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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.
A while back, LinkedIn experimented with a feature: a little meter above the users' information, showing their profile's "percentage completed." Suddenly, more users filled out their profiles. The feature didn't have a clever interface, a sophisticated information architecture, or show any technical prowess. It just leveraged basic human psychology.
As designers, we work hard to provide powerful features in our applications, but if users don't take advantage, it's all waste. We have to extend our designer's toolkit, leveraging the latest thinking from behavioral economics, neuroscience, game mechanics, and rhetoric.
In this fun-filled, interactive workshop, Stephen P. Anderson will guide you through specific examples of sites who've designed serendipity, arousal, rewards, and other seductive elements into their applications, especially during the post-signup period, when it's so easy to lose people. He'll demonstrate how to engage your users through a process of playful discovery, which is vital whether you make consumer applications or design for the corporate environment.
Using the Mental Notes card deck, participants will start with an application that is perfectly "usable," and take it to the next level by exploring how things like feedback loops curiosity and social proof could make a site more seductive.
WHO IS THIS WORKSHOP FOR?
Designers, developers, marketers and product managers-- anyone involved with the design of website and applications. The focus of this workshop is on how to design for behaviors, whichis one thing diverse product teams can align around!
WHAT WILL YOU LEARN?
By the end of this workshop you will:
- Discover practical ways to apply ideas from psychology to interaction design
- Learn 15 principles from psychology (such as Curiosity, Set Completion and Sequencing)
- Understand why making things usable isn't enough
- Understand how our design decisions influence behavior
- Be able translate business goals directly into behavioral goals (allowing us to measure UX decisions)
- Learn how even business apps could benefit from a little playfulness
Clay Shirky coined the phrase "cognitive surplus" to describe humanity's untapped mental energy, energy being put to spectacular and beneficial use in collaborate efforts like Wikipedia. User experience designers are rapidly learning how to tap into this surplus through social and psychological insights into human behavior, inviting users to channel their intellectual energies into technologically-mediated interactions that people find emotionally rewarding and deeply compelling.
But where is the line between compelling interaction and compulsive behavior? With so much enthusiasm about "gamification", game mechanics, and behavior change, and with millions of people tagging other people's content and checking in every time they move around, designers of interactive systems should be asking themselves: what kinds of compelling and powerful interactive experiences actually enrich our lives... and what experiences simply drain our time and energy while providing nothing of value in return? How can we be sure we are using these psychologically engaging new interaction design patterns to make people's lives better?
We'll look at some real-world "anti-patterns" of interaction design, where human behavior is, to put it bluntly, being exploited. But we'll also look at how well-intentioned interactions might inadvertently dehumanize users by failing to address their deeper personal needs. Finally, we'll try to define some guiding principles around how to create engrossing, even addictive products and experiences that nonetheless empower and enrich the people who use them.
11th–13th May 2011