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NN/g UX Podcast

The Nielsen Norman Group (NNg) UX Podcast is a podcast on user experience research, design, strategy, and professions, hosted by Senior User Experience Specialist Therese Fessenden. Join us every month as she interviews industry experts, covering common questions, hot takes on pressing UX topics, and tips for building truly great user experiences. For free UX resources, references, and information on UX Certification opportunities, go to: www.nngroup.com The Nielsen Norman Group (NNg) UX Podcast is a podcast on user experience research, design, strategy, and professions, hosted by Senior User Experience Specialist Therese Fessenden. Join us every month as she interviews industry experts, covering common questions, hot takes on pressing UX topics, and tips for building truly great user experiences. For free UX resources, references, and information on UX Certification opportunities, go to: www.nngroup.com

Transcribed podcasts: 41
Time transcribed: 22h 36m 34s

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

This is the Nielsen Norman Group UX Podcast.
I'm Teresa Fessenden.
With all the tech layoffs over the past couple of months, many UX teams are shrinking in
size.
This downsizing of UX labor means that UX research is harder to do, particularly in
organizations where UX maturity is relatively low, but even in organizations where UX has
historically been really valued, time and budget constraints are real.
And they do mean that UX research needs to be prioritized in really intentional ways.
One way to do that is to use discount inspection methods to identify high priority design issues
that need further research.
To explore this topic, I chatted with Evan Sunwall.
Evan is a UX specialist at NNG with over 15 years of experience studying UX designs, team
dynamics and career progression trends.
In this episode, he shares his journey to UX from team of one to a team of many and
offers tips on how to present findings in a way that resonates with stakeholders.
Without further delay, here's Evan.
So I studied computer science.
It was the trendy thing to do back just before the dot com bust, where there was a big deflation
in the in the tech market back then.
And so I went through that I was studying it.
I didn't love it.
I didn't really enjoy it that much, but I was already kind of 75% of the way through.
And so I decided I'm going to get this degree and then I kind of think a little more about
what I want to do.
And at the tail end of me getting that degree, I discovered human computer interaction.
And this element of kind of the human experience of using technology was something that I was
always kind of seeking and looking for, but I didn't have the words and I didn't understand
that that was even a field.
And then I discovered it and I was like, oh, this, this is what I wanted to kind of get
into more.
And so I read Don't Make Me Think by Steve Krug.
I found useit.com.
You can still go to that domain.
It'll take you to NNG's website.
And I started reading that.
And I was like, oh, this is really interesting.
And so from there, I applied to graduate school.
I was like, well, let me go study this.
And so got into graduate school, but you know what, found a job.
Job came through, got a software development job and I thought about it a bit and I said,
let's earn some money.
Let's go, maybe I should just go just kind of see a little bit and do this software development
thing for a while.
So I did it for two years and had this interesting experience.
The company was acquired.
I got laid off.
It was hard, but it was a growth opportunity.
And I said, okay, well, maybe let's go.
I've done this now.
I don't want to do software development anymore.
Let's do this human computer action thing, this usability thing, this UX thing.
So I reapplied to the same school, got accepted again.
And then about two to three weeks before I had to make a firm commitment about what I
was going to do, I applied to a UX job in a Lark.
I was just kind of looking at monster.com.
That's where I'm dating myself, monster.com.
And I said, hey, there's a job here.
Let's just apply to it.
Let's just see.
And turns out I got it.
I got the job.
I declined school again and they're not going to take me a third time.
And what happened was I worked for that company for 14 years and I was a UX team of one.
It was a pretty low maturity environment.
I was basically the first UX designer they had ever hired.
And in that kind of journey, I had this mind blowing experience of watching a product go
from a sketch that was made in a conference room that we're working together and there's
a sketch to transform, to be built, to become the company's best-selling product, to be
working and evolving it and growing it over many years, to becoming a manager, to managing
the people who are then taking responsibility of it and redesigning it and actually seeing
my work go from sketch to trashcan in a manner of speaking.
And I saw it all.
Like I was there to witness the entire thing and it was just this remarkable firsthand
experience of a product's life cycle.
And then apply to a job at NNG.
Surprised they got it, got it.
And here I am.
What an adventure, what a journey.
And I can only imagine the challenge that it would be to figure out, am I ready to work
or do I want to work versus do I want to deep dive into this world of education and build
up that confidence that way?
But it seems like you got kind of baptized by fire, if you will, and went straight into
the workforce.
How was that?
It was toasty.
It was toasty.
It was difficult.
What I didn't appreciate at the time, the great thing about junior young people in their
career, they don't know how hard stuff is.
They just endeavor, they've never been burned before by a failed project or a shut down
project and just kind of lean into it and just go.
And so I had that going for me.
I didn't realize what was maybe difficult or what to expect.
But I came around a lot later.
It's really hard not to have support structures, not to have other experts to lean on like
researchers or visual designers, not having a mentor, not having a manager as well versed
in kind of UX practices.
It's kind of a lonely existence for being a team of one.
You're kind of just sometimes you're screaming into the void.
It's formidable.
It is definitely character building.
Yeah.
So it's awesome and also very admirable to see your progression over the course of those
14 years, being this novice in the field to now being an expert mentoring others.
That mentorship, I know is something that you're very passionate about.
Certainly you've published a lot of articles about it.
Thinking about mentoring new designers or new researchers or just people who are new
to the UX field in general, I often think of the fact that once you've learned or you've
identified yourself as, yes, I am a UX professional, it's like you have this eagle eye for spotting
usability issues or like, oh, this could be designed better.
So in thinking about these newer designers, if you were to take yourself back in time,
there's probably some things that you want to do to evaluate a design to make sure it's
usable.
And I know there's a couple of methods that allow us to do this.
We often call them inspection methods or discount inspection methods.
And I know a lot of folks, especially a team of one, maybe limited budget, trying to do
this for the first time will often turn to these methods because it's, ah, yes, I can
do an analysis like a heuristic evaluation and figure out is this product going to be
worth the time or are there things we can adjust to make it better?
Could you share a little bit about what these inspection methods even are and whether or
not they're worth doing or should we default to research instead as a way to answer those
questions?
Absolutely.
So many years ago in the usability kind of UX field back then, there was a really high
bar, right?
We had to do a lot of quantitative analysis, empirical studies, rigorous stuff, made really
lengthy reports.
And so there was a craft to it.
It was expensive, right?
And then in the 1990s, Jacob Nielsen, Robert Mac, Rolf Moloch and some others, they started
to popularize this idea of discount usability, of using these methods that didn't require
the recruiting and the effort and cost involved in getting a lot of these people and creating
these kind of involved studies to say, look, you can learn quite a bit by using some of
these methods, a cognitive walkthrough falls into this category, but expert and heuristic
evaluations fall into it as well, where you do an inspection based on heuristics, you
do it on your cumulative experience, watching people use experiences, and by doing that,
you can actually detect and determine at least some, at least some areas that need some improvement
for a lot less cost and a lot less time.
And that is a great way of actually getting a clue, a little bit of signal like, hey,
maybe over here, or maybe this is a part that we could start to improve and investigate
using some of the other methods that are at our disposal.
And that's the one thing we talk a lot about is triangulation, right?
There's no one technique to rule them all.
You kind of have to use a combination to really kind of understand what's happening with an
experience or challenges therein.
This is just another one, one of the other tools in the kit to use really easily and
cheaply to give you that kind of clue of, oh, okay, so now that we know this, what other
technique or what other method we could use to kind of get a fuller picture of what's
happening?
Yeah.
And I appreciate that term triangulation.
And another metaphor I've used in the past at some of our courses is thinking like a
detective.
Like you never really go with one source and you're like, okay, that's what happened.
That's the truth.
You usually go to multiple sources and you pull together the facts to see how much of
it aligns and how you can basically better form a sense of truth about what's happening.
And I do think at times heuristic evaluation is seen as sort of a cure all where it's,
well, we can just evaluate it and ta-da, we figured out all the usability issues.
So certainly it seems like they could be problematic, but I guess I'd love to hear, what do you
think the pros and cons are of these types of methods?
Yeah, so with heuristic evaluation, you are using your subjective experience to identify
some problematic areas and you can do it fairly quickly.
It's good for kind of utilizing these heuristics to kind of determine, hey, this area is seemingly
against some best practices.
This could cause potentially some of these issues.
This is worthy of some additional investigation.
You know, I actually want to, I want to take a moment, I'm actually kind of tease these
two ideas apart because a lot of the language around these techniques is kind of messy.
So people kind of say heuristic evaluation, they're actually doing an expert review or
an expert evaluation.
So I just want to tease these parts.
So with heuristic evaluation, you should have a set of heuristics, right?
You should have things like if you follow these principles, you're generally going to
have a better user experience, probably speaking.
And so having some experience does help using that, but it is a better shortcut for people
with slightly less work history to use their heuristic evaluation and actually using those
heuristics to determine certain findings, certain issues.
The expert evaluation is a little bit different, right?
You're not adhering to those heuristics.
You're kind of using your contact hours of actually going through many testing sessions,
many studies, watching people use an experience, and you're relying on that and probably also
maybe some domain knowledge.
If you're a particular domain expert, like in something like financial services or healthcare,
you spent a lot of time in there, that also kind of is a multiplier.
It's a helpful advantage when you're doing these and you're using that in a very similar
way.
It's kind of confusing, but you're using it in a very similar way to say, I think this
is a problem area.
This is something that needs some investigation that could have this problem.
So you really need to go to an expert evaluation level, you need experience and you need hopefully
some domain experience to run those and do those really effectively.
But whichever one you're doing, there's some commonality to both of them.
So if you're going to use one of these techniques, if you're just trying to get a clue as to
maybe where to start some further investigation, you have to determine with your team, with
your client, whatever the situation, high frequency, high important tasks, three to
five, right?
Determine that.
You need hopefully some information about the users.
Maybe there's some personas, ask around, right?
Maybe you have some information to help you understand what they're doing.
You need a live working system.
You're not doing these techniques with prototypes.
You need to have the full breadth of interactivity of a working system.
There's analytics.
Great.
That's also helpful.
It gives you more data, more clues as to what people are doing or not doing, that behavioral
side of thing.
And what often is greatly misunderstood, multiple evaluators, it is better, not to say you could
never use these techniques without multiple variables, but it is very helpful to have
about three evaluators doing this independently and getting together, determining the heuristics,
determining the tasks, level setting, then doing the analysis and bringing it back and
summarizing it.
And so that is something that is often forgotten about or not talked a lot about, about the
advantages of having multiple people do these techniques.
Yeah.
Yeah.
So there are two major takeaways I'm hearing from this first, these techniques are different
in that one is based in a set of heuristics, if you will, a rubric.
Often that rubric is the 10 usability heuristics that Jacob Nielsen coined.
And so having that rubric, having that set of criteria helps to guide newer researchers.
So certainly that makes it a more viable choice for someone with less experience in the field.
Whereas the expert review, as you said, depends on having sat through multiple usability tests,
even if it's not that exact one, you've seen enough usability issues either with this system
or other ones to have a sense of what is considered a best practice and also what might transcend
usability, things like cognitive science or behavioral economics.
But yeah, that last point too, the multiple evaluators certainly seems like a really important
criteria in order to actually get more objective information.
So is the multiple evaluators more to divide up the work or more to have multiple perspectives
of the same insights, if you will?
It's definitely the multiple perspectives because one evaluator is only going to find
so much and it's going to be a little dependent on how they know the space, years of experience,
practice using the technique.
So you're really not dividing up the work per se because you're doing it in parallel.
So you're really getting multiple perspectives to get a more well-rounded approach to the
final results and then sharing that out and having a more accurate and more deeper perspective
of what the experience may be like.
That makes sense.
Yeah.
Thinking of multiple perspectives, I'm sure it helps you get multiple angles of the same
problem and otherwise if one person were to try to tackle maybe this particular workflow,
if they were the only one to have eyes on that, then it might be a bit challenging to
really fully analyze the usability challenges that might be there.
Yeah.
So on the topic of these insights that you now have after doing one of these evaluations
or one of these inspection methods, how do you present these to people?
Do you just present the rubric or do you have other advice for how to share this knowledge
with others?
Okay.
Let's break this down here.
So it's commonly a presentation, so you have a keynote, you have a PowerPoint, and always
send it out before the meeting.
Give people a few days to process the content.
They're probably not going to read it, but you want to give them the opportunity.
You want to say, I'm being transparent.
Here you go.
Process it.
You have a couple of better questions than if you hadn't done that.
And so I generally found as UX professional what I advise other people, we don't like
surprises unless we're doing testing where there's always surprises, but anytime outside
that setting, surprises are generally bad and can lead to some really unproductive meetings.
So send it out a few days beforehand.
So let's get into the actual content itself.
So you should have the executive summary, and here's a kind of a rule of thumb that
I've learned.
10% of your slides should be the executive summary.
So if you have 30 slides, 25-ish findings or something like that, three summary slides.
Talk about strengths.
This is sometimes overlooked in conversation.
What are things, if you're doing a heuristic one, what are things that are really adhering
to that, really promoting those heuristics?
Did you notice anything like that when you were doing the analysis?
Highlight a few of those.
Do you notice things that are recurring problems that are kind of pervasive throughout the
user experience?
Summarize and highlight that stuff too.
I actually, I personally like to save that for the end after I've actually documented
and put out all the findings and then say, okay, aggregate this.
How can I summarize this stuff?
And then save the writing of the executive summary for last in this process.
And then save a lot of time for Q and A. So if you've got 60 minutes to do this readout
for the team or some clients, expect you're going to talk for about 10 minutes and then
it's going to be a lot of Q and A afterwards, it's going to go a lot of different places.
So don't expect you're going to monologue for 60 minutes when you do one of these.
That's really helpful advice.
And I know certainly when I was a little bit, I don't want to say younger, but earlier in
my career, I would get really ambitious like, oh, I'm going to document all these findings.
I'm going to share all these findings.
And then I would maybe get through half of them and I would realize, oh no, I only have
15 minutes left and we still have a lot to go.
So certainly planning for presenting less, but having time for Q and A certainly more
than just five minutes at the end because you're going to need a lot more than that.
Yeah.
So prepare yourself for that.
That may happen.
So let's think about the findings themselves.
Okay.
So we're going to use our mind palace to think about a slide here because we're talking about
it.
So in that kind of the finding section of your heuristic evaluation, organize them by
task.
So you had those tasks as important tasks, right?
And on each individual slide, each finding, what we want is a title written in a complete
sentence.
Okay.
So think about it yourself.
How can I summarize what's happening here right in the complete sentence?
I promise you it's going to be a little hard if you don't have a lot of practice with that.
We want to drive and communicate really effectively, that's going to really help.
We want a big image, like 70% of the slide should be an image of the experience.
And nice thing about that is you can provide a lot of visual context.
It also takes away most of the slide space so you can't jam a bunch of bulleted points
and write a bunch of stuff that people are not going to necessarily pay as well attention
to.
And so we have a lot of space that we can annotate and we can kind of show, see this
here, this could be an issue, here's my rationale, here's my analysis.
So that's going to leave only 30% of the slide for us to write stuff in.
On the top of the slide, we want severity.
We want to have a mechanism that says this kind of transcends and is probably a major
issue in the experience that could maybe lead to people stopping their work, not completing
the workflow.
And that could range from low, medium, to high.
I recommend two other ones I'll talk about in just a second.
But what you want to do, especially if you have other evaluators, which is really great
if you can do that, is use a number system, give numbers to it, and find a way to average
those numbers.
And so you'll actually have kind of a synthesis of where the evaluators are saying that mutual
agreement, this is a high severity task blocker type kind of finding in this experience.
And so have that just like a really bright, saturated, hey, big problem here.
Like it should look really standout on the slide.
Like you squint, you should see that status for the finding.
On the topic of putting some sort of severity, just not necessarily big letters, but something
highly noticeable in maybe the upper corner or top of the slide.
I think that serves two purposes.
One, it forces you as you're doing your analysis to evaluate and also to prioritize certain
issues as you're writing your report out later.
But the second is it also forces you, if you do have an inability to say good, which I
know when I've talked to a lot of researchers in the space, it's very easy to focus on the
negative.
The creativity bias is real, even in research.
So forcing yourself to really consider, is there something particularly effective here
that I'm just overlooking because the design is simply good and it's kind of blending into
the background and being able to be objective is so important as well.
So I just remembered your point earlier about trying to notice the good as well, because
if you come into a meeting, talking about no surprises, and all of a sudden you're just
saying, everything is terrible, it's on fire, we can't use any of it, and you offer no good
advice, then you kind of become the grim reaper of your organization.
You're a UX sourpuss.
That's what...
I probably haven't been called that to my face, to my recollection, but probably behind
my back maybe once or twice.
So you don't want to be the UX sourpuss who...
This is especially important for embedded teams.
If you're a consultant, it's a little whatever because you're giving the insights, hope they
use them, you have a good rapport, but you're not going to be there when the hard work really
digs into, let's start fixing things.
So you want to have good relationships, good rapport with those engineers, with those product
owners, whoever they may be.
So in this kind of environment, keep mindfulness around what's good and document a few of those
things.
You want to sprinkle that throughout the report.
You want to go heavy on...
You want to organize by severity, of course, but sprinkle some positivity in there as well.
And you may find that that may help people accept some of the findings with a little
more grace because you're also accentuating and calling out parts that are in service
of some of these usability heuristics.
Yeah, absolutely.
So there's the label.
And what about things like bugs?
You call that low severity, high severity because sometimes they're bad, but maybe they
weren't intentional.
Do you have thoughts on how to address those?
Yeah, when it comes to bugs, I definitely recommend having just a separate category
when it's something that is clearly broken, clearly a defect that no person would rationally
expect this to happen or some sort of weird browser error is triggering.
I definitely recommend having that listed as a bug and calling it a spade of spade because
yes, it could have some severe issues to the user experience.
It could be very impactful.
It could be very detrimental, but if you want to have that kind of a relationship with your
engineering colleagues, say, hey, look, we noticed there are some bugs with this experience.
Let's get them into the tracking system.
Let's get them into the defect tracking system.
And it's just a nice way to communicate, I know you didn't intend it to work this way
and I'm not going to get caught up and hung up on rating that a severe issue.
Yeah, yeah, for sure.
So a couple of questions I have, now you have this 70% of your presentation or at least
the screen that you're presenting is an image and you have some sort of finding.
So how would you describe that?
How would you round out that slide?
So we have three major sections in this kind of small space.
We don't have a lot of space to work with here.
So we have to really judiciously carve up some sentences to these different areas.
And so the first one is just describing what happened.
If you're using the experience, you're clicking through it, what did you experience?
What is kind of driving you to say this is in violation of this principle or your past
work history?
And so you want to have two or three sentences describing what's going on here, right?
So you're giving context.
Then you want to give two or three sentences using some design analysis.
Why might this be happening?
What's contributing to this finding?
And then you want to have two or three sentences, this is often overlooked, give a recommendation.
Give a suggestion of how might this be resolved or the tension be eased or better alignment
with the principle.
And this is a key thing to understand.
They're not going to take it on face value.
They're not going to just, okay, sure, we will do that because there has to be discussions
on feasibility.
There has to be further discussion with other people on the team that has maybe not been
done yet.
The goal is just to incite the conversation and to give people awareness that change is
possible.
We can do something to alleviate the harm here, but don't mistake that if they don't
take all the recommendations on face value that somehow you have failed.
But you do want to have them there anyway to promote healthy conversation.
Yeah, it's a lot like that movie Inception.
You're like planting the seed.
Even if it's not something that gets decided right away, it might eventually lead to conversations
that even if it doesn't happen right away, it gets put in a list of tasks to actually
accomplish.
It becomes something that gets implemented.
UX is all about soft power, right?
Yes.
We're not at the helm.
We don't have the controls in front of us.
It's all about influence and soft power.
I learned that a little too late in my career, to be fair.
Yeah.
No, same here.
And it's a lot of delicate work with human beings and ensuring that they feel seen and
heard, but also that you're giving them something to think about that empowers them to make
positive changes as well.
So yeah, I guess on the topic of anything else you should present to people other than
this deck, because certainly if memory serves me well as far as what my experiences were
like with presentations like these, there were always so many more questions than I
could address meaningfully in a one hour or an hour and a half meeting.
Are there other things that you might want to include, even if it's not in the presentation,
maybe in other documents?
Well, you could also include a potential prototype, or I'd say a sketch.
I don't make it too complicated.
You could use a sketch as well to kind of showcase or illustrate some ideas.
You could put an agenda item at the end, reserve time to talk about, do we need a follow-up?
Do we need to actually discuss?
And that's something that often is overlooked when we talk about scheduling these is the
importance of having that agenda and keeping time.
Now, you may lose track of that time in the 40 minutes where people are asking lots of
different questions and things are going different ways, but you also want to be kind of documenting
maybe some action items that are coming out of this presentation so that you can follow
up.
And this is an important thing is you want to connect the dots, especially for in-house
teams.
You want to give one of these and say, well, good job, everyone, pat yourselves on the
back.
That was really insightful.
We have some new awareness of problems or issues with our experience and some maybe
good stuff too.
You want to think, what is the next dot?
And so you want to talk about who could pick up some items.
Are we going to get these into the JIRA system or bug tracking system, whatever you use to
track that stuff?
Do we have a follow-up session?
Who's going to be there?
When can we have it?
Always have people's names, what we're going to do, a little bit of a deadline or some
timetable associated with that as well, because you want to keep the dots going.
You want to make the full picture of actually making this experience better.
And sometimes we just deliver it and we consider it done.
Yeah.
That deadline is often forgotten about.
I don't necessarily say overlooked, but by not having a deadline, it becomes this thing
that just needs to happen at some point.
And then sometimes that some point never comes.
So 100% agree having a set of next steps and just even if there are questions, being able
to say, I will get those answers for you or someone else on the team has the ability to
get those answers so that actual recommendations can get implemented.
So I guess to wrap up this concept, it's a very powerful tool, it seems like to be able
to do a heuristic evaluation or an expert review, to have multiple evaluators and to
be able to present something that enables the team or empowers the team to make the
design better, maybe even before putting it in front of a person to test or user to test.
Could you give people advice on things to avoid?
I know you mentioned a couple pitfalls earlier, but what are some mistakes that teams should
be cognizant of in order to make sure that teams are doing well in evaluating a design?
Number one, forgetting the audience.
And this is key.
I'm not talking about the users, I'm not talking the people who may be using this experience.
That's important.
And I think we reinforced that a lot.
Why did they ask for this in the first place?
Your immediate collaborators, your stakeholders, why?
What's driving them?
Where is the pain coming from?
A lot of times we don't actually think really critically about what their needs are.
What are they worried about?
How are they measured in your organization?
And so get really attuned to that pain before you even start, before you embark on this
is we're really concerned about this or there's some competitor pressure or we've heard a
lot of feedback that this part of our support workflow is problematic or not helpful, whatever
the case may be, get a good grounding as to why this is being sanctioned to be performed
in the first place.
And then use that to frame your communication, frame your deliverables around how it is affecting
that.
And you're going to be a lot more persuasive.
It's funny, the thought of empathy, we're very good, well, generally speaking, as UX
professionals, we're very good at empathizing with users because that's our primary job,
but it's often not something we think about right away as far as empathizing with colleagues
and what they are nervous about or what is really important to the completion of their
job, be it someone on the development team or someone on sales or someone in marketing
who will ultimately be affected by certain design decisions.
So that point about remembering your audience is one that resonates not just for these types
of heuristic evaluations and expert review presentations, but for really presenting any
information in general that you gather from these types of usability improvement efforts.
Our users don't necessarily wrong us in terms of our professional practice, right?
So it's natural to have kind of a more gracious and more positive view of our users.
It's those difficult conversations we have with our business types or our engineering
types where we're let down, where we're disappointed, there's misunderstandings, there's miscommunication
and that can fester and really kind of pull away from our ability to be influential and
have some of these techniques like these heuristic evaluations actually resonate and be more
successful and lead to more change and improvement in our product's user experiences because
maybe the relationships are weak and we haven't invested in nurturing them and improving them.
Yeah.
Well, this was really a fun conversation for me because I get to think about my days when
I was a consultant, but also I know it'll help many others whether you're in consulting
or not, this is a constant ongoing responsibility for us to be able to speak to what we learn
and just to vouch for why certain design decisions are made.
So I really appreciate you talking about this concept and I guess if you were to point people
to certain resources to learn more about these types of inspection methods, are there places
you would point people to?
I know a website they could go to which has a lot of information about discount usability
and heuristic evaluations and NNG's website has a lot of content, has a lot of detail
actually on the heuristics themselves and a lot of great examples of their impact in
real life.
And so I definitely recommend checking out some articles there that have a lot of great
detail on the different heuristics and what makes good usable experiences.
And if people want to follow you and your work, is there a place they could look social
media wise or otherwise?
You can look me up on LinkedIn.
That's one of the few social media sites that I use with some regularity.
So check me out there.
Connect with me.
Always happy to connect with people who take our courses all the time.
So look me up there.
All right.
Well, Evan, it has been an absolute pleasure.
So thank you for your time and hope you have a great rest of your day.
You too, Therese.
Thanks.
That was Evan Sunwall.
If you want to learn more about him and his work, or just want to learn about UX in general,
a great place to go is our website where you can find thousands of articles, videos, and
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We also have some upcoming training opportunities.
So courses that you can take full day and half day format.
That'll be in February, March, and April.
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Music is by Tiny Music and Dresden the Flamingo.
That's it for today's show.
Until next time, remember, keep it simple.