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  • our designs we will never be able to think about just one device and usage context anymore Multi channel experiences are a reality now not a thing of the future Designing for an adaptive output is discussed a lot these days but we must also think about responsive input methods Multi touch has been with us for a while now but gestural user interfaces and voice input have recently entered the mainstream market as well And EEG input using brain wave sensors might be just around the next corner How do we deal with it given that one usage scenario might now contain several context and device switches For instance you might start on a laptop transfer to a connected TV with gestural controls and finish in bed on a multi touch tablet Just as we thought we have almost nailed designing for the web the web has become just one part of a much larger puzzle Usable and consistent interaction design embracing new opportunities is needed more than ever Holistic experience design In another great talk by Pedro Custódio we looked at designing services around well planned customer journeys We live in an experience economy And therefore it is not about the product anymore it is about how you package it and how people experience it The experience economy shift from commodities to experiences We discussed examples of customer journeys and experience maps e g by Starbucks or by Lego Pedro highlighted the key elements of these deliverables such as the required data objects interaction channels target customer segments do not try to design for everyone and also offline touchpoints The power of these documents is that they allow us not only to envisage future scenarios and customer interactions through the flow of the service but also highlight pain

    Original URL path: http://www.foolproof.co.uk/thinking/ux-camp-europe-2012/ (2016-02-14)
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  • join iterative sessions they get an immediate sense for how good user experience can affect customer behaviour They don t have to wait for endless change requests and reviews to see their product improving as this happens within hours It s a way of getting exposed to the value of user research which is way more powerful than any report 2 Improved communication within the project team One of the most underestimated benefits of iterative testing and in my opinion of other agile methodologies too is that it forces different members of the team product managers developers copywriters product managers etc who often don t spend too much time together to collaborate in solving problems All participants get the rare chance to share their point of view and this speeds up decision making and problem resolution 3 Reduced risk of design changes Sometimes what seems to be a brilliant solution ends up introducing another unexpected criticality into the system Rapid iterative testing can significantly reduce this risk by testing changes to the design with a quick turnaround often within the same timeline required by standard user research 4 Shifts the focus from the problem to the solution A common issue with many user research programmes is that while effort is made to uncover user experience problems concrete actions to solve them are often delayed to a following phase With RITE both researchers and stakeholders know that spotting issues is only part of the job and that the success comes from how quickly the design can be adapted and evolved It s a significant change of perspective that makes each session more engaging for the team and ultimately more valuable for the client When testing with more than six respondents or research takes place on more than one day I always

    Original URL path: http://www.foolproof.co.uk/thinking/rapid-iterative-testing-pushing-the-focus-onto-solutions,-not-problems/ (2016-02-14)
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  • still provide them with the really valuable insights they need to help them provide a great experience for their customers and they don t have to put everything on pause until the debrief Be succinct and clearly prioritise Games designers don t have time to read lengthy reports Make your key messages very clear and try to get your point across in single line bullet points It s up to you to clearly prioritise your findings and recommendations Spreadsheets are king PowerPoint reports are great for getting buy in from producers and other senior stakeholders but it s the developers who actually have to make the changes you are recommending Excel spreadsheets are a great way of giving developers a practical list of clearly prioritised issues and recommendations Observe from a distance no more think aloud UX consultants love to get users to think aloud and ask them lots of questions whilst they re using a product This kind of technique works great for websites where the interaction is mostly task based but constant interruptions are not so great for most games where you re trying to explore how fun and immersive they are to play Instead try to gather feedback at the end of the session during natural breaks in play or after key developments in the game Alternative methodologies such as diary studies can also be extremely useful ways of gathering insights Ratings are useful indicators but caveat well Where multiple rounds of user research are taking place it can be helpful to use rating scales to indicate how changes to the game have affected the overall playing experience However as with any qualitative style research and since you re unlikely to be testing with hoards of people make sure you heavily caveat their statistical significance Since games get given ratings by reviewers it is also important to emphasise that just because users gave your game a rating of 8 10 at alpha testing stage it doesn t automatically mean it s going to get the same rating by critics when it s fully finished Build a library of knowledge As UX designers it s great to keep an annotated scrapbook of good stuff you come across which you can draw on for inspiration in future projects and there are many great tools out there to help such as Little Snapper and Patternry Pin pointing and documenting the magic formula of a game is harder though as it s more about the overall experience than specific interface elements so annotated screenshots aren t as much help An alternative idea is to write a brief synopsis of games after you play them Remember to note bits of both best and worst practice and try to capture the more emotional aspects What was it that made it fun to play Use your power wisely As with any product or service as a UX consultant you possess an immense power to radically improve the experience and enjoyment of games However remember

    Original URL path: http://www.foolproof.co.uk/thinking/top-tips-commercial-games-testing/ (2016-02-14)
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  • to connect the right user with the right content at the right time It was big stats next from Ewan MacLeod telling us how HUGE mobile really is it took 10 years to create 100 million desktop users but in the same amount of time there will be over 10 billion mobile users He was enthusiastic and expressive and liked to offend You are not cool if you have an iPhone Dan Donald introduced us to the concept of Reactive Web Design taking the idea of context within a website much further why not try to produce a website that shifts content based on the time as well as your location He is working on a project exploring how you can seamlessly blend context into the web experience breakthepage PayPal s John Lunn talked about retail The future of bricks is clicks Traditional retail is suffering we want stuff now we don t want to wait in a queue and we want it cheap Retail is shifting more online but this could provide many opportunities to create a really integrated and seamless shopping experience Wouldn t it be nice to just check in somewhere pick up what you want and walk out This experience is really close to becoming possible I think the most exciting talk though was from Ben Hammersley He spoke to us to about the social and political implications of how fast technology is moving Yes the government is freaking out because they really don t understand what s going on the Internet landscape is moving too fast He had some lovely analogies too The digital industry being like Godzilla crashing through the world destroying other industries as it goes He also talked about us being cyborgs your smartphone is your robot brain He signed off with

    Original URL path: http://www.foolproof.co.uk/thinking/day-one-at-future-of-mobile/ (2016-02-14)
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  • be at the time you log in For example my bank knows where I live and what functions I normally use at home so my home screen can make some assumptions about that However if I am away from home I might be more likely to need quick access to the ATM branch finder And if I log in overseas I may well be looking for lost and stolen card numbers fee free ATMs and hotels within my credit card s loyalty scheme because my bank knows what card I carry In another example an airline might offer a different mobile experience based on the timeline of your travel itinerary Logging in a few weeks before you fly your priority might be online check in destination guides foreign exchange and insurance Logging in just a couple of hours before departure time suggests you are at the airport and may be looking for flight arrivals departures status location based duty free offers guides to airport terminals Logging in at your destination airport maybe directions to hire cars and taxis might be your main priority In addition to this time and location contextual use we will also see designers exploring the various types of device to take advantage of their various screen sizes and features assisted by more automated mobile content management software offerings The next few years offer more opportunities than ever before for differentiating your brand by creating new digital experiences that fully exploit the technologies available and meet the needs of a growing set of sophisticated and demanding customers The only way to ensure that your design resources are being focussed in the right area is to draw customers into the process and involve them in collaborative design activities This way all your decisions are based on the genuine

    Original URL path: http://www.foolproof.co.uk/thinking/context-the-future-of-mobile/ (2016-02-14)
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  • scene Just as the world seems to be waking up to the importance of user experience UPA can seem a little shy about stepping forward into the limelight Personally I worry that the association could get shouldered out of the way by more ambitious groups looking to take the lead in the user centred revolution that s taking place Also it can sometimes seem that there s too much focus on practice perfecting the detail of methods and techniques with too little about the bigger picture and how UPA needs to engage with other professions This is a reasonable criticism but the busy sharing of ideas and approaches is also a strength The reason I enjoy UPA conferences is exactly because of this focus on tradecraft Professionally it s really nourishing to spend some time away from the everyday thinking about the things I do every day Whether it s a session about body language in moderation with Brooke Baldwin spending a few hours with Google s Tomer Sharon talking about stakeholder management or getting some ideas on street research with Martin Belam from the Guardian it s good to get some thinking time especially in the company of so many talented and experienced people Next year s theme of Leadership for the conference in Las Vegas is a good choice I think it s time to ask ourselves if we have the appetite to lead the way and how we develop the skills to do it Personally I want to be sure that the elevator we re on has buttons all the way up to the top floor 0 0 0 0 Tom Wood I m one of the two founders of Foolproof Within projects I usually take a role both in planning our approach and in the generative

    Original URL path: http://www.foolproof.co.uk/thinking/upa-2011-in-atlanta/ (2016-02-14)
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  • business in its own language and on its own terms Kate pointed out that there is a perfectly serviceable language that we can develop for design which can be understood universally by business strategists As practitioners we should definitely get busy on this rather than wait for Alan Sugar to read himself in on human centred design behavioural models and personas Other highlights being talked about in the tea break were A reminder about the power of conversion models to draw out a data based hypothesis about the outcomes of design activities If the marketing guys can show up with numbers then let s remember that we can too And that it s a pretty useful discipline for developing our thinking about design problems Pointing out that we sometimes need to park our instincts for story telling about how we will design and get straight to the bit where we explain the commercial outcomes of design Overall if something did need to be said then it s good that it could be done by someone as experienced and sensitive as Kate My own view is maybe a little more straightforward if you want to do business in Germany you d better learn German if you want to do business with business people you d better learn the language of business 0 0 0 0 Related content Here s a selection of other articles you may like from the frontiers of user experience or view all in Thinking Redesigning business culture and thinking around the customer By Tim Loo Digital design agencies Taking the U out of UCD By Tim Loo Designing a multi platform experience By Foolproof Tom Wood I m one of the two founders of Foolproof Within projects I usually take a role both in planning our approach

    Original URL path: http://www.foolproof.co.uk/thinking/strategy-patois-with-kate-rutter/ (2016-02-14)
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  • how we say it We re all capable of speaking for and managing our own personal brands For business the implications of this aren t just in digital marketing To be effective in social media companies need to look at much bigger themes like organisational design staff empowerment and brand strategy Perhaps it s no wonder that many companies currently put social in the too hard pile But I suspect the success and competitive advantage accruing to those companies that take on these challenges will force others to act In the future brand values won t be decided by brand strategists and then communicated to a waiting world Who you say you are will have to bear some relationship to the reality of what you are as experienced by your staff and customers 0 0 0 0 Related content Here s a selection of other articles you may like from the frontiers of user experience or view all in Thinking Is social research part of your UX toolkit By Elsa Plumley The latest thinking in CX By Peter Ballard Do you have robots for friends By Foolproof Tom Wood I m one of the two founders of Foolproof Within projects

    Original URL path: http://www.foolproof.co.uk/thinking/social-strategy/ (2016-02-14)
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web-archive-uk.com, 2016-10-24