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If I Were U x

If I Were U x

This is the first draft of the UX talk I gave at FESuffolk on 18th June 2012.

I cut the talk down for the day, but the research really helped me get my thoughts together on how I feel about my work and the experiences that I provide for clients and their customers.

I will be doing more with this talk as I move forward, and can hopefully include a little more detail on the benefits I've found from the practical steps mentioned.

You can find out more about FESuffolk at https://github.com/FESuffolk
There is more information about me at http://www.maxshelley.com and you can find Measured Brilliance at http://www.measuredbrilliance.com

maxshelley

June 27, 2012
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Transcript

  1. UX

  2. “User experience (UX) is the way a person feels about

    using a product, system or service.” “a person's perceptions and responses that result from the use or anticipated use of a product, system or service.” - Wikipedia. Hmmm... - ISO 9241-210 Ergonomics of human-system interaction
  3. “the intellectual identification with or vicarious experiencing of the feelings,

    thoughts, or attitudes of another.” - dictionary.com (because I couldn’t find a real dictionary in my house)
  4. • Logical deduction (“Theory-theory.”) • Imagine how they feel. (“Simulation

    Theory”) • Mirroring, body language (Physical.) • Loads more....but many apply to real-world interactions.
  5. Not only practical ways to help determine how people feel

    about your work, but also being practical about that information.
  6. Where you place your work on the line should be

    a deliberate decision. You can base that decision on your understanding of the way people feel about using your work. Other factors affect it, and that’s ok, as long as you’re aware of it.
  7. How you decide to engage, or not engage, with their

    experience defines nearly everything you do. Your work, every day, affects someone, somewhere.
  8. Remote Testing Eye Tracking Customer Contact Social Analytics Clicktale -

    Mouse Movement & Click Heatmaps. Usability Testing Ops and Customer Service Teams Surveys Customer Services Competitor Evaluations Web Analytics Unstructured Data A/B and Multi-Variate Testing Market Research In-Depth Interviews Search Analytics Form Analytics Pro-active Chat In-line Feedback Speed Tests Prototype Testing Accessibility Tools
  9. “Sometimes you just need to cut the middleman and talk

    directly to the source. That way, you feel their pain and nothing gets lost in the translation. If you never talk to the customer or the user, then everything is just an assumption or a guess. You are essentially developing and designing in the dark.” - Pek Pongpaet VP of Technology and Product, spoton.com
  10. “Over the next two weeks we visited dozens of Excel

    customers, and did not see anyone using Excel to actually perform what you would call “calculations.” Almost all of them were using Excel because it was a convenient way to create a table.” - Joel Spolsky CEO Trello & Fog Creek Software. (and once a Program Manager for Excel)
  11. guiders.createGuider({ buttons: [{name: "Next"}], description: "Guiders are a user interface

    design pattern for introducing features of software. This dialog box, for example, is the first in a series of guiders that together make up a guide.", id: "first", next: "second", overlay: true, title: "Welcome to Guiders.js!" }).show(); /* .show() means that this guider will get shown immediately after creation. */ guiders.createGuider({ attachTo: "#clock", buttons: [{name: "Close, then click on the clock.", onclick: guiders.hideAll}], description: "Custom event handlers can be used to hide and show guiders. This allows you to interactively show the user how to use your software by having them complete steps. To try it, click on the clock.", id: "third", next: "fourth", position: 2, title: "You can also advance guiders from custom event handlers.", width: 450 });
  12. If your data shows what you’re working on isn’t working,

    it gives you a head-start to a better idea.
  13. Phrases that will remind you of this talk: “Nobody uses

    that.” “That’s a really popular feature.” “Nobody will do that.” “We’re pretty sure that [insert total thin-air assumption here].” “This is what people complain about the most.”
  14. How you decide to engage, or not engage, with their

    experience defines nearly everything you do. Your work, every day, affects someone, somewhere.