More Lessons in the Art of Empathetic Design and Spontaneity from Degas

Theatre and art as sources of UX inspiration. Just like “Art as Experience” (John Dewey, 1932)

“Degas may have said that he knew nothing of inspiration or spontaneity, but in reality, he knew their meaning better than most artists. More important, he understood the work that is necessary to make either happen. So, I continue to be fascinated by Degas, his process, and the beauty of his work. Therefore, I am choosing to get a little off topic to explore some important lessons from Degas and what I like to call his performance art.”

(Traci Lepore a.k.a. @TraciUXD ~ UXmatters)

The World of Services User Experience

We call this an ego-document in the positive sense of the word.

“Practicing user experience as part of a larger services organization is hardly ever just about designing the user experience of a particular product. Any UX professional in a services role taps deeply into the human-relationship side of the discipline of user experience. The world of services user experience is challenging, fast paced, and, in some ways, different from a lot of other UX roles. I will be sharing this world with you in future columns.”

(Baruch Sachs a.k.a. @basachs ~ UXmatters)

Experience Design is The Future of Mobile Payments

Is XD now becoming the next silver bullet?

“A holistic experience is key to the future of mobile payment services. No one player currently owns the mobile payment eco-system but those who emerge as the preeminent players will be the ones that embrace seamless integration of partnerships, interoperability, product, services, and user experience. There’s an opportunity for the major/minor players of mobile payment services to create a differentiated, distinguishable, and ownable service experience (…). Lastly, those who pay attention to and design for local market needs and use cases, will dramatically increase mobile payment’s chances for widespread adoption and success.”

(Perry Chan a.k.a. @perrychan ~ Sapient Idea Engineers)

Convenience: The third essential of a customer-centric business

Never seen ‘convenience’ as a quality attribute for user experience, like usable, useful or desirable.

“Technology and innovative design have made many products and services more predictable and efficient, the two lower levels of Different’s 7 Essentials of Customer Experience. Convenience, the next essential of customer experience, is a critical factor in determining how customers make decisions about what to buy, what services to use, where to go, and with whom to engage. Conventional wisdom says that convenience is a factor of time and effort. On the surface, that’s true, but if you dig a little deeper to fully understand service convenience, you need to consider another factor: perception.”

(Ari Weissman a.k.a. @TravelingRE ~ UX Magazine)

Why Personas are Critical for Content Strategy

Personas are great for any UX field, content strategy included.

“The most popular content strategy tools borrow from the discipline of information architecture, but there is one invaluable tool that is imperative to the process of strategy and implementation of tactics that we can thank our user experience cousins for: personas.”

(Kristina Mausser a.k.a. @krismausser ~ Johnny Holland Magazine)

The De-Evolution of UX Design

InfoArch gets rehabilitated.

“By bringing the IA phase back and by concentrating first on the information, several things will happen. First, your sketching and interface design becomes much, much better because you have prioritization and buy off on the content, context, and users you are designing for. This means that your wireframe/prototyping phase becomes a lot more about the interface and not what content should go in the interface and why. Second, you are showing your stakeholders that UX design truly isn’t just form, but really is also about function. We are moving away from the interface, which is how we started, and towards a real solution of which the interface is only a part. Third, we stop lying to ourselves, and we stop saying that the best UX solutions aren’t just the coolest or the best aesthetically, but they are those that take content, context and users into consideration while creating an aesthetically appropriate interface. Most importantly, we stop UX’s slide down the evolution scale back towards the time of print design and outputs, and instead continue our climb up the mountain towards being the user experience experts.”

(Elisabeth Hubert a.k.a. @likehow22)

My Interaction12 Recap: As long as it’s gotta be

IxDA 2012 as a thriven, inspiring and interesting event.

“The Interaction conference platform is the most visible and energetic of all the organization’s endeavors thus far, even though just a tiny percentage of IxDA members are able to attend in person. This year, even as IxD12 attendance grew to 750 people, that percentage diminishes because the organization now counts somewhere around 35,000 members in its digital forums, with over 100 local groups operating in cities around the globe. Only about 40% of the attendees came from North America this year, with over 32 countries represented.”

(Elisabeth Bacon a.k.a. @ebacon ~ Devise)

Why User Experience Is Critical To Customer Relationships

See, UX gets picked up by the ‘big guru guys’. Let’s see what they do with it.

“User experience is a priority that should, in some way, find a home within the design of any new-media strategy. (…) User experience is now becoming a critical point in customer engagement in order to compete for attention now and in the future. For without thoughtful UX, consumers meander without direction, reward, or utility. And their attention, and ultimately loyalty, follows.”

(Brian Solis a.k.a. @briansolis ~ Fast Company)

Disruptive Innovation

Or how UX and CX can be disruptive. Love the comments.

“A disruptive technology or disruptive innovation is an innovation that helps create a new market and value network, and eventually goes on to disrupt an existing market and value network. The term is used in business and technology literature to describe innovations that improve a product or service in ways that the market does not expect. Although the term disruptive technology is widely used, disruptive innovation seems a more appropriate term in many contexts since few technologies are intrinsically disruptive; rather, it is the business model that the technology enables that creates the disruptive impact.”

(Clayton M. Christensen a.k.a. @claychristensen ~ Interaction-Design.org)

TapSense: Enhancing Finger Interaction on Touch Surfaces

A completely new HCI paradigm sets in.

“At present, finger input on touch screens is handled very simplistically – essentially boiled down to an X/Y coordinate. However, human fingers are remarkably sophisticated, both in their anatomy and motor capabilities. TapSense is an enhancement to touch interaction that allows conventional screens to identify how the finger is being used for input. This is achieved by segmenting and classifying sounds resulting from a finger’s impact. Our system can recognize different finger locations – including the tip, pad, nail and knuckle – without the user having to wear any electronics. This opens several new and powerful interaction opportunities for touch input, especially in mobile devices, where input bandwidth is limited due to small screens and fat fingers. For example, a knuckle tap could serve as a ‘right click’ for mobile device touch interaction, effectively doubling input bandwidth. Our system can also be used to identify different sets of passive tools. We conclude with a comprehensive investigation of classification accuracy and training implications. Results show our proof-of-concept system can support sets with four input types at around 95% accuracy. Small, but useful input sets of two (e.g., pen and finger discrimination) can operate in excess of 99% accuracy.”

(Chris Harrison) courtesy of dansaffer

What we talk about when we talk about sketching

Always draw when explaining something.

“The sketching is highly generative, best done in a focused session under the influence of caffeine and noise-canceling headphones. My brain has a tendency to free associate and sometimes these sessions spiral out of control, but they are useful activities to conduct at the beginning of a project, as I begin identifying (and blowing past) the tacit boundaries of a space.”

(Dane Petersen a.k.a. @thegreatsunra ~ Adaptive Path)

Structure First. Content Always.

First, second, third… sequential thinking. Think parallel, synergy, dialectic.

“There is an emerging fallacy in our industry recently. The idea that you cannot create good design without knowing your content. (…) You can create good experiences without knowing the content. What you can’t do is create good experiences without knowing your content structure. What is your content made from, not what your content is. An important distinction.”

(Mark Boulton a.k.a. @markboulton)

Dealing with Difficult People, Teams, and Organizations: A UX Research Maturity Model

The baby, toddler, teenager, and adolescent phases of UX research.

“An increasing number of organizations and individuals who develop software products, Web applications, Web sites, or other digital products are gaining a better understanding and appreciation for user experience and UX design and research. Subsequent to the introduction of some magnificent products and services that many executives now own or use-such as smartphones, tablets, Web applications, social media, and video games-they have gained a better understanding of what UX design and research can do to boost the success of a business offering.”

(Tomer Sharon a.k.a. @tsharon ~ UXmatters)