I believe it was the great Luke Miller who once said, “If I had an hour to solve a problem, I’d spend 55 minutes thinking about the problem and 5 minutes thinking about the solution.
Or maybe that was Einstein.
I’ve now completed a full week of UXDI, and although Thursday night felt something like this,
I live to see another week.
Here are some of the key things I took away from the first full week:
1. Focus feverishly on the problem: The better you understand the problem, the easier it is to craft an appropriate solution. Make cars, not faster horses. Also, anything Einstein and Lincoln are down with, I can get behind.
2. Understand your users: You are not the user. I imagine that this simple concept is one of the things executives struggle with most. Being so close to a product, one assumes that they know exactly how and why it’s used. But until that research is done, we’re building a product on assumptions.
3. “If you’re not involving your users, you’re not practicing User Centered Design. If you’re not involving your users, you’re not crafting a user experience.” Yup.
4. The Four Lists Model: By understanding our users’ context, behaviors, pains, and pleasures, we can more easily empathize and understand their problems. Understanding problems = good.
5. “Why?” : Asking why over, and over, and over, we arrive at a much different problem than we were originally tasked with. We arrive at a much more fundamental problem- hopefully the root cause of the initially perceived problem.
6. User interviewing is an art: that I haven’t perfected. In user interviewing, I find myself inclined to have a casual conversation with the user. “Yeah, totally! Me too! I mean, uh, tell me more about that.” I really enjoy the exploratory aspect of interviews, I just need to make sure I remain unbiased and allow the user to guide the conversation.
7. User flows as a journey: For our first projects, our user flows were all clean and well-mapped out. Still, I can’t help but want to the see the flow of a user who gets lost on a site. I imagine seeing an 80-item flowchart for a simple, core functionality of a product might change a stakeholder’s view on a specific feature.
8. Storyboarding: It’s a lot more humanizing than I imagined it would be. Painting a tangible narrative around a behavior is quite powerful. But I can’t draw. Oh well.
9. “Enlightened trial and error triumphs over the planning of a lone genius.” Yup.
10. Fidelity is tied to recruiting: Lower fidelity sketches require lower fidelity users. The greater the fidelity, the more legitimate the testing demographic should be.
11. Shortcuts for power users: Not the biggest issue in the UX field, but something I find very interesting. Offering advanced users special functionality: a simple, nice user experience for your most regular users.