Opera House Study

Watercolour painting of the Sydney Opera House, from across Sydney Harbour

Watercolour painting, 7″ x 9″ (18cm x 23cm)

This is a study of the Sydney Opera House, painted from the perspective of Jeffrey St. Wharf in Kirribilli. Painted on acid free cold press watercolour paper with Winsor and Newton paints.

Deep in the gardens

Watercolour painting of sprinklers in a shady forest

Watercolour painting, 10″W X 14″H

This is a scene from deep within the Hobart Royal Botanical Gardens on a sunny, hot day. Painted with high quality Winsor and Newton watercolour paints on 140lb acid-free coldpress paper.

Watermarks are not present on the actual artwork or on prints.

Storyboarding for workshops

My process for designing workshops is never the same from one event to the next. But one thing I frequently include is storyboarding. I took some notes on why and how I storyboarded for a recent workshop, “Creating a user onboarding compass,” in the hopes that you may find it helpful in your own process.

A photograph of various storyboard panels created for a workshop called "Creating a user onboarding compass"
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Key action storyboarding

User onboarding is a journey made up of multiple activities, not a single, linear flow. Onboarding should align guidance independently around each of the “key actions” of its experience so that newcomers can interact with them at the pace and in the order that makes sense for their different situations.

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Wear OS Standalone

Image with an Android Wear 2.0 watch on the left displaying the app launcher with Play Store and other apps on its screen, and diagram showing new standalone watch relationship with the phone on the right.
Android Wear 2.0 introduced the concept of a standalone watch that didn’t rely on the phone. Diagram on the right from the Google I/O announcement of Android Wear 2.0, copyright Google.

Background

Wear OS by Google (previously called Android Wear) is a smartwatch operating system. The early versions of smartwatches promised hands-free connectivity, but still required people to be tethered to their phones to get many on-watch experiences. This also impacted iOS users from using an Android Wear device as they were entirely prevented from downloading 3P watch apps. These issues impacted the perceived usefulness of smartwatches, evidenced in general industry coverage about smartwatches and in our own research.

Task

When I joined the Android Wear team, I saw the opportunity to transform the smartwatch experience by enabling the devices to go standalone from the phone, and took steps to make it a reality.

Actions

Leading visioning for the standalone watch

I organized and led a strategic workshop with a group of UX, research, PM, and Engineering to explore the potential of a standalone watch. Using inputs from that session, I crafted a pitch that highlighted the opportunity for standalone smartwatches and what pieces we needed to build to go standalone. This included the need for on-watch authentication and permissions, which I took forward.

Designing the Google Account model & credential handover

First I needed to define the model for how Google Accounts were stored on the watch. I drove toward a solution where the watch, like the phone, can store none, one, or multiple Google accounts. Those Google accounts would only be necessary for signing into individual apps, such as Gmail, but not necessary to manage the watch overall.

Image showing screens during setup as accounts are passed from the phone to the watch
I designed a companion app setup flow that enabled a user to pass Google Account and Wi-Fi credentials from their phone to their watch.

I then designed the Android Wear setup flow to include a one-time transfer of Google Account and Wi-Fi credentials from the smartphone to the watch. This enabled a person’s watch to be quickly connected to the same Wi-Fi network as their phone, and to be automatically signed in to their Google Accounts (and 1P Google watch apps) straight after setup. I also designed for cases like signing in to multiple Google Accounts, re-authentication due to token expiry, and account errors.

Images showing different Google Account sign in approaches
One of the cases I designed for was how an app chose to sign in using a Google Account after credential handover at setup

Designing on-watch authentication for 3P apps

I defined and designed authentication patterns for 3P Wear apps, many of which were first-of-their-kind for smartwatches. On-watch authentication for 3P apps allowed users to download and run apps on the go even if their phones were not available, and store the apps’ account information on the watch.

Image showing designs of multiple sign-in experiences on watch
I designed multiple patterns for on-watch sign in to support users and developers with different needs. From top to bottom: Sign in with a Google Account; sign in using credentials on the phone via the Data Layer API; sign in using on-watch keyboard. Images from the Android Developers Guide, copyright Google.

Designing on-watch runtime permissions

Standalone watch apps also needed a way to request permissions, such as location, without the user needing to open a permission screen on the phone. I defined on-watch permissions patterns and best practices for apps, including a framework for deciding how and when to request a permission.

Example of one of the first on-watch permissions scenarios I designed. Image from the Android Developers Guide, copyright Google.

Publish guidelines for authentication and permissions

Finally, I wrote and created assets for guidelines and best practices for on-watch authentication and permissions for the Android Developer guidelines. Although the visual design of the OS has been updated since I published these guidelines, all of the best practices I defined are still reflected in the current version (see authentication guidelines and permissions guidelines).

Flow chart illustrating how to prompt for sign-in
Snippet from one of the guidelines I developed for authentication on Wear OS, a flow chart for deciding when and how to request sign-in on the watch. Image from the Android Developers Guide, copyright Google.

Results

Overall, standalone watch functionality was a marquee marketing feature for Android Wear 2.0 and opened up new possibilities for iPhone users to pair their phones and use apps on an Android Wear smartwatch.

All work for this project is © Google

Skills demonstrated

  • Strategy & visioning
  • Project management
  • Systems design
  • Interaction design
  • UI / visual design
  • Guideline publication

The Dappled Sands of Taveuni

Two watercolor paintings of a beach with light coming through the shade of mangrove tree leaves

Watercolor paintings, 7″W X 5″H each

These paintings are of a quiet beach on the Fijian island of Taveuni. The beach is overgrown with mangrove trees, and light filters through the leaves in a mesmerizing, dappled pattern.

Watermarks are not present on the actual artwork or on prints.

Free salt brushes for Procreate

An image showing 6 swatches of salt brush textures

I’ve long tried to use iPad drawing apps, like Procreate or Photoshop, to simulate my traditional watercolor painting work. And with Procreate 4’s introduction of wet canvas + brush dynamics, an Apple Pencil, and a set of lovely, free watercolor brushes from Abbie at Uproot Jewellery, I’ve been thrilled at how close I can get to the real thing. The only thing missing has been a good set of salt brushes (I use a lot of salt in my paintings to simulate textures like dense fields of coral), so I created 6 of my own. And now you can use them, too!

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Onboarding for many

In an earlier post, I covered how onboarding is more than just a one-time event in a customer’s journey. In this post, I’ll be making the case for applying more than one onboarding method. Just as students will fail to learn if taught with a one-size-fits-all approach, trying to onboard every user in the same way is bound to fail.

Illustration showing too many people being forced to use a one size onboarding technique, represented by a large box with legs buckling under the weight of all those people.
One-size-fits-all onboarding experiences rarely carry all of our new users.
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View from Palm Cove

Watermarked image of palm tree watercolor from Cairns

Watercolor painting, 9″W X 12″H

Palm Cove is situated just a few miles north of Cairns, Australia, and has a beautiful view over the Pacific Ocean. The jewel-toned colors in this watercolor serve to evoke memories of warm, tropical days spent on the beach.

Painted on Arches 140lb Coldpress with Winsor & Newton paints.

Watermarks are not present on the actual artwork or on prints.

F-Sted Morning

Watermarked image of watercolor painting

Watercolor painting, 12″H X 9″W

Frederiksted, or F-sted, is a lovely town on the island of Saint Croix. In the early morning, the city takes on bright hues as the sun rises over the buildings. Chickens stroll through quiet streets as residents awake. This watercolor painting attempts to capture the lazy, warm mood.

Painted on Arches 140lb Coldpress with Winsor & Newton paints.

Watermarks are not present on the actual artwork or on prints.

Onboarding for the Long Run

“Onboarding for the long run” was a presentation series about designing onboarding that helps users beyond the first run. While that can sound daunting, I used the presentation to help break things down into actionable chunks. First, I outlined the different opportunities across the customer journey during which onboarding techniques are helpful. Then, I presented a diverse toolkit of onboarding methods that teams could use to help users in different situations, leading to long-term benefit in our products.

This talk was shared at:

  • UX Lisbon, 2020
  • UX New Zealand, 2019
  • UX Days Tokyo, 2019
  • UX Days Seoul, 2019
  • UX Australia, 2018
  • UX London, 2018
  • An Event Apart San Francisco, 2017
  • An Event Apart Seattle, 2017
  • Hosted on UIE’s All You Can Learn Library

Using 3rd-party screenshots in a presentation

Instructional presentations in the design and tech world often benefit when they include examples outside of a speaker’s own work. If you’re a presenter or working towards being one, chances are you’ve realized how helpful 3rd-party screenshots and recordings can be in illustrating a point, and how easy they are to capture from sites and apps. You were probably trained to get permission before adding 3rd-party music, photos, and other creative works that aren’t already in the public domain or under an open-sharing license like the Creative Commons copyright license in your slides. But, have you considered doing the same for screenshots and screen recordings?

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From first run to the long run

I often evangelize the importance of first time user experiences. After all, not all of the users acquired to a product will stick around, but they’ll all experience its first run design. To encourage return use, that first impression must be solid. But it’s also very common for designers to overemphasize the first run experience at the expense of long-term user support.

Illustration showing that a first run experience ends up ending too soon to help users complete their journey on the path to engagement and retention


Clippy, the Microsoft Office Assistant, failed partly because it catered to first time users. It didn’t scale gracefully as those users became acclimated to the product. As James Fallows describes “…Clippy suffered the dreaded ‘optimization for first time use’ problem. That is, the very first time you were composing a letter with Word, you might possibly be grateful for advice about how to use various letter-formatting features. The next billion times you typed ‘Dear …’ and saw Clippy pop up, you wanted to scream.”

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How watercolor promotes a prototyping mindset

Feature image for "How Watercolor promotes a prototyping mindset"

I used to be intimidated by watercolor. It seemed so unwieldy compared to the acrylic, pencil, ink, and digital media I’d grown accustomed to using during my BFA program. For years I shied away from it, despite the fact that those who could control it made beautiful, airy paintings that were nearly impossible to simulate in Procreate or Photoshop.

As I got immersed in the day-to-day trappings of tech-focused jobs, my fine arts skills got stale. I decided to reinvigorate them with a challenge. In 2011 I took up one of those make-a-thing-everyday-for-a-year projects, choosing watercolor as my tool of choice. By forcing myself to paint watercolor nearly every day, I built up my skills from “sorta bad” to “decently good.” Eventually, I fell in love with it. Today I paint almost exclusively in watercolor.

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What shaped you?

People can be shaped by a mix of factors: genes, people, places, events, both the good and the bad. Everyone is a unique blend. As good product designers, we consider these contexts in relation to the users for whom we design, with the intent of creating experiences that suit their needs and expectations. But we don’t often take as much time to understand what has shaped us. Why do we gravitate to the problems and solutions that we do? A little self reflection in uncertain times can help us realign to higher quality, impactful projects and can also remind us, as we approach the Thanksgiving holiday, to thank those that had a positive impact on who we are now.

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“Free sample” idea boards

Attendees of my “New Users Matter, Too” talks have graciously brainstormed ideas for free samples–experiences that allow new users to interact with a portion of a product’s value proposition before committing to an account. These methods can increase valuable signups and reduce the walls that prevent conversion. Use these ideas to kickstart your team’s exploration of a free sample that’s right for your product.

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Party of Blue

Watermarked image of watercolor painting of blue fish over stag horn coral

Watercolor painting, 9″H X 12″W

“Party of Blue” was inspired by dives in Western Australia’s beautiful Ningaloo Reef. It depicts a cascade of blue reef fish darting around a patch of staghorn coral. This is a lovely piece with dynamic motion, evocative colors, and energetic textures.

Painted on Arches 140lb Coldpress with Winsor & Newton paints.

Watermarks are not present on the actual artwork or on prints.

Evaluating onboarding experiences

If you’re designing your product’s first onboarding flow or improving an existing one, you’ll need to evaluate its performance. A good assessment process helps you find opportunities for improvement and justifies the resources you need to make the new user’s experience awesome.

Often, teams measure onboarding myopically, like a feature in isolation. Apps measure clickthrough rate in an introductory slideshow. Sites measure how many people sign up. Devices measure how quickly someone gets through a setup wizard. These kinds of measurements are immediate, cheap, and easily automated. But, while they’re easy, they don’t show whether an onboarding design is contributing to or detracting from a new user’s overall success. Continue reading