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		<title>10 lessons of UXLondon 2010</title>
		<link>http://youtheuser.com/2010/05/29/10-lessons-of-uxlondon-2010/</link>
		<comments>http://youtheuser.com/2010/05/29/10-lessons-of-uxlondon-2010/#comments</comments>
		<pubDate>Sat, 29 May 2010 12:57:25 +0000</pubDate>
		<dc:creator>solle</dc:creator>
				<category><![CDATA[notebook]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[UX Community]]></category>
		<category><![CDATA[uxlondon]]></category>

		<guid isPermaLink="false">http://youtheuser.com/?p=427</guid>
		<description><![CDATA[From the mouths of&#8230; And falling neatly into 10 categories&#8230; UX is&#8230; UX is ephemeral UX only comes alive when someone interacts with your work. Only exists because of users. Doesn&#8217;t exist independent of use. UX is human experience = outcome, human engagement = goal UX is Perception, Cognition, Emotion, Action UX is about synthesis [...]]]></description>
			<content:encoded><![CDATA[<p>From the mouths of&#8230;</p>
<p><a href="http://youtheuser.com/wp-content/uploads/2010/05/uxlondon-recap-lab49.002.png"><img src="http://youtheuser.com/wp-content/uploads/2010/05/uxlondon-recap-lab49.002-300x225.png" alt="" title="uxlondon-recap-lab49.002" width="300" height="225" class="aligncenter size-medium wp-image-431" /></a></p>
<p>And falling neatly into 10 categories&#8230;</p>
<p><a href="http://youtheuser.com/wp-content/uploads/2010/05/uxlondon-recap-lab49.003.png"><img src="http://youtheuser.com/wp-content/uploads/2010/05/uxlondon-recap-lab49.003-300x225.png" alt="" title="uxlondon-recap-lab49.003" width="300" height="225" class="aligncenter size-medium wp-image-433" /></a></p>
<p><strong>UX is&#8230;</strong></p>
<p>UX is ephemeral<br />
UX only comes alive when someone interacts with your work. Only exists because of users. Doesn&#8217;t exist independent of use.<br />
UX is human experience = outcome, human engagement = goal<br />
UX is Perception, Cognition, Emotion, Action<br />
UX is about synthesis &#8211; how you draw all the pieces together</p>
<p><strong>Search is&#8230;</strong></p>
<p>Search is among the most disruptive innovations of our time<br />
The moment where users don&#8217;t search successfully is a teachable moment, if we design it well<br />
Search is not an IT challenge, it&#8217;s a knowledge management challenge<br />
Search should be giving answers not results (helping decision making)<br />
Search: we can&#8217;t accept slow as an answer<br />
Search is a hard but a satisfying problem (an unsolvable problem &#8211; never ending data expansion = more problems)</p>
<p><strong>Metrics in Design is&#8230;</strong></p>
<p>Never design in reaction to competition<br />
Understand business objectives: don&#8217;t accept what you are told<br />
Design: balance between intuition and evidence<br />
No data is important but your own. If metrics aren&#8217;t actionable, they aren&#8217;t useful<br />
Optimise in small steps, innovate with daring leaps<br />
Careful who you copy from (as they may have copied it from elsewhere)</p>
<p><strong>Improvisation is&#8230;</strong></p>
<p>How can we create meaning and value for people we design for when they also contribute to the meaning? Frames. Miles Davis&#8217; Kind of Blue &#8211; the Ultimate Frame<br />
Designers need to help people make sense of the world as the present is in motion<br />
Improvisation is the space in which the creator and the consumer overlap<br />
Improvisation Patterns: Present &#8211; involves the audience. Detectable &#8211; requires no pre-knowledge. Additive &#8211; accepts all offers<br />
Improvisation is relevant today because users are shifting from pure consumers/spectators to active creator/producer<br />
Focus more on the use of design rather than the process of design<br />
&#8216;Music is the pleasurable overflow of information&#8217; &#8211; Jonah Lehre</p>
<p><strong>Seduction in design is&#8230;..</strong></p>
<p>Show me suggestions don&#8217;t just ask me to fill a white space<br />
Usability reduces friction, psychology increases motivation<br />
Need to tap into our knowledge of how people think when we design<br />
Brains pay attention to what brains care about not necessarily what the concious mind cares about<br />
Dopplr: Design to respond to users<br />
We&#8217;re afraid of change, we&#8217;re intensely self-centred, we respond to our name, we like to organise things<br />
Scarcity is motivating</p>
<p><strong>Story Telling is&#8230;.</strong></p>
<p>The space between the comic panels is where the story is told<br />
We have to find ourselves in everything. We recognise facial expressions, we respond to them. Not taught.<br />
The user is the author of its own experiences<br />
The rhythm of give and take between artist and reader is unique<br />
Filling the field of vision creates the world of an experience. Drop the vertical page metaphor<br />
A story well told is a hard thing to do<br />
Animation = art as a team sport<br />
&#8220;Storyboarding is the art of story&#8221; reboarding John Lasseter<br />
Making a movie in 3 easy steps: design the world, design the characters, create the story (Story is by far the hardest)<br />
Great story writers always have another idea</p>
<p><strong>Making people visibly better at their jobs is&#8230;</strong></p>
<p>Quality is the best business plan John Lasseter<br />
Pain is temporary, suck is forever Jay Shuster<br />
Peer relationship between creative and technical is integral to success<br />
When you encounter a problem, refer to previous step and repeat until done.<br />
I want to fail as quickly as possible Andrew Stanton<br />
Pixar: extreme prototyping at work. Essentially making the movie before making the movie<br />
Get something up there as quick as possible so I can critique it (rather than critique you)<br />
Timely doesn&#8217;t have to be early<br />
Giving a good note. Give your feedback helpfully, constructively, and when there&#8217;s still time to fix it<br />
&#8216;When most people say ship it, Pixar disassemble it &#038; rebuild the prototype&#8217;<br />
Be the users hero. Save their day.<br />
Beautiful well-crafted UIs and workflows make people happy and productive<br />
You need to convince the top and bottom folks: the middle will follow.<br />
The most important thing you can do is take tension out of a room<br />
You need to be someone who is willing to take criticism as well as give criticism<br />
Often, the best learning is done whilst playing with the tools<br />
Technology serves the Art, and the Art inspires the Technology</p>
<p><strong>Interviewing is&#8230;</strong></p>
<p>Everyone has a story &#8211; effort for interviewee is to unlock them<br />
Think before you ask a question (don&#8217;t think while asking a question)<br />
&#8220;Let people speak in paragraphs&#8221; Steve Portigal<br />
Interview people in context &#8211; allows interviewers to question in real time<br />
When interviewing &#8211; be confident enough to pause (and allow interviewees to pause) (Learn by listening back to your pauses &#8211; be aware of how much noise you are making)<br />
Keep questions open ended &#8211; curb conjectures, kill the trailling ellipses<br />
Find the right amount of small talk<br />
Build rapport, not establish friendships<br />
Avoid talking about yourself<br />
Your first interviews inform the rest of the interviews you conduct<br />
Adopt the language of your interviewee<br />
Stop interview if it&#8217;s not going well</p>
<p><strong>Agile UX is&#8230;</strong></p>
<p>Job is to build software RIGHT, not practice agile RIGHT<br />
Process is a placebo &#8211; it doesn&#8217;t fix anything<br />
Agile is not a process, it is a value system, a set of principles<br />
Own your process, own the product outcome (not the design output), facilitate effective design practice<br />
Process is a thin veneer over organisational culture<br />
Products are hypothoses until shippable<br />
One product owner is a disability, should be a multi function team (At scale it takes teams of teams to build products)<br />
Processes are like haircuts, copying someone else&#8217;s rarely works<br />
UX in agile are the Glube (keeping it together but lubricated)<br />
User Stories are boundary objects: a concept to describe information used in different ways by different communities<br />
User Stories: weakly structured in common use, but strongly structured in individual site use<br />
Design and prototype in the lowest fidelity possible until the record becomes photographs<br />
&#8220;Design by community is not design by committee&#8221; Leisa Reichelt</p>
<p><strong>Good design faster is&#8230;</strong></p>
<p>Artificial constraints can be an advantage to design process<br />
Sketching allows ideas to become legible to others<br />
Don&#8217;t hold back from writing notes on sketches<br />
Sketchboards: a new buzzword for a blatantly obvious technique<br />
Sketchboards: don&#8217;t be frightened to alter the flow if it doesn&#8217;t fit. Doesn&#8217;t have to be linear<br />
Sketchboards: to keep a group together working on a sketchboard ensure that whoever is the leader draws in stragglers, drop backs. Important to include everyone<br />
Sketchboard Week: MONDAY AM: Brain dump PM: Start Sketches TUESDAY AM: Assemble sketchboard PM: Share &#038; review WEDNESDAY: Create higher fidelity designs THURSDAY AM: feedback PM: Refine FRIDAY AM: More refine PM: Complete</p>
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		</item>
		<item>
		<title>Schooloscope</title>
		<link>http://youtheuser.com/2010/05/18/schooloscope/</link>
		<comments>http://youtheuser.com/2010/05/18/schooloscope/#comments</comments>
		<pubDate>Tue, 18 May 2010 06:18:31 +0000</pubDate>
		<dc:creator>solle</dc:creator>
				<category><![CDATA[notebook]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://youtheuser.com/?p=414</guid>
		<description><![CDATA[REVIEW Schooloscope is a really nice idea brought together by some very clever people but misses one extremely relevant fact &#8211; that school reports rarely provide accurate information, beyond interpretations of official data, about what a school is really like for children to attend. How do they develop? What are the problems teachers are facing? [...]]]></description>
			<content:encoded><![CDATA[<p>REVIEW</p>
<p><a href="http://schooloscope.com/">Schooloscope</a> is a really nice idea brought together by some <a href="http://berglondon.com/">very clever people</a> but misses one extremely relevant fact &#8211; that school reports rarely provide accurate information, beyond interpretations of official data, about what a school is really like for children to attend. How do they develop? What are the problems teachers are facing? What is the mood of parents? How big is the playground? Is there any green space for children to play on? The questions are endless.</p>
<p>The questions that attempt to understand what it is really like for a child to attend school X are not found in school reports but by meeting and talking with children and parents from the school. Visiting the school. </p>
<p>The data that Schooloscope &#8216;teases&#8217; out of the &#8216;dry tables of statistics&#8217; for my son&#8217;s school in no way portrays the real issues going on at the school. As you scroll you are searching for real stories. </p>
<p>For this project to really work it now needs to add real stories. Real stories that are updated. A conversation rather than interpretations of data.</p>
<p>Now that is a challenge (but not impossible) and it would turn Schooloscope into a fantastic living breathing tool</p>
<p>The project is an excellent beginning </p>
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