Responsive Navigation: Optimizing for Touch Across Devices
http://www.lukew.com/ff/entry.asp?1649 

 

Measuring the Fat Fingers Problem
Excluding accidental mobile clicks lowers rates—but they’re still higher than for the desktop web
http://www.emarketer.com/Article.aspx?R=1009470 

 

Using Paper Prototyping as a Tool for Participatory Design Research
http://www.paulolyslager.com/paper-prototyping-tool-participatory-design-research/

 

Improving Hiring for User Experience : The Applicant
http://uxmag.com/articles/improving-hiring-for-user-experience-the-applicant

 

Revealing unawareness in usability related decision-making
http://www.designforusability.org/work-packages/decision-making

 

 

Videos of the week:

John Lewis Christmas Advert 2012
Another winner from John Lewis, who constantly hit the nail on the head with their advertising.

Indie-folk singer Gabrielle Aplin provides the soundtrack for The Journey, the retailer’s almost traditional blockbuster Yuletide campaign with her version of Frankie Goes to Hollywood’s 1984 hit The Power of Love – The Guardian

Jimmy Kimmel iPad Mini Advert Spoof

Paul Bloom: The Psychology of Everything

As I’m back from 2 weeks holidays there’s a bumper Friday Link Round-up this week!

The future of mobile
http://www.businessinsider.com/the-future-of-mobile-deck-2012-3#-1

Behavioral Effects of Digital Signage
http://behavioraltargeting.biz/behavioral-effects-of-digital-signage/ [ SUMMARY ]
http://www.hakonswensonstiftelsen.com/publikationer/Sommarprojekt/Burke%20(2009)%20JAR.pdf [ FULL ]

Innovation Is About Arguing, Not Brainstorming. Here’s How To Argue Productively
http://www.fastcodesign.com/1669329/dont-brainstorm-argue

Mental Modeling For Content Work: Creation
http://danieleizans.com/2012/03/mental-modeling-for-content-work-creation/

Is your organization design ready?
http://www.cooper.com/journal/2012/03/is_your_organization_design_re.html

Emotional Design with A.C.T. – Part 1
http://www.boxesandarrows.com/view/emotional-design

As I’m back from 2 weeks holidays there’s a bumper Friday Link Round-up this week!

The future of mobile

http://www.businessinsider.com/the-future-of-mobile-deck-2012-3#-1

Behavioral Effects of Digital Signage
http://behavioraltargeting.biz/behavioral-effects-of-digital-signage/ [ SUMMARY ]
http://www.hakonswensonstiftelsen.com/publikationer/Sommarprojekt/Burke%20(2009)%20JAR.pdf [ FULL ]

Innovation Is About Arguing, Not Brainstorming. Here’s How To Argue Productively

http://www.fastcodesign.com/1669329/dont-brainstorm-argue

Mental Modeling For Content Work: Creation

http://danieleizans.com/2012/03/mental-modeling-for-content-work-creation/

Is your organization design ready?

http://www.cooper.com/journal/2012/03/is_your_organization_design_re.html

Emotional Design with A.C.T. – Part 1

http://www.boxesandarrows.com/view/emotional-design

Ryanair being investigated over emergency exit row seat charges

http://www.ihateryanair.org/ryanair-being-investigated-over-emergency-exit-row-seat-charges/

In case you don’t know, I look after the User Experience and Design teams here at TUI Travel, beside Luton Airport. We’re doing some pretty cool and exciting things up here, as part of a large programme of work. This work includes a complete overhaul of two of the biggest travel websites out there, thomson.co.uk and firstchoice.co.uk. What’s particularly exciting is that we, the UX & Design team, are playing a key role in setting, and implementing, the vision for these sites.

This vision is to completely revolutionise the way people book holidays. This isn’t just web, we are neck deep in cross-channel engagement and multi-platform delivery.

So, why am I wasting your precious reading minutes telling you this?

Having fun in the UX Playground

It’s been commented a few times that we’ve created a UX Playground for ourselves up here at TUI Towers! The comments have been prompted by the rich number of UX and Design techniques that we try and use here. However, the term UX Playground can be interpreted both negatively and positively.

Let me elaborate! I firmly believe in the need to employ a varied array of techniques, for both research and design. I am also convinced that you need to try techniques that you think will yield the best results for you (in the environment that you are in). Some of these may not work, others will.

The upside of the UX Playground

We do lots of different types of research, and we try lots of different types of research to get the best possible results. This is for three primary reasons:

  1. We do research to get insight into customer behaviour.
  2. We do research to give us a solid foundation for all design work.
  3. We do research that provides us with the rationale and justification for our design decisions.

Digital Diary Study Entries

We also try lots of different design techniques, again to get the best possible results. Sometimes that means going back over work, trying a new approach and seeing if we can make it better. This isn’t gold plating, but if we have any doubt about what we’ve done, a new approach gives us a fresh perspective on things. And we always refer back to our research.

The positive side of this is that the team gets lots of exposure to new and varied research and design activities. Some which, in other environments, you may not see very often. For example, we are currently in the middle of a digital diary study, where participants post to an online diary; but we’re also using postcards as an extra dimension to this. We’ve researched and created a mental model and done some really exciting emotional response testing.

Our design process involves varied techniques too. From Design Jams involving people from all around the business, to collaborative persona needs and user journey creation sessions.

This is great fun. Exploring new ways of getting insight and new design techniques. It’s interesting, it’s varied and, most importantly, it’s productive.

It allows us to most effectively deliver the best results to the business.

Dispelling the negatives of the UX Playground

Brainstorming Persona needs

There is a negative connotation that could be inferred from the term UX Playground (and I’m in no way saying that the people who coined the term meant it in anything other than a positive way!). There could be a perception that we are just trying things out for the sake of it.

Let me refute that now: we’re not! Everything we do is to give us the greatest insight into customers, and to allow us to deliver solutions that afford the maximum competitive advantage to the business.

When we try new techniques we look for the most cost effective way of testing them. If the results yielded are good, then we invest a more, as long as that investment is returned by a tangible business insight and benefit.

My advice: create a UX Playground

If you can, I would advocate creating a UX Playground. An environment where research is an integral part of the process, and where new research methods can be freely explored (in a cost effective and timely manner).

Create a UX Playground where new techniques for collaborative design are explored. Where Gamestorming concepts are used with the business, so that these sessions are fun for all involved.

By making things a little more fun, we become more creative; we make it more engaging for non UX and Design collaborators; and create an workplace that fosters the premiss of trying new things, an environment where innovation is the norm.

 

PS: if you’re interested in helping us to revolutionise the way people book holidays online, and having fun doing it, drop me a line (alex <dot> horstmann <at> thomson <dot> co <dot> uk) – we’re always looking for great people to come and join us here at TUI Towers!

 

 

Many of the blog posts, discussion threads and literature I read, in the area of UX Management, have a strong focus on process management. That is, of course, very important. How do we integrate user experience effectively into a development process? How do we fit research into the agile methodology? All incredibly pertinent questions that need discussing.

The beatings will continue until morale improvesHowever, there is another strand to leading a UX team. There is the people side. How can we motivate our team? How can we engender an environment of skill improvement and knowledge sharing?

The majority of user experience and design people are, in my experience, incredibly creative and passionate. There is a thirst for knowledge and a hunger for new ways of doing things. However, quite often, as managers, we lead teams that have graduates and people new to user experience. People at this stage in their career need a more formal framework for skill and knowledge learning. Not everyone is a natural self-starter. As user experience managers it is our jobs to nurture talent with skills and knowledge.

Over the course of a few posts, I’d like to talk about user experience management, outside the methodology/process arena. Things like knowledge sharing, motivation and making sure that UX has its place at the table in the corporate environment (yes, that does mean gaining influence, budget etc.).

In this post I’d like to share some of the techniques I use for knowledge sharing in my teams (user experience and design teams).

 

Weekly UX & Design Video

Every week a member of the team hosts a 30minute meeting. This meeting is open to anyone. At the meeting we show a video, or number of videos, on interesting topics. For example, we’ve had Seth Godin’s 7 Kinds of Broken and Vilayanur Ramachandran’s A journey to the center of your mind, to name but two.

The purpose of these sessions is to make sure we all stay outwardly focused. Making sure that we are always looking at new and different things, things that could inspire us and trigger a great idea. I got the idea for making this a regular team event from @leemcivor, so thanks Lee!
 

Brown Bags

Brown bags are knowledge sharing seminars. According to Wikipedia:

Brown bag seminars, sessions or lunches are generally training or information sessions during a lunch break. Brown bag is a symbol for meals brought along by the attendees, or provided by the host. In the USA, those are often packed in brown paper bags. Brown bag seminars normally run an hour or two.

The aim is to use regular breaks, e.g. the lunch break, to provide some information to the attendees in a voluntary and informal setting. It is often followed by a discussion of the topic.

I send out an open invite to team members to propose a subject that they have an interest in, and would like to research and host a brown bag on. Anyone that doesn’t respond gets assigned a topic. The person researches the topic and gives a talk, usually lasting around 45mins, to the team, or to the whole department (depending on the depth of UXness of the subject). The subject is then opened up to the floor for some discussion.

Here’s a flavour of our brown bag topics:

  • Typography
  • Research on a shoestring [low cost research]
  • The craft of effective user testing
  • The customised user experience
  • Editorial design

The topics are broad and deep, and are a good mix of UX and Design, which helps to cross-pollinate knowledge between the two disciplines.
 

Book Reviews

There’s not a huge amount that I can add to the heading! Everyone on the team is given a book, from our library, to read and review. I like a specific emphasis on themes/techniques that the book mentions that may be applicable to us – how and why we could adopt/use them.
 

The Cool Wall

Our Cool Wall

Unashamedly ripped off from the BBC Top Gear Cool Wall! At a team meeting every month or so, I will invite people to bring along a printout of a site that they love or hate. They then pitch it to the team, why it’s good/bad and where on the wall it should go (Seriously Uncool, Uncool, Cool or Sub Zero).

This is a great way of doing some informal coaching around design critiquing, and how to articulate what works and doesn’t work. it teaches how to communicate what is good and bad about a site, its usability, experience, features and design.

This is also a nice, informal way of getting people more comfortable with public speaking, and a little bit of pitch practice too!

 

Pictionary

I spoke about this technique in my previous blog post Promoting Sketching, and how I like to use it to promote sketching. It’s also good fun and get the team working and laughing together. This was especially  useful when the design team joined my team, and it’s a great way for new starters to feel part of the wider team.


 

Do you use any of these? Do you have other techniques that you’ve found fun and effective?