According to Tile, Australian’s spend an average of 29 minutes per day searching for something they have lost. To get around the fallibility of human memory, people have taken to ‘life hacks’ so that they can’t forget their pass. Some individuals have gotten small microchips, the size of a grain of rice, underneath their skin for the guarantee that as long as they have their hand (which for the record, none of them have forgotten) they cannot forget their keys.
At SEEK we’ve been experimenting with the SUPR-Q. We first ran it as part of a usability test in face to face research (n=5) to trial, and then went full scale using an on site Hotjar poll (n=1,811) to get a more representative sample for our first benchmark. The SUPR-Q (Standardized User Experience Percentile Rank Questionnaire) is an 8 item questionnaire developed by MeasuringU that is used to measure the quality of the user experience. What actually impacts users likelihood to recommend?
I appear in this article by Kate Stanton. This article was first published on Pursuit. This post only shows my section. Read the full article to read about Bionic Vision, Intelligent Transport, Robots and Cyborgs and the Bionic Spine.
Are ghost buttons really as bad as they've been made out to be? Ghost buttons are often touted as low-affordance, and it’s true of many of the examples we see — buttons with poor contrast placed over images making them difficult to use and confounds A/B tests. We say we are comparing ghost buttons and ‘normal’ buttons but we are really testing accessible vs inaccessible buttons, high vs low contrast designs, high affordance vs low affordance designs (and it’s not a surprise that ghost buttons lose). What happens when we test an accessible ghost button against an accessible solid button?
As technology becomes smaller, the way we carry it has progressed from luggable, to wearable and now towards devices that reside inside the human body, or insertables. We demonstrate this trajectory towards devices inside the human body, and carve out insertables as a specific subset of devices which are voluntary, non-surgical and removable.
At SEEK we introduced new Hack Skills activities to prep staff for our upcoming Hack 8. We kicked off with a 2 part design thinking workshop. This week we dive in we the practical exercises we taught in the workshops.