’.
product definition is        Cambridge and it really helped to confirm                  •	 Creativity in generating insights
                             the validity of the ideas I had read.                      •	 Rationality to analyse context                   We believe [this assumption], will achieve [this
a sure-fire way to get                                                                                                                      outcome], we will know we are successful when
                             Jeff opened with a case study about Plancast a             (all three of which tie in neatly with Richard      we see [this signal from the marketplace]
100% of the wrong            social platform for sharing events. The product            Caddicks keynote form the previous day)
                             was initially very promising with lots of interest                                                             Jeff used a case study of a company called
product launched.            from users and investors and a had a huge number           Lean UX                                             ‘The Ladders’. Based on an assumption the
                             of sign ups when it launched. However, retention           Lean UX is an approach that places less emphasis    company changed its approach to customer
The assumptions that         was not good and users were not using the key              on deliverables and greater emphasis on shared      service, giving each of its customers their own
                             features of the site, this ultimately led to it failing.   understanding. We should prioritise learning over   personal assistant, in order to improve customer
requirements are             The founder of the site published a post-mortem            growth. In other words don’t spend five months      service. This required a huge, and expensive
                             of the site after its failure in which he stated that      building the finished product. Spend five hours     change in the way the company worked. The
based on are usually         the reason it failed was because the whole idea            building a prototype, test it, decide what works    idea failed and the investment was ultimately
                             was based on an assumption that ultimately was             and then spend five months refining it.             wasted. If Lean UX had been applied to the
not accurate enough          proved to be incorrect.                                                                                        process then tests could have been devised
                                                                                        In order to do this we need to consider:            to prove the initial hypothesis that the change
to determine the             Requirements are actually Assumptions!                                                                         would improve user experience at a fraction
                             We can’t know what users requirements are,                 •	   Who the customer is                            of the cost.
exact solution those         we can only make assumptions until we get                  •	   What pain points do they have
                             user feedback. By building a culture of                    •	   How will the product solve those pain points   Outcomes not output
requirements dictate         experimentation and embracing failure we                   •	   What features are important                    Teams should be driven from managing output
                             can create better user experiences.                        •	   What is our differentiation                    to managing outcomes – even though this can be
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more challenging to manage. When working                PDF content test - The team put PDFs of example          that there was demand for such an event               down walls within the office to help teams work
collaboratively and iteratively in multi-disciplinary   content on a tablet and watched them being used          they conducted a series of tests mitigate risk        together more easily.
teams to brainstorm ideas and testing the ideas         and the interaction in class for two days.               before commiting and investment to booking
generated we can make decisions based on                                                                         venues etc…                                           Key takeaways
objective observations. This allows us to make          Card sorting – teachers were asked to sort cards                                                               Jeff summed up his presentation by reiterating
decisions about the success of an outcome gives         with proposed content and features into buckets          To start with they spent a couple of hours            that defining the product upfront:
us the opportunity to:                                  to help define content grouping                          building a simple landing page to capture interest.
                                                                                                                 In the space of a weekend 250 people had signed       •	 Reduces time spent building the wrong product
Kill it – the outcome and approach are not              Clickable prototype – a clickable wireframe              up to register interest.                              •	 Builds team-wide momentum and shared
working, don’t waste anymore time on it                 prototype was built.                                                                                              understanding
Pivot – The outcome is sound but the approach                                                                    Taking this as a good sign they then set up           •	 Ensures resources are spent on the right things
isn’t working so let’s try a different approach         During all of these tests not a single line of           an Eventbright page to sell tickets, still having
Double down – the outcome and the approach              code was written, but the team was able to               only commited to a date. The tickets sold and         In order to achieve these benefits we need to:
are both working focus resources here                   gather information on what features and                  it was decided that it was probably time to book
                                                        content actually worked without the risk                 a venue!                                              •	 Admit that requirements are actually
By taking this approach we can mitigate risk            of building the actual product.                                                                                   assumptions
by testing early to prove a hypothesis before                                                                    Lean UX isn’t just for designers                      •	 Focus on outcomes not output
wasting resources on it. Jeff gave some examples        Jeff also gave an example of a company trying to         Lean UX is not just an approach for designers, by     •	 Work together to come up with ideas
to illustrate this point:                               revitalise its subscriber base after it had flatlined.   applying it across the whole team it can bring the    •	 Test ideas ruthlessly
                                                        To launch a redesign would be a big investment           following benefits:
In launching a tablet based learning platform           and also run the risk of cannabalising the existing                                                            Although I had heard about Lean UX prior
for Sesame Street to be used in classrooms the          members with no guarantee that the relaunch              •	   Bring perspective to product definition          to UX Cambridge, hearing Jeff ’s presentation
whole project was treated as a hypothesis. Tests        would have the desired effect. Instead of diving         •	   Bring increased empathy for the user             really helped me to see the true benefits to be
were conducted to test the hypothosis in the            into an immediate relaunch a prototype was built         •	   Help teams understand the why behind             had from taking this approach and also that it
classroom. In the first instance the researchers        and feedback was gathered at a user convention.          	    every initiative                                 doesn’t have to be something that is only applied
observed classrooms to see if teachers would            Based on five days of effort the original scope was      •	   Help teams to learn more, faster                 to large projects. Testing hypothesis can be a
actually have the time to effectively use the           vastly reduced.                                                                                                quick cost-effective process suitable to any size
platform. Once they had established that this                                                                    Working as a consultant for Paypal Jeff has           of project.
was the case then other tests were built.               The final example Jeff gave was of launching             encouraged them to take this approach to the
                                                        UX NYC. The team had made an assumption                  point at which they in fact physically breaking
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                            8.0

                            People, not process:
By Ally Wright, @allyrara
                            The craft of being heard
Senior Designer, Crafted    Ian Fenn – Chopstix Media.


                            Ian Fenn is an award-winning UX consultant          To illustrate this point, Ian showed statics for    Show your HRT (heart)
A designer solves           with a career spanning 16 years. For the past       why “Most frequent usability issues go unfixed”.    Humility – You are not center of the universe
                            seven years Ian has worked as a consultant for      The main reason being that they conflicted with     Respect – You genuinely care about others that
problems, that they         clients such as BT, Virgin Media, LexisNexis,       the decision maker’s belief or opinion.             you work with
                            and agencies such as M&C Saatchi and Conran                                                             Trust – You believe others are competent and
often have to help          Design Group.                                       In an attempt to help us be heard as designers      will do the right thing
                                                                                and UX experts, Ian urges us to consider
identify, within a          Ian’s talk focused on his years of experience       the following:                                      Meet the project sponsor
                            in dealing with different kinds of people. He                                                           Ian highlighted a quote by Rudyard Kipling
set of ever-changing        asked us questions such as “have you ever had       Start with people not process                       from his “Just so Stories” (1902):
                            the feeling you’re pounding the closed door         Consider why a particular client has chosen
constraints. Without        of common sense?” and “Have you been left           us over other agencies or designers.                I keep six honest serving-men
                            crestfallen after stakeholders over-ruled your                                                          (They taught me all I knew);
Authority.                  thoughtful and heavily researched                   Arrive armed with knowledge                         Their names are What and
                            recommendations?” As designers, I am                Read up on UX design so that you can back           Why and When
                            sure we have all felt that way!                     up your design choices and suggestions.             and How and Where and
                                                                                                                                    Who.
                            Ian highlighted a quote from a well-known book      Be dressed for success
                            (Design is a job, by Mike Monteiro) “A designer     You don’t have a lot of time in meetings for your   Get to know your client and begin to develop
                            solves problems within a set of constraints”        client to get to know you, although they are more   a relationship based on trust. Make sure you
                                                                                interested in what you have to say rather than      ask key questions such as:
                            The reality, as Ian points out is:                  what you look like it is important to show the
                                                                                ‘best version’ of yourself and your company.        Why are we doing this? – Address the
                            “A designer solves problems, that they often have   Being well dressed goes a long way in portraying    business needs
                            to help identify, within a set of ever-changing     professionalism. Make sure you stand out for        What do the users need? – Supplying these
                            constraints. Without Authority.”                    the right reasons.                                  needs generates turnover
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              Where do they want it? - Website, device,          Developers and designers                             Respect
              television                                         •	 Involve them early on                             This speaks for itself.
              ‘Who is doing it?’ – Establish a dedicated point   •	 Share your work and collaborate often
              of contact you can deal with                       •	 Understand their constraints                      Being aware of members of your team as
              ‘How long do we have?’ - Manage the clients                                                             individuals is the key in helping a project run
              expectations carefully                             Relationship Principles                              smoothly. Everyone is different and reacts
              ‘How will we measure success?’ – Establish a       Ian went on to highlight a few key points that       differently to certain situations or experiences.
              goal to track progress                             we can address when working on a project             Getting to know your team will help you learn
                                                                 across multi disciplinary teams. These               how best to speak to and work with them on an
              Meet the team members                              relationship principles were as follows:             individual basis.
              Get to know the team that you will be working
              with, this will help the project run smoothly.     Integration                                          Personality Types
              Consider asking the following questions:           Breaking down walls… literally. If at all possible   Ian proposed that we all complete a personal
                                                                 work as close as you can to other members of         assessment based on the theory that there are four
              •	   What’s their history?                         the team. A large open space where collaboration     core types of personality. These types, set out in
              •	   How do they work?                             is encouraged is an ideal solution for Agile and     ‘Personal styles and effective performance’ by
              •	   What has been useful in the past?             Lean UX implementation.                              David W. Merrill, are:
              •	   What has annoyed them?
              •	   What are their expectations?                  Communication                                        •	   Analytical
              •	   How do they like to communicate?              Don’t be afraid to ask stupid questions, getting     •	   Driver
                                                                 to know team members and developing a                •	   Amiable
              Ian split out different members of the team        relationship across disciplines will make            •	   Expressive
              and provided tips when dealing with them:          work flow run smoothly and hopefully provide
                                                                 a better overall product or solution.                A number of questions were asked and we
              Project managers                                                                                        chose which was closest to our own personalities.
              •	 Treat as you would a project sponsor            Flexibility                                          The data collected from the answers provided
              •	 Be honest about timings and try to              Be open to adapt your techniques, your design        an insight in to our own personality types.
                 stick with them                                 or processes. Do your best to promote
              •	 Keep them informed                              transparency, share your process with                Based on these personality types Ian provided a
              •	 Ask them to coordinate feedback                 everyone involved and show your work                 few tips on how to deal with these types of people,
                                                                 and its progress.                                    based on his experience.
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              Analytical                                            5.	Don’t push for too much detail                   Ian’s presentation offered an interesting method
              Slow, quiet thoughtful, someone who prefers           6.	Don’t hurry them                                 of moving forward with a team and or project.
              to be on their own.                                   7.	Don’t confront or attack them                    The title ‘People, not process’ sums it up nicely.
                                                                    8.	Don’t be dictatorial or autocratic               When dealing with individuals whether a client, a
              1.	Focus on the past                                                                                      project manager, a developer or designer we need
              2.	Talk facts                                         Expressive                                          to remember that we are all people. We are not
              3.	Focus on detail and accuracy                       An animated, impatient, creative who has the        robots, and we are all different. Being aware of
              4.	Be logical, well organised and serious             focus of attention and a sense of humour            this and managing the way we communicate is
              5.	Tell them exactly what you will do and when                                                            vital in the success of a project.
              6.	Don’t rush things                                  1.	Focus on the future and the big picture
              7.	Don’t be too personal                              2.	Illustrate concepts with stories                 Ian closed his presentation with a great quote
              8.	Don’t be overly casual                             3.	Seek their idea and input                        from the stand-up comedian, Sarah Millican:
                                                                    4.	Show personal interest and involvement
              Driver                                                5.	Stimulate their creative impulse                 “This is Millican’s Law. If you have a hard gig,
              Fast, intense, formal, a risk-taker and someone       6.	Compliment them                                  quiet, a death, a struggle, whatever, you can only
              who likes to be in charge.                            7.	Don’t be too serious                             be mad and frustrated and gutted until 11am the
                                                                    8.	Don’t talk down to them                          next day. Then you must draw a line under it and
              1.	Focus on the present                                                                                   forget about it. As going into the next gig thinking
              2.	Get to the bottom line                             Ian moved on to discuss potential cultural          you are shit will mean you will die.
              3.	Speak in terms of short-term concrete results      issues that may play a part when communicating
              4.	Give them options                                  with people. For example in the UK Ian states       Equally, if you nail it, slam it, destroy it, whatever,
              5.	Don’t get too personal                             that “Humour is regarded as one of the most         you can only be smug about it until 11am the next
              6.	Don’t get in to a control contest                  effective weapons in a British citizen’s arsenal”   day (in the past, I have set an alarm so I could get
              7.	However, don’t back down if you believe            but with certain cultures such jokes could          up and gloat for an extra half hour) as if you go
              	 you are right                                       potentially offend or confuse a person.             into the next gig thinking you are God’s gift to
                                                                                                                        comedy, you will die. That is Millican’s Law and it
              Amiable                                               Ian went on to provide us with some useful          totally works. It means you move on quickly.”
              Slow, easy-going, quiet and friendly, both inviting   tips on how we can use language to be clearer
              and forgiving.                                        and more positive. Useful phrases include:

              1.	Be flexible                                        “What we might do is…”
              2.	Be easy and informal                               “We could do…”
              3.	Be personal and personable                         “Would you…”
              4.	Emphasize a team approach                          “I appreciate it when you…”
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                           9.0

By Charlie Gordon, @cbg
                           User Experience Does Not Exist
Junior Designer, Crafted   Adrian Howard – Quietstars. @adrianh


                           Adrian began with a quick history lesson! In the    There are now a number of ways to define UX          Adrian went in to detail about how the current
Can UX survive into        late 1950s and early 1960s computers were only      roles. Such as architects, designers, strategists,   models we work within involving just UX work
                           used by governments and large businesses, they      and champions. Adrian even met someone who           are not sustainable. The rate at which people are
the middle age - or will   were too bulky and complex for use in the home.     was an “Experience Modeller”!                        building software is increasing and there aren’t
                           In 1977 engineer Ken Olsen stated “There is no                                                           enough UX professionals. He also explained that
new communities of         reason anyone would want a computer in their        Adrian went on to discuss how UX is just a           the ‘fuzzy border’ around what we define as UX
                           home”. At the time this was true but soon in the    Reification. Much like the economy, we talk          doesn’t exist and unless we start bringing in new
practice take over?        1980s normal people were beginning to use           about them like they are real things but they        skills we need to build better user experiences or
                           them everyday. We started seeing more planning,     are not, you can’t grasp or hold them, they are      they are going to suffer and fade away. We need to
Do we want a future of     prototyping and user observation and today we       just a set of concepts. When we start treating       start building a community that will be able to
                           define this thinking as user experience.            this concept as a real thing, odd things start to    succeed into the 21st Century.
UX professionals - or a                                                        happen. Doing this has good and bad aspects.
                           In 1993 the “User Experience Architect” job         On one hand it brings us together, at conferences    Key takeaways
future where everybody     title was born, coined by Don Norman while he       for example. But it can also exclude people.         •	 UX is just a set of concepts that can be changed.
                           was Vice President of the Advanced Technology                                                            •	 Don’t be defined by a job role, pretend you
is doing UX work?          Group at Apple. He invented the term because he     Job roles are not discrete, he explained how you        don’t have a job title.
                           thought user interface was too narrow a term to     shouldn’t be defined by a job title and UX itself
                           define the role.                                    shouldn’t be defined. What if we pretended that
                                                                               we didn’t have job titles, how would you define
                           In 2000 Jesse James Garrett created a diagram       yourself to your organisation? How would it
                           called “The Elements of User Experience”, Adrian    change your conversations? Job titles can ignore
                           talked about how nobody discusses the small         the other skills that somebody has that don’t fall
                           print, how the picture is incomplete and does not   under their job role. For example, Adrian
                           account for secondary considerations such as the    explained that when hired as a designer the
                           development process and the roles within a UX       employer didn’t want to know about the
                           development team.                                   development skills he had and vice-versa.
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                                                       10.0

                                                       Small Business Owners and
By Chris Plowman, @cplowman
                                                       Perceived Website Mysteries
Designer, Crafted                                      Inga Spouse – Websites Working Wonderfully. @IngaSpouse


There are two things that ultimately make              The websites of small businesses largely exist           anything, first impressions count. The site needs     The users reaction time and their willingness to
a website work. It makes money for the                 for two reasons:                                         to be looked at from the perspective of a brand       abandon the site is remarkably fast. Inga refers to
business and it gives the users the answer                                                                      new user who arrives there via Google and has no      this as the ‘toe dipping rule’. You’ve got 2 seconds
they were looking for. The best result is that         1.	To sell more product – whether that be a              idea what they are going to see. As with all people   to get a user to engage. After two seconds, if the
both are satisfied.                                       physical product or a service                         this user has clicked on a search result that they    user hasn’t abandoned the site, they begin to ask
                                                       2.	To grow the business – Where this is linked to        believe will be directly useful to them, you never    themselves why am I here? At which point the
Inga Spouse helps small businesses get the most           the first it could be that the growth comes from      click a Google result that you don’t think is going   content of the site must take over the job of
out of their websites by making sure that they            advertising opportunities or something similar.       to be useful.                                         keeping the users interest.
work for them, for their users and prospective
customers. She outlined the challenges involved in     If the website isn’t doing either of these then the      It is like stepping out from the tardis, you know     There are two things that ultimately make a
this from both sides.                                  strategy of the site needs to be reassessed.             roughly where you are but you don’t know what         website work. It makes money for the business and
                                                                                                                you are expecting.                                    it gives the users the answer they were looking for.
The first thing to define in this subject is who are   To have an effective website for a small business                                                              The best result is that both are satisfied.
‘small business owners’? They are usually solo         the builder of the site needs to clearly translate the   There are 3 key factors that help this initial
traders, non-technical people, who know all there      business into a website. Consultation needs              impression                                            The designers need to look at websites from both
is to know about their business because they have      to be had with the client to get to the bottom                                                                 perspectives, and ultimately the users issues may
to manage all aspects of it.                           of what the business does and how they can               •	 Colour – Colour creates a feeling that can         be more important than how the business owner
                                                       work online. In some cases however the straight             welcome the user into the site. What the           wants to make money.
With regard to their websites they usually fall into   translation of exactly what they do in the real             client’s favourite colours are is irrelevant!
two categories; either over confident or under         world may not be appropriate and the business            •	 Layout – A familiar layout will help the users     Key takeaways
confident. The over confident have built the site      model needs to be adjusted to accommodate                   navigate quickly and easily allow them to get to   •	 The website must work for both the business
themselves or had it built by a friend and love        the website.                                                the information they want                             owner and the users/customer.
everything about it. The under confident will                                                                   •	 Images – The images must be carefully chosen       •	 First impressions are all important, you
claim to know nothing about the web and claim          The site builder must also take into account that           and appropriate to the business. Always ask           may have as little as 2 secs to get and keep
to have no idea about what they want from              the website will often be the prospective clients           what does this image say about the business?          the users attention.
their website.                                         first ever contact with the business and, as with
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                             11.0

By Barnie Mills, @basscake
                             From Darwin to Design
Head of Design, Crafted      Stuart Church – Pure Usability. @stuchurch


                             An understanding of evolutionary theory                being the gradual change of characteristics over       so does not pass on the genes containing that
What can models              (particularly in the fields of evolutionary            successive generations, or survival of the fittest.    design to the next generation. Likewise cultural
                             and behavioural ecology) can provide us                It can be split into two areas; biological evolution   ideas that do not work are forgotten.
of evolutionary              with rich new ways to think about and frame            (genes) and cultural evolution (memes).
                             questions about design. Can an understanding                                                                  Implications
cooperation tell us about    of animal communication inspire the way we             Biological evolution or genes are influenced           Evolution can be thought of as one big A-B test
                             design products?                                       and under pressure from:                               with different variations on a theme being
customer relationships                                                                                                                     constantly tested and discarded or developed.
                             Stuart started his presentation by explaining his      •	   Prey                                              This experimental approach ties in neatly with the
and service design?          background was originally in Academic Research,        •	   Mating                                            experimental, iterative approach of Lean UX;
                             specifically animal behaviour before he moved          •	   Competition                                       generate more ideas to see which work. This
Can there be too much        into the field of UX. He explained how he felt that    •	   Physical environment                              approach will inevitably lead to more mistakes
                             the two fields are actually very similar both          •	   Disease                                           than successes. 99.9% of all the species that have
innovation? What             essentially dealing with behaviour (UX dealing         •	   Predators                                         ever existed have failed. Similarly 80-90% of all
                             with human behaviour).                                                                                        products fail in their first year.
lessons can evolutionary                                                            Cultural evolution or memes are influenced
                             Biomimicry, taking design cues from nature,            and under pressure from:                               Stuart raised the point that when we think
interactions teach us        has always been used in design; turbines based                                                                about innovation then we should also take a
                             on the shape of whale fins, material for swimming      •	   Motivation                                        cue from evolution. Innovations don’t have to
about design processes?      suits based on shark skin, lizards feet that inspire   •	   Social factors                                    be radical they can be familiar. He then talked
                             adhesives and sticky burr seed that inspired velcro    •	   Utility / function                                about ‘The Adjacent Possible’, taking the next
                             for example. The link between the animal world         •	   Meaning                                           feasible closest step to solving a problem and
                             an UX is not perhaps so immediately obvious.                                                                  building innovation incrementally rather than
                                                                                    Good designs stay and bad designs are forgotten.       looking for a huge leap. The most successful
                             Richard gave a brief overview of evolution and         In evolutionary terms the idea design that doesn’t     ideas tend not to be that different from what
                             adaption. Evolution as most people are aware,          work will mean that animal does not survive and        already exists.
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Mixing things up                                       Can innovation be too fast?                          different behavior. Prisoners questioned               ‘nutritious’ or like an ‘easy catch’. Giving users
Mixing things up can drive innovation too. In          In nature some viruses mutate very quickly           separately about a crime. They can give the same       these teasers to allow them to get the ‘information
the animal world mating allows new combinations        but at an optimum level that prevents immune         answer as each other, say the other prisoner did it,   scent’ can help us to guide the user through
of genes to be experimented with. Although there       systems from wiping them out but still allows        say they did it. The different outcomes have been      content. However, users will leave if it is too
is a risk in this approach that sometime you risk      them to keep their identity (known as Error          well documented but the main question that the         hard to find the content (even if it is good) or
loosing good traits rather than gaining them.          Catastrophe). In design we need to be wary           problem addresses is that of a quick pay off vs        if the content is easily found but offers only
Some species actually use a tactic known as            of innovating too fast, users need to be able        long term benefit. Reward points offered by            ‘empty calories’ (nothing of value).
optimal inbreeding where they will try to mate         to keep up with innovation otherwise it will         retailers are a good example of this rather than
with relatively closely removed individuals (ie        not be adopted (gadget fatigue)                      having the quick fix of lower prices they reward       “The two main strategies are to make your c
cousins) to ensure they keep similar traits while                                                           loyal customers long-term.                             ontent look like a nutritious meal and signal
making sure the individual is far enough removed       Geographical Isolation                                                                                      that it’s an easy catch. These strategies must be
to avoid problems caused by inbreeding. In terms       Many advances in evolution in the natural            Signalling and Status                                  used in combination: users will leave if the
of design innovation many ideas are created when       world are made when species are separated            In nature animals use signaling to indicate            content is good but hard to find, or if it’s easy
groups of individuals come together rather than        geographically. A good example of this is the        status. The peacock is the most obvious example        to find but offers only empty calories.”
when an individual is working alone.                   different species of tortoise that have evolved      of this. Although there are benefits to the peacock    ~Jakob Nielsen
                                                       in the Galapagos islands. Those living on drier      signaling in this way to attract a mate it can also
Is it possible for ideas to be too innovative?         islands where there is very little grass and low     be a handicap to have invested all its energy in       Key takeaways
The Apple Newton handheld device was launched          vegetation for thm to feed from have evolved a       looks, for example a peacocks looks come at the        Thinking of the design process in the way
in the 90’s. Despite being a forerunner of the         shell shape that allows them to lift their heads     cost of losing the ability to fly or camouflage        described by Stuart, raised lots of interesting
hugely successful iPad the Newton ultimately           to feed from higher vegetation, those living on      itself. Smoking humans can be used as a similar        points and certainly made me think about the
failed because the infrastructure to support a         islands with abundant grass have not evolved         example in humans, it inevitably starts as a status    design process from a very fundamental level.
mobile device of its kind was not available at the     this feature as it is unnecessary to survival.       symbol, the risk being that it is incredibly bad for
time. Because it was ahead of its time (potentially    Designs often manifest themselves or evolve          your health.                                           •	 Mistakes are part of the design process, try
too innovative) it failed.                             differently depending on where they are                                                                        ideas out to see what works
                                                       developed. For example an operating system           Optimal foraging theory                                •	 Small innovations are often more succesful
Evolution is not gradual                               from the US will be different from one in Asia       Animals naturally forage optimally ie the                 than huge leaps
Evolution is not a steady, gradual process it runs     to account for the cultural differences and          amount of energy they use does not exceed the          •	 Working as a team can help create a greater
in fits and starts, with periods of relative calm      norms of each area.                                  amount they gain. Prey and ‘patch’ choice can             volume of ideas
followed by bursts of opportunity and innovation.                                                           be predicted scientifically.                           •	 Make content attractive and easy to digest
This is known as ‘Punctuated Equilibrium’. Stuart      Evolution and Behavior
again used the iPad as an example to illustrate this   Behavior is also subject to natural selection. To    By thinking of humans as information (or
in relation to design, comparing the evolution of      illustrate this Staurt used the case study of ‘The   informavores!) and applying the idea of optimal
the tablet before and after the success of the iPad.   Prisoners Dilemma’ a game theory problem that        foraging we can predict what will attract users
                                                       highlights the advantages / disadvantages of         to pieces of information by making it look
Crafted
INFORMATION



                              12.0

                              Small Cognitive Psychology
By Chris Plowman, @cplowman
                              for Big Interaction Design
Designer, Crafted             Jan Srutek – Flow Interactive. @JanSru. Slideshare


                              Jan Srutekis looked at applying how our minds         Short-term memory                                    pop ups isn’t helpful, it doesn’t allow the user to
Cognitive psychology          work to how we design. What capabilities and          The most important area for designers. It is often   see both the error message and the error at the
                              limitations of the human brain should we be           said that people can hold around 7(+/- 2) things     same time. Inline validation displays the error
is the study of the how       taking into account when we design interactive        in their short-term memory but this is ‘rubbish’.    next to the form, helping users associate the
                              systems for users.                                    In fact humans have the ability to hold 4(+/- 1)     error message with the actual error allowing
the human mind works.                                                               chunks of information. This is the reason we         them to easily correct it without having to retain
                              Cognitive psychology is the study of the how the      often group phone numbers into smaller               any information.
The systems that we           human mind works and as the systems that we           chunks, groupings and patterns help us to
                              build are used by humans then we should be            retain information.                                  Long-term memory
build are used by             looking into how our users function. Cognitive                                                             Long-term memory is for more permanent
                              psychology helps us understand human cognitive        Short-term memory is limited but these               memories, ones that can last for an entire lifetime.
humans so we should           abilities and limitations, knowing the basics of it   limitations only apply when people are trying        How well a memory is stored and retrieved is
                              can help us evaluate our designs and design           to remember things or when they are problem          based on the level of processing involved.
make sure we are              patterns more meaningfully.                           solving. This means that if users are being          Information that is analysed deeply is recalled
                                                                                    presented with items on a screen these issues        more easily than information that is analysed
looking into how              There are three relevant parts of the brain for UX    don’t apply, for example there is no reason to       superficially. We can use this in our designs to
                              and interaction professionals to look at: memory,     limit the number of navigation items on the          help people engage and remember our product
our users function.           learning and attention. Jan explained how each        scree, the user doesn’t need to remember them,       more easily by ensuring our content is either:
                              affects how we should be designing.                   they are on screen to be read when needed.
                                                                                                                                         •	   Relevant
                              Memory                                                The main problem with short-term memory in           •	   Emotional
                              Memory is split into two types, the short term        the context of design and UX is that it is easily    •	   Humorous
                              memory and the long term memory.                      disrupted. Whenever possible users should not        •	   Surprising or shocking
                                                                                    be interrupted from the flow of what they are        •	   Requires elaboration & reflection
                                                                                    trying to do. For example obscuring errors with
Crafted
INFORMATION




              These qualities require the user to use a higher     These three things allow people to continually test    needed at any given time. Attention can be
              level of processing to engage with the content       and either confirm or adjust their mental model.       actived in two ways, top down, where the user
              and therefore it is more likely to stay in their                                                            chooses to focus on a particular thing, or
              long-term memory.                                    Computer games are a good example of a system          bottom up, where the users attention is drawn
                                                                   that promotes exploration but also gives good          for example by movement. This ability to detect
              Learning                                             feedback and guidance. Most have in-game               movement means that we can, for example, use
              People prefer to jump right into using services      tutorials so that people don’t have to read            animation to draw the user’s attention to where
              and products rather than read manuals. They          manuals, crucially this information is usually         we want it to be.
              form a hypothesis about how things should            given when it is immediately relevant meaning it
              work and then test this by exploring and playing.    doesn’t have to be recalled from memory and is         Key takeaways
              We can allow users of sites to do this by allowing   instantly more engaging.                               •	 Understanding how our user’s brains works
              them to build a clear mental model of how the                                                                  allows us to build systems that better serve
              site works. This is done by giving them a good       Another element of learning that can be put to            the user and our own needs.
              starting point that orientates them in the world     the users benefit is that the brain is better at       •	 Short-term memory is limited and easily
              of the site and giving them continuous               recognition rather than recall. People are better at      disrupted. Don’t make your users do too
              encouragement to explore.                            recognising steps rather than recalling how things        much work to use your website.
                                                                   have to be done. For example, having an auto           •	 Creating content that engages the users
              Tests have shown that people perform better when     complete function on a website that searches for          long term will help you to create a better
              working out how to use system if they are told       train times means that the user doesn’t have to           relationship with them from a view of your
              what the system is for. A good example of using      remember the entire spelling of the train station         brand and your website.
              this fact in web design is the use of a stepped      just recognize it when it appears, this changes the
              pattern, often 1,2,3 in forms, quote engines or      brains function recall to recognition.
              checkout processes. This gives people a start and
              makes it clear how the system works making it        Attention
              easier for people to use.                            During any one second the brain is receiving
                                                                   one billion items of data just from your eyes, the
              To encourage exploration the system must do          brain must choose which of these data points
              three things.                                        is important enough to focus on.

              1.	Prevent error and facilitate recovery             As designers we need to use progressive
              2.	Make things consistent and predictable            disclosure to reveal functionality and content
              3.	Provide clear feedback for all actions            in a planned fashion so we only show what is
UX Cambridge Crafted round-up
UX Cambridge Crafted round-up
UX Cambridge Crafted round-up

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UX Cambridge Crafted round-up

  • 1. Photo: © Andrew Dunn, 19 December 2004. http://www.andrewdunnphoto.com/ November 2012 UX Cambridge INFORMATION Crafted
  • 2. Crafted Crafted INFORMATION INFORMATION UX Cambridge www.uxcambridge.net | #uxcam The Crafted creative team was lucky enough 1.0 The Power of Imagination to attend UX Cambridge, a community-driven, 2.0 BeCurious: helping patients manage chronic disease practical User Experience conference. All of 3.0 New, Smarter Defaults in Web Design the team, without exception, found both days 4.0 UX in SwiftKey: Why, When and How extremely useful with some strong themes 5.0 Rapid Product Design in the Wild running throughout the conference. Here is 6.0 From Print to Digital: designing The Week Magazine’s iPad app a quick round up of what they saw. 7.0 Better Product Definition with Lean UX and Design Thinking 8.0 People, not process: The craft of being heard 9.0 User Experience Does Not Exist 10.0 Small Business Owners and Perceived Website Mysteries 11.0 From Darwin to Design 12.0 Small Cognitive Psychology for Big Interaction Design 13.0 Photos - The unsung heroes of user experience design
  • 3. Crafted INFORMATION 1.0 By Barnie Mills, @basscake The Power of Imagination Head of Design, Crafted Richard Caddick – CX Partners. @richardcaddick Richard’s presentation centered around how • The baker Christina Tosi spent her Empathy & Insight “See the value of we can apply the power of our imagination to childhood experimenting wildly with food Richard spoke about how empathy and insight better understand our audience and create more which allowed her to develop a unique flair work together to develop a deep understanding imagination,” said powerful user experiences, or how we can better for combining flavours. of a subject. However, it is important when using use our imaginations to solve problems. empathy to solve problems that we are wary of Holmes. “It is the one • Felix Baumgartner, who recently jumped making assumptions. Richard used an example Richard began his presentation by talking about from space, was drawing pictures of himself where researchers gave subjects two cameras, quality which Gregory imagination itself and how it can be defined as parachuting while his family looked on as one with a happy face on to record things that a venn diagram, imagination being the point at early as age 5. made them happy and one with a sad face on lacks. We imagined which what has been, what is and what could to record things that made them sad. Although be, overlap. He also spoke about how a similar The fact that imagination and creativity are the photos helped to greatly increase empathy what might have diagram consisting of creativity, empathy and shaped by experience means that we can in fact for the users, the researchers had made insight could be applied to the UX process. continually and actively develop them through: assumptions about the meaning of some of happened, acted upon the photos and so misinterpreted them until Creativity • Practice they interviewed their subjects. the supposition, and Richard used examples to demonstrate the power • Experimentation of creativity and imagination and how they are • Observation Richard also used a personal example of find ourselves justified.” shaped by experience: • Reflection a cancer scare to illustrate the same point. • Questioning Having first hand experience of cancer moved ~ Arthur Conan Doyle • The artist Turner changed the style of his • Teaching him from empathy with cancer sufferers to a painting considerably over the course of his real understanding of how it feels to be in that life as he learned from his tutors, travelled Richard admitted that for him teaching and situation, and also a realisation that it’s easy and as newer materials became available. His presenting to others is a process of learning to forget patients as people with lives, not just imagination also inspired to him to work with for himself, an opportunity to explore his ‘cancer sufferers’. In the same way it can be easy immense rigour, producing over 19,000 works own ideas. to forget our users as people with complex lives over his lifetime. and needs.
  • 4. Crafted INFORMATION As humans our ability to feel empathy for Constraint, Freedom – Sometimes constraints can pick up, Richard’s final case study was one that complete strangers is a huge part of our makeup. be more useful to a designer than freedom as they was obviously drawn from one of his own loves, Advertisers play on this all the time and as UX force us to look at things in a way we perhaps cycling. The inventor of the Brooks cycle saddle, professionals we can make use of it too. Richard normally would not. John Brooks, was a leather manufacturer whose spoke of his first hand experience working as a horse died. He ended up borrowing a friend’s consultant for a local council website. Rather New, familiar – Designers are always trying to bike. At the time all bikes just had a wooden than going through a superficial process of simply come up with something new and creative but plank for a saddle. Brooks used his creativity making text and calls to action clearer, the team actually sometimes users need to see something and experience as a leather manufacturer to used empathy mapping to build a more detailed familiar. We need to use both in design. patent a comfortable leather cycle saddle. picture of the user. The saddles are still made today, they need Not only can all these ideas span a single project, breaking in but this means that they actually Project Dynamics the same fluctuations can continue across get better with time. This is what we should all Moving on to how we approach projects, Richard multiple projects. be striving for - to design experiences that described them (suitably festively) as a Christmas improve with time! tree on its side – multiple, gradually shrinking, Play periods of creativity and imagination focusing It is important to remember that we are not Richard concluded his presentation with a to a point of refinement until project conclusion. the only people that possess creativity and quote by Oscar Wilde “Be yourself, everyone Within this pattern the dynamics of projects imagination, users do as well, they want to else is already taken.” often tend to fluctuate between periods of think and imagine. By designing interfaces fast paced activity followed by a period of with hooks and levers for users to pull on and Key takeaways slower refinement. explore, we can engage and inform the user All of the ideas Richard shared came back often better than if we try to restrict them and to using our creativity, the experience we build Taking this idea of fast and slow Richard also force them down a route they do not feel they up on a daily basis and our inbuilt empathy talked of different ways to stimulate creativity have imagined for themselves. with other humans to build a better picture using the following examples: of the end user and not just blindly following Richard gave several case studies that illustrated a set of design principles. Zoom In, zoom out - look at the detail but also how users often use sites and apps in ways that be able to step back and look at the whole. were not imagined by the designer. Encourage, Challenge – having someone who Is this it is able to do both is hugely important in order Reiterating that we should always be moving to give us perspective. forward, applying the skills and experience we
  • 5. Crafted INFORMATION 2.0 BeCurious: helping patients By Barnie Mills, @basscake manage chronic disease Head of Design, Crafted Dr Rachel Jones, Instrata, Cambridge “BeCurious is a mobile app being developed Rachel described how initial search phases In scoping the functionality the team needed The brand for the app was developed early in to help patients manage chronic disease by were informal, for example workshops with to decide what to build first by deciding what the process to help secure funding from VCs, integrating a care treatment plan with a person’s patients to help define the product feature. was critical to the app DNA. High-level to give users a better feel for the product during mood, thereby customising the proposed activities The team also carried out desktop research functionality included the following: the testing and also to help the team feel more and improving the person’s motivation based on into academic evidence and alternatives motivated about the product. the stage of their condition and on an behind chronic disease care, how social • Support – social and emotional understanding of their emotional state.” influence could be leveraged and also around • Tailored care The design of the app ran parallel to and our increased access to health information • Managing help juggled alongside the research, analysis and Dr Rachel Jones talked us through the process (who hasn’t looked up their symptoms on • Information seeking value proposition. Icon styles for users to rate undertaken in the development of the app and Google?!). The main emphasis for the design • Physiological input mood, pain etc within the app were developed some of the following design techniques: process was to design early, sketch test and • Clinical advice and tested. Options included happy and sad explore the scope and look at potential USPs • Carer support faces and weather themed options (sunshine • Scenario-based design through lots of iterations. for positive, dark clouds for negative). • State descriptions Rachel explained how these decisions were Considerations such as cultural perceptions • Mockups and testing The team also looked at how ‘Persuasive Design’ supported and validated with early Balsamique of weather were taken into account. • Persuasive design sometimes called ‘Nudging’ could be used to mockups. Early prototypes were built with change behavior around disease management interchangeable graphics to ensure that Key takeaways The main objectives of the product were to: by making the care provided by the app person changes could be easily made without the • The link between the emotional and centered and looking at how to manage the need for a high workload. the functional • Provide a support network and help patient’s emotional well being. • Concentrate on user need rather than user to manage chronic disease Market analysis was carried out to define the state (understand what is ’core’) • Provide tailored care to offer better value proposition of the app. Areas covered • Scope the feature set health outcomes included the cost of chronic disease to the • Remember to prototype and iterate early • Focus on mobile to increase patient access NHS/ Government and segmentation of • Allow the app to be configurable for consumer health apps. different diseases
  • 6. Crafted INFORMATION 3.0 By Ally Wright, @allyrara New, Smarter Defaults in Web Design Senior Designer, Crafted Vasilis van Gemert – Mirabeau. @vasilis. Slides Vasilis van Gemert is the Principal Front-end increasing the width of our designs to Everybody has Broadband – Although this The web looks different Developer at Mirabeau in The Netherlands. With accommodate large screen resolutions for is improving all the time, many areas are still his knowledge of what’s possible in the browser he monitors and televisions many designs seem without high speed broadband. We also have for everyone. advises clients like KLM and ING about current to neglect the fact that these sites still need to to consider the use of mobile devices using the and future web design solutions. He writes articles work on much smaller screens. Smart phones sometimes painfully slow 3G. For example, on for Smashing Magazine and the Dutch edition of and tablet devices are increasing in popularity a 3G connection large images on a site could Web Designer Magazine and is also connected as and the average user’s interaction with the force the page to timeout. In an age where we a teacher and advisor to the University of Applied Internet needs to work on multiple levels want bite-sized information fast, page loading Science in Amsterdam. Needless to say Vasilis and screen sizes. time is very important. This is a strong case knows what he is talking about. towards designing for smaller devices, perhaps Although ‘Responsive design’ seems to be a unique m. site or a reactive/responsive layout. In his talk Vasilis looked at some practical discussed as a new method to accommodate design patterns, but also highlighted some of the new technology, it has actually been around for Monitors collaborated – As designers we are possibilities presented by new web technologies. a long time. ‘Fluid’ page templates have been often lucky enough to have the best equipment His talk aimed to help designers and developers used in the past. So are we going back a step? and technology at our disposal. However, not get rid of old habits and to raise the issue that we everyone does. Although retina displays and need New Defaults for the rapidly changing web. Everybody has a mouse – This is no longer true. HD graphics are becoming the norm in terms Touch screen devices such as smart phones and of new product releases we still need to consider The web has changed… or has it? tablets and even televisions are in widespread the average user is likely using a much lower Vasilis re-introduced us to many of the design use. Therefore we need to consider how design quality monitor. patterns we as designers, for the most part, adhere elements work alongside across technology to to and explained how the assumptions we often improve usability. For example, a drop down This difference in calibration and quality make are incorrect. For example: navigation that is activated on rollover using a can impact web sites design and effectiveness mouse will behave differently with a touch dramatically. For example, if your calls to Screen size/resolution – Gone are the days of the device and may even break to some extent. action are a certain colour and a users low 800x600 layout... or are they? Although we are From a usability point of view this is a problem. quality machine cannot render the colour
  • 7. Crafted INFORMATION contrast the key information could potentially eloquently and produced the ‘Future friendly occur is with the layout. Therefore we should hand widgets) we should let the content lead the be invisible. manifesto’. be designing for the smallest screen size first. layout. For a more refined design solution begin It is much easier to grow than it is to shrink! to ask: Computers get faster every year – Although this is With this philosophy in mind Vasilis continued true to some extent, great strides in technology are on to propose a set of ‘New defaults’ that we as By focusing on a smaller screen size and how • Do we need widgets? happening all the time, pushing our capabilities in designers and developers should use moving content is displayed, key usability issues are • Do we need a subnavigation? web design and development. However, we must forward. highlighted early on in the design process. For • Do we need a header? also consider that generally people cannot justify example, forms on a smaller device are easier to • Do we need a logo? updating their computers or devices every year. Touch First complete if the labels are above the fields rather As a general rule consumers want technology to Design for touch first and foremost. This will than on the left, which forces the user to scroll CLI (command line) first last longer, be value for money, have a longer mean that functionality will work for both touch back and forth. Another key point raised was that we should be battery life and so on. screen and mouse interaction. It is also worth testing functionality before we design it. Making considering keyboard navigation and tab Vasilis illustrated how we can use the typography sure that the idea works, by testing the core Therefore we have to consider that that the average navigation; these can help the user navigate the as a guide to where breakpoints for responsive function of the app first, should be a priority. This user is on a slower, older machine compared to site with only a keyboard and are often neglected. layouts should be, rather than trying to keep allows for flexible design and flexible interaction what we may be using. track of the myriad of possible resolutions and and raises issues earlier in the process so Layers of Progressive Enhancement screen sizes. Typography is a common element, alternatives can be decided on. The key point Remember: The web looks different for everyone. When designing we should be thinking about it works on all browsers and can be seen on all being that the development team should be We should as a matter of course test our design the technology the user is viewing the website screen sizes. There are also hundreds of years of involved at an earlier stage in the design process. and development projects on a range of outputs, on. We need to consider tried and tested typographic rules that we can including lower quality technology. use to help legibility. For example, any more Takeaways • Old browsers than 72 characters in a line of type becomes Remember that ‘The web looks different for On reflection many of these points seem obvious, • Mondern browsers hard to scan and read easily – why not use this everyone’ . Design with these ‘new defaults’ but for some reason the majority of projects run • Future brwosers ‘measure’ to define breakpoints for our responsive in mind: on as they ever have and we tend to think that we • Robots layouts and adjust the layout once we hit this line are original and creative while often we fall back • Humans length limit. 1. Solid API/Functionality to old habits because of lack of time or budget. • Small screens 2. Focus on content • Fat fingers! Content First 3. Small screen first Vasilis made it clear that this way of working will • Etc… We should consider other elements of our design 4. Design for touch not hold up in the long term, we as designers and such as hierarchy of content, what does or doesn’t developers need to evolve with the internet and Small screen first add to the design or function of the site. Rather design for the future as well as for now. A group We need to be more aware in the design process than following formulaic layouts (logo top left, of respected peers have put this far more that the key stage where restrictions and issues full width header, left hand navigation and right
  • 8. Crafted INFORMATION 4.0 By Charlie Gordon, @cbg UX in SwiftKey: Why, When and How Junior Designer, Crafted Nikiforos Karamanis – TouchType. I went along to this session to learn about user When Swiftkey VIP was launched, a more private One of the key outcomes of the talk was SwiftKey is a smart experience from the perspective of another forum where only a small group of trusted users that teams need to be adjustable, patient, company. Niki from Swiftkey delivered an were able to earn the privilege to read and post collaborative and constructive when keyboard app for interesting presentation about how he and his was used. This enabled the team to release thinking about UX in their products. team implemented UX principles to deliver a exclusive new features to these users and get Android devices that great product. feedback before releasing in the wild. It also Key takeaways allowed them to maintain a close relationship • Communicate with your audience, use provides word The SwiftKey product is a smart keyboard app for with their users by responding to their feedback. feedback to make design decisions Android devices that actually learns and provides • Create good relationships with your most predictions as you type. predictions as you type. It has achieved the top They focused on language related feedback as loyal users paid app in Google Play in multiple countries, this was high priority. As users reported issues • Focus on the highest priority issues first. Why, when and how rave reviews, and has been downloaded more with the different keyboard layouts across than seven million times! different languages, the team were able to rectify were UX principles the issues quickly. Niki explained how they formed a close-knit appled to improve community, that communicated via forums, By organising language-based focus groups, around their product. Users would post feedback one-to-one sessions and observations the team the product. and the team were able to use this feedback to were able to get up close and personal with their make major design decisions. Getting feedback users. By standing behind someone and watching directly from the community is great because how they used the app they were able to see any you’re getting feedback from users who are issues with the product directly and also how actually using the product, in real situations, on a user reacted. daily basis, rather than dedicated testers navigating through the app. The company also performed traditional usability testing. They also found sketching to be a very useful way to improve their product.
  • 9. Crafted INFORMATION 5.0 By Ally Wright, @allyrara Rapid Product Design in the Wild Senior Designer, Crafted Michele Ide-Smith – Red Gate Software. @micheleidesmith. Slideshare Michele is a User Experience Specialist at Red market and approaching them at an appropriate involved with the projects progress. These Michele Ide-Smith Gate, working on tools for SQL and Oracle time and location any data gathered would be included: developers. She enjoys collaborating with valuable in terms of developing the concept. share what we learnt Agile development teams and encouraging • Agile feedback sessions (simple yes or no team ownership of User Experience. Michele is Continuing this targeted approach the team, questions, postit boards for comments) about using rapid, active in the UX community, co-organising the rather than bombarding people with information • Empathy maps Cambridge Usability Group talks and blogging and questions, approached attendees between • Affinity maps (which help to analyse iterative prototyping at www.ide-smith.co.uk and ux.red-gate.com. talks with clear and simple ‘bite-sized’ questions feedback and prioritise data) Michele’s talk was a case study on creating a such as “are you an oracle developer?” and • Newsletter sign up techniques and prototype for a software tool, in three days, at “would this software be something you would • Bite size surveys a trade show. find useful?”. This approach didn’t waste customer feedback anybody’s time if the project wasn’t applicable After the event, Michele highlighted the Michele deconstructed the task that her team but allowed the opportunity to gather relevant importance of ‘Keeping the conversation sessions ‘in the wild’ underwent and shared the Agile and Lean data where available. going’. Having engaged the potential users/ User Experience methods utilised in the clients at the early stages of the concept at a trade show, to process, as well as highlighting the learning By engaging with the attendees in this fashion, development it is important to keep them outcomes of the experience. real world scenarios could be developed and informed and involved in its progress. develop a minimum potential users/clients could provide insight This was achieved using: Research into exactly what was needed and any pain viable product. Michele’s team had obviously gathered enough points or issues that they may come across. • Interviews and remote usability testing information to support their concept before flying • The opportunity to join a beta program members of the Redgate team to a conference Feedback • The release of updates as they materialised, held in Texas. The conference selected was perfect As data was gathered it was important that all no matter how small. (This kept the user / for the ‘Live Lab’ task, as it would be teeming members of the team, and indeed the conference client interested and up to date with the with potential users of the software that they attendees, were aware of it. Several Agile methods progress of the project) were proposing. By getting to know the target were used to keep everyone up to date and • Newsletter sign-ups
  • 10. Crafted INFORMATION Design & Development allowed tangible results for the potential users working that could prove successful; whatever Michele used paper prototyping to develop the UI to feedback on. the environment. and design of the software. The environment was very fast paced and changes and ideas needed to Communication methods Key Takeaways: be explored quickly. Rather than the usual design Throughout the process the communication • Targeted research – speak to the users process consisting of wireframes on a screen, the between the team and the attendees was the key • Listen to feedback – Put your work up for all team instead printed out UI elements that could to the success of the task. to see, comment on and be open to change be moved and adjusted quickly and tested by the • Paper prototyping – Save time and iron out team and potential clients/users. The Redgate brand stood out clearly to those any issues before you go in to development at the conference, the stand itself was adapted • Sprint development – Develop in bite sized This produced a ‘working’ prototype for the to suit the project with clear areas for specific tasks, and be ready to change requirements developers. The approach highlighted issues information, seating for discussions and testing at any stage early on and allowed them to be resolved and a large screen showing the development of • Transparency – Show your progress! quickly rather than amending code once it the concept. had been implemented.   Team meetings were regularly held throughout Sprint based development was used to manage the process, making sure everyone was on the the project – small chunks of work that kept same page and keeping productivity and team members and other participants interested. enthusiasm going. Michele commented that It also made it easier to track progress through many times during these meetings the the workflow, allowed flexibility for changes in conference attendees would join in and requirements or strategy and aided in the further add ideas and feedback. prioritisation and assignment of tasks by displaying the progress of the project on a Over all the process was very effective, the board split between pending → in progress → methods used by the team worked well and resolved → closed. helped to develop a very strong concept. Although it is unlikely that many agencies The developed prototype itself was built in css/ would be able to go to the lengths in this case html using twitter bootstrap for speed. This study, it does highlight some key methods of
  • 11. Crafted INFORMATION 6.0 From Print to Digital: designing By Chris Plowman, @cplowman The Week Magazine’s iPad app Designer, Crafted Harry Brignull – Clearleft. @harrybr “We are all big, fat liars.” Was the first thing that meaning that once a content strategy was finalised the app. They decided upon an existing iPad Harry Brignull of Harry Brignull told us in his talk. He pointed it could be easily adhered to. Each subject is split user who finds the app with no, or limited prior out that we pretend our designs happen in a clear into event, editorial, commentary and future. This knowledge of The Week and an existing print Clearleft explores, linear process, from concept to solution and this layout is always the same to meet the main aim subscriber who will get the app bundled as part is normally how we present it to our clients. In of the magazine; to allow the user to scan and of their subscription. very honestly, how the actual fact we have no map and we have to explore process information quickly. to find the solution. The process is less of an A to Once they had produced an initial working process of designing the B route and more like a treasure map, where we The main issue was that the available real-estate prototype the team tested it using a group of must explore different points to find the treasure. on an iPad screen is much less than that on a likely users. It was a huge failure! The prototype successful iPad app for printed page of the magazine itself. This meant had articles split into sections with full screen To illustrate this point he took us through that mimicking the print issue design directly ads that only appeared when the user switched the magazine ‘The Week’ Clearleft’s process in designing the iPad app made readability an issue, squashing content actions. The team didn’t realise that users would for The Week. The Week is a magazine that into a small space and making it impossible to skip readily between sections and therefore were went and why we should summarises the week’s news into one magazine scan-read an issue in the same way that print seeing an advert every couple of screens which making it easier to digest. Unlike a lot of print readers are able to. led them to complain. The navigation also had be more honest about magazines it actually has a steadily growing problems, section pages and article pages were subscription. This meant that the brief for the One issue that the team made sure they avoided too similar so the user often didn’t notice how design works. iPad app from The Week was very clear, unlike was adding too many bells, whistles and there had been a change and that they had many magazines which are wanting to claw interactive elements to the app. They identified to navigate back a level to return to the readers back via the iPad, The Week simply The Mail Online iPad app as being particularly sections menu. instructed Clearleft to ‘not screw it up’! guilty of this, it requires a 19 page in-app tutorial before the user arrives at any content. The team revisited the entire design, settling on The initial research into the challenges and a two pane layout like those used in many email benefits of The Week brought up a few things. The team decided to create two user personas to clients. This layout made the article and section The Week’s layout is almost identical every week identify how key markets would feel about how selection easy and made the navigation clearer.
  • 12. Crafted INFORMATION They made sure there was a clear difference Key takeaways between contents and articles and then tested • Design is a process that very rarely goes the prototype again. straight from inception to solution. If we tell our clients this from the start we can have a The usability tests were much better. The product better working relationship was launched and recieved great reviews. • Don’t panic when things go wrong. The feedback you get is invaluable to getting to Harry made it clear that the success of this project the right answer was due largely to the reaction to the usability • Don’t be afraid to make mistakes. testing from both the team and the client, both of whom didn’t panic. The client understood that getting to the final product was a process and that it would take time and possibly some false starts to get to the right solution. To have this relationship with clients’ it is important that your sales team understands how the design process works and that this is passed on to the client from the very start of the project. We should not be afraid to make mistakes in our work, if you don’t make mistakes you aren’t exploring and will never do anything new.
  • 13. Crafted INFORMATION 7.0 Better Product Definition with By Barnie Mills, @basscake Lean UX and Design Thinking Head of Design, Crafted Jeff Gothelf – Neo. @jboogie Having read quite a bit about the idea of Lean To achieve this we can apply: In the same way that we need to shift our Requirements-driven UX Jeff Gothelf ’s presentation was one of the thinking about requirements we also need to shift real draws for me when we signed up to UX • Empathy for our customers our language to ‘we believe’ rather than ‘we know’. product definition is Cambridge and it really helped to confirm • Creativity in generating insights the validity of the ideas I had read. • Rationality to analyse context We believe [this assumption], will achieve [this a sure-fire way to get outcome], we will know we are successful when Jeff opened with a case study about Plancast a (all three of which tie in neatly with Richard we see [this signal from the marketplace] 100% of the wrong social platform for sharing events. The product Caddicks keynote form the previous day) was initially very promising with lots of interest Jeff used a case study of a company called product launched. from users and investors and a had a huge number Lean UX ‘The Ladders’. Based on an assumption the of sign ups when it launched. However, retention Lean UX is an approach that places less emphasis company changed its approach to customer The assumptions that was not good and users were not using the key on deliverables and greater emphasis on shared service, giving each of its customers their own features of the site, this ultimately led to it failing. understanding. We should prioritise learning over personal assistant, in order to improve customer requirements are The founder of the site published a post-mortem growth. In other words don’t spend five months service. This required a huge, and expensive of the site after its failure in which he stated that building the finished product. Spend five hours change in the way the company worked. The based on are usually the reason it failed was because the whole idea building a prototype, test it, decide what works idea failed and the investment was ultimately was based on an assumption that ultimately was and then spend five months refining it. wasted. If Lean UX had been applied to the not accurate enough proved to be incorrect. process then tests could have been devised In order to do this we need to consider: to prove the initial hypothesis that the change to determine the Requirements are actually Assumptions! would improve user experience at a fraction We can’t know what users requirements are, • Who the customer is of the cost. exact solution those we can only make assumptions until we get • What pain points do they have user feedback. By building a culture of • How will the product solve those pain points Outcomes not output requirements dictate experimentation and embracing failure we • What features are important Teams should be driven from managing output can create better user experiences. • What is our differentiation to managing outcomes – even though this can be
  • 14. Crafted INFORMATION more challenging to manage. When working PDF content test - The team put PDFs of example that there was demand for such an event down walls within the office to help teams work collaboratively and iteratively in multi-disciplinary content on a tablet and watched them being used they conducted a series of tests mitigate risk together more easily. teams to brainstorm ideas and testing the ideas and the interaction in class for two days. before commiting and investment to booking generated we can make decisions based on venues etc… Key takeaways objective observations. This allows us to make Card sorting – teachers were asked to sort cards Jeff summed up his presentation by reiterating decisions about the success of an outcome gives with proposed content and features into buckets To start with they spent a couple of hours that defining the product upfront: us the opportunity to: to help define content grouping building a simple landing page to capture interest. In the space of a weekend 250 people had signed • Reduces time spent building the wrong product Kill it – the outcome and approach are not Clickable prototype – a clickable wireframe up to register interest. • Builds team-wide momentum and shared working, don’t waste anymore time on it prototype was built. understanding Pivot – The outcome is sound but the approach Taking this as a good sign they then set up • Ensures resources are spent on the right things isn’t working so let’s try a different approach During all of these tests not a single line of an Eventbright page to sell tickets, still having Double down – the outcome and the approach code was written, but the team was able to only commited to a date. The tickets sold and In order to achieve these benefits we need to: are both working focus resources here gather information on what features and it was decided that it was probably time to book content actually worked without the risk a venue! • Admit that requirements are actually By taking this approach we can mitigate risk of building the actual product. assumptions by testing early to prove a hypothesis before Lean UX isn’t just for designers • Focus on outcomes not output wasting resources on it. Jeff gave some examples Jeff also gave an example of a company trying to Lean UX is not just an approach for designers, by • Work together to come up with ideas to illustrate this point: revitalise its subscriber base after it had flatlined. applying it across the whole team it can bring the • Test ideas ruthlessly To launch a redesign would be a big investment following benefits: In launching a tablet based learning platform and also run the risk of cannabalising the existing Although I had heard about Lean UX prior for Sesame Street to be used in classrooms the members with no guarantee that the relaunch • Bring perspective to product definition to UX Cambridge, hearing Jeff ’s presentation whole project was treated as a hypothesis. Tests would have the desired effect. Instead of diving • Bring increased empathy for the user really helped me to see the true benefits to be were conducted to test the hypothosis in the into an immediate relaunch a prototype was built • Help teams understand the why behind had from taking this approach and also that it classroom. In the first instance the researchers and feedback was gathered at a user convention. every initiative doesn’t have to be something that is only applied observed classrooms to see if teachers would Based on five days of effort the original scope was • Help teams to learn more, faster to large projects. Testing hypothesis can be a actually have the time to effectively use the vastly reduced. quick cost-effective process suitable to any size platform. Once they had established that this Working as a consultant for Paypal Jeff has of project. was the case then other tests were built. The final example Jeff gave was of launching encouraged them to take this approach to the UX NYC. The team had made an assumption point at which they in fact physically breaking
  • 15. Crafted INFORMATION 8.0 People, not process: By Ally Wright, @allyrara The craft of being heard Senior Designer, Crafted Ian Fenn – Chopstix Media. Ian Fenn is an award-winning UX consultant To illustrate this point, Ian showed statics for Show your HRT (heart) A designer solves with a career spanning 16 years. For the past why “Most frequent usability issues go unfixed”. Humility – You are not center of the universe seven years Ian has worked as a consultant for The main reason being that they conflicted with Respect – You genuinely care about others that problems, that they clients such as BT, Virgin Media, LexisNexis, the decision maker’s belief or opinion. you work with and agencies such as M&C Saatchi and Conran Trust – You believe others are competent and often have to help Design Group. In an attempt to help us be heard as designers will do the right thing and UX experts, Ian urges us to consider identify, within a Ian’s talk focused on his years of experience the following: Meet the project sponsor in dealing with different kinds of people. He Ian highlighted a quote by Rudyard Kipling set of ever-changing asked us questions such as “have you ever had Start with people not process from his “Just so Stories” (1902): the feeling you’re pounding the closed door Consider why a particular client has chosen constraints. Without of common sense?” and “Have you been left us over other agencies or designers. I keep six honest serving-men crestfallen after stakeholders over-ruled your (They taught me all I knew); Authority. thoughtful and heavily researched Arrive armed with knowledge Their names are What and recommendations?” As designers, I am Read up on UX design so that you can back Why and When sure we have all felt that way! up your design choices and suggestions. and How and Where and Who. Ian highlighted a quote from a well-known book Be dressed for success (Design is a job, by Mike Monteiro) “A designer You don’t have a lot of time in meetings for your Get to know your client and begin to develop solves problems within a set of constraints” client to get to know you, although they are more a relationship based on trust. Make sure you interested in what you have to say rather than ask key questions such as: The reality, as Ian points out is: what you look like it is important to show the ‘best version’ of yourself and your company. Why are we doing this? – Address the “A designer solves problems, that they often have Being well dressed goes a long way in portraying business needs to help identify, within a set of ever-changing professionalism. Make sure you stand out for What do the users need? – Supplying these constraints. Without Authority.” the right reasons. needs generates turnover
  • 16. Crafted INFORMATION Where do they want it? - Website, device, Developers and designers Respect television • Involve them early on This speaks for itself. ‘Who is doing it?’ – Establish a dedicated point • Share your work and collaborate often of contact you can deal with • Understand their constraints Being aware of members of your team as ‘How long do we have?’ - Manage the clients individuals is the key in helping a project run expectations carefully Relationship Principles smoothly. Everyone is different and reacts ‘How will we measure success?’ – Establish a Ian went on to highlight a few key points that differently to certain situations or experiences. goal to track progress we can address when working on a project Getting to know your team will help you learn across multi disciplinary teams. These how best to speak to and work with them on an Meet the team members relationship principles were as follows: individual basis. Get to know the team that you will be working with, this will help the project run smoothly. Integration Personality Types Consider asking the following questions: Breaking down walls… literally. If at all possible Ian proposed that we all complete a personal work as close as you can to other members of assessment based on the theory that there are four • What’s their history? the team. A large open space where collaboration core types of personality. These types, set out in • How do they work? is encouraged is an ideal solution for Agile and ‘Personal styles and effective performance’ by • What has been useful in the past? Lean UX implementation. David W. Merrill, are: • What has annoyed them? • What are their expectations? Communication • Analytical • How do they like to communicate? Don’t be afraid to ask stupid questions, getting • Driver to know team members and developing a • Amiable Ian split out different members of the team relationship across disciplines will make • Expressive and provided tips when dealing with them: work flow run smoothly and hopefully provide a better overall product or solution. A number of questions were asked and we Project managers chose which was closest to our own personalities. • Treat as you would a project sponsor Flexibility The data collected from the answers provided • Be honest about timings and try to Be open to adapt your techniques, your design an insight in to our own personality types. stick with them or processes. Do your best to promote • Keep them informed transparency, share your process with Based on these personality types Ian provided a • Ask them to coordinate feedback everyone involved and show your work few tips on how to deal with these types of people, and its progress. based on his experience.
  • 17. Crafted INFORMATION Analytical 5. Don’t push for too much detail Ian’s presentation offered an interesting method Slow, quiet thoughtful, someone who prefers 6. Don’t hurry them of moving forward with a team and or project. to be on their own. 7. Don’t confront or attack them The title ‘People, not process’ sums it up nicely. 8. Don’t be dictatorial or autocratic When dealing with individuals whether a client, a 1. Focus on the past project manager, a developer or designer we need 2. Talk facts Expressive to remember that we are all people. We are not 3. Focus on detail and accuracy An animated, impatient, creative who has the robots, and we are all different. Being aware of 4. Be logical, well organised and serious focus of attention and a sense of humour this and managing the way we communicate is 5. Tell them exactly what you will do and when vital in the success of a project. 6. Don’t rush things 1. Focus on the future and the big picture 7. Don’t be too personal 2. Illustrate concepts with stories Ian closed his presentation with a great quote 8. Don’t be overly casual 3. Seek their idea and input from the stand-up comedian, Sarah Millican: 4. Show personal interest and involvement Driver 5. Stimulate their creative impulse “This is Millican’s Law. If you have a hard gig, Fast, intense, formal, a risk-taker and someone 6. Compliment them quiet, a death, a struggle, whatever, you can only who likes to be in charge. 7. Don’t be too serious be mad and frustrated and gutted until 11am the 8. Don’t talk down to them next day. Then you must draw a line under it and 1. Focus on the present forget about it. As going into the next gig thinking 2. Get to the bottom line Ian moved on to discuss potential cultural you are shit will mean you will die. 3. Speak in terms of short-term concrete results issues that may play a part when communicating 4. Give them options with people. For example in the UK Ian states Equally, if you nail it, slam it, destroy it, whatever, 5. Don’t get too personal that “Humour is regarded as one of the most you can only be smug about it until 11am the next 6. Don’t get in to a control contest effective weapons in a British citizen’s arsenal” day (in the past, I have set an alarm so I could get 7. However, don’t back down if you believe but with certain cultures such jokes could up and gloat for an extra half hour) as if you go you are right potentially offend or confuse a person. into the next gig thinking you are God’s gift to comedy, you will die. That is Millican’s Law and it Amiable Ian went on to provide us with some useful totally works. It means you move on quickly.” Slow, easy-going, quiet and friendly, both inviting tips on how we can use language to be clearer and forgiving. and more positive. Useful phrases include: 1. Be flexible “What we might do is…” 2. Be easy and informal “We could do…” 3. Be personal and personable “Would you…” 4. Emphasize a team approach “I appreciate it when you…”
  • 18. Crafted INFORMATION 9.0 By Charlie Gordon, @cbg User Experience Does Not Exist Junior Designer, Crafted Adrian Howard – Quietstars. @adrianh Adrian began with a quick history lesson! In the There are now a number of ways to define UX Adrian went in to detail about how the current Can UX survive into late 1950s and early 1960s computers were only roles. Such as architects, designers, strategists, models we work within involving just UX work used by governments and large businesses, they and champions. Adrian even met someone who are not sustainable. The rate at which people are the middle age - or will were too bulky and complex for use in the home. was an “Experience Modeller”! building software is increasing and there aren’t In 1977 engineer Ken Olsen stated “There is no enough UX professionals. He also explained that new communities of reason anyone would want a computer in their Adrian went on to discuss how UX is just a the ‘fuzzy border’ around what we define as UX home”. At the time this was true but soon in the Reification. Much like the economy, we talk doesn’t exist and unless we start bringing in new practice take over? 1980s normal people were beginning to use about them like they are real things but they skills we need to build better user experiences or them everyday. We started seeing more planning, are not, you can’t grasp or hold them, they are they are going to suffer and fade away. We need to Do we want a future of prototyping and user observation and today we just a set of concepts. When we start treating start building a community that will be able to define this thinking as user experience. this concept as a real thing, odd things start to succeed into the 21st Century. UX professionals - or a happen. Doing this has good and bad aspects. In 1993 the “User Experience Architect” job On one hand it brings us together, at conferences Key takeaways future where everybody title was born, coined by Don Norman while he for example. But it can also exclude people. • UX is just a set of concepts that can be changed. was Vice President of the Advanced Technology • Don’t be defined by a job role, pretend you is doing UX work? Group at Apple. He invented the term because he Job roles are not discrete, he explained how you don’t have a job title. thought user interface was too narrow a term to shouldn’t be defined by a job title and UX itself define the role. shouldn’t be defined. What if we pretended that we didn’t have job titles, how would you define In 2000 Jesse James Garrett created a diagram yourself to your organisation? How would it called “The Elements of User Experience”, Adrian change your conversations? Job titles can ignore talked about how nobody discusses the small the other skills that somebody has that don’t fall print, how the picture is incomplete and does not under their job role. For example, Adrian account for secondary considerations such as the explained that when hired as a designer the development process and the roles within a UX employer didn’t want to know about the development team. development skills he had and vice-versa.
  • 19. Crafted INFORMATION 10.0 Small Business Owners and By Chris Plowman, @cplowman Perceived Website Mysteries Designer, Crafted Inga Spouse – Websites Working Wonderfully. @IngaSpouse There are two things that ultimately make The websites of small businesses largely exist anything, first impressions count. The site needs The users reaction time and their willingness to a website work. It makes money for the for two reasons: to be looked at from the perspective of a brand abandon the site is remarkably fast. Inga refers to business and it gives the users the answer new user who arrives there via Google and has no this as the ‘toe dipping rule’. You’ve got 2 seconds they were looking for. The best result is that 1. To sell more product – whether that be a idea what they are going to see. As with all people to get a user to engage. After two seconds, if the both are satisfied. physical product or a service this user has clicked on a search result that they user hasn’t abandoned the site, they begin to ask 2. To grow the business – Where this is linked to believe will be directly useful to them, you never themselves why am I here? At which point the Inga Spouse helps small businesses get the most the first it could be that the growth comes from click a Google result that you don’t think is going content of the site must take over the job of out of their websites by making sure that they advertising opportunities or something similar. to be useful. keeping the users interest. work for them, for their users and prospective customers. She outlined the challenges involved in If the website isn’t doing either of these then the It is like stepping out from the tardis, you know There are two things that ultimately make a this from both sides. strategy of the site needs to be reassessed. roughly where you are but you don’t know what website work. It makes money for the business and you are expecting. it gives the users the answer they were looking for. The first thing to define in this subject is who are To have an effective website for a small business The best result is that both are satisfied. ‘small business owners’? They are usually solo the builder of the site needs to clearly translate the There are 3 key factors that help this initial traders, non-technical people, who know all there business into a website. Consultation needs impression The designers need to look at websites from both is to know about their business because they have to be had with the client to get to the bottom perspectives, and ultimately the users issues may to manage all aspects of it. of what the business does and how they can • Colour – Colour creates a feeling that can be more important than how the business owner work online. In some cases however the straight welcome the user into the site. What the wants to make money. With regard to their websites they usually fall into translation of exactly what they do in the real client’s favourite colours are is irrelevant! two categories; either over confident or under world may not be appropriate and the business • Layout – A familiar layout will help the users Key takeaways confident. The over confident have built the site model needs to be adjusted to accommodate navigate quickly and easily allow them to get to • The website must work for both the business themselves or had it built by a friend and love the website. the information they want owner and the users/customer. everything about it. The under confident will • Images – The images must be carefully chosen • First impressions are all important, you claim to know nothing about the web and claim The site builder must also take into account that and appropriate to the business. Always ask may have as little as 2 secs to get and keep to have no idea about what they want from the website will often be the prospective clients what does this image say about the business? the users attention. their website. first ever contact with the business and, as with
  • 20. Crafted INFORMATION 11.0 By Barnie Mills, @basscake From Darwin to Design Head of Design, Crafted Stuart Church – Pure Usability. @stuchurch An understanding of evolutionary theory being the gradual change of characteristics over so does not pass on the genes containing that What can models (particularly in the fields of evolutionary successive generations, or survival of the fittest. design to the next generation. Likewise cultural and behavioural ecology) can provide us It can be split into two areas; biological evolution ideas that do not work are forgotten. of evolutionary with rich new ways to think about and frame (genes) and cultural evolution (memes). questions about design. Can an understanding Implications cooperation tell us about of animal communication inspire the way we Biological evolution or genes are influenced Evolution can be thought of as one big A-B test design products? and under pressure from: with different variations on a theme being customer relationships constantly tested and discarded or developed. Stuart started his presentation by explaining his • Prey This experimental approach ties in neatly with the and service design? background was originally in Academic Research, • Mating experimental, iterative approach of Lean UX; specifically animal behaviour before he moved • Competition generate more ideas to see which work. This Can there be too much into the field of UX. He explained how he felt that • Physical environment approach will inevitably lead to more mistakes the two fields are actually very similar both • Disease than successes. 99.9% of all the species that have innovation? What essentially dealing with behaviour (UX dealing • Predators ever existed have failed. Similarly 80-90% of all with human behaviour). products fail in their first year. lessons can evolutionary Cultural evolution or memes are influenced Biomimicry, taking design cues from nature, and under pressure from: Stuart raised the point that when we think interactions teach us has always been used in design; turbines based about innovation then we should also take a on the shape of whale fins, material for swimming • Motivation cue from evolution. Innovations don’t have to about design processes? suits based on shark skin, lizards feet that inspire • Social factors be radical they can be familiar. He then talked adhesives and sticky burr seed that inspired velcro • Utility / function about ‘The Adjacent Possible’, taking the next for example. The link between the animal world • Meaning feasible closest step to solving a problem and an UX is not perhaps so immediately obvious. building innovation incrementally rather than Good designs stay and bad designs are forgotten. looking for a huge leap. The most successful Richard gave a brief overview of evolution and In evolutionary terms the idea design that doesn’t ideas tend not to be that different from what adaption. Evolution as most people are aware, work will mean that animal does not survive and already exists.
  • 21. Crafted INFORMATION Mixing things up Can innovation be too fast? different behavior. Prisoners questioned ‘nutritious’ or like an ‘easy catch’. Giving users Mixing things up can drive innovation too. In In nature some viruses mutate very quickly separately about a crime. They can give the same these teasers to allow them to get the ‘information the animal world mating allows new combinations but at an optimum level that prevents immune answer as each other, say the other prisoner did it, scent’ can help us to guide the user through of genes to be experimented with. Although there systems from wiping them out but still allows say they did it. The different outcomes have been content. However, users will leave if it is too is a risk in this approach that sometime you risk them to keep their identity (known as Error well documented but the main question that the hard to find the content (even if it is good) or loosing good traits rather than gaining them. Catastrophe). In design we need to be wary problem addresses is that of a quick pay off vs if the content is easily found but offers only Some species actually use a tactic known as of innovating too fast, users need to be able long term benefit. Reward points offered by ‘empty calories’ (nothing of value). optimal inbreeding where they will try to mate to keep up with innovation otherwise it will retailers are a good example of this rather than with relatively closely removed individuals (ie not be adopted (gadget fatigue) having the quick fix of lower prices they reward “The two main strategies are to make your c cousins) to ensure they keep similar traits while loyal customers long-term. ontent look like a nutritious meal and signal making sure the individual is far enough removed Geographical Isolation that it’s an easy catch. These strategies must be to avoid problems caused by inbreeding. In terms Many advances in evolution in the natural Signalling and Status used in combination: users will leave if the of design innovation many ideas are created when world are made when species are separated In nature animals use signaling to indicate content is good but hard to find, or if it’s easy groups of individuals come together rather than geographically. A good example of this is the status. The peacock is the most obvious example to find but offers only empty calories.” when an individual is working alone. different species of tortoise that have evolved of this. Although there are benefits to the peacock ~Jakob Nielsen in the Galapagos islands. Those living on drier signaling in this way to attract a mate it can also Is it possible for ideas to be too innovative? islands where there is very little grass and low be a handicap to have invested all its energy in Key takeaways The Apple Newton handheld device was launched vegetation for thm to feed from have evolved a looks, for example a peacocks looks come at the Thinking of the design process in the way in the 90’s. Despite being a forerunner of the shell shape that allows them to lift their heads cost of losing the ability to fly or camouflage described by Stuart, raised lots of interesting hugely successful iPad the Newton ultimately to feed from higher vegetation, those living on itself. Smoking humans can be used as a similar points and certainly made me think about the failed because the infrastructure to support a islands with abundant grass have not evolved example in humans, it inevitably starts as a status design process from a very fundamental level. mobile device of its kind was not available at the this feature as it is unnecessary to survival. symbol, the risk being that it is incredibly bad for time. Because it was ahead of its time (potentially Designs often manifest themselves or evolve your health. • Mistakes are part of the design process, try too innovative) it failed. differently depending on where they are ideas out to see what works developed. For example an operating system Optimal foraging theory • Small innovations are often more succesful Evolution is not gradual from the US will be different from one in Asia Animals naturally forage optimally ie the than huge leaps Evolution is not a steady, gradual process it runs to account for the cultural differences and amount of energy they use does not exceed the • Working as a team can help create a greater in fits and starts, with periods of relative calm norms of each area. amount they gain. Prey and ‘patch’ choice can volume of ideas followed by bursts of opportunity and innovation. be predicted scientifically. • Make content attractive and easy to digest This is known as ‘Punctuated Equilibrium’. Stuart Evolution and Behavior again used the iPad as an example to illustrate this Behavior is also subject to natural selection. To By thinking of humans as information (or in relation to design, comparing the evolution of illustrate this Staurt used the case study of ‘The informavores!) and applying the idea of optimal the tablet before and after the success of the iPad. Prisoners Dilemma’ a game theory problem that foraging we can predict what will attract users highlights the advantages / disadvantages of to pieces of information by making it look
  • 22. Crafted INFORMATION 12.0 Small Cognitive Psychology By Chris Plowman, @cplowman for Big Interaction Design Designer, Crafted Jan Srutek – Flow Interactive. @JanSru. Slideshare Jan Srutekis looked at applying how our minds Short-term memory pop ups isn’t helpful, it doesn’t allow the user to Cognitive psychology work to how we design. What capabilities and The most important area for designers. It is often see both the error message and the error at the limitations of the human brain should we be said that people can hold around 7(+/- 2) things same time. Inline validation displays the error is the study of the how taking into account when we design interactive in their short-term memory but this is ‘rubbish’. next to the form, helping users associate the systems for users. In fact humans have the ability to hold 4(+/- 1) error message with the actual error allowing the human mind works. chunks of information. This is the reason we them to easily correct it without having to retain Cognitive psychology is the study of the how the often group phone numbers into smaller any information. The systems that we human mind works and as the systems that we chunks, groupings and patterns help us to build are used by humans then we should be retain information. Long-term memory build are used by looking into how our users function. Cognitive Long-term memory is for more permanent psychology helps us understand human cognitive Short-term memory is limited but these memories, ones that can last for an entire lifetime. humans so we should abilities and limitations, knowing the basics of it limitations only apply when people are trying How well a memory is stored and retrieved is can help us evaluate our designs and design to remember things or when they are problem based on the level of processing involved. make sure we are patterns more meaningfully. solving. This means that if users are being Information that is analysed deeply is recalled presented with items on a screen these issues more easily than information that is analysed looking into how There are three relevant parts of the brain for UX don’t apply, for example there is no reason to superficially. We can use this in our designs to and interaction professionals to look at: memory, limit the number of navigation items on the help people engage and remember our product our users function. learning and attention. Jan explained how each scree, the user doesn’t need to remember them, more easily by ensuring our content is either: affects how we should be designing. they are on screen to be read when needed. • Relevant Memory The main problem with short-term memory in • Emotional Memory is split into two types, the short term the context of design and UX is that it is easily • Humorous memory and the long term memory. disrupted. Whenever possible users should not • Surprising or shocking be interrupted from the flow of what they are • Requires elaboration & reflection trying to do. For example obscuring errors with
  • 23. Crafted INFORMATION These qualities require the user to use a higher These three things allow people to continually test needed at any given time. Attention can be level of processing to engage with the content and either confirm or adjust their mental model. actived in two ways, top down, where the user and therefore it is more likely to stay in their chooses to focus on a particular thing, or long-term memory. Computer games are a good example of a system bottom up, where the users attention is drawn that promotes exploration but also gives good for example by movement. This ability to detect Learning feedback and guidance. Most have in-game movement means that we can, for example, use People prefer to jump right into using services tutorials so that people don’t have to read animation to draw the user’s attention to where and products rather than read manuals. They manuals, crucially this information is usually we want it to be. form a hypothesis about how things should given when it is immediately relevant meaning it work and then test this by exploring and playing. doesn’t have to be recalled from memory and is Key takeaways We can allow users of sites to do this by allowing instantly more engaging. • Understanding how our user’s brains works them to build a clear mental model of how the allows us to build systems that better serve site works. This is done by giving them a good Another element of learning that can be put to the user and our own needs. starting point that orientates them in the world the users benefit is that the brain is better at • Short-term memory is limited and easily of the site and giving them continuous recognition rather than recall. People are better at disrupted. Don’t make your users do too encouragement to explore. recognising steps rather than recalling how things much work to use your website. have to be done. For example, having an auto • Creating content that engages the users Tests have shown that people perform better when complete function on a website that searches for long term will help you to create a better working out how to use system if they are told train times means that the user doesn’t have to relationship with them from a view of your what the system is for. A good example of using remember the entire spelling of the train station brand and your website. this fact in web design is the use of a stepped just recognize it when it appears, this changes the pattern, often 1,2,3 in forms, quote engines or brains function recall to recognition. checkout processes. This gives people a start and makes it clear how the system works making it Attention easier for people to use. During any one second the brain is receiving one billion items of data just from your eyes, the To encourage exploration the system must do brain must choose which of these data points three things. is important enough to focus on. 1. Prevent error and facilitate recovery As designers we need to use progressive 2. Make things consistent and predictable disclosure to reveal functionality and content 3. Provide clear feedback for all actions in a planned fashion so we only show what is