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Introduction to UX Research: Conducing Focus Groups

This is an introduction to the fundamentals of doing customer research with an emphasis on Focus Groups. This is part of the introduction to ux research series. In this talk we walk through the basics of focus groups, types of focus groups, as well as an in-depth explanation of process and pitfalls.

Research is usually conducted to gain a deep understanding of the client’s target users in order to apply a customer-centered approach to the strategic development of the client’s brand and product. In addition, focus groups seeks to reveal insights into how the target customers emotions, attitudes, beliefs, and experiences in using existing products and brands.

Neither Retrospective, Nor Predictive: Dieter Rams & Design of Self

Good designers must always be avant-gardists, always one step ahead of the times. They should, and must, question everything generally thought to be obvious. They must have an intuition for people’s changing attitudes. For the reality in which they live, for their dreams, their desires, their worries, their needs, their living habits. They must also be able to assess realistically the opportunities and bounds of technology. – Dieter Rams

Neither Retrospective, Nor Predictive
Finishing out the year, I thought it would be worthwhile to re-visit a designer whose visionary approach in design I hope will never goes of out style: German industrial designer Dieter Rams. While some may write predictions for 2012, an endeavor most certainly useless after having read “Fooled by Randomness,” I am convinced the author of said predictions is stuck hopeless between writing something so vague and obvious as to be completely useless (i.e. just about any of the hyperventilating cyber-circle-jerking social media predictions for 2012); else meaningful, measurable, and specific, in which case almost certainly to be proven a fucktard.

Given this Scylla and Charybdis choice, I decided to simply write about the principles of design, the design of objects as sign systems, and the projection of identity into these sign-vehicles.

A Concern
Back in the early 1980s, just after the United States elected a B-movie actor to the most powerful position in the world, preparing to flex American military testicular fortitude in Operation Urgent Fury, designer Dieter Rams was becoming increasingly concerned by the state of the world around him – “an impenetrable confusion of forms, colours and noises.”

Packaged Meaning
If we consider that all objects are “packaged” to deliver certain meanings – what might one say about the semantics of well designed things? Further, if I imagine, as we head into the new year, with the hope of new objects released into our culture, what role does the desire for our fetishized objects act to package and perform our identity in public? Does desire package meaning?When we dress, we package ourselves, our bodies adorned in a grammar of social signals. Every thing and object has a skin through which it speaks. We live in a world, and there are objects in this world. We have intimate feelings about and for these objects — we project into them, and communicate through them. I think there is a ritual relationship to these objects that occurs on a daily basis.

A Semiotic Dance
In primitive societies, objects may be found on the ground, literally, strewn about the place as in a “natural” state. But in our advanced hyperreal branded simulacra of society, objects are found on iPhones, on tables, on electronic billboards in Times Square. These surfaces are vehicles of presentation; they are objects, they have functions, but they also have skins, histories, narrative performances. . . objects then become a partner in a semiotic dance of self-reflexive co-creation.

“To see the object as in itself it really is,” has been justly said to be the aim of all true criticism whatever, and in aesthetic criticism the first step towards seeing one’s object as it really is, is to know one’s own impression as it really is, to discriminate it, to realise it distinctly. – Walter Pater

Designing Self
Something happens when you choose to project yourself into the creation of an object. It becomes a canvas of idealized self. Aware that Rams was a significant contributor to the world of designed objects, he asked himself, “are my objects manifesting good design? What is good design?” To which I add, “what is the meaning of the objects that I design, and is it projecting something positive into the zeitgeist?” As good design cannot be measured in a finite way Rams set about expressing the ten most important principles for what he considered was good design. (Sometimes they are referred as the ‘Ten commandments’.) Here are his 10 principles of good design which have been written about all over the interwebs, but worth repeating, which can apply to the design of objects, interfaces, products and services, but also the design of ourselves in the New Year.

Dieter Rams 10 Principles of Good Design. 

Good design is innovative
The possibilities for innovation are not, by any means, exhausted. Technological development is always offering new opportunities for innovative design. But innovative design always develops in tandem with innovative technology, and can never be an end in itself.

Good design makes a product useful
A product is bought to be used. It has to satisfy certain criteria, not only functional, but also psychological, sexual, and aesthetic. Good design emphasizes the usefulness of a product whilst disregarding anything that could possibly detract from it’s core beingness.

Good design is beautiful

The aesthetic quality of a product is integral to its usefulness because products we use every day affect our selfhood and our well-being. But only well-executed things can be beautiful. Ideas and ideals never executed can never be beautiful.

Good design makes a product understandable
It clarifies the product’s structure. Better still, it can make the product engage in conversation. At best, it is self-explanatory. In HCI we call this affordance. Tautologically speaking, it is what says it is.

Good design is unobtrusive
Products fulfilling a purpose are like tools. They are neither decorative objects nor works of art. Their design should therefore be both neutral and restrained, to leave room for the user’s self-expression. An object should allow a person to project themselves into and through the product.

Good design is honest
It does not make a product more innovative, powerful or valuable than it really is. It does not attempt to manipulate the consumer with promises that cannot be kept. It never promises magic, or a bigger penis, or a happier life.

Good design is timeless
It avoids being fashionable and therefore never appears antiquated. Unlike fashionable design, it lasts many years – even in today’s throwaway, designed for obsolescence, society of the spectacle.

Happy New Year.

Design Studio and Agile UX : Process and Pitfalls

We are often asked how and when Design Studio should be used in a startup or enterprise whose product team embraces agile. We hope this article answers some questions about how to effectively use Design Studio (as well as variations on it), and to avoid potential pitfalls so those practicing some flavor of agile UX will be better armed to solve difficult problems in their work.

The description of Design Studio in The Design of Design Studio was meant to serve as the canonical example, and is best suited for the beginning of a significant series of projects focused around one theme, or a set of themes. The output of such a design studio session may span many iterations. There are, however, many variations of Design Studio that can be employed to good effect for the smaller problem spaces within agile processes. For example, a Scrum team may need to explore a more targeted problem space that they identify during iteration planning prior to a sprint.

This should not imply, however, that we use Design Studio during what is sometimes called “Iteration 0,” although there is no reason why it couldn’t be used then. We don’t happen to follow the “staggered sprints” model popularized by Desiree Sy and Lynn Miller at Autodesk. Instead, we solve problems as whole Scrum teams and bring the ideation, design, and development phases as close as possible to the same kickoff point so the concepts can inform story-gathering and estimation sessions.

Read the article on UXMagazine

Ethnography for UX

I will be hosting this workshop on November 12th, 2011 at our SoHo offices. Check it out if your interested in how to bring ethnography to your product user experience practice. 

As a proven way to uncover the shared values, beliefs and practices that inform the decisions we make and the actions we take as social beings, we are poised for a resurgence of interest in design ethnography for interaction design. This new interest is being driven by the designer’s increasing concerns for:


  • Context – as computing expands beyond the desktop,
  • Emotion – as we seek new ways of evaluating satisfaction and engagement, and
  • Behavior – as the explicit goal of behavior change becomes more critical to design practice.

WORKSHOP OBJECTIVES
This workshop will begin in the studio with an overview of ethnography and common ethnographic techniques in the context of design. We will discuss traditional and emerging digital approaches to ethnography. Next we’ll divide into teams to give workshop participants the opportunity to put these principles into practice as we venture out into the city to conduct our “fieldwork.” Following our short period of participant observation with the “urban natives” we will return to the studio and discuss what we learned. Finally, we will discuss how to apply what we learned to problems of design and brainstorm ideas on opportunities for products, services, and other interventions that could fit into the lives of our subjects.

WHO SHOULD ATTEND
- UX professionals
- People interested in ethnography as it relates to UX


WHAT YOU WILL DO
This workshop will begin in the studio with an overview of ethnography and common ethnographic techniques in the context of design. We will discuss traditional and emerging digital approaches to ethnography. Next we’ll divide into teams to give workshop participants the opportunity to put these principles into practice as we venture out into the city to conduct our “fieldwork.” Following our short period of participant observation with the “urban natives” we will return to the studio and discuss what we learned. Finally, we will discuss how to apply what we learned to problems of design and brainstorm ideas on opportunities for products, services, and other interventions that could fit into the lives of our subjects.


WHAT YOU WILL GET OUT OF IT
Whether or not you currently employ up-front research in your design process, this workshop will show how to embrace ethnographic principles in the work you do to improve your ability to:

- Build empathy for the people who engage with the products and services you create
- Improve understanding of the reasons that people use your products and services the way they do
- Identify opportunities for new products or services or for improvements to those that already exist

AGENDA

10:00 – Overview of ethnographic methodology, description of assignment (in the studio)
11:30 – Q&A and snack
11:45 – Ethnographic fieldwork (out in the city)
12:30 – Lunch and discussion
12:45 – Analysis and synthesis
1:45 – Q&A and closing


WHEN

Saturday, November 12th 2011
10am – 3pm

WHERE

The Ladders
137 Varick Street
3rd Floor
New York, NY 10013
Map

PRICE

$25

REGISTER NOW

The workshop is limited to 20 people. You will need an ID and be on the RSVP list in order to be allowed upstairs to the event.

Introduction to UX: Fundamentals of Usability Testing

I wrote this presentation this past weekend to give a high level but still comprehensive introduction to usability testing in general while showing some ways in which it is actually done in an Agile environment at TheLadders.com

I hope you enjoy.

@semanticwill

How to Design a User Experience Designer

My SxSW2012 Proposal

User Experience Design has become one of the most sought after skill sets for startups and enterprise software companies alike, drawing a great deal of interest from people outside the field. Many people, however, don’t know what it takes to become one, and many don’t even know where to start.

Caleb Becoming a User Experience Designer

Overview

Unlike traditional talks, this one is drawn from a real life case study of a young recruiter at TheLadders who decided he was passionate about product design, and specifically wished to learn how to become a user experience designer. Starting this past May, we have worked together weaving a unique syllabus of reading, research, hands-on experience and the practice of ux craft across the disciplines of information architecture, interaction design, content strategy and usability testing.

Drawing from my article “7 Steps to a Kick-Ass UX Portoflio,” we have intentionally designed his mentorship so that he can ultimately get a job as a user experience designer. To better understand the needs of his audience – in this case recruiters and hiring managers, I required that he read Steve Mulder’s excellent book – “The User is Always Right.” Then he was sent out to interview key people including recruiters and ux hiring managers to gain a better understanding of what their needs, goals, desires, and pain points during the hiring process. Most of this wasn’t new to Caleb, since he is actually a recruiter responsible for sourcing ux talent at TheLadders; the company we both work for; but this process allowed him to craft personas that would help guide us crafting his mentorship so that he could gain the types of skills, expertise, and knowledge that hiring managers care about.

My talk will present a this framework for mentoring which includes how to structure the learning of  ux theory, process, and more importantly, craft and best practices for those interested in either becoming a mentor, or becoming a user experience designer. My talk will present this unique journey which Caleb and I have undertaken – treating his career transition as a worthy design problem in and of itself. We’ll provide this case study with complete materials as well as the journal that Caleb kept along the way to becoming a user experience designer.

Stay tuned for more!

Resources

7 Steps to a Kick-Ass UX Portfolio

Demystifying Mentoring

Why Mentoring Matters in a Hypercompetitive World

Mentoring Millennials

7 Steps to a Kick-Ass UX Portfolio

7 Steps to a Kick-Ass UX Portfolio

Soundtrack: “Homesick” Kissy Sell Out Featuring Oh Snap!

“I was reminded over Twitter of a post I made to the Interaction Design Association list regarding the design of a UX portfolio for someone looking to move into their next great job. Here is the edited version of that post.

Question: I need to create portfolio to show my ability to design end-to-end user experiences with examples of design proposals, scenarios, use cases, interaction flows, wireframes, UX architecture, visual designs and specifications. I am looking for guidance and examples for how to create an interesting portfolio.”

You already have all the tools you need, you just don’t realize it yet.

The first step is to back away and re-imagine the problem space. For this particular one, you don’t need to necessarily go all the way back to Maslow’s Hierarchy of Needs, but pretty close. Getting work to put a head over your roof and food on the table would seem to be the most basic way to set the problem and solution – needing a job. This doesn’t really require white-boarding and blue ocean strategy. The next step is always harder, and I think most of us approach it bass-ackwards, as if every UX method, process, activity and deliverable we ever did was wiped from our memory like some godforsaken episode of Lost, leaving us quivering, alone, and drooling over a half-eaten pint of Ben & Jerry’s ice cream. Instead of applying at least the semblance of UX to our own career development (and portfolio design), we jump right into the visual design and copywriting of our last 4 successful projects (leaving out our failures – just kidding – I’ll get to this), crank open Photoshop, or Omnigraffle, Visio (shudder), or InDesign and begin from the end – our portfolio. I think this sucks. It is an affront the very craft we say we love.

What is the first thing we usually do when we take on a new UX project of almost any size and scope? If you answered “Kickoff Meeting” – then you get the cookie. What I mean though is not the traditional kick-off meeting with a bunch of knuckleheads gathered around a conference table with fluorescent lights and stale baked goods from the local caterer. I mean engage in some of the following activities:

1. Project Definition, Goals and Objectives: Ultimately this should be finding and getting your next perfect (or near perfect, or at least your next least sucking job/contract/gig). You need to have a vision of who you want to be in 2 years, not just that you want to eat next week.

“Designers have a prescriptive job. We suggest how the world might be; we are futurists to some extent,” said Bridget Botja de Mozota.

Have a vision for where you want to be, and sketch out a strategic roadmap for how you think you can get there. Don’t worry — that roadmap can and may include picking up some freelance gigs just to keep the rain off your head and a scotch in your hand.

2. Competitive Analysis and Research: Identify and research the top 5 companies or agencies you would love to work for. I think most UX Designers have this list floating around in their head, even if they never admit it. It could be a top tier design agency like IDEO or frog; it could be reinventing the way social justice entrepreneurs fund their next innovation – anything – but write it out; research those opportunities; gather data about the way they phrase their job requirements.

Then identify at least 1 or two people at those companies and stalk them – virtually. Check them out on LinkedIn — try to find out what in their past: their writing, blogging, publishing, and tweeting – got them hired to this dream position. Ask yourself these questions:

  • What do you need to learn, or skills you need to acquire to get where those people are now? This is often called the “Design Gap,” the difference between where you are today and where you want to be.
  • What does your T shaped skill-set look like? What additional disciplines should you spend time on? Great at wireframing, but terrible at doing remote usability testing? Perhaps you should focus on that. But make sure you focus your learning on things you want to do in the future — remember, this is moving towards a future version of yourself. Align you skill enhancing activities with your goals.
  • What soft skills should you focus on improving? Do you talk constantly? Too fast? Do you take forever to get to a point? Are you judgmental? If you need to become better at communication — either verbal or written, do you have a plan in place?
  • What ingrained, annoying behaviors and personality defects have prevented you from succeeding in the past? Be honest about this – write it down and stick it on your monitor. One personality defect I have is that I rush to judgement to quickly, sending off scathing, sometimes biting comments without thinking, so I have been trying really hard to be more empathetic – to engage my mirror neurons and put myself in the shoes of the person I am responding to. It’s not easy, this behavior is ingrained and toxic – but I have acknowledged it, and trying to temper my communications accordingly.

3. Stakeholder Interviews: Use your network of friends, friends of friends, school connections, IxDA, IAI, SIGCHI, UPA, whatever – to engage with people that make hiring decisions at companies like the ones you want to work at. Have a simple list of 3 or 4 questions you would ask them about what they look for in a portfolio. Let them tell you what the portfolio should show, how it should be communicated, and at what level of details. While you’re at it, observe everything from their mannerisms, affect, language to how they answer the questions.

Then take this information combined with the information gleaned from activity #2 above – and craft at least 1 straw-man persona based on that information. You’re designing your portfolio (like a product or solutions) to meet a need of a target audience which means that you need a persona that identifies those decision makers (hiring managers), and their goals, needs, pain-points, desires, background, aspirations, work habits, etc. Be explicit in the detail, but remember – you will never show this persona to anyone – EVER.

4. User Scenarios: Write at least 1 if not 2 User Scenarios, or narratives, from the perspective of the hiring manager. Write into the narrative a day in the life: all the people they interact with, and their interactions with the team they manage. Make sure that if you can – identify other people on the team and bring them to life. Hiring decisions are rarely left to just one person. Write some dialog, if you feel inspired. The key is to humanize these decision makers, place yourself in their shoes, and understand that you are designing your portfolio as a means to solving a problem *they* have — ignore your problem of needing a job. That’s not their concern.

5. Narrative Writing: Find one solid story that you can tell from your previous or current position that tells a complete story of your skills, background, and thought processes. This is far better than showing wireframes across 10 different projects. Would you rather see 10 different decontextualized sex scenes or one epic movie with a love scene? Which do you think will get you the job?

Tell a story — make it compelling, and … wait for it… be honest about when you failed, how you dealt with it, and what you learned. Do not be some douchebag that frames failure as being everyone’s fault, or state something meaningless and vapid like “I was just too passionate about making sure it was the most elegant, mind blowing social buzzword, buzzword, buzzword, and the rest of the team just lacked the desire to be as focused as me.” Save it for someone stupid enough to believe that load of crap – real hiring managers are human beings that want authentic engagement – stop re-writing your past like some PR press release. In fact, move in the opposite direction and PWN that failure. Every project has some failures, and every project has to deal with the realities of resources, time, commitments, team dynamics and dickhead stakeholders, clients, or boss’ wife that wants some button green. Professionals take ownership and losers point fingers.

6. Craft a  Portfolio: From the story you have crafted as a long form narrative — which will never be shared — craft a portfolio that tells your story, in context, to your audience. Make sure it addresses their needs, goals, and desires from their perspective. The portfolio should be concise, easily understandable, and provide a richer picture of you. It should represent the value you bring to an organization — things that can’t be found on your backward looking resume.

7. Plan for everything: Choose the best tools to tell the story. Never count on an Internet connection when you finally do get in front of the hiring manager. Make print and web versions. Make them downloadable. Send your entire story to these people when they ask for a resume. Then the interview becomes a conversation focused on the two most important things: Are you a good fit (personality/culture/demeanor)?; and How you will make their lives easier so they can go home early, play Legos with their kids, and enjoy a quiet evening with their spouse?

Good Luck. Everything above are just my random thoughts.
@semanticwill

User Experience Design Articles – March 5, 2011

Some here is a roundup of some interesting articles I stumbled upon and read this week. Some, like Whitney Hess’s have created quite a conversation in the UX community. Most are recent. Some just happened to be things that I came across that might be interesting to everyone.

Cheers,

SemanticWill

Design Thinking Resources

The UX Canon: Essential Reading for the User Experience Designer

For some time I had been slowly acquiring books, reviewing books, and recommending books to colleagues who were interested in “getting into” interaction design, user experience design, information architecture or usability. This eventually led to me cataloging my list of what I consider the best books in the field. With help from my friend Dave Malouf (co-founder of the IxDA and Professor of Interaction Design at SCAD), we edited this list of my canon, and now I want to share this list with you. If you have a question about a particular book, feel free to email me.

Next steps, besides slowly acquiring and reviewing more books, is to begin further classification of books. Until that can happen, this is my UX library. If I don’t own it or haven’t read it, it’s definitely not on this list. At the same time, there are books that I own that aren’t included because I thought they sucked for one reason or another. The fourth option is that I have it, have read it, liked it, but simply forgot to include it. So if you ask “Why haven’t you included X, Y, or Z – it’s one of those reasons.”


The Big UX Picture

The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity by Alan Cooper

Emotional Design: Why We Love (Or Hate) Everyday Things by Donald A. Norman

Leonardo’s Laptop: Human Needs and the New Computing Technologies by Ben Shneiderman


Core: Required Readings in User Experience Design

About Face 3: The Essentials of Interaction Design by Alan Cooper , Robert Reimann, David Cronin

Information Architecture for the World Wide Web: Designing Large-Scale Web Sites by Louis Rosenfeld, Peter Morville

Designing Interactions by Bill Moggridge

Designing the User Interface by Ben Shneiderman


Introductions to UX

The Elements of User Experience: User-Centered Design for the Web by Jesse James Garrett

A Project Guide to UX: For user experience designers in the field or in the making by Russ Unger and Carolyn Chandler

Sketching User Experiences: Getting the Design Right and the Right Design by Bill Buxton

Designing for Interaction: Creating Smart Applications and Clever Devices by Dan Saffer

Thoughts on Interaction Design by Jon Kolko

Thoughtful Interaction Design: A Design Perspective on Information Technology by Jonas Löwgren , Erik Stolterman

Designing the Obvious: A Common Sense Approach to Web Application Design by Robert Hoekman Jr.

Information Architecture: Blueprints for the Web by Christina Wodtke

The Electronic Design Studio: Architectural Education in the Computer Era by Malcolm McCullough

Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing by Malcolm McCullough


Practice, Methods and Tactics in UX

Communicating Design: Developing Web Site Documentation for Design and Planning by Dan Brown

The User Is Always Right: A Practical Guide to Creating and Using Personas for the Web by Steve Mulder , Ziv Yaar

Design Research: Methods and Perspectives by Brenda Laurel and Peter Lunenfeld

Rapid Contextual Design: A How-to Guide to Key Techniques for User-Centered Design by Karen Holtzblat, Jessamyn Burns Wendell, Shelley Wood

Contextual Design : A Customer-Centered Approach to Systems Designs by Hugh Beyer, Karen Holtzblatt

Observing the User Experience: A Practitioner’s Guide to User Research by Mike Kuniavsky

User and Task Analysis for Interface Design by JoAnn T. Hackos, Ph.D , Janice C. Redish

The Persona Lifecycle : Keeping People in Mind Throughout Product Design by John Pruitt , Tamara Adlin

Context and Consciousness: Activity Theory and Human-Computer Interaction by Bonnie A. Nardi

Design Research: Methods and Perspectives by Brenda Laurel (Editor), Peter Lunenfeld

Mental Models: Aligning Design Strategy with Human Behavior by Indy Young

Card Sorting: Design Usable Categories by Donna Spencer

Prototyping: A Practitioners Guide to Prototyping by Todd Zaki Warfel

Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces by Carolyn Snyder

Ambient Findability: What We Find Changes Who We Become by Peter Morville

Designing Interfaces: Patterns for Effective Interaction Design by Jenifer Tidwell

Designing Social Interfaces: Principles, Patterns and Practices for Improving the User Experience by Christian Crumlish and Erin Malone

Search Patterns: Design for Discovery by Peter Morville

Modular Web Design: Creating Reusable Components for User Experience Design and Documentation by Nathan Curtis

Web Form Design by Luke Wroblewski

Web Standards Solutions: The Markup and Style Handbook by Dan Cederholm

Designing with Web Standards by Jeffrey Zeldman

User-Centered Website Development: A Human-Computer Interaction Approach by Daniel D. McCracken , Rosalee J. Wolfe , Jared M. Spool


Usability

Don’t Make Me Think: A common sense approach to web usability by Steve Krug

Human Factors in Information Systems: The Relationship Between User Interface Design and Human Performance by Jane M. Carey (Editor)

Web Usability: A User-Centered Design Approach by Jonathan Lazar

Research-Based Web Design & Usability Guidelines by Sanjay J. Koyani , Robert W. Bailey , Janice R. Nall

Usability for the Web: Designing Web Sites that Work by Tom Brinck , Darren Gergle , Scott D. Wood

Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests by Jeffrey Rubin

A Practical Guide to Usability Testing by Joseph S. Dumas , Janice C. Redish

Prioritizing Web Usability by Jakob Nielsen , Hoa Loranger

Designing Web Usability : The Practice of Simplicity by Jakob Nielsen

Site-Seeing: A Visual Approach to Web Usability by Luke Wroblewski

Web Site Usability (Interactive Technologies) by Jared Spool , Tara Scanlon , Carolyn Snyder , Terri DeAngelo


Visual Thinking & Info Viz

The Visual Display of Quantitative Information, 2nd edition by Edward R. Tufte

Beautiful Evidence by Edward R. Tufte

Envisioning Information by Edward R. Tufte

Visual Explanations: Images and Quantities, Evidence and Narrative by Edward R. Tufte

Information Design by Robert Jacobson (Editor)

Information Graphics: Innovative Solutions in Contemporary Design by Peter Wildbur , Michael Burke

Visual Function: An Introduction to Information Design by Paul Mijksenaar