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Ask HN: How did you increase your UX skills?

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Re: Ask HN: How did you increase your UX skills?

#91

I think that using systems with bad UX teaches you a lot on what not to do. I was unlucky/lucky to use Lotus Notes for about 4 years, and that changed my perception on how much suffering software can inflict on its users. If you have a friend/relative that happens to work with it, try interviewing them.

Lol. Good ol' Lotus Notes. I think it's safe to say that Lotus Notes has no UX other than the UX that emerges from its ad hoc nature as a piece of software. I wish I had kept my list of Lotus Notes shenanigans from the time when I worked at a company that used it. I don't think I have ever used a worse piece of software.

Re: Ask HN: How did you increase your UX skills?

#92

I consider usability to be a critical component of "UX." I started by reading The Design of Everyday Things . It's a book that changed my life. There was just a thread, hereabouts, about the book[0]. I also took a few classes with the company that Don Norman co-owns (NNG)[1]. These are useful, but not a "philosopher's stone." They tend to push user group testing a lot, and I'm not a huge fan of UG testing. I tend to…

What in your opinion doesn't work with UG testing?

I remember someone doing a write-up, once, that nailed it. I won't be able to come close.

First, regardless of how well the group is chosen, it will never truly represent the actual user base. As long as that is kept in mind, while reviewing the results, that's great; but, in my experience, people tend to believe that the UG actually represents a valid proxy of the destination users, and aren't prepared, when the actual users get their hands on your baby, and start clicking on the wrong buttons, and not understanding something that's "perfectly obvious," etc.

Next, the group knows they are testing, and will do things like report an issue, instead of working around it.

That may seem to be the best thing, but the workarounds can tell you a great deal. Usually, it's discovering that the users have an entirely different mental model of the UX than you had thought. I've found that it can sometimes pay great dividends to "lean into" the "incorrect" mental model. It can make a night and day difference on how the product is received.

They may also not use it in their everyday work. At the company I used to work for, the UG was done on-premises, in a special room, with one-way mirrors, and cameras, all around. Users were given specific workflows, and did not use the software the way they wanted to.

We paid a lot of money for that, and it didn't tell us squat. It just gave us some "low-hanging fruit" feedback.

Also, it was my experience that managers and architect-types did not want to hear information that went counter to their own context. They would write off the results of user tests that indicated that their "baby" wasn't exactly a hit. This was about personal bias and ego, but, when the person writing the checks doesn't want to hear bad news, guess what? No bad news reaches them. If the product tanks in public, it gets a lot harder to ignore the bad news.

A well-done UGT can get things like this, but, in my experience, that doesn't happen.

Also, UGT is usually done under a veil of NDA/secrecy. Once the product hits the streets, people start hacking it, and, in my experience, these hacks can put my original work to shame. In one product I created, I worked for months to create some truly awesome clients for my backend. These were masterful. They answered all needs. They made the product great.

And no one used them. I used to receive almost constant bitching about my work.

Instead, a relatively "bad" programmer created a WP plugin, that everyone wanted to use.

Eventually, I threw in the towel on my client, and the new team that took over, made his plugin the reference implementation (including things like adding JSONP stuff that allowed it to be broken away from WP).

I am not a fan of sloppy MVPs, but there's a lot to be said for putting working code in front of actual users, in their "native" context, and then carefully observing them, in a non-Heisenberg way.

So, I guess TL;DR, is that I think controlled UGT is nice, but expensive, and of limited value. Open betas are probably better, as long as there is some way to solicit feedback on how the product is used.

Dealing with negative feedback sucks, but, in my experience, that is what is required to improve the product. I've received more value in profanity-laced diatribes, than in reams of Excel spreadsheets.

Re: Ask HN: How did you increase your UX skills?

#93

Ooh, I’ve been doing nothing but this for 30 years. There’s other good advice in this thread, but my main advice is to pay close attention to people. UX is just applied psychology. If you understand humans well enough then you can create good solutions for them. It’s not surprising — you won’t create a good cat toy if you don’t understand cats. 1. Keep learning how humans use software. This is rooted in our physiolog…

> 4. Check your ego, and learn to love being wrong. Put unfinished work in front of people. Cheerfully accept all feedback without explaining or defending. Always expect that your design solutions are not good enough, and can only be improved by testing them with real humans. You are not your user; you must position yourself to be surprised by them, and to react well to that surprise.

As someone with 15 years of UX experience, this is the "tool" that I find most valuable when it comes to improving a design I am working on.

I often tell my clients "I am not an expert" as a way to communicate this. I could never know as much about the problem users face as the users themselves, and I can never know as much as the entire team of people working on the solution. Instead I tell them I'm an expert at being a sponge, and learning from multiple inputs.

If your ego is telling you that you need to have all the answers, you're going to miss all the deep insights and therefor better outcome you would gotten within an open mind.

more here: https://sixzero.co/2021/06/02/how-to-design-confidently-with...

Re: Ask HN: How did you increase your UX skills?

#94
It was the days of MS-DOS. I had written a program to manage the inspection of Fire Extinguishers in Fossil Fuel generating stations. The Operations manager pulled a random person in, explained to them that he understood they weren't trained for this, and anything that was wrong was MY fault, not theirs. He gave them a list of things to do, and told me to watch and not say anything.

The user got stumped at 1 second into the task... and I blurted out "just press F1 for help"... to which the reply was "How is he supposed to know that?"... and thus began my education of building appropriate user interfaces. F1 was ALWAYS on the screen after that, and I learned lots of things about the differences between someone just trying to get a job done, and my view of computers.

Re: Ask HN: How did you increase your UX skills?

#98

Personally, I found this book very useful and straightforward. It is written by the creators of Tailwind CSS. https://www.refactoringui.com

This one amuses me. You skip the long-windedness of the front page to look at the pictures. Your eyes are caught by two example user interfaces: contact forms. The one on the left looks great. The one on the right looks awful. Yet it's the one on the left that has the big red X next to it. So you backtrack to read why they're wrong. The reason is because borders "feel" busy and cluttered. Nothing empirical. No data to back it up. Just "feelings".

This led me to believe the whole website/book is going to be like this, so I haven't read any further. I'm sure it's great.

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