Conference feedback (big and small, it effects us all)
My feedback and stuff to learn regarding recent conferences I have attended.
My preferred list of sketchbooks readily available.
Pick of the UXLondon Twitter postings
‘One of the things our grandchildren will find quaintest about us is that we distinguish the digital from the real‘ William Gibson







As little design as possible but as much help as you can get
“Design is the successive application of constraints until only a unique product is left” (Don Norman)
We are all too familiar with the need to minimise complexity, encourage good design and promote accessibility and usability as the core approaches for a successful user experience.
When a UX designer/experience architect/information architect begins a new project we except that their focus is firmly on ensuring that all unnecessay complexity (and particularly perceived complexity) is minimised and that the advantages of good accessibility practice (particularly in terms of clarity and simplification of presentation) are promoted.
To set all on their way (or to help those in need) I have put together a collection of guidelines, quotes, ideas that I have used to retain sanity and keep going in a forward motion (and get to a position of acceptance) on my current UX led Agile project in a large corporate. They remain relevant to any size project and attempt to cast light on the most challenging corners of projects. Plenty of Don Norman and a selection of other recent/relevant inspirations.
I suggest you create flash cards of these and stick them up EVERYWHERE (share withs BAs, Architects, Developers, Testers, PMs, Scrum Masters, Project Sponsors – in fact share with everyone on the project, all will benefit):
1. Design and build for error
2. To produce vision, ensure experience is tangible and the outcome obvious
3. Solve existing problems first
4. Iteration rather than innovation
5. Gimmicks don’t win long term friends: don’t confront user busy in task mode with unnecessary gimmicks
6. Do one thing and do it well
7. The goal is not to make your user interface as realistic as possible. Adding too much realism can cause confusion
8. Many of the worst design decisions are innovative (Jeremy Keith)
9. Keeping up with the Jones’ is not visionary
10. As little design as possible (Dieter Rams)
11. Standardise what has to be kept in the head (use both knowledge in the world and knowledge in the head) (Don Norman)
12. There is no barrier to success if what your GUI is designed upon is rock solid, secure and architectured well
13. Make everything simple not just the destination
14. Hiding complexity is not the same as simplicity
15. Minimise thought required for tasks
16. What are the tasks required to complete X? ensure the minimum of conscious mental activity, understand fully the environment, the personalities, the structure, the hierarchy of the users (there maybe many many different types) (Don Norman)
17. Regular tasks follow patterns: ensure you understand users’ patterns. Especially users of complex instruments, dashboards, systems.
18. Divide between well intentioned and frustrated. Is there a pattern?
19. Align yourself with user needs
20. Always look for simplest route/journey
21. Users can be delighted by simplicity/ease of use of the whole
22. A system that understands the user, allows the user to complete the maximum amount of tasks with the minimum amount of ‘conscious mental activity’
23. Spread out the tools and prioritise the ones that assist but ensure all are part of a seamless experience
24. Sense of working on problem without being aware of environment
25. Group logical tasks together
26. Pay special attention to user errors
27. “Everyone is looking to wow with their products when in reality what they should be looking for is an ‘of course’ reaction” (Christian Lindholm, Fjord)
28. Be sure of having used to the full all that is communicated by immobility and silence (Robert Bresson)
29. Progressive disclosure is your mistress
30. Make accessibility part of your approach to a successful UX
31. Why can’t more design for specific needs be more integrated with design for “normality”? (Ann McMeekin)
32. Don Norman principles: Visibility, Constraints, Affordances, Natural mappings, Feedback
33. Great design doesn’t feel “intuitive”. It feels inevitable.
Inspirations
Design of Everyday Things
Expand the Awesome: Design for a Wider Audience
Minimizing Complexity In User Interfaces