Agile UX – How To Avoid Big Design Up Front By Pretending Not To Do...
Here is a very good presentation on Agile UX
by Gavin Wye
Here is a very good presentation on Agile UX
In his opening keynote at An Event Apart in Boston, MA 2011 Jeffrey Zeldman talked about the skills and opportunities that should be top of mind for everyone designing on the Web today. Here's my notes from his talk on What Every Web Designer Should Know:
- Increasingly on the Web, everyone can create content and share through social media. What does it mean for how we design Web sites when people can control the presentation of content within your designs?
- It’s not just the visual experience that you might not be able to control. Through tools like Instapaper and Readability, people are time and design shifting to experience your content the way they want.
- But this isn’t new. People have always been able to experience the Web in different ways through different devices, browsers, and even their own user style sheets. We’ve always had to account for this but it’s more apparent than ever before.
- It’s not just how we experience sites that’s in flux. It’s how we define what we do as well. Every year the AEA survey uncovers many different names for the same job: webmasters and creative directors are often doing the same job. People in this profession love to argue about what to call themselves.
- Design that does not serve people does not serve business. When you do things that are anti-user, you are designing anti-user patterns. Example: services that spam your address book without you knowing it.
- Content precedes design. Design without content is decoration. It used to be that you worked on look and feel before you thought about content. But it’s actually very hard to do design without content.
- When the Blogger team asked for design templates, it was really hard to create anything appropriate devoid of content. Doug Bowman made a universal template that was minimalist and ended up on 20 million blogs. It was the best solution for the problem of designing where you don’t know the content. But it’s one of the only success solutions to this problem out there, which illustrates how hard it is to design without content.
- Websites are simply delivery systems for content. Even something as simple as a little call out needs to have actual content in order to test out how it will work in layout.
- You can’t solve a problem until you can define it. And you probably can’t solve it alone. To help you can turn to design testing with users. But ideas can also come from within. Innovation does not have to come from asking people for ideas.
- We all have to learn many things about building Web sites. In advertising people kept secrets from each other but on the Web people share what they learn. We’re all interested in each other’s techniques so we can learn.
- Right now is the best time to create Web sites and applications. New opportunities like Webkit & mobile, html5 & css3, UX & content strategy.
- Many times when we say mobile we are often talking about small screen. Small screen design adapts by adjusting layout and media to fit on smaller viewports. If you are primarily a content site, you might need a small screen strategy not a full mobile strategy.
- Real Web designers write code. Always have. Always will. You need to at least understand the principles of semantic mark-up and know what is possible with HTML and CSS.
- Progressive enhancement is a universal smart default. Most of agree that it’s a best practice to create an experience that can reach everyone.
- HTML5 has design principles that also apply to Web design. Pave the cowpaths = make things work based on how people expect it to work. Find a way to make things work even if people try to “wrong” thing. Fail predictably.
Admittedly this example is see in gmail where I can see the first line of the email but you should be checking that. It's your job.
“ The mere fact that you are reading this Journal tells me you're different. You will inherit the earth. Not because you are meek, but because you recognize the importance of information architecture. ”
Read Issue 2, Volume 2 of the Journal of Information Architecture »
Made me smile. I don't think it's true but it made me smile.
I sketch a lot in the early stages of a project. That's not really anything to be surprised about any more most UX'ers sketch nowadays in the early stages of a project.
Sometimes a page goes through 10-20 iterations. I try not to think about structure at first and just sketch let the ideas flow it's kind of using my hand as my brain. It's done it lots of times before so it knows what to do and I trust it. I have come up with (almost by accident) an copied lots of different styles for drawing things. Boxes, headings, links, drop-downs, overlays.
At times a wireframe will just be a series of lines and I show this to the people I'm working with. I often wonder if the people I'm showing sketches to understand what they are looking at. It's very hard to talk about ideas such as "when you click this it transforms in to this" if you don't have this shared understanding. For this reason I thought I would document my visual vocabulary. There really isn't a lot it its a few elements that I use over and over again. Here they are not very sophisticated but they work for me.
I have tried slightly higher fidelity versions using color to pick out links (blue), errors (red) and success (green) but it always feel like I'm getting in to the territory of marker visuals when I do this and that's not a sketch If I want to do something like that I'll jump in to InDesign, Illustrator, Omnigraffle or whatever other app I feel like using that day.
Here's a few to kick of the new year.
I'm writing all this down so that I can look back and see how I did at the end of the year. I think it will give me impetus to do something about it. I did this when I gave up smoking and that worked. It also helps me set some constraints to write within.
Tip: I smoked for quite a long time, and giving up was really really hard. The best tactic that I found when giving up was to tell as many people as possible that I was giving up. Then you have to do it. Not following thorough would have meant letting those people down.
So back to the point… I'm going to write something here once a week. Hopefully it will be fun, informative and punchy. It will probably be about User Experience Design and sometimes about working culture and the ways that knowledge workers can be more productive. there is a possibility there will be a bit about customer service.
I'll try and limit myself to 500 words. I’m also not going to spend a lot of time composing these posts. I’ll do a couple of versions have a read through and then set it free. I tend to be a bit of a perfectionist and hide things away until they are finished; this often means that things don’t get finished at all or get left to rot.
I’ll try not to rant or moan so I’ll try to suggest a solution. I’ll try to be reflective of things that I actually have experience of. I’ll do my research first before I write something so that what I write is informed.
I’m not going to worry about if what I’m saying is completely the right thing to say at the right time. It’s about forming and articulating my opinions as I go.
So that's at least one quickly written researched 500 word post a week that is fun and informative. Yes I do like a challenge, and for the record I don’t think I’m very good at writing.
I feel like I should say a bit about what motivates me to write. It is primarily to educate myself and solidify my ideas, I always find that once you start discussing things and hear how they sound you can rationalise them. It’s also to make me a better designer, I’ve always thought that as a someone who works in the web industry I should share my thoughts.
I think a lot about this stuff so here goes.