UIE Article – Five Ways To Animate Responsibly

Jared Spool

February 24th, 2016

In this week’s article Rachel Nabors discusses how to appropriately use animation.

Here’s an excerpt from the article:

Sadly, animation is considered decorative by the bulk of the web development community. UI designers and interaction developers know better, of course. But when I’m teaching a workshop on animation for interaction, I know that my students face an uphill battle against decision makers who consider it nice to have, and tack it on at the end of a project, if at all.

This stigma is hard to shake. But it starts with us using animation deliberately or not at all. Poorly considered, tacked-on animation will often cause more harm than good. Users may complain that it’s too slow or too fast, or that they have no idea what just happened.

Read the article: Five Ways To Animate Responsibly

How do you animate responsibly? Share your thoughts with us below.

A Story Told About Story Listening – UX Immersion: Interactions Podcast

Sean Carmichael

February 23rd, 2016

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UX Immersion podcast

Storytelling is a powerful way to measure our understanding of our users and their experiences. But unfortunately, we don’t always get the story right. User experience rests more on listening to what the users want to tell us rather than the stories research teams and designers tell themselves within the confines of their organizations. Perhaps it’s time to first try story listening before recanting the tales.

In this episode, we hear a story from Mike Monteiro about design going wrong. Jared Spool then talks to Marc Rettig about how the team could employ a technique, the Collective Story Harvest, to take apart the problem and come to new insights. All by listening to a story.

Marc Rettig is joining us in San Diego, CA on April 18–20 for our UX Immersion: Interactions conference. He’s teaching a daylong workshop on research techniques for gaining deeper insights. For more information, visit uxi16.com.

Recorded: February, 2016
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UIE Article – Four Approaches to Share and Reflect on Our Work

Jared Spool

February 17th, 2016

In this week’s article I discuss how to talk about design.

Here’s an excerpt from the article:

For each of the four techniques, there are variations that modify what they accomplish. For example, one team we recently worked with took a walkthrough and modified it to compare the user stories they’d created to the prototype they’d implemented.

As one designer walked through a piece of the prototype’s flow, another designer pasted screen shots on the wall. The business analysts who created the user stories pasted the relevant stories underneath the screen shots they referred to. When it was done, the team could clearly see which parts of the flows were missing comparable stories, and if there were stories that didn’t deal with the prototype. It was the first time the two groups had a chance to ensure their work was synchronized.

Read the article: Four Approaches to Share and Reflect on Our Work

How does your team discuss design? Share your thoughts with us below.

Designing for Sophisticated Systems—A March 10 UX Virtual Symposium

Adam Churchill

February 12th, 2016

In this three-part online symposium, Designing for Sophisticated Systems, Stephen Anderson, Karl Fast, and Chris Noessel give you timeless strategies to the table for dealing with complex information, whether you are designing visual models, user interactions, or offloading tasks to an Agentive Technology. These three approaches are grounded in concepts that you can apply to your work today, as well as prepare you for the design and user interaction challenges of tomorrow.

Here’s our March 10 agenda:

Noon ET / 9am PT • Using Visual Models to Solving Big Design Problems • Stephen Anderson

1pm ET / 10am PT • Timeless Interaction Patterns • Karl Fast

2pm ET / 11am PT • Agentive Technology • Chris Noessel

You’ll see examples of current and future technologies that assist us in our efforts to sift through information.  You’ll leave with get tips and tools for designing for these technologies. Save your spot soon.

UIE Article – Designing Embraceable Change

Jared Spool

February 10th, 2016

In this week’s article we reprint an article where I talk about changing your sites at an adaptable rate.

Here’s an excerpt from the article:

The employees had become accustomed to the intranet and knew how to find the things they needed. Even when an employee couldn’t find something, there was always someone within earshot who could. New employees found complete support amongst the existing staff, making orientation quick and easy.

One day, last September, the employees came into work expecting things to be just like they’d been for 9 years, only to find that a brand new design had been launched. Not only were they not consulted on the radical changes, they weren’t even warned.

Read the article: Designing Embraceable Change

How have you eased your users into change? Share with us below.

UIE Article – Hunkering: Putting Disorientation into the Design Process

Jared Spool

February 3rd, 2016

In this week’s article we reprint an article where I talk about “hunkering” as a design process.

Here’s an excerpt from the article:

Hunkering, and its subsequent visual disorientation, can be a crucial tool for the designer. Used properly, it can prevent downstream errors and give new insights into the final results.

One common trap we see designers fall into, is they don’t hunker often enough. By waiting too long to see what they are building, the resulting product gets further and further away from their concept. When the design is finally ready, it’s so far away that reconciliation becomes difficult. A common trait that all the master craftspeople we studied had was that they hunkered frequently. In some cases, multiple times per day.

Read the article: Hunkering: Putting Disorientation into the Design Process

How does hunkering help your design process? Share with us below.

UIE Article: Deconstructing the Poor Design of a Well-Intentioned Microinteraction

Jared Spool

January 27th, 2016

In this week’s article I talk about how to evaluate microinteractions.

Here’s an excerpt from the article:

Session timeouts are commonplace, an artifact of how poorly our digital world integrates with our real world. If our laptops could accurately tell that someone else has sat in front of it, we could better protect our users from evildoers.

It’s a good intention. We’re protecting the needs of the business.

Design is what we do when we render our intentions in the world. The American Airlines session timeout frustrates its users, something which is likely not the intention of American Airlines’ site designers. How could they have improved that?

Read the article: Deconstructing the Poor Design of a Well-Intentioned Microinteraction

What are some of your experiences with microinteractions? Share them with us below.

Adding New Features Can Literally be a Game Changer – UX Immersion Podcast

Sean Carmichael

January 21st, 2016

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UX Immersion podcast

When your user gets value from your design, they’ll likely make using it into a habit. They’ll keep coming back, forming more habits as they continue to get results.

When we add new features, we often force them to break the habits they’ve carefully formed. That’s what makes our users upset when we change the design unexpectedly. Their old habits no longer deliver the value they once did, and now they have to form new ones.

In this episode, Jared learns from Amy Jo Kim how game designers approach the problem of introducing new levels, weapons, and other features. Amy Jo shows how the way game designers think can be easily applied to your designs.

Amy Jo will be joining us in San Diego, CA on April 18–20 for our UX Immersion: Interactions conference. She’ll be teaching a daylong workshop on using game design approaches. For more information, visit uxi16.com.

Recorded: December, 2015
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Convince Your Boss

Jared Spool

January 20th, 2016

You know it’s worth coming to UX Immersion: Interactions, but does your boss? Use this information and cost summary to help you get the green light.

Five Overall Benefits:

  1. Conquer chaos and confusion with simpler designs.
  2. Lead the team and stakeholders to dynamic collaboration.
  3. Overcome daunting requirements and functionality by tackling scale.
  4. Identify opportunities and inspire growth by driving strategy.
  5. Eliminate the need to hire outside UX personnel.

Proven Techniques and Best Practices for UX Designers

Go beyond inspiration and immerse yourself in groundbreaking interaction design skills you won’t find anywhere else. Get your team on the same page with proven UX methods, tools and clear-cut direction on specific actions and skills. Attend two full-day workshops and a day of talks to learn the latest strategies and techniques for building great products.

Tackle Critical UX Topics and Move Projects Forward

Summary of Costs

Use promo code UXIBen to save $200 on your full conference registration.

Item Expense
Conference fee $1,775 (through February 25)
Hotel costs $775 (for three nights)
Flight $300-600
Transportation to and from airport $15
Food $100
Total $2,965 – $3,265

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UIE Article – What Really Matters: Focusing on Top Tasks

Jared Spool

January 20th, 2016

In this week’s article Gerry McGovern talks about organizing tasks.

Here’s an excerpt from the article:

Top Tasks Management is a model that says: “Focus on what really matters (the top tasks) and defocus on what matters less (the tiny tasks).”

Tiny tasks are a nightmare for web teams. On their own, these tasks seem innocent enough. It’s just one more page, one more link, one more graphic. But gather them up, and many a web professional has found themselves nibbled to death.

Read the article: What Really Matters: Focusing on Top Tasks

How could your company benefit from Top Tasks Management? Share them with us below.