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Clement Genin
UX Architect at ONE Agency
Erika Hall
Collaborative Research
“Prototyping can't
replace research.”
2 different phases of analysis, with
different approaches:
- Research defines needs
→ open (not yet focused on 1 solution)
- Prototyping validates a solution
→ closed (focused on 1 solution)
Prototype without research
= solution without problem
= a shot in the dark
#1
Cennydd Bowles
Balanced Product Strategy
“Be data-informed, not data-
driven”
Metrics, data, code, features…
Don’t forget the reality behind them.
“Users” are not stats, or factsheets, or a
concept. They are people.
#2
Clara Gaggero
Physical and Digital: finding the balance
that makes the ordinary extraordinary
“Digital experience is
always embedded
in a physical experience.”
The user environment is not Drupal...
It is real life. Let’s think broader than the
system we build.
A good digital solution does not just help
people perform a task.
It improves their lives. It makes them feel
like heroes.
#3
Abby Covert
How to Make Sense of Any Mess
“Make a picture
of the monster
in everyone’s head.”
Language is not just content (“It doesn’t
matter what we call this. It is for the client
to decide later.”)
Language is vision.
Take the time to align visions
(stakeholder, team, users).
It saves time (faster communication, less
chance of rework because of a
misinterpretation).
#4
Glen Keane & Rebecca Ussai
The Principles of UX Choreography
“You are responsible for
directing each element's
entrance, performance
and exit.”
Don’t think in terms of static features on a
single page...
Think with flows, stories (what happens on
the page).
#5
Peter Smart
The Future of the Web
“The future of the Web
is emotional.”
A product that understands the user and
sounds/behaves like a human creates
rapport.
Users will be more involved with it, and
more forgiving.
#6
Erika Hall
Beyond Measure
“We are imperfect humans
designing things for other
imperfect humans.”
It’s not because a feature, behaviour or
communication makes sense for the
system that it makes sense for the user.
Do user testing.
Because you can’t read users’ minds.
#7
Ben Sauer
Open the pod bay doors, designer
“Using VUI is a bit like
dealing with Manuel.”
Beware trends.
Outcome before output.
#8
“This UI makes it hard to do what I want,
but looks cool so it’s fine.”
said no one, ever.
Eva-Lotta Lamm
Sketching with confidence, clarity and imagination
“The making
influences the thinking.”
We cannot foresee everything in a project.
Observe & respond.
Be critical with your work.
Discuss opportunities & plan them.
#9
Melissa Perri
Three Star Product Experiences
“Leave time for research
& experimentation.”
Define the core product.
Take the time to make it great.
Plan it.
- Before (foresee time in project timeline)
- During (checkpoint moments to discuss
and plan experimentations)
- After (better prepare next phases to
iterate & improve)
#10
Jonathon Colman
Wicked Ambiguity and User Experience
“The longer we take
to solve a problem,
the more impact
we allow it to have on
more people.”
Standard features/behaviour are easy but
are not always the answer.
A problem is often an opportunity in
disguise to do better than competition.
If a problem is too big to be solved at
once...
...let’s try to do it in steps.
#11
Thank you!
www.one-agency.be

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UX design insights on research, prototyping, data, choreography and more

  • 2. Erika Hall Collaborative Research “Prototyping can't replace research.” 2 different phases of analysis, with different approaches: - Research defines needs → open (not yet focused on 1 solution) - Prototyping validates a solution → closed (focused on 1 solution) Prototype without research = solution without problem = a shot in the dark #1
  • 3. Cennydd Bowles Balanced Product Strategy “Be data-informed, not data- driven” Metrics, data, code, features… Don’t forget the reality behind them. “Users” are not stats, or factsheets, or a concept. They are people. #2
  • 4. Clara Gaggero Physical and Digital: finding the balance that makes the ordinary extraordinary “Digital experience is always embedded in a physical experience.” The user environment is not Drupal... It is real life. Let’s think broader than the system we build. A good digital solution does not just help people perform a task. It improves their lives. It makes them feel like heroes. #3
  • 5. Abby Covert How to Make Sense of Any Mess “Make a picture of the monster in everyone’s head.” Language is not just content (“It doesn’t matter what we call this. It is for the client to decide later.”) Language is vision. Take the time to align visions (stakeholder, team, users). It saves time (faster communication, less chance of rework because of a misinterpretation). #4
  • 6. Glen Keane & Rebecca Ussai The Principles of UX Choreography “You are responsible for directing each element's entrance, performance and exit.” Don’t think in terms of static features on a single page... Think with flows, stories (what happens on the page). #5
  • 7. Peter Smart The Future of the Web “The future of the Web is emotional.” A product that understands the user and sounds/behaves like a human creates rapport. Users will be more involved with it, and more forgiving. #6
  • 8. Erika Hall Beyond Measure “We are imperfect humans designing things for other imperfect humans.” It’s not because a feature, behaviour or communication makes sense for the system that it makes sense for the user. Do user testing. Because you can’t read users’ minds. #7
  • 9. Ben Sauer Open the pod bay doors, designer “Using VUI is a bit like dealing with Manuel.” Beware trends. Outcome before output. #8 “This UI makes it hard to do what I want, but looks cool so it’s fine.” said no one, ever.
  • 10. Eva-Lotta Lamm Sketching with confidence, clarity and imagination “The making influences the thinking.” We cannot foresee everything in a project. Observe & respond. Be critical with your work. Discuss opportunities & plan them. #9
  • 11. Melissa Perri Three Star Product Experiences “Leave time for research & experimentation.” Define the core product. Take the time to make it great. Plan it. - Before (foresee time in project timeline) - During (checkpoint moments to discuss and plan experimentations) - After (better prepare next phases to iterate & improve) #10
  • 12. Jonathon Colman Wicked Ambiguity and User Experience “The longer we take to solve a problem, the more impact we allow it to have on more people.” Standard features/behaviour are easy but are not always the answer. A problem is often an opportunity in disguise to do better than competition. If a problem is too big to be solved at once... ...let’s try to do it in steps. #11