The Battlefield Art of Design Triage – SxSW 2012

Mar 21st, 2012
9:51 am

Speed is key. Triage helps sort order in chaos and the time limit creates a scenario where there is lots of pressure.

First is Prioritization – look at all the products and features that must be dealt with and rank them. Minor Problems are low impact and can often be taken care of them by themselves or time. Delayed Problems need to be addressed but don’t drop everything to work on them. These are often client delays and often times these can be used as filler when downtime exists. Immediate Problems are projects with heavy impact and need help urgently- these are the problems you drop everything for. Expectant Problems are critical flaws. No amount of time will fix these – consider a mercy killing.

Secondly, the UX triage doctor needs selflessness. Collaboration is key but never forget that the product is the star, not the designer. Don’t blow past asking the right questions on the way to making solutions. Designers can sometimes get so excited on a new project design, they forget key questions. Remember: Think, Make, Check, Repeat.

Thirdly, you’ll need the ability to perform Mercy Killings. It can be hard to fail often when you get invested in the solution. In a good institution saying ‘no’ to bad ideas is easy: Tell the truth with data, ask the right questions (is there a vision?), and tell stories to bring bad ideas out into the light of day (Devil’s Advocate). In less comfortable institutions your options to saying ‘no’ are more severe: Reflecting back conflict, Poison Pill the idea (also know as Grassroots Murder) by dropping small negative hints at the idea until groupthink takes over, or Quit.

Fourthly, you’ll need MacGuyver-like scrappiness. Always be making awesome with what’s on hand. Try to DIY everything you can – there are many options for free and cheap tech/ prototyping models out there. Use your scrappiness to determine the vision of the design solution.

Lastly, staying human matters. Don’t burn yourself out for the product. Schedule sleep and rest – you’re more creative and productive when you’re not beating your head against a wall. Try to find your flow in the chaos – when you’re in the zone, you’ll feel better about your work and ideas will flow. Use lulls in the product life cycle to go back to those minor and delayed problems and fix them to give your mind a different tact. Spend energy on propaganda of inspiration – get others excited about the work and psych yourself up with good design.

Take Home
It’s important in designing solutions to prioritize effectively, especially as work comes flowing down the pipe at high speed. Effective prioritization means a more comfortable and easy workflow. Constantly be thinking about the vision to determine when ideas are good and when they can become critical flaws to the product vision. Work with your team to promote good ideas and mercy kill the bad ones by proving the concept out. Never be afraid to try and ideate. It’s important to look for cheap and effective ways to get the job done, not just for your team, but the company at large. Memento Mori – you’re only human and as such, you need to clear your mind from time to time and try to get into your flow whenever you can.

See Also
#uxtriage
Slides

DIY Mobile UX Testing – SxSW 2012

Mar 20th, 2012
1:09 pm

It’s important to record testing – it serves both as memory aid for the tester as well as a powerful tool (evidence) for clients and stakeholders. I can also serve as an empathy aid for dev and design teams.

Handsets matter. Users want to test to test with their own phones. If that’s not possible, users should do test runs and practice with the phone that needs to be tested.

Don’t use Wi-Fi in your tests, using 3G is more likely for the field.

In comparing Field vs. Lab, everything is about equal, so keeping things easy, just do lab tests.

Document cameras are useful but expensive. The major problem with the DocCams are the stationary nature. Phones must be manipulated in 3D space.

When viewing remote screengrab software, it doesn’t work on all devices. No current platform supports all devices. Remote viewing also shows no fingers when swiping. Mouse movements on emulators don’t work either as touch is best.

Mounted devices are best for testing. The can be amazingly expensive, however, as well as heavy.

DIY rig is easy. It weighs 125g, is less than $200, won’t damage the phone, and the recording software is open source. (it even works with physical keyboards!)

See Also
http://goo.gl/rJi7M
#SXdiymut

China: Creators and Consumers of the Future – SxSW 2012

Mar 20th, 2012
7:52 am

Games are deeply embedded into Chinese culture, so playful interaction is needed to entice more users. How do you tap into a culture of competition.

Scale is Huge – How do you rethink your UI/UX to account for actions in the hundreds of thousands?

Safety is of huge concern in China. Seatbelts, however, are rarely worn. Most young people buy their first automobile at age 20. To that end, there are many social networks and conversations around cars and maintenance.

UX might still be cluttered but mobile is key. The government doesn’t sanction these mobile apps, so by their very nature they’re disruptive. Healthcare is one area where mobile can really help. SMS apps used to do social good for growing elderly population helps fill in gaps where doctors have less and less time to see the huge amount of patients.

Velo – A subway card kiosk which doubles as a merchant platform for groceries. By the time you’re back home, so are your groceries and purchased goods.

Taobao – App which allows you to haggle with employees to get a good deal before coming to the store. In advertising, the listed price is always the starting price for negotiations. By getting this out of the way at the beginning, the shopping experience is enhanced.

Ikea – The retail giant has changed it’s model to act as a source of inspiration and encourages clientele to sit and be very comfortable. The food court is a site onto itself with Senior Dating groups and special family meals being had. Parents will dress their children up and use the store for family portraits, Ikea encourages this use of their products to make special life memories for shoppers.

Weixin – stomped Twitter in China. Massive messaging and social network. Includes fun, game-like elements like “shake-to-find” and “Message in a bottle”.

Big brands have yet to play in these spaces in China, perhaps as their virtual connection is more casual and lifestyle based (pictures of food) versus a platform to express points of view.

Android is key – the Chinese market has always been centered around bootstrapping for quick hardware – open source OS has been a great tool to manage new platforms.

See Also
Shanghaiist
Tech Rice

Prototype vs. Sim: Validating Software & UX Design – SxSW 2012

Mar 16th, 2012
5:30 pm

DIY has caused an influx of mass customization and rapid propogation of ideas wants massive customization (3-D printing technologies, open source software). Makers will start to own the interaction model through environmental changes.

The old model is massive variation leading to a favorite construct, leading to slightly less variation, leading again to a favorite construct. Now the model is shifting to massive change and customization to deliver the first valuable product which is rigorously tested. A methodology of commercially viable production is best.

Use expedient technology to try and stand up a model as fast as possible. When standing up a model use agreed upon fidelity and index of user vision to design. There is no need for excess wireframing over and over, the sim is the artifact.

Step one is generative white-boarding on a big board often with the client and outside stake holders such as engineering resources. By participating everyone loses their baggage and reliance on their ego. If needed, guide and force them through the interactive mapping.

Secondly, select the first viable idea. This is a democratic process but also one that isn’t looking for a perfect solution, just one that seems to answer the most problems for the end goal.

Next, code to fidelity – make quick and dirty prototypes in Fireworks, HTML, Flash, etc. to create a model that can still show interactivity through touch, hover, interaction models, etc.

Finally, you will reach a critical mass. This can be used as a sales tool and demoware, it can be used for user testing, for heuristic modeling, or simply to allow those who are constructing the finished product a model to build off of (to see the capabilities in action).

Now that hardware and software is much more approachable, it allows individual interaction designers, visual designers, and experience designers to get more intricate with their vision in front of clients. This also allows a greater level of validation to be performed at the design level rather than at the code level where it incurs much greater cost. A rapid-failure model means more viable designs in the long term; it “Ends the Tyranny of the Engineer Class”

There is another issue – as the hardware and software is more approachable, it is also becoming fragmented. The information wants to be free, but no one will document and release important info to further hack those concepts.

Prototypes as proof-of-concept still needs the same language around technical implementation (that is, you still need to build the the thing). use the PASSMADE principle:

  • Performance
  • Availability
  • Security
  • Scalability
  • Maintainability
  • Accessibility
  • Deployability
  • Extensability

Do not underestimate the importance of putting even the smallest artifact in the hands of the client to inform interactive decisions.

Take Home
New technologies are available which allow for a lower barrier of entry into prototype and simulation creation for clients. By getting some measure of sim into stakeholder’s hands you greatly improve the chances of making better, more reasoned design choices. Interaction models, especially in complex software. Gesture technology is best viewed in prototype.

When using these technologies to create the sims, be sure to account for time for the agreed upon fidelity. If running your UX on a budget, lower fidelity interactions can save you headache while still accounting for interaction troubles.

See Also
#SXfrogsxswi
PASSMADE

Bootcamp for a UX Team of None – SxSW 2012

Mar 16th, 2012
2:37 pm

Gamestorming! Use the 6/8/5 sketch method to rapidly get ideas out on paper without huge overhead. Does it pass the sniff test? Use feedback from sketches to influence design – people are more likely to give feedback on low-fi mockups. Iterate, sketch, and play with ideas to work the bad ideas out of your head.

When asking for feedback:

“I am working on _______. I want feedback on _______ which is used to do _______. I do not want feedback on _______ it’s not as important to me right now”

Ask in as short a time as possible the challenges, considerations, and constraints to develop a critique. Use feedback for quick, fresh insights and listen to everything, you’ll be surprised what you will find out.

There are no bomb throwing in feedback sessions: give possible solutions with any negitive or critical feedback you deliver.

Rapid Prototyping methods will allow for quick iterations over time. You can use User/ Browser Role Play to act out how the user will perceive the interface instructions (forms can be assholes!). Use methods to play Devil’s Advocate with your design. Increases in tech allow for quick and very effective A/B testing at a moment’s notice. Each prototyping method has a time and a place in the UX methodology.

Other guerilla methods include the man-on-the-street approach and the burrito lunch – saves a lot of time and adds a lot of value from a fresh, quick perspective. Record over-the-shoulder style with your phone to capture the interactions. Quick and dirty is 100% fine.

See Also
#nouxteam
#uxbootcamp