5 principles I've generally found to be true in designing products for the web and mobile. A slight update/digest version of Creating Positive User Experiences - a talk John Zeratsky and I developed in 2010.
5. “Speed is the most important feature. If your application is slow,
people won’t use it. I see this more with mainstream users than I do
with power users. I think that power users sometimes have a bit of
sympathetic eye to the challenges of building really fast web apps,
and maybe they’re willing to live with it, but when I look at my wife
and kids, they’re my mainstream view of the world. If something is
slow, they’re just gone.”
— Fred Wilson (Union Square Ventures)
http://bit.ly/fw-speed
16. Heavy symbolism, man
AGILITY ASSUMES THE UNEXPECTED
Principle 3: Be agile. (Whatever your
process, stay on your toes.)
17. “We all drive the truck”
Assume all external communications will be reblogged,
retweeted, otherwise laid bare.
Customers demand everything, yet expect the worst.
(Confound that expectation.)
18. DESIGN HAS SPRINT STORIES
DESIGN COMMITS CODE
DESIGN PAIR-IMPLEMENTS
DESIGN SHOULDERS SUCCESS AND
BEARS THE WEIGHT OF FAILURE
19. THE WHEEL OF JUSTICE
Product Management • Engineering • User Experience
- all that stands between you and 10 mins of breaktime\n- this material is derived from a talk given with john zeratsky a couple years ago at Google I/O; built from years of experience designing web apps from the ground up at both startups and large cos\n- when you create a product you create a UX; might as well make it a good one\n
- met my eventual startup cofounders at Andersen; usability, UCD\n- lessons learned from those experiences lead to these principles\n
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- engineering is opinionated about user experience\n- ux is technical enough to earn cred with eng\n- PM “walks to the whiteboard” with UX and helps the whole org understand that process is design-driven because they buy into it too\n
JZ\n\nCredit to Erika Hall (Designer at Mule Design in SF)\n\ntalk on "Copy as interface"; copy, or text, makes up the majority of the interfaces that we create, but we don't really think about that text very much\n\nshe talks about being "considerate and respectful"\n \nThis is common sense; Basic principle is to design things so that they are courteous and friendly. Put yourself in the mind of your user and walk through your application. which things would piss you off? annoy you?\n1XUX (TA's concept)\n \nContinued on next slide... \n\n
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politeness isn’t just language. It’s convention. Would you start a conversation by walking up to someone and saying what’s your birthdate, home address, and would you like to receive occasional email updates from me?\n\nstripe - payments processing system targeted at frustrated developers\nyou can explore every aspect of the core system without creating an account.\n
tripit.com\nstunning insight\nno barriers to entry or proprietary tech here; just legwork\n
- Data Liberation\n- FeedBurner redirection\n
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People don’t know what you expect - but they know how to get “close”\nDon’t strive to make servers happy – make users happy\n