sketchnotes

Sketchnotes from Valiocon

Sketchnotes and memories from Valiocon 2014.

Speaker and fellow sketchnoter Lee Rubenstein of EatSleepDraw. Check out his take on Valiocon here.

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Michael Flarup, of PixelResort and Robocat fame. 

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Ryan Carson, co-founder and CEO of Treehouse. He gave a stellar talk on his approach to running a company devoid of management layers. You can read more about this on his blog.

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Kim Wouters runs a design agency in Belgium.

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Chloe Park of OpenTable shared a fascinating behind-the-scenes tour of her approach to tackling “un-shiny problems.” Her story was complemented by a stunning, hand-crafted presentation.

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Amy Hood and Jennifer Hood shared their thoughts on the role of context in design, injected with personality and humor.

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Sam Kallis, visual development artist at Paramount Pictures, is one of my new creative role models. I was inspired by her authenticity, philosophy, and courage. And her work is simply amazing!

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Merek Davis of Mextures - helluva beard.

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Also - some old-fashioned sketches to grace the Catamaran Resort notepads. These feature Keiran FlaniganJennet LiawChuck Longanecker, and Hudson Peralta.

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It was lovely meeting so many talented designers and makers. Onward!

Innovations in Biosensors & Nanomaterials

I attended the Emerging Wearable Technology Group’s first meetup which featured 2 speakers from the biosensor and nanomaterials industry.

Dr. KooHyoung Lee, NeuroSky

Dr. KooHyoung Lee is the CTO of NeuroSky (the EEG-sensor technology behind Necomimi - those furry cat ears that wiggle based on your level of mental concentration)

He spoke on the topic of creating value with wearables - how we can get beyond just creating wearable technology for technology’s sake, and actually apply user experience, product design, and business models to create real value.

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He shared how wearables are already emerging in the market - not just to track information, but to up performance and function. For example, SolePower, a shoe insole that generates electricity as you walk.

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He shared how Neurosky approached uniting powerful biosensors with simple usability. At the time they were getting started, there were other competitors on the market that were much more accurate and measured many different types of brainwaves (vs. Neurosky only detects EEG). However, the competitors were completely unusable - you needed to apply all sorts of gels and stick things all over your head in order to get the accurate readings.

What Neurosky did was design for simplicity - trade off having 100% accurate data and a bad user experience in favor of a no-setup device that reportedly “tested at 96% as accurate as that within research grade EEGs” (Wikipedia).

They’re exploring different ways to put this device in consumers’ hands: Necomimi supposedly made $10B in revenue (did I hear that correctly?). It’s also used for “neurotoys” - mind controlled games like Star Wars Force Trainer. Doctors are starting to recommend these for kids with ADD, and it’s been used to help the USA Olympic Archery team improve their game (Wikipedia).

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The team released a Neurosky Developer Kit which looks incredibly cool. You can measure:

  • Attention
  • Meditation
  • Eyeblinks
  • Brainwave Bands
  • Raw Output

Time to hack your own jedi mind tricks - here are some interesting Kickstarter projects to inspire you!

Jay Ha, Materials and System Inc.

The second talk was from Jay Ha, the CEO of Materials and System Inc. He shared his point of view on the future of wearables and the role that nanomaterials will play. He explained that while “wearables 1.0” is all about devices that you attach to yourself (think FitBit and Polar Heart Rate Monitor), “wearables 2.0” will be invisible and built into the world around you - your clothing and your environment.

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He shared many inspiring examples the demonstrate the potential of nanomaterials:

  • a suit that looks and feels like a high quality suit - but is bulletproof
  • a patch that you apply to your skin that slowly releases drugs at a controlled rate
  • a foldable, flexible, and rechargeable battery (developed at KAIST)
  • integrated circuits printed on flexible polymers
  • haptic feedback technology built into motorcycle handles to provide directions while you ride
  • antivirus face mask with 20nm permeability
  • thermoelectric material the thickness of paper that generates electricity

During the Q&A, a topic that came up was that one of nanotechnology’s major barriers is scale. For example, today there’s no machine that can quickly produce thousands of nanobots. However, many nanomaterials can now be produced at scale if you have a big enough demand and budget - did someone say “$40K bulletproof superhero outfit”?


Updated 4/6/14: A correction from Dr. Lee -

Other companies had good technology to detect EEG with multi-channels. However, practically, multi-channel EEG systems were complicated and hard to use for general consumers. The multi-channel systems also made errors frequently.

NeuroSky made single-channel EEG system for easy-to-use and low price. NeuroSky also developed algorithms which were easy-to-understand.

Although it is not perfect, it is still usable and enjoyable to general consumers. We are working to improve the technology and usability till everyone can use our technology.

Bay Area Girl Geek: Women in Design

I attended a Bay Area Girl Geek dinner which featured women designers at tech companies like DropBox, Yammer, and Airbnb.

Did you know that only 33% of designers (in the UK) are women? This surprised me because I work with so many talented women at Intuit (p.s. we’re hiring!). However, it’s a good reminder that when it comes to workplace diversity, we can do better.

The lightning talks featured a mix of new and experienced speakers which made for a well-paced and enjoyable evening. Here are my notes from the event:

Alice Lee, Product Designer, Dropbox

A reminder that all of us start as amateurs and that to overcome impostor syndrome, practice and find mentors.

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Nina Mehta, Product Designer, Pivotal Labs

How to get design prioritized: build respect for your work and play nice with others.

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Elle Luna, Designer & Artist

Even with “success”, is your work your job, your career, or your calling? An inspiring call to seek out the clues that lead to your life’s work.

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Cindy Alvarez, Director of UX, Yammer

No one (but designers) care about delighting the user. Instead, focus your efforts higher up in the funnel, where decisions are made, and use the language of business.

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Unfortunately I wasn’t able to capture notes for all of the talks, so check out Twitter and the Bay Area Girl Geek website for more design goodness.

Awesome Web Typography @SXSW

Richard Rutter of fontdeck.com taught a class about web typography at SXSW'13He showed us some great examples of when and how to tweak your typography with HTML and CSS.

A few things I learned:

  • adjusting auto-hyphenation
  • responsive web design - adjusting for line length, line breaks, etc. when on different sized screens
  • how to handle multiple columns
  • proportional/tabular/lining/old style
  • how to choose font faces for the web
  • options for loading custom fonts so that the experience is good even on slow internet connections

My notes:

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Keynote - MakerBot's Bre Pettis @SXSW

Bre Pettis, CEO of the MakerBot 3D printer, delivered the opening keynote at SXSW'13.

My Takeaways:

  • “The next Industrial Revolution will be printed in 3D”
  • MakerBot got started as a quick & dirty experiment before launch, and now it’s helping others prototype more quickly so they can get their own “quick & dirty” launches out faster
  • SXSW attendees love their booze - MakerBot originally launched at SXSW 2009 by opening for musicians and 3D printing shot glasses
  • Big hurdle for 3D printing is the high level of skill needed to create digital models - but Thingiverse (crowd sourced templates for printing), simplified 3D rendering tools (AutoDesk 123D), and new MakerBot Digitizer are trying to lower the barrier to entry

Full notes below:

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Steve Blank: Customer Development and How to Fail Less

Notes from a talk by Steve Blank, father of Customer Development methodology that inspired the Lean Startup movement.

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Steve shared how, through his experience founding and working with countless numbers of startups, he had the realization that big companies and startups are very different. Big companies are all about execution: the reason that they’re big is that they’ve identified a business model that works and they continue to execute on that model, increasing revenue each year. In contrast, startups are all about searching for the next big opportunity and proving that it’s valid.

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In the “old days”, startups pitched to VCs by making business plans and forecasts for all the money they were going to bring in if their idea worked. The problem with that is when you’re working in a completely new space, on a completely new opportunity, there isn’t really anything to benchmark yourself against. This means that all those “forecasts” are really just blind guesses. Founders try to make better guesses by paying for expensive market research, but market research can only tell you about today, not inform you about tomorrow.

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Tech has traditionally followed a waterfall software development approach - specifying everything up front and then building it out from start to finish before showing it to a customer. This was based on the assumption that we already know our customer’s problems and what sorts of product features are needed. This doesn’t work well for startups, though, where the customer has yet to be defined and the features are still TBD.

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Steve observed that:

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In thinking about how to increase the rate of success and minimize wasted resources and failure, he came up with Customer Development Process.

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In considering the definition of a startup:

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Startups are constantly searching for a way to create value for itself while delivering products or services for customers in a repeatable and scalable way.

The process Blank proposes is to start by filling out the Business Model Canvas with a series of hypotheses about what will work.

Next, the customer development team (founders from any discipline, without titles) work together to validate each hypothesis. The goal is to test each of these as quickly and scrappily as possible - for example using prototypes or wireframes - to maximize feedback with minimal cost. When hypotheses fail, this is an opportunity to reevaluate your guesses and tweak the business model.

More about customer development can be found in Blank’s books:

Reflection:

I was intrigued by how Blank defines the goals of big companies (“execute”) versus those of startups (“search”). There are many examples of big companies that excel at executing, but fade into irrelevance as times change. As time passes and the market shifts, how can large companies stay relevant? How best to balance the need to execute with the (arguably just as important) need to search?

During the Q&A I asked Blank whether he saw any ways to apply the Customer Development Methodology to large companies. He replied by telling a story about a GE executive who was given a new department and a large amount of funding to run with. The executive decided to reject the funding in the short-term, and instead ask for more time to identify and test the business model. It ended up being the right call– when they were ready to scale, the division was very successful. This showed how focusing on testing out a business model using a Customer Development approach can help large companies to make smart investments in future products and opportunities. 

Blank cautioned that for large companies to take a Customer Development approach, it really needs to “come from the tops down” because it’s a real mindset shift. This made me thankful to work at a company like Intuit which is actively adopting a “lean startup” philosophy across the organization. By shifting our mindset across the organization, we too can reduce “waste” and more quickly get to solving the right problems for our customers with the right products and services.

Researching Games with Kids

Notes from the BayCHI talk “Please Don’t Face-Plant Into the TV: Researching Games with Kids” given by Sarah Walter, user experience researcher and consultant with a focus on games.

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Sarah shared several techniques for conducting user research with children. The first two techniques (usability and playtesting) are fairly standard techniques that are used throughout the games industry.

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Although these techniques have been long-used for “hardcore gamers”, a target that is well understood, there was much to be learned about designing games for children. How do you know what’s “fun” or “engaging” for a 4 year old who can’t fill out your post-game survey? And how do you even find that 4 year old to play test with?

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So her team came up with some “kid-friendly” ways to conduct user research for the younger audience:

Bringing kids into the lab on designated days…

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Working directly with schools…

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… and visiting families at home.

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Since this was with children, they had to be extra diligent about explaining who they were, answering any questions, and ensuring a safe environment for their young play testers. 

Gamestorming

Notes from UXLX Gamestorming workshop taught by Dave Gray

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Gamestorming is about keeping energy levels up during meetings to get great results. Can be used with teams, clients, users (participatory design), and more. See related book and iPhone app.

The workshop was a mix of theory and interactive examples that taught us several Gamestorming methods in a hands-on way.

Icebreaker: introducing ourselves by making our “trading cards”

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Improv: Get into partners. Partner 1 describes her dream house. As she describes each detail, Partner 2 says “yes but…” to everything Partner 1 said. After 5 minutes, Partner 2 now has to say “yes and…” to everything Partner 1 says.

Notice the difference? Need to help people get to the “yes and…” and listen before judging. You dont need to necessarily agree. You just need to understand where the other person is coming from

Elements of gamestorming:

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  • Sparks: exciting things that get people going. Ex: asking "what is a project that you’re really excited about right now?“ can ignite the initial energy of the team
  • Boards: the space. Can think of the room as a game board, where people are pieces in the game. 90% of things you can do to make a meeting better is stuff you can do before (prep right materials, right room). You’re setting the space and stage in which things happen
  • Pieces: The things that are moved around (ex: post its) These help people focus on the important things because they no longer have to hold everything in their head. Consider: chess masters can play chess without a board because they can hold everything in their head, but most people can’t. So provide the board and the pieces!
  • Time: Think about what is going on. People will get involved but unless you can keep things moving you might not get everything out that you want
  • Choices: Decisions need to be made, so you need to facilitate decision making
  • Chance: Creating serendipity and random chance can help people to get to know each other (ex: trading card game, world cafe game)
  • Making: creating, sketching, drawing, ideas

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Everyone can draw!

People are more engaged and have better ideas when they’re drawing themselves.

Can educate people how to draw using the "visual alphabet” - 12 simple symbols that you can use to draw anything. It’s not about teaching people to draw. It’s about giving them permission to draw!

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Visual Frameworks

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Visioning Exercise

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Rhythm

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Empathy Map Exercise

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6-8-5 Brainstorming

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More techniques to try:

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You can learn more about Gamestorming on the Gamestorming website.