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So, what does
the user experience
     team do?
ns)
              eptio
     conc
(mis
  “you make ugly interfaces
        really pretty”
    “you’re a usability group”
     “you delay projects and
        extend deadlines”
      “you introduce new
        methodologies”
A story,
about a new,
not-yet-released,
product.
<-   the iPhone
BUT...
In terms of features,
there’s really not
much that is new.
“When you get right down to it,
the device doesn’t even have that
many new features—it’s not like
Jobs invented voicemail, or text

                                         n Yawning at iPhone
                                    Japa
messaging, or conference calling,
or mobile Web browsing....”
                                                                  one is
                                    Apple’s much-anticipated iPh
                                                                    y where
                                    ‘business as usual’ in a countr
                                                                       vanced.
                                       bile features already are so ad
                                    mo
Psst. It’s not
about more
features.
“when
technology
delivers basic
needs, user
experience
dominates”
-Don Norman
Joshua Porter (Bokardo) offers some relevant
thoughts…


“The innovation in these applications is
not that they let us do something new,
but that they allow us to do what we
already do better, more often, in more
places, and more quickly. “
(commenting on Web 2.0 interfaces)
7 Lessons
about UX...
Lesson 1:



Place better
‘experiences’
ahead of
more features.
When you Lget o n 1 :
              e s s right
down to it, the device
           Place better
doesn’t even have that
many new features—
           ‘experiences’
it’s not like Jobs
invented voicemail,
           ahead of
or text messaging, or

           more features.
conference calling, or
mobile Web browsing.
He just noticed that
they were broken, and
he fixed them.

                    Quote from TIME Magazine article “The Apple Of Your Ear”
Lesson 2:



Start with
actual
experiences.
Cell phones do all skinds:of stuff—
                  Le son 2
calling, text messaging, web
                Start with
browsing, contact management,
music playback, photos and
                actual
video—but they do it very badly,
by forcing you to press lots of
                experiences.
tiny buttons, navigate diverse
heterogeneous interfaces and
squint at a tiny screen. “Everybody
hates their phone,” Jobs says,
“and that’s not a good thing. And
there’s an opportunity there.”

                        Quote from TIME Magazine article “The Apple Of Your Ear”
Lesson 2:



Start with
actual
experiences.
Lesson 3:



Solve the real
problems.
Lesson 3:
“Your phone’s got feet on,” he says, not
                     Solve the real
unkindly. “Why would anybody put feet on
a phone?” Ive has the answer, of course: “It
                     problems.
raises the speaker on the back off the table.
But the right solution is to put the speaker
in the right place in the first place. That’s
why our speaker isn’t on the bottom, so you
can have it on the table, and you don’t need
feet.” Sure enough, no feet toe the iPhone’s
smooth lines.


                                 Quote from TIME Magazine article “The Apple Of Your Ear”
Lesson 4:



Play to think.
The iPhone developed the way a
                 Lesson 4:

lot of cool things do: with a false
                Play to think.
start. A few years ago Jobs noticed
how many development dollars
were being spent... on tablet PCs.
...so he had Apple engineers
noodle around with a tablet PC.
When they showed him the
touchscreen they came up with, he
got excited. So excited he forgot all
about tablet computers.

                        Quote from TIME Magazine article “The Apple Of Your Ear”
Lesson 5:



Treat
interfaces like
conversations.
Lesson 5:



               Treat
When you need to dial, it shows
you a keypad; when you need
               interfaces like
other buttons, the screen serves
them up. When you want to watch
               conversations.
a video, the buttons disappear.
Suddenly, the interface isn’t fixed
and rigid, it’s fluid and molten.
Software replaces hardware.



                           Quote from TIME Magazine article “The Apple Of Your Ear”
Lesson 6:



Lead with a
vision.
Jobs demanded special
treatment from ehis phone
                 L sson 6:



              Lead with a
service partner, Cingular, and he
got it. He even forced Cingular
              vision.
to re-engineer its infrastructure
to handle the iPhone’s unique
voicemail scheme. “They broke
all their typical process rules
to make it happen,” says Tony
Fadell, who heads Apple’s iPod
division. “They were infected by
this product, and they were like,
we’ve gotta do this!”
                       Quote from TIME Magazine article “The Apple Of Your Ear”
Lesson 7:



Obsess on the
details.
Unlike most competitors, Apple also places
an inordinate emphasis on interface design. It
                           Lesson 7:
sweats the cosmetic details that don’t seem very
                          Obsess on the
important until you really sweat them. “I actually
have a photographer’s loupe that I use to look to
                          details.
make sure every pixel is right,” says Scott Forstall,
Apple’s head of Platform Experience (whatever
that is). “We will argue over literally a single pixel.”
As a result, when you swipe your finger across
the screen to unlock the iPhone, you’re not just
accessing a system of nested menus, you’re
entering a tiny universe, where data exist as bouncy,
gemlike, animated objects that behave according to
consistent rules of virtual physics.
                                   Quote from TIME Magazine article “The Apple Of Your Ear”
Lesson 7:



              Obsess on the
              details.
(This is from Kathy Sierra)
The introduction of
the iPhone sets the bar
high... these companies
must innovate —
particularly on the user
experience — to compete
with Apple.
Forrester Report, “Apple’s iPhone Changes The
Stakes, Not The Game”
So, what does
the user experience
     team do?
We make
things work
for people.
To do this, we...


      - Start with an
        understanding of users.

      - Imagine what could be.     This includes:
                                   Visual Design

      - Experiment through         Information Design
        rapid prototyping.         Information Architecture
                                   Web and Application
                                   Interface Design
      - Encourage participation.   (Interaction Design)
                                   Design Research
                                   Rich Interface
                                   Development
                                   Expert Usability
                                   Evaluations
This includes big changes...



                         (Before and after screenshots, showing a dramatically
                         improved information architecture)
  Some of these are high
  level (Cruises, Vacations);
  things like Trip Extras and
                           This slide has been deemed proprietary and   can only
  Travel Protection should be
  offered in context of an be viewed by employees of Sabre Holdings.
  actual booking...

                   Don’t be sad. You can always come work with us:
                   www.sabreux.com/jobs

                   ;-)
...careful attention to the little details...



              (Sequence showing some nifty little this client’, we know
                                   from ‘qualifying AJAX behaviors)        they’re
                                      what type of travel they’re interested in, and
                                    deemed proprietarytype menu options
                                      can remove the travel and can only
              This slide has been
              be viewed by employees of Sabre Holdings.

              Don’t be sad. You can always come work with us:
              www.sabreux.com/jobs

              ;-)




                                             if the agent
                                             leaves the ‘flow’,
                                             information is
                                             saved...
...more careful attention to the little details...



                (Before and after screenshot of flight search results)

                This slide has been deemed proprietary and can only
                be viewed by employees of Sabre Holdings.

                Don’t be sad. You can always come work with us:
                www.sabreux.com/jobs

                ;-)
Things we’ll do
(that you might care about)
•	map	‘stories’	back	to	Activities	—	
  so	product	releases	make	sense!
•	contribute	to	real	product	
  ownership	(YEAH!)	
•	create	less	rework
•	develop	reusable	code.
•	make	our	products	more	valuable
“We set about rethinking the UI from the user’s
perspective, which is ‘results-oriented,’ rather than
from the developer’s perspective, which tends
to be ‘feature-oriented’ or ‘command-oriented’–
thereby enabling people to focus on what they
want to do rather than on how they do it.”
(commenting on the new UI of Office 12)
How the group is set up...
        User Experience Design Group
                                        includes...
  Interaction Designers                               Front-End Developers
          passionate about...                                 passionate about...


    Design Research (and Strategy)                                  XHTML
       Information Architecture                                 CSS (1,2, and 3)
 Web and Application Interface Design           Cross-Browser and Cross-Platform Compatibility
       Visual Communications                                    DOM Scripting
         Information Graphics                                        AJAX
         Information Design                                      Flash / FLEX
    Brand Strategy (and Creation)             Progressive Enhancement and Graceful Degradation
  Web Standards / Web Development                       Web Standards / Accessibility
      New (Web2.0) Innovations                    Presentation Logic (ASPX, Rails Views, etc.)
              Usability                                     Business Rules & Logic
Questions?

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7 User Experience Lessons from the iPhone (Introducing UX)

  • 1. So, what does the user experience team do?
  • 2. ns) eptio conc (mis “you make ugly interfaces really pretty” “you’re a usability group” “you delay projects and extend deadlines” “you introduce new methodologies”
  • 3. A story, about a new, not-yet-released, product.
  • 4. <- the iPhone
  • 5.
  • 7. In terms of features, there’s really not much that is new. “When you get right down to it, the device doesn’t even have that many new features—it’s not like Jobs invented voicemail, or text n Yawning at iPhone Japa messaging, or conference calling, or mobile Web browsing....” one is Apple’s much-anticipated iPh y where ‘business as usual’ in a countr vanced. bile features already are so ad mo
  • 8. Psst. It’s not about more features.
  • 10. Joshua Porter (Bokardo) offers some relevant thoughts… “The innovation in these applications is not that they let us do something new, but that they allow us to do what we already do better, more often, in more places, and more quickly. “ (commenting on Web 2.0 interfaces)
  • 13. When you Lget o n 1 : e s s right down to it, the device Place better doesn’t even have that many new features— ‘experiences’ it’s not like Jobs invented voicemail, ahead of or text messaging, or more features. conference calling, or mobile Web browsing. He just noticed that they were broken, and he fixed them. Quote from TIME Magazine article “The Apple Of Your Ear”
  • 15. Cell phones do all skinds:of stuff— Le son 2 calling, text messaging, web Start with browsing, contact management, music playback, photos and actual video—but they do it very badly, by forcing you to press lots of experiences. tiny buttons, navigate diverse heterogeneous interfaces and squint at a tiny screen. “Everybody hates their phone,” Jobs says, “and that’s not a good thing. And there’s an opportunity there.” Quote from TIME Magazine article “The Apple Of Your Ear”
  • 17. Lesson 3: Solve the real problems.
  • 18. Lesson 3: “Your phone’s got feet on,” he says, not Solve the real unkindly. “Why would anybody put feet on a phone?” Ive has the answer, of course: “It problems. raises the speaker on the back off the table. But the right solution is to put the speaker in the right place in the first place. That’s why our speaker isn’t on the bottom, so you can have it on the table, and you don’t need feet.” Sure enough, no feet toe the iPhone’s smooth lines. Quote from TIME Magazine article “The Apple Of Your Ear”
  • 20. The iPhone developed the way a Lesson 4: lot of cool things do: with a false Play to think. start. A few years ago Jobs noticed how many development dollars were being spent... on tablet PCs. ...so he had Apple engineers noodle around with a tablet PC. When they showed him the touchscreen they came up with, he got excited. So excited he forgot all about tablet computers. Quote from TIME Magazine article “The Apple Of Your Ear”
  • 22. Lesson 5: Treat When you need to dial, it shows you a keypad; when you need interfaces like other buttons, the screen serves them up. When you want to watch conversations. a video, the buttons disappear. Suddenly, the interface isn’t fixed and rigid, it’s fluid and molten. Software replaces hardware. Quote from TIME Magazine article “The Apple Of Your Ear”
  • 24. Jobs demanded special treatment from ehis phone L sson 6: Lead with a service partner, Cingular, and he got it. He even forced Cingular vision. to re-engineer its infrastructure to handle the iPhone’s unique voicemail scheme. “They broke all their typical process rules to make it happen,” says Tony Fadell, who heads Apple’s iPod division. “They were infected by this product, and they were like, we’ve gotta do this!” Quote from TIME Magazine article “The Apple Of Your Ear”
  • 25. Lesson 7: Obsess on the details.
  • 26. Unlike most competitors, Apple also places an inordinate emphasis on interface design. It Lesson 7: sweats the cosmetic details that don’t seem very Obsess on the important until you really sweat them. “I actually have a photographer’s loupe that I use to look to details. make sure every pixel is right,” says Scott Forstall, Apple’s head of Platform Experience (whatever that is). “We will argue over literally a single pixel.” As a result, when you swipe your finger across the screen to unlock the iPhone, you’re not just accessing a system of nested menus, you’re entering a tiny universe, where data exist as bouncy, gemlike, animated objects that behave according to consistent rules of virtual physics. Quote from TIME Magazine article “The Apple Of Your Ear”
  • 27. Lesson 7: Obsess on the details. (This is from Kathy Sierra)
  • 28. The introduction of the iPhone sets the bar high... these companies must innovate — particularly on the user experience — to compete with Apple. Forrester Report, “Apple’s iPhone Changes The Stakes, Not The Game”
  • 29. So, what does the user experience team do?
  • 31. To do this, we... - Start with an understanding of users. - Imagine what could be. This includes: Visual Design - Experiment through Information Design rapid prototyping. Information Architecture Web and Application Interface Design - Encourage participation. (Interaction Design) Design Research Rich Interface Development Expert Usability Evaluations
  • 32. This includes big changes... (Before and after screenshots, showing a dramatically improved information architecture) Some of these are high level (Cruises, Vacations); things like Trip Extras and This slide has been deemed proprietary and can only Travel Protection should be offered in context of an be viewed by employees of Sabre Holdings. actual booking... Don’t be sad. You can always come work with us: www.sabreux.com/jobs ;-)
  • 33. ...careful attention to the little details... (Sequence showing some nifty little this client’, we know from ‘qualifying AJAX behaviors) they’re what type of travel they’re interested in, and deemed proprietarytype menu options can remove the travel and can only This slide has been be viewed by employees of Sabre Holdings. Don’t be sad. You can always come work with us: www.sabreux.com/jobs ;-) if the agent leaves the ‘flow’, information is saved...
  • 34. ...more careful attention to the little details... (Before and after screenshot of flight search results) This slide has been deemed proprietary and can only be viewed by employees of Sabre Holdings. Don’t be sad. You can always come work with us: www.sabreux.com/jobs ;-)
  • 35. Things we’ll do (that you might care about) • map ‘stories’ back to Activities — so product releases make sense! • contribute to real product ownership (YEAH!) • create less rework • develop reusable code. • make our products more valuable
  • 36. “We set about rethinking the UI from the user’s perspective, which is ‘results-oriented,’ rather than from the developer’s perspective, which tends to be ‘feature-oriented’ or ‘command-oriented’– thereby enabling people to focus on what they want to do rather than on how they do it.” (commenting on the new UI of Office 12)
  • 37. How the group is set up... User Experience Design Group includes... Interaction Designers Front-End Developers passionate about... passionate about... Design Research (and Strategy) XHTML Information Architecture CSS (1,2, and 3) Web and Application Interface Design Cross-Browser and Cross-Platform Compatibility Visual Communications DOM Scripting Information Graphics AJAX Information Design Flash / FLEX Brand Strategy (and Creation) Progressive Enhancement and Graceful Degradation Web Standards / Web Development Web Standards / Accessibility New (Web2.0) Innovations Presentation Logic (ASPX, Rails Views, etc.) Usability Business Rules & Logic