WEBVTT

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Hi, everyone. Good afternoon. I'm Archita, I'm a UX designer from Canonical. They publish

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her off Ubuntu and I am so happy and a little bit nervous to see the whole room for people

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are standing in the back. And I want to ask, how controversial it's going to be and how

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maybe inspiring it's going to be, how many of you are designers? Oh, okay. How many of

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so there is none designers. So I am hoping that this is going to be encouraging for you.

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As for a designer to say that you don't need to be a designer to design to fix UX in open

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source could be a bit controversial. And yes, so I move from commercial tech to open source

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happy me. But this question has been around for quite some time in open source community. Many

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of you have already probably seen a lot of blog posts, articles, panel discussions around exactly

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this topic. And I want to start by acknowledging that this conversation exists and it matters.

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And a lot of important work has already been being done by many designers and also some of

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very familiar faces in the room today. These designers have been using their voices to advocate

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for why is it important for UX within open source especially? And they have been

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relatively working on improving the design contribution processes and making better ways for

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designers to contributing to open source projects and also being pushing design in forward

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direction. And this work is valuable and it is moving things in the right directions.

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And I would like to think that we have moved past a point where we are having to convince anyone

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still that UX matters. I say this because I work with a lot of developers and non-designed people

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who already do care about users. What I'm trying to say is that the awareness is changing.

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It is getting better and that's a good thing. But if you have spent any time in any open source

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forums or GitHub discussions, you start seeing a lot of questions and comments where

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project maintainers are having a list of UX issues that they would like to solve. But there is

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just no UX designer who is willing to come or maybe they're too busy. I don't know, but

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they seem to be less designers trying to fix things. I mean these are not rare cases. They are

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everyday reality of open source projects. And in a perfect open source world, every project is

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going to have a designer who is working side-by-side with a developer. They're going to be happy

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together. But the reality is that most don't. And you will see a long list of UX issues.

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Yeah, maybe one maintainer just trying to struggle everything together. It's not that people don't

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care about designer design. It's just that in open source, a lot of projects tend to be

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voluntary driven, developer-led and sometimes it's as simple as just not enough designers.

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And I believe good UX shouldn't depend on whether a designer is available to come and fix it.

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If we are being realistic, for us to get into a better place where every project is having

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UX support, it is going to take time. I have full conference, it is going to change, but it is

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not going to happen overnight. It's going to take a little bit of time. And while we wait for

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that future, the UX issues don't pause. These are still struggle. We see they do get confused

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in the docs. And because of that, the good features still don't get adopted as much as they

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should be. And ignoring this problems could cost us a lot more in the long run.

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And I want to take us a moment to have you ever thought. I see the problem, but I'm not a designer,

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I can't fix it, and there's not a designer, so the problem should just keep existing for eternity.

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As I mentioned, I do work every day with product managers, developers, engineering managers,

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and I do see that everyone genuinely cares about the users who are going to use the product

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they're building for. And so when someone says that thinking about users is a UX designer's job,

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I never quite believe it. Because I think every person, but most of every technical person,

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a non-designer, is capable of thinking like a designer. And yeah, you might think I might be

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delusional. And can ask, why should you believe me? I would like to say, well, I'm a designer,

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and I'm saying that people can think like a designer. But more importantly, I'm also an engineer.

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I have a bachelor's and a master's degree in engineering before I decided that I want to do the

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design. And I've trained for most of my life to be an engineer, which means that I focused

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on jumping to solutions, because there is supposed to be only one right answer, one right solution.

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But when I was introduced to the design world, it made me stop at the problem to understand

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who am I solving this problem for? And you know, why am I even solving this problem? Is it

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the right problem to solve in first place? And I think that is a really important thing for any

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office to stop and think not just as a designer, but as a human being in an everyday life. And I think

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that stands as a base why I believe. You can also think like a designer. And when I started learning

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UX design in the first place, I realized it's not a completely new skill set that I have to

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develop. But it was just a different way of looking at problems. And so today I want to offer

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parallel perspective that instead of leaving the UX problems, unaddressed, untouched, until

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a designer is going to come and fix. What if we fix them in small steps progressively,

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but intentionally, you know, what if contributors, maintainers, product managers, developers,

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everyone who is actually passionate about their own project. What if they can start surfacing the

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UX issues early and even better start fixing them by themselves? Because I think another controversial

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thing I'm saying here is that UX is not owned by designers. I believe it is a shared responsibility

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because when everyone in the project start to spot the friction and try to improve it, the whole

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community, I would like to emphasize that design is in just a credential or a degree that you need

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design is the way of thinking and it is also skill that anyone can practice. It would take a little

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bit of time, but you can practice. Another thing that I want to emphasize is that when I say shared

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responsibility, it doesn't mean that all of us designers and non designers are doing the same work,

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but it means that everyone can contribute. Designers still bring deep expertise, but what would be

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even better is like developers bringing context. Even before a designer is taking a look at the

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project, obviously you do bring the constraints, setting the limitations, which is great,

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but also bring real world signals, which is what we are going to talk a little bit ahead because

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when more people start contributing the fixes going to happen much faster. So that's why I want

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to break down UX today, not as a role, not as a title, but as a practice, something developers

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a non designers can use to move things around, to move things forward, but there is a lot of

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misconception about what UX design is. So the first thing, UX design is not a design tool.

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It is actually something that starts way before you even open a design tool, a file, and it starts

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when you start notice that someone wasn't able to do what they set out to do, and in true

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open source spirit, if your project might enter your UX, an identifying issue starts when someone

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got confused in your readme section. Another big misconception is this UX design is making things

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pretty, I've heard it a lot of times, but it is not about making things beautiful. I mean

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pretty is nice, I definitely agree, but useful is even better. The real goal of UX is

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into decorating your interface, but it is about making sure that people can actually use your

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interface without any frustration, with no confusion or even you are abandoning it halfway through.

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Finally, UX is not fancy frameworks. It is in some secret source or a complex process that

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only trained designers can follow. You probably see in this the very famous double diamond method,

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but if you just take a minute, look at the words, or maybe don't look at the diagram, and then see,

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the first thing is like you are trying to understand what the problem actually is, and then you try to

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pinpoint what is it that exactly need to be solved. And then maybe you ideate our how many different

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possible solutions can exist. And then you start building some of the possible and viable solutions.

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And if you really see, this is really just how problem solving works. It doesn't matter if you

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are coding or if you're designing, it's just pure problem solving. And now that we've seen what

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UX design is not, let's see what UX design is, and I'm simplifying it to the core for the

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sake of the talk, but UX design is understanding what people are trying to do and improving it.

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That's it. That's the core of UX design, and for the sake of, again, simplifying it, and if you

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want to take away two keywords from this talk today, it is two words, understand and improve,

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and let's see how we can break these two words further down. Starting with the problem,

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I would like to share a few quick tips, methods, and how you can go about understanding the

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problem and for the designers in the room, I assure you, I'm not trying to change completely how

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we're going to do the things. I'm just trying to enable the entire ecosystem to just start doing things.

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And the first one is observe. Observe where people get stuck. You don't really need fancy research tools.

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You just need someone new to try a project, a friend, a contributor, a neighbor, a partner who is not

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very technically oriented, like just give them their install instructions and watch them,

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don't tell anything. I mean, don't try to explain just watch. I know it can be painful,

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but it is educational. You'll see them pause. You'll see them rereads, scroll back, and get stuck.

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But that is the thing. That is where your UX friction is. Now, as a UX designer, I normally do spend

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a few days, a few weeks to do the whole process of like UX research, the interviews, the usability

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tests, but most times an open source thinks move fast and people contribute when they can

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especially in voluntary driven, volunteer driven projects, which means some, we don't have someone

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to always come into a very dedicated UX research, which is absolutely normal. It just means

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that the methods that work best for open source are like right. It's not perfect. I know,

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but it is practical and sometimes just watching some, the user behavior, even one user behavior

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for 10 minutes could be a lot more insightful than just trying to guess what could have been wrong

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for like 10 hours. Now, once you spot the problem, the next step is not to jump to solutions

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right away. And this is a very important lesson I have learned, moving from my engineer mind to a

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design mind, is that we should stop and ask why? And ask it a few times until it hurts,

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uses failets at up, why? This gets up too, why? It's buried in long test, why?

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Talks lacks structure. So, this is something like debugging, but for human behavior,

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and it is important to uncover the root cause, not just the symptom. And honestly, if you were

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a kid like me who used to just ask a lot of questions, this is your moment to shine,

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keep asking why. And the next one, talk to a few users. You don't need a full user research,

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a user study. You just made a few real conversations. Ask them what they're trying to do. What

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was easy, what was hard, and when did you get less frustrated? Now, in proper UX research,

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we do emphasize about things like statistical significance, with data supporting from dozens of

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users. And this quick method is not about replacing that, but it's really about noticing patterns.

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And you can be surprised to see that even after talking like five, just five to seven users,

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you will already see like 80% of usability issues as Jacob Nelson had once mentioned. So,

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these small conversations can really add a lot of insight.

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Once you've understood the problem, I think it's really, really important to define it clearly.

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I think this is also another place where a lot of people do fumble a bit that they start to put it

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down like, oh, this is what we're going to build. We need a newest installer, but that is not a solution.

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I mean, that's not a problem statement, that is a solution.

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Like the good problem statement, again, like the tip here is about defining who is struggling,

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with what, and why? Like if you can answer these questions, I think you do have a problem statement

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well defined. And if you can see it in one single breath, your focus enough to start solving it.

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And if not, you should go back, probably redefine it again. Now, the exciting and fun part,

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improving the solution, could be scary for someone like me who is not greatest sketching a drawing,

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but really, don't, don't be afraid. Like it doesn't mean it in an artistic way.

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It's just boxes, which are essentially your screens. The arrows which could become your

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flows and the labels which would guide you towards your information architecture. Take a picture of it,

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share it in your repo, the issue, comment section. And you see, like it's going to do one,

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you can share, I just just pen and paper work. If you want to go even for the, this is one of my

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favorite ones, take a paper, fold it into eight pieces, and give person these eight boxes,

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eight minutes, and they need to sketch eight ideas. And you will be surprised how creative your brain

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can get when it is under pressure. Another important thing is about testing. It isn't about

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polished screens, it's about validating thinking. So, a sketch, a flow, a sentence. All of these are

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testable. You don't always need a prototype to test. You just need something people can react to.

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So, there you go, a simple method, like to do test, but I would just bring like one quick

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usability test, like it's one minute test. You give one user, one task, and watch for one minute.

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No hints, no explanation, and wherever the pause or hesitate, like that is your UX mark.

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It's fast and lightweight, perfect for open source. Now, who is real user? Don't go for expert users,

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always start with the newbies. They are bold. They start noticing issues which expert users can't

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and try to pick users who match the skill level for your target audience or who want to use your

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project as well. It's a rate, always a rate. Start with small fixes, test it, repeat, and remember

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progress is far better than perfection. I think this is another really important lesson I've learned

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in recent times is documentation. Document your UX improvements because they shouldn't disappear

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in your commit messages. Adelable of UX improvements or contributors, see UX as a part of

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your project DNA, and you can just answer these points like the problem you saw, what you're

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tried and what changed. So, here's your UX tool kit and you might have noticed none of that

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needed, Figma or Photoshop or any other design tool. You can think of it like debugging, but for

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people, you find the bug, you trace it, fix it, and test again. That's UX design in the simplest form,

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and I hope you do agree like you don't really need a designer. You need to be a designer to

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do it. You just need to be curious enough to understand and brave enough to improve it. But here's

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the magic. I think the impact multiplies when developers and designers collaborate. So, I'm going to

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speak just a couple of minutes into this. What does it mean to collaborate? I mean, until now,

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we saw how all of you can go and start improving UX when there is no designer, but when there

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are few lucky times and you do have a designer or they're dropping in briefly, how can you help

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designers help you? This is how. Use all the tips you've seen today so that you can surface

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the friction early and you start adding context to it. Put an information that you've collected

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from all the user chats that you've been having. It is going to give that start starting boost for

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the designers to start thinking about like their proposals and you already do it really well,

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show constraints. It's going to make design proposals realistic and faster and what can

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designers do? What I've learnt to be learned is that by enabling system, which means you need to

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enable all the stakeholders you're going to work with. The technical authors, the developers,

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product managers, which means like you can start doing this by helping this contributors.

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Non-designed people, how can you recognize issues earlier? And you can do that by making like

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simple UX checklists, which will lower the bar for non-designed people to start contributing

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to design and believe in them. Turn the insights that the developers contributors are bringing

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and turn it down into your UX events. But what I love the most is make design thinking contagious.

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When designers explain how they think, not just what they propose, I think contributors

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start to ask better questions themselves. And I'm not just saying this because I've

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put it on the slide here. I'm very grateful to have learned this in the last two months, because

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I'm part of a team in canonical who is trying to enable the system for non-designed

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starting from technical authors. For the last two months, we've been trying to teach

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design thinking as a way of thinking for a cohort of eight technical authors and we've

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already saying really beautiful results on how much they are able to already start changing things,

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enabling things with in each product team. So when a designer is not able to be in all the teams,

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you have enabled someone to start bringing insights for you. So spot issues early and that's when

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you know, if you start taking shared responsibility for UX and improve it intentionally,

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that's when the impact scales. So I would like to conclude saying, you don't need a title to care

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about users. You don't need perfect conditions to improve UX. You can come together, start small,

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be intentional. And that's when the products, especially from open source, can be not just powerful,

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but genuinely useful. So I hope it starts to be less controversial now. Thank you so much.

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How are we doing on time questions? Okay, perfect. Yes. I can hear, yeah, you can tell.

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And even there's no design as you can see, but I think this is kind of like designers and the

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engineers are learning about some of how many most I call like design engineers. Or do you

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extension it? Oh, do you experience, like, what's the common, let's say mistakes or

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like these developers or there's no engineers team, they might need to be careful.

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Yeah, that's not. So your question is how can the developers with the no designers can be careful

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when the boundaries start to learn? I think the most important thing is to listen, listen to

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people who you're talking to. And I think it's also important to pick who you're talking to. Like,

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I mean, as I mentioned, like, who is a real user? Like, you need to pick the right set of people

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who I know. So I think it's very natural to be very protective of the work that we do.

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And what's important or something to look out for is to be humble, be open and like listen,

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start listening, what's being told. And it is not just about like taking notes, what's being told.

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It's how do you translate? Okay, they are saying like they don't like something. They're

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finding it something difficult. You need to start reading in between lines. Like, what does

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it actually mean? Like, why is this person struggling with this? Not just like, oh, they are

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not able to get past like stuff. Those are maybe we remove something. But you really need to understand

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like get to the core of the problem. Yeah. We have time for one short question. Yes, yeah, on the back.

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Yeah. Yeah. So your question is like, how can we have a lot of users come in? Yeah. They don't

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improve the design work we've done to guide them. Then you just do like a chat box.

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It was something and the wrong introduction. Yeah.

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Yeah. A lot of people on the right path. Yeah. So your question is like, how can

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you guide users in a better way rather than jumping off like to use a chat box for example? Yeah.

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Documentation. But designing documentation. I think like, now that I'm working with technical

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authors, like, we are also like trying to blur the lines between there. It is important, like,

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how you write, like, what you write things? But it is also important, like, designing the whole

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process, like, how are you documenting it? Like, are people able to find information in the first

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goal? What is there in your, the first page that users are seeing? Are they having to scroll through

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like different levels of information? So I would say that documentation can also be seen as a

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practice of design. You need to design documentation better. So people will rely on what you're

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trying to say rather than a chat box, which could be inaccurate at some points. Okay. So that's my

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time. Thank you so much.

