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UX London 2013 Notes

Simon Pan
April 01, 2013

UX London 2013 Notes

A summary of the key themes I uncovered at the UX London conference 2013.

Simon Pan

April 01, 2013
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  1. Conference Overview • 3 days covering Product Design, Behaviour Design

    and Design Strategy • Inspiring talks and intensive workshops • Awesome atmosphere
  2. We don’t know what will work • Observe people &

    learn from emergent behaviour • It won’t be perfect first go. Test and iterate. • Learn from failure AND success
  3. Technology is moving FAST • Computing power doubles every 18

    months • Robots are replacing human labour • Our lives are littered with crap that doesn’t work • Change favours the creative
  4. There is no perfect process • ...only process for the

    circumstance • Good work doesn’t come from the “5 D’s” • It’s important to be honest with ourselves and our clients • Change favours the creative
  5. Design beyond the interface • We need to work differently

    if we want to deliver meaningful experience that deal real value • The challenge is designing organisations, not UI
  6. Key Outtakes • How can we learn from Urban Design?

    • No matter how we design cities, people take their own paths - “Desire Paths”
  7. As Designers... • We have the vision • BUT The

    truth is in how ! • Our responsibility is ALSO to react
  8. How do we do it? • Human needs rarely change

    • We need to find ways to meet them more meaningfully and delightfully
  9. 1. Launch to learn • Need vision. Need purpose. •

    Pick something to launch, we’ll learn far more • Don’t be precious • Small 2 pizza teams - line of sight with customer • Build and learn as you go
  10. 2. Don’t fight desire • Look for desire paths and

    remove friction • Accept that we will be wrong • Whatever users are doing is the truth • Plenty of good tools to find desire paths
  11. 3. Neither open nor closed • Think of products as

    a jar • API’s are your best friend • Think about ways to open things up. Good for business, good for community.
  12. 4. You’re not alone • Consider the bigger journey •

    Work harder to design for how people leave
  13. Key Outtakes • Startups fail because they don’t test their

    hypotheses • Defining the right product reduces time spent building the wrong product • You have to fail to learn
  14. Rethinking Requirements • Requirements are actually assumptions we are making

    about: • the audience and their needs • our product and design
  15. We need to shift our thinking • Requirements = •

    We know = • Let’s build it = • Build this feature =
  16. On Lean UX Bring the true nature (experience) of a

    product to light as quickly as possible, in a collaborative, cross- functional way with less emphasis on deliverables and a greater focus on a shared vision and understanding of the experience being designed. “
  17. Product Definition • Who is our customer? • What pain-points

    do they experience? • What is our differentiation? • What’s our business model? • What business problem are we trying to solve?
  18. Requirements as Hypotheses • We believe that [building this feature]

    for [these people] will achieve [this outcome] is our customer? • We know we are successful when we see [this quantifiable signal from the market]
  19. Measure progress by outcome • Companies currently measure output e.g

    ‘Did you build this sign-up page?’ • Need to refocus teams on outcomes • ...outcomes they can actually affect e.g not NPS
  20. Measure progress by outcome • McDonalds analogy: • Fries =

    output • Fat kid = outcome • Obese population = impact
  21. Make decisions with data • Quantitative + Qualitative (objective observation)

    • If it’s a bad idea, kill it before it kills you! • If it’s a step in the right direction - change tactics • If you’re getting there - double down and scale
  22. Lean UX isn’t just for Designers • Small, cross-functional “2

    pizza teams” • Bring perspective from all disciplines • Everyone should understand the “why” • Learn more, faster by sharing in discovery and creation
  23. Challenges • 2000+ websites to consolidate • Single government domain

    • Public sector - large number of stakeholder • Complex approval process
  24. How they got there • Creating an environment that keeps

    learnings within team • Prioritising ‘good idea’ to ‘actually live’ • Advocating and changing the culture
  25. Guiding Principles • Gov should only do what gov does:

    • Design in the environment that it’s going to be used • Designing information not pushing around pixels - Technology changes, content is forever
  26. Key Learnings • Gov.uk isn’t a story about Interface Design,

    it’s a story about organisational design • To enable design like this, we need to change how we work and how we think • Need a working culture that values its people, embraces experimentation
  27. Designing a better team • Centralised, multi-disciplinary, close proximity •

    Better spaces, intimate, focussed, wall space! • Clearly defined roles within teams • Specialisms are great, but using ‘UX Designer’ labels - everyone else is off the hook
  28. Designing a better team • The UX isn’t just the

    interface, it’s how fast the servers are, the structure of the URL, how the copy is written • Products are a team sport
  29. Designing better leadership • Need vocal and consistent support from

    the highest parts of the organisation • Continually evangelise for the team higher up and be the battering rams driving change http://www.flickr.com/photos/benterrett/8576183560/
  30. Designing better learning • Spend time creating artefacts. • Maintain

    a shared vision about the way we should approach challenges and define solutions • Be open to improving methodologies through learning and workspace hacks • Don’t be dogmatic
  31. Designing a better process • Focus on delivering small chunks

    of work • Visible deadlines and visible progress • Test driven development (browser and accessibility baked into each sprint) + real people • Continually deliver...avoid the big reveal