Backelite was a proud partner of FLUPA UX Days 2016.
We’d like to share our feedback on a conference day full of information! What did we retain? How to work with clients who are allergic to post-its and UX methodologies, design tools that can revolutionize your UX toolbox invisible apps. To read our recap from the day of workshops, you can find our takeaways here.
Help, My Clients Are Allergic to Post-its!
Corinne Leulier talked about the difficulties encountered during client workshops and presented the game she invented to deal with this problem.
She began with the following observations:
- One doesn’t always have the opportunity to secure venues before workshops and one sometimes ends up with a room that is not suitable for design workshops (ideally, tables arranged in a U-shape)
- The participants are sometimes more numerous than the number initially requested, so we have to adapt
- We don’t always have the chance to identify and select the participants beforehand
- Workshop animators have to deal with comments like “I’m too old to play with Post-its” and have to adapt to different personalities and behaviors that are sometimes not inclined to cooperate
To better adapt to these constraints, Corinne therefore conceived a game that fit these behaviors so that each could find their place and work together.
The game is presented in the form of kits made up of 10 page models (for now, only on desktop and mobile) and 22 models of blocks (components). The participants also have blocks and blank templates at their disposal to complete their needs.
The game has turned out to be an effective way to project oneself and familiarize oneself with wireframes, to free one’s creativity in a disciplined manner, and to be able converge on ideas, enabling everyone to express him- or herself and be able to collaborate with the other services and/or users. The goal here is to have a concrete, tangible design tool that is common to all.
The game enables each person to find his or her place and to take a constructive approach:
- The Blues (conscientious) appreciate the organized aspect of the game and are careful to do it well
- The Greens (stable) appreciate the collaborative approach that open up the discussion
- The Yellows (influencers) appreciate the game-like aspect of the approach
- The Reds (dominants) appreciate being active and manipulating the cards to make decisions
Corinne is also able to turn to other types of games based on the workshop’s (Poker priority, role playing cards, speedboat adapted to the client’s job), which makes us want to learn more.
This conference inspired us to put this kind of game in place during our workshops. We would also be interested in knowing to what extent we could include this DISC dimension in the context of our personas to give more indications on the behavior and deep motivation of the target users.
UX Design Methods to Revolutionize Your Toolbox
Carine Lallemand begins by establishing that UX is a complex phenomenon which goes beyond ergonomics and should change our method of working. She observes that there is a gap between the awareness of professionals regarding the UX approach and the work methods of UX teams that are not yet adapted to it. In this way, she gives us some tools to facilitate taking action and putting the change in place.
Among them, Carine speaks to us about the notion of temporal evaluation that has been added to the three factors constituting UX (context, user, system). The observation is simple: we develop user tests at a moment T, but the memory of the user experience is more important than the experience itself, especially as it evolves over time.
Carine gave us some paths to evaluate UX over the long term:
- Transversal: comparing the experiences of experienced and novice users
- Longitudinal: asking users to keep a logbook (ideal but costly)
- Retrospective: questioning the users a posteriori
Carine then explained to us the importance of the emotional factor in UX. When we work on a product or a service, we must ask ourselves what emotion we want to elicit. Et véhiculer des émotions exclusivement positives n’est pas une solution car les émotions les plus riches mêlent l’affect positif et négatif.
Emotion is the language of experience itself — Carine Lallemand
We were all particularly impressed by Carine Lallemand who was able to step in and replace another speaker on the spot! We look forward to putting into practice Carine’s good advice in our upcoming projects.
Invisible Apps, New Conversational Interfaces
Quentin Bouisson gave us a helpful rundown of this very timely subject, which has sparked a lot of debate around the predictive and intrusive aspect of these services on the one hand, and the “fear” of humans regarding Artificial Intelligence on the other hand.
Quentin started by speaking about an observation: users spend more and more time on their phones, and 80% of that time is devoted to using apps.
Regarding this, he explained to us that invisible apps are a new way to interact with users by using classic communications channels that are particularly effective. Overall it’s AI that is embedded in our phones, and more precisely, in our apps most of the time!
The goal is to offer a personalized “human” exchange to create an intimate relationship with the user.
The Preferred Channel? SMS
SMS brings value added in the sense where it enables a real exchange with the user and it is free. It is impressively effective because it does not require either onboarding or account creation. The number of users using this channel is staggering, since almost the entire world population is reachable through via SMS!
How Does It Work?
The user is connected, via an instant messaging platform, with a company, represented by a human or a robot, which will implement everything to respond to a need.
This type of service is more and more common; Facebook has opened its Messenger platform to companies that want to develop this kind of bots.
Why Use Them?
Quentin evokes the phenomenon of the “valley of strange”, that is, where a robot has a very humanoid appearance while maintaining an artificial look. This creates a feeling of discomfort and thus puts distance between the robot and the human.
With invisible apps, one skips the “strange” step because the robot has no physical representation and is thus able to have an exchange, that is, a conversation, which goes beyond what a human could bring.
While we summarized the three conferences that particularly struck us, all of the conferences were interesting. We also were impressed with the “Noseswiping-friendly” conference on changes in uses and the “UX Made in China” conference that highlighted the UX differences between France and China.
In addition to sponsoring the event, our Creative Studio Manager Marie-Amélie Cotillon also presented “When the Military Gets Into the Design Sprint Game” that was a real success! We will of course give you a complete report on this conference in an upcoming article.
You can also follow our Twitter account (@AgenceBackelite) to relive the day through live tweets with #UXDays16.