User Observation
This is a more wordy presentation based on older but useful content around design research methods.It's not so much about how one should collect this information as much as how to make use of it to develop design insights.
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- Slide 1: February 2008
User Observation
Design insights through watching
Chris Bernard, User Experience Evangelist, Microsoft
How can user observation help you be more insightful.
What techniques can be used for this. This presentation
covers methods used at the Institute of Design and with a
class project that was done for Bose.
- Slide 2: Topics for discussion
• Our session goals
• Design methods defined
• A design methods toolkit
• A sampling of methods
• A sample application: user research
• Discussion on level of effort, skills required
• Listing of resources and where to learn more
2 User Observation | Design Methods 02/23/08
- Slide 3: Our goals for today’s session
• Know what design methods are and why they are valuable
• Know where they can bring extra value and differentiation
to what you do
• Know where to apply them
• Know where to go to learn more about methods and the
active design, development and business community that
supports them
3 User Observation | Design Methods 02/23/08
- Slide 4: Design methods defined
The goal of design methods is to gain key insights
or unique essential truths that can create more
holistic solutions to improve products and services
as well as create better experiences for users.
Insight is derived from a process that is structured
and linear but also flexible and iterative.
Source: Nate Burgos and Adam Kallish, WikiPedia
4 User Observation | Design Methods 02/23/08
- Slide 5: Design methods encompass a broad area that focuses on:
• Redefining the specifications of design solutions which can lead to
better guidelines for traditional design activities (graphic, industrial,
architectural, web, etc.);
Source: Nate Burgos and Adam Kallish, WikiPedia
5 User Observation | Design Methods 02/23/08
- Slide 6: Design methods encompass a broad area that focuses on:
• Redefining the specifications of design solutions which can lead to
better guidelines for traditional design activities (graphic, industrial,
architectural, web, etc.);
(Incremental Innovations, Best Practices, Asset or Component-based
Solutions)
Source: Nate Burgos and Adam Kallish, WikiPedia
6 User Observation | Design Methods 02/23/08
- Slide 7: Design methods encompass a broad area that focuses on:
• Redefining the specifications of design solutions which can lead to
better guidelines for traditional design activities (graphic, industrial,
architectural, web, etc.);
(Incremental Innovations, Best Practices, Asset or Component-based
Solutions)
• Exploring possibilities and constraints by focusing critical thinking
skills to research and define problem spaces for existing products or
services—or the creation of new categories;
Source: Nate Burgos and Adam Kallish, WikiPedia
7 User Observation | Design Methods 02/23/08
- Slide 8: Design methods encompass a broad area that focuses on:
• Redefining the specifications of design solutions which can lead to
better guidelines for traditional design activities (graphic, industrial,
architectural, web, etc.);
(Incremental Innovations, Best Practices, Asset or Component-based
Solutions)
• Exploring possibilities and constraints by focusing critical thinking
skills to research and define problem spaces for existing products or
services—or the creation of new categories;
(Breakthrough Innovations)
Source: Nate Burgos and Adam Kallish, WikiPedia
8 User Observation | Design Methods 02/23/08
- Slide 9: Design methods encompass a broad area that focuses on:
• Redefining the specifications of design solutions which can lead to
better guidelines for traditional design activities (graphic, industrial,
architectural, web, etc.);
(Incremental Innovations, Best Practices, Asset or Component-based
Solutions)
• Exploring possibilities and constraints by focusing critical thinking
skills to research and define problem spaces for existing products or
services—or the creation of new categories;
(Breakthrough Innovations)
• Managing the process of exploring, defining, creating artifacts
continually over time
Source: Nate Burgos and Adam Kallish, WikiPedia
9 User Observation | Design Methods 02/23/08
- Slide 10: Design methods encompass a broad area that focuses on:
• Redefining the specifications of design solutions which can lead to
better guidelines for traditional design activities (graphic, industrial,
architectural, web, etc.);
(Incremental Innovations, Best Practices, Asset or Component-based
Solutions)
• Exploring possibilities and constraints by focusing critical thinking
skills to research and define problem spaces for existing products or
services—or the creation of new categories;
(Breakthrough Innovations)
• Managing the process of exploring, defining, creating artifacts
continually over time
• Prototyping scenarios and solutions that incrementally or significantly
address the problem
Source: Nate Burgos and Adam Kallish, WikiPedia
10 User Observation | Design Methods 02/23/08
- Slide 11: Incremental innovation
• Builds on an existing
product or model
• Creates incremental
improvements that can
differentiate
11 User Observation | Design Methods 02/23/08
- Slide 12: Breakthrough innovation
• Combine
multiple factors
(such as product
design, branding
and service)
• Can create new
value
propositions
(time savings)
12 User Observation | Design Methods 02/23/08
- Slide 13: Disruptive innovations
• Are usually
‘platform’ based and
are a ‘collection’ of
innovations that
may fall out of the
typical ‘offering’
category
Source: Doblin Group
13 User Observation | Design Methods 02/23/08
- Slide 14: What is a ‘typical’ design method process?
Source: Vijay Kumar, Institute of Design
14 User Observation | Design Methods 02/23/08
- Slide 15: The process is iterative
Source: Vijay Kumar, Institute of Design
15 User Observation | Design Methods 02/23/08
- Slide 16: …And typically uses a toolkit-based approach
Source: Vijay Kumar, Institute of Design
16 User Observation | Design Methods 02/23/08
- Slide 17: A focus on knowing users
Source: Vijay Kumar, Institute of Design
17 User Observation | Design Methods 02/23/08
- Slide 18: How a toolkit is applied: Knowing users
Source: Vijay Kumar & Patrick Whitney, Institute of Design
18 User Observation | Design Methods 02/23/08
- Slide 19: Collecting data around insights and needs
Source: Vijay Kumar & Patrick Whitney, Institute of Design
19 User Observation | Design Methods 02/23/08
- Slide 20: Collecting data around insights and needs
Source: Vijay Kumar & Patrick Whitney, Institute of Design
20 User Observation | Design Methods 02/23/08
- Slide 21: Collecting data around insights and needs
Source: Vijay Kumar & Patrick Whitney, Institute of Design
21 User Observation | Design Methods 02/23/08
- Slide 22: Collecting data around insights and needs
Frameworks can be used to sort, massage and prioritize data
Source: Vijay Kumar & Patrick Whitney, Institute of Design
22 User Observation | Design Methods 02/23/08
- Slide 23: POEMS Framework
• The POEMS framework is a
structure that classifies data
against modes that can impact
the object or item being
created and the human factors
of an individual interacting with
the object or item being
created.
Source: Vijay Kumar, Institute of Design
23 User Observation | Design Methods 02/23/08
- Slide 24: POEMS Framework
• The POEMS framework is a
structure that classifies data
against modes that can impact
the object or item being
created and the human factors
of an individual interacting with
the object or item being
created.
Source: Vijay Kumar, Institute of Design
24 User Observation | Design Methods 02/23/08
- Slide 25: Insights and needs to patterns
Source: Vijay Kumar & Patrick Whitney, Institute of Design
25 User Observation | Design Methods 02/23/08
- Slide 26: Insights and needs to patterns
Source: Vijay Kumar & Patrick Whitney, Institute of Design
26 User Observation | Design Methods 02/23/08
- Slide 27: Insights and needs to patterns
Source: Vijay Kumar & Patrick Whitney, Institute of Design
27 User Observation | Design Methods 02/23/08
- Slide 28: Insights and needs to patterns
Source: Vijay Kumar & Patrick Whitney, Institute of Design
28 User Observation | Design Methods 02/23/08
- Slide 29: Patterns to criteria
Source: Vijay Kumar & Patrick Whitney, Institute of Design
29 User Observation | Design Methods 02/23/08
- Slide 30: From criteria to concepts
Source: Vijay Kumar & Patrick Whitney, Institute of Design
30 User Observation | Design Methods 02/23/08
- Slide 31: From criteria to concepts (Let’s not move too fast)
Source: Vijay Kumar & Patrick Whitney, Institute of Design
31 User Observation | Design Methods 02/23/08
- Slide 32: How can we make it relevant to what we do?
Project Vision
Information Architecture Content
User Profiles & Scenarios Content Assessment
Feature Map Content Matrix
Information Architecture Content Plan / Strategy
Visual Design Usability / Accessibility
Visual Design Accessibility Review
Graphic Production Usability Test Plan
Design Style Guide Usability Test Report
User Support Materials
32 User Observation | Design Methods 02/23/08
- Slide 33: Design methods can be used to augment our traditional
requirements definition in a more meaningful way and
provide traceability and validation for design decisions that
is more accurate than JRDs and stakeholder interviews
Project Vision
Information Architecture Content
User Profiles & Scenarios Content Assessment
Feature Map Content Matrix
Information Architecture Content Plan / Strategy
Visual Design Usability / Accessibility
Visual Design Accessibility Review
Graphic Production Usability Test Plan
Design Style Guide Usability Test Report
User Support Materials
33 User Observation | Design Methods 02/23/08
- Slide 34: Design methods can also be used to figure out the what and
not just the how of solving a problem
Case Study for Bose:
Enhancing the buying experience for
the Personal Amplification System
Source: Chris Bernard, Institute of Design
34 User Observation | Design Methods 02/23/08
- Slide 35: Project topics
• Understanding of the product
• Traditional amplification
• Bose Personal
Amplification (PAS)
• Understanding the customer
• Plans, methods, and
analysis
• Findings
• Synthesis
• Recommendations
Source: Chris Bernard, Institute of Design
35 User Observation | Design Methods 02/23/08
- Slide 36: How the Bose personal amplification system differs
from traditional amplification
Public
Address or
PA speakers
Source: Chris Bernard, Institute of Design
36 User Observation | Design Methods 02/23/08
- Slide 37: How the Bose personal amplification system differs
from traditional amplification
Instrument
Amplifiers
Source: Chris Bernard, Institute of Design
37 User Observation | Design Methods 02/23/08
- Slide 38: How the Bose personal amplification system differs
from traditional amplification
Monitors or
Wedge
Speakers
Source: Chris Bernard, Institute of Design
38 User Observation | Design Methods 02/23/08
- Slide 39: How the Bose personal amplification system differs
from traditional amplification
Mixing Board
Source: Chris Bernard, Institute of Design
39 User Observation | Design Methods 02/23/08
- Slide 40: How the Bose personal amplification system differs
from traditional amplification
1 2 3
Source: Chris Bernard, Institute of Design
40 User Observation | Design Methods 02/23/08
- Slide 41: How the Bose personal amplification system differs
from traditional amplification
1 2 3
Source: Chris Bernard, Institute of Design
41 User Observation | Design Methods 02/23/08
- Slide 42: Protocol: Plan
Phase 1 - Secondary Research Information about the consumer
electronics industry and “music-
based” products. BOS
E background information
Bose P AS
Apple store; B&O store; ABT store; Bose experience;
Phase 2 - Primary Research purchasing experience; set-up experience; performing
experience; experience with other musical products
Musicians’ experience with BOSE and PAS; strengths
Secondary Research and weaknesses of PAS; purchasing
Phase 3 - Analysis What do we know about musicians?
Phase 4 - Synthesis What is important to musicians?
Recommendations How can we better sell the Personal
Amplification System to musicians?
Source: Chris Bernard, Institute of Design
42 User Observation | Design Methods 02/23/08
- Slide 43: Protocol: Methods & analytics
• Ethnographic methods
• Survey: 14 respondents
• Interview:
3 musicians
• Videotape
• Digital Camera: 4 stores
Apple, B&O, ABT, Guitar Center)
• 1 household
• 1 concert
• Field Notes
• Participatory methods
• Shadowing methods
Source: Chris Bernard, Institute of Design
43 User Observation | Design Methods 02/23/08
- Slide 44: Protocol: The Journey
Areas of focus
Source: Chris Bernard, Institute of Design
44 User Observation | Design Methods 02/23/08
- Slide 45: Themes
• ‘The collector’
• ‘Worship your hero’
• ‘This isn’t art, it’s my job’
• ‘Extreme hobbyist’
• AEIOU Defined • ELITO Defined
• Activities • Metaphor
• Environments • Observation
• Interactions • Judgment
• Objects • Value
• Users • Concept
Source: Chris Bernard, Institute of Design
45 User Observation | Design Methods 02/23/08
- Slide 46: Themes
Ke y O b s e r v a t io n J u d g m e nts V a lu e C o n c e p t o r C r it e r ia
Me ta p h o r
W o r s h ip People buy gear because If they are a 'purist' they Connection musicians Make this product what your
yo u r h e ro their heros or performers may reject the Bose to more musicians 'hero' uses.
they like use it. approach outright.
Some of this gear is old Adoption of the PAS may Flexibility, you can Make it easier to worship.
so they go on eBay to get depend on age and mimic all of your
it. technographic. 'heros.'
This is stuff buy and don't Back to basics.
rent.
There is new technology
that can mimic the sound
of 'classic' equipment.
Like the Line 6 PodXT
and the Varilex Guitars.
Source: Chris Bernard, Institute of Design
46 User Observation | Design Methods 02/23/08
- Slide 47: Themes
Ke y O b s e r v a t io n J u d g m e nts V a lu e C o n c e p t o r C r it e r ia
Me ta p h o r
T h is is n ' t People play in churches Some people want it cheap. Simplicity on the Develop your audience
a r t , it ' s m y Money matters. equipment site/easy
jo b ( C y n ic a l setup
p r o f e s s io n
al or
In s t it u t io n a l
Us e r)
People play in schools Comes apart without tools Portable
The PAS would be Connect audience to
considerably easier for a musicians
new beginner.
Difference practice and Flexibility
performance environment.
People play Gospel
Source: Chris Bernard, Institute of Design
47 User Observation | Design Methods 02/23/08
- Slide 48: Themes
Ke y O b s e r v a t io n J u d g m e n ts V a lu e C o n c e p t o r C r it e r ia
Me ta p h o r
T h is is n ' t Some people play Comes apart without any Sound quality, clarity Music sponsorship
a r t , it ' s m y multiple venues tools
jo b
Some people play The artists are not in Simplicity on the Jam session in retail
multiple music genres control of the traditional equipment side/easy environment
set up set-up
The PAS would be And big starts won't use it. Portable Focus general business
considerable easier to musicians
set up for a show for a
beginner
Musicians and audience One system for electric Connecting musicians
hear two different and acoustic guitars.
sounds.
Doesn't take up a lot of Connecting audience
space. to musicians
You can play it quiet. Connecting musicians
and audience
New tech that mimic Audiovisual
classic sound. consistency/Eys and
ears and harmony
Existing equipment
can be too loud,
vicious cycle.
Source: Chris Bernard, Institute of Design
48 User Observation | Design Methods 02/23/08
- Slide 49: Themes
Ke y O b s e r v a t io n J u d g m e n ts V a lu e C o n c e p t o r C r it e r ia
Me ta p h o r
Ex tre m e People play multiple Some people are more Connecting musicians Endorsement by the \"Heros.\"
h o b b y is t music genres about the technology than
the music
New technology Some people want it Flexibility Underlying tactic/Work of
cheap -money matter. mouth
Sometimes you want to One system for electronic Simplicity on the Jam session in specific retail
mess with your gear, and acoustic guitars equipment side/easy environment.
sometimes you want to set-up
Play!
Most people own as Comes apart without any
opposed to renting tools
People purchase
equipment on ebay and
guitar center.
You can play it quiet
New technology that can
mimic classic sound
Musicians like to play
around with equipment
in the purchase
environment
Source: Chris Bernard, Institute of Design
49 User Observation | Design Methods 02/23/08
- Slide 50: Who decides how the sound is?
• Musicians or…
• Venues (i.e ‘techs’ or sound
engineers)
Source: Chris Bernard, Institute of Design
50 User Observation | Design Methods 02/23/08
- Slide 51: Who decides how the sound is?
• Is is likely that venues that targeted musicians play in will
adopt this system?
Source: Chris Bernard, Institute of Design
51 User Observation | Design Methods 02/23/08
- Slide 52: What is important to musicians?
• Endorsement by heroes
• Culture of having stuff
Source: Chris Bernard, Institute of Design
52 User Observation | Design Methods 02/23/08
- Slide 53: What is important to musicians?
• Trust word-of-mouth
• Proprietary sound
Source: Chris Bernard, Institute of Design
53 User Observation | Design Methods 02/23/08
- Slide 54: Current retail channel
Problems:
• Current retail store is not helping
consumers learn about the system
• People don't know the difference
between Bose’s personal
amplification system and other
amplifiers
Source: Chris Bernard, Institute of Design
54 User Observation | Design Methods 02/23/08
- Slide 55: Where is the Bose amplifier?
Source: Chris Bernard, Institute of Design
55 User Observation | Design Methods 02/23/08
- Slide 56: Where is the Bose amplifier?
Source: Chris Bernard, Institute of Design
56 User Observation | Design Methods 02/23/08
- Slide 57: Recommendations
Sell to the existing market by:
• Setting up demo areas
• Setting up and subsidizing practice environments
• Selling products on ebay
Source: Chris Bernard, Institute of Design
57 User Observation | Design Methods 02/23/08
- Slide 58: Set up demo areas
• Use already established distribution channel
(Guitar Center)
• Educate consumers
• Improved display area to showcase and explain the Bose
personal amp system
• Knowledgeable sales staff
• Try Bose system
• Demo areas to compare both systems
• Allow musicians to practice with equipment
Source: Chris Bernard, Institute of Design
58 User Observation | Design Methods 02/23/08
- Slide 59: Subsidize a practice environment
“It’s expensive to rent practice rooms, so we rent a practice room with a few other
bands to split the cost and create a schedule for our practice times.”
“If one of the bands has equipment they are
willing to share with the rest of the bands,
they leave it in the practice room. In
exchange for letting us use their equipment,
they pay a smaller portion of the rent.”
Jenny Choi & Phillip Stone of Sanawan
Source: Chris Bernard, Institute of Design
59 User Observation | Design Methods 02/23/08
- Slide 60: Sell product on eBay
• Many musicians buy equipment on eBay, but do not
associate Bose with guitar amps
Source: Chris Bernard, Institute of Design
60 User Observation | Design Methods 02/23/08
- Slide 61: Redefine your market
• The current Bose marketing strategy for the PAS
is too Rock-focused.
• The culture of the Rock musician doesn’t directly
relate to the nature of the Bose PAS.
• The guy in this picture is NOT the guy that would
buy a PAS
Source: Chris Bernard, Institute of Design
61
- Slide 62: Redefine your market
• The image of rock music is exhibited in the
large speakers, large spools of wire, large
sound boards—the large image of rock in
general seems to have become fundamental to
the artist.
• The PAS is solving the fundamental problems
of unnecessarily large amounts of equipment.
In doing so, it immediately pushes itself out of
the marketing range of a mainstream Rock
market.
Source: Chris Bernard, Institute of Design
62
- Slide 63: Suggestions for how to redefine the target market:
• Major venue placement
• Major entertainment
programming with musical
acts
• Musical festivals
(with a focus on different
genres)
Source: Chris Bernard, Institute of Design
63
- Slide 64: Summary
- Slide 65: Design methods summary
• Design methods aren’t a replacement for your existing processes, they are a set
of techniques and methods for improving the quality of the data and insights that
go into existing artifacts we create everyday and drive the creation of business
strategy, requirements, vision, user profiles, user scenarios and information
design.
65 User Observation | Design Methods 02/23/08
- Slide 66: Design methods summary
• Design methods aren’t a replacement for our existing processes, they are a set of
techniques and methods for improving the quality of the data and insights that go
into existing artifacts we create everyday and drive the creation of business
strategy, requirements, vision, user profiles, user scenarios and information
design.
• Design methods aren’t just for web sites or application development, they can be
used to shape and define business problems and the space in which solutions can
reside
66 User Observation | Design Methods 02/23/08
- Slide 67: Design methods summary
• Design methods aren’t a replacement for our existing processes, they are a set of
techniques and methods for improving the quality of the data and insights that go
into existing artifacts we create everyday and drive the creation of business
strategy, requirements, vision, user profiles, user scenarios and information
design.
• Design methods aren’t just for web sites or application development, they can be
used to shape and define business problems and the space in which solutions can
reside
• Design methods (when more fully developed into our practice) can enable our
user experience team to work on a larger variety of projects and provide a new
dimension of customer value through their ability to generate tangible and
insightful solutions
67 User Observation | Design Methods 02/23/08
- Slide 68: So, how much does it cost?
• Design methods are a collection of techniques that
can be added to any project
• Small, modest efforts for focused problems (i.e. how to improve a
registration process) can be completed with 1 to 2 FTEs in 2 to 3 week in
4 to 6 days
• Moderate efforts (i.e. how to improve an online shopping cart) require 2
to 3 FTEs and can be completed in 4 to 6 weeks
• Transformational efforts that look at an entire enterprise (i.e. what
business should we be in) can take 6 to 8 FTEs and require up to six
months to complete
68 User Observation | Design Methods 02/23/08
- Slide 69: What’s the skill set?
• Individuals that have the following skills can
usually pick up design methods quickly
• Interaction designers
• Information designers
• User researchers (ethnographers and anthropologists)
• Analysts
• User experience leaders
• User interaction designers and developers
69 User Observation | Design Methods 02/23/08
- Slide 70: Resources
• Web
• Design methods in detail, Wikipedia
• Design Consulting Services, IBM
• Design at SAP, Hasso Plattner (Keynote)
• Institute of Design
• Institute of Design Strategy Conference
• The D-School at Stanford
• BusinessWeek Innovation Design Channel
• Elito Framework
• POEMS Framework
• AEIOU Framework (Framework discussion around ethnography)
• Related Books
• Designing for Interaction, Dan Saffer
• Designing Interaction, Bill Moggridge
• Tools
• IDEO, Method Cards
• …or my blog, www.designthinkingdigest.com/
70 User Observation | Design Methods 02/23/08