@JonathanpBerger talk @agileuxnyc “get more Technical” New Year Resolution- tech literacy

February 25, 2012

Hardcore old school print designers know papers, know inks, know fonts. By same token, we creating UX must be literate in code.

Literacy!= Fluency — it is just being able to know enough of a language to have a decent conversation

Believes in a few years we won’t hire designers that can’t code. (Makes me think of LukeW who says in future we won’t have time for wireframes.)

Making is good for projects. Small details of color and font are important to the user. If you can just fix it yourself it is much faster.

Instead of telling someone else how to paint, you get to hold the brush.

Caveat is can step on toes. Use humility. Establish the spots okay to do.

TDD and Story writing using Cucumber.. Getting right syntax. Helped his UX/UI practice be because used ubiquitous language, as devs

Ask devs to have basic tools ( like in rails bundled, rake, etc)

So can do small changes, GIT allows you to save, like in a vid game.

Can contribute to production and they can role it back.

Learned Rspec and Capybara test programs
Know about breakages quickly from these

JQuery helps you write sonnets or paint inside the lines

Uses personas a lot, within cucumber

Testers will use Homer Simpson as the persona if you don’t supply!

“it is critically important to do things not just read about them” (or just attend classes and conferences haha).

@zakiwarfel talks about Design Studio @agileuxnyc raw notes

February 25, 2012

@jeffpatton mentioned again

Tips for Design Studio

-use butcher paper and Painter’s tape; use sharpies
-graph paper
-team members with teams, get scenarios and one of the personas
— do not use all designers, etc. Use people from each expertise, business, UX, tech particularly
– most important tool is stop watch — likes Top Chef’s Quick Fire challenge

Has a grid system to use with block at bottom – do 6 to 8
To warm up, have them sketch stuff quickly using pencil, like circle, square and show to workshop–also levels everyone

Everyone is equally uncomfortable regardless of place in hierarchy

Goal is just enough idea to pitch to team members, and don’t have time to details

Only get three minutes to pitch.

Elect a team member to pitch to another team.

Hyper Island did this in our Master Class

Feedback can tend to I like / I don’t like

A critique is did they accomplish goal?

2 minutes to provide 2 to 3 ways design accomplished goal and 1 to 2 ways. Whether you love or hated it. Doesn’t matter. Use red to mark oops and green to what works.

Stealing is highly encouraged.

If you rip it off, have to make it better.

Generate six weeks of work in six hours. So costs? Costs less!

@andersramsay #agileuxnyc raw notes on collaboration talk #agile

February 25, 2012

UX Rugby

Says he is an Agile UX Coach. Makes me think of @Tobiasmayer vpcurrent Twitter thread that is “against” coaching

“Feeding the Beast”. Devs delivering features faster than can design

“Half-baked UX” – product owners pressured into get anything that functions out door.

“Sprint Tunnel Vision”. – and delivering an incoherent product

Why? A lot of UX designers playing Waterfall game on an Agile playing field. designing a Sprint ahead – is waterfall.

Lacking tools to understand how Agile game is played.

@totheralistair mentioned Collaborative Game book….

Mentioned Nonaka and Takeuchi’s New, New Product Dev paper

Compares Waterfall to Relay Race. Game is not designed for support

Rugby is intensive, continuous, with collaboration at the core

– reach goal line again and again to win game

Moved to concrete examples

Showed a meeting, like those we typically attend with a one-way, broad cast, meeting presenter. (but that is us now! Unfair, I know).

Then showed a workshop.

In a workshop you can rapidly iterate a shared understanding

Ideation Clearinghouse (like Design Studio).

Talked about a case of a CMO who just sat in on a waterfall design review in which he shut down product after saying designers did not understand his requirements

Do warm-ups. Card storming.

Sketching in a time box – with no rules – not even that they must draw. Can write.

Critique. Pay attention closely to what you are seeing if facilitating. Look for exceptions. Can uncover vision differences quickly.

Learn, apply and recombine workshop patterns.

For stuff that takes sitting down, do pairing. Showed cool yin-yang pairing desk.

Showed snapshare method. Paper prototype/wireframe to build / HTML CSS

Mindset – copied HSBC ads on mindset showing rugby vs relay race

Learning to play passing game in a collaborative manner.

Q: how do we estimate in planning meeting
A: no magical answer – make sure element of sketching in place before estimating. Have a few sketches

Have business sponsor do the elevator pitch of what the problem is we are trying to solve

Five minutes best time box

Only strong survive. Only stuff that achieves goals – devs excited, bus people figure out how to talk to engineers

Prepping room. Put up Butcher paper sheets and each team gets packet with persona.

@agileuxnyc talk by @thinknow Lane Halley http://www.lanehalley.com

February 25, 2012

Lane Halley Quick, Visual, Collaborative, & Continuous

Liked the mindset from

Lean User Experience Residency

Back in the day we had the 4Ds: plan-build-test-ship — but we never had time to test. A lot came from HCI ( human computer interaction) … Struggle was how to get people to take time to test. Big struggle.

Products in perpetual Beta. For a while she didn’t like it. Then realized it was more fluid than in days of 4Ds. But even today we still base on model of practioners, deliverables, sips etc.

See her great slide on expanding role of designers.

UX now has a seat at table, but creating pain for team unless more quick, visual, collaborative and continuous.

Light weight research processes. Tomer and Andres talked about light methods.

Interview guides

Originally from Cooper (pattern! Just found out about thus company from Luke Hohmann).

Make Provisional persona that evolve over time

(Jeff Patton calls Practical Persona)

The persona themselves evolve over time

Hah! Sync. She mentions @jeffpatton. ๐Ÿ˜‰

And up go pragmatic persona slide. ๐Ÿ˜‰

These are made after some interviews.

Tips for researchers:
– pair interviews Withba back-up

Hah Jeff’s picture. ๐Ÿ˜‰

– use multiple note takers taking notes on cards with one thought per card or sticky note

– visual radiator (cred from me to Alistair – did he not come up w this term?)

– sketch board

Continuous customer engagement – this is what it really means: it should be like clockwork, not a special occasion

– five users every Friday
– talk to us button

Where previously would go get research, and understand needs, then do a report, then design… Instead do a mashup, find a small piece of story and ask user to show how they would do with product.

If a team doesn’t know what goes on the profile page, what goes on the page? Everything.

Innovation Games mention @lukehohman ;). “very useful”

Collaborative design session.

Shows a really lean prototype with just stickies.

Slides on sldeshare.

When you can predict the response, change test subjects.

[my main issue: how does this not turn into Big Design Upfront]