Hey, do you know what an asterisk is? Well if you do and you see one, it means that the session you’re looking at is currently taking place. Alright?
Put Your Worst Foot Forward
Jeffrey Zeldman
Mistake: Ignore Your Instinct
Don’t take a project just because you’re in love with the product.
If you’re working for an indecisive person, you can’t succeed.
When things go wrong with a client, it’s your fault.
Any client contract needs a clause that allows either party to leave the project.
Trust Your Gut
Don’t be afraid to say “No” if the job feels wrong.
Listen to the little nagging voice.
Mistake: Dive Right In
Don’t jump in before you know all the details.
Gather requirements.
Learn how to say “No” in a friendly way.
Respectfully treat clients like a child.
Anything Goes
Having multiple people to please makes it difficult to succeed.
It’s important to have one person who’s in charge.
Roles & Responsibilities
Make sure everybody involved knows their role.
Plan For Change
If you’re sure it will take you 40 hours, budget for 60. You can always refund them or give them the option to add more features if you have time left over.
Have a plan for if something doesn’t work.
Mistake: Avoid The Client
If you have a problem, you cannot avoid it.
Tell It Like It Is
Use psychology.
Talk to the client in his or her language.
Don’t explain the problem from your point of view, tell them what they want to hear so that they can understand it and see it as a benefit for them.
Make it about the client and their needs.
Escape Clauses
Create a series of milestones with clauses that either party can walk away from the project at any one of those milestones with no more money or work owed.
How To Fire A Client
“It’s not you, it’s me.”
Make the client think that ending the relationship is their idea. “I feel like I’m letting you down.”
Raise your rates.
Points To Take Home
Know before you go. Know what the client needs.
Keep expectations on track & in sync.
Constantly course-correct. Be flexible.
Tell the truth.
Phrase it from the client’s or boss’s point of view.
Report bad news beflore the client or boss notices it.
Have a recovery plan.
Apologize, but never denigrate yourself or your team.
Have an exit strategy.
Know when to quit.
Object Oriented CSS
Nicole Sullivan
Web Dev Philosophy
Work out of respect for the design.
Designers make our code as beautiful and clever on the outside as it is on the inside.
Respect the original design vision. Consistant design = clean code = fast site.
What’s The Problem?
Code Is Too Fragile
Non-experts will ruin it.
Require Expert Ability To Get Started
You have to take time to know what you’re doing before you’re useful to a web team.
Code Reuse Is Non Existent
It’s too unpredictable.
File Size Keeps Getting Bigger
New styles get added to the end.
Users get pissed because the site gets slow.
Avoid ID, Inline & Important
Allow the cascade order to determine the winner.
What Is OOCSS?
A philosophy.
A framework.
A tool.
An evolution of the language. It makes CSS more powerful.
How Is It Different?
Until now, we focused on the rules (code between { and }).
The architechture loves in the selectors.
Reusing Elements Makes Them Performance Freebies
Components are like legos. Reuse them, mix and match them.
Avoid Location-Dependent Styles
A heading should not look different based on it’s location on the page.
It makes the most sense right now to use CSS3 to add non-critical elements like visual rewards, feedback, and movement.
Users who have a browser that can support these features are surprised and delighted.
Use prefix versions of rules before the non-prefixed rule.
Multiple Backgrounds
Parallax can be done with multiple backgrounds (apparently Webkit isn’t the only one to support it anymore).
List the critical background image first.
Enriching Forms
Use the attribute selector to target specific input types. For example:
input[type="text"] {...}
Can We Use CSS3 Now?
Using CSS3 to enhance user interactions and non-vital styles, you can support the story your site is trying to tell and enhance the experience for some users while not degrading the experience for others.
Lunch
Bell Harbor Conference Center
Chicken & Roast Beef With A Ceasar Salad
Fricken good food.
Andy Clarke sat down next to me and we talked for a while.
Got an eclair and a chocolate chip cookie for dessert.
Mobile First!
Luke Wroblewski
Web Products Should Be Designed For Mobile First
…even if no mobile version is planned…
Google does it.
Why It’s A Good Idea
Growth - the mobile web is growing 8x faster than the desktop web.
Constraints - constraints help to enforce good design.
Capabilities - some features of mobile phones can nurture innovation.
Growth = Opportunity
Crazy amounts of growth in mobile web use in the past few years. (AT&T mobile web use grew 50x in 3 years after the release of the iPhone)
People who use Facebook on mobile phones are 50% more active than those who don’t.
Constraints = Focus
Screen Size
Forces the designer to focus on core actions.
Forces you to know your users.
Encourages you to use scalable design.
Helps you to remove functions/features that you don’t need.
Speed
Keep performance in mind.
Take advantage of HTML5 - store things locally.
Use CSS3 instead of images where possible.
Context
Users use the web for quick small tasks throughout the day.
Across a 650,000 tested URLs, 25% of all documents were displayed for less than 4 seconds and 52% were less than 10 seconds.
Design for quick tasks.
Mobile users only use one hand for most interactions.
Capabilities = Innovation
Touch
Simplify your interface.
Make sure your buttons are big enough and spacing is adequate.
Don’t rely on hovers.
Don’t overuse hover or use it as a crutch. For example, don’t have content that only shows on hover, it doesn’t work for touch interfaces.
Location
Allows users to find location-based information without having to search for something like “Grand Rapids restaurants”.
And More…
Device orientation - i.e. rotating an iPhone. Orientation can be used in Firefox 3.6.
Audio and video - i.e. speaking instead of typing into web forms.
Learning to Love Humans-Emotional Interface Design
Aarron Walter
Note: awesome slides
We All Have Needs
Physiological
Safety
Love/belonging
Esteem
Self-actualization
Needs From Computers
Functional
Reliable
Usable
Pleasurable
Usable = Edible
Saying you make usable websites is like a chef saying they make edible food.
A website may be usable, but it isn’t necessarily pleasurable.
Websites that only focus on usability tend to lack personality.
Usability should be the base of the experience and personality can then be layered on top of that.
Personality is a platform for emotion.
Emotion
People will forgive shortcomings, follow your lead, and sing your praises if you reward them with positive emotions.
Humans wants to empathize and personality invites empathy.
Adding personality to even the most mundane tasks helps to create emotional connections like love and joy; Tapbots apps for example.
Emotional Usability
Adding personality and emotion can make things feel more usable.
Treats
Adding little treats can delight users and be a form of defensive design. Delight can outweigh frustrations that people are having.
Example: MailChimp monkey speech bubbles.
Discovery
When people discover treats, they are usually amused/delighted.
Treats can also influence people to continue using your service and tell others about their experience.
Limits
Attention is finite. Having too much going on at once overwhelms users.
The simplest solution is the best.
Users aren’t necessarily lazy, they’re just looking for the path of least resistance.
Works great when you use the product yourself every day.
Decision Style: Genius Design
When we’ve previously learned what users need.
Works great when we already know their knowledge and experiences.
Decision Style: Activity Focused Design
When you’re designing for new activities that you’re unfamiliar with
Works great when we can easily identify the users and their activities, we need to go beyond our previous experiences and innovations can come from removing complexity.
Decision Style: Experience Focused Design
When we’re designing for the entire experience.
Experiences are the spaces between the activities.
Rule-based Decisions vs. Informed Decisions
Design style guides and guidelines (rule based design decisions) never work.
Rule based decisions prevent thinking - fail on any exception cases.
Informed decisions require thinking - work with normal and exception cases.
Microsoft: Help Us Kill IE6
Pete LePage
Note: judging by the way this guy says “about” I think he’s from Canada