What we've learned after going to the "From Business to Buttons" conference in Stockholm on April 27, 2017 :
- Story first : create products that engage ( Donna Lichaw)
- When UX goes offline ( Katie Dill, Director of Experience Design at Airbnb)
- Evolving design systems for flexibility and scale ( Dawn Ressel, Design strategist at Intuit Design System)
- Engaging with compassion ( Eric Meyer, Web legend and author of "Design for Real Life")
- How to fight fascism (Mike Monteiro, Co-founder and Design Director at Mule Design)
4. BACKELITE 4
How to write a story
1.A character with a goal.
2.There’s an unexpected event!
3.Hurdles…
4.A dragon arrives!
5.The hero is victorious.
6.He comes back home, but changed,
improved.
7.The end.
5. 5
This is the result of a story if
it stopped after the first
hurdle.
In the beginning, users had two devices :
a phone and an iPod.
Apple’s first idea was to include a phone
“app” in the iPod. They even filed a
patent (left).
If they had stopped at this first hurdle,
we’d never have had the iPhone.
www.google.com/patents/US20070152979
6. Comment Steve Jobs a créé l’iPhone :
14.09.17 BACKELITE 6
An iPod
with a
phone
The
iPhone
Hurdles
(like the
previous
page’s
horror)
8. We make ordinary people the heroes of their own lives…
“We are in the business of
creating heroes.”
9. 1. Who is my hero?
2. What is their big goal?
3. How is what I am building going to
help them meet their goal?
10. More :
1. The talk: https://www.youtube.com/watch?v=cwnndX4mbs0
2. Article from Donna Lichaw forAListApart:
alistapart.com/article/the-users-journey
3. A very good article about iPhone’s conception:
https://www.theverge.com/2017/6/13/15782200/one-device-secret-history-ipho
ne-brian-merchant-book-excerpt
36. Happiness = reality – expectations
When reality is not as good as what the user
expected, they are disappointed.
It’s better to tell them what he’ll get instead
of letting him have impossible expectations.
55. The ideal user is
not your only
user
5% of facebook’s users
had a bad year?
5% of user becomes
instantly very unsettled.
(which means 50 000 000 users)
56. “When you are designing for interaction,
you’re creating abstract rules to take
unknown content and organize it in an
unknown medium for presentation to
unknown people who have largely
unknown personal contexts.”