logo

Itnig

Itnig es un ecosistema de startups, un fondo de inversión para proyectos en etapa inicial, un espacio de coworking y un medio de comunicación con el objetivo de construir y ayudar a otros emprendedores a crear negocios escalables. Nuestro objetivo es liderar negocios de alto crecimiento, y construir un ecosistema y una economía independientes donde nuestras startups y equipos puedan colaborar, fortalecerse y crecer más rápido. El podcast de Itnig es un podcast de negocios, tecnología y emprendimiento. Invitamos semanalmente a emprendedores y perfiles tecnológicos para hablar sobre sus startups de éxito. Siempre estamos buscando aprender y compartir conocimiento de las personas más interesantes del ecosistema. A través del fondo de inversión de Itnig, buscamos invertir en equipos con el talento y la ambición de crear negocios escalables con el potencial de cambiar mercados e industrias. Itnig es un ecosistema de startups, un fondo de inversión para proyectos en etapa inicial, un espacio de coworking y un medio de comunicación con el objetivo de construir y ayudar a otros emprendedores a crear negocios escalables. Nuestro objetivo es liderar negocios de alto crecimiento, y construir un ecosistema y una economía independientes donde nuestras startups y equipos puedan colaborar, fortalecerse y crecer más rápido. El podcast de Itnig es un podcast de negocios, tecnología y emprendimiento. Invitamos semanalmente a emprendedores y perfiles tecnológicos para hablar sobre sus startups de éxito. Siempre estamos buscando aprender y compartir conocimiento de las personas más interesantes del ecosistema. A través del fondo de inversión de Itnig, buscamos invertir en equipos con el talento y la ambición de crear negocios escalables con el potencial de cambiar mercados e industrias.

Transcribed podcasts: 697
Time transcribed: 26d 23h 57m 17s

This graph shows how many times the word ______ has been mentioned throughout the history of the program.

Bienvenidos a Buyanna, Camille y Anastasia, y muchas gracias por venir a este podcast.
Estamos muy contentos de tenerlos aquí, compartiendo tu experiencia en UX.
Así que, para empezar, para entender lo que hacen a día a día,
quiero despliegar a cómo trabajan los diseños y los estudiantes de UX,
que son parte de ese trabajo.
Y quiero empezar con tu, Anastasia.
¿Es posible explicar cuánto tiempo tendrás con los usuarios?
Hablando con ellos, observando a ellos, interactuando con los usuarios en un proyecto o en un mes.
Bueno, primero, voy a empezar.
Tengo dos trabajos en el momento.
Uno de ellos es por Aaron Hack, que está en la escuela, aquí en Barcelona,
y es parte de mi trabajo.
50% de mis días escribiendo el contenido para los estudiantes.
No es realmente un trabajo oficial para ese producto.
Pero, al mismo tiempo, estoy trabajando remotely para Apollon,
que es parte de Interactive Corp.
Y me ayudan con la investigación, me ayudan con la experiencia de usuarios en general.
Y yo conozco a los usuarios una vez o dos semanas.
Estamos organizando una sesión, recuerdo a los usuarios,
y con ellos hacemos algo.
Estaremos testando algo o puede ser un grupo de focos,
o puede ser algo más.
El momento es una vez o dos semanas.
¿Estás reuniendo a los usuarios face-to-face?
Sí, face-to-face.
Al otro tiempo, puedo trabajar con algunas herramientas de trekking.
Puedo hablar con los usuarios de nuestro producto,
identificar nuestros KPIs,
lo que estamos buscando, los problemas.
La situación difícil es que ellos vienen a mí y dicen
que tenemos un drop en el rato de comunicación.
Y tenemos una hipótesis de lo que pasa.
Puedes ver las métricas y pensar en qué podemos hacer,
cómo podemos resolver, cómo podemos entender por qué está sucediendo.
Y esa es la cantidad de tiempo que Apollon
necesita a la UX Researcher,
cada semana o dos semanas.
Sí, principalmente porque no tengo mucho tiempo.
Entonces, ¿puedes hacer más o...?
Sí, normalmente, una vez a una semana.
Pero ahora, porque es el contacto,
entonces, no es el contacto.
Sí, lo te dices.
Si, no, no me preocupes.
¡No lo preocupes!
Sí, no me preocupes.
Right, you're busy.
So moving on to you, Bujana,
I mean, you're doing UX at a typeform company
that most of us know.
I mean you have thousands of users
and you're also famous for being a user driven company.
I guess UX is very important for you.
Lo general, para mí, es la voz del usuario a través de una lenta de alguien que se ha traído en entender y entender los problemas que los usuarios tienen.
Creo que eso es general, no creo que sea diferente de tipo, al menos no es para mí.
La forma en la que trabajamos es que tenemos a nuestros diseñadores de UX y diseñadores de UI enviados en swarms y teams, trabajando con desarrolladores en QA y Scrum Masters y product people y product owners.
Así que todo el mundo trabaja juntos, pero hay research que está sucediendo todo el tiempo, hay comunicación con los clientes todo el tiempo, y me gusta verlo por proyecto.
So usually there's some hypothesis that you have, and something that you want to find out, and depending on that question you design the communication and the interaction with the customer.
Our customers happen to move a lot of them overseas in the US, so we talk to them via video, via voice or phone, and when we can we like to have them come in.
And is it the same in terms of how much you talk with them, is it possible to say it's probably very different from project to project?
Well it seems like it's happening all the time, right, because each team is working on its own project in a way, right, so there's a total of five UX designers altogether,
so there's, I hear people dialing and making phone calls to customers every day, every week, you know, somebody is working on it, but I think generally probably what you say every week or two at some point,
but like I said, it's a project basis, so there is a project currently that's happening where we are trying to map out the user journey for a particular type of customer,
and so, but that's kind of a bigger project where everybody's talking and taking, you know, four to six weeks to put it together, so how many times as many as needed?
Yeah, yeah, exactly, exactly.
And sometimes we need more, and sometimes it's less.
Right, I mean, that's for type 4, I mean, millions of users, and then you have Camilla, you're at Kipu, I mean a fairly big startup both in Spain and Europe,
but still it's another scale, and I mean, you don't have like a huge team of UX people around you, like most startups, they don't, I mean, how's your approach?
Yeah, I think it's, in Kipu at least, well, it's a team effort, despite not having many designers here, we share roles, we have a product owner, we have the customer support team,
and we try to collaborate, it's a constant discussion, collaboration between us.
Then we have developers to find constraints, but in terms of users, I have a lot of metrics here.
We have a good BI to monitor everything, and...
I've seen you do some UX interviews here at work, is that like your main approach in terms of understanding how people use your product?
Yes, but that's at a later stage when we have a prototype.
Beforehand, we identify problems with our product team, with customer support.
Especially now, for example, with the new project that we have, we identify problems with one particular group of customers, like you in type form.
Beforehand, we tried to identify the main problems they have while working, and it was that they have problems verifying the information.
I mean, not like problems, but more like...
I'm losing my chance, sorry.
They have problems verifying information in terms of, it's an industry problem.
They are bookkeepers, and they get to go through a lot of information, and we had to dive into their workflows, and accommodate to that.
So you had a couple of calls with them beforehand, upon identifying the problem.
We went to do prototyping, and after that, these were the interviews that you might have seen here.
Anastasia, you're also talking about your approach, having people face-to-face at your office, especially with Apalon.
I mean, what kind of people do you gather?
Are you going onto the streets and getting 10 random people?
I mean, what kind of users are you looking for?
Well, before you recruit any user, of course, you have to understand your user types, your user personas.
That's why before, I was saying that youth research is not really, and you will invent it.
This is a hybrid role that has a lot of academic research taken from the past.
It's just the perfect UX that just defines that, okay, we're doing everything based on the principles of user experience,
because it's something a little bit new.
But the research part is something that also is done by marketing people, sales,
because they identify market, feed market acceptance with their own methods and techniques.
What we're doing, and what I'm doing in particular at the moment, I'm trying to search for people
that are complement with the profiles of our user personas, of our segments.
Marketers call it segments, they call it user personas.
So, we just look for the profiles with the age that we're looking for, with their occupation,
with the same motivations that we have researched before, and we know them.
As you say, this is a collaborative effort of everyone inside the company,
and also UX research is not something new as you added, Buena.
For me, it's kind of hard to understand what's the new thing about UX research
compared to other research done by other people in other sectors.
Is it hard to define, or is it there's kind of a definition?
So, what's new?
Or different.
Yeah, what's different is the kind of end product, the digital interfaces,
the prevalence of those, the actual technology side.
But the way that you solve problems through creative thinking has been around for thousands of years.
Like, you have really long industrial architecture and industrial design
that have been doing this for a long time, and these kinds of approaches,
like interviewing the customer, finding out what their problem is,
designing for somebody else, has been around for a very long time.
Maybe some of the tools and techniques have evolved,
and we give them different names maybe, and there's new words that represent it.
Like, UX user experience design, it wasn't called that before,
it was like, you know, systems engineering,
or it was information, I mean, still there is,
and there's specific information architects that deal with just that,
but it's, the process is very similar, it's improved, it's evolved,
but it's something that people have done before.
Right, so you, I mean, it's an advantage having a UX researcher on board in your startup,
but it's not a necessity in the start, or?
I think it is, I think it is because the closer you get to the customer
and what they're actually doing, the more you will have confidence
or the more likely it will be that you will actually solve a problem
that needs to be solved, right?
I don't think there is ever a time what's early enough,
or I think from the beginning you see the value of UX research.
And then there's, you know, there's really a lot of overlap,
usually I work, for me personally I've usually worked somewhere
from research and like high fidelity wireframes, right?
I think it's really important for the person who's doing the research
and communicating with the customers where possible
to be actually translating the findings into something,
some kind of a solution, because that person is there.
The reports that come out of it, or the documentation that we deliver
as a result of the research, it's a way to communicate
what was discovered and what was found,
but there's no replacing for actually being there.
A tech point we try to have as many people involved
in the actual interview process, so product owners,
engineers are invited occasionally at least, you know,
can't be there every day and it's certainly not their core competency, right?
Yeah, sure.
But being there and seeing and empathizing with the customer
and seeing what happens when they use the product
or seeing what they say is incredibly powerful
and I think it's really valuable for,
especially maybe a small startup where there is a handful of people
for everybody to be there at some point
when the interviews are happening and actually listening to the customers.
It's super valuable.
I mean, you know, in the beginning,
a lot of research is done also, can be done by product owners.
I mean, there's books out there, like Erica Hall's Just Enough Research,
that I would highly recommend for a team that's maybe starting,
maybe, you know, they don't have specifically a UX designer,
but there's no reason why they can't talk to customers.
However, it's really important to understand how to talk to customers
and what kind of questions to be asking.
And I think that's where the experience of a UX researcher really,
or a UX designer general, is that through experience
and through having talked to customers,
you find out what are the right questions to ask,
and that's really important.
Yeah, because that's the next thing I want to dive into,
like what are the right questions to ask.
I mean, we can start with you, Camila.
I mean, I've actually been part of your UX research myself
going through your product,
but I really don't remember what kind of questions you ask,
but what are your favorite questions?
I don't have my favorite questions.
I guess it depends on the exercise that we're doing,
and that particular one that we did
was to test a set of wireframes.
And at that moment,
I like to just observe and watch users.
I ask them to speak out loud their chain of thought.
So whatever they're doing,
whatever they think they're doing,
I like to hear that.
I look for reactions to the project,
to what they see on the screen,
and I generally like to see the user
that's using the live thing.
In terms of questions,
beforehand, I ask users,
what do they expect to see here?
What do they expect the solution,
the ideal solution would be to their problem?
I would say that would be my favorite question.
For you as well?
Yes, as well.
I would just point and add a little bit
that there's a golden rule for researchers
and UX designers as well.
Always ask open questions,
never close questions.
Don't ask me all.
So you really like Internet
and there's multiple answers.
And act really naive,
so that the user really feels that
you don't even know nothing about this product.
Right.
And that's the way they kind of feel themselves.
Okay, I'm the leading one here
and I'm going to say a lot.
That comes with experience, of course.
But don't be judgmental.
The human behavior is natural.
It's natural to want to kind of
make the other person happy in a way, right?
So when customers come in
and they start talking to you,
if you give them any indication
what you want them to say,
they're going to try to say it.
If they see that you're interested in them
saying a certain thing,
they're going to try to echo those expectations.
So it's really important to be super neutral
and kind of pretend you don't know
or whatever that means to you
so that you can just let them
tell you what they think.
Otherwise you lose the money
that you invest in your shopping.
You might as well not be doing this.
It's expensive.
It's expensive because you have to recruit them,
I mean, it's super nice
if they're ready to do it for free, but...
Yeah, but it's a balance, right?
Because it's hard being both neutral,
super neutral,
and also getting really valuable answers, right?
It seems to me, or no?
It's more like...
Go ahead, no bad.
I think you have to make it straight
before the interview, say there's no right or wrong.
And it's not that hard to be neutral, in fact.
You just...
You guide users through right questions,
through small conversations,
and most importantly, there's no right or wrong.
And I guess, I mean, soft skills
gotta be quite important as a UX designer
than to get people...
getting people under skin a bit, you know,
getting them comfortable, right?
Yeah, sure.
I mean...
I guess there is, I mean,
both the qualitative approach
that we're talking about now, talking to users
but also the quantitative approach,
looking at numbers,
we're on a type form in...
I mean, at least,
because you're dealing with such a vast amount
of users,
what's most important for you?
So the numbers give you one side of the story.
And we're really lucky at type form.
We have a great head of analytics
and a team
who is focused on
crunching the numbers and getting the insights,
and answering these really big,
important business questions.
And sometimes they can also answer
some of our user questions.
So...
But analytics is one part of the story, right?
The other part of the story
that what numbers can't tell you
is what's actually
much more specific.
So like how people are feeling,
what are the specific tasks that they're doing,
why they're doing them.
There's all kinds of questions that...
So I look at analytics
and interviews or qualitative research
as complementary to each other.
One without the other really
is not as powerful.
Two, when they're combined
they're incredibly powerful and valuable.
So when we...
And there are certain types of questions
that are better answered with analytics.
And there are certain types of questions
that are better answers with interviews.
And so what a skilled UX designer
will know when to employ the right tactic,
right?
So a lot of...
And the answer always in UX design
seems to be like, well, it depends.
And because every situation is slightly different
depending on your customer base,
depending on the question you're seeking to answer,
if you're looking to be more explorative,
if you're looking to be more validative,
or if you're seeking to innovate,
or...
I don't know what the other word is,
but incremental...
So if you're seeking to innovate in an open way
to improve something,
it's very different techniques that are applied for each one.
Right.
I mean, something that I was always curious about is...
I might be wrong,
but when doing research,
I mean, how much is about usability
and how much is about creating a great experience.
I mean,
because, yeah...
I think the two are complementing.
Yeah.
Nostalgia, what do you think?
Well, talking about usability,
for a long time,
I think it's like the beginning of 90s,
the term was...
officially...
pretty fine,
and...
you know, it can be understood
as a design framework,
as a design process,
even,
but also we can use usability as
heuristics to evaluate our usability test.
Right.
So you don't conflict at all.
It's more like a mechanical part
of user experience.
Probably less human.
Yeah, yeah, yeah.
Yeah, I think the two are complementary.
So you have the heuristics
and the overall...
because human biology hasn't changed that much.
It's not going to anytime soon.
The same cognitive biases that we have
and emotional reactions
or intellectual reactions,
whatever it is that human drives us,
that human part is really the same.
But what's changed is the environment
in which we exist, like the technology part.
So it's adapting that.
So I think heuristics has done a lot with that.
But...
you know, using something easily
and being able to get through tasks
and at the end of the day actually get whatever job
that you want to get done.
And this is like a huge thing right now.
Everybody's talking about jobs to be done.
And this has really tremendously
overlaps with UX.
We have tons of tools and techniques
allowing the customer
to do what they want to do.
Not what we want to do,
but what they want to do,
create the experience and the value.
And then in addition you have the emotional component
and how that feels
from a very visual side.
So when the two parts work really well,
I think that's when you have
a really great experience.
It functions really well and it's super good.
And it looks really nice
and it's pleasing to you
a lot of components.
I think the two are really important.
It's really hard to have one with you.
I don't know how you can,
but the functionality
is very utilitarian
and there's an emotional component.
I want to move on
because you're talking about
how you're interacting with other people
in the company as well,
which is a big part of the UX role.
You're not solo players.
I wanted to ask
if you can buy
from other people in company.
Is it hard to convince other people
in Kipu of your findings?
If you have something that's conflicting
with your developer's thoughts,
how do you convince them
that what you found
is the right thing, the right way to go?
I guess I'm lucky enough
not to have these problems.
But always after every research,
after every interview we do
or any kind of research,
there are different action items.
There are reasons
in those documents
and I just present all my findings
to them.
If there is anything unclear on the screen
that they see that they have to develop,
I just bring up these reasons.
It's fairly easy.
Kipu outside is a pretty much,
I wouldn't say a design mature company
because we don't have a huge design UX team.
But definitely
this is something that we
grow our design team
and we put a strong focus on design.
How is that for you?
You also talk about
how you're bringing engineers into interviews,
how you're trying to merge
everyone into the same process.
But has it been times
when it's hard to convince people
that what you found is the truth?
Yeah.
It hasn't been super difficult.
I think we're lucky as well.
But I think what's critical is involving
in any company involving people
from the beginning.
Letting them go through the journey with you.
And having the experience
and sitting in the interview
and seeing what happens has a tremendous
impact on people.
And of course sometimes there's people
that have their own opinion
and they feel very strongly about it.
So the way I've gone around that
is essentially to bring those,
especially those individuals in as early as possible
and let them see what was happening
because the point of being
when you're doing interviews
is not to supplement
or to
supersede the user's opinion
with your own or to get what you want.
It's to get what they want.
It's a very subtle difference
and I think it's easy sometimes to lose track.
Yeah.
So getting people involved.
I just thought of it.
I mean, self skills are needed
talking with the users.
So that same self skills
also use talking with other people in the company.
Yeah, I think so.
And I think where the difficulty comes in
maybe at some bigger companies too
where I've been in the past
the business side
that's the most removed
from the customer
can sometimes have the hardest time
because there's this balancing act
that's happening between business needs
and user needs
and it's where the two overlap
because if the business cannot
sustain itself
then can't sustain itself
and it's downward spiral
but if the customers aren't getting what they need
or doing what they need to do
or what they want to do
then they're not going to be customers
so it's really finding the overlap
and what I've found is really effective
is communicating
the customer's needs and business terms
and always tying the two together.
So this is what the customer wants
and it's going to serve the business like this
and this is how they overlap
and really showing that overlap
and that seems to be pretty effective
it's not easy
and everybody has their things
like you can get attached to a solution
or an idea
but it's really important to talk about it.
And also,
typeformers apparently company
150 people, how many people are working in Apollon?
Development center
which is in Minsk
I think something around 100 people
So it's a fairly big company as well?
It's a fairly big company
and we have different profiles
and I think it's quite similar
to your cases
I also try to involve people
to take participation
even if it's remotely
I ask them to observe online what's going on
testing
see it on your own
and just take the notes
Usually when you do the usability testing
you don't take it
and that's exactly what I'm asking them to do
Either a product manager
or a developer sometimes
I mean
you told me earlier
that you came in
at a later stage in Apollon
and that they've been doing their things
like
user research wise
without a UX specialist
but
do you have an opinion on
when should a company
or a startup or a technology company
hire a dedicated UX person?
Depends
depending on what?
Depending on a lot of factors
startups
they do have a lot of problems
apart from
UX in general
there are a lot of challenges
to cope with
and
yeah you may hire a UX specialist
in the very beginning
and that will help you with preliminary research
to identify user problems
user needs
and probably build your product around that
but there's a different approach
which can also work
like in Apollon case for example
they have been
they had a nice
marketing people, sales people
and business intelligence
data scientists
so all together all these skills
all together
and they found a way to build
products that went well
so it's possible
so now I'm more like
a new way of optimizing
the product
Camille
you're a part of what you can call
a fairly early stage startup
but there are not hundreds of people
and you're the first UX designer
right?
did you see
that they were doing things different
than before you arrived
are you doing things different now?
again I tried to be a voice
of a customer
before that he was a product owner
product manager who did these things
so
they were doing
call a UX to some extent
but there was no dedicated person
to do just that
so
I would say you should hire
a client
but UX isn't cheap
UX is time consuming
and also you have to budget for it
to recruit people
and pay for them
to have interviews
it's not cheap
it's an investment
and it is the kind of investment
that reduces risk
so having a UX designer on board
really helps you reduce the risk
of totally getting it wrong
it's super valuable
especially
as a startup you have a tremendous amount
of risk not just whether the product
is going to work
and so any way that you can do that
so I look at it as something that can be helpful
from the beginning in that way
and it's worth the investment
as a startup
I would even
hire somebody senior
hire somebody
and spend the money ahead of time
to invest in development
so you have the same kind of mindset
of hiring developers
I think it's important
there are two sides of the same coin
right
and the strong year structure
it's like having a two footed stool
versus a three footed stool
right
because you worked in a fair amount
of early stage startups yourself
and then you came in
at the early stage as well
so what some of my clients have done
is essentially hired
kind of a contract
on a contract basis
and that's entirely possible too
and if you can't afford
to have somebody full time for
every day hire them in the beginning stages
to set the course to some extent
now the more experience that person has
the more quickly they're going to be able
to give you the right advice
and so it's like
spending more now
so that you can
save later in a way
I'm curious because you worked in several
early stage startups
and now you're working in Typhoon
evolving into a real company
and
talking with a lot of people in the beginning
and you're trying to
find a path for your product
and you're getting all this feedback
from people telling you that would be great
if you did this, that would be amazing
I mean how do you stay
focused for all of you
but how do you stay focused
on your vision or your product
what you want to build
yeah, that's where it becomes
an art form
at the end of the day
I think in the early stages
more than anything
what's important is defining the problem
what's the real problem
that needs to be solved
and really focusing on that
and
if you understand technology
that you're trying to build
or the capabilities that you have
then you can apply to that
and go ok, where did the two connect
this is the problem that needs to be solved
this is the kind of direction that we're building
and trying to find the overall
it's super hard
I mean it's easy for me to sit here and say this
but in the moment
and it's not a magic
one of those things
you wave a wand and it happens
like
it doesn't eliminate risk
it just reduces it
and you're more informed
it's still really easy to fail
I mean how many startups are out there
that you've never heard of
so few actually
but we don't talk about those stories
but it's important to keep that in mind
and not only that
actually it was just a USLX
Jeff Patton was there
and his talk was that
failure is not what you should be afraid of
it's that kind of
in between
it's neither right nor wrong
kind of like
it's not terrible
but it's not good either
that kind of like dead zone in the middle
where it's like some things happen
but we don't know what
so it's not failure that we should really be afraid of
it's this kind of
regulatory I guess
feeling
feeling is good
because it tells you what you're really doing wrong
and it gives you a lot more information
than like kind of sort of getting it right
and I think that
so in an effort to eliminate that
I think that's the problem
definition in the beginning
and not solving
for a problem until you know what the real problem is
right like that
knowing how long to stay there
yeah and I mean you talk about also
in regard to this understanding the technology
because
I wondered
how developed do you need to be
as a coder
Camille and I know that you do some
developments in coding
but I mean how advanced
of a coder do you need to be a developer
do you need to be to work efficiently
as a UX designer
UX in general
is a quite interesting field
because you can have many backgrounds
I happen to have some development background
but it was a long time ago
I understand how programming works
and that helps me understand constraints
that developer project to me
you don't have to be a coder at all
but
in a startup the more skills you have
the better of you are
so
I would say coding
is a good
complementary skill
I do coding only because
sometimes there is
a development team
works hard on the product
heavily on the product
I just do small things
just as an aid to my team
otherwise
Is that the same for you Anastasia
do you think UX designers should code
or do you think it's important
let's say
let's view that from different perspectives
there are different types of developers
let's say we're having for example
um
we have
native mobile development
but we also have machine learning
deep learning computer vision
which is a little bit advanced
and it's a little bit more complex
than just the usual backhand development
and these people are
creating amazing
things that users
do already feel that it's working
they feel that interfaces become
more and more smart
and they require more and more
from these interfaces
as I'm speaking to users
once in a week, once in two weeks
apart from solving our
daily problems related to our product
I also see them demanding
more and more everyday
about that, about the way
interfaces should be
now and in the future
so I guess going forward maybe
becomes more and more important
yeah it becomes more and more important
probably not having the skills
of a developer but just understand
what they're doing
and understand the limitations
I mean
do you code yourself?
no, I went to a
10 week dev boot camp
a Ruby on Rails training
man, it was so hard
it was so much fun
that's really not my core company
at all
but I think
Camille said it really
it depends on the environment
like at a startup
being a really strong generalist
will be really helpful
at a big company where you have
these very narrow roles
and you can go deep into one subject
it's more useful to really be an expert
it's really hard to be good at everything
and by the time somebody is good at everything
usually
it takes you 10 decades
like you'd have to
and then if things are changing so much
with design development
things shift all the time
the time you're not doing one job for a while
but what stays with you is those
overall concepts
and understanding where the pitfalls might be
but I don't know to some extent
sometimes it can also be good
not to have any of that background
because then you're less limited
maybe
like
the story
the reason it can fly is because nobody told
you can't
because they're so not aerodynamic
look at a bumblebee
how is that happening
sometimes it's good to have that naive friend
mindset
that's cool
you're talking about how everything is changing so fast
and it's hard to keep updated
and I guess that's the same for UX
UX is evolving as well
UX research as well is evolving
and I wanted to hear with you guys
that are working with this every day
what's UX in 2017
is probably not what
was UX a couple of years ago
coming along
are you working in the same way
as you did a couple of years ago
are you seeing some trends changing
I guess
well working in the same or not
you adapt to environmental projects
so I'm not really
aware of the
working very much different
I always stay true to the problem
that is all
but I think in terms of trends for 2017
or maybe even 2018-19
I was getting into anticipatory design
can you explain
what is that
wow
it has to do something with
AI backed
design
so the interface changes
as the user uses it
and that's fed to it
by artificial intelligence
sorry, that's fed to it by artificial intelligence
that's a overall concept
I'm not an expert about that
so I don't really want to go in detail
but that's more or less it
I know you guys
I was working with conversational interfaces
and some AI powered stuff
I mean what are you thinking
that's what we're looking at
is that the right direction to go
as an industry
as a
as a job, I don't think UX has changed
a ton
I think that
development changed a lot more in the sense of
languages constantly evolving
this is great, it's getting better
the technology is really
changing quite a bit
in UX
it's really creating problem solving from the beginning
it's not
so fluid
design trends are fluid
what's popular
what kind of colors, what kind of interactions
animations, things like that
are evolving very quickly
fundamental research
and UX design I don't think
I don't think it's evolving as quickly
but
this kind of anticipatory design
and using AI to essentially make
the interface more intelligent
respond to the person as they're working in the moment
so that
it's predicting what they might do
to some extent
what does conversational mean
I think that
we're still kind of defining that
like
what does it mean to our customers
are we going to have the same customers today
as we have in three years
it might not be the same
same as at customer base
and what does conversational design mean to them
so those are the questions we're trying to answer
but
no
no
no, no, no
I feel like you're on board the same things
I don't know what you're teaching the UX
the UXer of the future at Ironhack
I mean
are you teaching them the latest trends
or what do you think are 2017
we're giving them the basics
of what are the trends in society
what are the trends in technologies
we're not really
you know it's really hard to predict
what we totally
all understand is that things are going to go
really really fast
really really fast
and as I said before
during my research studies
I can see that users are becoming more and more demanding
in terms of the quality
of these interfaces and
being
especially if you do tests
with digital natives
people that were born
like after
90s
they got used to solve their problems with digital
solutions already
so they expect more than
for example our generation
where still can use the paper for something
and
my nephew for example
when he was
now he's 10
but when he was 5 he expected
he have seen the comics
like an elephant or something
but he also saw
an iPad already
and he was like I want this elephant
to be in my iPad
and that's exactly what he's expecting
because that's what he saw
that's his mental more than already
so
I think that's the way
it's going to change a little bit
we would have to develop
new principles of evaluating
the user experience
I think generally
let's say
time
between users
and computers will reduce
let's talk about the future
going
some interaction that's going to be
essentially less interaction with screens
things that we can do
for people
that's even something now that I
think about all the time
like how can we essentially remove the step
that we can do for users
that they don't have to do
like we can think for them
and finding all those little things
to remove cognitive loads
so that it seems like
the computer knows what you want
it doesn't really
but it's going to predict it
maybe there will eventually be
some kind of intelligent enough
AI that can support
some of those things
and over time
there's going to be some interaction to voice
things that can be done with voice easier
than interfaces
and there's of course things that can be done easier
with an interface than a voice
I don't think voice is like everything's going to be voice
it's just probably not realistic
yeah
taking the screen away
what does mixed reality look like
instead of having a screen
and the information
I mean there's pitfalls
and problems with that too
you need to be able to see where you are
in a physical world and not be too distracted
at the same time
but yeah we'll see what happens
it's very exciting
and I think there's a lot of things
that are going to be happening in the next decade
yeah thanks all of you
for giving us some insight into the future
of UX and our digital product
so I probably have like
20 more questions I would like to ask you guys
because I mean
you're sharing a lot of interesting experience with us
but at some point you have to say stop
but I just want to say
Camille Bujana
and also you Nostasia, thank you so much for coming
y thank you so much for sharing