Liveblog of “Crafty UX – UX Lightening Series”, an hour long session with four speakers presenting at “lightening” speed. Sarah Summers, Nathan Moody, Robert Tuttle, and Guido Rosso will each present a 10 minute talk about UX.
Session video now posted on Microsoft’s Channel 9:
As this is a liveblog, please remember to read from the bottom, up.
Wed, Apr 13, 4:13:39pm PDT
Prototyping motion can help sell a concept and also give a reference for timing and transitions later on.
Wed, Apr 13, 4:08:32pm PDT
Static comps aren’t enough when you’re trying to prototype motion.
Wed, Apr 13, 4:05:52pm PDT
Motion should not be an afterthought; it needs to be a part of the whole process.
Wed, Apr 13, 4:05:13pm PDT
Graphics and animations are key to alert users to “behind the scenes” events.
Wed, Apr 13, 4:03:06pm PDT
Next up: “Prototyping Interfaces with Motion Graphics”.
Wed, Apr 13, 4:01:36pm PDT
Relevance and appropriateness are key in UX design.
Wed, Apr 13, 4:00:10pm PDT
How you fail and recover from failure is at least as important as creating a “perfect” experience – because it never will be.
Wed, Apr 13, 3:58:15pm PDT
Interesting demo of a UX experiment of floor pads responding to touch to produce light and sound.
Wed, Apr 13, 3:53:32pm PDT
Background: Phidgets specializes in augmented reality. Today’s focus: life-sized step sequencer.
Wed, Apr 13, 3:52:12pm PDT
Next up: “Phidgets & Real-Time Sensor Data Visualization”.
Wed, Apr 13, 3:51:34pm PDT
Conceptual design = deliverables by any means necessary. (Interpretive dance!)
Wed, Apr 13, 3:50:49pm PDT
Step 3: Hybridize and bastardize.
Wed, Apr 13, 3:49:36pm PDT
Step 2: Rip it off. Do what other industries are doing (like storyboards).
Wed, Apr 13, 3:48:44pm PDT
Step 1: Design without computers! Tools influence where you go and also slow you down.
Wed, Apr 13, 3:47:55pm PDT
Game design is another good example. Paintings (vs. fully rigged 3d models), storyboarding, design frames, physical 3d models.
Wed, Apr 13, 3:46:58pm PDT
Product design uses foam mockups, agile sketch development.
Wed, Apr 13, 3:45:57pm PDT
Start with loose concepts on pen and paper as in architecture.
Wed, Apr 13, 3:45:20pm PDT
“Chart the narrative arc of emotions of users” the way writers do.
Wed, Apr 13, 3:44:35pm PDT
Traditions and habits are either too deep, too polished, or just hard to present in a compelling way.
Wed, Apr 13, 3:43:27pm PDT
Conceptual design = speed over fidelity, making design principles visible, design leadership.
Wed, Apr 13, 3:42:45pm PDT
Next up, “Conceptual Design: Tactics & Techniques”
Wed, Apr 13, 3:40:42pm PDT
As a UX ninja, we should be there when we’re needed, but “we were never there”, we don’t show, our work shows.
Wed, Apr 13, 3:40:09pm PDT
Can’t make what we want; have to make what the *user* wants.
Wed, Apr 13, 3:39:02pm PDT
Technical errors should be re-written as user-friendly and clear, maybe even humorous.
Wed, Apr 13, 3:37:16pm PDT
Put a grid on it! Consistency of layout builds trust.
Wed, Apr 13, 3:36:39pm PDT
Southwest vs United for good comparative design, strong design.
Wed, Apr 13, 3:33:57pm PDT
Yikes, first speaker is ultra-nervous. This is why I don’t do conference talks. (Well, and I’ve never been asked; beside the point :P )
Wed, Apr 13, 3:32:45pm PDT
First mini-session, “10 Minute UX Ninja”. “A tradition of death to crappy UX.”