 All right, guys, I guess we'll get this started. Thank you for coming to UX is more than a buzzword. It's going to be quite a lot of content to get through. There's a lot to do with UX. And yeah, we've got a lot to go through. It's very high level. But I'm hoping it covers a lot of topics. And hopefully, you guys learned something. Hopefully, I learned something from you. So let's get this started. A little bit about me. My name's Callum, and I work as a user experience and interface designer at Doghouse in Perth, West Australia. Not that it really matters. I have a Bachelor of Science in Digital Media to prove I know what I'm talking about, kind of. And that's my Twitter, LinkedIn, and email. So feel free to get in contact with me. So to get the boring stuff out the way, UX stands for user experience, quite obviously. And this definition here is, I think, brilliant. It comes from the Oxford Journals. And it says, user experience design, UXD or UED, is the process of enhancing user satisfaction by improving usability, ease of use, and pleasure provided interaction between the user and the product. And I think that perfectly sums it up. It's important. I don't think a lot of focus has been on UX until fairly recently. And yeah, I think it's super important. It's really interesting. So story time, I was traveling with a mate of mine, one of my best mates from high school. And we were traveling across the Nullarbor and about halfway across, we were going from Perth to Brisbane. And about halfway across the Nullarbor, I ran out of data on my mobile phone. So I went to the mobile Optus site, which was an experience. And I went to go purchase a data pack. And so I finally navigate all my way through it. And I get to the end. And I go to press the Purchase button. And the Purchase button is broken on mobile. So I mean, you can kind of understand here that it's absolutely insane that a company of that size on mobile, that they're losing sales all because of this little, I guess, it was a styling issue. Because I flipped the orientation of my mobile, it went to a different breakpoint, and the button was fixed. So you can imagine how many sales are losing just from little things like that. And there's an example of it. So the term user experience designer. It's a bit of a funny job title, actually, because you can't actually design a user's experience. It's impossible. To get inside the inner workings of each individual to provide them the experience that they require is impossible. But the one thing that we try to do as user experience designers is design for the user experience. So using tried and tested methods of designs, stuff that we know that works well, try to get inside the user's head, do as much testing as possible to give them the best user experience that's possible. But to actually design a user experience is impossible. You have to design for the user experience. And that little graphic there to the right perfectly sums up all the things that we tried to do as user experience designers. So it needs to be useful, desirable, accessible, credible, findable, and valuable. This is a bit of a hot topic. There's a bit of a debate between, I guess, UX designers and user interface designers coming together under one banner. So can a UX designer design interfaces? I think so. I think the two go hand-in-hand pretty well. However, depending on the size of your agency, if you're a smaller agency and you've got a UX designer who can also design interfaces, I think that's great. However, if there are the time and resources and money to provide a separate user interface designer and a separate user experience designer, then that's probably the way to go as well. But yeah, it's quite interesting. It's a bit of a debatable subject, which we won't get too far into today. So user-centered design is the backbone of UX. Basically, we're considering the user at every stage of the design process. They are our main focus. We want to know who is using it, how they're using it, and why they're using it. They're the three main questions that we want to try and figure out before we even touch wireframing. It's the old saying, research, design, if it fails at usability testing, research again, and just keep doing it over and over until you get it right. And then there's this interesting, I find it interesting at least, it's called the path of least resistance. So I managed to snap this pretty cool picture on the plane coming from Perth to here on Wednesday night. And obviously this is much larger scale, but if I just zoom in a little bit, we can kind of see here that we've got this section of farmland. And then the path of least resistance is all about the user trying to get from A to B as quickly as possible. And that's what UX is. We don't want to put hurdles in the way. I mean, that can hurt sales, it can hurt generating inquiry, can hurt a whole bunch of things. So what's quite funny with this is that if we look closely, if I go back, you can see a little man-made paths being made right across that corner angle. And this is known as the desire line. So you may have seen it before where you've seen a really curvy bike track with grass in between, and then there's bike tracks going over the grass. It's just like, why would I go around this complicated pathway slowing down when I could just cut straight across? And I find it super fascinating. I was actually quite happy I got that picture. So, planning. Basically, you need to plan as much as possible before even thinking about wireframes. You need to figure out what's the best way to gather all of these requirements. Is the client providing a brief? Sometimes they don't. A lot of the time they don't. And it's our jobs to basically extract that information from them. Another thing also that we want to plan is we want to know how much time to dedicate to different meetings, which I'll talk about in a bit. And how much budget are we working with? Is this a brand new site? Is the budget large? Is it small? Or are we making tweaks to an existing site? Are there different things that we can remove to save money, but still try and provide a great user experience? So this is all, I guess, yeah, the planning stage. So it's important to have a great kickoff meeting. I think you should involve the designers and devs from the very start. Often you can get into the situation where a designer and a developer will be lumped with a dodgy handover after three workshops. And it's very, very hard to try and explain to them months and months of work in a small meeting. And then you piss off the developers. And they're always pissed off. So, yeah, involve the designers and devs from the very start. And they can give great insight in the meetings. Basically, you want to learn about the business and the users in the meeting. It's pretty obvious, but yeah, basically the business, they're gonna know the user's the best. And then it's up to us to provide tests and try and learn it better than their own business. For the kickoff meeting, you don't want to get too far into business and user requirements. It's basically an introduction to the business. So yeah, stay on topic and it's very easy to get sidetracked. Gathering requirements. So basically to do this, you're gonna want to run a requirements workshop. These are great for discussing business requirements, must have features, finding information about the users, creating user journeys with the client, and also creating personas, which are fake profiles and I'll talk about them in a bit. And a big thing as well is that you want to know about the competitors. There's a lot of things that you can learn from the competitors and other people in the market. They might be doing things better, they might be doing things worse, and it's great. I mean, they've most likely already done the research, it's sitting there, you just need to look at it and take what you want from it. And also if they do happen to have an existing product, run through it and find out what's wrong with it before trying to fix it. Contextual research is huge. It's kind of skipped over a bit, but in what context are the users using the website? Are they on their mobile phones? Are they commuting? Are they at the beach? Are they relaxed? Are they sad? Are they under pressure? These all come into play when you're creating different types of websites, whether or not it's brochure websites or if it's e-commerce. So yeah, very important contextual research. Stakeholder interviews. Basically what I've been talking about is we should try and break these up into small workshops so that people aren't getting super tired and cranky and hungry. And basically, yeah, they're long and tiring if you can, feed your clients. Take them out to lunch. Get a few beers in them. The stakeholders, they're the top dogs. They will give you the best understanding of the business. And they'll also be able to tell you after the website's gone live and what it means to them, a success and a failure. So competitors, I touched on it briefly. Basically, yeah, you wanna benchmark the competitors. You wanna know what they're doing right, what they're doing wrong, and what we can improve on. So yeah, exactly what I said before. It's really important. I mean, you need to know what competitors are doing. Usability testing. So there's three main forms of usability testing. There's Gorilla, which is a kind of commander. You go into the city and you say you've got an app that you wanna test. You can go into the city and ask people to try it out. Or you can give them incentives, say, hey, I'll buy you a coffee if you try this out and tell me what you think. That's generally for small kind of budget clients. It's still valuable information, but the problem with it is that if you're targeting random people, it's most likely not a person that they may or may not be using the product. Lab is for hosting your own usability testing session. So you would set up maybe a computer and a desk, invite people in and they can use their product, use the product and get their feedback on it, whether or not it's a rapid prototype. You can also give them sketches of pieces of paper and kinda walk them through how the app or the website's gonna work. And remote is pushing all of this hard work onto someone else and paying them for it. So basically, there's usability testing professionals where they will source clients that should be your target market and then they'll host the usability sessions and then give their findings to you. And seriously, if you have the budget and the time, it's a no-brainer to do this because it can save you a lot of headache in the future because without usability testing, you're basically using previous knowledge and a little bit of guesswork to give people a great experience. Analytics is an important one. If they have it already installed on their current website, brilliant, you can see where things are falling down and they can really provide valuable insight into the human behavior, especially with e-commerce. It's great for seeing if people, I guess, are leaving checkouts earlier if they're abandoning them and then you can try and figure out why they're doing that. So personas. Personas are fictional characters, I'll just read this out. Personas are fictional characters created to represent the different user types that might use a site, brand, or product in a similar way. And that explains it brilliantly. Personas are all about trying to create fictional characters that could potentially be using the product so that you can further try to get inside the user's head and figure out the user behaviors. Some of these personas can contain the name, gender, age, the salary, key goals, et cetera, et cetera. And personas quite closely link to user journeys. Basically user journeys help us understand the behavior of the user and how they're going to interact with the product. It's when you run through possible scenarios that you pick up forgotten functional requirements. Sorry to say it's a border. So I'll just go to the next slide where I've got a very simple example. So this is a user journey of someone who's forgotten their password. User clicks on forgot password link, user enters email address. The system then sends an email to reset their password. User clicks on reset link, provide an email and then the user enters the new password field and submits the form. That's a very, very basic user journey. But if you apply this same principle to other types of journeys, you can figure out maybe what you've missed from the requirements stage or from a workshop. And wait a minute, and so then you can say, wait a minute, we've missed this and then you can go back to the client and figure out what's actually going on. It's actually very helpful for when you're doing complex e-commerce systems where maybe there's already existing customers, new customers, et cetera. Yeah, these are great. I'll touch on this briefly. Information architecture. Basically, you wanna try and figure out what is the most valuable information to the client, to the user, sorry, and then make it easy for them to access it. There's no point hiding, say for example it's a site that really depends on generating inquiries, that's how they make their sales. And if you hide that inquiry form, say in the photo or a little button, people aren't gonna click it. You need to make things obvious to the user. And it just goes back to that point of providing the path of lease resistances, giving them what they want straight up rather than trying to jump through hurdles. So this is where it gets a bit interesting. I know that was tough to get through guys, but it's essential, it really is. I mean, you have to do all of that planning before even thinking about wireframing. So wireframing is incredibly useful for establishing that information hierarchy. So we can get a bit of a picture on how we want things to look, we want them to be placed, what menu items we're gonna have, how many, what's it gonna look like once we respond down to mobile. And as well, it can be really useful to developers. It gives them a bit of insight, especially if they're simple wireframes, gives them insight into think, into maybe what blocks they need to create in Drupal. So maybe they can get a little bit of a head start. Maybe the designs are slightly lacking behind and then they can get a really, really simple wireframe and know, okay, I'm gonna have to create these regions, I'm gonna have to create these contexts, I'm gonna have to create these taxonomy terms, et cetera. And it's useful for finding and fixing flaws in the website. It's much cheaper to fix the problems now than when they creep up three months time into dev. That's when it gets expensive and that's when projects can go over. So this is one type of wireframing. It's called sketching and it's exactly what it sounds like. These are for quick and dirty, getting a whole bunch of ideas onto a piece of paper, scribbling, erasing, and just trying to get as much elements onto the piece of paper as you can so that you can then refine these and then take them over to maybe a more polished wireframe. Yeah, basically, and also if your sketching is good enough, you can show them to clients if you really want. You can show them maybe what they think. And this is a couple of sketches that I quickly did on the plane, just to give you an idea. Can see we've kind of got like a, we've got a kind of about us brochure. Sorry, yeah. You have blocks, right? Yeah. What about the detail? Great question. And that's sketching is perfect for just getting all the ideas onto the piece of paper. It doesn't need to go down into that kind of granularity. Maybe if you were showing a client and if you weren't going to a more refined wireframe, then you would have to touch on those details. But this is for kind of fleshing out areas of content and blocks before moving on. It's a bit of a stepping stone, actually, I find. And sometimes it can be quite hard to jump into like a wireframing tool without having any idea. And it's kind of good to refer to your sketches and just be like, oh yeah, that's right. I am missing that Facebook block. Oh yeah, brilliant. This is another type of wireframe. It's called low fidelity. Once again, they're very, very quick. They're great for low budgets. Maybe you need to get a quick fix right out the door. And these are great for just quickly mocking up something to give to a developer or to a designer. And that's just kind of an example there. You can see we've got a header about us, context plus, a bit of a Twitter feed and a footer. Very, very simple, very, very quick. This is where it starts building up a bit more information. So this is called grayscale fidelity. Basically use your blacks, your grays, your whites to define regions and blocks and buttons. And you build up a little bit more detail. So we can kind of see here, we've got a logo up in the top left corner. We're going to have a mobile button there. We've got a search input. We've got three buttons to the right over there. These are kind of what our product teasers are going to look like. We know we're going to need the title, the price. We want to add them to the cart and maybe we want to favorite them. Doesn't necessarily have to look like this. I mean, we might want to put that star up in the top right corner. Yeah, once again, it's not as, because the next example is high fidelity. And as you can see here, it is getting very close to lingering on the design. So yeah, here we can see that we've introduced colors and there's a lot more detail now. So designer can go to this and they can see, okay, this is exactly what we need and then they can work their magic on it. It's still establishing all the places and the blocks. And I know it looks very, very close to a design. It's getting there, but that's only because we've used a little bit of imagery and used a little bit of colors. I mean, if you were to apply those back to our grayscale wireframe, it would look very, very close. No, so the styling documentation should be covered in one of the previous workshops where maybe you talk a bit about the client branding and then that's when hopefully they already have a style guide. If they don't and they're looking for a complete branding direction, then that's when we would then go to our designer, come up with a style guide and then maybe then we can go into, once we've signed off on the wireframes and designs, we can start building an online style guide for the developers. But no, it's not meant to be a design. Right, so a bit of a functional specs requirement, yeah. Yeah, definitely. I mean, that can be coupled with the wireframes. It's kind of, it's not exactly part of, I guess, the user experience journey, which I'm trying to cover in a lot of high level detail. Yeah, yeah, and that's something that you definitely want to sit down with the developer and say, hey, we need these fields, we need these, and then come up with a functional document together. But yeah, it's not exactly part of, I guess, the user experience journey. Yes, mate. So you have this, it's not what I asked, it's not my design. How do you cope with that? Brilliant question. So you need to make it clear that it's not a design to the client. This is still going to design. And yeah, this is where it does get a bit complicated. So it's very easy for them to confuse the design, and then that's when you need to say, okay, so maybe high fidelity for a certain client probably is in the right direction. Maybe you want to go grayscale or low for them. But to other clients, and especially to stakeholders, a high fidelity wireframe can really sell them on a concept because it kind of gives them a glimpse of that final product. But yeah, definitely. It has happened before where they mentioned like, okay, so for example, can that cleaning button there be green instead? And then that's when you have to reiterate, but most of the time it's perfectly fine. They understand that it's still a wireframe. It just has a couple of colors applied to it for context. Yeah, yeah, go for it. Yep, yep, definitely, yeah. I talk about that a little bit in the bit. Yeah, and I mean, that's another point as well is that it's very hard if you give a client a wireframe, it's hard for them to imagine what the final product could look like. So it does require, it requires a lot less imagination from the client, because they can kind of see it coming together as a website. But yeah, definitely that is one of the cons. It is more time consuming, obviously. Prototyping is a great way of also showing the client what the final product could look like. And especially when I talk about the tools that we can use, you can convert these high-fidelity wireframes and be able to link between them and create a working prototype, which you could then use for usability testing. So yeah, prototyping is, I think, a big one, and definitely if you've got the budget, try and just squeeze it in. So cool, so tools. Basically, yeah, there's different tools for different jobs. Say if you're really good at illustrating, you feel comfortable in illustrating, then create your wireframes in Illustrator, because there's a program called Envision, and what Envision does is you can bring in those Illustrator files as different files and blocks, and you can create prototypes that way. But then you have tools like Bolzamic, where it's an in-built editor, yeah, basically it's an in-built editor and prototyping and wireframing tool in one, and it also works on the cloud and also has a local client. UX PIN, that's the one that I currently use. I think it's slightly better than Bolzamic because Bolzamic's still running on Flash, unfortunately, so the performance isn't as good, and yeah, it's Flash. And also it has a height limit on the canvas due to the limitations of using Flash. So with the emerging design trends now where there's a lot of long-page websites, you can actually hit that canvas limit, which can be quite annoying, so then you're having to spread pages over multiple wireframes, which can be quite difficult to explain to the client. But yeah, basically, yeah, these are just a couple of the tools, there are heaps out there, and I guess the only way to really find out which one you wanna use is a lot of them are free and a lot of them provide great free trials, so just give it a go. If you don't like it, scrap it, move on to another one. Cool, so this little part here is just a kind of thing I call Drupal Smart Elements. It's about saving time in the wireframing stage, so what you can do is you can create, I guess a library of commonly used blocks, and you can reuse these across projects, so some of the standard things in Drupal, so the comments form, or maybe the default login block, and then you can just drag those on from a library. Some tools give you these libraries, and then other times you're just gonna have to create your own library and manage it yourself. And if you do use Bolzamic, there's a great little pack, which gives you all of these elements, so you can kind of reuse those and build a really, really quick Drupal site very quickly with those, so it does save you a bit of time. Yeah, mate? Actually, yeah, which one's that, sorry? Okay, so that wasn't Drupal, that was just a community pack created by someone in Bolzamic using Bolzamic Elements. But it's a great question, and that kind of starts verging on the side of prototyping, where do you use a tool out there that can convert your current Y frames into a prototype, or do you just build it in straight static HTML? And it depends, I guess, on your UX designer and what they're comfortable with. Yeah, does that answer your question? Yeah, okay, cool. Cool, so basically it's not converting, we've sent this website live, and it's not kind of working to what we thought it was gonna do. Basically for this, user validation is key. If you had done the usability testing in the first place, and if you had gotten into the head of users and just tried to give them the best user experience possible, then you can try and negate these issues. But there are a few things you can do. You can perform a post-live usability review. So you can see where it's falling down, you can use analytics to see where conversions are falling down. And obviously it depends on the purpose of the website. And also, if it's a small budget or if it's quite urgent, it's called quick wins. So you can break down different parts of what the problem is. So for example, let's use Optus' example, that button is breaking on the mobile breakpoint. You could, it probably doesn't need to be wire framed because they've already got a design in place. So what you can do as a quick win is you'd be able to quickly mock up what that button should look like, go into that breakpoint and fix it, and then hopefully that would then increase conversions because now they can click the button. Amazing concept. And yeah, testing and evaluating, it's really important. I mean, once the website goes live, your job isn't done. I mean, there's still ongoing improvements as you go, one of which is called A-B testing. This is great if you're not quite sure if an idea is gonna work or not. So what you can do is you can serve maybe 50% of the clients, sorry, the users, this particular block, and then serve 50% of clients this particular block and see which one works better. There's a great tool called Visual Website Optimizer that can do all this and you can actually do it inside the program and just inserts a bit of JavaScript so you don't have to go back to dev and implement this. And there's also a great little website called WitchTest1. And if you subscribe with your email address, they once a month will send you a usability test that they've performed and what you can do is they'll ask you, okay, which one do you think won? You select your answer and then you can see a poll of results so you can see what other UX designers thought was gonna win. And a lot of the time it isn't what you thought. But that's a great website, it's a really, really good resource. There's different ways we can measure results. So it's quite hard to figure out if it is working. I mean, you can look at inquiries and maybe if it's an e-commerce store, you can look at sales, but you wanna look at analytics, making sure that the inquiries are coming up. Yeah, that's basically it, that's for measuring. And also a vital one is getting the client and user feedback post-live. So whether it's through the use of a poll or a form, just trying to get feedback from users and see what they think of the new website. Cool, so I've got a bit of a case study for you. This is a website that we do call the Goods and basically they're a business to business seller of products and cleaning, catering, washing and safety. So they're e-commerce, but it's more of a, I know it's hard to describe, it's not your traditional, yeah, it's B2B, it's not your traditional e-commerce store. So that's the current site, little bit dated. It did the job for a long time, but it's time to upgrade. So these are the three workshops that we hosted with the client beforehand. We had the kickoff and stakeholder meeting as a combined for roughly around three hours that we then dedicated an entire day to gathering requirements. So they came in the morning, we talked through different business requirements, different functionality, went to lunch, came back and then continued working on it. And then workshop three, we presented them with some wireframes and a small prototype after gathering all that information. And obviously you're still talking to the client between these workshops. It's not like, okay, see you in two weeks. You're still communicating with them. But yeah, that's just, that's how we laid it out this project. Yes. Yeah, yep. Yeah, you generally in the workshop and as well the project manager that will be managing that project. So they're on top of it from the very beginning. So this is just a little example of us working in our breakout room. And this was great. So we were sitting on the couch here, you can see a little glimpse of me to the left there, so to the right there. And we were just on the chalkboard just sketching out the entire process for new customers signing up and existing customers logging in. So yeah, that was a really great way of doing it. I mean, if you've got a chalkboard like this or a whiteboard, great. Another way you can do it is posted notes on a big boardroom table. But yeah, it's great because you've got the clients sitting there and you can kind of work with them. They can go up and draw on it as well. So before I move on to that, I'll just show you a, I'll just show you a quick. So this is our UX pin. This is one of the tools I was talking about. And as we can see here, it's actually exported a HTML version. So what we can do is it exports a little sitemap for you. So when you're running through the client, you can kind of go through all your different wireframes in the sitemap. Or you can go a step further and then you can link certain elements to different wireframes so you can make it feel like it's a bit of a prototype, a bit of a working website. And what made this website really interesting is that it needed to be really easy for people to be able to go to products. But then it's also just as vital to be able to check out their account information because it's in the account section where we sell products that they've previously purchased. Because it's important to realize that with this particular company, being B2B, they have recurring customers and recurring sales. So maybe for example, once a month this restaurant knows it needs 1,000 Appkins. And so they know they can go to that one place and they can reorder it again. So I'll just give you a little bit of an example. So I've hooked up that products button to the products page. And then now we've got the products sidebar on the left there. And these are the three main, sorry, the four main categories of their website. And I've just got an example of catering being expanded and we're searching for some cups that are hot. And yeah, this was all done within UX pin. And then I've also got what the products menu is gonna look like on iPhone or mobile. And also what the admin menu is gonna look like on mobile as well. And the great things were about, let me just find it for you, two seconds. Here we go. So this is an example of the landing logged in page. And right now we're on the iPhone breakpoint. So this gives them a really great idea of what the page could look like on mobile. And then we can quite easily flick back to desktop. And so you can do this with them. And it's, yeah, it's just a really great and clear way of showing them how the website works. And as well, so then now for on a product we can click through to a product. And so they can kind of see, it's just a magento side by the way. So, sorry, triple commas. No. Yeah, as you can see, it's actually, it's a brilliant program. The only problem with it is that it's quite young and it suffers from a pretty terrible memory leak. So you have to close Chrome a couple of times during the day. But apart from that, it's brilliant. It's the best one that I've found where it combines everything you need into one tool. It's got your editor. It's got your wireframe. It's got your prototyping. It's in the cloud. It's easy to manage with different staff members. Different staff members can collaborate on it as well. And yes, yeah, that's one thing. I haven't been able to find another tool that can do all of those things in the one tool. So UXPin has the editor built in. Yeah, definitely. So, I'm just trying to think, because there is actually a first sketch on Mac. There is a plug-in for UXPin. And so you can take different elements across. But as far as I think, I think, well, I mean, in our case, our designer, he prefers, we print them out in big, gigantic sheets of A3 for him. And he loves just sitting there trying to sketching on them and just starting a fresh PSD. But definitely, if you do use sketch, there is a plug-in to allow you to easily bring those across. Yes, mate? Definitely, yeah. You said jumps out all the time. Yeah. So how do you set? Definitely, it's quite easy to kind of jump on the bandwagon of hamburger buttons just because they look cool. And I do agree with you in some circumstances where if you've got a widescreen device, I mean, say the average, you know, 1920 wide on a HD monitor, why would you hide them when you can show them? And the difference between, and that's why it's part of the reason why I chose this case study, is that it was very difficult to be able to manage both being able to easily access products, but also being able to easily access your landing logged in page because for the product, while the product's page is important, it's not as important as that landing page, which I'll just bring up. Because because they are B2B, this is why it's quite important that they land on this page because a lot of them are gonna go, okay, that was my last order. I want everything in that order again and I'm gonna click reorder. Definitely, yeah. That's why, yeah. And as well, that's part of the reason why as well that this, the account kind of managing section is in the top right corner. It's a very, very easy and recognizable place where you can just go to and you know it's always gonna be there. So yeah, that was my understanding of it and so far we've had some pretty positive feedback with it. And it was, sorry, I'll get to you in a second. And it was quite lucky because our receptionist, she does exactly this. She say once every couple of months needs to restock stationary. And so we gave her the prototype and I mean, you know, she's not a web developer. She's just a receptionist. The perfect target market. No, that sounded badly, didn't it? Uh-oh, no, no, that sounded badly. She was the perfect target market. I mean, that's one big segment of three minutes. Cool, thank you. Oh, that's a good just. Yeah, awesome. His lows are cool. Yeah, it looks cool. The medium does it, I'm fine. Yeah, yeah. Great looking website, but yeah. So we've got three minutes left. I'm almost at the end. I just want to maybe see if we can squeeze in a couple more questions from you guys because the person who gave the best question today gets one of these guys. Yeah, check it out. Pretty cool. Sorry, yes, mate. Can you come back a bit for your talk, please? Yep. To the Summer Girls items in the page. Yep, to be honest, I did flirt with the idea as well of it coming over the top of the page. So that sidebar doesn't appear when you're on the accounts page. So it could appear on any page. So you click that, you get the slide out, and then you can choose to go to your account manager. But I think it was just a better user experience as taking them directly to this page. They can just go top right corner, click it, and they're there. What if they log out? So it's possible to be able to view your orders on this page. So we've got our previous orders then. You'd be able to click on previous orders and then go to a full list of them. But there are times where I'll duplicate things so that you can get to the same point from multiple different positions. All right, so I'll just quickly wrap this up, guys. I've got a couple of resources there that I love. Smashing Magazine, Smashing UX Design is a great book. UX PIN released free PDFs about once every two months. They're great as well. How to get people to, so, how to get people to do stuff at Susan M. Wineshank. She's a doctor who studied psychology and then decided to get into web design. So she talks a little bit about the morality of kind of tricking users into gain more sales. And it's a really interesting read. Stuff that there's too many to list. Email it to me and we can swap resources. I'm in Melbourne until March 15th. So if you want to have a drink and discuss and pick my brain more, let's do it. Sounds good. Thank you, guys. Cheers.