Blog, Thoughts and Free Stuff

Event: Big and Little data for UX

11th April 2019 - Be the first to comment on this post
Posted by in Events, Talks and Presentations | Tags: ,

Last Thursday we hosted the latest of our regular seminar/workshops in London. These workshops always have a service design, UX strategy or customer research focus, and we like to involve all attendees in activities rather than be just passive observers.

This time we were joined by guest speaker Chris Pitt from big data supremos Vertical Leap, who explained how to integrate multiple sources into SEO and customer intelligence and how to identify the targets for UX improvements based on big data. I then went onto outline the importance of qualitative research and behavioural insights – I did a few of my research party tricks and thankfully they all worked (they don’t always but it is usually due to small samples!).


What is UX Strategy?

26th March 2019 - Be the first to comment on this post
Posted by in Brain Bites: 2 Minute Insights | Tags:

As UX matures as a discipline, awareness within organisations of its importance and usefulness is growing. This brings both opportunities and risks.

On one hand, UX may be seen by senior decision makers as fundamental to creating competitive advantage for the business. This gives UX teams the chance to shine and deliver great value for their organisation and its customers. Conversely, this opportunity means UX teams sticking their heads above the parapet and putting themselves in the firing line, highlighting the need to demonstrate their worth.


EVENT: Ongoing optimisation of the Customer Experience using Quant Data, Analytics and Qual Research

5th March 2019 - Be the first to comment on this post
Posted by in Events, Uncategorised | Tags: ,

For our 5th workshop, we are teaming up with the expert data science team at Vertical Leap to run a session on how you can more effectively measure, identify and optimise the performance of your service for customers/users.


Sideshow Group ranked 7 out of 100 independent agencies of 2018

21st December 2018 - Be the first to comment on this post
Posted by in News and Announcements

We’re thrilled to announce that Bunnyfoot and Sideshow Group have come in at number 7 in the Top 100 independent agencies of 2018.


Highlights from the Service Design Fringe Festival 2018

18th December 2018 - Be the first to comment on this post
Posted by in Brain Feasts: Longer Reads, Bunnyfoot Updates | Tags:

Giving myself enough time to reflect on the Service Design Fringe Festival as one of the 2018 organisers I can firmly say that the Festival was a success and worth of my time and energy investment putting aside/greying out countless meetings and myriads of emails, hungry late night catch-ups and playing “hardcore Tetris” with the agenda!


Applying User-Centred Design To Your Career

12th November 2018 - Be the first to comment on this post
Posted by in Brain Bites: 2 Minute Insights | Tags:

I was speaking with a friend recently about the difficulties she’s having when it comes to deciding what the next step in her career should be. She’s gained a lot of transferable experience and skills from the jobs she has previously held but hasn’t yet found a role that she wants to build into a career.

There were two key problems my friend and I discussed: Firstly, she didn’t really know which role(s) she was most suited to, and secondly, of the jobs that were seemingly appropriate, which one should she go for?


Video Games – Addictive By Design?

5th November 2018 - Be the first to comment on this post
Posted by in Brain Feasts: Longer Reads | Tags: ,

If you were asked to characterise a ‘gamer’, chances are, you’d describe a socially awkward teenage male. That’s the general perception of a gamer – and something that has been perpetuated by films and TV for decades – but it’s a far cry from the truth. In fact, the average gamer is 35 years old, and 40% of gamers are women (and women make up more of the gaming population than boys under 18).

Research has shown that gaming can have a variety of positive impacts on the players. For example, video game technologies like virtual reality have been used to help people recover from PTSD, get over phobias, and learn to manage drug addictions. Action-based games can boost hand eye-coordination for adults and kids, and gaming, in general, can help people relax, feel better, and trigger positive emotional responses.

But nothing is ever black and white. And as gaming has become increasingly adopted as part of the “mainstream” – it’s estimated that there’s at least one gamer in 65% of American households – a dark side has been lurking in the shadows.


Using Chatbots to Triage Live Chat Customer Needs

24th October 2018 - Be the first to comment on this post
Posted by in Brain Bites: 2 Minute Insights | Tags: ,

Conversational interfaces (voice assistants and chatbots) have not lived up to their launch hype, due to how hard it is to design and build conversations which obey the subtle nuances of human communication and language.

However, these technologies – when they are implemented knowing their limitations – are still valuable when designing multi-channel experiences. We’ve user tested chatbots which have been designed to answer simple questions where possible, and to gather all the information a live chat agent will need to answer more complex ones.

A well-designed chatbot can effectively triage or sort customers, helping some immediately and reducing the time that an agent needs to deal with others.


Are Casinos The Best Example of Dark UX Patterns At Work?

15th October 2018 - Be the first to comment on this post
Posted by in Brain Bites: 2 Minute Insights | Tags: ,

The other day, I was watching one of Louis Theroux’s old documentaries, called Gambling in Las Vegas. Theroux has tackled grittier topics throughout his career, but nevertheless, seeing people in the throes of a gambling addiction – a retired doctor claims she’s spent over $7 million in 10 years at the Las Vegas Hilton casino – isn’t easy viewing.

But the thing that interested me the most was the insight into how Vegas casinos (well, casinos anywhere) are specifically designed to keep people interacting with them as much as possible – even when it’s not in the customer’s interest.

If that sounds familiar, it’s because the definition of ‘dark patterns’ in UX is eerily similar.


Lift Buttons: A Usability Nightmare?

12th October 2018 - Be the first to comment on this post
Posted by in Brain Licks: 10 Second Wisdom | Tags: ,

The other morning, I left my flat to find a few of my neighbours conversing by the lift.

“Oh James, maybe you can help us with this!” one said.

What dilemma could I possibly help with, you might well ask. Well, it was this one: “If we want to go down in the lift, should we press down to go down, or up to call the lift up to us?”


About Bunnyfoot

We are psychologists, interaction and design experts, researchers, usability specialists. We cover Web, software, mobile, print, service design and more.
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