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<title>Designing the User Experience at Autodesk</title>
<link>http://dux.typepad.com/dux/</link>
<description>Insights on innovation, inspiration, and the practice of design. Autodesk user experience professionals—including researchers, interaction designers, visual designers, and user assistance writers—share ideas and insights on innovation, design, usability, methods, and connections to business strategy.</description>
<language>en-US</language>
<lastBuildDate>Wed, 15 May 2013 02:58:00 -0700</lastBuildDate>
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<title>Building Trust: AutoCAD Customer Councils</title>
<link>http://dux.typepad.com/dux/2013/05/building-trust-autocad-customer-councils.html</link>
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<description>In the AutoCAD group, we have designed a Customer Council program as a way to partner with customers throughout the development of our key feature areas.

We've noticed that sharing these early bits of code with customers is like exposing your soft underbelly. To do this, you have to be willing to be more vulnerable. This is where trust comes in. In spite of the discomfort of being exposed, we are learning to be more vulnerable. So far, we have found that many people are willing to work with us from this early stage.  They are prepared to put up with the bugs and crashes in return for being able to help guide and influence the functionality so that it gives them what they need. And through this process we are building trust.</description>
<content:encoded>&lt;p&gt;by &lt;a href="http://dux.typepad.com/dux/melissa-dawe.html" target="_blank" title="Melissa D. Schmidt"&gt;Melissa D. Schmidt&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;On the AutoCAD UX
team, we&amp;#39;ve been thinking a lot about building trust with our customers. &lt;/p&gt;
&lt;p&gt;We&amp;#39;ve recently
transitioned our software development process from waterfall to Agile. As a
result, we are getting closer to having smaller, working chunks of code that we
can show to customers sooner. &lt;/p&gt;
&lt;p&gt;We have designed a
&lt;em&gt;Customer Council program&lt;/em&gt; as a way to partner with customers throughout the
development of our key features. AutoCAD has a very broad user base from
nearly every industry. So for each Customer Council, we carefully select people
who have a vested interest in a particular feature area, and invite them to
participate in our development process with us. Through the council,
participants get to preview very early builds of AutoCAD that have partially complete
functionality, revealing the direction we&amp;#39;re going. They can try the functionality
out on their own drawings and projects, give feedback, and watch the features
evolve. This gives customers much earlier exposure to the actual implemented
solution. The big win for us is that we can get feedback in time to make really
meaningful changes. &lt;/p&gt;
&lt;p&gt;Often, with AutoCAD,
you have to wait until everything comes together to get a good
understanding of the experience that a user will have. Unlike a website, in which
interactions are often linear and decoupled, the AutoCAD experience is an
immersive design canvas with complex, highly-precise interactions, relying on a
sophisticated graphics system. If performance is slow or the code isn&amp;#39;t stable,
it will drastically interfere with our users’ experience and we will lose the
sense of how they would really behave. For example, with slow performance, you
see cognitive step-down effects that cause users to lose their concentration
and shift focus. In cognitively demanding tasks like design, this breaks our
users&amp;#39; flow and dramatically changes how they work. &lt;/p&gt;
&lt;p&gt;We&amp;#39;ve noticed that
sharing these early bits of code with customers is like exposing your soft
underbelly. You know the code isn&amp;#39;t rock-solid, and there will be bugs and
quirks and probably crashes. You can&amp;#39;t hide the buggy areas with a
well-practiced demo, or a controlled usability session. You are releasing the
code over to customers to try out on their own, in the wild, to do whatever
they might with it.&lt;/p&gt;
&lt;p&gt;To do this, you have
to be willing to be more vulnerable. This is where trust comes in. We don&amp;#39;t
want to let our customers down or to disappoint them. We&amp;#39;re also aware that
the first impression is crucial because it can anchor our users&amp;#39; perceptions
and expectations in the future. These concerns are in direct conflict with the
goal of letting users into the inner chambers of our design process, allowing
them to co-design with us, and observe the work in progress as it comes
together. &lt;/p&gt;
&lt;p&gt;In spite of the
discomfort of being exposed, we are learning to be more vulnerable. So far, we
have found that many people are willing to work with us from this early stage.&amp;#0160; They are prepared to put up with the bugs and crashes in return for being able to help guide and influence the
functionality so that it gives them what they need. And through this process we are
building trust.&lt;/p&gt;
&lt;p&gt;By partnering with our
customers in a deeper way, we are building more human relationships. For
example, we introduce the council participants to the relevant development team at Autodesk. We share names and pictures of
people, have webinars and one-on-one phone calls. This helps us move beyond
the perception of being the big company Autodesk, to just being people who are
trying hard and doing our best, who will acknowledge if we make the wrong
assumption about a feature or leave out something that is important. &lt;/p&gt;
&lt;p&gt;We want to build
something that users are thrilled to get their hands on and that will amplify
their abilities to do even more amazing work. We are still in the early stages
of learning with Customer Councils, but we are getting glimpses that we can get
closer to our goal by letting users into the development process earlier.&lt;/p&gt;</content:encoded>


<category>Melissa D. Schmidt</category>
<category>Methods &amp; Practices</category>

<dc:creator>Designing the User Experience at Autodesk team</dc:creator>
<pubDate>Wed, 15 May 2013 02:58:00 -0700</pubDate>

</item>
<item>
<title>Designing with the Color blind in Mind - Part 2</title>
<link>http://dux.typepad.com/dux/2013/04/designing-with-the-color-blind-in-mind-part-2.html</link>
<guid isPermaLink="true">http://dux.typepad.com/dux/2013/04/designing-with-the-color-blind-in-mind-part-2.html</guid>
<description>A poorly designed user interaction can unintentionally impede an otherwise efficient workflow. Likewise, the wrong color choice for elements of a design that you want users to distinguish greatly impedes accessibility for a color blind person. Make a difference for color blind people by considering these tips for your projects.</description>
<content:encoded>&lt;h3&gt;&lt;strong&gt;Tips for making color more accessible&lt;/strong&gt;&lt;/h3&gt;
&lt;p&gt;&lt;span style="font-size: 10pt;"&gt;by &lt;a href="http://dux.typepad.com/dux/mark-jamieson.html" target="_self" title="Mark Jamieson"&gt;Mark Jamieson&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://dux.typepad.com/dux/2013/04/my-entry.html%20" target="_self"&gt;Part 1&lt;/a&gt; of this series provides information about the physiology of color blindness, and lists examples of situations that are challenging for color-blind people.&lt;/p&gt;
&lt;p&gt;Part 2 provides tips to prevent color design oversights and help reduce accessibility barriers for color blind people.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Choose colors that all color vision types can identify easily.&lt;/strong&gt; In the design process, determine which hues and shade combinations are problematic in terms of their perception or differentiation, and avoid them. Refer to the available Web resources to help determine a color palette that is suitable for different types of color blindness, and to proof your color palette. Usually, if you increase the contrast between the brightness of colors, even when their hue and saturation are different, they can be discerned more easily.&amp;#0160;&lt;strong&gt;Note&lt;/strong&gt;: See the resource list at the end of this article.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ensure that color is not the only differentiating cue. &lt;/strong&gt;When designing for a Web site or the interface of a software application, use explicit text labels, shapes, line borders, or textures. Ensure that there is sufficient contrast between the text label and colors. Black text on a white background is prevalent because it provides good contrast for differentiation.&lt;/li&gt;
&lt;/ul&gt;
&lt;p style="padding-left: 30px;"&gt;&amp;#0160; &lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017eea31e047970d-pi" style="display: inline;"&gt;&lt;img alt="Shape_Label_Cues" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017eea31e047970d" src="http://dux.typepad.com/.a/6a01127908c29528a4017eea31e047970d-800wi" title="Shape_Label_Cues" /&gt;&lt;/a&gt;&lt;br /&gt;&amp;#0160;&amp;#0160;Shapes and text labels help with the differentiation of items.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Explicitly identify a color whenever its identification is useful and could be misinterpreted.&lt;/strong&gt; For example, to ensure that a color can be accurately identified, regardless of the context: 
&lt;ul&gt;
&lt;li&gt;Add the color name to a bar code tag for an item of clothing.&lt;/li&gt;
&lt;li&gt;Ensure that a crayon contains the color on its label, and imprint the color name in the crayon wax in case the label is torn off.&lt;/li&gt;
&lt;li&gt;Print the color of the plastic insulating covering of a wire every few inches along its length.&lt;br /&gt;&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017eea31e325970d-pi" style="display: inline;"&gt;&lt;img alt="Insulation_Wire_" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017eea31e325970d image-full" src="http://dux.typepad.com/.a/6a01127908c29528a4017eea31e325970d-800wi" title="Insulation_Wire_" /&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Use a tooltip to identify the color by name (or its RGB value).&lt;br /&gt;&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017d42bda8a9970c-pi" style="display: inline;"&gt;&lt;img alt="Tooltip_color_chooser2" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017d42bda8a9970c" src="http://dux.typepad.com/.a/6a01127908c29528a4017d42bda8a9970c-800wi" title="Tooltip_color_chooser2" /&gt;&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Add a color blind test to your regular set of accessibility checks for your product. &lt;/strong&gt;Test the colors that play a critical role in any aspect of the design of your product. Consider involving one or more color blind testers, each with a different type of color blindness. In the early design process and during usability evaluations, ensure that your colors are distinguishable for their intended purpose in various planned contexts. The solution is often not as simple as substituting a color when a confusing color is critical to the color palette of a design. Sometimes it is necessary to evaluate various color palette options. &amp;#0160;For software application and Web site designs, a number of utilities are available to help proofing how colors in the design appear to a person with color blindness. These utilities help to ensure that important colors are readily differentiated, and you can tweak any colors at issue. Minor color adjustments can make a huge difference in color perception for a color blind person. &amp;#0160;&lt;strong&gt;Note:&lt;/strong&gt;&amp;#0160; See the resource list at the end of this article.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Allow customization of the colors of user interface elements.&lt;/strong&gt; Many software applications provide preferences for customizing the colors of various UI components, such as text, background color, and highlight color. This option provides the most flexibility for a color blind person. A few Web sites also provide the capability to change between a limited set of predefined color palettes to display their UI elements. &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;A poorly designed user interaction can unintentionally impede an otherwise efficient workflow. Likewise, the wrong color choice for elements of a design that you want users to distinguish greatly impedes accessibility for a color blind person. Make a difference for color blind people by considering these tips for your projects. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;References&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;a href="http://help.adobe.com/en_US/creativesuite/cs/using/WS3F71DA01-0962-4b2e-B7FD-C956F8659BB3.html#WS473A333A-7F61-4aba-8F67-5553208E349C" target="_self" title="Adobe Creative Suite - Proofing Colors"&gt;Adobe Creative Suite – Proofing Colors&lt;/a&gt; – Soft-proof for color blindness (Adobe Photoshop and Illustrator) &lt;/li&gt;
&lt;li&gt;&lt;a href="http://blog.distinctstudios.com/?p=596" target="_self" title="Designing for Color Blindness and Color Universal Design (CUD)"&gt;Designing for Color Blindness and Color Universal Design (CUD)&lt;/a&gt; – The Distinct Studios Journal.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.cudo.jp/summary/cudo_e" target="_self" title="Color Universal Design"&gt;Color Universal Design&lt;/a&gt; – Web site for the Color Universal Design Organization (mostly Japanese, but this link provides an overview in English).&lt;/li&gt;
&lt;li&gt;&lt;a href="http://msdn.microsoft.com/en-us/library/bb263953(v=vs.85).aspx" target="_self" title="Can Color-Blind Users See Your Site?"&gt;Can Color-Blind Users See Your Site? &lt;/a&gt;&amp;#0160;An article by Robert Hess for the Microsoft Development Network (MSDN), October 2000.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://colororacle.org/" target="_self" title="Color Oacle"&gt;Color Oracle&lt;/a&gt; – A free color blindness simulator for Windows, Mac, and Linux.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.vischeck.com/" target="_self" title="Vischeck"&gt;Vischeck&lt;/a&gt; – A Web site that provides resources for simulating color-blind vision.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.ryobi-sol.co.jp/visolve/en/" target="_self" title="Visolve"&gt;Visolve&lt;/a&gt; – A utility that transforms colors into discernible colors for the color vision deficient.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.lighthouse.org/accessibility/design/accessible-print-design/effective-color-contrast" target="_self" title="Designing for People with Partial Sight and Color Deficiencies"&gt;Designing for People with Partial Sight and Color Deficiencies &lt;/a&gt;&amp;#0160;Aries Arditi, PhD. Guidelines for making effective color choices that work for nearly everyone.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&amp;#0160;&lt;/p&gt;
&lt;p style="padding-left: 30px;"&gt;&amp;#0160;&lt;/p&gt;</content:encoded>


<category>Design Leadership</category>
<category>Mark Jamieson</category>
<category>Methods &amp; Practices</category>

<dc:creator>Designing the User Experience at Autodesk team</dc:creator>
<pubDate>Tue, 23 Apr 2013 00:00:00 -0700</pubDate>

</item>
<item>
<title>Designing with the color blind in mind - Part 1 </title>
<link>http://dux.typepad.com/dux/2013/04/my-entry.html</link>
<guid isPermaLink="true">http://dux.typepad.com/dux/2013/04/my-entry.html</guid>
<description>I’m color blind. When I divulge that information to people with normal color vision, they usually respond, “Really? Can you see any color? What color is this?”, as they point to something within close range.

</description>
<content:encoded>&lt;h3&gt;&lt;strong&gt;The limitations of color-blind vision&lt;/strong&gt;&lt;/h3&gt;
&lt;p&gt;by &lt;a href="http://dux.typepad.com/dux/mark-jamieson.html" target="_self" title="Mark Jamieson"&gt;Mark Jamieson&lt;/a&gt;&lt;span style="font-size: 10pt;"&gt; &lt;/span&gt;&lt;/p&gt;
&lt;p&gt;I’m color blind. When I divulge &lt;span style="font-size: 10pt;"&gt;that&lt;/span&gt; information to people with normal color vision, they usually respond, “Really? Can you see any color? What color is this?”, as they point to something within close range.&lt;/p&gt;
&lt;p&gt;This seemingly innocuous reaction indicates a general lack of understanding and empathy for people who live with this genetic-based vision disability. Color blind people experience many barriers and frustrations when using items that are designed for people with normal color vision.&lt;/p&gt;
&lt;p&gt;In this two-part series:&lt;br /&gt;&lt;strong&gt;Part 1&lt;/strong&gt; provides information about color blindness and its limitations.&lt;br /&gt;&lt;a href="http://dux.typepad.com/dux/2013/04/designing-with-the-color-blind-in-mind-part-2.html" target="_self"&gt;&lt;strong&gt;Part 2&lt;/strong&gt;&lt;/a&gt; provides tips to reduce design oversights that affect people with color blindness.&lt;/p&gt;
&lt;p&gt;Most of the people with color blindness (about 8% of males and 0.5% of females) can see color &lt;em&gt;in a reduced color spectrum&lt;/em&gt; compared to people with normal color vision. &lt;em&gt;Color&lt;/em&gt; &lt;em&gt;vision deficient&lt;/em&gt; is a more accurate term than color blindness. Only in rare cases does color blindness mean seeing the world in black and white, or through a range of gray tones. &lt;/p&gt;
&lt;p&gt;From a physiological perspective, our eyes contain photoreceptor cells that are named &lt;em&gt;rods&lt;/em&gt; and &lt;em&gt;cones, &lt;/em&gt;based on their shape. Rods number about 120 million per eye, and sense light and dark. Cones number six to seven million per eye, are less sensitive to light, and sense more color. Each of three cone types senses one of three primary colors: blue, green, or red. The information that these three cone types receive, when combined, is what our eyes perceive as color.&lt;/p&gt;
&lt;p&gt;In people with a color vision deficiency, one or more cone types is malfunctioning or missing. As a result, they cannot distinguish as many color hues as someone with normal color vision. &lt;/p&gt;
&lt;p&gt;The &lt;em&gt;relative lighting&lt;/em&gt; (bright, dim, daylight, incandescent, fluorescent), &lt;em&gt;background&lt;/em&gt; (light, dark, front lit, and backlit) and &lt;em&gt;size of the color sample&lt;/em&gt; all play a role. A color blind person can generally see all primary color hues (red, green, and blue) at full strength (saturation). But the mixture of the deficient hues with other colors makes some colors challenging to identify, or indistinguishable from another.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Contrast&lt;/em&gt; is a huge factor in accurately differentiating between color shades. Color gradients (color ramps) are tricky too. One end of the ramp can begin in a hue that is perceptible, and end in a hue that is not. If text appears on top of the color ramp, it is sometimes not readable if the contrast between the elements is not high enough.&lt;/p&gt;
&lt;p&gt;The two rows of colors in the following image provide examples of solid colors that can challenge some people with red-green color blindness.&lt;/p&gt;
&lt;p&gt;&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017d42b83131970c-pi" style="display: inline;"&gt;&lt;img alt="ColorRow1" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017d42b83131970c" src="http://dux.typepad.com/.a/6a01127908c29528a4017d42b83131970c-800wi" title="ColorRow1" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017d42b83195970c-pi" style="display: inline;"&gt;&lt;img alt="ColorRow2" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017d42b83195970c" src="http://dux.typepad.com/.a/6a01127908c29528a4017d42b83195970c-800wi" title="ColorRow2" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;It is relatively easy to differentiate (not identify) the five colors in either horizontal row, as there is good contrast and variation between the color hues.&lt;/p&gt;
&lt;p&gt;To the red-green color blind, the colors in the vertical columns are almost identical, depending on the context in which they appear. &lt;/p&gt;
&lt;p&gt;As the palette for a pie chart, these ten colors are problematic for most people with red-green color blindness, which is the most common color-vision deficiency.&lt;/p&gt;
&lt;p&gt;Anything that involves identification of an item purely by its color can challenge a person with color-blindness. (Examples: matching clothing, plant foliage, signage, LED indicator lights on electrical devices, matching paint colors, colored pencils/crayons, Web sites, user-interface icons, color-coded information charts, board games, sunburn and rashes, insulation colors on electrical wires, maps, GPS color displays).&lt;/p&gt;
&lt;p&gt;&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017eea2c8d5d970d-pi" style="display: inline;"&gt;&lt;img alt="Colorcomposite" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017eea2c8d5d970d image-full" src="http://dux.typepad.com/.a/6a01127908c29528a4017eea2c8d5d970d-800wi" title="Colorcomposite" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Color is often used as an element to simplify and differentiate items in the design of a product. Unconsidered color choices make the accessibility of a product more difficult and frustrating for a color blind person. We use color increasingly in the communication of information in many aspects of our society. We can easily reverse accessibility issues by designing products with colors that are perceptible by as many people as possible. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;References&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;&lt;a href="http://www.colblindor.com/" target="_self" title="Colblindor"&gt;Colblindor&lt;/a&gt; – A Web site dedicated to color blindness, with many articles, and a free eBook.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://wearecolorblind.com/" target="_self" title="We are colorblind"&gt;We are colorblind&lt;/a&gt; – A Web site dedicated to making the Web a better place for the color blind.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://ishiharatest.blogspot.ca/2011/03/ishihara-color-blindness-test.html" target="_self" title="Ishihara Color Blindness Test"&gt;Ishihara Color Blindness Test&lt;/a&gt; – The original Ishihara Color Blind test first published in 1917 as an online version.&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.testingcolorvision.com/" target="_self" title="Testing Color Vision"&gt;Testing Color Vision&lt;/a&gt; – Advice for &lt;a href="http://www.testingcolorvision.com/tips-parents.php" target="_self" title="parents"&gt;parents&lt;/a&gt; and &lt;a href="http://www.testingcolorvision.com/tips-teachers.php" target="_self" title="teachers"&gt;teachers&lt;/a&gt; in dealing with color blind children.&lt;/li&gt;
&lt;/ol&gt;&lt;br /&gt;</content:encoded>


<category>Design Leadership</category>
<category>Mark Jamieson</category>
<category>Methods &amp; Practices</category>

<dc:creator>Designing the User Experience at Autodesk team</dc:creator>
<pubDate>Tue, 16 Apr 2013 00:00:00 -0700</pubDate>

</item>
<item>
<title>Alerts and Warnings: Is your UI crying wolf?</title>
<link>http://dux.typepad.com/dux/2013/04/alerts-and-warnings-is-your-ui-crying-wolf.html</link>
<guid isPermaLink="true">http://dux.typepad.com/dux/2013/04/alerts-and-warnings-is-your-ui-crying-wolf.html</guid>
<description>We all remember the story of the boy who repeatedly tricked the villagers into thinking a wolf was attacking his sheep. When the wolf’s attack became real, no one believed him. The moral of the story is don’t squander your credibility, and it’s a lesson that applies to user interface design as well as humans. </description>
<content:encoded>&lt;p&gt;by &lt;a href="http://dux.typepad.com/dux/cecilia-farell.html" target="_blank" title="Cecilia Farrell"&gt;Cecilia Farell&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;We all remember the
story of the boy who repeatedly tricked the villagers into thinking a wolf was
attacking his sheep. When the wolf’s attack became real, no one believed him. The
moral of the story is don’t squander your credibility, and it’s a lesson that
applies to user interface design as well as human behavior. &lt;/p&gt;
&lt;p&gt;If an application
raises the alarm about every little thing that might happen or go wrong – if it
“cries wolf” – its alerts and warnings gradually become meaningless and lose
their intended effect. Worse, they can become annoyances or even hindrances to
the user, who then ignores them or, if he can’t, ends up hating them. &lt;/p&gt;
&lt;h3&gt;&lt;strong&gt;Alerts and warnings: &amp;#0160;error messages by any other name?&lt;/strong&gt;&lt;/h3&gt;
&lt;p&gt;My last &lt;a href="http://dux.typepad.com/dux/2012/12/anatomy-of-an-error-message.html" target="_blank" title="post"&gt;post&lt;/a&gt;&amp;#0160;was about error
messages and how to make them effective. I mention this to emphasize that alerts
and warnings are&lt;em&gt; not the same as error
messages&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;Error messages occur “after
the fact” and show the user how to navigate away from the problem and get back
in the flow. Alerts and warnings are about problems that might occur in the
future. Their intent is to prevent these from happening in the first place or,
if that’s not possible, to mitigate their impact (think “preemptive damage
control”). &lt;/p&gt;
&lt;h3&gt;&lt;strong&gt;Alerts “alert” and warnings “warn”&lt;/strong&gt;&lt;/h3&gt;
&lt;p&gt;There is a difference
between alerts and warnings, although it’s a subtle one. Alerts are a kinder,
gentler version of warnings (think yellow traffic light instead of red). They
inform more than they warn and are not fatal or even critical. An alert is the
right way to let users know of upcoming downtime for maintenance or that the
site login process has changed. &lt;/p&gt;
&lt;p&gt;A warning is an
absolute must when the user has to act (or refrain from acting) to avoid the
loss of:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;mission-critical data&lt;/li&gt;
&lt;li&gt;access to the system&lt;/li&gt;
&lt;li&gt;privacy or control over
confidential information&lt;/li&gt;
&lt;li&gt;the user&amp;#39;s time (a significant
amount) &lt;sup&gt;1&lt;/sup&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;&lt;strong&gt;Going with “the flow”&lt;/strong&gt;&lt;/h3&gt;
&lt;p&gt;The Holy Grail of UI
designers is to create experiences where the user becomes “fully immersed in a feeling
of energized focus, full involvement, and enjoyment.” This is known as &lt;em&gt;flow&lt;/em&gt;, a psychology concept with recent
application in the field of Human Computer Interaction, particularly in Gaming.&lt;/p&gt;
&lt;p&gt;Flow is completely
focused motivation. It is a single-minded immersion and represents perhaps the
ultimate experience in harnessing the emotions in the service of performing and
learning.&lt;strong&gt;&lt;sup&gt;2&lt;/sup&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;If flow is the Holy
Grail, breaking it is anathema. Unfortunately, alerts and warnings do just
that. In fact, breaking the flow is what they live for: their job is taking the
user’s focus away from what she’s doing and towards something that needs her immediate
and undivided attention.&lt;/p&gt;
&lt;p&gt;This is the very
reason for using alerts and warnings sparingly and judiciously. In a nutshell,
avoid them unless absolutely necessary. Apple’s guidelines&lt;sup&gt;3&lt;/sup&gt;&amp;#0160;declare alerts unnecessary if they merely:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;increase
the visibility of information already available&lt;/li&gt;
&lt;li&gt;update
users on tasks that are progressing normally&lt;/li&gt;
&lt;li&gt;ask for confirmation
of actions initiated by the user&lt;/li&gt;
&lt;li&gt;inform
users of errors or problems they can do nothing about&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;&lt;strong&gt;Red light/Yellow light&lt;/strong&gt;&lt;/h3&gt;
&lt;p&gt;Earlier I suggested
you think of yellow vs. red traffic lights as a way to differentiate alerts
from warnings. Red and yellow (and of course green) are common colors in UIs
because their significance is universal.&lt;/p&gt;
&lt;p&gt;Using these colors in alerts and warnings is an
effective way to grab your user’s attention and quickly convey the severity of what’s
involved. When you combine these colors with equally significant symbols or
icons, you can replace redundant &lt;em&gt;Alert&lt;/em&gt;
and &lt;em&gt;Warning&lt;/em&gt; labels with more specific
and meaningful content (e.g., &lt;em&gt;Scheduled
Downtime&lt;/em&gt; or &lt;em&gt;Malware Detected&lt;/em&gt;).&lt;/p&gt;
&lt;p&gt;&amp;#0160;
&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017d42a204e1970c-pi" style="display: inline;"&gt;&lt;img alt="Red_excl" class="asset  asset-image at-xid-6a01127908c29528a4017d42a204e1970c" src="http://dux.typepad.com/.a/6a01127908c29528a4017d42a204e1970c-120wi" title="Red_excl" /&gt;&lt;/a&gt;&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017eea163a96970d-pi" style="display: inline;"&gt;&lt;img alt="Yellow_tri" class="asset  asset-image at-xid-6a01127908c29528a4017eea163a96970d" src="http://dux.typepad.com/.a/6a01127908c29528a4017eea163a96970d-120wi" title="Yellow_tri" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;
&lt;h3&gt;&lt;strong&gt;Green light&lt;/strong&gt;&lt;/h3&gt;
&lt;p&gt;These are simple
guidelines to follow when crafting alerts and warnings. I’ve also stressed the
importance of using caution and good judgment when giving an alert or warning the
green light, so to speak. Before making that decision, ask yourself: Is this
alert or warning worth interrupting the user’s ever so elusive state of flow?&lt;/p&gt;
Until next time and happy trails.
&lt;div&gt;

&lt;hr size="1" /&gt;
&lt;div&gt;
&lt;p&gt;&lt;sup&gt;1&lt;/sup&gt; Adapted from a list in the “Messages”
section in &lt;em&gt;Windows User Experience Interaction Guidelines&lt;/em&gt;. &lt;a href="http://msdn.microsoft.com/en-us/library/dd535525.aspx"&gt;http://msdn.microsoft.com/en-us/library/dd535525.aspx&lt;/a&gt;.&lt;/p&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;p&gt;&lt;sup&gt;2&lt;/sup&gt; Both quotes are from the &lt;em&gt;Flow (psychology)&lt;/em&gt; page in &lt;em&gt;Wikipedia&lt;/em&gt;. The second
is the words of Mihaly Csikszentmihalyi who, together with J. Nakamura,
proposed the concept. &lt;a href="http://en.wikipedia.org/wiki/Flow_(psychology)"&gt;http://en.wikipedia.org/wiki/Flow_(psychology)&lt;/a&gt;.&lt;/p&gt;
&lt;/div&gt;
&lt;div&gt;
&lt;p&gt;&lt;sup&gt;3&lt;/sup&gt; Pared-down version of the list in the “UI Element Usage Guidelines” section of the &lt;em&gt;iOS Human Interface Guidelines&lt;/em&gt;. &lt;a href="https://developer.apple.com/devcenter/ios/index.action"&gt;https://developer.apple.com/devcenter/ios/index.action&lt;/a&gt;.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;p&gt;&amp;#0160;&lt;/p&gt;</content:encoded>


<category>Cecilia Farell</category>
<category>Methods &amp; Practices</category>

<dc:creator>Designing the User Experience at Autodesk team</dc:creator>
<pubDate>Tue, 09 Apr 2013 03:00:00 -0700</pubDate>

</item>
<item>
<title>Changing Cultures: Towards a Lean User Experience</title>
<link>http://dux.typepad.com/dux/2013/04/changing-cultures-towards-a-lean-user-experience.html</link>
<guid isPermaLink="true">http://dux.typepad.com/dux/2013/04/changing-cultures-towards-a-lean-user-experience.html</guid>
<description>Autodesk development teams that once requested design specifications up front now are collaborating with user experience designers to design, build, and test software in rapid cycles. This incremental approach offers more opportunities to gather user feedback and optimize the product. Success depends on practicing “Lean” UX, in which designers stop attempting comprehensive documentation, and embrace “just-enough” design combined with constant iteration.</description>
<content:encoded>&lt;p&gt;By &lt;a href="http://dux.typepad.com/dux/joshua-ledwell.html" target="_self"&gt;Joshua Ledwell&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Autodesk development
teams that once requested design specifications up front now are collaborating
with user experience designers to design, build, and test software in rapid
cycles. This incremental approach offers more opportunities to gather user
feedback and optimize the product. Success depends on practicing “Lean” UX, in
which designers stop attempting comprehensive documentation, and embrace “just-enough”
design combined with constant iteration.&lt;/p&gt;
&lt;p&gt;The idea of working lean
comes from “Lean Manufacturing” at Toyota and more recently &lt;a href="http://theleanstartup.com/"&gt;The
Lean Startup&lt;/a&gt; by Eric
Ries. Lean companies minimize wasteful business processes that don’t add value
for end user. They also get products to customers faster, even with fewer
features, so they can learn from their target audience and build the most value
into the next version.&amp;#0160;&amp;#0160; &lt;/p&gt;
&lt;p&gt;I am a passionate
believer in Lean UX, so I was pleased to attend the &lt;a href="http://www.leandayux.com/"&gt;Lean
Day UX&lt;/a&gt; conference in
New York on March 1. In the morning, seven speakers from different industries
described how they navigated the switch to Lean practices.&lt;/p&gt;
&lt;p&gt;Key insights from these
speakers:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Ries’
The Lean Startup treats product development as a series of quick, experimental
launches. However, transitioning an organization to this lean workflow requires
a cultural shift from “experimenting to validate” to “experimenting to learn.” As
a UX professional, you may be accustomed to usability testing a complete
product. Now, though, you may need new methods to help the product team quickly
adapt to user feedback.&lt;/li&gt;
&lt;li&gt;Changing
mindsets is critical for Lean UX success, but it’s not easy. Simple rules can
help change your organization’s behavior. One speaker’s group outlawed surveys
and mandated that all teams meet face-to-face with real users. &lt;/li&gt;
&lt;li&gt;At
another speaker’s business, the priority is building lean entrepreneurial teams
that take risks and learn from them. To help achieve this goal, managers at
this company must present failures and suboptimal outcomes to the entire
organization.&lt;/li&gt;
&lt;li&gt;Designing
for delight requires building user empathy on your team. One recipe for success
is generating many ideas and iterating solutions, moving from broad to narrow
focus as you learn more about user needs. “Delighter” features create promoters
for your product and brand.&lt;/li&gt;
&lt;li&gt;To
paraphrase Bill Scott of PayPal, Agile is a good “engine” for delivering
products, but it has no brain. Lean UX leadership can be the brain that ensures
the team builds the right product. (see image below.)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017c384beabf970b-pi" style="display: inline;"&gt;&lt;img alt="Lean-ux-brain-for-agile" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017c384beabf970b" src="http://dux.typepad.com/.a/6a01127908c29528a4017c384beabf970b-800wi" title="Lean-ux-brain-for-agile" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;
&lt;p&gt;After lunch we
participated in a &lt;a href="http://www.slideshare.net/goldsc/lean-day-ux20130301"&gt;rapid prototyping exercise&lt;/a&gt;. My team designed an app for public
transportation users to refill their passcards anywhere. We focused our design
time deciding exactly what user problem to solve and how little we could build
to solve it – also known as Minimum Viable Product (MVP). I was impressed by
the &lt;a href="https://itunes.apple.com/us/app/pop-prototyping-on-paper/id555647796?mt=8"&gt;POP app for iOS&lt;/a&gt; for rapid mobile prototyping. With
this app you can photograph your paper prototypes, select hotspots for
navigation, and link them into a flow.&lt;/p&gt;
&lt;p&gt;Here are links to the presenters’
topics. Some of the presentations are online, and links are provided:&lt;/p&gt;
&lt;p&gt;Lionel Mohri,
Intuit: Getting Dirty With Design Thinking - How Intuit Is Enabling a Culture of
Entrepreneurship and Experimentation&lt;/p&gt;
&lt;p&gt;Farrah
Bostic, The Difference Engine: &lt;a href="http://www.slideshare.net/flbostic/market-research-is-broken-lean-can-help-fix-it"&gt;Research Rebooted - Why Most Market
Research Is Broken, And How Lean Can Help Fix It&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;David
Panarelli, LivingSocial: &lt;a href="http://www.slideshare.net/dpanarelli/lean-dayux-panarelli20120226update"&gt;Iterating Forward: Maintaining
Alignment and Focus Across Multiple Lean Teams&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Tom
Illmensee, Snagajob: &lt;a href="http://www.slideshare.net/TomIllmensee/build-a-recipe-for-better-ux-process-with-fresh-lean-ingredients"&gt;Build A Recipe For Better UX Process
With Fresh Lean Ingredients&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Andrew Crow,
GE Healthcare: One To Many: Designing For Scale&lt;/p&gt;
&lt;p&gt;Emily Holmes,
Hobsons: &lt;a href="http://www.slideshare.net/EmilyHolmes/iterative-innovation-lean-ux-in-the-enterprise"&gt;Iterative Innovation – Small Guerilla
Projects Can Lead To Big Successes&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Bill Scott,
PayPal: &lt;a href="http://www.slideshare.net/billwscott/lean-engineering-applying-lean-principles-to-building-experiences"&gt;Lean Engineering: Key Principles For
Transforming Engineering Into A Full Lean UX Partner&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;On the train back to
Boston, I reflected on the speakers’ ability to promote user-centered change in
their organizations. When UX professionals are willing to abandon potentially
wasteful up-front design practices and embrace lean workflows, they are leading
by example and increasing their influence on the whole organization. I like
that being a change agent and a user-centered designer are mutually reinforcing
aims.&lt;/p&gt;</content:encoded>


<category>Events</category>
<category>Innovation</category>
<category>Joshua Ledwell</category>
<category>Methods &amp; Practices</category>

<dc:creator>Designing the User Experience at Autodesk team</dc:creator>
<pubDate>Wed, 03 Apr 2013 03:00:00 -0700</pubDate>

</item>
<item>
<title>What’s a Service Anyway? New Packaging for an Old Concept, or a Game Changer?</title>
<link>http://dux.typepad.com/dux/2013/03/whats-a-service-anyway-new-packaging-for-an-old-concept-or-a-game-changer.html</link>
<guid isPermaLink="true">http://dux.typepad.com/dux/2013/03/whats-a-service-anyway-new-packaging-for-an-old-concept-or-a-game-changer.html</guid>
<description>In today’s fast-paced environment, traditional waterfall processes and long product launch cycles are gone. Major software companies have moved toward service-based offerings. Many factors account for this shift, including demand from the users, competition, and protection of profit margin. The overall zeitgeist in the software industry also plays a role, with game changers such as ‘the Cloud’, mobile, and social app ecologies. </description>
<content:encoded>&lt;p&gt;By &lt;a href="http://dux.typepad.com/dux/kursat-ozenc.html" target="_self" title="Kursat Ozenc"&gt;Kursat Ozenc&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Software designers and development teams have lost the luxury of working on a single platform or device. In today’s fast-paced environment, traditional waterfall processes and long product launch cycles are gone. Within recent years, major software companies—including Autodesk, Microsoft&lt;a href="#_ftn1"&gt;[1]&lt;/a&gt;, and Adobe—have moved toward service-based offerings. These take the form of monthly subscriptions and product suites covering comprehensive workflows. Many factors account for this shift, including demand from the users, competition, and protection of profit margin. The overall &lt;em&gt;zeitgeist &lt;/em&gt;in the software industry also plays a role, with game changers such as ‘the Cloud’, mobile, and social app ecologies. &lt;/p&gt;
&lt;p&gt;Designers and product development teams are now in a tough position. They need to respond quicker to small product level challenges while also applying far-reaching, insightful thinking across platforms, devices, and workflows. Designers and product owners need a fresh perspective that can address both particular and systemic design challenges at the same time. That fresh perspective can be service design, which combines design, business, and development lenses. This two-part post will uncover service design, and make a humble suggestion for product teams to reconsider what a software ‘product’ might mean in this new era. We will also examine how designers might address mobile, social, and cloud-related design challenges more effectively. &lt;/p&gt;
&lt;div&gt;
&lt;p&gt;Service design (SD) is an interdisciplinary field that aims to deliver service interfaces that are usable, useful, and desirable to the users, while also being efficient, effective, and distinctive to the suppliers (Mager, 2009.) In the past decade, interest in SD among designers has been noteworthy, including organizations such as&amp;#0160;&lt;a href="http://www.service-design-network.org/" target="_blank" title="Service Design Network"&gt;www.service-design-network.org&lt;/a&gt;, as well as personal blogs such as&amp;#0160;&lt;a href="http://www.servicedesigntools.org/" target="_blank" title="Service Design Tools"&gt;www.servicedesigntools.org&lt;/a&gt;, &lt;a href="http://designforservice.wordpress.com/" target="_self" title="Design for Service"&gt;designforservice.wordpress.com&lt;/a&gt;, and &lt;a href="http://design4services.com/" target="_blank" title="Design for Services"&gt;design4services.com&lt;/a&gt;. SD can be seen as a T-shape discipline that addresses both systems- and product-level challenges. Service designers approach a service problem as a drama with beginning, middle, and end phases. They also frame front and back stages of the business as design challenges. Finally, service designers bring a holistic perspective that considers both single &lt;em&gt;touch-points&lt;/em&gt;, and the overall &lt;em&gt;journey&lt;/em&gt; of a user engaged with the service. &lt;/p&gt;
&lt;p&gt;
&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017c3804d94d970b-pi" style="display: inline;"&gt;&lt;img alt="Coffee_journey" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017c3804d94d970b image-full" src="http://dux.typepad.com/.a/6a01127908c29528a4017c3804d94d970b-800wi" title="Coffee_journey" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-size: 8pt;"&gt;&lt;strong&gt;Sample coffee shop service with journey map and touch points&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;SD methods are real mash-ups, taking best practices from different design disciplines including interaction, graphic, and industrial design. The most distinctive methods, however, are mapping and enactment. Mapping of journeys, relationships, and stakeholders allows exploration of system level interactions, whereas enactment methods such as experience prototyping and role enactment reveal the product level interactions and service moments. &lt;/p&gt;
&lt;p&gt;In characterizing &lt;a href="http://thisisservicedesignthinking.com/" target="_blank" title="This is Service Design Thinking"&gt;service design thinking&lt;/a&gt;, Stickdorn suggests &lt;em&gt;user-centeredness, co-creation, sequencing, evidencing, &lt;/em&gt;and &lt;em&gt;being holistic&lt;/em&gt; as the five principles of the discipline. Among these principles, sequencing means designing all the steps that a user might take while using the service, which can be developed through using journey maps, role-enactments, and scripts. Evidencing means defining the intangible delivery of the service through offerings, such as a coffee-latte for a coffee shop.&amp;#0160;&lt;a href="http://www.enginegroup.co.uk/service_design/five_fundamentals/" target="_blank" title="Engine Service Design"&gt;Engine&lt;/a&gt;, a service design consultancy, similarly put &lt;em&gt;value, systems, journeys, people, &lt;/em&gt;and&lt;em&gt; propositions&lt;/em&gt; as the five fundamentals of service design. Journeys are similar to sequencing: the path that the user takes to form her experience. Proposition is the distinctiveness and desirability that a service can offer to the user, such as a preference for coffee shop A over B.&lt;/p&gt;
&lt;p&gt;In software design, it’s easy to relate current design practices to user-centeredness. What user-centeredness means in our hyper-connected world is another story. In parallel with advancements in computation, the way people access, create, and use information has changed dramatically. These changes affect not only people’s tools and resources, but also their habits around technology use. People become real jugglers, wearing many hats at once, curating their product wardrobes based on emerging needs and desires. One workflow per product is not the case anymore. To unlock this dynamic challenge, other principles become handy, mapping peoples’ prospective journeys and creating offerings, value, and propositions accordingly. &lt;/p&gt;
&lt;p&gt;The strength of SD lies in its ability to capture both the system-level and product-level challenges. Aforementioned principles blend both abstract, intangible wholes and concrete, tangible parts of a service. The next post will take these principles and apply them as lenses to inform the design of software. Situating service design in a cloud-computing and cross-platform SaaS context will demonstrate how the manifestations of these principles can inform the design endeavor. &lt;/p&gt;
&lt;br /&gt;
&lt;hr size="1" /&gt;
&lt;div&gt;
&lt;p&gt;&lt;a href="#_ftnref1"&gt;[1]&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.kuow.org/post/microsoft-launches-new-office-subscription-service" target="_blank" title="New Office Subscription Service"&gt;http://www.kuow.org/post/microsoft-launches-new-office-subscription-service&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;#0160;&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;</content:encoded>


<category>Design Leadership</category>
<category>Innovation</category>
<category>Kursat Ozenc</category>
<category>Methods &amp; Practices</category>

<dc:creator>Designing the User Experience at Autodesk team</dc:creator>
<pubDate>Tue, 26 Mar 2013 03:00:00 -0700</pubDate>

</item>
<item>
<title>6th Annual IxDA 2013 Social Innovation with Impact - Part 2</title>
<link>http://dux.typepad.com/dux/2013/03/6th-annual-ixda-2013-social-innovation-with-impact-part-2.html</link>
<guid isPermaLink="true">http://dux.typepad.com/dux/2013/03/6th-annual-ixda-2013-social-innovation-with-impact-part-2.html</guid>
<description>Wednesday started with a number of presentations, including How to Design Social Experiences. A timely presentation, given our current age of social media, it highlighted how designing interactions between people is different from designing user experiences. When designing the former, there is often no clear task to design for, no set user goal, and no clear outcome. Paul Adams discussed the challenges and processes that have enabled people to design for this growing form of interaction.</description>
<content:encoded>&lt;p&gt;By &lt;a href="http://dux.typepad.com/dux/kem-laurin-kramer.html" target="_self"&gt;Kem-laurin Kramer&lt;/a&gt;, &lt;a href="http://dux.typepad.com/dux/stephen-oconnell.html" target="_self"&gt;Stephen O&amp;#39;Connell&lt;/a&gt;, and &lt;a href="http://dux.typepad.com/dux/ian-hooper.html" target="_self"&gt;Ian Hooper&lt;/a&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: right; line-height: normal;"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;img alt="" height="427" src="http://dux.typepad.com/.a/6a01127908c29528a4017c375d3dc1970b-pi" width="601" /&gt;Interaction
13: Photo: Richard Cerezo&lt;/span&gt;&lt;/p&gt;
&lt;span style="font-size: 10pt;"&gt;
&lt;/span&gt;
&lt;p&gt;Wednesday
started with a number of presentations, including &lt;em&gt;How to Design Social Experiences. &lt;/em&gt;A timely presentation, given our
current age of social media, it highlighted how designing interactions between
people is different from designing user experiences. When designing the former,
there is often no clear task to design for, no set user goal, and no clear
outcome. Paul Adams discussed the challenges and processes that have enabled people
to design for this growing form of interaction.&lt;/p&gt;
&lt;p&gt;Later
that morning, Trip Odell of Audible, took us on a presentation journey &lt;em&gt;If UX Can Kill it Probably Will: Designing
for the 70 MPH Interface&lt;/em&gt;. What happens when our “on-the-go” lifestyle
literally collides with the ways we do all of that “on-the going”? Distracted
driving is a very real danger, but at Audible, user experience designers are
trying to design for safety.&lt;/p&gt;
&lt;p&gt;Another
funny presentation title followed: &lt;em&gt;Social
Networks Suck. Social Computing Frees You&lt;/em&gt;. In this presentation, Julia
Barrett outlined how applications are designed to suck you in and away from the
people that are right near you. We’re often too busy updating our statuses
instead of talking to the people we’re ‘statusing’ about. Sad but true. This
presentation underscored the growing issue of how social networks have lessened
physical human contact and how design can help mitigate this.&lt;/p&gt;
&lt;p&gt;Other
noteworthy presentations that day included the provocative &lt;em&gt;Hack You: The Human Body is the Next Interface&lt;/em&gt;, presented by Andy
Goodman and Marco Righetto. This presentation deliberated on how a host of
incredible innovations will transform our bodies, communication, and society –
even the human psyche. A whole new range of body-embedded products could be in
our near future, but how much is too much?&lt;/p&gt;
&lt;p&gt;By
the end of Wednesday the chills and rain outside had the 1100 bodies cooped up
inside yearning for the imminent wrap up to the week, however exciting the
event was. &amp;#0160;But even then, &lt;em&gt;Interaction&lt;/em&gt; was set to end with a bang.&lt;/p&gt;
&lt;p&gt;***&lt;/p&gt;
&lt;p&gt;Thursday,
the official last day of the IxDA 2013 opened with yet another agenda sure to
please, starting with the OCAD University Showcase: &lt;em&gt;Inclusive Education&lt;/em&gt;, with &lt;a href="http://interaction13.ixda.org/speakers/#/Pina-D&amp;#39;Intino" target="_self"&gt;Pina
D&amp;#39;Intino&lt;/a&gt;, &lt;a href="http://interaction13.ixda.org/speakers/#/Sandra-Earl" target="_self"&gt;Sandra
Earl&lt;/a&gt; and &lt;a href="http://interaction13.ixda.org/speakers/#/Michael-Furdyk" target="_self"&gt;Michael
Furdyk&lt;/a&gt;. The trio examined the question of
what happens when education becomes liberalized. Students in OCADU’s Inclusive
Design program believe this is just the type of question today’s innovators
should be addressing. The thread on education continued with a &lt;em&gt;Panel Interaction Design Education Workshop
Report Back&lt;/em&gt;. A follow up to a workshop held previously, this panel
addressed such topics as curriculum, research, portfolios, apprenticing,
continuing education, and the industry-academia relationship. The outcome of
this workshop was captured in design artifacts and was a great panel discussion
for those with interest in education and design. &lt;/p&gt;
&lt;p&gt;Other
noteworthy presentations included one of prototyping, &lt;em&gt;Bury the Wireframe: A Primer in Interaction Prototypes&lt;/em&gt; by Derek Vaz
and &lt;em&gt;Designing a Compassionate Healthcare
Experience&lt;/em&gt; by James Senior. &lt;/p&gt;
&lt;p&gt;In
&lt;em&gt;Bury the Wireframe: A Primer in
Interaction&lt;/em&gt;, Vaz postulated that it is time we stopped using static
representations to design interactive products. This talk outlined why
interaction designers should abandon printouts for interaction prototypes, how
to introduce those prototypes into your process, and then showcased real world
examples and success stories. The presentation by Senior was a call to
designers to be compassionate at the heart of our UX practice especially
designing in the context of healthcare. &lt;/p&gt;
&lt;p&gt;With
a few more presentations taking us to closing, the conference proved to be a
success with attendees.&lt;/p&gt;
&lt;p&gt;John
Bielenberg was a fun choice for the closing keynote. In his presentation, &lt;em&gt;Rubber Ducks and Hockey Gloves&lt;/em&gt; (Or, how
to jump the ingenuity gap), he talked passionately about his Project M
initiative that is “designed to inspire and educate young designers, writers,
photographers and filmmakers by proving that their work, “especially their
wrongest thinking”, can have a positive and significant impact on the world”.
He talked about how most people suffer from heuristic bias that leads people to
always seek the most direct solution from A to B. As a result, he advocates for
what he calls the “Rapid Ingenuity Cycle”, which is stated as the following
steps: Be Bold, Get Out (of your workplace, community, comfort zone…), Think
Wrong, Make Stuff, Bet Small (i.e. solve small problems – it takes out some of
the risk of failure), and Fast Forward (i.e. iterate quickly).&lt;/p&gt;</content:encoded>


<category>Events</category>
<category>Ian Hooper</category>
<category>Innovation</category>
<category>Kem-laurin Kramer</category>
<category>Stephen O'Connell</category>

<dc:creator>Designing the User Experience at Autodesk team</dc:creator>
<pubDate>Tue, 12 Mar 2013 03:00:00 -0700</pubDate>

</item>
<item>
<title>6th Annual IxDA 2013 Social Innovation with Impact - Part 1</title>
<link>http://dux.typepad.com/dux/2013/03/6th-annual-ixda-2013-social-innovation-with-impact-part-1.html</link>
<guid isPermaLink="true">http://dux.typepad.com/dux/2013/03/6th-annual-ixda-2013-social-innovation-with-impact-part-1.html</guid>
<description>1100 designers entered the belly of the Metro Toronto Convention Centre, where we collided to help “define our role as guides through social interactions, digital, and beyond.” The 6th annual Interaction conference, held in our home city of Toronto (January 28-31), was also a celebration of 10 years of IxDA with OCAD University as the event sponsor.</description>
<content:encoded>&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;By &lt;a href="http://dux.typepad.com/dux/kem-laurin-kramer.html" target="_self"&gt;Kem-laurin Kramer&lt;/a&gt;, &lt;a href="http://dux.typepad.com/dux/stephen-oconnell.html" target="_self"&gt;Stephen O&amp;#39;Connell&lt;/a&gt;, and &lt;a href="http://dux.typepad.com/dux/ian-hooper.html" target="_self"&gt;Ian Hooper&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: right; line-height: normal;"&gt;&lt;span style="font-size: 8pt;"&gt;&lt;img alt="" height="427" src="http://dux.typepad.com/.a/6a01127908c29528a4017c375cbff2970b-pi" width="601" /&gt;Interaction
13: Photo: Richard Cerezo&lt;/span&gt;&lt;/p&gt;
&lt;span style="font-size: 10pt;"&gt;
&lt;/span&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;1100
designers entered the belly of the Metro Toronto Convention Centre, where we
collided to help “define our role as guides through social interactions, digital,
and beyond.” The Interaction conference, held in our home city of Toronto (January 28-31), was also a celebration of 10 years of IxDA with OCAD University as the event sponsor.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Monday
began with a keynote by Ravi Sawhney, &lt;em&gt;Our power to empower: The satisfaction
of designing for social impact, &lt;/em&gt;which reached into a cornucopia of
historical figures such as Mahatma Gandhi and John Lennon. The talk focused on
drawing parallels between different eras of design. Sawhney posited that if we could
look outside our own bubbles to the world at large, we’d recognize that there
are many others who have had great influences on society, even if they weren’t
designers explicitly. We too can be just as influential as those great minds by
utilizing our power to change the world through design. Creating this social
impact is one piece of a far greater whole that “flows through our fingertips
as we conceive and create not only new user experiences, but in fact new,
highly empowered users… everywhere”. &lt;/span&gt;
&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Mr.
Sawhey’s keynote highlighted a day that segued into many other inspiring
presentations including Dan Saffer’s&lt;em&gt; MicroInteractions: Designing with
Details&lt;/em&gt;. Saffer’s presentation asserts that the difference between a “good”
product and a “great” one is in its details. He termed these
“microinteractions”; the small moments inside and around features, which are
typically not on any feature list and often ignored. All these little moments
can change a product from one that is tolerated to one that’s beloved. This talk
provided a new perspective on designing digital products as a series of
microinteractions that are essential to bringing personality and delight to our
experiences with applications and devices. After leaving this talk, I could not
help but think it was fundamental user experience knowledge that we had
collectively forgotten, polished up with a new name. All in all a great
presentation!&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Later
that day a number of mini presentations (10 minutes) were inserted before
lunch. Of note was &lt;em&gt;Health on the Go: Designing Electronic Health Records for
Mobile&lt;/em&gt;. This is a growing hot topic today, and one with an undoubtedly long
way to go as issues of privacy and security make it very complicated.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: center; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;***&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Tuesday
arrived with cold rain and slushy snow – not exactly how we want our city
remembered. However, all this was forgotten when Jer Thorp took the stage to
present &lt;em&gt;Data and the Human Experience&lt;/em&gt;. In his talk he focused
specifically on the juncture where these two aspects meet. He also detailed a
number of projects involving diverse data sets, including the 770,000 words in
the Shakespeare Folio, astronomical measurements from NASA, text from nightly
news broadcasts, and real-time air traffic reports. Jer discussed how, by
framing data in a human context, we can use it more effectively, and ultimately
foster better practices for data-focused design. For the mathematically
inclined designers in the room, it was a crowning moment. Never had data looked
so sexy; the presentation was meticulous both in process and aesthetics. &lt;a href="http://www.cs.umd.edu/~ben/"&gt;&lt;span style="color: windowtext; text-decoration: none;"&gt;Ben Shneiderman&lt;/span&gt;&lt;/a&gt; would have wept tears of joy.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Later
that day CNN UX Designer, &lt;a href="http://interaction13.ixda.org/speakers/#Judith-Siegel"&gt;&lt;span style="color: windowtext; text-decoration: none;"&gt;Judith
Siegel&lt;/span&gt;&lt;/a&gt;, took the stage to present &lt;em&gt;CNN
and the UX Challenge of Presenting Long-Form Stories&lt;/em&gt;. This was another of
my favourite presentations and a great juxtaposition to Jer Thorpe’s data
presentation. “Textual information” was the focus here, and Siegel addressed
some of the design challenges with “long form journalism” in an age where
textual consumption is faced with short spans of attention.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Just
when we thought the day could not get any better, Sara Cantor Aye graced the
stage in a rather engaging presentation, &lt;em style="mso-bidi-font-style: normal;"&gt;Designing
Everything but the Food&lt;/em&gt;, which first had me wondering how it made the
program. However, although this presentation was more architectural in nature,
it underscored some of the key principles in user-centric design. By using
design methods, the team at Greater Good Studio helped improve a middle school
cafeteria through ethnographic research to inform industrial design. Through a
series of changes to how the food was presented and distributed, they managed
to dramatically improve how the kids ate their food. That in turn led to less
food waste. It was an inspiring and interesting talk. Social Change? We think
so!&lt;/span&gt;&lt;/p&gt;
&lt;div class="mcePaste" id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow: hidden;"&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;1100
designers entered the belly of the Metro Toronto Convention Centre, where we
collided to help “define our role as guides through social interactions, digital,
and beyond.” The 6&lt;sup&gt;th&lt;/sup&gt; annual &lt;em style="mso-bidi-font-style: normal;"&gt;Interaction&lt;/em&gt;
conference, held in our home city of Toronto (January 28-31), was also a
celebration of 10 years of IxDA with OCAD University as the event sponsor.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Monday
began with a keynote by Ravi Sawhney, &lt;em&gt;Our power to empower: The satisfaction
of designing for social impact, &lt;/em&gt;which reached into a cornucopia of
historical figures such as Mahatma Gandhi and John Lennon. The talk focused on
drawing parallels between different eras of design. Sawhney posited that if we could
look outside our own bubbles to the world at large, we’d recognize that there
are many others who have had great influences on society, even if they weren’t
designers explicitly. We too can be just as influential as those great minds by
utilizing our power to change the world through design. Creating this social
impact is one piece of a far greater whole that “flows through our fingertips
as we conceive and create not only new user experiences, but in fact new,
highly empowered users… everywhere”. &lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Mr.
Sawhey’s keynote highlighted a day that segued into many other inspiring
presentations including Dan Saffer’s&lt;em&gt; MicroInteractions: Designing with
Details&lt;/em&gt;. Saffer’s presentation asserts that the difference between a “good”
product and a “great” one is in its details. He termed these
“microinteractions”; the small moments inside and around features, which are
typically not on any feature list and often ignored. All these little moments
can change a product from one that is tolerated to one that’s beloved. This talk
provided a new perspective on designing digital products as a series of
microinteractions that are essential to bringing personality and delight to our
experiences with applications and devices. After leaving this talk, I could not
help but think it was fundamental user experience knowledge that we had
collectively forgotten, polished up with a new name. All in all a great
presentation!&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Later
that day a number of mini presentations (10 minutes) were inserted before
lunch. Of note was &lt;em&gt;Health on the Go: Designing Electronic Health Records for
Mobile&lt;/em&gt;. This is a growing hot topic today, and one with an undoubtedly long
way to go as issues of privacy and security make it very complicated.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: center; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;***&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;1100
designers entered the belly of the Metro Toronto Convention Centre, where we
collided to help “define our role as guides through social interactions, digital,
and beyond.” The 6&lt;sup&gt;th&lt;/sup&gt; annual &lt;em style="mso-bidi-font-style: normal;"&gt;Interaction&lt;/em&gt;
conference, held in our home city of Toronto (January 28-31), was also a
celebration of 10 years of IxDA with OCAD University as the event sponsor.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Monday
began with a keynote by Ravi Sawhney, &lt;em&gt;Our power to empower: The satisfaction
of designing for social impact, &lt;/em&gt;which reached into a cornucopia of
historical figures such as Mahatma Gandhi and John Lennon. The talk focused on
drawing parallels between different eras of design. Sawhney posited that if we could
look outside our own bubbles to the world at large, we’d recognize that there
are many others who have had great influences on society, even if they weren’t
designers explicitly. We too can be just as influential as those great minds by
utilizing our power to change the world through design. Creating this social
impact is one piece of a far greater whole that “flows through our fingertips
as we conceive and create not only new user experiences, but in fact new,
highly empowered users… everywhere”. &lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Mr.
Sawhey’s keynote highlighted a day that segued into many other inspiring
presentations including Dan Saffer’s&lt;em&gt; MicroInteractions: Designing with
Details&lt;/em&gt;. Saffer’s presentation asserts that the difference between a “good”
product and a “great” one is in its details. He termed these
“microinteractions”; the small moments inside and around features, which are
typically not on any feature list and often ignored. All these little moments
can change a product from one that is tolerated to one that’s beloved. This talk
provided a new perspective on designing digital products as a series of
microinteractions that are essential to bringing personality and delight to our
experiences with applications and devices. After leaving this talk, I could not
help but think it was fundamental user experience knowledge that we had
collectively forgotten, polished up with a new name. All in all a great
presentation!&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Later
that day a number of mini presentations (10 minutes) were inserted before
lunch. Of note was &lt;em&gt;Health on the Go: Designing Electronic Health Records for
Mobile&lt;/em&gt;. This is a growing hot topic today, and one with an undoubtedly long
way to go as issues of privacy and security make it very complicated.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: center; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;***&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Tuesday
arrived with cold rain and slushy snow – not exactly how we want our city
remembered. However, all this was forgotten when Jer Thorp took the stage to
present &lt;em&gt;Data and the Human Experience&lt;/em&gt;. In his talk he focused
specifically on the juncture where these two aspects meet. He also detailed a
number of projects involving diverse data sets, including the 770,000 words in
the Shakespeare Folio, astronomical measurements from NASA, text from nightly
news broadcasts, and real-time air traffic reports. Jer discussed how, by
framing data in a human context, we can use it more effectively, and ultimately
foster better practices for data-focused design. For the mathematically
inclined designers in the room, it was a crowning moment. Never had data looked
so sexy; the presentation was meticulous both in process and aesthetics. &lt;a href="http://www.cs.umd.edu/~ben/"&gt;&lt;span style="color: windowtext; text-decoration: none;"&gt;Ben Shneiderman&lt;/span&gt;&lt;/a&gt; would have wept tears of joy.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Later
that day CNN UX Designer, &lt;a href="http://interaction13.ixda.org/speakers/#Judith-Siegel"&gt;&lt;span style="color: windowtext; text-decoration: none;"&gt;Judith
Siegel&lt;/span&gt;&lt;/a&gt;, took the stage to present &lt;em&gt;CNN
and the UX Challenge of Presenting Long-Form Stories&lt;/em&gt;. This was another of
my favourite presentations and a great juxtaposition to Jer Thorpe’s data
presentation. “Textual information” was the focus here, and Siegel addressed
some of the design challenges with “long form journalism” in an age where
textual consumption is faced with short spans of attention.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Just
when we thought the day could not get any better, Sara Cantor Aye graced the
stage in a rather engaging presentation, &lt;em style="mso-bidi-font-style: normal;"&gt;Designing
Everything but the Food&lt;/em&gt;, which first had me wondering how it made the
program. However, although this presentation was more architectural in nature,
it underscored some of the key principles in user-centric design. By using
design methods, the team at Greater Good Studio helped improve a middle school
cafeteria through ethnographic research to inform industrial design. Through a
series of changes to how the food was presented and distributed, they managed
to dramatically improve how the kids ate their food. That in turn led to less
food waste. It was an inspiring and interesting talk. Social Change? We think
so!&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Tuesday
arrived with cold rain and slushy snow – not exactly how we want our city
remembered. However, all this was forgotten when Jer Thorp took the stage to
present &lt;em&gt;Data and the Human Experience&lt;/em&gt;. In his talk he focused
specifically on the juncture where these two aspects meet. He also detailed a
number of projects involving diverse data sets, including the 770,000 words in
the Shakespeare Folio, astronomical measurements from NASA, text from nightly
news broadcasts, and real-time air traffic reports. Jer discussed how, by
framing data in a human context, we can use it more effectively, and ultimately
foster better practices for data-focused design. For the mathematically
inclined designers in the room, it was a crowning moment. Never had data looked
so sexy; the presentation was meticulous both in process and aesthetics. &lt;a href="http://www.cs.umd.edu/~ben/"&gt;&lt;span style="color: windowtext; text-decoration: none;"&gt;Ben Shneiderman&lt;/span&gt;&lt;/a&gt; would have wept tears of joy.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Later
that day CNN UX Designer, &lt;a href="http://interaction13.ixda.org/speakers/#Judith-Siegel"&gt;&lt;span style="color: windowtext; text-decoration: none;"&gt;Judith
Siegel&lt;/span&gt;&lt;/a&gt;, took the stage to present &lt;em&gt;CNN
and the UX Challenge of Presenting Long-Form Stories&lt;/em&gt;. This was another of
my favourite presentations and a great juxtaposition to Jer Thorpe’s data
presentation. “Textual information” was the focus here, and Siegel addressed
some of the design challenges with “long form journalism” in an age where
textual consumption is faced with short spans of attention.&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: justify; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;Just
when we thought the day could not get any better, Sara Cantor Aye graced the
stage in a rather engaging presentation, &lt;em style="mso-bidi-font-style: normal;"&gt;Designing
Everything but the Food&lt;/em&gt;, which&lt;span class="MsoCommentReference"&gt;&lt;a class="msocomanchor" href="#_msocom_1" id="_anchor_1" name="_msoanchor_1"&gt;[MC1]&lt;/a&gt;&amp;#0160;&lt;/span&gt; first had me wondering how it made the program. However, although
this presentation was more architectural in nature, it underscored some of the
key principles in user-centric design. By using design methods, the team at
Greater Good Studio helped improve a middle school cafeteria through
ethnographic research to inform industrial design. Through a series of changes
to how the food was presented and distributed, they managed to dramatically
improve how&lt;a style="mso-comment-reference: MC_2; mso-comment-date: 20130227T1106;"&gt;
&lt;/a&gt;&lt;span class="MsoCommentReference"&gt;&lt;a class="msocomanchor" href="#_msocom_2" id="_anchor_2" name="_msoanchor_2"&gt;[MC2]&lt;/a&gt;&amp;#0160;&lt;/span&gt;the kids ate their food. That in turn led to less food
waste. It was an inspiring and interesting talk. Social Change? We think so!&lt;/span&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="mso-margin-top-alt: auto; margin-bottom: 12.0pt; text-align: center; line-height: normal;"&gt;&lt;span style="font-size: 10pt;"&gt;***&lt;/span&gt;&lt;/p&gt;
&lt;div style="mso-element: comment-list;"&gt;

&lt;hr class="msocomoff" size="1" /&gt;
&lt;div style="mso-element: comment;"&gt;
&lt;div class="msocomtxt" id="_com_1"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;a name="_msocom_1"&gt;&lt;/a&gt;
&lt;/span&gt;
&lt;p class="MsoCommentText"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span class="MsoCommentReference"&gt;&amp;#0160;&lt;a class="msocomoff" href="#_msoanchor_1"&gt;[MC1]&lt;/a&gt;&lt;/span&gt;I’m
actually not sure where the presentation title ends.&amp;#0160; I think it’s here?&lt;/span&gt;&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;div style="mso-element: comment;"&gt;
&lt;div class="msocomtxt" id="_com_2"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;a name="_msocom_2"&gt;&lt;/a&gt;
&lt;/span&gt;
&lt;p class="MsoCommentText"&gt;&lt;span style="font-size: 10pt;"&gt;&lt;span class="MsoCommentReference"&gt;&amp;#0160;&lt;a class="msocomoff" href="#_msoanchor_2"&gt;[MC2]&lt;/a&gt;&lt;/span&gt;Might
need a little elaboration here.&amp;#0160; How does
one eat food “well?”&amp;#0160; Quantity?&amp;#0160; Enjoyment?&amp;#0160;
&lt;/span&gt;&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;</content:encoded>


<category>Events</category>
<category>Ian Hooper</category>
<category>Innovation</category>
<category>Kem-laurin Kramer</category>
<category>Stephen O'Connell</category>

<dc:creator>Designing the User Experience at Autodesk team</dc:creator>
<pubDate>Thu, 07 Mar 2013 03:00:00 -0800</pubDate>

</item>
<item>
<title>The Dream of the '90s</title>
<link>http://dux.typepad.com/dux/2013/02/the-dream-of-the-90s.html</link>
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<description>Jason Brush's talk about "The Dream of the '90s is Alive" at IxDA caused Ian Hooper to think about the 'Technological Vertigo' of that time, it's relationship with artists working in digital media, and how that spirit has carried through to the present.</description>
<content:encoded>&lt;p&gt;by &lt;a href="http://dux.typepad.com/dux/ian-hooper.html" target="_blank" title="Ian Hooper"&gt;Ian Hooper&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I knew I would like &lt;a href="http://www.possibleworldwide.com/bios/jason-brush-evp-user-experience-design/" target="_blank" title="about Jason Brush"&gt;Jason Brush&lt;/a&gt;’s IxDA talk “&lt;a href="http://www.slideshare.net/jasonbrush/ix-d13-jbrushdreamof90s" target="_blank" title="The Dream of the &amp;#39;90s is Alive"&gt;The Dream of the ‘90s is Alive&lt;/a&gt;” when he played a &lt;a href="http://www.youtube.com/watch?v=FE_9CzLCbkY" target="_blank" title="YouTube clip"&gt;funny clip&lt;/a&gt; from &lt;a href="http://www.ifc.com/shows/portlandia" target="_blank" title="about Portlandia"&gt;Portlandia &lt;/a&gt;where the characters wax nostalgic for a time of riding unicycles and skateboards, wearing flannel shirts, and buying and selling CDs at a record store.&lt;/p&gt;
&lt;p&gt;
&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017d4132bd6b970c-pi" style="display: inline;"&gt;&lt;img alt="Portlandia" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017d4132bd6b970c image-full" src="http://dux.typepad.com/.a/6a01127908c29528a4017d4132bd6b970c-800wi" title="Portlandia" /&gt;&lt;/a&gt;&lt;strong&gt;Portlandia&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;This presentation felt tailor-made for me. The 1990s was the period of time when I really dove into technology. It was an exciting new discovery, full of promise. A lot of the buzz at that time was hyperbolic and utopian. In retrospect, I had often attributed this optimism to the selective filter of my age and grad-student status. But this presentation showed me that this attitude was not just an illusion of my own rose-colored glasses. Jason Brush clearly showed that society as a whole was wearing those hopeful spectacles. His presentation started with some context-setting images and quotes to give someone who had not experienced the ‘90s some idea of what the time was like. Germany was re-united after the fall of the Berlin wall, Nelson Mandela was free from prison, and the World Wide Web was born. It seemed that digital communication tools like email and the Web were going to fuel a new age of better understanding and unity among people. He described this feeling as ‘Technological Vertigo’.&lt;/p&gt;
&lt;p&gt;Most remarkable to me about this presentation was that rather than dwell on technological change (death of the floppy disk, Windows 95, video on the web, etc.), he focused on the work of artists in digital media. He included early explorations into hypertext by &lt;a href="http://www.grammatron.com/htc1.0/ma.html" target="_blank" title="Mark Amerika"&gt;Mark Amerika &lt;/a&gt;and &lt;a href="http://en.wikipedia.org/wiki/Infinite_Jest" target="_blank" title="about Infinite Jest"&gt;David Foster Wallace &lt;/a&gt;and showed how this mode of thinking even made it into mainstream culture, citing Pulp Fiction as a non-linear movie example. He describes how early web art practices focused on individual, independent experiences. They created their own bespoke way of telling their stories. But rather than concentrating on the technical development of blogging platforms, Brush showed the work of Nina Pope and Kern Guthrie in &lt;em&gt;&lt;a href="http://www.somewhere.org.uk/hypertext/journal/home.html" target="_blank" title="A Hypertext Journal"&gt;A Hypertext Journal &lt;/a&gt;&lt;/em&gt;(1996) as an example of an early weblog that predates the popularization of the form by a number of years.&lt;/p&gt;
&lt;p&gt;&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017d4132c08b970c-pi" style="display: inline;"&gt;&lt;img alt="InfiniteJest" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017d4132c08b970c image-full" src="http://dux.typepad.com/.a/6a01127908c29528a4017d4132c08b970c-800wi" title="InfiniteJest" /&gt;&lt;/a&gt;&lt;a href="http://sampottsinc.com/ij/" target="_self"&gt;&lt;strong&gt;Map of Infinite Jest&lt;/strong&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;
Of course no description of the 1990s technological landscape would be complete without a mention of virtual reality and CD-ROMs. &lt;/p&gt;
&lt;p&gt;
&lt;a class="asset-img-link" href="http://dux.typepad.com/.a/6a01127908c29528a4017ee8a6ba87970d-pi" style="display: inline;"&gt;&lt;img alt="NeuroVR" border="0" class="asset  asset-image at-xid-6a01127908c29528a4017ee8a6ba87970d" src="http://dux.typepad.com/.a/6a01127908c29528a4017ee8a6ba87970d-800wi" title="NeuroVR" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;strong&gt;&lt;a href="http://www.neurovr.org" target="_blank" title="NeuroVR"&gt;NeuroVR!&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Again Brush chose to focus on the use of these technologies by artistic innovators such as &lt;a href="http://www.jeffrey-shaw.net/html_main/show_work.php?record_id=91" target="_blank" title="Jeffrey Shaw"&gt;Jeffrey Shaw&lt;/a&gt; and &lt;a href="http://www.immersence.com/" target="_blank" title="Char Davies"&gt;Char Davies&lt;/a&gt;. Although the presentation did not take the time to go into the meaning or message of these early electronic art pieces, Char Davies’ &lt;a href="http://www.immersence.com/publications/char/2004-CD-Space.html" target="_blank" title="description of her art"&gt;description of her art&lt;/a&gt;&amp;#0160;seems appropriate today as the computer-human barrier erodes through ever more sophisticated sensors and gestural interaction methods. Describing her late ‘90s work, she says, “having the immersive experience dependent on the intuitive visceral processes of breath and balance, was intended to counter conventional ways of navigating and interacting in virtual space. (Such techniques, by relying on hand-based devices such as joysticks, pointers or data gloves, tend to reinforce an instrumental, dominating stance towards the world.) Our approach was intended to counter the medium&amp;#39;s bias with a vision of the medium as a channel for ‘communion’ rather than control.”
&lt;/p&gt;
&lt;p&gt;So what of the “dream of the ‘90s” is still alive today? Brush offers that the future is currently as open as it was, and we are going through our own period of technological vertigo. We can find our footing by learning to question the past and to realize how much of the present came from the past.&lt;/p&gt;
&lt;p&gt;&amp;#0160;&lt;/p&gt;</content:encoded>


<category>Ian Hooper</category>
<category>Innovation</category>

<dc:creator>Designing the User Experience at Autodesk team</dc:creator>
<pubDate>Tue, 26 Feb 2013 03:00:00 -0800</pubDate>

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<title>Navigation is information in context  </title>
<link>http://dux.typepad.com/dux/2013/02/navigation-is-information-in-context-.html</link>
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<description>Having laid out the main influencers in navigation design, how then can designers create smooth navigation controls in spatially-based software?  Depending on the complexity of the design brief, designers can embrace these influencers without marrying one in particular, instead synthesizing navigation features and behaviors based on their priorities.</description>
<content:encoded>&lt;p&gt;By &lt;a href="http://dux.typepad.com/dux/kursat-ozenc.html%20" target="_self"&gt;Kursat Ozenc&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Having laid out the main influencers in navigation design,
how then can designers create smooth navigation controls in spatially-based
software?&amp;#0160; Depending on the complexity of
the design brief, designers can embrace these influencers without marrying one in
particular, instead synthesizing navigation features and behaviors based on
their priorities.&lt;/p&gt;
&lt;p&gt;How do you as a designer form priorities and act
accordingly? &lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Do your homework:&lt;/strong&gt; know your audience and their
contextual needs, and discover which navigation mode is priority: egocentric,
exocentric, or both. What are the contextual needs? Are your users office-bound,
or are they usually mobile and in the field? Do they navigate for the sake of
navigation, or is navigation just one step in another task? Are they shortcut-savvy
power users, or do they come from all walks of life? Do they need a first person
egocentric view, a global exocentric view, or both? Which modes of navigation
do they want: look at, walk, drive, or fly over? Do they want to navigate
through an object, an area or global world? These questions can be taken as
guide posts to help you strategize and determine your priorities.&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;&lt;em&gt;Hybrid&lt;/em&gt;
is the new norm in design.&lt;/strong&gt; Designers should consider a design that will work
across platforms and devices, which means a curated navigation framework rather
than a one-type-fits-all approach. Curating is different than blind consistency;
it means being sensitive to the specified platform or device context.
Delivering the same interaction on both tablet and desktop may not make sense,
since they have different affordances. Disruptive technologies such as gesture
or other novel input devices are a critical influencer for forming these hybrid
designs.&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Navigation means &lt;em&gt;information in context&lt;/em&gt;.&lt;/strong&gt; People navigate in order to get informed,
or to inform others with different goals. The value proposition of way-finding
is to get location information. For leisure, it’s to get information to
progress in the game setting. For engineering, it’s to inform the designer so
that she can better design an object, and for creative production it is to
present and convey an idea in an editorial setting. From a broader perspective,
navigation design is about creating affordances for intuitive, flexible, yet
structured paths for the end user to reach and consume information. This idea should
bring an information architect’s mindset to the navigation problem, which is to
create a framework or skeleton for the navigation flow before thinking about
specific features or controls.&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Designers need to create or use already-formed
navigation patterns to simulate a smooth flowing experience.&lt;/strong&gt; What do patterns
provide? Patterns address felt-life experience by leveraging the user’s memory
and cumulative experience.&amp;#0160; Patterns are
also an embodiment of best practices where the designer can cherry pick snippets
of best flow, behavior, and controls. However, current state-of-the-art
products lack good explicit navigation pattern libraries, leaving designers to
try to deduce patterns by observing the products in action. One drawback of
patterns might be the inflexibility that they bring to the table when
non-traditional influencers are at play, like disruptive technologies,
gamification, or reverse webification. At this point, it is the designer’s call
to break the pattern, especially when these new influencers are necessary to
provide the best user experience.&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Finally, designers need to think of the quality of
the navigation experience.&lt;/strong&gt; What gamification or reverse webification shows us
is that creating playful, light-weight, straightforward products is a way to
reach quality. To achieve this quality goal, designers can leverage game-like
or web-like experiences and deploy them in the navigation design.&amp;#0160;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;In designing navigation challenges, designers should be
aware of the main influencers that are at stake, namely gamification, reverse
webification, disruptive technologies, and felt-life experience. To effectively
manage or make sense of these influencers, designers need to act strategically
and prioritize what’s important for their users. To do that, they need to dive
deeply into understanding their target audience and that audience’s contextual
needs. Designers need to think hybrid, drawing on a constellation of experiences,
instead of trying to provide a one-size-fits-all solution. They need to rethink
what navigation is in terms of &lt;em&gt;information
in context&lt;/em&gt;. The designer should leverage design patterns to use felt-life
experience and best practices in the field. However, designers should also be
cautious, but perhaps brave enough to challenge established patterns to address
&lt;a class="zem_slink" href="http://en.wikipedia.org/wiki/Disruptive_technology" rel="wikipedia" target="_blank" title="Disruptive technology"&gt;disruptive technology&lt;/a&gt; influencers. Finally, designers need to think of creating
a quality experience that will provide a working flow while the user is in
action. &lt;/p&gt;</content:encoded>


<category>Innovation</category>
<category>Kursat Ozenc</category>
<category>Methods &amp; Practices</category>

<dc:creator>Designing the User Experience at Autodesk team</dc:creator>
<pubDate>Tue, 12 Feb 2013 03:00:00 -0800</pubDate>

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