UX @ SEEK Ltd.
Our goal is to help people live more fulfilling and productive working lives and to help organisations succeed. We do this by matching the best talent with the best job. I work across SEEK Employment and SEEK Business. I try to blog about my work to act as a portfolio.
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?
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.
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. Learn what design thinking is in part 1.
We often make assumptions about blind users, however blind users are not homogenous. They differ as much as sighted users in terms of technical ability and search strategies. Just as not every sighted person is tech savvy, not every blind person knows how to use a screen reader well, or utilizes all the power features. This literature review explains the online and search behaviours of blind individuals
We use colour as a signifier for people, places and things all the time. Probably more than you realise. About 8% of Australian males and 0.4% of females are colour blind. Like all people with ‘disabilities’, there are certain things colour blind people can’t do. Design can help make the world more accessible to ensure they can do everything those with ‘normal’ vision can. I explore ways to deign for colour blind users, which often improves the experience for everyone.
We’ve trained users with the five or seven point Likert scale survey questions, where the middle point means “neither likely nor unlikely”. Yet on the NPS a 5 does not mean "neither" it means the users is a detractor. Does the NPS tell us what users really mean?
Error messages, I’ve written about them before. This time I look at global error messages (i.e. messages for a whole form) as we defined them at SEEK.
Empathy empowers us to be better designers — when we understand the user’s perspective, we make products that are better suited to them. At SEEK we have a variety of means to build empathy...
I asked 15 young girls about their photo sharing habits and you won't believe what I found out </clickbait>
Camp SEEK ran last week, a program for young high-school aged woman interested in STEM careers. It was an amazing pilot and I not only taught these girls about UX, but they taught me.
The natural aversion to change is common in business and makes sense if you take traditional definitions of the word. Without the permission to fail organisations can never take risks, learn from mistakes and grow.
UX @ Apparel21
A desktop ERP for the fashion industry and supporting products: POS (point of sale) System, web-based Mailer app and mobile optimised Stock Finder app. Most of my work at Apparel21 was working on the existing ERP, however I did work on one large green-field project and documented my process here: UX process for 'Product X'
There's no other way to start a UCD process, than researching the user. My research skills from industry and academia include:
- Traditional observational usability-lab based research
- Qualitative interviews
- Literature reviews
- Quantitative data analysis from usage logs
Affinity mapping is the easiest way to deal with large amounts of qualitative data and see the patterns that are emerging .
I like to make the complex, simple. My thesis research involved displaying complex messages, simply, with visual statistics.
I enjoyed thinking outside the post-it note and coming up with multiple ways to present this information, and, of course, testing this with users to ensure that they understood what the visuals are trying to communicate.
I have experience conducting workshops with various stakeholders and end users to understand varying needs.
WIREFRAME AND PROTOTYPES
I am a huge advocate of the benefits of wireframes and prototypes. Words often fail when trying to describe design vision, so I communicate using the best fidelity for the purpose: a sketch on the whiteboard; a scribble using my handy sharpie; low fidelity wireframes; or pixel perfect.
I have used personas in both academic and industry contexts. I introduced personas to Apparel21 after findings broad ideas of the user were not helping us design for them. Personas were created from aggregated discussions and observations with real users.