
Selecting reports in the UX section at # 404fest
Hello! In the middle of October, on the picturesque Volga shores in Samara, the sixth 404th Festival will be held, where the best protein forms of life from all over the Milky Way galaxy will come together.
I will organize the UX section there, and, true to the ideas of conciliation and opportunism, I want to ask for help from the world community and bend under the opinion of the majority.
Below are 13 (Thirteen) excellent reports that you have a chance to hear in Samara, drinking cognac and smoking a cigar. But fortunately, there isn’t enough time for everything. Therefore, read their brief descriptions and select, pliz, up to five inclusive (this means - one, two, three, four or five, but no more) that interest you the most, and which you are ready to ride even with a hangover and one toe.
I deliberately do not publish authors so far, so that the names of Brin, Cooper or Cook do not distract you from the essence of the speeches.
Hurrah. Thank you, please move in and enjoy your meal.
Playing computer games is a cool activity. But game development is no less exciting process. Developers have to solve a huge number of creative tasks. Some of the tasks are related to user interface problems: how to make the game interesting for all players, from beginners to experienced "professionals"; how to find the image of the ideal player, with which you can verify interface solutions; how to make good decisions evolve and bad ones filter out? All these problems exist in business software, but in games everything is much sharper and tougher! Knowledge of the approaches adopted in the development of games can give all UX specialists new ideas and tools. We will talk about this in the report.
The so-called Dark Patterns are increasingly being used by large (and not so) services to manipulate users. With their help, people are forced to perform certain actions fraudulently (for example, to buy additional goods) or, conversely, they are trying in every possible way to interfere with user actions that are disadvantageous to the company (for example, the multiple complications of the procedure for unsubscribing from service news). Sometimes such behavior is the result of a design error, but more and more often these are carefully verified decisions based on an understanding of human psychology. I propose to understand why designers deliberately harm users, what could be the consequences of this, and where does the line between the light and dark sides
Why is it important to think about how a user interacts with content on your site? How do people see your site? How to use the design to simplify the perception of text on the site? Why should information be presented logically and consistently? Simple rules for "easy reading" of your site. One text is one goal. Simplification: how not to cause cognitive dissonance in a user with information?
The product must be remembered. And in order to be remembered better - you need to cause emotion. The goal of any business is to attract new customers and create loyal ones. If the service fails to make a first impression, the user will leave it without hesitation. How to keep visitors and create a positive first impression? How to make loyal users out of them? What are the risks of using emotional design?
When we talk about usability, we usually mean that the person who uses the interface already knows what result he will achieve, and you just need to draw it through this interface with the least resistance. Nevertheless, there is a huge layer of tasks when a person needs to be torn off in any way from the current lesson, quickly explain what we want from him and interest him.
Every year more and more attention is paid to interface design. Companies that are uncomfortable or too expensive to go to design companies are looking for usability specialists for their staff. The design cycle can take from 1 to 9 months. You will select a specialist longer than design. Therefore, I will tell you how to organize the design process on their own within the company.
Web developers to adapt sites for the visually impaired (and other categories of people with disabilities) are ambivalent. On the one hand, I have not yet met a person who would say “there are too few of them to spend time on them”; on the other, in the context of fixed budgets and tight deadlines, this is exactly what happens. There are completely simple, but very useful tricks and recommendations. Following them will simplify the work with the site not only not only to users with disabilities, but also to users with limited technical capabilities (low-speed Internet; no mouse, like on smartphones; small screen), as well as older people.
Many of us met with the interfaces of Oracle, SAP, Amdocs, Siebel and other monsters - "food companies". Sincere surprise. How to use it!? Poor call center employees, engineers, accountants. When you accidentally find out that the implementation of this system and license in total cost figures with seven (!) Zeros, the hair begins to move not only on the head. “Not, well, with at least six zeros!” Our studio will make an order of magnitude cheaper and everyone will gasp how convenient it is! ” Let's do it. Of course gasp. And after some time they will return to the grocery company. We tear off the covers from the mystery of the figure of seven zeros.
Asking the question “where to grow?”, Many UX specialists look towards product management. Almost a year ago, I changed the shoes of a UX specialist to shoes of a product specialist and looked at the processes from two sides.
Employee after high school. Or after the decree. Or after a long work, the devil knows who the hell knows where. And then he even escaped from the management houses. How to prepare our kamikaze, who will do it and where are the sudden underwater rakes on this track? The report is based on the mostly fun, but sometimes tragic experience of involving young and old newcomers, hungry for retraining, professional growth and rabid grandmothers in IT projects. As a bonus, we will discuss what these suckers actually suck. And how to wean them from yummy.
Personally, I am one of those people who do not tolerate Facebook and love Vkontik. And not because it is a bastion of free media, in which more of my friends sit. Details Vkontakte does not make me switch the feed every time from unknown "popular" to the latest updates, doesn’t make me tear off messages from new people under the menu layer, doesn’t make me think again how to put this damn like. The name of this syndrome is microinteraction. This is the thing that allows us to love one product and despise another. This is the same devil, sorry, in the details. If the product has let us down in detail, then in general, no matter how high a task it is, it will be bad. At the same time, successful parts are what the product itself can represent. Like Like on Facebook or Start on Windows. How to design microinteractions and how to include them in the design process - that's what I want to tell you about. Think small and go change the world.
It is not enough for a modern bank to simply serve a customer. What do banks really need from people, and people from banks? What desires must be satisfied in the first place, and, most importantly - how to do it? In the report, I will consider the main (and not always obvious) tasks and needs of all of us as clients of banking services and interface methods for solving these problems. We will discuss where everything is moving, how future technologies can help financial products, and what banking services should be like. The report is based on a great tasty report that we have been working on for a long time and analyzed very interesting solutions in this area, in Russia and abroad.
Author: Plato Dneprovsky ( hryusha ).
Hey hey no more than 5 points!
I will organize the UX section there, and, true to the ideas of conciliation and opportunism, I want to ask for help from the world community and bend under the opinion of the majority.
Below are 13 (Thirteen) excellent reports that you have a chance to hear in Samara, drinking cognac and smoking a cigar. But fortunately, there isn’t enough time for everything. Therefore, read their brief descriptions and select, pliz, up to five inclusive (this means - one, two, three, four or five, but no more) that interest you the most, and which you are ready to ride even with a hangover and one toe.
I deliberately do not publish authors so far, so that the names of Brin, Cooper or Cook do not distract you from the essence of the speeches.
Hurrah. Thank you, please move in and enjoy your meal.
01. What do game designers know and you do not know
Playing computer games is a cool activity. But game development is no less exciting process. Developers have to solve a huge number of creative tasks. Some of the tasks are related to user interface problems: how to make the game interesting for all players, from beginners to experienced "professionals"; how to find the image of the ideal player, with which you can verify interface solutions; how to make good decisions evolve and bad ones filter out? All these problems exist in business software, but in games everything is much sharper and tougher! Knowledge of the approaches adopted in the development of games can give all UX specialists new ideas and tools. We will talk about this in the report.
02. Secrets of a successful fraudster: how to trick users
The so-called Dark Patterns are increasingly being used by large (and not so) services to manipulate users. With their help, people are forced to perform certain actions fraudulently (for example, to buy additional goods) or, conversely, they are trying in every possible way to interfere with user actions that are disadvantageous to the company (for example, the multiple complications of the procedure for unsubscribing from service news). Sometimes such behavior is the result of a design error, but more and more often these are carefully verified decisions based on an understanding of human psychology. I propose to understand why designers deliberately harm users, what could be the consequences of this, and where does the line between the light and dark sides
03. Readability and other ways to visually display texts
Why is it important to think about how a user interacts with content on your site? How do people see your site? How to use the design to simplify the perception of text on the site? Why should information be presented logically and consistently? Simple rules for "easy reading" of your site. One text is one goal. Simplification: how not to cause cognitive dissonance in a user with information?
04. Emotional design
The product must be remembered. And in order to be remembered better - you need to cause emotion. The goal of any business is to attract new customers and create loyal ones. If the service fails to make a first impression, the user will leave it without hesitation. How to keep visitors and create a positive first impression? How to make loyal users out of them? What are the risks of using emotional design?
05. What is user attention, where does it come from and how to properly manage it
When we talk about usability, we usually mean that the person who uses the interface already knows what result he will achieve, and you just need to draw it through this interface with the least resistance. Nevertheless, there is a huge layer of tasks when a person needs to be torn off in any way from the current lesson, quickly explain what we want from him and interest him.
06. How to independently organize and conduct a full cycle of interface design within the company
Every year more and more attention is paid to interface design. Companies that are uncomfortable or too expensive to go to design companies are looking for usability specialists for their staff. The design cycle can take from 1 to 9 months. You will select a specialist longer than design. Therefore, I will tell you how to organize the design process on their own within the company.
- Who can design?
- What will have to be done?
- What do we get at the output and what to do about it?
- How long does it all take?
- How much is it?
- DIY Design Bonuses
- Designer Bible
07. Adapting a site for users with disabilities - it's not difficult
Web developers to adapt sites for the visually impaired (and other categories of people with disabilities) are ambivalent. On the one hand, I have not yet met a person who would say “there are too few of them to spend time on them”; on the other, in the context of fixed budgets and tight deadlines, this is exactly what happens. There are completely simple, but very useful tricks and recommendations. Following them will simplify the work with the site not only not only to users with disabilities, but also to users with limited technical capabilities (low-speed Internet; no mouse, like on smartphones; small screen), as well as older people.
08. The secret of mega-corporations: millions for products with a terrible interface
Many of us met with the interfaces of Oracle, SAP, Amdocs, Siebel and other monsters - "food companies". Sincere surprise. How to use it!? Poor call center employees, engineers, accountants. When you accidentally find out that the implementation of this system and license in total cost figures with seven (!) Zeros, the hair begins to move not only on the head. “Not, well, with at least six zeros!” Our studio will make an order of magnitude cheaper and everyone will gasp how convenient it is! ” Let's do it. Of course gasp. And after some time they will return to the grocery company. We tear off the covers from the mystery of the figure of seven zeros.
09. From ship to ball: experience moving from UX to PM
Asking the question “where to grow?”, Many UX specialists look towards product management. Almost a year ago, I changed the shoes of a UX specialist to shoes of a product specialist and looked at the processes from two sides.
10. What really needs to be taught suckers?
Employee after high school. Or after the decree. Or after a long work, the devil knows who the hell knows where. And then he even escaped from the management houses. How to prepare our kamikaze, who will do it and where are the sudden underwater rakes on this track? The report is based on the mostly fun, but sometimes tragic experience of involving young and old newcomers, hungry for retraining, professional growth and rabid grandmothers in IT projects. As a bonus, we will discuss what these suckers actually suck. And how to wean them from yummy.
11. About the text and a little about fish
- Why do we need text, not to salespeople, but to people
- Why writing is always harder than talking
- Differences of correspondence from live communication
- Why do people read on the subway, and do not read on sites
- 7 rules that will help if you don’t write a good text, at least recognize a bad one and prevent it from going
- Lorem ipsum or why it smells bad from interfaces designed using fish
12. Think small: microinteractions and how to live with them
Personally, I am one of those people who do not tolerate Facebook and love Vkontik. And not because it is a bastion of free media, in which more of my friends sit. Details Vkontakte does not make me switch the feed every time from unknown "popular" to the latest updates, doesn’t make me tear off messages from new people under the menu layer, doesn’t make me think again how to put this damn like. The name of this syndrome is microinteraction. This is the thing that allows us to love one product and despise another. This is the same devil, sorry, in the details. If the product has let us down in detail, then in general, no matter how high a task it is, it will be bad. At the same time, successful parts are what the product itself can represent. Like Like on Facebook or Start on Windows. How to design microinteractions and how to include them in the design process - that's what I want to tell you about. Think small and go change the world.
13. And eat the fish, and give a loan. What should a modern bank be able to do?
It is not enough for a modern bank to simply serve a customer. What do banks really need from people, and people from banks? What desires must be satisfied in the first place, and, most importantly - how to do it? In the report, I will consider the main (and not always obvious) tasks and needs of all of us as clients of banking services and interface methods for solving these problems. We will discuss where everything is moving, how future technologies can help financial products, and what banking services should be like. The report is based on a great tasty report that we have been working on for a long time and analyzed very interesting solutions in this area, in Russia and abroad.
Author: Plato Dneprovsky ( hryusha ).
Vote!
Hey hey no more than 5 points!
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Select reports
- 40% 01. What do game designers know and you do not know 22
- 40% 02. Secrets of a successful fraudster: how to trick users 22
- 36.3% 03. Readability and other ways to visually display texts 20
- 40% 04. Emotional design 22
- 49% 05. What is user attention, where does it come from and how to manage it correctly 27
- 50.9% 06. How to independently organize and conduct a full cycle of interface design within the company 28
- 14.5% 07. Adapting a site for users with disabilities is not difficult 8
- 52.7% 08. The secret of mega-corporations: millions for products with a terrible interface 29
- 30.9% 09. From ship to ball: experience moving from UX to PM 17
- 34.5% 10. What really needs to be taught suckers? 19
- 20% 11. About the text and a little about fish 11
- 23.6% 12. Think small: microinteractions and how to live with them 13
- 14.5% 13. Eat the fish and give a loan. What should a modern bank be able to do? 8