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UX Track Sessions

 

Session I: Agile and Guerrilla Methods—How Design and Usability Is Really Getting Done

Business methods and technologies continue to evolve rapidly. Design and development lifecycles become shorter, with more expected, more quickly, and on tighter budgets. In this session, user experience experts Ann Marie McCarthy and Cay Lodine offer insight into what it takes to be agile---and when to go guerilla. Ann Marie will offer a brief comparison of how usability and UX design professionals operate in waterfall v. agile environments. The talk will focus on the importance (and challenges) of gathering and incorporating user input in short, iterative cycles--within a process involving parallel tracks for development and design. Several research methods and tools will be recommended that lend themselves well to an agile environment. In many ways, the conditions of a hurried and under-resourced project are quite similar to working in an agile environment. In the second half of this presentation, Cay will discuss a pair of recent usability studies, conducted on the same product within weeks of each other-- with an extremely short timeframe and tight budget . The presentation will highlight the difference in usability test findings, and discuss the pros and cons of conducting multiple usability tests. Presented as a case study, the session will include a detailed discussion of the two techniques used--one being an independent off-site study and one being a more formal usability test--and why the usability testing methods were chosen. Special focus will be placed on the test results--including common issues and unique findings. The potential causes for these variations will be examined and the significance discussed. The session will close with a joint Q&A session, drawing out similarities and differences, pros and cons, of both agile and guerilla, so that you can thrive in whatever environment you find yourself!

Speakers: Cay Lodine, Ann Marie McCarthy

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Session II: Prototyping—Cheap and Easy Tricks for Better Software

Prototyping is widely regarded as invaluable to projects of any scale. Why? Because it leads to gathering user feedback and identifying potential usability issues early in the design and development processes—before too much time and money is spent writing code. This session focuses on two straightforward prototyping methods that might lead you to set aside your favorite high-end UI modeling tool in favor of a simpler, more cost-effective approach to speedy iteration—and will debunk the myth: “If it's too easy; it can't work." In the first half of this session, Carolyn Snyder will cover paper prototyping (as per her book: Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces). Kyle Soucy will clue us in to the oft overlooked, and surprisingly underutilized, value of creating prototypes in PDF. Both paper and PDF prototypes offer a surprising degree of flexibility. Paper prototyping—which arises from simple screen shots and/or hand-sketched drafts of windows, menus, dialog boxes, pages, popup messages, etc—elicits maximum user feedback with minimal effort. PDF prototypes, with only a little more effort, allows for inclusion of dynamic elements such as rollovers, embedded video, and calculations. The second half of the talk explores how prototypes can be usability tested with users, either in person or remotely—and offers a useful framework for deciding what prototyping methods best meet the needs of your particular project.

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Speakers: Kyle Pero Soucy, Carolyn Snyder


Session III: Experience Design—Lessons Learned from Games Design

While most of us involved with experience design focus on software applications, graphical user interfaces and web sites, there is a whole other world creating highly engaging interactive experiences: the world of games. Delivered by avid gamers and user experience designers Sarah Bloomer and Marise Philips, this presentation explores the way games are designed to deliver engaging experiences, looking primarily at user interface details, such as: How are errors presented and dealt with? (certainly not pop-up dialog boxes) How do users interact with games? (not always through a cursor floating across the screen) How is navigation and orientation handled? (there are no global nav bars). We'll delve into the process of games design, and look at the evolution of interactive design to better understand where we are today. Popular games, both multi- and single- player games, will be used as examples. Some of the underlying principles of Csikszentmihalyi’s concept of Flow will be drawn upon as a way to focus the discussion. 

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Speakers: Sarah Bloomer, Marise Phillips