Wednesday, October 23, 2013

Turner UX day take aways

Instead of curating and sending out all my notes, I thought I’d just boil them down to a list of a few take-aways I got from the day.  Feel free to do what you want this these.

8 seconds
Ron Nydam from Apple mentioned that it takes 8 seconds for people to develop an impression of your app.  Ron believes on focusing on the basal ganglia response, the emotional part of the brain, instead of the analytic, mechanical part of the brain.  He wants people to connect naturally, without having to use your analytic brain. Later, Mark Gathen from Cox mentioned his “3X” rule – “customers try to figure things out 3 times...after that they give up for good.”  Ron added, "it's a really short trip to the back of the 'app sock drawer' "

Failure is the rule
Doug Kim worked on the picker for TV everywhere – that’s the screen that lets you pick your cable company then prove you have cable, so that you can watch TV programming online.  He had a stunning graph that showed more people fail then succeed in authentication, and in many cases it’s 2 people failing for each success – a reminder of how complicated and important the problem is.

It’s listening
Those apps that sync up live to TV shows (Like Falling Skies or the coco app) use something called ACR or Automatic Content Recognition.  It works with a high pitched audio signal that's above the range of human hearing.  The device listens to that tone, and constantly coordinates the timing of the show with the presentation on the screen.  Using it the falling skies app would overlay blood splatter or bullet holes in the millisecond someone was cut apart or shot at to more immerse viewers into the show.

Experiences in FOUR dimensions
The MML team went beyond creating personas; they wrote out a whole timeline of stages of interaction for each of those personas.  It outlined how they interact with College Basketball in general (and March Madness in particular) throughout the year…from the start of basketball season all the way through championship game…then used that map to better tailor the app to meet the needs and experience of those users at those times.

Story telling = STORY YELLING
The Sapient guys said people learn more from an experience than from a story, because consumers want to be the hero of their own story.  Typical story telling is a decidedly one-way experience, and many “enhancements” of that model make it just a LOUDER one, not anything different.  With that in mind, their cognitive model is based on city planning instead of architecture.    They created a cool thing for Vail ski resort called EpicMix that gives each skier an RFID tag, then uses that to track how much they ski, compare their times to Olympians, and connect them to pics taken by roving photographers. 

Comps are like fire
The Sapient guys said visual design comps are like fire: sometimes good and sometimes bad.  Having appropriate imaging during testing can help focus users on the tasks at hand (instead of "what does lorem ipsum mean?"), but sometimes the visual comps can make user focus more on the color palette and visual decisions instead of the content that needs to be tested.

Some other quick hits:
  • ·         Sapient occasionally conducts guerilla user research with “social listening” (checking what people are saying about the company on twitter, facebook, etc) in the place of dedicated field studies where the budget requires
  • ·         Ron Nydam mentioned that Facebook has become the unofficial 3rd OS in the marketplace – interesting cognitive model
  • ·         Andreas Adamec said we study gorillas in the wild because we in their natural environment you learn most.  Ask questions, get them emotionally engaged in the app, then just shut up and let them narrate.
  • ·         Ron mentioned in second screen apps, you need to be careful when and how to engage.  People don’t want to be asked ’how do you feel about” something.  He said to listen to the 2,3 and 4 star reviews online, because they hold people whose opinions aren’t clouded with an overwhelming love of hate for the product.
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