Notes from An Event Apart San Francisco 2012—Day 2
Karen McGrane — Adapting Ourselves to Adaptive Content
- NPR strategy: COPE — create once, publish everywhere.
- NPR saw an 80% growth in page views in one year. How did they do it? Their API.
- Deliver the right aesthetic for every device.
- Mobile is not a design and development problem – it’s a content problem.
- Write content in multiple sizes, meaningful metadata, written for reuse.
- Create content with expectation that it be shared and reused any and everywhere.
- Myth: there is a primary platform. Print.
- Teach content creators to write for the chunk, not the page.
- The only way content will get better is through better CMS workflow.
- “Truncation is not a content strate…”
- “Metadata is the new art direction.” Ethan Resnick
- Deliver a good experience for your content creators.
- “Better content management systems foster better content.” Matt Thompson
- CMS interfaces must be solved as if they were a UX design problem. (Because they are.)
- Smart publishers are creating well structured, presentation independent content and distributing it through an API.
NPR’s Create Once, Publish Everywhere (referenced by @karenmcgrane) in more detail: http://t.co/qKO1yfwo #aeasf
— Matt Wiebe (@mattwiebe) November 13, 2012
Sketch notes from "Adapting Ourselves to Adaptive Content" by @karenmcgrane #aeasf #madewithpaper pic.twitter.com/tRaVKjFJ
— Dipendra Bagchee (@dbagchee) November 13, 2012
Jared Ponchot — Designing for Content Management Systems
- DESIGN ON PURPOSE. Understand what you’re trying to accomplish – before you begin to design.
- Ask good questions.
- Create wonder!
- Discovery is never done, but always know your end goal.
- What are your users’ discreet groups of values, motivations, tasks, and privileges?
- Identify all user types and audiences.
- Identify the values, motivations, tasks and privileges for each user type.
- One of the most important roles designers play are to help the world prioritize things.
- Solve small pain points for content creators to ensure that your client is happy. Content creators are users too!
- Do a content audit: types, attributes, relationships, contexts, components.
- Content modeling.
- Start your design process with the most important content type.
- Proportion has the power to overcome position.
- Surprise amplifies our emotional response.
- “Design is the conscious effort to impose a meaningful order.” Victor Papanek
Sketch notes from "Designing for Content Management Systems" by @jponch #aeasf #madewithpaper pic.twitter.com/XKh0zxEv
— Dipendra Bagchee (@dbagchee) November 13, 2012
Eric Meyer — The Future is Now
- Images need improvement, in the mean time use icon fonts like Symbolset and Iconic.
- Min width recommendations for media queries: 30em 36em 44em 60em.
- Transparent is a little dangerous (in gradients).
- Order matters.
- It turns out math is hard, even for browsers.
- Gradients are just images that you can describe by writing CSS.
- FlexBox—assign order values instead of worrying about HTML placement.
- Grid-Layout—strong layout systems actually supported by browsers.
- Make it a personal goal to set aside 15 min per week to experiment with crazy user styles and browse the web to see how things look or to play with exclusions.
- Experimentation is the fastest way to learn.
https://twitter.com/mackleys/status/268440632429780994
Josh Clark — Buttons Are a Hack
- Let people be lazy.
- Browsers are not the web—just think about apps.
- The Paper app innovated picking colors.
- The Clear app is a basic touch model for how to manage a list.
- Take inspiration from the physical world and paper.
- Consider not only how pixels look, but how they feel.
- Gestures are invisible.
- Our job as designers is to remove uncertainty.
- Let the content be the label.
- Nature itself doesn’t have instruction and no one ever reads the fucking manual.
- Modern models of learning are by doing combined with coaching.
- Front-loaded instructions make apps feel HARDER to use.
- As soon as a user has demonstrated they’ve learned something, stop showing the coaching.
- A gesture without an interface is dead weight.
- Teach with coaching, level ups, and power ups—the learning model gaming uses.
- Want to be a better interaction designer? Play more video games.
- I love that Josh’s slides ended with, “I love you guys.”
Mike Monteiro — What Clients Don’t Know (and Why It’s Your Fault)
- You cannot put the onus of doing your job on someone else, especially if they are paying you.
- It’s a gift to make someone feel smarter when talking to you.
- Helping someone through the process is an integral and core part of this job.
- Getting irritated that the client doesn’t get it is lame.
- Finding the right way to communicate with clients is important.
- If you don’t respect a designer, don’t hire them. If you don’t respect the client, don’t work with them.
- Empathy is key to doing good design work.
- Annoyance is easy.
- Assert yourself and make a positive contribution.
- Don’t sell the suit, sell the service.
- Every job you do becomes a sales pitch for the next job.
- Learn to say, “I don’t know.”
- You need to focus on making clients better clients.
- Hope’ is not a design word. “Empathy” is.
- Do everything in your power to be right.
- Everything that’s wrong with design today is your fault. Fix it.
Sketch notes from "What Clients Don't Know (and Why It's Your Fault)" by @Mike_FTW #aeasf #madewithpaper pic.twitter.com/sRksYc1f
— Dipendra Bagchee (@dbagchee) November 14, 2012
Jared Spool — The Curious Properties of Intuitive Web Pages
- Security questions make us feel stupid.
- We can create superheroes of our users when we have the right design.
- Intuitive design is invisible.
- Sudden, drastic changes creates a huge knowledge gap for users.
Asides
- The overarching message at AEA SF 2012 was: content first.
- Strategically placed audio and video in presentations are a good post-lunch wake-up tactic.
- Loved Josh Clark’s tweets during his talk—useful and engaging.
- The best speakers are talented storytellers.