The following are my notes from UX Scotland.

The conference was just incredible.  Pinpoint accurate scheduling, magnificent organization, WONDERFUL people, and, in comparison with other conferences I’ve attended, lots of *useful* presentations.


I have directly implemented much of what I learned in the month since the conference.

Here are my notes!
You can also check out my slides at http://www.slideshare.net/uxandrew



#1 Jeff Gothelf

Better Product Definition with Lean UX & Design Thinking

A)     “Vanity Metrics” = doesn’t explain the “why”, just shows success without basis of understanding.  Stakeholders love to see that their product is improving, but without knowing *why* it is improving, the metrics don’t really show success.

B)      Requirements = Assumptions

  1. What you “know” is really what you “believe”
  2. When you “build” you are really “testing”

i.      Ask Your Team:

  1. Who is our customer?
  2. How to solve pain points?
  3. Which features are important (USP)?
  4. What is the business model?

C)      “Nail it and scale it” – Do it right, then expand

D)     Product Roadmaps = list of questions, not a list of features


#2 James Offer

“Play & Engage: Practical Gamification”

A)     Scvngr – Dynamic Gaming & Challenges http://www.scvngr.com/

  1. Feedback Loops encourage interaction; this is why people love parallax effects

B)      www.ismytwitterpasswordsafe.com

  1. “game” to teach by doing
  2. Interactivity can also be quick and simple
  3. Yes/no style websites offer single-servings of info
  4. www.dailymail.co.uk/stats

C)      Explore/Story Mode in data visualization

  1. Flow chart = explore
  2. Quiz style = story
  3. Gov.uk > Milwaukee Police website

#3 Martin Belam

“Designing the Bottom Half of the Internet”

A)     Building a news community generates a lot of anger/hatred

  1. Not conducive to conversation
  2. Commenting can both spark interactivity and ruin websites

B)      Top half of the internet (writers) look down on the lower half (commenters), which makes the relationship between writers/commenters antagonistic.

C)      Creating a community breaks the mold and allows commenters a certain power to balance the uneven relationship between writers/commenters


#4 Chui Chui Tan

A)     Asian eco-system in mobile development is growing but not in the Western Style

B)      Translation builds trust because it crosses the cultural divide and brings personalization BUT translation is an all-or-nothing type of thing.  Translating only part of a site/app leads to anger and resentment (NOTE: I couldn’t agree more…when I see websites that are only partially translated to English I am disappointed as a user)

C)      Devices are different in Asia and usage is too

  1. Dual SIM cards are prominent
  2. Collectivism > Individualism in Asia
  3. Asians pay closer attention to context while Americans see details

D)     Asians type with fewer mistakes but typing takes a longer time.

E)      Monetization of Kakaotalk is really fascinating. http://sgentrepreneurs.com/2012/12/25/kakao-kakaotalk/

#5 Alexander Baxevanis

“How to Work Well with Developers”

A)     We know more about how a building is built than about software creation.

B)      Store (model), Display (view), Interact (controller), Communicate = basis of software creation

C)      Reusability is critical to software development



#6 Giles Colburne

“Out of Context”

A)     Close but not perfect isn’t good enough to trust apps based on context.  If you try to measure context, measure multiple streams.

B)      “What We Talk About When We Talk About Context” –Paul Dorish article

C)      Grammar affects HCI

  1. Grounding communication = reaching mutual belief
  2. Conversational analysis
  3. Pre-sequences

D)     Context is less important than relevance – It matters less *where* I am than how relevant it is to me.

#7 Bonny Colville-Hyde

“How to Make Your First UX Comic/Storyboard”

A)     Visualization (showing) creates empathy by removing abstraction.

B)      Sketching > Accurate Drawings ; Let people make their own assumptions and read in to things more deeply by drawing things that are more sketchy and less detailed.

C)      People accept what they see more than what they read.


#8 Kate Ho

“Designing for Multi-User, Multi-Touch Interactions”

A)     Multi-touch devices enable interactive play and make the virtual part of the “real” experience (especially in gaming); co-operation

B)      B) Fingle app for iPad (www.fingleforipad.com )

  1. Slice for iPad http://www.youtube.com/watch?v=PiEi9WTRMCc
  2. Singing Fingers  http://www.youtube.com/watch?v=iCYA7N-vdZA

C)      Seven Principles for Multi-Touch Multi-Interaction

  1. Design without Orientation
  2. Restrict Global Actions
  3. Design for Broad Gestures
  4. Design interactions for short periods of time
  5. Match reaction times and speed
  6. Use gestures sparingly
  7. Find ways to create shared experiences







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