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Anticipatory Services & Ambient Personalisation

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The digital products and services we use are becoming increasingly more ‘clever’ and ‘smart’. But before we make bold claims about predicting our customers’ actions, we first start by anticipating them (guestimates). In a single day we create extensive footprints of data. For starters, there are the points we earn on store loyalty cards, the way we interact with Facebook, and our activity in Google products. Plus we can self-track almost everything from sleep to exercise to mood. These data sets prove valuable in making the services we use more personalised. But, taking that idea further, we can now make things even more relevant to our desires.

You will learn about:

  • Anticipatory services
  • Ambiently personalising products & services
  • Combining data to generate better personalisation
  • Examples of ambient personalisation in action
  • The uncanny valley of personalisation
  • The principals for making a great anticipatory service

Agile UX: Embrace or Tolerate – Rob Keefer

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Agile Software Development and UX design are often viewed as conflicting practices. Software developers view UX as making their job harder, and interaction designers see their work ignored at implementation time. Can these two views of the same process work together in a thriving environment, or must they always live in resigned co-existence? In this presentation, we will consider how the two practice can get along, in-spite of common causes of conflict.

You will learn:

  • How to incorporate UX design into an Agile process
  • The challenges of getting a UX designer to work with an Agile team
  • Tips for making it all work.

Rivium4 (Rivium) – A Web-based Data Exploration and Visualization Application

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Luis Rodriguez, U.S. Intelligence Community

Users get more than just search returns. Rivium, developed by Berico Technologies, enriches data via natural language processing, employs quantitative analytics, and renders visualizations for greater data interaction. And once users are ready for more focused data exploration, Rivium harnesses these analytics within a cohesive data visualization suite – including network, geospatial, and temporal – to help users quickly and efficiently contextualize the data and deliver results.

The intelligence community needs search applications that provide more than just search results but allow contextualization through exploration of data and rich visualizations. This set of users needs systems that tackle the complexity of search into manageable chunks: the experience of search, interface patterns that provided context, definition of content and serving the experience across many devices.

Experience designers in the intelligence community aim to understand their domain more than designers in other industries especially given the numerous categories of users: from personnel in the field to analysts in big data command centers to big decision makers of policy and national resources in a global context1

Junglee Shopping Tool

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Shyamala Prayaga, Amazon

Junglee Shopping Tool was an initiative for an internal Amazon hackathon.  The idea was very simple people want to try 60% of the products before buying. Whether it is apparels, goggles, spectacles, shoes, caps and beauty products like lipstics, kajal, liner, hair color and so on, user surely would hesitate to purchase online due to multiple factors like how it would look on them, their complexion, facial factors, physique and so on. Junglee Shopping Tool is an augmented reality based smart tool  with an e-trial options for all such products listed above, where users can try these products real time using the camera capability of their mobile phones.

In addition to this we have a social aspect to it, where users can try them, take a snapshot and hare it with friends and family and get their opinion before making a purchase decision. Audience for this product is not limited to any gender or age group, but is very vast and for those who would like to purchase online and would want to try products before making purchase decision. With mobile being a small from factor we faced various challenges like how to show products in different orientations, what if the mobile was titled by mistake during augmenting and so on. I tried solving this problem in the user experience. In addition to this the other big challenge was how would the AR identify the body parts to augmented and initiate e-trial for that part, and I tried solving this problem in the UX which will be presented in the conference.

Collage as User Research: Cutting and Pasting for Profound User Insights

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Gianna LaPin, Mayo Clinic

Collage is a useful participatory design method of discovering user perspectives, hopes, fears or desires in a way that can transcend typical interview or verbal limitations. It’s particularly suited for occasions when you are trying to elicit feedback from a population that may lack the vocabulary to describe a vague or highly subjective topic.

In the summer of 2011, Mayo Clinic’s Intranet Shared Services Unit was finishing up a multi-year project to redesign the Department of Nursing intranet site – our biggest project to date with over 3,300 HTML pages and 4,500 docs, PDFs and PowerPoint files. The final step was to create a new internal identity system, web interface, and photography library for future projects. Collage has been used by Mayo Clinic and elsewhere as a means to discover customer and user attitudes towards various products, but we’d never tried it with an internal audience. The Department’s unique cultural makeup seemed to make it a great candidate for this approach.

We mailed packets of materials to participants and asked them to complete and return the resulting collages. The finished pieces were scanned, uploaded to a web-based database and tagged with metadata that made it simple for the project team to see what images, colors and words seemed to resonate with the participants. The project was overwhelmingly successful; our designer was able to use the results to create an uplifting visual identity that employees felt represented them perfectly and unified them into a shared work culture.

Luis Rodriguez, U.S. Intelligence Community

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Luis Daniel Rodriguez grew up in Ecuador, South America and now lives and works in the Washington D.C. metropolitan area. He received a B.F.A. in Graphic Design and Illustration from the University of Florida and has completed graduate coursework in film and screenwriting. He has worked for the last 12 years as an interaction designer and web developer in various online startups, U.S. government agencies in the Washington D.C. metropolitan area and higher education institutions.

Shyamala Prayaga, Amazon

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I am a user experience evangelist with 13 years experience in the IT industry with various domains like advertisement, banking, media, travel, eCommerce and automotive in designing UI and UX for RIA, Websites, SaaS Apps and Mobile Apps. I bring experience designing and developing User Interface for cross platform mobile applications, both Rich and Thin Clients. Presently working with Amazon and designing their next generation advertising tools and products. Have authored various books on interaction design, accessibility and user experience.

Gianna LaPin, Mayo Clinic

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Gianna is the senior UI/UX designer on Mayo Clinic’s in-house intranet team. She leads large design projects for clinical and operational departments, and helps author and implement enterprise-wide standards for web-based communication. She also designs and conducts user research studies and evangelizes for the human side of human-computer interaction.

Gianna currently lives in Rochester, Minnesota with her partner and two children but has yet to meet Garrison Keillor. She holds a BA in Sociology from University of Wisconsin-Milwaukee and, when necessary, can be bribed with stroopwafels.


Call for Showcase Proposals

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Deadline for Submissions: Thursday, September 19, 2013

The second annual ConveyUX is scheduled for February 5-7, 2014. Once again we will be in Seattle. This event is produced by Blink – a Seattle-based UX research and design firm. ConveyUX is designed to bring a moderately priced event to both novice and advanced user experience practitioners.

We are already looking for practitioners to demonstrate and talk about their work in our Project Showcase. This is an informal exhibition where you show your work on a laptop or through other media. This must be a completed project that you can freely discuss with the other attendees.

You don’t need to be a professional pundit to participate. Let us know if you have completed an interesting project with unique challenges and solutions.

Presenters receive free registration to the conference.

Please contact Joe Welinske with your ideas or questions.

Building Sustainable Content Strategy from the Holistic Content Audit – Misty Weaver

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An effective content strategy fits the goals of an organization, identifies its key audiences and accounts for multiple platforms and channels available to broadcast content. The ability to audit content contextually brings out recommendations a client can quickly understand and adopt. Audits can bring new understanding to stakeholders and staff that fuel new governance plans and increased commitment to User Experience. In this talk, I will address how to customize and prioritize content audits to make them less time-consuming and more results driven.

You will learn:

  • How to frame the content audit so stakeholders and staff see the necessity to UX and content lifecycles
  • How to adapt content audits to fit the goals, audiences and project timelines
  • How to use the content audit process to assess and fuel multi-channel content strategies

Beyond Usable: Mapping Emotion to Experience – Kelly Goto

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Addiction or devotion? The complexity of our relationships between connected experiences, devices and people is increasing. Design ethnographer Kelly Goto presents underlying emotional indicators that reveal surprising attachments to brands, products, services and devices. Gain insight into the future of UX and understand the importance of designing user experiences that map to people‛s real needs and desires — the unconscious side of the user experience.

You will learn:

  • Why Rapid Ethnography is a tool of choice for all product strategy
  • The Emotional Connectors between your brand, product and customer
  • Why-Finding techniques, and how you can apply it to your research process
  • Insights into practical tools and techniques to add to your UX toolkit

Boeing Everett Delivery Center LCD Screens

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Justin Hamacher, Aditi Technologies

Aditi Litehouse is the interactive studio of Aditi Technologies. We create web, mobile and installation pieces for everyone from startups to Fortune 100 companies. Our UX team follows a user centred design paradigm and seeks to engage users in all steps of a project cycle. Our Bellevue based UX studio consists of roughly 10-15 people at any time and we work in close concert with our Indian and London offices where 30+ UX professionals sit. We are a small, humorous, agile and intelligent group of creative thinkers. People can be themselves here.

Our task on this project was to create large public LED displays ranging from 42in-80in for installation in the Boeing Everett Delivery Center. The users are Boeing customers and their teams who make large purchases of Boeing aircraft and come to the delivery center to complete final formalities. Our challenge was to create large scale screens which aligned with Boeing brand guidelines and were engaging enough to offer an atmosphere of interest in the various areas that customers passed through in the Everett Delivery Center. The screens and content needed to have fonts and a visual design which was clear and displayed well on large monitors and the content needed to be presented in a non-obtrusive though enticing manner to aerospace executives. Our exploration and design was undertaken using the User Centered Design process.

Developing a Cohesive Human-Centered UX Research Strategy – Tom Satwicz

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This talk will explore the role that human attributes like aspiration, memory, emotion, and routine play in a cohesive UX research strategy. Far too often UX research fails to develop connections focused on the user from one study to the next. For example, during iterative testing changes in the user can be easily overshadowed by changes in the design. This failure results in lost opportunities to develop deep insights into the human side of the human-computer interaction equation. To make good on these opportunities we will discuss how understanding the effect design has on human attributes can help us create better experiences.

You will learn:

  • Why human attributes are important to a cohesive UX research strategy.
  • How existing UX research methods can be adapted to better account for the effect designs have on people.
  • Implications for design based on insights gained from attending to human attributes throughout UX research.

Beyond Personas: Creating an Immersive Customer Experience – Michele Marut

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Our team had a problem that a single prototype/demo could not address: Illustrating customer pain points across multiple touch points (mobile and web) and showing the experience of our ultimate vision for delighting our customers.

Instead of a conference room demo, our team tore down our war room and built a realistic store environment. We brought stakeholders and customers through the experience one at a time to test our vision, combining role-playing and storytelling to act out scenarios.

By creating this immersive experience we successfully established an emotional connection between our users and team, gained leadership support and influenced teams across Intuit.

You will learn:

  • How to create an immersive customer experience
  • How to frame the strategy to get stakeholder buy-in
  • How to influence the team to participate in customer empathy activities

Audio Transcript for an interview with Tom Satwicz

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This ConveyUX Conference preview was recorded by Joe Welinske of Blink in November, 2013.
The video can be found at http://ConveyUX.com/Previews
Joe: Hi. I’m Joe Welinske from Blink and I’m speaking with some of the speakers who will be at our ConveyUX conference. I’m currently meeting with Tom Satwicz. Hi, Tom. How are you?
Tom: I’m doing really well Joe. How are you doing?
Joe: Alright. Where are you talking to us from today?
Tom: I’m at Seattle, Washington at Blink’s offices right now.
Joe: If you’re not familiar with Tom, Tom spent with Blinks since 2010. He’s one of the senior staff involved with user research and design at Blink. He’s going to be giving a topic called Developing a Cohesive User-centered Research Strategy. Why don’t you tell us a little bit about what you’ll be talking about Tom?
Tom: Yeah, Joe. The genesis of this talk, I think, comes from the kinds of questions we’ve been getting from clients recently. A lot of them have been coming at us and beyond asking typical of, “Hey, we want to make a great experience for our users. How do we make this more usable?” They’re looking for things like how do we inspire people to write, for example or how do we help people engage in healthy behaviors? Things like quitting smoking or adopting new healthy attitudes and things like that.
As we confronted these questions, what we found is that some of the typical methods that we’d used in user research aren’t really sufficient for understanding changes in people as they interact with technology. That’s really what I want to use this talk to do is to make that case that we need to expand the toolkit that user researchers are looking at in using and to present some ideas on how to do that.
Hopefully, they really engage the audience in sharing their own ideas, their own troubles with this into … My main goal out of this is to really get an ongoing conversation going amongst people and to have it live beyond what we’re going to do in this half hour session or 40 minutes session and to make it into a bigger, broader conversation across the field.
Joe: Have there been things in recent project work that have stimulated your thoughts about wanting to move in this area and think more about this?
Tom: Yeah, absolutely. I mentioned quitting smoking. We’ve worked with a group that is involved in developing a website that takes a smoking cessation program and puts it online. We’ve helped them a lot with the aspects to make it a good experience with the visual design and the interaction design and so forth and things like that.
They have a lot of great data on this intervention that helps people quit smoking in really great ways. What I think is that as we begin to talk with users, we need to begin to see how this interacting with technology in that way really affects their … a change in their own behavior and who they are.
Joe: As you’ve been thinking through these ideas, are there any special skill areas that are different or is this building on certain things that you’ve done in the past?
Tom: Yeah. My background before I got into user research was doing research on learning so typically, I was looking in educational environments or really even in homes and workplaces and things like that. I’ve really begun to think about some of the concepts that we use and the learning sciences and that field uses and try to think about how to apply those to user research.
For example, one might be identity. How is somebody think about themselves differently as a user as they’re going through and interacting with the site? That’s not really change in the site. That’s a change in the person and we really need to think about the methods that can capture that and help us design things that will help people achieve their own personal goals.
Joe: How much do you think that’s in understanding cognitive process and disciplines from the learning side are important in UX growth?
Tom: I think that’s really typical, to be quite honest with you. I think it’s beyond it extends from what we think of as cognitive and being psychological to also being social processes that exist between people and how people set up their own personal infrastructure and how that changes overtime with people as they interact with people. I think that’s a really key aspect of understanding this and moving us forward as a field.
Joe: This should be fun discussion to have at the conference. We’ll see you in Seattle while you’ll be in Seattle. We’ll see you at the conference in February. Thanks a lot, Tom.
Tom: Yeah. Thanks, Joe. I’m looking forward to it.


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Audio transcript – ConveyUX preview interview with Mike Mace

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This ConveyUX Conference preview was recorded by Joe Welinske of Blink.
The video can be found at http://ConveyUX.com/Previews

Joe: Hello, I’m Joe Welinske, and I’m talking with some of the speakers who will be at our ConveyUX conference, and today I’m with Mike Mace who is a mobile strategist at a very familiar organization, UserTesting.com. Hello Mike, how are you?
Mike: I’m great, how are you doing?
Joe: Things going okay. Where are you talking to us from today?
Mike: Lovely Mountain View, California, which is sunny today and rainy yesterday.
Joe: All right, well, I’m in Seattle, and it was raining yesterday and sunny today. Well, we’re gonna find out a little bit about the session you’re gonna talk about in February in Seattle. So, your topic title, “The Four Most Common Mistakes in the Design of Mobile Apps and Websites”. So why don’t you give us a little nickel tour of what you’re going to talk about?
Mike: Well, you know what User Testing does is video testing tests of users, so you get to see them actually working with mobile apps or mobile websites, and find out where they get stuck. When I joined the company, which was about nine months ago, the first thing I did was I went to our big archive of thousands of mobile tests and I said, “Oh, good! Now I can find out where everybody’s getting stuck in applications and see what trends there are.” And what we found was there were four areas where people tended to get stuck the most often, or maybe where kind of the baggage of coming out a web design world tends to mislead people when they try to do mobile stuff, and by web I mean PC web, the world that most developers had been living in previously. And so we put together this presentation to not just talk about those things but show examples of them, to help designers and UX people and everyone else understand these are the places where companies tend to get stuck, and what you can do to solve those problems.
Joe: And so, for example, what are some of those type of issues that you run into?
Mike: Well, a lot of it, first of all, is you’ll see companies that just kind of have legacy problems. So they have a successful site or application in the PC world, and they try to just hoard it, or transfer it across to the mobile space, and so they’ll keep the same kind of interaction flow that they had on their desktop. They’ll have it try to do the same tasks in the same priority order, and that stuff tends to break down in mobile because people use mobile in different ways. And it sounds really simple when you describe it, but it actually is very subtle, and you need to do a lot of rethinking about what your value is going to be for customers, what do you think they’re trying to accomplish in mobile rather than what are they trying to do in desktop. And yes, mobile can be used in all settings, it’s not like it’s only used in buses, but the fact is it’s used more likely in certain parts of some other places and you have to take that into account. We see a lot of cryptic interface design, and so, for instance, buttons that people can’t understand or terms that they don’t know what they mean, and for kind of design simplicity reasons, most companies don’t bother to put help options into their mobile apps and mobile websites, and as a result we see users get confused very often and not have anyway to resolve that confusion. And so, there’s a tendency in the mobile world to say, “Let’s design this thing to be absolutely beautiful, and then we’ll work on the usability,” and what you probably really need to do is make it usable first, and then work on making it pretty afterwards. And so that’s the change in design [inaudible 00:03:30].
Another one that we see a lot is people running into fear on the part of mobile users. So for instance, there’s this reputation that it’s very hard to monetize on mobile, that people simply won’t do it. And that’s definitively true, but the question is why. The usual assumption is, well, you know, people just don’t want to do a purchase on mobile or something like that. What we’re finding in the research with real users is that in fact there are certain specific concerns that they have that stop them in a lot of cases from purchasing, or from entering personal information. And it’s all around fears about security, fears about how is this developer going to use my information, in a lot of cases the reassuring little disclosures that we put on a PT website have been stripped out of the mobile version in order to save space, and guess what, those things are there for a reason because the users expect to see them! And when you take them out, you actually make people more fearful, and that’s what causes them to hesitate. And the scary thing about it is the case, the places that they hesitate are right where they are about to buy. So just as you’re about to get that conversion of a customer, they end of kind of running into a roadblock and saying, “Oh, I’m gonna go do this on my PC,” in which case they often never get around to doing it. And so by designing the right way, you can get people across those humps, you can overcome those fears, and actually get better results. And so, we’ll talk about that and give some examples of how you can avoid those problems.
Joe: All right, great, well that sounds good. Well, thanks for taking a few minutes to go over this overview, and we’ll see you in Seattle in February.
Mike: You bet, I’m looking forward to it. Thanks.
Joe: All right. Thank you, Mike.

 

The post Audio transcript – ConveyUX preview interview with Mike Mace appeared first on ConveyUX - 2014 - The Conference for What's Next in UX.

Audio transcript – ConveyUX preview interview with Sara Wachter-Boettcher

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This ConveyUX Conference preview was recorded by Joe Welinske of Blink.
The video can be found at http://ConveyUX.com/Previews

Joe: Hi, I’m Joe Welinske and I’m speaking with some of the presenters that will be at our ConveyUX conference in Seattle in February. I am meeting this morning with Sara Wachter-Boettcher and Sara, if you’re not familiar with her is an independent content strategist and the author of ‘Content Everywhere.’ Hello Sara, how are you?
Sara: Hi, I’m doing great Joe. Thank you for having me.
Joe: Where are you talking to us from?
Sara: I am at my home office in Philadelphia.
Joe: All right. Great. You’re going to be doing two presentations which is a workshop format of 90 minute more interactive type and then a shorter session so why don’t you tell us a little bit about the workshop which is getting more with content modeling?
Sara: Sure. Yeah. I’m going to talk about modeling our content and when I say modeling content, I mean how we break our content down into logical pieces and parts. How do we identify how our content works at a more micro level and think about the pieces that come together to make meaning. What are the different elements? The different components of content that we need to be considering? That’s something that I think has been important for a long time. In fact, if you look at the Polar bear book, which as been out for … gosh, I don’t even know, more than a dozen years now, we talk about content modeling in there. It’s something that’s become increasingly critical as we’re trying to deal with mobile and multiple devices, and lots of different destinations for content. [inaudible 01:39] do things like build personalized experiences.
All of that requires that we have content that’s broken down into smaller pieces that can be reformatted on the fly where maybe we need to send things out for translation and we can’t retranslate all of our content all the time when you just need one little snippet changed. We need to be able to anticipate what kinds of content we’re dealing with, what shape that content is in and then make decisions about different layouts we might need or different personalizations we might need.
All of that requires a sort of finer understanding of our content. I think that this is something that is incredibly important for people in a lot of different disciplines. I am … consider myself a content strategist, but everything that we do ends up kind of touching in these different areas. To do this work, I think you really need to have some content knowledge and not just the kind of general knowledge about messaging or brand or editorial style, but you need some really specific knowledge about what it takes to create and manage content, editorial process. You also need things like information architecture skills, understanding how to structure and organize information, how things are labeled, understanding how people’s mental models work, understanding user journeys and pathways, how people want information or when they might need information.
Then there’s all this structural stuff with databases and content management systems and EPI’s and stuff that can get pretty technical. There’s a lot to think about and I think there’s many different people who have a role to play. What I would like to talk about is how do we start getting more out of our content by modeling it and structuring it and how do we also learn to talk to the different people that might need to be involved in that process and actually work with one another to get it done. I think it’s something that I’m really excited for ConveyUX because I think it’s definitely an audience that will come from lots of different backgrounds and I think it’s really useful to hear from one another when we do that work.
Joe: All right. Your other session is the other presentation is content and control so what can people expect to learn from that?
Sara: That presentation is coming out of this thing that I’ve realized over the last couple years. As I was working on my book and as I’ve been doing all this content modeling work, I spent a lot of time thinking about actually how do we model content and how do we get that implemented into [inaudible 04:11] management systems and what does that look like? How do our content systems work? What I realized though while doing all of that is that that was only one part of the process. The other huge part of that process, the control part, was content is something that tends to be produced by a lot of different people and organizations.
Once you start trying to change how that content works, once you start trying to say that content isn’t just big blobs and big pages, but content is actually something more specific and it’s got requirements and rules to it and we want to be able to reuse it and repurpose it. What you ultimately end up doing is cheating people’s jobs and those people need help because you’re changing the way that they think about what it is that they’re producing. You can’t control all of that. You can’t control all of the people. It doesn’t really matter how many tidy diagrams and models you make. You cannot force people to follow them, so you have to really think of ways that you can bring people along with you and let go of some of that need to control.
Ultimately when I talk about content and control, what I’m talking about is the need to let go of some of our individual control and give more control to the people who are going to own and manage and maintain content for the long term. That’s what I’ll be talking about in that session.
Joe: All right, great. Thanks for taking the time to do this quick overview. We will see you in Seattle in February.
Sara: Yeah, than you so much for having me and I am very excited to be there.
Joe: All right. Thank …

 

The post Audio transcript – ConveyUX preview interview with Sara Wachter-Boettcher appeared first on ConveyUX - 2014 - The Conference for What's Next in UX.

Audio transcript – ConveyUX preview interview with Steven Hoober

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This ConveyUX Conference preview was recorded by Joe Welinske of Blink.
The video can be found at http://ConveyUX.com/Previews

Joe: Hello! I’m Joe Welinske from Blink and I’m having a conversation with Steven Hoober and we’re going to talk a little bit about his involvement with the upcoming ConveyUX Conference. Hi Steven! How are you?
Steven: Terrific. How are you today?
Joe: All right, where are you talking to us from?
Steven: I’m in Mission, Kansas, which probably doesn’t mean anything to anybody. It’s just an old suburb of Kansas City. We’re almost walking distance from the City down here.
Joe: All right, great. Well, for those of you that may not be familiar with Steven, he’s been involved with mobile design for a very long time. You wrote the book, ‘Designing Mobile Interfaces’. He is a contributor to UX Magazine. In fact, I was just reading one of his posts the other day. He has his own company 4ourth Mobile and he’s going to be doing a couple of sessions at ConveyUX and so we’re going to talk with him a little bit about those.
Let’s see, first of all, your longer session is a 90-minute Workshop on Tools for Mobile UX Design. What can people expect to see and learn from that?
Steven: Well, first, a lot of [griping 00:01:10] about the current state of things based on my actual experiences. I often talk of the way that we’re all very interface centric, that we’re big on building comps in Photoshop since I work [inaudible 00:01:25] now and other things like that. I developed a lot of my opinions and experiences which will meshes nicely other people’s too. I just happen to be one of the few people out in the world that [inaudible 00:01:35] think about it based on some stuff I did years ago where I spent something like six months of 16 hour days in a room, drawing things on bits of paper and photo shopping with stuff.
I’d hope we’d pass that, but it turns out that a client I’m working on now, we’re stuck in that same comp centric world and we are running into the same problems we always had and you can’t [inaudible 00:01:56] that. Nobody thinks about interactions, nobody thinks about architectures, and nobody thinks that’s systems when you do that stuff. Mobile stuff, especially, is very good at being connected to data sources, being aware of the environment, being about the user and their data. If you start drawing pretty screens you’ll end up with a very pretty but possibly useless product or one that never actually gets launched as you notice you’ve missed huge important features of it.
When I [inaudible 00:02:25] process after I get done with the griping of the various bad ways, we’re doing stuff, I get to the solutions. A lot of them are already things we’re used to. You use the existing processes, you [Unclear 00:02:36] school, or read about them in books. You make sure to do your information architecture stage. You carry whiteboard markers with you so you never have an excuse to not draw on the whiteboard or you just [Unclear 00:02:47] exercises. You do a lot of stuff having to do with … that’s mobile specific.
You think about scale, so never put your designs up, if you can avoid it, on the screen in PowerPoint to review because a handset design or a tablet design is not 4 feet wide and it’s not reviewed from 10 feet away. You put it in people’s hands, and it’s not that hard to do that whether you’re printing it or sticking it on their phone or passing one around. You need to think about interactions, which makes it very hard to do stuff like this put it into Photoshop or in some ways even demonstrate it in lower fidelity prototyping tools.
There’s a long discussion about what the best way to do that is, but one way or the other you have to think about specifying and make sure that it gets built right, how are things transitioned from one screen to another, and what the overall path is.
Joe: You showed me that wooden frame that you have. Is that something that you use to pass around?
Steven: Yeah, so sometimes … here, I’ll [inaudible 00:03:49]. Yeah, for example, I have a whole bunch of phones and we’ll grab a few of them real quickly here. [Unclear 00:03:58] I have these, all these devices and there’s a whole pile of other ones and, yeah, the one I was showing you earlier is for a sketching mark is this little wooden phone that you can put bits of paper into. Here I’ve done it with printouts, but one of the things you can do with this is … and you don’t have to have woodworking skills, you can just get some tape and bits of … as long as you don’t mind taping things to your phone. That helps you remember to design at device scale.
You do you sketching, not on big pieces of paper, not on whiteboards, but you draw on phone size interfaces. You remember about touch and [reach 00:04:38] and so forth, which gets to my other topic, of course, too.
Joe: Your other topic at the conference, how people really hold and touch.
Steven: Right, which was really interesting. I hope I’m quoting right, if not edit me out. Josh Clark did some really clever stuff about the touch ranges, which we’re still seeing referenced with the little red, yellow, green zones based on how far your thumb moves around, which seemed very clever and good and [Unclear 00:05:05] in a lot of ways, but I ran across some … I started trying to use this and correlated to what I knew otherwise, and I ran into some issues, looked at some research and found some things that weren’t quite right, and then found a dead end where we just don’t have the knowledge. We’re summarizing, we’re guessing, and we’re using our own personal biases and behaviors too much.
A lot of my thoughts in this have been based on going out and doing my own research. [Inaudible 00:05:30] research, reviewing existing work, but one of them was watching well over a thousand people on the streets of various cities as I travel, actually carrying their phones and tapping them. I published that data and we’re able to come up with some really interesting ways that we can use that to think about how people actually do use it. I’m also hoping to do another research project. We’re working on it pretty much right now. This morning, I had phone calls with people that are ranging in, so we can expand that into tablets, which is something even less understood is how do people actually hold onto tablets, what do they do with them, where do they click, what’s easy and so forth.
We’re coming over the method that we don’t have to just guess, we don’t have to do something as simple as saying “Make sure your touch targets aren’t too close together, make sure people … you know, the old school, do you have enough contrast, the type is readable,” very basic guidelines to maybe getting to a world where we can design particular interfaces, particular [inaudible 00:06:33] is based on the needs corresponding to the location of the screen and how we expect people to actually work with them.
Joe: All right, great. Well, thanks for taking this time to give us an overview and I’ll look forward to seeing you in Seattle in February.
Steven: Great, thanks. Can’t wait to talk for a lot longer on all these topics and show you, pretty pictures and wave my arms even more about this.
Joe: All right, thanks Steven.

The post Audio transcript – ConveyUX preview interview with Steven Hoober appeared first on ConveyUX - 2014 - The Conference for What's Next in UX.

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