Notes from UX Immersion Mobile Conference 2014

Last week I was in Denver for a three day conference put on by User Interface Engineering. I met lots of great people, and the workshops and talks were fantastic. Would highly recommend to anyone looking for a good UX conference to attend.

http://uxim14.uie.com/

Brad Frost

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We don’t know what will be under the Christmas tree in two years, but that is what we need to design for.

Principles of Adaptive Design

  • Ubiquity
  • Flexibility
  • Performance
  • Enhancement
  • Future Friendly

Tools

Atomic Design

  • Break down design elements into reusable components of a system:
  • Atoms
  • Molecules
  • Organisms
  • Templates
  • Pages

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More details on Atomic Design here: http://bradfrostweb.com/blog/post/atomic-web-design/

 


 

Ben Callahan

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Dissecting Design

Part 1: Establish the Aesthetic

Use tools you are comfortable with to establish the aesthetic

 

Part 2: Solve the Problem

  • Static design tools (photoshop, etc)
  • Responsive design tools
  • html/css

You best solve problems using tools you are fluent with

 

Part 3: Refine the Solution

  • Static tools
  • Instead of static design hand-offs, consider design pairing: one engineer, one designer, working together side by side.

Efficiency is key with refining a design solution

 

Group improvisation

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The fact is, there is no one way to design for screens. Every project is different. Every team is different. It’s interesting to look at it as a form of group improvisation, where everyone is contributing in the way that makes this particular project work.

“Group improvisation is a challenge. Aside from the weighty technical problem of collective coherent thinking, there is the very human, even social need for sympathy from all members to bend for the common result.”

Group Improvisation requires individuals on a team to be…

  • fluent
  • humble
  • empathetic

 

Ben’s Theory on Web Process

Create guidelines instead of rigid processes. “The amount of process required is inversely proportional to the skill, humility, and empathy of your team.”

More details on Dissecting Design here: http://seesparkbox.com/foundry/dissecting_design


 

Luke Wroblewski

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Mobile Growth

Mobile shopping in US

  • 2011: 14%
  • 2012: 30%
  • 2013: 50%

Paypal mobile payments

  • 2010: $750M
  • 2011: $4B
  • 2012: $14B
  • 2013: $27B

Mobile revenue

  • Yelp: 40%
  • Facebook: 53%
  • Twitter: 75%

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We’ve only had about 6 years to figure out mobile design, vs 30 years of figuring out PCs. We have lots to learn. And more importantly, lots to unlearn.

On the hamburger menu

  • Test showed that a button that reads “MENU” was selected 20% more than when a hamburger menu was used
  • Interesting Polar Mobile case study, where hiding content under a menu vs using a segmented control showed an instant and major drop off in usage as soon as they changed it
  • Measure measure measure

On the importance of good inputs

  • Airport wifi login – 23 steps on mobile to pay money to get online
  • Designers talked to Luke about how they cut it down to 19.
  • Luke’s response – I have an idea that uses *4* inputs.
  • Hotel Tonight — Using a signature gesture to solve the baby booking the hotel room problem. So good.
  • Booking a hotel happens in 3 taps and a swipe, giving them a competitive advantage

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On Startups

  • Release – As quick as you can
  • Refine – by observing real use
  • Repeat – design is never done

Idea: Preemptive customer service

They were watching the user logs, and when they saw bugs they fixed them before users complained, and then reached out to let them know they had fixed something. User feedback was 100% positive. Brilliant.

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Jared Spool

Designing Designers

Job interview test

  • Present candidate with a messy sketch of a web form
  • A good designer cleans it up
  • A better designer simplifies
  • An even better ask why do we need this info

Side comment about unintentional design: What happens when you spend time working with everything in the system *except* the user’s experience

The need for design talent is growing, massively. How do we staff it?

IBM is investing 100M to expand design business. 1000+ UX designers are going to IBM. This means all the big corporations are going to start hiring UX like crazy. How do we as the design community even staff that? Especially since today, all design unicorns are self taught.

How to become a design unicorn <3

  1. Train yourself
  2. Practice your skills
  3. Deconstruct as many designs as you can
  4. Seek out feedback (and listen to it)
  5. Teach others

 

It doesn’t happen like this in school, though.

  • Schools have too many constraints
  • Out of date (3yr accreditation process)
  • There aren’t enough schools to keep up with the new jobs in demand
  • Schools don’t go deep enough
  • The semester / class based school system can’t support the kind of learning designers need to do to develop their skills

Tying the education problem back to Unintentional Design. We focused so much on the system that we forgot what we were actually trying to do.

Changes to education system?

What if design school were more like Medical Education (combines theory and craft). This idea of pre-med, medical school, internships, residences, and finally fellowships.

Changes to our workplace?

  • We are the future managers of this next wave. What can we do?
  • Building a culture of learning
  • Integrating *practice* into our routines (critiques, sketching, what else?)
  • Apply our design skills to design learning

Jared is exploring this idea with The Center Centre — formerly known as the Unicorn Institute


 

Nate Schutta

JQuery Mobile Prototyping Workshop

“If a picture is worth a thousand words, how many meetings is a prototype worth?”

Useful links:

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