1. title
1.1. Anyone can be a UX designer
2. about
2.1. says
2.1.1. philospher
2.1.2. possible a designer
2.1.3. loves observing
2.2. consultant & educator
2.2.1. conflict there
2.3. @daveixd
3. what is design
3.1. useful art?
3.2. being useful is all that's matters
4. Outcome
4.1. = execution
4.2. excution is all facets
4.2.1. everything is thought about
5. Philosophy
5.1. Bauhaus
5.1.1. simple
5.1.2. functional
5.1.3. user-centric
5.2. For the people!
5.2.1. for all people
5.2.1.1. not just the end-users
5.2.2. Jacob Nielsen
5.2.2.1. "99% of everything is bad"
5.3. By the numbers
5.3.1. Google's approach
5.3.2. Data driven design
5.3.2.1. A-B testing
5.3.3. Criticism
5.3.3.1. Not accounting context & other options
6. Process
6.1. Design process
6.1.1. Usually
6.1.1.1. Think -> Concept -> Build
6.1.2. David's
6.1.2.1. Evaluate
6.1.2.2. Experience
6.1.2.3. Experiment
6.1.2.4. Execute
6.1.3. Envision -> Deconstruct -> Construct
6.1.3.1. Imagine end result & then tear it apart
6.1.3.2. Do all 3 all the time
6.2. how do you measure?
6.2.1. how do you understand value?
6.2.1.1. what's the success criteria of each iteration point
6.3. Experience
6.3.1. knowing what you don't know is wisdom
6.3.1.1. know when to ask/who to ask/what to learn
6.3.1.2. know when to look for help
7. Work environment
7.1. where do you work?
7.1.1. in a cubicle?
7.1.1.1. example: Bloomberg
7.1.1.1.1. cubeless
7.1.1.1.2. 100% transparency
8. Bouncing people.. leads to bouncing ideas
8.1. Research found correlation between most innovative cities & those in which you drive less
8.2. Example: people moving positions inside companies
8.3. Example: coworkspaces
9. Designer's temple
9.1. Ideo work space
9.1.1. looks like a large garage
9.2. characteristics
9.2.1. Bumping
9.2.2. Interrupting
9.2.3. Playful
9.2.4. Inspiring
9.2.5. No ownership
9.2.5.1. IP co-owned by team
9.2.6. Fluid leadership
9.2.7. Criticism
9.3. The designer soul is the sketch
9.3.1. The more he sketch the faster he finishes
9.3.2. Book: Bil Buxton: Sketching user experience
9.3.3. Sketch isn't a prototype
10. Criticism
10.1. In a group setting
10.2. All involved
10.3. Positive tones
10.4. Always the truth
11. What design isn't?
12. What is UX?
12.1. Honeycomb diagram by Morville
12.2. David: Happy people spend more money
13. Apple
13.1. They have fans
13.1.1. Do you want fans?
13.2. Why apple?
13.2.1. Shows stock graph
13.3. Deep commitment to design
13.3.1. "everywhere" in the company
13.4. iPod happened because
13.4.1. CEO vision
13.4.2. Holistic design & engineering
13.4.3. Legal & marketing tied to design
13.4.4. Product as a channel
13.4.4.1. product goal is to sell something else
13.5. From iPod to iPhone
13.5.1. they knew much before they're going there
13.5.2. full eco-system around it
14. Anyone can be a UX designer
14.1. if you have the
14.1.1. passion
14.1.2. will
14.1.3. effort
14.1.4. time
14.2. but not everyone is
15. Observe
15.1. & relate what you've seen
15.2. notice everything & deconstruct it
15.3. Do it together
15.3.1. To
15.3.1.1. relate
15.3.1.2. align
15.3.1.3. empower
15.3.1.4. engage
15.3.1.5. share the experience
15.4. Participate
15.4.1. To
15.4.1.1. learn
15.4.1.2. feel
15.5. Measure
15.6. Model
15.6.1. abstract what you see
15.6.2. reference
15.6.3. analysis
15.7. Testing/validation
15.7.1. prioritize
15.7.2. recruite
15.7.3. facilitate
15.7.4. listen
15.7.5. recor
15.7.6. analyze
15.7.7. Fix!
15.8. Recommended book:
15.8.1. Designing for the digital age
15.8.1.1. Kim Goodwin
15.8.1.2. process in your pocket
16. Experience prototypes
16.1. Nothing like the real thing, but if you can't
16.2. Example
16.2.1. Comics
16.2.1.1. Google explanation on why it developed a new browser
16.2.2. Video
16.2.2.1. example
16.2.2.1.1. cooper.com/journal
16.3. Build it
16.3.1. to put it infront of people
16.3.2. allows you to do changes/tweeks
17. How do you know you need help
17.1. Enterprise
17.1.1. you don't know the people that will use your product
17.2. Broad appeal
17.2.1. when designing something not for yourself
18. Can I just hire a visual designer?
18.1. Yes, if you're an idiot
18.2. Great designs does great things
18.3. Example of companies emphasizing UX from day 1
18.3.1. Apple
18.3.2. Flickr
18.3.3. Boxee
18.3.4. Mint
18.3.5. Zappos
18.3.5.1. Happy people lead to happy feet
18.3.5.2. Example their iPhone app
19. What about Google & Craigslist
19.1. Luck & simplicity
19.2. Google's complexity is in the algorithm not the UI
19.3. In craig's list the content IS the interface
20. The lean startup
20.1. It's about culture
20.2. Adaptive UX
21. Can we do it?
21.1. Yes we can
21.2. To start
21.2.1. Read Bill Buxton's book
22. More books
22.1. Must for anyone creating sometihing
22.1.1. The desugb if everthing
22.2. B J Fogg
22.2.1. Persuassion theory