Sessions at UX Lx: User Experience Lisbon 2011 about User Experience on Wednesday 11th May

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  • Storytelling for User Experience

    by Whitney Quesenbery

    Stories are an effective way to collect, analyze and share qualitative information from user research, spark design imagination and help make design ideas compelling. We all tell stories all the time, but to craft a story for a particular audience, for a particular reason and effect, requires some instruction and modeling, a reasonable amount of practice, and a lot of listening.

    Storytelling might help you:

    • Make user research data more compelling by adding the rich details of stories to your reports, personas and presentations.
    • Put a design idea in context, showing how it makes an emotional connection or fills a need, exploring it from different perspectives.
    • Help a product team really understand a point of pain, or show how a new approach could remove barriers.
    • Sell an idea more effectively by engaging your listeners, allowing them to imagine the ideas for themselves.

    Bring your own UX story material to develop safe atmosphere of constructive critique. You will learn the mechanics of oral and written presentation through instruction, modeling and practice. Exercises will let you try out different storytelling elements such as imagery, different story structures and telling stories in different contexts. You will experiment with structures and styles for different ways you might use stories in your work.

    WHO IS THIS WORKSHOP FOR?

    People who know they have a good UX story waiting to be told!

    WHAT WILL YOU LEARN?

    During this workshop you will:
    - Understand why stories are a natural part of user experience work.
    - Learn where stories fit into a UX process to add stories to your own user experience practice.
    - Know the elements of a story – structure, plot, imagery, context - and how they can be used to craft better stories.
    - Have practices telling a story in several different ways, exploring how to adapt it to different contexts.

    Attendees will leave with a story crafting kit to use as inspiration for their next story (and the one after that).

    At 9:00am to 12:30pm, Wednesday 11th May

    Coverage slide deck

  • Agile Development + Interaction Design = True

    by Klara Vatn

    Agile principles can be explained with just four words: We learn and adapt.

    This is why agile development is a perfect match for good interaction design. It will make you able to respond to change and new insights during the development cycle - keeping your design up to date as user needs and market expectations change.

    I've worked as an interaction designer on agile projects for five years. In that time I have tried and failed... and learned! Just as the agile principles state.

    I will share how I, as an interaction designer, collaborate with the team, the product owner and other stakeholders. I'll show that it's possible to work on many aspects of the design details simultaneously, always keeping in mind the main concept and at the same time collaborate and communicate with the team members.

    At 2:30pm to 2:50pm, Wednesday 11th May

  • Designing by Doing: Bringing Agile Thinking to UX Practice

    by Anders Ramsay

    In this workshop, we'll focus on the period in the project lifecycle from project kick-off to when we begin delivering working software. While classic Agile methods focus on early and frequent delivery of a quality software product, we'll here apply Agile thinking to the work that serves as its basis. This is both a critically important phase from the vantage point of User Experience Design and one in which Agile thinking can fundamentally transform a traditional approach into one that is far more condensed and intensive.

    Using a fictional project as our narrative, workshop participants will journey through a series of activities that exemplify Agile thinking applied to UX practice. These will include Futurespectives, Cardstorming, Agile Personas, and iterating between Story Mapping and Design Studio. Questions we'll explore include: Where do User Stories come from? How do User Stories and User Experience Design inter-relate? How do we go from story maps to detailed design? And how is the UX practice transformed by starting to build earlier and then designing UX in tandem with development?

    At the completion of each activity, we'll discuss how they exemplify Agile thinking and how they might manifest themselves in a real-life project. The workshop will also make extensive use of the meeting space to exemplify how Agile thinking manifests itself in the physical work environment.

    At 3:00pm to 6:30pm, Wednesday 11th May

  • Designing for Touch

    by Josh Clark

    Handheld apps that work by touch require you to design not only how your pixels look, but how they feel in the hand. This workshop explores the ergonomic challenges and interface opportunities for designing mobile touchscreen apps.

    Learn how fingers and thumbs turn desktop conventions on their head and require you to leave behind familiar design patterns.

    Josh will present nitty-gritty "rule of thumb" design techniques that together form a framework for crafting finger-friendly interface metaphors, affordances, and gestures for a new generation of mobile apps that inform and delight.

    WHO IS THIS WORKSHOP FOR?

    This is a workshop aimed at designers, developers, and information architects making the transition from desktop to touchscreen apps for mobile and tablet devices.

    WHAT WILL YOU LEARN?

    By the end of this workshop you will be able to:
    - Discover ergonomic guidelines for comfortable tapping and what that means for the visual layout of mobile apps.
    - Devise interface metaphors that invite touch and create emotional attachment.
    - Explore how touch suggests subtle cues for how your app works, and learn how to make use of this new class of affordances.
    - Learn why buttons are a hack. Tap into direct manipulation of content to encourage exploration in ways that traditional controls cannot.
    - Design gesture interactions, and learn techniques to help people discover unfamiliar gestures on their own.
    - Train in gestural jiujitsu, the dark art of using awkward gestures for "defensive design" and protecting against accidental mistaps.
    - Explore the psychology behind screen rotation and the opportunities and pitfalls it creates for designers.
    - Find out how the form and context of tablets create different interface requirements from phone handsets.

    At 3:00pm to 6:30pm, Wednesday 11th May

  • Effective Design Documentation without a Fuss

    by Dan B.

    The complexity of new design challenges demands better documentation faster. Designers can no longer hope to hand in a sheaf of wireframes and hope the project team can follow along. Instead, teams are more dependent on good deliverables and better pictures to communicate a complete story. And designers need to create documents faster, in part to accommodate rapidly changing methodologies. Finally, designers need to weigh the value of creating formal documentation against other methods of explaining design.

    Regardless of your role in the design process–researcher, evaluator, designer, developer–creating and using documentation is essential. Design deliverables establish a plan for design activities, ensure that the team is aligned in their objectives, and set expectations for project stakeholders.

    Though some interpretations of modern development methodologies suggest eschewing design documentation, a good framework for deliverables can adapt to a variety of circumstances. Design teams should not assume a one-size-fits all approach to their deliverables, but instead cultivate a toolkit that serves a range of design projects.

    This workshop will teach participants understand what makes great design documentation, and how to get there faster. Using examples from EightShapes Unify – a free collections of deliverable templates - the workshop will dig into some of the techniques that can make deliverable preparation more efficient.

    WHO IS THIS WORKSHOP FOR?

    If you work on web projects and need to create, review, or approve design documentation, this workshop will help you develop a critical eye for deliverables.

    WHAT WILL YOU LEARN?

    By the end of this workshop you will:
    - Establish the role of design documentation in your organization
    - Have strategies for recognizing great deliverables and providing feedback on documentation
    - Know how to plan a collection of basic templates for constructing design deliverables
    - Know how to plan the structure and content of a deliverable before building it
    - Understand how to adapt design deliverables to various circumstances
    - Appreciate separating design deliverables from design artifacts to support reuse
    - See how EightShapes Unify allows you to create design documents quickly

    At 3:00pm to 6:30pm, Wednesday 11th May

  • Guerrilla Research Methods

    by Russ Unger

    This hands-on session will cover a number of low cost, yet powerful research methods to help you make better data-driven design decisions. We'll provide a number of techniques for recruiting research participants, creating better research questions, and what to do with your data once you've conducted your research.

    Topics Covered:
    - How to sell guerrilla research into a project from the start
    - How to recruit better participants
    - How to form better research questions
    - What to do with your data once you have it
    - A number of inexpensive, quick, but highly effective research methods when time and/or budget are limited
    - Real-world case studies to show how guerrilla research methods provide measurable ROI
    - Assessment methodology to determine which method is best for their project or situation
    - Valuable "how-tos" to execute the research

    Questions Answered:
    - How do I get my boss or client to buy into doing research for my project?
    - What is guerrilla research and how is it different than traditional market research?
    - What are some guerrilla research methods and what kind of results can I expect?
    - How do I pick the right method(s)?
    - What's the downside/shortcoming of guerrilla research methods compared to other research methods?

    At 3:00pm to 6:30pm, Wednesday 11th May