User experience vodcasts, webinars and other video streaming media. With summaries.
To see next:
| Mobile UX design | Stanford University | 1hr free lecuture @ http://itunes.apple.com/in/itunes-u/3.-mobile-user-experience/id384233308?i=85092692 |
1. johnnyholland.tv/
description
Seen:
The Right Way to Wireframe — Russ Unger ;
Designing for today’s web with Luke Wroblewski LIKE 7+/10 (mobile tip for HS),
Design in the Post-PC Era—Dan Saffer (Past and trends, 6.6/10)
The dawning of the age of experience – Jared Spool (watched) LIKE 8/10
- Business and user needs need to be understood.
- But no research (a good designer just thinking about a design) can result in a design just as good as real research.
- Good design is invisible (users often won’t say about a design feature that is very good – e.g. navigation or the structure of genre categories overview at Netflix – because it’s really good).
- A good design team is multi-disciplinary: Copywriting, IA, design process management, designing for interactions, information design (for presentations), visual design, editing/curation (what’s in/out), research, domain knowledge, business model, data interpretation, explain the value of features, underlying technology, get buy-in for methods/tools, good communication, translating documentation to implementation … but really good is a smaller, handful of multi-skilled people. So it’s more about skills than roles.
- Determining the success design company/team can be determined using this 85% accurate model requiring only 3 questions (according to Jared’s research):
- 1. Vision: “Can everyone on the team explain the experience using your design 5 years from now?” If yes, then success.
- 2. Feedback: “In the last six weeks, have you spent more than 2 hours watching someone use your or a competitor’s design?”. Perhaps more critical than how many users to involve in a usability test, is how long each team member is exposed to watching a user use their design. Critical is that it should be at least 2 hours.
- 3. Culture:”In the last six weeks, have you rewarded a team member for a major design failure?”. Controversial, but it turns out it’s good if you reward failure e.g. with a party, after a while CEO talks about the failure, publically humiliates the responsible person, who takes it well, and they talk openly about every lesson they learned.
Skipped:…
Stanford HCI lectures – done:
29 (Evaluating),
30 (Designing user studies) : avoid between subjects ordering effects (bias and learning effect); within subject; if there are 3 or more alternatives to test use latin square to get balanced results .
2. marathon.uidesign.ru
description
Seen:
3. SmashingMagazine.com : 25 User Experience Videos That Are Worth Your Time
http://www.smashingmagazine.com/2010/01/05/25-user-experience-videos-that-are-worth-your-time/
description
Seen:
Also mentioned at: http://www.upsidelearning.com/blog/index.php/2010/07/30/25-user-experience-videos/
http://ontwik.com/
Watching: How ninja’s wireframe (18mins,slide56. Score:5/10)
- Promotes use of Keynote (Mac software) to make med-fidelity wireframes
- Talks a bit about pros and cons of wireframes vs high-fidelity prototypes
- Process: sketch (when uncertain) > wireframe (lots of iteration) > prototype (jquery, gs) > comp (photoshop).
- Tip 1: Tell a story.
- Tip 2: Visually annotate the interaction details. On demoing a wireframe, visual narrate the wireframes fram-by-frame (e.g. one frame shows a button, the next shows “Click” burst-balloon on the button, etc)
- Tip 3: Use master slides for page/layout types
- Tip 4: Create a library of components
- Tip 5: Copy/paste style properties (in Axure use Style Editor for text)
- Tip 6: Group items whenever possible
- Tip 7: Learn the keyboard shortcuts
- Tip 8: Use tables (as guides)
- Tip 9: Add text to components instead of text line component
- Tip 10: Keep your theme lean (delete unused masters)
- Tip 11: Copy/paste between apps (e.g. from Photoshop, or icons from Google Image search)
- Tip 12: Don’t limit yourself to gray boxes (e.g you could use a highlight colour, don’t dumb down the fidelity: add some visual appeal like icons)
- Testing:
- - Add in CSS a background colour to text in case images are off (e.g. low bandwidth users)
- - How does it look with text size larger/smaller?
- - DS: Google Autofill?
- Turn of CSS, is site still readable (screen-reader)
- Use W3C validation tool to debug while your CSS (make it more compatible with more browsers, more people)
- Apple keeps it simple by providing bite-size chunks of information (spoon-feed them the information)
- UI design is spoon-feeding them the process (e.g. step-by-step order process, get the user to handle one issue/conflict at a time)
- 80-20 rule: Give them 80% of the functionality that requires 20% of the user input. For 20% of the interaction process they get 80% of the functions.
- The interface should be human, thoughtful
Google I/O – Creating Positive User Experiences
Other topics: startups, mobile, wordpress
Webstock 2011 Wellington, NZ
http://vimeo.com/user1374773/videos/sort:likes
To see:
…
Watching:
John Gruber – The Gap Theory of UI Design (@25mins) Score: 6/10 ( learning from history of Mac GUI:
- consistency is ok for recognition/learnability (e.g. a “hole” for a textfield, all buttons should look the same) , but be too conservative/old fashioned about upgrading your style. Neither go overboard or zany.
Lynda.com
http://www.lynda.com/Kelly-Goto/96-1.html and other module (torrent previews)
Bestechvideos.com
Watching:
http://www.bestechvideos.com/2008/12/05/don-t-make-me-click (done) LIKE 9/10
- The best interface is no (or an invisible) interface
- As a designer, don’t give in to the interaction seduction‘ (e.g. as a marketeer adding to Google homepage: icons for top nav, ajax sliders for searching restaurants, etc an accordion tab for every content type, lots of text) –> you have just created the anti-examplar. The trick to good interface is to REMOVE interaction. E.g. instead of selling a shovel, sell the hole. Instead of showing a bike to sell, show the experience (mud, adrenaline, etc).
- Don’t make me click - e.g. replace pagination with constant loading page as the scrollbar reaches the end of the page more content is loaded
- Zooming interactions (e.g. maps)
4. UXweek.com
The best ones are already mentioned in SmashingMagazine’s post, see 3 above.
Seen:
5.mfa in Interaction Design
http://interactiondesign.sva.edu/blog/entry/video_notes_from_the_field/
More:
lanryd.com TIP
http://pivotallabs.com/talks/106-enough-design - seen: Enough design (36/58mins);
http://www.ixda.org/resources (advanced search > video) + (tipped by DesignByFire Yohan on linkedIn)
http://www.boxesandarrows.com/view/idea-2008
http://www.ciwcertified.com/About_CIW/webinars.php
http://whichtestwon.com/free-on-demand-webinars-plus-powerpoints (about conversion and A/B testing)
http://vimeo.com/togetherlondon
http://mxconference.com/2011/videos
http://vimeo.com/adaptivepath/videos
http://uxweek.com/2011/
Special topics
Responsive design – see post
Other
Marketing
http://video.google.com/videoplay?docid=-6909078385965257294# – Seth Godin at Google – All marketeers are liars (20/48mins)
To try
http://www.uxbooth.com/view/resources/videos/ TIP
http://www.bestica.com/Videos.aspx?vid=8
http://www.cisco.com/en/US/solutions/ns669/video_tp_compelling.html