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Posts in category 'Experience design'

24 October 2013

Is UX design the next big thing?

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UX design explained for advertisers:

“Here is where the world of communication and the world of computing starts to merge in intent. Systems are to be used. Products are to be experienced. Users and consumers are the rulers. Technology, if it has to gain acceptance and become successful, needs to provide a great user experience. No longer is it sufficient to be effective, it must be proved first as a delightful, worthwhile experience that will turn users into proponents. Remember how Mac users praise their possession as if they hold stock in the company! Lovemarks that the Saatchi’s often speak of cannot be created solely by the proclamation of the advertiser’s intent, but gets translated into experiences at the user/consumer level. User Experience (UX) goes much beyond creating aesthetically pleasing User Interfaces (UI). To give an advertising parallel, UI is the layout of the ad or the edit of the commercial, whereas UX Design is the intent, the greater scheme of things, the advertising strategy that ensures desired response.”

(via InfoDesign)

3 October 2013

Interaction-Ivrea, Arduino and Intel’s Galileo

 

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Intel’s Arduino-compatible open-source Galileo development board was launched today in Italy at Rome’s Maker Faire. Rightfully so, as the initiative has such deep Italian roots.

In 2004, a group of programmers, students and teachers at the highly regarded Interaction Design Institute Ivrea (Italy) developed the Arduino platform in order to create a small and inexpensive tool that would help students “prototype interactions.” The Arduino project, which was led by Massimo Banzi, was actually based on an earlier board, called the Programma 2003 (named after the world’s first desktop computer the Programma 101, designed by Piergiorgio Perotto and launched by Olivetti in 1964).

Interaction-Ivrea strongly supported the project and backed Massimo Banzi in keeping the Arduino open source at the end of Interaction-Ivrea in 2005. This enabled Arduino co-founder Massimo Banzi and his team to expand the initiative, grow the Arduino community internationally, and in the end allowed Intel to create the Galileo, as a fully Arduino-compatible board.

One of the people involved in Interaction-Ivrea then, Experientia’s Jan-Christoph Zoels (who is now my business partner), dug up a visual – designed by Giorgio Olivero – that was the very first presentation of Arduino. (Click on the image above for the full pdf). It shows the history of the project, and lists the group of people involved at Interaction-Ivrea.

(Disclosure: I also worked at Interaction Design Institute Ivrea, and Experientia’s CEO, Pierpaolo Perotto is the son of the Programma 101 creator).

Congratulations, Massimo.

28 September 2013

Book: People-Centered Innovation

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People-Centered Innovation: Becoming a Practitioner in Innovative Research
by Pedro Oliveira
Biblio Publishing, 2013
194 pages
[Amazon]

Written with a general audience in mind, People-Centered Innovation focuses on innovation research in corporate settings. Starting with a biographical standpoint, it describes the author’s transition from the fields of psychology and anthropology into the fields of business anthropology and innovation. Through a rich description of case-studies of corporate work, the author takes us into a fascinating journey across different ways of observing relations between consumers and corporations and generating new ideas based on that observation.

Pedro Oliveira is an anthropologist and an ethnographic research consultant.

Some other papers by Pedro Oliveira:

25 September 2013

Mobile mastery

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Lauren Pope of Nokia writes that there are three things to think about if you want your devices and your brain to sing in unison: mindfulness, attention and metacognition.

The video is cute and well-done, but doesn’t match the three things in the text, as the three things are: mindful, purposeful, and playful.

The thing comes with a free ebook.

23 September 2013

Does digital age overcomplicate design?

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Alice Rawsthorn, design critic of the New York Times, argues that too many products use complexity to mask their flaws.

“Designing self-explanatory products is even more important — and more challenging — in the digital era, when devices like phones and computers are becoming ever smaller and more powerful as the public faces of unimaginably complex networks of cloud clusters, supercomputers, data centers and cell towers. Accident-prone though Apple has become, it has continued to design objects that look — and feel — uncomplicated, despite their extreme complexity. Nokia has done the same in the admirably lucid operating software of its cell phones. Yet too many companies continue to produce unjustifiably complicated designs with opaque instructions that render them more perplexing, rather than less so.”

19 September 2013

Two recent reports by Pew Internet

 

Both studies are about the USA market.

Location-based services
(Released on September 12, 2013)

The role of location in digital life is changing as growing numbers of internet users are adding a new layer of location information to their posts, and a majority of smartphone owners use their phones’ location-based services.

A new survey by the Pew Research Center’s Internet Project sheds light on three major aspects of how location figures in digital life:

  • Many people use their smartphones to navigate the world: 74% of adult smartphone owners ages 18 and older say they use their phone to get directions or other information based on their current location.
  • There is notable growth in the number of social media users who are now setting their accounts to include location in their posts: Among adult social media users ages 18 and older, 30% say that at least one of their accounts is currently set up to include their location in their posts, up from 14% who said they had ever done this in 2011.
  • There is a modest drop in the number of smartphone owners who use “check in” location services: Some 12% of adult smartphone owners say they use a geosocial service to “check in” to certain locations or share their location with friends, down from 18% in early 2012. Among these geosocial service users, 39% say they check into places on Facebook, 18% say they use Foursquare, and 14% say they use Google Plus, among other services.

Interestingly, “Among adult cell phone users ages 18 and older who have downloaded apps to their cell phone, 35% have turned off the location tracking feature on their phone at some point because they were worried about other people or companies being able to access that information. This works out to 19% of adult cell phone owners overall as of April 2012. [...] Almost half of teen cell or tablet app users have turned off the location-tracking feature on their cell phone or in an app.”

Cell Internet Use 2013
(Released on September 19, 2013)

63% of adult cell owners now use their phones to go online, a figure that has doubled since we first started tracking internet usage on cell phones in 2009. In addition, 34% of these cell internet users say that they mostly go online using their cell phone. That means that 21% of all adult cell owners now do most of their online browsing using their mobile phone—and not some other device such as a desktop or laptop computer.

“A majority of the public now owns a smartphone, and mobile devices are playing an increasingly central role in the way that Americans access online services and information,” said Aaron Smith, a Senior Researcher at the Pew Research Center’s Internet Project. “For many, such as younger adults or lower-income Americans, cell phones are often a primary device for accessing online content—a development that has particular relevance to companies and organizations seeking to reach these groups.”

12 September 2013

Experientia workshop on strategic UX design for Taiwanese businesses

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Taiwan meets Italy this week, in a series of workshops and company visits hosted by Experientia for Taiwanese business people.

The 15 participants are from a diverse range of roles, from secretary to CEO, and a wide range of industries, including IT, appliances, car accessories, B2B suppliers (sugar, saw blades, electronic components), a dental clinic and a law office. Their visit is a part of a China Productivity Centre (CPC) initiative to introduce Taiwan to the Italian business world, from a user experience perspective.

Experientia, in collaboration with Taiwan-based partner ScenarioLab, has prepared and organised a programme of workshops and company visits that will conclude on Friday 13th, focused on User Experience (UX) design for high-end lifestyles and for sustainability. Experientia has created the majority of the workshops and activities, which are designed to offer the participants both theoretical and practical knowledge of UX design.

In their time in Italy this week, the participants have attended workshops on the main principles and practices of strategic UX design, with successful case study examples. Hands-on sessions have focused on learning, applying and implementing UX methodologies. Other sessions focused on measuring the business impact of UX design, and differentiating company offerings.

The visit to Italy has also focused on introducing and promoting Italian businesses, thanks to meet and greet opportunities provided by the Piemonte Agency for Investments, Export and Tourism. The visitors have had the opportunity to visit some of Piemonte’s most successful businesses, with tours of Gessi, Officine Arduino, Italdesign Giugiaro, Eataly, Maserati, and BasicNet.

On Friday, the visit will conclude with a lecture on “Sustainability as a Strategic Vision” at the Polytechnic of Milan, and a final opportunity for the participants to share their insights and experiences from the week with the group.

Experientia looks forward to continuing its collaboration with ScenarioLab, CPC and the Taiwanese companies that are participating in this trip, and supports the City of Taipei in its ambitions to become World Design Capital in 2016.

12 September 2013

What are users up to when they have an experience?

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Understanding the experience of using an object depends on understanding the context of use, argues Jeff Doemland in UX Magazine.

However, “The prevailing understanding of user and experience–the understanding behind my clients’ preoccupation with the properties of the tools they provide their customers–grows out of Descartes’ thinking, according to which, each of us is a self-sufficient subject (“a thinking thing”) engaged at a purely intellectual level with objects and their properties. So it’s no surprise that we define users as primarily concerned with the appearance and function of the objects they use, and require that experience be explained in terms of these properties.

According to Descartes, as thinking (rational) beings, an object’s properties are all that are truly available to us. The instinctive, intuitive–non-rational, absolutely contextualized–ways we access and use objects for meeting the demands of a specific situation are effectively invisible to this understanding of user experience.”

9 September 2013

From nice view to amazing journey: UNstudio and Experientia transforming the observation wheel experience

 

An architectural rendering of the Giant Observation Wheel, to be built in an undisclosed location in Japan.
Click on image to view slideshow
 

Recently, Fast Company, Dezeen Magazine and Wired have featured articles about UNStudio’s design for the Nippon Moon, a Giant Observation Wheel (GOW) to be located in Japan that could rival the London Eye and Singapore Flyer. To make the Nippon Moon unique, UNStudio teamed up with Experientia to create a journey that takes the customer into the heart of the view, and helps to bring the landscape to life in an immersive, innovative experience.

UNStudio invited Experientia to develop the interactive aspects of the project, while engineers Arup and Mitsubishi Heavy Industries are collaborating on the technical specifications. From a distance, UNStudio’s concept may look similar to the well-known observation wheels of London and Singapore. As UNStudio notes, the wheel’s look is governed by structural constraints (defined by Arup and Mitsubishi Heavy Industries — two of the world’s most specialised wheel engineers), as well as by the location and the size of the wheel. But closer up, the concept is highly innovative, creating a complete user experience where the journey is much more enduring than the 40-minute rotation on the wheel itself.

Architecturally speaking, there are several innovations which make the Nippon Moon stand out. Although the size and location are currently undisclosed publically, UNStudio confirms that it will be nearly twice the scale of the London Eye. It also features double-decker capsules – a world first. But it is the focus on user experience aspects that make the wheel concept truly unique.

Experientia researched the various experiences of the customer journey from “Discovery” and “Ride” to “Return”, and designed various touchpoints and applications. The discovery moment starts as people begin to find out information about the wheel and purchase tickets online. With the Nippon Moon app, interactive features allow people to choose the time of their ride and their capsule, each of which has a unique internal theme. The app also builds excitement over the interim, sharing views from the top of the wheel and counting down to when customers start their rides. On the day of the ride, people can use the app to keep track of how long until it is their turn to board, allowing them to move within the facility freely, and avoiding queues.

Once on board, the experience of looking out at a city landscape is transformed by augmented reality techniques, built into the transparent skin of the capsules. Imagine looking out at a city skyscraper, for example, and being able to see how tall it is compared to towers around the world, or compared to Godzilla. The augmented reality offers viewers the option to immerse themselves in the historical and cultural relevance of the landscape they are looking at – or they can choose to simply enjoy the unenhanced view.

Experiences are shared however, and the app also allows riders to interact with each other. The Nippon Moon app lets people communicate the other capsules during the ride, or to send their own photos to the Hall of Fame, where they will see them displayed in a dynamic digital photo installation as they leave the facility. With original concepts and high-tech implementation, a ride on the wheel will become a truly unforgettable experience.

To read more about the wheel, check out the articles in Fast Company, Dezeen and Wired:
http://www.fastcodesign.com/3017693/in-wheel-life-spinning-the-worlds-largest-ferris-wheel
http://www.dezeen.com/2013/09/02/gow-nippon-moon-by-unstudio/
http://www.wired.co.uk/news/archive/2013-09/03/nippon-moon-giant-wheel

 

GOW Nippon Moon, Japan, 2012

Client: UNStudio
Location: Japan
Programme: Giant Observation Wheel
Building surface: Terminal and platform 7.200m2
Building volume: Terminal and platform 90.000m3
Building site: 18.000m2
Capsules: 32, single and double-decked
Platform level: 21m
Wheel type: ‘Ladder rim’, hybrid tension wheel
Pylon: 5-columned pylon
Rotation speed: 40min/rotation
Status: Design

 

Credits

UNStudio: Ben van Berkel, Gerard Loozekoot with Frans van Vuure, Filippo Lodi and Harlen Miller, Jan Kokol, Wendy van der Knijff, Todd Ebeltoft, Tina Kortmann, Patrik Noome, Jeroen den Hertog, Iain Jamieson

Advisors

Engineer: Arup Tokyo + Melbourne

Interactive design and customer journey: Experientia, Italy:
– Jan-Christoph Zoels | Creative Director
– Takumi Yoshida | Interaction Designer
– Renzi Guisti | Interaction Designer
– John Welch | Interaction + service designer
– Eloisa Fontana | Interaction Designer

Animation: Submarine, Amsterdam

Visualisation: MIR

6 September 2013

Four new papers by anthropologist Brigitte Jordan

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Brigitte Jordan, the legendary corporate anthropologist, once described as one of the “godmothers” of design ethnography, has posted four new papers on her website:

The Double Helix of Learning: Knowledge Transfer in Traditional and Techno-Centric Communities
Draft. Comments appreciated.
In this paper I formulate a new, integrated theory of learning and show how it plays itself out in three distinct learning ecologies: the ethno-obstetric practices of Yucatec Maya village midwives, the operations room of a U.S. airline where ground operations are coordinated, and a set of global industrial factories where silicon wafers are processed into computer chips. I do this in order to argue that since time immemorial, consistently and continuously, two kinds of knowledge and skill acquisition have existed that are exercised to varying degrees in those settings in a constant process of mutual adjustment, suggesting that they have co-existed with different kinds of balance and legitimization throughout history and across societies. I provide evidence that the ancient, experiential, immersion-based kind of learning is massively present in high-tech industrial workplaces, and suggest that it will be increasingly useful and recognized as valuable as the world moves into the digital age.

Dancing with Tools: How Technologies Have Shaped Society and Vice Versa
Anthropology News (March/April): 54:3-4:6-7.
We have been in bed with tools from the beginning. Every societal advance that we can trace or imagine has involved an intimate interplay between tools and social formations in the making. Now, at a time when the world is crying out for tools that help manage the uncertainties of globalization, automation and the digital revolution, we should consider what we can learn from the millions of years our ancestors have been engaged in making (and living with) tools not only for making things, but also for making sense of the world. – See more at: http://www.anthropology-news.org/index.php/2013/02/07/dancing-with-tools-2/#sthash.AzzPsHfU.dpuf

Advancing Ethnography in Corporate Environments: Challenges and Emerging Opportunities
Walnut Creek, CA. Left Coast Press
In this innovative volume, twelve leading scholars from corporate research labs and independent consultancies tackle the most fundamental and contentious issues in corporate ethnography. Organized in pairs of chapters in which two experts consider different sides of an important topic, these provocative encounters go beyond stale rehearsals of method and theory to explore the entanglements that practitioners wrestle with on a daily basis. The discussions are situated within the broader universe of ethnographic method and theory, as well as grounded in the practical realities of using ethnography to solve problems in the business world. The book represents important advances in the field and is ideal for students and scholars as well as for corporate practitioners and decision makers.
The linked file contains the book’s introduction by Brigitte Jordan, who is also the editor of the book.

Pattern Recognition in Human Evolution and Why It Matters for Ethnography, Anthropology and Society
Chapter 12, Pp. 193-213 in: Advancing Ethnography in Corporate Environments: Challenges and Emerging Opportunities, Brigitte Jordan, ed. Walnut Creek, CA. Left Coast Press
This final chapter [of the same book referenced above] is concerned with a world that has been irrevocably changed by the arrival of the Internet and the massive amounts of data its affordances have generated. It speaks to issues that are of fundamental concern for all of us who are thinking about where we are coming from and where we are going, given that we find ourselves in a present that experiences unprecedented changes in the material and symbolic environments in which we live, facing an uncertain future, and, significantly, coming from a more or less unexamined past that goes back several million years. What do these versions of the world have to do with each other? Why are we “we” and “here,” and not “something other” or “somewhere else”?
We are concerned then with a number of wide-ranging issues, from the basic existential questions that confront society today to specific questions about the role of anthropology and ethnography in a world of ever-increasing complexity.
This chapter attempts to build a case for the significance of evolution for ethnography as a methodology, for anthropology as a discipline, and, in the end, for the future of our society.

6 September 2013

Experience design is now part of business logic

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Om Malik of GigaOm argues that the cambrian explosion of mobile apps and cloud-based services as well as the exponential growth of data has led him to a very simple understanding: user experience is part of business logic.

“The emergence of the cloud has made a lot of the underlying technologies into commodities. Instead, the focus has shifted to creating smart and emotional experiences that use these ample commodities. The experiences are based on our social connections and are shaped by conclusions we can derive from data, but ultimately we need to make the experience memorable: and that is where design thinking comes into play. It is experience as a part of business logic.”

6 September 2013

Selected videos from “The Conference” in Sweden

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Media Evolution The Conference is an international conference organized annually in Malmö, Sweden. The event focuses on factors that are affecting our society, with a media industry angle to it, exploring who sets the agenda, what changes the playing field and how we all can shape society from now on.

The main themes are “Human Behavior”, “New Technology” and “Make it Happen” with sessions that look into topics such as big data, learning, non visual communication, online harassment, responsive web design, boredom, change making and tactility in a digital world.

Here are some selected videos from the August 2013 edition. There are 56 in all online (just from 2013), so I invite you to explore them as well.

Suzannah Lipscomb – Opening keynote [41:19]
Suzannah Lipscomb is Senior Lecturer and Convenor for History at New College of the Humanities. She also holds a post as Lecturer in Early Modern History at the University of East Anglia. Suzannah opened The Conference by looking back and talked about what we can and can not learn from the past.

James Bridle – Naked Lunch [43:07]
The world is shaped by new technologies, but perhaps it is shaped more by how we understand those technologies, how they impact our daily lives, and the mental models we have of them. James Bridle, who coined the term “New Aesthetic”, talks about architectural visualisation, online literatures, contemporary warfare and contemporary labour, in an attempt to articulate new ways of thinking about the world.

An Xiao Mina – The Internetz and Civics [12:54]
An Xiao Mina is an American artist, designer, writer and technologist. She explores the disruptive power of networked, creative communities in civic life. Dubbing memes the “street art of the internet”, she looks at the growing role of meme culture and humor in addressing social and political issues in countries like China, Uganda and the United States.

Golden Krishna – The Best Interface Is No Interface [16:25]
Golden Krishna, Senior Designer at Samsung, speaks about how “The best interface is no interface”.
Many people believe that the future of design is on screens. But what if we can design communication that doesn’t involve screens.

Mike Dewar – Seeing From Above [18:25]
Mike Dewar, Data Scientist at The New York Times R&D Lab, will talk about how we can build tools to let us see behavioral phenomena from a heady new perspective with big data and data science. In an increasingly complex and networked world, tools for recording, filtering and visualising data is powering a new breed of storytelling.

Petra Sundström – Digitals [13:52]
Petra Sundström is a leading researcher within the fields of Human Computer Interaction and Interaction Systems Design. She is Lab Manager for the Crafted Technology and Experiences lab at SICS and Mobile Life.
We all know how paper feels and that we interpret things by touching them But how does digital features feel, and how can we better understand “digital materials” to design augmented digital experiences.

Tricia Wang – The Elastic Self [17:23]
Tricia Wang is a global tech ethnographer who researches how technology makes us human. She advises organizations, corporations, and students on utilizing Digital Age ethnographic research methods to improve strategy, policy, services, and products.

1 September 2013

Googling yourself takes on a whole new meaning

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CLive Thompson used Google Glass for six weeks. He discusses the latest in high-tech eyewear in the New York Times Magazine.

“With Glass, I eventually settled upon a midpoint. I wore it mostly when alone, or when working at my computer, or when hands-free photography would be a boon. But I quickly removed it in social situations — say, before entering a crowded cafe. I’d have to wait until everyone else has one.”

1 September 2013

The web giants pumping us for data

Oil pumps

As society becomes more networked, the information available to the Googles, Amazons and Facebooks of this world will increase exponentially.

“As society becomes more and more networked, and as the so-called “internet-of-things” evolves, the amounts of data available to be “mined” will increase exponentially. And, unlike fossil fuels, these data reserves are infinitely renewable. [...]

The key question about any major technological development is: who benefits? The answer in the case of big data is: huge corporations – the Googles, Amazons and Facebooks of this world, which are the only outfits (outside of the US National Security Agency) with the computational resources to mine, analyse and process the data torrents unleashed by us as we go about our networked lives. The companies don’t talk about it this way, of course. [...]

Which brings us to another aspect of the subject: open data.”

29 August 2013

User-centred mobile app development in Kenya

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The success of a mobile app – its high adoption rate and actual use – largely depends on the degree of involvement of the end user during the development stage.

Mark Kamau, Kenyan web solution expert at the iHub UX Lab in Nairobi, believes a user-centric approach to mobile app development is critical to building a sustainable ICT-based solution.

“The failure rate of mobile apps is high and many development man-hours are wasted when user experiences are not taken into account right from the start of the development process. That is why people like Kamau and initiatives such as the UX Lab seek to convince developers to include the users in the earliest possible stage of the design process to better understand their needs and wants, and how, when and where they would use the new mobile app.”

23 August 2013

The UK’s Behavioural Design Lab

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The UK’s Behavioural Design Lab is a new collaboration between Warwick Business School and the Design Council, uniting behavioural science with design-thinking. They help organisations transform a better understanding of people into innovative solutions that improve society.

Our Belief
The biggest issues in society, from obesity to climate change, are due to behavioural and lifestyle factors people embrace on a daily basis.
Most attempts to change behaviour rely on the outdated assumption that people are governed by a rational self-interest. The result is a range of programmes with a firm rationale but minimal impact.
We believe the best way to solve these issues is to not only research how and why people actually make decisions, but use the design of products, services and places to help us all make better decisions.

Our Approach
Innovation requires two things. The ability to generate creative ideas and a way of testing them.
Our approach uses design-thinking and behavioural insights to reframe problems as an opportunity for enterprise, providing a platform for creative ideas.
We then use our network to bring teams together to tackle the briefs, supporting them through development. As ideas become real, they are tested and refined using experiments.

20 August 2013

IBM on user experience design

IBM_Logo_

IBM believes that all users have the right to an enjoyable experience when using a computer. They have therefore decided to share the knowledge they have acquired from their own practical experience to help others create hardware and software that is easy for everyone to use.

Design concepts
In this section IBM discusses the users’ bill of rights that it subscribes to, the principles that drive successful user interface design, and models that promote designing for ease of use.
What is user experience design?
What is a user interface?
Design principles
User rights
The three models

Design patterns
Users employ software to achieve specific goals. Also, user interface designers have goals for the designs they create. Design Patterns provide established solutions based on sound design principles that enable these goals as they occur within specific task and environmental contexts.

Initial experience
The initial experience a user has in taking a new product out of the box and setting it up, in preparation for use, creates a lasting impression and constitutes an important aspect of the total user experience. We offer these guidelines and insights to help other software and hardware companies design initial experiences that are productive and satisfying for users. We also offer suggestions for effective evaluation and testing of the initial experience.

User-Centered Design
User-Centered Design is a well-established process that is used by IBM and many other organizations to deliver products that meet users’ expectations. This process has been supplemented by the Outside-In Design approach, which brings a focus on business value, and by the Agile approach to development, which is a set of best practices that can be used to support iterative development to improve time to market and stakeholder value.

An Agile approach to User Experience and Design
With more development moving to an Agile process, User Experience and Design (UXD) professionals are faced with the task of adapting their activities, deliverables, and even their own role to an Agile development process. Education on general Agile development principles and activities is readily available. While Agile development principles and best practices such as continuous user feedback and iterative development are familiar to UXD professionals, the focus on efficiency and time-boxed iterations can present a challenge. All these best practices are targeted at maintaining a focus on stakeholders and users while increasing productivity and efficiency.

20 August 2013

eBook: Rethinking UX

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Rethinking UX
Formats: PDF, EPUB, Kindle (DRM-free)
Pages: 62
Language: English
Released: August 2013
Publisher: Smashing Magazine GmbH

Abstract
In “Rethinking UX”, various UX professionals share their lessons learned and provide practical advice from their very own personal experience. The eBook is packed with interesting thoughts and concepts that let us reflect on our own practices. Every designer has their own user research techniques and strategies, but leaving the office and talking to people on the streets can foster innovation even more as any thought-out strategy ever could.

Is empathy possibly the best guarantor for great UX? Overcoming traditional patterns and designing with a new type of user in mind is among the many topics of this eBook.

Of course, you can also get your hands on some future scenarios. The Smashing authors dare to sneak a peak at some new challenges that we could face with the rise of innovative technologies such as Google Glass and Leap Motion, and explore how we can embrace entirely gesture-driven interfaces today. This eBook is a springboard for developing a new perspective and for creating future-proof user experiences.

17 August 2013

A manifesto to connect experience design with content thinking

 

Under the title “Content re-framing: A digital disruption survival kit“, Bas Evers and Peter Bogaards have launched a manifesto to connect experience design with content thinking.

New challenges are upon us content people. The era of digital disruption requires adaptation at many levels by anyone involved with content, whatever its form or shape. As content crusaders, we want to point the road to travel with 10 imperatives:

“Old School” and cutting-dege content organizations and professionals all face the same challenge of inventing and discovering mechanisms, rules and principles of unknown territories for content application.

With this manifesto, we intend to reduce the friction in our collective journey of credible, useful, and relevant content for the digital era.

The 10 imperatives:
1. Grok the nature of digital content
2. Think of content like finance, as oxygen
3. Shape content to fit everybody
4. Create content for customers, not for yourself
5. Empower others to (re)find your content
6. Determine content first, container next
7. Innovate in single content item delivery
8. Extend management dashboards with content controls
9. Materialize the added value of content
10. Act as a content entrepreneur

15 August 2013

Book: Lean UX

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Lean UX: Applying Lean Principles to Improve User Experience
by Jeff Gothelf (Author) and Josh Seiden (Editor)
O’Reilly Media
February 2013
(Amazon link)

“The Lean UX approach to interaction design is tailor-made for today’s web-driven reality. In this insightful book, leading advocate Jeff Gothelf teaches you valuable Lean UX principles, tactics, and techniques from the ground up—how to rapidly experiment with design ideas, validate them with real users, and continually adjust your design based on what you learn.

Inspired by Lean and Agile development theories, Lean UX lets you focus on the actual experience being designed, rather than deliverables. This book shows you how to collaborate closely with other members of the product team, and gather feedback early and often. You’ll learn how to drive the design in short, iterative cycles to assess what works best for the business and the user. Lean UX shows you how to make this change—for the better.

  • Frame a vision of the problem you’re solving and focus your team on the right outcomes
  • Bring the designers’ toolkit to the rest of your product team
  • Share your insights with your team much earlier in the process
  • Create Minimum Viable Products to determine which ideas are valid
  • Incorporate the voice of the customer throughout the project cycle
  • Make your team more productive: combine Lean UX with Agile’s Scrum framework
  • Understand the organizational shifts necessary to integrate Lean UX

Review by Ambroise Little:

The answer [to the pains associated with the staggered prints approach associated with the established Agile engineering process] situates itself within the Lean approach to product development. A lot of people seem to confuse Lean with Agile, and while they share some common characteristics, I would say that Lean is far more prescriptive. As Gothelf points out, Lean UX synthesizes the highly iterative structure of Agile with the creative and scientific methodologies of design thinking and Lean Startup (a set of concepts popularized by Eric Ries in his Lean Startup book), utilizing multiple frameworks to determine solutions.

Lean UX proposes a number of core principles and the ones that most directly address the key pain points mentioned above are:

  • Cross-functional teams – have UX folks integrated into the teams, not external consultant-type model
  • Minimize waste – few deliverables and handoffs

As Jeff relates in Chapter 4, the process is one that involves the whole team (as much as possible) in the user research and early design ideation. It goes further to have the team focused on the same problems at the same time. Together, this approach goes a long way towards eliminating the staggered sprint problems, and it also has other benefits around reduced waste and getting everyone on the same page more easily.”