Changes to design, direction, UI can be costly if you are already in the development cycle. It is easier, faster, and cheaper to course correct on paper. Storyboarding your ideas allows you to rapidly think through the customer experience, pinpoint what’s really important to the customer, and scrap the ideas that won’t work.
At Intuit, we use storyboards to rapidly test our ideas with customers multiple times before spending time developing code. This enables us to define concepts that will delight our customers, so they buy our products and tell their friends. Storyboard development and testing is a method anyone can do—it doesn’t take an artist or researcher to get great feedback from customers.
In this hands-on workshop you will learn how to express your ideas in a story that will elicit valuable feedback from your customers. You will be able to iterate on ideas with lightning speed to uncover what works, what doesn’t, and unearth what will truly delight them (which is often not your first idea!). We will use frameworks to help you define what’s most important to your customer so you know you are focusing on the right things by the time you start to develop.
Writers from BusinessWeek, Harvard Business Review, Wired, and even Rolling Stone have all pronounced that design thinking - the process of developing products and services that are both feasible and meet user needs - is the key to successful innovation. And they're right. What they don't tell you is that all the design thinking in the world won't help your company unless your innovations serve a higher purpose. But the vast majority of businesses have no higher purpose. As a result, their products and features are disconnected from their goals. Their marketing is focused on value-adds rather than value propositions. Their message has no message. There's no there there.
That's where experience strategy comes in. Experience strategy is design thinking for your whole business. It tells you which ideas will help and which won't. It tells you if that new product will lead to a unified brand or a disjointed one. It's what turns a shoe store into Zappos, a car company into MINI, and a software company into Apple.
In this session, Robert Hoekman, Jr - author of Designing the Obvious (New Riders) and Designing the Moment (New Riders), and Web Anatomy (New Riders) - presents the essential elements of experience strategy. He reveals the five steps to developing a great UX strategy so you can stop navigating your way through the trees and instead start designing the forest.
How do you drive up user engagement? What game-like design patterns get your users to complete the sign-up, bring friends and come back? This session will expose the design patterns of engagement and incentives, including relevant metrics. Led by Nadya Direkova, Sr. Designer at Google and game designer, it will teach useful techniques that can drive up - and keep - your user base. You will leave with an arsenal of 7 design patterns to: design effective sign-up sessions and tutorials, promote virality, invite return visits, and apply game mechanics beyond points and bagdes. About the speaker: Nadya Direkova is Google’s local search designer and a game mechanics consultant - helping millions of users find knowledge and fun. She comes from the world of game design, having created fun games for Leapfrog and Backbone. She’s taught design at M.I.T. and spoken at IXDA’09 and SXSW’10.
Love creative problem solving, but need something more practical - something specific to User Experience? Russ and Stephen will share with you the exercises they use to solve the REAL problems.
You'll flex your critical thinking muscle through a series of jumpstarter activities. Even better, attendees will be encouraged to participate, if not embarrass themselves in front of a room full of their peers as they challenge themselves to see past the first, obvious - and often incorrect - answers, and start to flip problems on their heads to see solutions from a different view.
by Jared Spool
What separates a good design from a bad design are the decisions that the designer made. Jared will explore the five styles of design decisions, showing you when gut instinct produces the right results and when designers need to look to more user-focused research. You'll see how informed decisions play out against rule-based techniques, such as guidelines and templates. And Jared will show you the latest research showing how to hire great decision makers and find opportunities that match your style.
Of course, Jared will use his unforgettable presentation style to deliver an extremely entertaining and informative presentation.
This panel will discuss how companies can create best mobile mobile user interfaces, avoiding many of the pitfalls of poor design. Mobile user interfaces are not just squished down to fit the small screen, but require an understanding and application of technologies, users, and contexts of use to create the best possible interaction. Core principles for designing mobile interfaces will be discussed, as well as design patterns for use in mobile web sites and applications.
We won't quote Moore's Law to you, but we can all agree that technology is evolving at a rapid clip, maybe doubling its efficiency something like every two years (okay we couldn't resist). As these newly-evolved smart devices hit the market, consumers are changing with them. We become more social, more chatty, more plugged in as a result. We have a wealth of information at our fingertips and we're able to access it faster with smaller and smaller devices. How is all of this information, accessibility and speed changing us? Are consumers doubling our intelligence every two years?
As an Intel Fellow and Director of Interaction & Experience Research for Intel Corporation, Genevieve Bell currently leads an R&D team of social scientists, interaction designers, human factors engineers, and a range of technology researchers to create the next generation of compelling user experiences across a range of internet-connected devices, platforms, and services. She will drive user-centered experience and design across the computing continuum.
Developing across different mobile platforms has long been a pain point for mobile developers, but what about designing for the same apps and services to run across multiple types of device form factors? New form factors don't just offer bigger screens or keyboards over mobile phones; users also interact differently with them.
The most prevalent example of this is with iPhone apps moving to the iPad: creating a app for the tablet isn't simply about adapting it to a bigger screen, but utilizing the differences in hardware to offer users a better experience. This scenario is just the tip of the iceberg, though: Android is making its way into all types of devices, like Google TV, which will allow developers to create apps for both phones and televisions. GPS maker TomTom has announced that its future devices will run a version of WebKit and support third-party apps. Nokia's Terminal Mode and Continental's AutolinQ projects look to extend the app experience into automobiles.
This panel seeks to build a high-level understanding of what successful cross-form-factor development entails, beyond simply adapting content for different display types. Attendees will learn best practices -- and educational failures! -- from leading designers and developers, and how they can incorporate emerging form factors into their apps and services to create an enhanced user experience.
11th–15th March 2011