What we learned at EuroIA 2014

Nascom
16 Oct 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
What we learned at EuroIA 2014
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What we learned at EuroIA 2014

Notes de l'éditeur

  1. morning workshops (4hrs) light talks 5mins talks 20/30 mins opening. middle big talks
  2. Famous people too! Kim Goodwin Steve portigal
  3. People get surprised when i tell i ux the homepage the last. not every user checks the homepage - google keyword, fb shared article, etc focus on the flow and not on the less important page anyway all stakeholders of the client side want there photo on the homepage it is good that users leave the homepage. People leave the homepage via googd navigation many users will never see the homepage Designing the homepage first is like wrapping before having a gift. NF - Let’s stop with the homepage fetish.
  4. People get surprised when i tell i ux the homepage the last. not every user checks the homepage - google keyword, fb shared article, etc focus on the flow and not on the less important page anyway all stakeholders of the client side want there photo on the homepage it is good that users leave the homepage. People leave the homepage via googd navigation many users will never see the homepage Designing the homepage first is like wrapping before having a gift. NF - Let’s stop with the homepage fetish.
  5. Core pages - where users solve their taks and you reach your objectives. Therefore, Homepage is NOT a core page Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf Step 1 - identify Core pages where Business goals and User tasks meet Step 2 - identify top task Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content? Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives? Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next? Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
  6. Core pages - where users solve their taks and you reach your objectives. Therefore, Homepage is NOT a core page Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf Step 1 - identify Core pages where Business goals and User tasks meet Step 2 - identify top task Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content? Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives? Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next? Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
  7. Core pages - where users solve their taks and you reach your objectives. Therefore, Homepage is NOT a core page Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf Step 1 - identify Core pages where Business goals and User tasks meet Step 2 - identify top task Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content? Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives? Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next? Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
  8. Core pages - where users solve their taks and you reach your objectives. Therefore, Homepage is NOT a core page Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf Step 1 - identify Core pages where Business goals and User tasks meet Step 2 - identify top task Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content? Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives? Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next? Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
  9. Core pages - where users solve their taks and you reach your objectives. Therefore, Homepage is NOT a core page Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf Step 1 - identify Core pages where Business goals and User tasks meet Step 2 - identify top task Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content? Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives? Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next? Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
  10. Core pages - where users solve their taks and you reach your objectives. Therefore, Homepage is NOT a core page Use at worshop, for instance. Template at http://iallenkelhet.no/wp-content/uploads/sites/2/2014/05/Ida-Aalen-Core-page-handouts.pdf Step 1 - identify Core pages where Business goals and User tasks meet Step 2 - identify top task Step 3 - for each core model identify Inward paths - How will the user get there? how will they find this content? Step 4 - for each core model identify Core content - What content elements do we need to make sure the user solves their task while respecting our objectives? Step 5 - for each core model identify Outwards paths -After the user has solved their task, where do we want to send them next? Step 6 - Prioritise Core content and Outwards paths - Ex; use mobile analogy
  11. New model story for ux reviews by David Fiorito Like a story: Plot become Flow/ context of use Characters become Persona Point of view becomes Heuristics narrative See/Think/Do with screenshots http://digitalanthropologist.com/docsNstuff/Heuristic%20Storytelling%20-%20David%20Fiorito%20EuroIA%202014.pdf
  12. New model story for ux reviews by David Fiorito Like a story: Plot become Flow/ context of use Characters become Persona Point of view becomes Heuristics narrative See/Think/Do with screenshots FLOW To set the scene effectively, you must understand the context in which the software is used… and then you will be able to identify critical paths PERSONA You do not need a detailed persona – just a plausible sketch of a typical user. The stakeholders must recognize the user as one of their own. You need to know enough to understand why they are using the software you are designing and in what context. NARRATIVE The narrative is grounded in the heuristic categories, but those categories needed a slight tweak.replaced the categories from the card sorting exercise with phrases that would fit better in a narrative. Don’t panic, the detailed heuristics are still there. Just don’t reveal them to the audience
  13. New model story for ux reviews by David Fiorito Like a story: Plot become Flow/ context of use Characters become Persona Point of view becomes Heuristics narrative See/Think/Do with screenshots FLOW To set the scene effectively, you must understand the context in which the software is used… and then you will be able to identify critical paths PERSONA You do not need a detailed persona – just a plausible sketch of a typical user. The stakeholders must recognize the user as one of their own. You need to know enough to understand why they are using the software you are designing and in what context. NARRATIVE The narrative is grounded in the heuristic categories, but those categories needed a slight tweak.replaced the categories from the card sorting exercise with phrases that would fit better in a narrative. Don’t panic, the detailed heuristics are still there. Just don’t reveal them to the audience
  14. New model story for ux reviews by David Fiorito Like a story: Plot become Flow/ context of use Characters become Persona Point of view becomes Heuristics narrative See/Think/Do with screenshots
  15. She also talked about how to change company culture from ux pov The Competing Values Framework, presented by Kim Goodwin "How we decide" design your design process and match different project management practices to fit the environment Clan - UX as Coaches/Facilitators - Skill building, Collaborators, Harmony Involvement, Slow, Everyone involved meetings with more people Adhocary - UX as Generalists / White board ninjas - Novelty, Experimentations, Hate Process, Not too structured, start up culture, use of white board for quick experiments Hierarchy - UX as Process and Design experts - Efficiency, Technical expertise, prevent failure, consistency, Checkins, styles guide, minimise disruption Market - Quantifiable results, assertiveness, beat competition Quantitate data driven, need of Proof, Measurements, minimise risk. Adhocracy culture Often found in startups, this kind of culture is constantly looking outside itself to learn. Processes and roles are flexible. There’s usually a lot of room for creativity, experimentation and risk-taking. The weak point of adhocracies is usually a lack of focus or clear ownership, which means it’s hard to get a decision and make it stick. Adhocracies love nothing better than a whiteboard ninja who can listen to users and internal stakeholders, then turn vague ideas into quick-but-concrete sketches. They’ll value your process skills for bringing order to the chaos, but only if it’s not called a ‘process’. Clan culture A clan culture is more focused on employee happiness and involvement than on the marketplace. Overt conflict is frowned upon. The design is pushed and pulled by multiple opinions before it eventually goes out the door. Frustrated designers often respond by keeping everyone out of the process, which only results in more explosions later on. Success in a clan means emphasising your role as a facilitator and coach. The fastest route to a decision that will stick really involves that huge group of people. This isn’t to say you should design by committee! Your best bet is to bring everyone out on field research to shake up the inward-facing perspective and build a shared understanding. If you don’t want ten-person design meetings, be sure to build in explicit checkpoints so everyone feels heard. Hierarchy culture Hierarchies value technical expertise, efficiency, consistency and compliance. A decisive leader in a hierarchy can move projects along quickly. Organisational silos and a focus on individual department efficiency tend to foster fragmented user experiences. Hierarchies like stability, so they may be slow to accept new ideas.Specs and process documents really do work. This is the only sort of culture where being an expert carries any weight. The key to success here is to be a good stakeholder stalker: learn how they make decisions; how and when they prefer to communicate; and what their big concerns are. Don’t accept organisational silos; use tools like scenarios to encourage a broader perspective. Market culture Market cultures are like adhocracies in that they focus on learning from the outside, but they’re much less likely to take a leap of faith. Markets like proof, preferably in the form of numbers, though they’ll sometimes believe it’s a good idea if competitors are doing it. The trickiest thing about design here is that you can’t prove you’re right before you at least test something.
  16. Self-assessment http://smallworldalliance.com/ How to deal with difs Social types Birgit Geiberger & Peter Boersma (UX Team of Two) Self-assessment http://smallworldalliance.com/ Understand how to deal with different type of people Relater, Socialiser, Director and Thinker
  17. Self-assessment http://smallworldalliance.com/ How to deal with difs Social types Birgit Geiberger & Peter Boersma (UX Team of Two) Self-assessment http://smallworldalliance.com/ Understand how to deal with different type of people Relater, Socialiser, Director and Thinker
  18. Improve UX process Birgit Geiberger & Peter Boersma (UX Team of Two) Rethink deliverables and process: list current deliverables diagram deliverables in phases describe the input needed for a deliverable and what is the output generated present, dicuss and prioritise templates fo 80 % of the cases Repeat Improve it: "To improve X I will do X with X and change X before X."
  19. Improve UX process Birgit Geiberger & Peter Boersma (UX Team of Two) Rethink deliverables and process: list current deliverables diagram deliverables in phases describe the input needed for a deliverable and what is the output generated present, dicuss and prioritise templates fo 80 % of the cases Repeat Improve it: "To improve X I will do X with X and change X before X."
  20. why dont we have it yet? beyond interface, computer, flat design focus on real user interaction
  21. Six things we still suck at plus four lessons to teach the kids by Abby http://abbytheia.com/2014/09/27/euroia/ Design is invisible by Lutz Schmitt http://www.slideshare.net/daslutz/design-is-invisible-euroia-2014-brussels?ref=http://www.slideee.com/slide/design-is-invisible-euroia-2014-brussels Content against cancer by Ida Aalen http://iallenkelhet.no/2014/09/24/euroia2014-content-against-cancer/ Well, we’ve done all this research, now what? by Steve Portigal http://www.slideshare.net/steveportigal/portigal-euro-ia-workshop Representing Information across channels by David Peter Simon http://www.slideshare.net/davidpetersimon/representing-information-across-channels Modeling Structured Content - IAS13 workshop http://www.slideshare.net/reduxd/modeling-structured-content-ias13-workshop End-users are not the only personas of your product or service by Karine Cardona http://fr.slideshare.net/KarineCardona/euroia-2014-personas-notonlyendusers Expert review of a website user experience context by Tom Van de Zande http://www.slideshare.net/tomvdz/expert-review-of-a-website-user-experience-context-euroia-2014 The web you were used to is gone by Alberta Soranzo http://www.slideshare.net/atrebla/the-web-you-were-used-to-is-gone-euroia-2014?utm_content=buffere1e55&utm_medium=social&utm_source=twitter.com&utm_campaign=buffer Half designer, half politician by Clementina Gentile http://www.slideshare.net/gentilemc/euroia-clementina-gentile http://digitalanthropologist.com/docsNstuff/Heuristic%20Storytelling%20-%20David%20Fiorito%20EuroIA%202014.pdf
  22. 5. Books and Articles referred Designing for People by Henry Dreyfuss Link: http://www.amazon.co.uk/dp/1581153120 Usable Usability: Simple Steps for Making Stuff Better by Eric Reiss Link: http://www.amazon.co.uk/dp/1118185471 Personal Styles & Effective Performance: Make Your Style Work for You by David W. Merrill et al. Link: http://www.amazon.co.uk/dp/0801968992 Positive Intelligence: Why Only 20% of Teams & Individuals Achieve Their True Potential & How You Can Achieve Yours by Shirzad Chamine Link: http://www.amazon.co.uk/dp/1608322785 The Service-dominant Logic of Marketing: Dialog, Debate, and Directions by Robert F. Lusch et al. Link: http://www.amazon.co.uk/dp/076561491X Pervasive Information Architecture: Designing Cross-Channel User Experiences by Andrea Resmini et al. Link: http://www.amazon.co.uk/dp/0123820944 Information Anxiety by Richard Saul Wurman http://books.google.be/books/about/Information_Anxiety.html?id=dKIVV_suO28C&redir_esc=y Information Anxiety 2 (Hayden/Que) by Richard S Wurman Link: http://www.amazon.co.uk/dp/0789724103 Designing for the Digital Age: How to Create Human-Centered Products and Services by Alan Cooper et al. Link: http://www.amazon.co.uk/dp/0470229101 Fit’s law http://en.wikipedia.org/wiki/Fitts's_law Lawrence, T. B., Dyck, B., Maitlis, S., & Mauws, M. K. 2006. The underlying structure of continuous change. MIT Sloan Management Review, 47(4): 59-66. Link http://www.sauder.ubc.ca/Faculty/People/Faculty_Members/Maitlis_Sally/~/media/Files/Faculty%20Research/OBHR%20Division/Maitlis/2006_lawrence2006.ashx