by Tom Hulme
How the art of design is changing with shifts in technology, tools and participation. Tom will discuss some of the big trends effecting design and give examples of how designers might harness them to increase impact. This will draw on examples of IDEO’s work, OpenIDEO and some of his startup investments.
by Jeff Gothelf
Requirements-driven product definition is a sure-fire way to get 100% of the wrong product launched. The assumptions that requirements are based on are usually not accurate enough to determine the exact solution those requirements dictate. Instead, teams should focus on creating a series of hypotheses that define potential solutions to their business problem business problem and then work together to learn which of these hypotheses are keepers and which ideas to kill.
In this session Jeff will provide an overview of how to apply the ideas behind Lean UX and Design Thinking to project definition and planning. Using a series of case studies from large companies such as Paypal, TheLadders and Sesame Street as well as a few select startups, Jeff will cover:
Jessica Ennis. Mo Farah. Bradley Wiggins. Nicola Adams — names that will forever spark memories of the incredible athletic drama of the London 2012 Olympic Games.
The BBC was the official broadcaster, and we took the opportunity to create the first truly digital Olympics. With 2,500 hours of live coverage and up to 24 live simultaneous streams, we aimed to give people choice and control to watch whatever they wanted, wherever they were.
This case study is about how we designed the UX of this digital Olympics, across mobile, tablet, desktop PC and connected TVs. And what we learned when we watched with avid curiosity as 55 million people used what we made over the 17 days of the games.
by Ben Terrett
Ben will talk about the design of http://gov.uk/, picking a particular area and explaining how we use our Design Principles to build an idea into a live feature on the site. This will be a fairly practical talk giving real examples from things we've been working on.
Computing power doubles every 18 months, so we’re now at the point where computing is cheap enough and good enough to embed it everywhere. In fact, it’s cheaper for product manufacturers to include a general purpose OS than write their own embedded systems, and it's cheaper for them to include touch screens, sensors and networking than not. We now have ubiquitous Internet in our handheld devices, but what happens when we embed information and sensing in the environment, both in public and in our private spaces? Will we even have or need these objects we currently call computers? How do we move from personal computers to shared, semi-public information? We'll look at current prototypes and examine how they change interaction and behaviour.
by Kate Rutter
Admit it. Inside you there is a secret product idea...some problem you are just itching to solve. Maybe you have notes scribbled in your notebook or even a few comps. Maybe you’ve talked to people about it or even built some code. Yet it falls prey to that deadly statement: “Someday, when I have more time...”
That day is today. In an action-packed 180 minutes, you’ll get that idea out and into the world. Using Lean Startup principles and these fun and rapid methods, you’ll create a coherent, lo-fi product concept and get peer feedback on it. You’ll identify the problem it solves for people, understand the role it plays in your customers’ lives and identify a key metric to indicate traction. We’ll wrap up with practical, actionable (and simple!) next steps to propel your idea forward.
You will learn & practice: Rapid sketching, provisional personas, ideation on scenarios of use, feature-storming, actionable metrics and lastly, put it all into a paper-prototype of a value prop and minimum viable product concept. (I know. It sounds impossible in 3 hours, but it’s totally doable. And hella fun.)
This is a structured and engaging way to “try on” design methods from the Lean UX / Lean Startup world and explore an idea that is personally meaningful. The techniques you’ll learn in this workshop are directly and immediately applicable to all kinds of UX design...in the enterprise, startups and mid-sized companies.
It’s rare to have an opportunity to focus on your idea. This session is about skill-building through personal expression. Come ready to participate, learn and share your passion!
How do you design a user experience that transcends a single device? Ten devices, some of which may not have screens? How do you design for services that exist simultaneously in your hand and in the cloud? How do you redesign everyday objects to be "smart things" that connect to Web services?
This half-day workshop will introduce you to user experience design for the post-PC/post-phone world, where connectivity and intelligence are embedded in the world around us. Using examples drawn from cutting edge products and smart home technology, Claire will introduce fundamental concepts of user experience design for ubiquitous computing/the Internet of Things.
She will give an overview of emerging trends in this field, and teach you a framework for wrapping your brain around the complexity of this rapidly changing environment to design integrated services, devices and interfaces.
Topics covered will include designing for services used by multiple devices and designing UIs for different device types.
For more than two decades, designers have used the same tool to make the web that we’ve used to interact with it, namely the mouse.
The emergence of mobile and touch devices presents us with both an opportunity to step away from our desks and explore new ways of thinking, creating, and working, as well as the responsibility to cultivate empathy and contextual awareness for the specific needs of mobile users.
In this workshop, we’ll challenge the idea that the laptop or desktop & mouse should be our initial creation tool when designing for touch and through pairing sketching with various tools and apps available on iOS devices, we’ll tap, swipe, and pinch our way to touch prototypes.
by Ben Sauer
Every Attendee Gets a Free Silverback Licence
Silverback is probably the world's simplest usability testing software but let's face it – clicking "record" isn't the hard bit. It's preparing for a session, knowing how to run it, and, most importantly, turning the findings into actionable insights that can improve the performance of your product.
Many things go in and out of fashion in our industry, but good ol' usability testing is a steadfast bedrock that will always be at the core of understanding our users. If you work in UX and you don't have any experience in it then you're doing yourself a disservice. Come to this session and you'll go home with a vital new skill under your belt.
Bonus material: how to feed footage into a viewing room with Silverback; how to "hack" Silverback to record iPhone & iPad footage; and how to combine it with screen-sharing apps for remote usability testing.
The UX profession adds value to almost every area of the business model, and often requires being a part of the strategy. The problem is, people inside UX and out aren’t good at talking about, designing, or testing strategy. Knowing the tools to have efficient, powerful conversations about business models and value propositions will give your clients more value, you more credibility, and your work more impact. This practical workshop will give you hands-on experience and the knowledge you need to apply it.
by Des Traynor
As a UX designer, identifying the strategy driving a business is an archaeological process. You set out to work on a homepage re-design, but after many layers of what’s and why’s you find yourself immersed in business strategy rather than screen design.
Business insights such as knowing the difference between sustenance and disruption, the rules of two-sided-markets, or how to orient a company around a job-to-be-done, should heavily influence UX design. The better versed a designer is in business strategy, the better equipped they are to design products that embody it. As anyone who's been asked to “make it viral” knows, business strategy must be built into a product, not retro-fitted to tick a box. Similarly the stronger an understanding of UX design a product owner possesses, the better equipped they are to make trade-offs and identify new opportunities.
Steeped in practical examples and case studies this workshop covers the insights gained from sitting at both sides of the table, and highlights the multiplicative benefits from knowledge of both business strategy and UX design. Attendees will leave with detailed knowledge of business strategies that can be applied when planning new products, or improving existing ones.
The introductions of new technologies are rarely seamless and silent affairs. There are the inevitable boosters and utopian dreamers who will tell us and sell us on the notion that this new technology will change our lives, in both big and small ways: we will be cleaner, safer, happier, more efficient, more productive, and of course, more modern with all that implies. The message here is everything will be different, better. There are also the equally inevitable naysayers and dystopian dreamers who worry along equally familiar but slightly different lines: we will be less social, less secure, more isolated, and more homogenous. The message here is everything will be different, but perhaps not so much better. Of course, running in between these larger conversations are the practicalities of living with new technologies — how much does it cost? where does it live? Who should look after it? what will we will do with it? and, in the end, what will we do without it?
Perhaps it is no surprise then that we worry, that new technologies are frequently accompanied by anxiety, and sometimes even fear. In this talk, Genevieve traces the roots of these hopes, fears and anxieties back through our history with machines — Vaucason’s Duck, Edison’s Talking Doll, the tea-cup robots of the Edo-period in Japan, Frankenstein’s monster and Ned Ludd’s polemics are all part of this story. She takes an expansive view, crossing cultures and historical periods, to create a genealogy of our socio-technical anxieties. Ultimately, she suggests a framework for making sense of these anxieties, and in so doing, a new way of thinking about the next generation of technologies we are designing.
What can user experience design really learn from games and play?
‘Gamification’ is: hot, hyped, oversold, misunderstood, unavoidable, a buzzword, a question mark, a quick fix, a huge unfulfilled potential. In the past two years, the notion of infusing products and services with elements from games and play to make them more engaging has been stirring up the digital industries. Multiple vendors have sprung up that sell gamification as a ‘turnkey solution’ to human motivation, and ‘gamification gurus’ are littering the online airwaves like ‘social media experts’ in days of yore.
In this talk, you will learn why ‘engagement’ is bullshit; why there are no architecturalisation gurus (and soon will be no gamification ones), but designing for motivation is here to stay; why the products and services we build are often way too game-like anyhow (and how to change that); and what we as user experience designers can really take from games and play.
You’d think that designing for earth-shatteringly large 80” touch screens needn’t be that different to the conventional tablet devices we all know and love. However, the reality is that the rules are oh-so-different, and you’d ignore them at your peril.
Antony and Jerome will take you on a journey when ribot worked with Tesco R&D to create their Endless Aisles project, which is now rolling out to multiple stores across the country.
They’ll discuss how:
As the form factors we design for become ever-more-varied over the next decade, this talk will give you some crucial take-homes of how to successfully overcome the new design challenges that come along with them.
In a similar way to an addict, we are increasing getting rewards from our consumption of products - we simply have much more than we need. As designers, we can find strategies to cure this addiction or to push for a behavioural change. Still, most of it is in vane.
However, What if things themselves can be designed with a goal, which we may not understand or agree with, but that might bring to a long term positive change? What if we shifted perspective and the products themselves were instead addicted to be used - the primary concern of any product from its own perspective?
This is the story of Brad and a network of Addicted toasters, an experiment that explores the conversation between a product with its own goal and its owner and the implication coming from this product being part of a network of things and people.
The UX profession is in a curious state. More and more people refer to themselves as working in “UX“, but when you dig deeper, there’s little common understanding of just what UX is, how it differs from related fields such as user research, interaction design, and information architecture, and just what is the career trajectory for a UX designer. In this presentation, Peter argues that UX in the 21st century must be reframed as a strategic and leadership role with a distinct organizational mandate.
This workshop delves into the core principles of user centred design and how it can help designers, developers and product owners build better experiences for their users. Through hands-on activities we will explore techniques for implementing a better and more agile UCD process from researching and gathering requirements to evaluating and refining your designs.
By putting our user at the centre of our design process we can create better and more delightful experiences. Many organisations are waking up to the benefits of user research driven interaction and interface design. In this workshop, through practical activities and real-world examples we will teach you techniques for effectively gathering requirements and prototyping, testing and refining designs when faced with constraints such as budget and time.
Faceted navigation has become very popular in the last decade. It’s seen as way to improve the findability of information on many sites, particularly those with large collections of products or documents. The design of real-world faceted navigation systems, however, proves to be more intricate than people first assume, and designers must be aware of many details.
This workshop covers principles of faceted classification and shows you how to use facets in web design. Many examples of faceted navigation will be presented and discussed. A clear, structured framework for understanding the individual components is presented to help you understand all the decisions involved. The topics are brought to life through several hands-on exercises.
by Jeff Gothelf
The days of heavy specifications and documentation are numbered. The new currency of web and software development is shared understanding within nimble, small, dedicated teams. In this workshop, Jeff Gothelf will teach you the collaborative, cross-functional ideals behind Lean UX and demonstrate the power of highly cooperative teams.
Through several hands-on exercises that demonstrate how people work together to build a shared understanding, you will learn to:
This workshop is for web designers (interaction, visual, etc) and the product managers and developers who work with them. You’ll take away practical skills to encourage greater team collaboration, rapid design tactics, shorter feedback loops and increased product validity all while increasing team productivity, efficiency and camaraderie.
by Chris Risdon
As services become more interconnected across channels and devices—and more importantly across time and space—it’s becoming increasingly critical to find ways to gain insight about customers’ interactions with your service.
Experience maps offer a framework for mapping human experiences across multiple situations and interactions. These maps ensure that every occasion where your organization touches or connects with a person’s life is appropriate, relevant, meaningful, and endearing.
Experience maps are intended to be catalysts, not conclusions. We’ll focus on the power and peril of the touchpoint—where customers connect with your product or service, and map the customer journey across touchpoints and channels.
The structure for the session will be a mix of shared insights and case studies followed by group activities to put the ideas into practice. When you wrap up the day, you will have:
by Jeremy Keith
Responsive design is a game-changer. It has already changed the way that front-end development is practiced. But it has equally earth-shifting implications for information architecture and interaction design.
When we design and sketch, it’s all too easy to fall into familiar patterns that assume a certain amount of screen real-estate or device capability. It’s time that the principle of progressive enhancement be brought to bear on the world of UX design.
Perhaps most importantly, responsive design highlights the need for designers and developers to collaborate more closely. This workshop—led by front-end developer Jeremy Keith and UX designer James Box—will highlight the practices and processes that result in a cohesive approach to building responsive websites.
The workshop will help cross-disciplinary teams, particularly those looking to tackle large scale responsive redesigns or new builds. For example:
What will I learn?
by Paul Adams
The web is currently undergoing a huge shift. It is being rebuilt around people rather than being built around content. This means UX professionals will need to deeply understand how to design social experiences, which is different to designing user experiences. For example, there is often no clear task, no set user goal, no clear outcome, and no personas to design for. With social experiences, it is debatable whether you should do research before designing, or whether it is better to design, ship, in order to learn and iterate. In the next 12-24 months, social design will become a key requirement for UX professionals and it will make us question our best practices. In this workshop, Paul will walk through key design principles with lots of examples to help you design better social experiences.
“Help! A robot ate my job!” If you haven’t heard this complaint yet, you will. Today’s widespread unemployment is not a jobs crisis. It’s a talent crisis. Technology is taking every job that doesn’t need a high degree of creativity, humanity or leadership. The solution? Stay on top of the Robot Curve—a constant waterfall of obsolescence and opportunity fed by competition and innovation. Marty Neumeier present five talents—feeling, seeing, dreaming, making, and learning—that can power your success in the coming Robotic Age.
by Ben Reason
Ben Reason will talk about how the livework team - many of whom have a UX background - have developed service design with specific focus on how digital changes services in a range of industries. With case studies from Telecoms, Public Sector and Transport Ben will show how designers can take a holistic view of the customer experience and the business goals and how this approach can improve UX design and digital solutions.
by Tim Malbon
Tim will talk about Made by Many’s mission to invent, make and operate new digital products and services that are never finished. Moving beyond the traditional campaign cycle of ‘one night stands’ is an important new competence of clients and agencies alike and Tim will use real cases to share some of the ways MxM are trying to meet these challenges.
Products we’re passionate about start by scratching an itch; we have a problem we want to solve. But with a marketplace crowded with options and the likelihood it’s been tried before, how do we approach it in a way that’s fresh enough to attract users?
In this case study, Hannah and Matt will share the thinking and process behind their product This Is My Jam, an unconventional approach to song sharing.
Learn about the benefits of (and techniques for) questioning established product and technical orthodoxy; the role style and trends play in product appeal; and victories as well as mistakes from the early days of prototyping Jam.
In the 21st Century, the world does not consist of digital equivalents of physical products and services. How designers cope with the new meta-product world order is the real question to be asked right now.
To deliver inclusive and authentic user experience we need to ensure our designs are accessible. This workshop will share many of the techniques we apply as we move around the design lifecycle. As designers, we can apply variety of techniques to ensure we deliver a design experience that provides an equivalent level of quality to as many people as possible. For example, right from the sketching stage you can check the keyboard access will follow the visual order, and whether screen readers need some hidden elements to understand your page.
“Inclusive User Experience” is putting digital liberty as a number one priority.
Trying to manage feature creep? What about seagulling stakeholders? And what content matters most, anyhow?
These questions and other challenges drive content strategy; they’re basic issues to any strategist planning for content and the workflow behind it. But what if you’re not a content strategist? What if you need to empower a team, wrangle a whinging client, and rally everyone around a common vocabulary for your primary navigation… not to mention branded error messaging? No matter your title, it’s time to embrace content strategy, starting with the message architecture.
Brand-driven content strategy complements user-centered design, and this workshop will help you get up to speed on the philosophy, questions, tools, and exercises to implement it. We’ll conduct a hands-on exercise to prioritize communication goals and develop a message architecture—ideal whether you design for the web, mobile apps, social media, or offline experiences. Fancy more efficient engagements? You’ll also discover how a brand attributes cardsort can help you identify potential pitfalls and points of disagreement while you improve organizational alignment.
Then use this foundation to conduct a qualitative and quantitative content audit. We’ll discuss the content opportunities a gap analysis reveals when we use the message architecture as a metric of quality. You’ll leave with the savvy and experience to bring brand-driven content strategy techniques and thinking into your own work.
What you can expect:
Now more than ever, prospective users and clients are being drawn even deeper into our UX design process through the use of participatory design activities. These activities help designers better identify people’s needs, then generate and evaluate a range of design ideas—often in a playful and fun way that helps us rapidly construct and test design hypotheses for products or services.
For many practitioners, however, the use of participatory design activities in a Lean UX world can feel like a black art. This practical workshop will help designers understand what types of participatory design activities they can use in their projects, and get a little hands-on experience on how to construct their own activities for use in their daily work. Working in small teams, workshop attendees will:
Workshop attendees will walk away from this workshop with a set of participatory activities they can immediately start using in their design projects, as well as a holistic understanding of when and how to use participatory methods for maximum impact.
10th–12th April 2013