18Mar

#1 UX Lesson Learned: You don’t own the user experience

I recently published an article on my top 10 UX lessons learned. Upon further reflection, there is another lesson that I think is more important than the previous ten that I have learned that I would like to share.

In pondering everything I have learned over the course of my career, I realized that only recently had I really understood the most valuable lesson: You don’t own the user experience.

On the surface, this means that designers need to give up holding their work to be precious, to being so close to us that to give any of it up is akin to cutting off a limb. Designers can become very attached to pixels and words and interactions. But as UX designers, we know that we must validate our work with users and the businesses we serve. Testing may and often will drive us to change what we have created. And that is a good thing because the real role of UX is to collaborate with users and stakeholders to facilitate the best possible user experience.

Jared Spool once tweeted, “Anyone who influences what the design becomes is the designer. This includes developers, PMs, even corporate legal. All are the designers.”

This was made clear to me fairly recently when I noticed a wall of disclosure text in the middle of one of the landing pages I designed. Apparently, compliance required that disclosure for the data we were showing and no one bothered to contact UX to see if we could find the best way to express that legal need. My carefully crafted landing page now has been designed in part by a team of people who are not designers and who are only concerned with protecting the company from legal repercussions. They absolutely co-designed this page.

Anyone who has ever had a boss has had to alter their work to some degree to appease said boss. If you have ever worked with outside clients, you probably have been asked to entertain things that you know are not good design. I was once asked by a client to render all of the headers on the site in a script font. I won that battle (thank the design-gods) but there have been many I have not.

So give up holding everything so close, because changes will be necessary and other forces will exert themselves on your work.

The other side of this is that we must learn to collaborate with everyone, even folks who are *gasp* not experts in design or UX. There have been times in my life where I spent all of my energy defending my decisions to people I considered unqualified to question them. The mere thought of changing one pixel based on someone else’s idea was painful to my ego. This was a very immature and damaging viewpoint.

Mature designers collaborate with anyone because they know great ideas can come from anywhere and from anyone. They take those ideas and merge them into the final solution because they know the end result is better for it. The mark of a great designer is their ability to see good ideas and to integrate them into even greater ideas.

An immature designer will reject everything that they did not come up with, even if it is a good idea, and will look at any deviations as a failure.

Only when we give up ownership of every pixel can we become facilitators of great user experiences. So play nice, listen more, and embrace change, because it will happen no matter how hard you fight it.

PS: that photo up there is one I took of my xenomorph action figure, Lenny (that’s what I named him). He is basically saying, “OK! I give up! I’ll listen!”. See, even aliens can learn to play nice with others. 😉

6Mar

Guerrilla UX #1: Learning UX on the Job

Is this scenario familiar? One day you are at work and your boss comes up to you and says “You are a UX designer now… do some UX on our stuff”. Terror and dread fill you as you realize you are not a UX designer and are not even quite sure what that means, what they do, or how you are supposed to “UX some stuff”. How do you get started learning UX on the job?

You are a marketer/business-type person

People in your position are dropped into the “be a uxer” much more than you would think. While you have a lot to learn, learning UX can be fairly linear and definitely not as daunting as you may think, especially if your focus will be on the strategy and research side of UX versus the UI/interactive design end. If you have no understanding of design at all, I would highly suggest a Graphic Design Bootcamp.

You are a graphic/web designer

If your background is in graphic design or as a web designer-good news! You have one of the most common and useful backgrounds for UX (it’s my background). If this is you, you should already have a solid understanding of visual design principles and probably know quite a bit about web and mobile design and development. If you are a print designer, first learn more about interactive design, then jump into the UX-specific courses. This course from Lynda.com covers Interactive Design for the Web: https://www.lynda.com/Web-Design-tutorials/Interaction-Design-Web/639071-2.html as does this one from CreativeLive: https://www.creativelive.com/class/interaction-design-jamal-nichols?via=catalog-class_2

General UX learning path:

  • You need to learn what UX is first: this course from the Interaction Design Foundation will give you an excellent primer on the fundamentals of UX design. If you just want a quick overview, watch this short video. A bit longer video on UX can be watched here.
  • Now you need to learn some research methods: Research is absolutely essential to UX design. This course will teach the basics of how to conduct research.
  • Next, learn how to conduct user interviewing and testing: The “u” in “UX” is for User, so now you need to learn how to conduct user interviews and user tests. This self-paced course covers user testing techniques. This article covers how to conduct user interviews.
  • Now you can tackle some more advanced topics: Design Thinking is a methodology that can be used by anyone to create better solutions. This course will cover the basics of Design Thinking and how you can apply it to your projects. Interactive design is highly dependent on affordances-indicators that an object is clickable or that something can be done to it. Learn all about affordances with this course.

Other courses:

Learning resources: Online classes

  • Interaction Design Foundation:
    This is an outstanding resource and should be your first stop if you are serious about learning UX. It costs $150 a year and that gives you access to every course they have, plus their articles and ebooks such as this insane 4000+ page online book on Human Computer Interaction
  • Lynda.com: Lynda.com is one of the first online learning platforms. They have over 700 courses just on design and one from an ex-co-worker called Practical UX Weekly that is definitely worth checking out.
  • Udemy: Udemy has 65,000 online courses that cover everything you could ever want to learn, including design and UX. Each course is purchased separately and once you buy a course, it is yours forever. They also have sales all the time with some courses as low as $10.
  • CreativeLive: CreativeLive is a newer online learning platform that has several excellent classes on design that cover topics such as color theory, typography, and this awesome class on the UX Design ProcessThey also routinely have sales.

Free resources:

Have a budget of $0 yet still need to learn UX? No problem. There are so many outstanding resources available on the web right now for free, it makes me kinda mad I had to learn everything the hard way.

Books you should read:

These are some of the main books I have read over the past few years..

Bonus resources:

  • NNG UX Week: If you can get your company to pay for it, you should definitely try attending UX Week. They have it in several different cities every year, you learn a lot, and you can get a certification afterward 😉 
  • Cooper Design thinking Immersive: I have been trying to get my company to pay for this, I really want to go to this! 
  • Safari Online Books: Want instant access to pretty much every book I mentioned in this article? Get a subscription to Safari Online Books and get access to thousands of books and videos.

I realize this list is overwhelming and it just barely scratches the surface on resources for learning UX. Depending on how you learn best, pick and choose what works for you and just start learning. You will never be finished and that is why this field is the best one to be in 😉

5Mar

UX Lessons Learned

Over the years, I have come to understand several things about UX as a field. These are my top ten UX lessons learned.

  • You are not the user: Seriously. Unless you are designing a product for UX or developers, you are not the user and you should never assume that you know how the user will think or act or use your product. You have to test and validate! Learn more
  • Aint nobody got time for that: 100+ page reports will not be read by anyone at work, though they sure make you look like you work hard. Learn to summarize findings, use bullet points, use images and graphics, learn to get to the point. This also goes for writing on the web. Users will read an article if they are interested in the topic, but that doesn’t mean that you abandon good writing techniques for the web. Learn more.
  • People above process: Agile, waterfall, UCD, whatever-processes are meant to help, not dictate. Never let a process get in the way of doing what needs to be done and feel free to alter said processes to fit whatever makes sense for your organization.
  • Assume nothing: This goes back to you are not the user, but even SMEs think they know a lot more than they really do. All the educated assumptions in the world are meaningless unless they can be validated. Find out ways to back up your ideas about people-use analytics, surveys, moderated and unmoderated testing-anything in your arsenal. Sometimes our most assured assumptions can be proven to be completely wrong. Learn more.
  • You don’t have to start at zero: If you are adding a call to action button on a page, you don’t have to act like you have no idea how to do this. There is an abundance of research and examples already done and available from very reputable sources such as NNG that can help UX designers get to a testable solution faster. Learn more.
  • Psychology and neuroscience are your friends: UX practitioners need to be paying attention to the existing research that has already been done by psychologists and neuroscientists regarding not only human behavior but also human attributes. Concepts like Hick’s Law, the Paradox of Choice, Foveal vision, the Pareto principle, and so many others are absolutely applicable to designing for web and mobile. Knowing these concepts and laws and how to apply them will elevate whatever you design above the fray. Learn more.
  • Your career is yours to nurture and grow: Don’t rely on your company to educate you or pay for you to learn new things. Your career is 100% in your hands and that means that if you want to learn how to design for, say, mobile, and you never get put on the mobile SCRUM team, you still have no excuse if you don’t know how to design for mobile 6 months later. If you want to learn something, go learn it. Spend your own time and money going to conferences, reading books, taking online courses. What you know is up to you. Learn more.
  • Know your domain: If you are designing for the web, make sure that you know how the web is built, how your current system is built, what the technologies are and what the constraints are. If you ignore that a web page for your site uses a CSS grid and you put elements all over the page that completely ignore the grid, you have failed to design a solution that takes into account current business technology and needs. If you are trying to design a native mobile app for iOS and never read the Apple iOS Human Interface Guidelines, you have failed to be conscientious.
  • Communication is everything: UX practitioners must know how to not only create connections with users, we must also effectively communicate our thought processes, results, and ideas to team members, senior management, and everyone in between. We have to sell the value of UX and research and we need to be able to break down what we do into easy to understand elevator pitches. Learn more.
  • Performance is a UX issue: A beautiful design that takes into account user and business needs that takes 30 seconds to load is an awful user experience. What we create is meaningless if it isn’t easy to consume and that means we need to be testing the overall performance of the systems we design for and should be working with developers and web design/production staff to ensure that all of the elements on the pages are as small as can be, efficient and fast-loading as possible. Learn more.
16Jan

2017 UX Roundup

This post started off as an email to my team that I thought might have some useful content for other UX folks. This here is a collection of articles, webinars, tools, and other thingies that I encountered over the year that I think are worth sharing, with some inspiring quotes sprinkled in along the way.

Articles and Video

Have no fear of perfection, you’ll never reach it.
– Salvador Dali

Interesting read about how to prepare for the next stage of UX

READ: https://www.fastcodesign.com/90135223/the-golden-age-of-ux-wont-last-heres-how-to-prepare-for-whats-next 

Notes from article:

• Don’t just understand users, understand the business
• Think product strategy (understand the totality of the product you are designing for)
• Understand how UX affects growth

Instead of thinking outside of the box, get rid of the box

-Deepak Chopra

Video webinar from Jonathan Wheeler, Sr. UX guy from Oppenheimer

WATCH: https://www.invisionapp.com/webinars/ux-leadership-everyone-designs

Main takeaway from video:

  • Don’t be a gatekeeper pf design, be a design facilitator

The above video was from the great webinar series from InVision called Design Talks that has over 60 videos thus far covering topics such as UX Leadership, design systems, and user research

WATCH: https://www.invisionapp.com/webinars

A person who never made a mistake never tried anything new

- Albert Einstein

State of UX in 2018: UXdesign.cc

This list does a pretty thorough job of going over the field
READ: https://trends.uxdesign.cc/

Notes:

• “UX Designer” as a title is starting to differentiate; some people are specializing in UX for specific domains, while some are morphing into Product Designers, the new generalists.
• UX is moving beyond the traditional screen and must learn to accommodate new technologies and ways of interacting
• Understanding the complete diversity of your users is becoming more important the more diverse people become (interesting examples are software systems that assume Asian eyes are closed)
• Storytelling will only become more and more ubiquitous; UX and copywriters will collaborate more
• Branding is more than just a logo; how can a brand be expressed throughout an experience?
• AI is now a real thing (Amazon Echo, Google Dot, etc.); How will we design for it?

Anyone who influences what the design becomes is the designer. This includes
developers, PMs, even corporate legal. All are the designers.


- Jared Spool

More trends for 2018

https://theblog.adobe.com/10-ux-design-predictions-for-2018/
https://blog.prototypr.io/heres-where-ux-is-going-in-2018-top-7-design-trends-d0cb73e51b45
https://blog.figma.com/18-designers-predict-ui-ux-trends-for-2018-2d04d41361c6

Quote I most identify with:

“I really hope 2018 is the year designers commit to designing with accessibility in mind. 
We need to stop using ultra light grays for essential elements, we need to stop animating 
every single pixel just because it looks nice, and we need to stop making it harder on people 
to understand the content of a page only because we want to prove ourselves as designers.”
— Hubert Florin, Product Designer at Slack; me too, dude, me too

UX podcast: High Resolution

This series has 25 interviews with industry leaders from companies like AirBnB, Uber, Facebook and Slack. You can watch them as videos or listen to them as podcasts.

WATCH or LISTEN: https://www.highresolution.design/

User Research webinars from Usertesting.com:

A ton of content here with a focus on user research and testing

WATCH: https://www.usertesting.com/resources/webinars/

Online UX conferences from UXPin:

UXPin had some great free online conferences in 2017 that you can access as videos.

WATCH: https://www.uxpin.com/studio/webinars/

Tools

Most of the tools I used in 2017 I have been using for years but I did pick up a few new ones.

Note taking and collecting: Milanote

This is a cloud-based tool for collecting notes, inspiration, links, images, and it allows you to organize them into boards. I have a board where I store interesting articles and links and one where I add images and examples of good design that I use as an old-school morgue file.

The tool has free and paid accounts and is definitely worth checking out.

CHECK IT OUT: https://www.milanote.com/

InVision: Boards

I’ve been using InVision for several years now but 2017 was the year I really started using Boards. I probably use this feature a bit different than intended. I have a board that I use as a morgue, which is an old-school term for a collection of inspiration. Another board is literally dozens of ebooks that I have collected. Putting these files on a board makes it easy to share them with the whole team. I use boards for large-scale projects to store mocks, zips of assets, palettes, and specs. I also have boards that are filled with terms and their definitions, organized by category (such as Psychological concepts, Design Principles, and Quotes).

InVision has free and paid accounts and is a great tool that is about to launch a bunch of possibly groundbreaking features in 2018.

SIGN UP HERE: https://www.invisionapp.com

SnagIt: Update for MAC!!

SnagIt is a screen capture tool that has been an absolutely essential part of my workflow for YEARS. Unfortunately, the MAC version has been stuck in time while the PC version was much more full-featured. Well, 2017 brought us MAC users a real upgrade!!!! And this is such a cheap tool that upgrading is a no-brainer. I use this tool to take quick screen grabs but also to make short videos that explain interactions or to show how an interaction works on another site.

LEARN MORE: https://discover.techsmith.com/snagit-brand-desktop-new-label/?gclid=Cj0KCQiAp8fSBRCUARIsABPL6JZ_yGEvSPTcybYWsoldn9DKE3rwtoXhBgnPNF1yFLAkSMCYepuXc1saAldtEALw_wcB

4Jan

Welcome to my new series for 2018, Guerrilla UX!

This series will highlight some of the challenges of doing UX when the resources are low but the stakes are high. When there are not enough resources, such as time, people, access to users, access to tools, or just general knowledge of UX, to properly perform user-centered design, that’s when you need to employ Guerrilla UX practices. These are short-cuts, workarounds, and best practices to help anyone tasked with facilitating the best possible user experience for a product.

In my nearly 20 years in the industry, I have never had the perfect set of variables for UX. Sometimes it was lack of knowledge or understanding. Other times, it was lack of access to users. The most common deficit was the almost constant lack of time to perform the entirety of the UX process.

I have learned to work with what I have, because even a little strategic thinking, coupled with a deep knowledge of research-based best practices, along with at least SOME testing and validation, can go a long way towards creating better products that are usable, useful, and attractive.

Other the next year, I will cover many topics, including:

Learning UX on the job – how to transition from whatever role you currently have to a UX role
Using user proxies – When access to real users is slim to nonexistent, there are other ways to test using user proxies – folks who interact with or are intimately knowledgeable about your users and their needs.
User testing with user panels and remote user testing services – Sometimes a panel may be your best bet to access people who are closer to your user base.
Performing heuristic evaluations on your products– Using knowledge of best practices, perform a review of your product to better understand what needs to improve.
Performing competitive audits – one of the easiest research methods as it does not require access to users, only your competitor’s products or services, or in the case of the web, their web address.
Working with developers – learn how to better communicate with developers and how to create specs that they can read and understand to ensure your vision is effectively brought to life.
Understanding your business – UX isn’t all about users. UX is best applied when strategy is employed and that means understanding your company’s goals so that what you design helps to satisfy business and user needs.
Tools of the trade – Common tools, software, and other resources.

First up in the series, to be published later this month: Learning UX on the job.

Stay tuned!

7Feb
Yup, it's my puppeh

My UX Path

(Updated 11-23-2017) Everyone I meet who is a UX-something has had a different road to UX. Some folks started out as programmers, others as graphic designers. Some folks have even been lucky enough to gain HCI degrees. I find it extremely interesting to learn how others have come to UX and I thought I would share my path as well. My path is long and winding and still evolving.

Back in the nineties when I was in college, I started out as a biology major. I wanted to be an environmental scientist and save the world. Then I got into psychology and got pretty far in that. Psychological concepts are actually pretty important in UX, so this was a really good diversion. My best friend at the time was an art major and she encouraged me to take some art classes. I have always been into arts and crafts but never considered them viable career options. I took some classes and found them to be really rewarding. Another friend encouraged me to take a graphic design class-I didn’t even know what graphic design was. I excelled at graphic design and decided to change my major for the third time. I took a computer graphics class and fell in love with Macromedia Director and creating interactive presentations. I then got a student gig working on the university website and that is how I got started in the digital realm.

Even though I finished the graphic design program, I have never actually been a graphic designer. Sure, I’ve designed print pieces here and there along with many, many logos, but I have never had the title of graphic designer. I went straight into web design and production and have been an interactive something-or-the-other for over 18 years now.

Over the next few years, I taught myself HTML and CSS. I started writing functional specifications filled with wireframes and information architecture diagrams and user flows. I began to lead web development projects from start to finish, all the while doing all of the UI design and front-end production. I learned how to do QA testing. Then I became an expert in SharePoint branding and site collection administration.

I started to get into analytics and search analysis. I did competitive analysis and research and wrote a bunch of reports. I started to create training documentation, then I started to conduct in-class training.

After many years, I became a Creative Director and was responsible for large-scale redesigns of major e-government projects. Currently, I spend my days as Sr. UX Analyst and Designer at an asset management firm. My days are filled with research, wireframes, mocks, sketches, user testing and interviews, and UI design. I don’t do any front-end development anymore, at least not at my day job. I also consult on the side doing expert UX reviews.

After all these years, it is easy to feel like you have it all figured out, but I feel like I am just getting started. I make a concerted effort to constantly learn new things, new techniques, new ideas. I also believe that a person’s career is in their hands and if your company won’t pay for training, pay for it yourself. Read books, blogs, newsletters, whatever. Teach yourself whatever it is you want to know; I did, that’s how I learned HTML/CSS and pretty much everything I know that I use on a daily basis. I have or have had subscriptions to Safari online books, Lynda.com, Treehouse, over 30 Udemy courses, Creative Live and a membership to the Interaction Design Foundation. I also have two industry certifications – Certified Usability Analyst from HCI and an NN/g UX certification.

I’ve worn a lot of hats and have a wide-ranging set of skills. I feel like everything I have learned has helped me to be better at anything I do. I am able to solve problems quickly because chances are, I’ve solved it before (benefits of having a long career and working in different industries). I’ve worked at small agencies, at a death care company, an e-gov agency working with elected officials, and now, an asset management firm. I have always done freelance on the side, both for money and for the experience of working with more varied clients and projects. I am looking forward to another year in this industry and another set of skills that I hope to pick up.

Wherever you have started, you can use it as a stepping stone, just keep going and never stop. I sure won’t 😉

NOTE: That pup up there, yup, that’s critter number eight, Princess Buttercup. Adopt the planet!

31Oct

From Fireworks to Sketch: Getting your Fireworks vectors into Sketch

So anyone who knows me as a designer knows that I have a very strong love for Fireworks as a UI tool. I started using it back in version 2, in the nineties, and it is the primary tool that I have used in my career for designing user interfaces and graphic elements. I have never understood the love for Photoshop as a UI tool. Every time I have tried to accomplish a UI task in Photoshop, it took way too long, if it could be accomplished properly at all. I am a firm believer in designing in vectors and in using the right tool for the job. I love Photoshop, but for editing photos. Photography is a hobby of mine and Lightroom and Photoshop are absolutely essential to my photographic process. But for web design and UI work, Fireworks has always been number one, with Illustrator for more complex vectors and certain other tasks.

When Adobe announced they were not going to keep updating Fireworks, I was one of the folks that died a little inside that day. I had been singing the praises of this tool for years and now it was being taken away from me, with no viable replacement in sight. Then Sketch came around. I bought the first version but never really used it. Fireworks still worked fine and I didn’t see a reason to switch yet. Now it’s almost 2016 and I am seeing the bugs starting to affect my team. The other UI designer on my team at work cannot even get Fireworks to open on her system, so she can’t open any of my layered png files. I refuse to use Illustrator as a UI tool so that meant it was time to move on. Sketch 3.4 is now on both of our systems. Now the fun begins-matching up the features and functionality of Fireworks versus Sketch.

Surprisingly, I can find little info on the web to help Fireworks users transition to Sketch, so that is why I am doing this series. Giant issue number one: your Fireworks files will not open in Sketch as layered vectors. This is a huge issue. Folks like me who have been using Fireworks for 15+ years have hundreds to thousands of files that we can not open, except in Fireworks. How do I get my Fireworks vectors into Sketch?

Don’t try copy and pasting-they will come in as bitmaps. Don’t try saving as .ai, not if you want to open them directly in Sketch. You have to open them in Illustrator first and then save as .eps, then open in Sketch. I found a simpler process.

My process for converting Fireworks vectors into Sketch

  1. Open Fireworks, Illustrator, and Sketch. If you don’t have Illustrator, well, phooey, who doesn’t have Creative Cloud at this point? Try one of the other vector programs.
  2. Open your file in Fireworks.
  3. Select your vectors and go to Edit > Copy as vectors.
  4. Paste the vectors into Illustrator; with the vectors still selected, copy them from Illustrator.
  5. Now paste them into Sketch. They come over as perfect vectors.

One of the cool things about Sketch is the infinite canvas. I was able to combine multiple vector icon sets into one master icon set in Sketch because the canvas can be as large as you want it.

So, what about more complex layouts that include bitmaps, text, and vectors? There is no easy solution for these-you will have to do some cleanup.

My process for converting complex Fireworks layouts into Sketch

  1. Open Fireworks, Illustrator, and Sketch
  2. Save your Fireworks file as an Illustrator 8 .ai file.
  3. Open your file into Illustrator; you may need to click the Update text button.
  4. The file will open and all of your text and vectors will be there, but your bitmaps will have come over as x-ed out boxes.
  5. Copy from Illustrator into Sketch.
  6. Now it is clean-up time. You will have to either copy and paste bitmaps directly from Fireworks, or save individual bitmaps that have transparency. If you have a bitmap that is transparent, copy it and save it into its own Fireworks file, then export as png 32-it will preserve the quality and the transparency. You can then open these files directly into Sketch and add them back into your layout.

So, it’s a lot of work just getting your files into Sketch. I really wish Sketch would have figure out a way to work with Adobe to allow layered png files to open in Sketch, but that’s life. I have cursed Sketch’s existence quite a few times trying to figure out how to accomplish certain tasks. Hopefully this post can help others transitioning suffer a wee bit less.

Happy designing!!!

© Copyright 2016 Michelle Pakron, All Rights Reserved