UX Australia 2013 presentations
The main conference was held on 29-30 August 2013.
Main conference presentations cover a wide range of user experience topics. Some were strategic and inspiring; some were concrete and practical. All were presented by people who have a lot of experience in their topic and are keen to share their experiences.
Take a tour around the globe and get a glimpse inside 10 of the best and most innovative intranet designs (including mobile) we’ve seen including some from our Annual Intranet Innovation Awards. This showcase will give you many ideas to use in your own intranet designs.
10 Innovative Intranet designs in 10 minutes (10m talk) - includes slides and audio
In this presentation, I will be talking about a unique user research project which sought to explore the user experience of public spaces in New York City. I will describe the challenges we faced in adapting research methodologies traditionally used in the digital space to the physical world, dealing with hostile stakeholders, the mistakes we made along the way, and ultimately the success we achieved. I will also describe the methodology we developed (loosely described as ‘agile ethnography’) and provide practical examples of how it can be used in other user research projects.
Agile ethnography in New York’s secret public spaces - includes slides and audio
Creative processes have adapted to business demands, our brains haven’t. Psychologist Graham Wallas (1926) posed a model for creativity, a simple 4-step process. I’ll cover step 2-‘incubation’ and how it can fit into project plans so that we can produce truly innovative ideas with less effort in the same time-frame.
Are computers hindering creativity? (10m talk) - includes slides and audio
What causes a behaviour? Why do we act so illogically at times? Are our decisions being made for us? Behaviour Design is a new field based on understanding the mechanisms of decision making, and designing systems to fit the way people actually behave.
Behaviour Design: Predicting irrational decisions (10m talk) - includes slides and audio
Requirements-driven product definition is a sure-fire way to get 100% of the wrong product launched. The assumptions that requirements are based on are usually not accurate enough to determine the exact solution those requirements dictate. Instead, teams should focus on creating a series of hypotheses that define potential solutions to their business problem business problem and then work together to learn which of these hypotheses are keepers and which ideas to kill.
Better product definition with lean UX and design thinking - includes slides and audio
All UX projects have a community of some sort associated with them. Whether we’re referring to our communities as users, audiences, stakeholders, or people our techniques are focused on engaging with those communities to ensure that we are designing the most appropriate solutions. It is not surprising then, that it often emerges that a UX or concept design job is as much a community management strategy piece as a UX piece.
Co-design, user experience and community management - includes slides and audio
Imagine building a massive network of private schools that costs only $5 a month for students to attend. Bridge International Academies of Kenya is doing exactly that, and mobile technology is integral helping the schools run efficiently. But how do you design a complete enterprise management system to run on a $50 phone? Motorola wanted to create a phone for low-income illiterate people. But how do you design a handset UI that is usable by people who cannot read? This session will walk through examples of how organisations working in developing countries are using mobile technology in novel ways to solve real problems.
Design at the edges: Mobile UX in the developing world - includes slides and audio
Growing consumer businesses in search of new markets need to take emerging market users seriously. But designers often have problems empathising with emerging market users – we can be blinded by what we want them to have, instead of seeing what they really want. In this talk, I draw on the learning curve I went on in my time in emerging market research at Nokia, and give you a new framework to understand and design beautiful and relevant experiences for emerging market users.
Design research for emerging markets: Making relevant and successful products. - includes slides and audio
Matthew Magain, Luke Chambers and Simon Pryor
There are literally hundreds of techniques available to UX practitioners – but which techniques are the most effective? We all have our favourites, but how do you know if you’ve chosen the right combination for your project? We chose to answer this question by tackling a project where time was largely a non-issue – not a Mickey Mouse personal project, but a real ecommerce redesign project for a real client: the Mathematical Association of Victoria’s online bookstore. We managed the client’s expectations on timeframes to allow us to apply every technique in the UX toolkit. So began our quest to determine, once and for all, which UX technique was most valuable.
Design with soul: Battling the e-commerce blues - includes slides and audio
I’ll talk about using design methods to explore and discover what gives a person meaning in their life. I’ll refer to my own experiences of career seeking in sharing this idea.
Kevin will show you a selection of simple meeting interaction frameworks that get actionable results and help course correct when meetings aren’t hitting the targets that they should, even if you aren’t in charge. You’ll facilitate agreement faster in design discussions, manage feedback better, and explore web design problems in productive, inspiring multi-hour workshops.
Designing meetings to work for design - includes slides and audio
We instantly recognise the design craft and appeal of an iPhone or a Porsche, but why are our experiences with telcos, insurance companies, airlines, banks and other services regularly so awful? The answer is usually that they have ‘just happened’ and not been designed. This talk explores two themes – designing for people’s lives rather than their lives lived out on screens; and how to design coherent multichannel experiences for people’s messy, complicated lives.
Designing services for messy lives - includes slides and audio
As we squint into a bright future, let’s first glance back at the user experience industry’s well-meaning, but mostly murky past. UX’s foundation is a sordid mix of lies, shams and idiocy: We never designed experiences and things like mobile have always been adjectives, no matter how many times we sold them as nouns. Now we’re hyperventilating about designing responsively across channels, like that will change everything. We’re still talking about users and those bald apes haven’t changed in thousands of generations. No device-based solutions nor any other rocketship technologies are going to save us.
Designing successful experiences for bald apes - includes slides and audio
We are all bombarded with surveys every week, with some good, but many quite bad. With the availability of free online survey tools, it is easy for anyone to “just ask users some questions”; however, it is deceptively easy to collect meaningless data. By understanding how certain survey questions can result in biased responses, it is easy to design a survey that will get you exactly those answers you were hoping for; or, if you prefer, to actually design surveys that are free of any such biases.
Designing surveys to get the responses you want! - includes slides and audio
Penny Hagen and Natalie Rowland
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
Doing co-design: What, why, with who and how? - includes slides and audio
So often digital and online projects are a set and forget affair. There is an enormous amount of effort put into the design and pre-launch, but like a baby after its birth, a digital project needs ongoing love, attention and regular feeding to fulfil its potential into adolescence and adulthood.
Don’t let the cat eat your baby’s face (10m talk) - includes audio
Just as the medical profession knows what needs to be true in and around a person to have a healthy body, what if businesses and designers had a way of thinking about what makes up a ‘healthy’ service experience? I will explore the beginnings of such a model.
Framework of service experience: Could it work? (10m talk) - includes slides and audio
Miles will talk about his experiences at Google, working on large scale projects where data is critical to understanding the user experience, and has become an essential part of the success (or failure) of projects. He’ll also talk about how data can be used (and abused!) as a tool for iterating design, the different ways in which stakeholders see data, and how you can embed data into your design craft and team.
From faith-based to evidence-based design: Design by numbers - includes slides and audio
Digital technology is advancing at a rapid rate. From old Nokias to Apple iPhones, we have seen users move from pushing physical buttons to swiping touchscreens. Now, we are beginning to see gestural control take over devices such as gaming consoles (Xbox Kinect and Wii), TVs and cameras – and gesture control is going be the next big thing in terms of interaction. Anyone involved in interaction design or user experience better get ready for the change.
Gesture control: Wave goodbye to your remote control and say hello to the future - includes slides and audio
If there’s one problem UX designers are familiar with, it’s the problem of getting their designs implemented – a 2012 survey of practitioners revealed the number one reason usability problems go unfixed is that the solution conflicts with the decision maker’s belief or opinion. This humorous talk reveals how I threw together a mixture of psychology research and conjuring techniques to get more of my work implemented as I felt it should be.
Getting UX done - includes slides and audio
This presentation will argue that as digital matures and becomes one again with physical, immersion in cross-channel experiences will be rather achieved through abstract navigational grammars and place-making, rather than through literal, skeumorphic, in-your-face representations of the real, and will offer a few rules of thumb for turning information patterns into navigable space and actionable places.
Groundhogs in the source code: Navigation as cross-channel sense-making - includes slides and audio
Matt Morphett and Rob McLellan
…getting 100% participant compliance and delivering meaningful results.
On a recent project we undertook a cultural probe as part of our research activities. It turned out to be very successful in that every participant turned in a completed diary and camera full of photographs but most importantly, because of the way we structured the participant activities, we were able to take the data collected and formulate very meaningful results that drove our design decisions. We’ll explain how we achieved this success and set out some recommendations for others looking to run their own cultural probe or diary study.
How to run an effective Cultural Probe on your UX project - includes slides and audio
Join us to see 4 experienced user experience professionals in an improv presentation. Each will receive a presentation topic on Thursday night, but only see their slides as each appears on screen.
Improv talks - includes slides
This fast Pecha-Kucha style talk summarizes a year’s quest to explore novel cross-device gestural UX, collaborating with Citrix Labs. The goal was to define a set of UX principles via paper prototypes, threshold mapping and user studies. This informed later design iterations for a digital demo.
Innovating gestural UX from prototypes to principles! (10m talk) - includes audio
Glyn Thomas and Tim Hogan
This is the story of how a regional Australian Health Insurer with a history deep in steel manufacturing was able to value not only the efforts of designers but the authority of design itself… Kind of – well, sort of.
Jeans in the boardroom? The rise of a design culture at nib Health Funds - includes slides and audio
This is the story of Tatts Group’s digital revolution, peering into the last five years of the company. It covers the struggles and successes encountered on the way to turning the group’s fractured online presence into one of Australia’s most visited websites.
Making a brand better than the sum of its parts - includes slides and audio
The difference between a good product and a great one are its details: the microinteractions that make up the small moments inside and around features. How do you turn the ringer off on your phone? How do you know you have a new email message? How can you change a setting? All these little moments—which are typically not on any feature list and often ignored—can change a product from one that is tolerated to one that’s beloved. This talk provides a new way of thinking about designing digital products: as a series of microinteractions that are essential to bringing personality and delight to applications and devices.
Microinteractions: Designing with details - includes audio
New Media artists have spent the last four decades exploring the aesthetics of modern technology and interaction and it’s effects on human behaviour, relationships, and evolution. Join Matt Nish-Lapidus, a practicing new media artist and designer, to explore the history and language of new media and interactive art, how it relates to our work today, and what we can learn from the seminal works of important artists and innovators including David Rokeby, Stelarc, and Steve Mann.
New media, interactivity, and 21st century aesthetics - includes slides and audio
Information architecture design is difficult at the best of times. With the additional complexity of targeted content, integrated collaboration content, enterprise search and social content – AMP’s collaboration platform is a complex system to design and deliver. This presentation will provide a sneak peak of the inner workings of the machine that delivered this innovative and leading platform to the 7000+ employees at AMP. As the design lead, Octavia will take you through the problem space, approach and the learnings along the way to one integrated Information Architecture.
One IA for all: Designing an IA for a moving target - includes slides and audio
If you work in the creative world, chances are you work on a team. And every time you start a new project or join a new company, you’re starting from scratch. Who are these people? How can I get them to respect me? How can we create the best solution together? Or (more commonly) how can I work with them without ripping my hair out? This presentation helps you recognize your personal problem solving style, gives you tips and tricks on how to use that info, and, most importantly, asks you (the audience) to contribute your real-life challenges in order to help you with actionable advice.
One team, one dream: Practical ways to work better, together - includes slides and audio
Jaro is a “Gamified Crowd Funding Platform” that launched in April this year. Users of Jaro pay to play in the knockout tournament for a cash prize that is split between charitable causes and one lucky winner. Chris will take you through the Journey from the first patent lodgement in 2008 through Jaro’s launch in 2013 and beyond: How they got started, how they got stuck and how they learned from failing fast and failing hard. They’ll wrap up with lessons learned after launch.
Our billion-dollar baby: From greed to good - includes slides and audio
This presentation focuses on the realities of designing successful social networks in the enterprise, including the promises and challenges of going social, woolly objectives to watch out for, leadership and employee behaviours that can make or break a deployment, the critical importance of using organisation-specific language and terminology and how to bust those crazy adoption targets.
Overcoming woolly objectives and confused CEOs to design successful enterprise social networks - includes slides and audio
3D printing, wearable computing…the future is here! This fast paced talk looks at the rise of the Maker Culture, and how we can apply the hacking/making philosophies to solve design problems. There may be robots. And lasers.
Rise of the Makers: Rethinking innovation and design (10m talk) - includes slides and audio
Having woken her dormant creativity at a UX workshop Rebecca was inspired to sit in the back row at TEDxMelbourne and complete seven sketchnotes in one day. She will share her story and 7 tips to help you think visually and take your handwritten notes to the next level.
Seven sketchnotes in one day (10m talk) - includes slides and audio
Davide 'Folletto' Casali
Designing social experiences requires three elements: a process to deal with complexity, the right set of intrinsic motivations and an effective social usability. This presentation, with more than 120,000 view on Slideshare, gives you the tools to use these elements in your projects, with hands-on use cases.
Social experience design: Shifting the focus on motivation and complex systems - includes slides and audio
Open2Study.com was just an idea in November 2012. Four months later it went live, and now it is a Free Online Study platform with 23 free high quality subjects and more than 34,000 enrolments. This presentation is about the Agile and UX magic we used to make it happen.
The secret behind Open2Study’s 34,000 enrolments (10m talk) - includes audio
This presentation will give an introduction to two dominant models of design-driven innovation – hypothesis-led and insight-led. It will look at the advantages and disadvantages of each; and look at the issue of localised optimal solutions and what this means for innovation.
Two models of design-led innovation - includes audio
The touch device landscape is diverse, fast paced and changing every week, providing new challenges to designers with each new incarnation of device or operating system. But there’s more to challenge designers… thinking about inclusion of people who may have visual, cognitive, hearing, motor or speech impairments…or some of all of them due to age. So what do we mean when we say “designing for all” in the world of touch devices, what makes it so darn hard to do and how can we create user experiences that are inclusive for this hugely diverse group of people?
Universal design for touch - includes slides and audio
John Murphy and Gavin Hince
How does a major government department with over 60 completely different sites trying to be ‘all things to all people’ transform its web presence into a something coherent and usable? This project was a case of real life being messy and User Experience imitating life! Come along and get the inside track on how we got over our first reaction of throwing our hands up in horror, and after various false starts and mistakes, developed an approach that has valuable lessons for any large-scale web project.
Usability and the art of gentle persuasion at Justice - includes slides and audio
From Google Glass to the fabled iWatch, wearable computing seems to be everywhere. But is it really the big societal shift that people claim it is? This fast paced talk will look at the type of behavioural shifts to expect, triggers for change and potential barriers that may prevent change.
Wearable computing: The good, the bad and the ugly (10m talk) - includes slides and audio
In our struggle to get a weekly stream of customers coming in for usability testing, we’ve got a few stories to tell about what has worked well and what hasn’t. And how we now have at least 5 customers in for testing every. single. week. Pro tip: don’t get the receptionist to do your usability testing recruitment.
Weekly usability testing without breaking the bank (10m talk) - includes audio
This talk offers insights from real experiences working with top-level execs (including the CEO) on major UX projects to achieve tangible results. As UX designers we constantly clamor for a seat at ‘the table’, but what happens when you actually get there? How do you react and assert yourself as an authority of design that is perceived, respected, and valued as such, not just someone who ‘makes pretty pictures’ or ‘plays with stickies’? My goal in this talk is to set up design leaders for success by raising their ‘executive IQ’.
Why executives obsess over icons - includes slides and audio
As the complexity of our digital world increases with tremendous variety in screen dimensions, resolutions, dots-per-inch and input methods, appropriate navigation design and use of proportion is more important than ever. Through better balancing of navigation element sizes, use of space, positioning, appropriate iconography and use of responsive design, a more frictionless user experience can be achieved for competitive edge.
Winning proportions and frictionless navigation - includes slides and audio