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	<title>You the User &#187; uxlondon</title>
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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>UXLondon 2010</title>
		<link>http://youtheuser.com/2010/05/18/uxlondon-2010/</link>
		<comments>http://youtheuser.com/2010/05/18/uxlondon-2010/#comments</comments>
		<pubDate>Tue, 18 May 2010 15:56:12 +0000</pubDate>
		<dc:creator>solle</dc:creator>
				<category><![CDATA[notebook]]></category>
		<category><![CDATA[UX Community]]></category>
		<category><![CDATA[uxlondon]]></category>

		<guid isPermaLink="false">http://youtheuser.com/?p=419</guid>
		<description><![CDATA[This week, like many others, I am attending UXLondon and by all accounts it is set to be even better than last year. I will be attending as a representative of Lab49 and will be co-hosting with Jason Mesut a lunchtime discussion on the Friday. We will be talking about UX interviews and portfolios. I [...]]]></description>
			<content:encoded><![CDATA[<p>This week, like many others, I am attending <a href="http://2010.uxlondon.com/">UXLondon</a> and by all accounts it is set to be even better than last year.</p>
<p>I will be attending as a representative of <a href="http://lab49.com">Lab49</a> and will be co-hosting with Jason Mesut a lunchtime discussion on the Friday. We will be talking about UX interviews and portfolios.</p>
<p>I will also be attempting to publish a #UXLondon Daily Newspaper using <a href="http://paper.li/tag/uxlondon">Paper.li</a>. Not a 100% sure how it will go but worth a try. After last year&#8217;s attempt to capture all #UXLondon tweets in to one place, I&#8217;m looking for a tool that can help.</p>
<p>This is the poster for last year&#8217;s London IA UXLondon Redux event which aimed to capture an essence of the more popular tweets (onto the layout of the venue and the rooms the conference took place in).</p>
<p><a href="http://youtheuser.com/wp-content/uploads/2010/05/uxlondon-small.jpg"><img src="http://youtheuser.com/wp-content/uploads/2010/05/uxlondon-small-300x204.jpg" alt="" title="uxlondon redux" width="300" height="204" class="aligncenter size-medium wp-image-423" /></a></p>
<p>It and more photos can be perused <a href="http://www.flickr.com/photos/matthew_solle/sets/72157621039756727/">here</a></p>
]]></content:encoded>
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