South by Southwest Interactive 2010 Notes
March 21st, 2010, By Ovi Demetrian Jr
They may not be as creative as all the sketch-based notes out there, but here’s what I got out of some of the South By Southwest Interactive panels I went to this year:
Sketching:
- Mood boarding for getting a good sense of the style
- Concept sketching for early stage visualizing of various pieces
- Process: Design, research, design, build
- Storyboard lifecycles of various processes
- Concept sketching diagrams helps with information architecture (ex: relationship of components leading to navigation decisions)
- Concept sketching abstractly can help with interface prototypes
- Process: See, sort, sketch
Rework:
- Meetings blow up your day and turn your work day into work moments, they should be optional
- Workday in general is being interrupted all the time, it’s the biggest timewaster in an office
- You’re not as creative when you’re working too hard and just trying to get things done
- The more you work, the more work comes up, it becomes a vicious cycle
- The only thing that matters is productivity over the longterm, what you’ve accomplished in a week or a month
- Estimates/promises are really guesses, deadlines are never accurate
- Tip: Just say no, good enough is fine, you can always do less
- Tip: Put together a list of items within a given timeframe (like two weeks) and drop the least important that there is no time for
- Tip: Restate the problem to make sure you’re heading towards the same original goal
- Tip: Give up – realize that what matters is not the work done, but what’s left to do and whether it’s worth doing
Human behavior:
- Influence is all around us, from friends, to ads, to architecture
- Marketing, through persuasion helps overcome the paradox of choice
- It’s good to understand the cognitive biases that affects human decision-making
- Determine the primary objective and target behavior for the user
- Motivator: Authority and trust – leaders people look to, Trust indicators: common details (like contact info), pictures of team, pictures of actual customers
- Motivator: Social proof – looking to others around us to determine what to do, Examples: Reviews on Amazon.com product page, customer testimonials on websites
- Motivator: Loss Aversion – limiting supply can drive demand, Examples: Ebay auctions, Woot.com products
- Motivator: Likability and Gifting – rewarding and reciprocity, Example: Amazon.com free shipping for orders over $25
Website Search:
- Search helps uneccessary browsing by putting seperated results together
- Speed is important
- Design Pattern: Auto-complete plus auto-sugggest
- Design Pattern: Best first in results
- Filtering is important when there are many results
- Design Pattern: Structured results – like a top 10 list
- Design Pattern: Actionable results – Actions available for each result
- Decision making can help by asking a question for certain results
- Visualizations of results for certain things like location-based maps
Wired Magazine going digital:
- The better the design: the easier the reading experience, the deeper the engagement, the more connected the consumer, the stronger the brand relationship
- The goal is to combine the fidelity of print design and flexibility of the web
- Great magazines aren’t possible without robust content
- Design goals: content, content, content, walk-up usability, revolution through evolution
Amazon.com design approach:
- Amazon Treasure: Engage Through Content – Reviews are very important to buying decisions, the helpfulness question helps present positive reviews from the negative reviews
- Amazon Treasure: Don’t Fear New Ideas – Experiment, there are risks to experiments
- Amazon Treasure: Eliminate Tool (response) Time While Delivering Confidence – multiple security levels (no cookie, cookie, login, credit card verification)
- Incremental change is a good approach versus complete redesign
- Amazon Treasure: Never Forget the Business – You have to start with the business model to design a great experience
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