EUROIA 2009 - Day 2, Copenhagen
How Accessibility Issues Affect IA - Olga Revilla
How Accessibility issues affect Information Architecture
View more presentations from Olga Revilla.
- Clients ask Olga’s company to make website all these flashy websites which are accessible and for as cheap aspossible!
- 2 things Olga has learnt: Getting accessible involves all the steps of the project.
- Usability doesn’t equal accessibility! You don’t want to test for a determined group or context (usability), but the maximum amount of users and contexts (accesssibility)
- Whatever audience, whatever content, whatever goals, it should work.
- New content guidelines for accessibility 2.0
A Thin White Line, Discussing UX Practice in Europe (Panel)
- There is even rules for this panel! 1. Be honest 2. If not, lie openly 3. It depends costs 5 kroners.
- Interesting to note that there is a still a big divergence in the acceptance of UX. The further east, it seems the worse it gets.
- Italians equate agile with fast!
- The client doesn’t need to completely understand everything. Hopefully by being open they can learn more and be aware of what we do - Leisa Reichelt.
- In Poland it’s largely financial and e-commerce clients that realize the value of successful online experiences.
- Leisa Reichelt targets small companies for smaller projects where she feels that she can make the biggest difference.
- “Clients don’t have the structure to hire you” - Audience member.
- Requests for Proposals which come in with specific requests like IA, often shows a lack of education.
- Advertising agencies want to “own the client” and will often be awarded UX projects without the right skills. They just make it easy when UX makes it hard, we ask the tough questions.
- “We could fall into the problem of being ad agencies with a different name” - Eric Reiss.
- In the US, UX isn’t a hard sell, it normally appears in RFP.
- Companies came to us because they were losing money.
- Spend more of her time trying to transfer her thinking rather than producing deliverables - Leisa Reichelt
The Architecture of Fun (Joe Lamantia, Reinard Bosman)
Massively Social Games: Next Generation Experiences
View more presentations from Joe Lamantia.
- Games are fun!
- There is an architecture for fun and you can design for it.
- Games are everywhere, they dominate the media horizon, address all ages and experiences, mechanisms are standard elements, they can also be serious.
- In the digital space, games were often solo. “Only cartman would have fun in an amusement park by himself”.
- Experiences are social. The social interactions are the source of experience value. We are moving towards more social experiences online.
- Nicole Lazzaro is awesome at games!
- Game mechanics > player choice > emotion > experience
- “Emotion comes from connecting friends, the messages they pass, and the actions they take”
- Social emotions drive play.
- Shakespeare designed the emotional space between the characters. This is the same thing that game developers do.
- There are 4 keys to fun - Hard fun fiero, easy fun curiosity, serious fun relaxation, people fun amusement.
- Plater choice rewards effort. There is a fine line between enjoyable, frustration and boredom.
- People fun emotions - amusement, player interaction, social bonding.
- Individual experiences become collective experiences - identity, history and memory.
- Trying to design for emotion.
- Designing a cross-media social game experience you need to:
- Deepen the experience, make it more fun: representation, interaction, conflict and safety. Bragging rights are key here, combining the competitive with the social.
- Visualize competitive results. Show the tournament results and fixtures. Put players in the spotlight. Weapons and kill statistics.
- Trying to design for community.
- Key roles in the online community: the star, the opinion leader, the connector and the addict.
- It’s important to be able to share your experience. It reinforces the bragging rights. Make it easy for people to share it onto other social networks.
- Use communication to progress achievements. Reinforce that you can gain a better position compared to your opponents. Challenge, invite and schedule amongst the community.
- Link the easier to use interface of the web to the console. It’s easier to schedule a game at the office, then late at night on your PS2.
- By designing for emotion and community, you can extend your experience.
- Web development never stops, whilst game development does. By using the online experience, you can increase the shelf-life of games.
Doing the right thing: Google & Privacy (Jonathon Arnowitz)
- Written a couple of books on Effective Prototyping.
- Talking about Google ad preference.
- You have a right to privacy. Privacy on the internet is slightly different. It’s the ability to control what information one reveals about oneself over the Internet, and to control who can access that information.
- People on the internet often behave as if they are in their home and have privacy.
- You are being watched and are watchable.
- You have the right to use the internet without being manipulated into doing something because someone has special information they have no business knowing about you.
- You should be able to tell them to sod off! Ideally you should know beforehand that they are doing this and what your rights are.
- Consensual usage of your information: Explicit, implicit, hidden, naive, coerced.
- You visit a website because you want information or services. Most services give you a cookie, which tracks your behaviour anonymously. It uses this to give you more interesting ads to get you to click on them.
- Unfortunately the thing that makes websites easy to use, is tied up in cookies. So it’s not easy to just switch them off.
- Google as a service provider is great but as a marketing company, not so great. The usage of your behaviour on other websites informs these ads.
- Introduced the cookie viewer in order to see what Google is tracking about you.
- User demographics are different to the target users.
- Privacy is not a UCD issue, whether a user wants it or not. Laws, ethics and company policies all affect it. These issues become requirements.
- Without contradictions no design, without analysis no designer.
- 5:3:1 version of design process, kinda like Apples 10:3:1
- Using friends and foes of the company / product.
- The government is watching out for their policies, not always in your best interests.
- Privacy experts care more about privacy than your quality of life.
- Users don’t care about privacy and they need protection. It’s an amorphous concept for end-users and carries no actionable meaning.
- People care about personalization more than privacy.
- Fear of accidental disclosure.
- Let the data speak for itself, users skip explanatory material.
- Make it playful, contextual and actionable.
Closing Keynote - Marianne Sweeney
- We spend a great deal of time wondering what they will do at our site but not how and why they will get there.
- She goes to delicious to check who has bookmarked the URL and what they have used to tag it.
- Googlearchy - dominant websites become more fairly entrenched in search results.
- Search engines use behavioural and social elements to determine page rank.
- These developments have introduced the following:
- Search Distraction: Too much to choose from in search results.
- Search disorientation: Pogo-ing back and forth between a SERP and a content page.
- Search Ennui: Over-confidence in search effectiveness for all searches.
- SEO by the Sea (blog) which follows patent office.
- There is a lot of data being collected and it’s collected with abstract intentions.
- Why does Google collect so much information but give so much away for free?
- Why are computer scientists and marketing people driving the search bus? Why not UX people?
- We need to focus on pre-query as well as post-query behaviour.
- Search people use more than navigation.





