Professional factions have made it impossible for the business community to make educated decisions - or even understand what UX is. Content strategists scream “Content is King.” The information architects yell “Structure the kingdom.” The SEO folks say, “There is no data without metadata.”
And the business community says, “WTF”
To which the advertising agencies say “We can solve your problem. Don’t ask how we do it, but we can. Just throw money in our direction.”
Guess who gets the money thrown at them?
I’d like to see these professional barriers broken down. We ALL bring something valuable to the table – if we’re ever allowed to sit at that table. And I’d like to share a model for UX that respects our differences, but provides an easy-to-understand framework on which businesses can build their UX strategies.
56. us·er
noun
1: a person who makes use of a thing;
someone who uses or employs something
2: a person who uses something or
someone selfishly or unethically
3: a person who takes drugs
57. When would you use (simultaneously):
� An ergonomic seat designed for one person
� Optical lenses invented by Benjamin Franklin
� Alcoholic mixture invented by Dr. Iain Marshall
� Incandescent device invented by Thomas Edison
� Fabric made on a loom invented by JM Jacquard
� Rouge Royale (marble)
� Baskerville Light (typography)
� Domesticated mammal
(This is often how our clients look at their content)
58. When would you use (in simpler terms):
� Armchair
� Bifocal eyeglasses
� Manhattan Cocktail
� Lightbulb
� Wool pullover
� Tabletop
� Book
� Cat
(This is an easier way to look at content)
70. Eric’s 2nd Law of UX:
User experience is the sum of
a series of interactions between
people, devices, and events.
71. Eric’s 3rd Law of UX:
There are three types of interaction:
active, passive and secondary
72. Eric’s 4th Law of UX:
UX design represents the conscious
act of coordinating interactions,
acknowledging interactions, and
reducing negative interactions.
73. Three types of interaction:
� Active (things we control)
� Passive (things we don’t control)
� Secondary (things that have indirect influence)
80. UX design combines all three activites
� Coordinating interactions that we can control
� Acknowledging interactions beyond our control
� Reducing negative interactions