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UX Week 2016

GDP Labs
January 05, 2017

UX Week 2016

GDP Labs

January 05, 2017
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  1. THE PREMIER
    UX DESIGN
    CONFERENCE
    09 - 12 AUGUST, 2016
    SAN FRANCISCO, CA
    Melina M S & Fransiska H

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  2. What ?
    An event where group of
    UX expert share their
    inspirations and skills.

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  3. Afterhours
    Keynote
    Workshop

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  4. Image Courtesy: MidwayVille

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  5. Image Courtesy: MidwayVille Image Courtesy: Personal Documentation

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  6. Image Courtesy: MidwayVille Image Courtesy: Personal Documentation

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  7. Image Courtesy: MidwayVille
    Image Courtesy: Personal Documentation

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  8. Calm Technology
    How non-intrusive design will shape our future
    Amber Case
    http://caseorganic.com
    http://calmtech.com

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  9. 50 billion devices
    will be online by
    2020. -Cisco

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  10. An era of interruptive
    Technology, we need
    a Calm Technology

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  11. The world is not a
    desktop
    You can’t have the same attention on a piece of technology (on software,
    hardware) that somebody have when he/she sitting in front of the desktop.
    Very much attention on screen, fully focus.
    Desktop is no longer enough. Future tech will be Mobile, VR, IoT, etc.

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  12. “A good tool is an invisible tool. By
    invisible, we mean that the tool
    does not intrude on your
    consciousness; you focus on the
    task, not the tool.”
    Mark Weiser -- 1993

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  13. Principles of
    Calm Technology

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  14. I. Technology shouldn’t
    require all of our attention,
    just some of it, and only
    when it necessary
    Calm Technology

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  15. II. Technology should
    empower the periphery
    ● A calm technology will move easily from the periphery of our
    attention, to the center, and back.
    ● The periphery is informing without overburdening.
    Calm Technology

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  16. III. Technology should
    inform and create calm
    ● A person's primary task should not be computing, but being
    human. Human is not good at what.. Then technology should
    solve the problem.
    ● Give people what they need to solve their problem, and
    nothing more.
    Calm Technology

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  17. IV. Technology should amplify
    the best of technology and the
    best of humanity
    ● Design for people first
    ● Machines shouldn’t act like humans
    ● Humans shouldn’t act like machines
    ● Amplify the best part of each
    Calm Technology

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  18. V. Technology can communicate,
    but it doesn’t need to speak
    ● Does your product need to rely on voice, or can it use a
    different communication method?
    ● Consider how your technology communicates status.
    Calm Technology

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  19. VI. Technology should
    respect social norms
    ● Technology takes time to introduce to humanity.
    ● What social norms exist that your technology might violate or cause
    stress on?
    ● Slowly introduce features so that people have time to get accustomed
    to the product.
    Calm Technology

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  20. Google
    Glass

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  21. VII. The right amount of
    technology is the minimum
    amount to solve the problem
    ● What is the minimum amount of technology needed to solve the
    problem?
    ● Slim the feature set down so that the product does what it needs
    to do and no more.
    Calm Technology

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  22. VIII. Technology should
    make use of the near and
    the far
    Calm Technology

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  23. Good design allows
    people to accomplish their
    goals in the least amount
    of moves

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  24. Calm technology allows
    people to accomplish the
    same goals with the least
    amount of mental cost

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  25. A person’s primary task
    should not be computing, but
    being human - Mark Weiser
    We should computing to get to our goal, but it is not ended up with
    computing itself as the goal, to not become an interruptive
    technology. We have to perceive as a human, in order to be accepted
    and ended up with good result of technology.

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  26. People first, then technology

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  27. Design and the
    SELF
    Irene Au
    Design Partner at Khosla Ventures;
    former head of design at Google, Yahoo, Udacity.

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  28. ● A well designed product should be
    ● Useful: Useful to the user
    ● Usable: easy to use
    ● Desirable: the product make the
    user desire to have the products
    ● The product should help to improve
    user’s productivity

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  29. Design = Form

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  30. Image Courtesy: Irene Au
    Golden Ratio

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  31. Image Courtesy: Irene Au
    Rule of Thirds

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  32. Image Courtesy: Irene Au
    Principle of
    Proximity

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  33. Image Courtesy: Irene Au
    Alignment

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  34. Image Courtesy: Irene Au
    Golden Ratio

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  35. ● Is using the same element in the whole of your design.
    ● Repetition will bring a clear sense of unity, consistency,
    and cohesiveness.
    Repetition

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  36. ● From the basic principle, we can imagine that form of an
    object is whether the car looks sporty, elegance, or classic.

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  38. ● In this sense, good design is equal as
    a good working refrigerator
    ● It is not only look beautiful on the
    outer design but also it has work
    well in order to be useable

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  40. View Slide

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  42. ● In the late 90, good design means creating a good events to the
    customer. The memorable events becomes products called the
    experience.
    ● American Girl dolls.
    ○ Customization product as user wants.
    ● Design goes beyond the product and brand
    ● Enhance the entire customer experience

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  44. ● Design thinking process:
    ○ Building empathy for users
    ○ Defining the problem
    ○ Generating many ideas
    ○ Prototyping possible solutions
    ○ Test:
    ■ Gathering feedback
    ■ Iterating

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  46. ● Designer will be represented with the product that he make.
    ● The characteristic and personality will be reflected by the
    product he produces.

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  47. ● Every product is a designer’s reflection
    ● Example:
    ○ Apple products is reflection of Steve
    Jobs.
    ○ Steve known for his simplicity
    and perfectionist
    ○ He simplified 350 to 10 products in
    order to focus on quality which is
    simple and perfectionist

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  48. Designer value, intention and principles will be reflected to the
    person who wears it.

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  49. Example:
    The person who
    Wore Braun watch
    Will be different to
    the person who
    wore G-Shock
    watch

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  50. ● Poor design object show the bad side of human nature such as greed and
    insensitivity.
    ● Quoted from Irene Au: What we become, so we make.
    What we make and consume, is what we become
    ● In order to make well designed products, we need to overcome that which
    holds us back from making things great, like fear, greed, attachment, ego.

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  51. THE VISUAL
    DISPLAY OF
    INFORMATION
    Stephen P Anderson
    Designer, Speaker & CXO at Bloomboard.Inc

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  52. Image Courtesy: Stephen P Anderson

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  53. External Visual Representations
    are critical tools for making sense of
    complex information.

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  54. Image Courtesy: Stephen P Anderson

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  55. Image Courtesy: Stephen P Anderson

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  56. Image Courtesy: Stephen P Anderson

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  57. The Visual Display of Information:
    OBJECTS!

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  58. Visual Encodings
    There are many kind of visual encodings, and
    represent different meanings.

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  59. Image Courtesy: Stephen P Anderson

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  60. Visual Attribute
    An attribute to visual encodings, works to specify a
    function. They’re work in different ways.

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  61. Image Courtesy:
    Stephen P Anderson

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  62. Qualitative

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  63. Image Courtesy: Stephen P Anderson

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  64. Image Courtesy: Stephen P Anderson

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  65. Image Courtesy: Stephen P Anderson

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  66. Image Courtesy: Stephen P Anderson

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  67. Image Courtesy: Stephen P Anderson

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  68. Image Courtesy: Stephen P Anderson

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  69. Image Courtesy: Stephen P Anderson

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  70. 1. External Representation extend our limited thinking
    space
    2. Our sense of vision is the most sophisticated, able to
    very quickly pick out patterns and very subtle
    differences
    3. Not all visual encodings function in the same way
    GOOD TO KNOW

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  71. The Visual Display of Information:
    SUBSTRATES!

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  72. Image Courtesy: Stephen P Anderson

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  73. Image Courtesy: Stephen P Anderson

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  74. Image Courtesy: Stephen P Anderson

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  75. Image Courtesy: Stephen P Anderson

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  76. Image Courtesy: Stephen P Anderson

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  77. Image Courtesy: Stephen P Anderson

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  78. Image Courtesy: Stephen P Anderson

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  79. Image Courtesy:
    Stephen P Anderson

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  80. Image Courtesy: Stephen P Anderson

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  81. Image Courtesy: Stephen P Anderson

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  82. Image Courtesy: Stephen P Anderson

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  83. 1. We naturally arrange and rearrange the spaces we
    inhabit to serve a variety of ends
    2. This spatial arrangement surfaces relationship
    between things
    3. Literal mappings (such as geographical maps), tend to
    come more naturally than conceptual maps (Venn
    diagrams)
    4. There is an underlying “grammar” behind spatial
    arrangements
    GOOD TO KNOW

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  84. What the hell is
    UX Strategy?
    How to Devise Innovative Digital Products that People Want
    Jaime Levy
    UX Strategist, Author, College Professor

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  85. UX Strategy...

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  86. User experience (UX) strategy
    lies at the intersection of UX
    design and business strategy.
    What is UX Strategy?

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  87. It’s a plan-of-action on how to
    ascertain that the user experience
    of a product is aligned with the
    business’s objectives.
    What is the business is trying to do? Get more customers? Or trying to
    make more money, or scale up, build more products, etc.
    UX designer has to know about the goals of the product.
    What is UX Strategy?

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  88. It’s the method by which you
    validate that your solution solves a
    problem for real customers in a
    dynamic marketplace.
    Product market fit. Keep changing, dynamic, keep evolving.
    What is UX Strategy?

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  89. It’s a practice that when done
    empirically is a better guarantee of a
    successful digital product than just
    crossing your finger and writing a
    bunch of code.
    What is UX Strategy?

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  90. Four
    tenets of
    UX
    Strategy
    Image Courtesy: Jaime Levy

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  91. BUSINESS
    STRATEGY
    Business Strategy
    is the plans, choices,
    and decisions used
    to guide a company
    to greater
    profitability and
    success.

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  92. In this book,
    Michael E Porter
    tell two common
    ways to achieve
    Competitive
    Advantages

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  93. Cost Leadership Differentiation

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  94. What is a
    Value
    Proposition?
    A promise of value to
    be delivered and a
    belief from the
    customer that value
    will be experienced.

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  95. Digital value proposition offer new MENTAL MODEL
    Mental models are the steps we think we need to take to accomplish a
    task. Innovation can happen when we reimagine an offline experience
    with a digital interface.
    HITCHHIKING UBER APPS UBER-ING

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  96. You must conduct
    COMPETITIVE
    RESEARCH

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  97. VALUE
    INNOVATION
    Value innovation can
    be accomplished by
    focusing on the primary
    utility of a product and
    making the experience
    of it an indispensable
    aspect of how we live
    our life.

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  98. VALUE
    INNOVATION =
    Offering a LEAP in
    value for customers
    It will be a lot better value, worth taking a risk, shifting our
    mental model

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  101. It offers a new mash up of features from both competitors and
    relevant existing alternatives.
    It transcends a value proposition from existing larger platforms.
    VALUE INNOVATION for Digital Products
    + transactional system =
    + crowdsourcing =

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  102. VALUE
    INNOVATION
    Value innovation can
    be accomplished by
    focusing on the primary
    utility of a product and
    making the experience
    of it an indispensable
    aspect of how we live
    our life.

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  104. Traditional user research AKA “Etnography”

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  105. This two Books had a BIG Influence on Validated User Research
    USER RESEARCH CUSTOMER DISCOVERY

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  106. KILLER
    UX DESIGN
    Killer UX Design is
    accomplished when the
    product interface allows its
    users/customers to easily
    accomplish their goals with
    little resistance.
    In a word, Killer UX design
    enables an experience that
    is FRICTIONLESS!

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  107. KILLER UX DESIGN for Better Conversion

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  108. Use GROWTH HACKING techniques to get users down the product funnel

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  109. Why UX Strategy is Crucial (The takeaways)

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  116. ● When the company scale up, usually they abandon
    their core values and what customer truly needs.
    Destroying company resources (Human, financial,
    physical, and knowledge) and forgetting about
    the user needs.
    ● Treating their customer like their extractable resources.
    ● Example:
    Twitter shut down open stream API in the end giving
    less flexibility to the users

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  118. ● Don’t treat software like a factory.
    ● They spent less money designing, coding it,
    hope it will increase their profit, and it doesn’t
    work.
    ● It takes time and money to create a delightful
    product that makes a lot of money.

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  120. Create a collaborative team for a better work environment.

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  123. ● Alan Cooper said that He could easily sell 200
    lambs per year but it will destroy his core
    foundation of the ranch such as forcing the plant to grow
    faster.
    ● Instead, he sells 50 lambs per year only to keep the
    foundation strong and to maintain quality
    ● In a software company, you can also be a good ancestor
    by maintaining your core value as a foundation and
    maintaining the quality of your product.

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  125. ● Responsible Craftsmanship such as UX, being
    lean, being agile, continuous deployment, and
    balanced team are actually based on serving
    people rather than serving the bottom line.
    ● So we as a UX designer has a big impact and
    responsibility to create a great software.

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  127. How To Design
    a Government
    Website For Kids
    Emiliegh Barnes
    Content Lead, 18F

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  131. everykidinapark.gov

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  132. everykidinapark.gov

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  138. WHAT WE LEARNED AND THE TAKE AWAYS
    ● Build the right product for the right users.
    Therefore, understand your users first.
    ● Write a content that is friendly, understandable, brief, concise,
    clear and interesting enough for the right target audience.
    ● Simplicity. Less is more.
    ● Be creative. Think outside the box. Don’t use only one single
    UX method/strategy to gather datas.
    ● Design not only creating pretty visuals but also a delightful
    user experience.
    ● Design is the tangible expression of the people who design the
    products and the people who wear the products.

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  139. WHAT WE LEARNED AND THE TAKE AWAYS
    ● To build technology, don’t make people to be left behind.
    Keep in mind: People first, then technology
    ● Good technology serve the human needs at its best
    ● Data is more meaningful if it added with context and
    visualize properly in visual encodings
    ● Understand your users is the key
    ● People loves product because it express themselves,
    solve their problem, and make themselves valuable

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  140. THANK YOU!

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