- Look for most experience, honest, and knowledgeable people for coming up with UX
- When "interviewing" people for what they're looking for in the app, need to have a conversation. Given through scenarios: "Process a credit card", "Answer a support call"
- Put all scenarios into a very high level view into a specification document
- Give a one-sentence description of what the app does
- Group features together into sub-projects. Go over these sub-projects with the users to see if they really fit together and make sense to the user.
- "Is this REALLY something we're really going to need?" <-- feature that you might want to take away/never show to the user
- "Is this something we CAN'T do without?"
- "Maybe we need it..." <-- nice to have's
- Use a sharpie marker for designing the interface so you don't get into the nitty-gritty details
- No laptop during the design phase. Gets you really thinking about the UI from the user's perspective
- Use native controls for web pages because people know what the controls look like and know what to do with them.
- Typography is extremely important. Serif fonts are useful for print/small text sizes (< 14pt), San Serif more important for headers.
- Black on White is not always readable. Use a dark gray #333 or so
- 1.5em line spacing helps improve readability
- Whitespace is helpful because it improves readability
- Blur the design. Can you still tell what the point of the design is?
- Designing interfaces is the same as Agile methodology. Iterations are necessary to build them out appropriately.
- Great way to verify usability when you toss the UI in front of the user
- Watching a user sometimes provides the best way to find out if the UI is really working.
- Paper prototyping can be the most useful that doesn't end up costing too much in terms of development time.
Overall the session was pretty decent. A little short on length without the Q&A though.