The User is Not Like Me

859 views

Published on

The creation of interactive experiences is often too heavily influenced by personal biases and internal politics (especially in large organizations). UX should be about understanding and empathizing with the people who will actually be using what we design. This workshop will equip you with strategies for getting out of your own heads (and helping you organizations do the same).

0 Comments
1 Like
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
859
On SlideShare
0
From Embeds
0
Number of Embeds
206
Actions
Shares
0
Downloads
13
Comments
0
Likes
1
Embeds 0
No embeds

No notes for slide

The User is Not Like Me

  1. 1. PREPARED FOR AGENDA - Empathy - Barriers to Empathy - Get Out of Your Head in 3-Steps - Case Study: Life Time Fitness - Key Principles: An In-House Perspective 2
  2. 2. COMMON LANGUAGE
  3. 3. Useful Enjoyable UsableUser DesirableExperience Beautiful UX Credible Valuable Findable 4
  4. 4. DiscoverUser DefineCenteredDesign Develop Design 5
  5. 5. Strategy User Modeling Research InformationInteraction ArchitectureDesign Content IXD Development Creative Design Front-End Development Copywriting 6
  6. 6. Noun:Empathy The capacity to recognize feelings thatem● pa●thy are being experienced by another. http://dictionary.reference.com/browse/empathy 7
  7. 7. EXAMPLES
  8. 8. http://www.startribune.com/world/170533526.html 9
  9. 9. If we get it,then why don’t we do it?
  10. 10. BARRIERS
  11. 11. PersonalBias Elephant Illustration © Jason Hunt  http://www.naturalchild.org/jason 12
  12. 12. “Religious” Debates © 2006 Steve Krug. Used with permission of the author. 13
  13. 13. Design-byCommittee http://www.youtube.com/watch?v=Wac3aGn5twc 14
  14. 14. Ivory TowerDesign http://www.flickr.com/photos/dplanet/94441587/ 15
  15. 15. Elastic User 16
  16. 16. THE SOLUTION?
  17. 17. GET OUTOF YOUR OWN HEAD.
  18. 18. FOR EXAMPLE, TAKE THESE GENTLEMEN ...http://www.flickr.com/photos/justinhoch/ http://www.flickr.com/photos/atempletonphoto/ http://www.flickr.com/ http://www.flickr.com/photos/ http://www.flickr.com/photos/scottchene/4998133254/ 3332105386 photos/shankbone/ modenadude/3655997137/ 7046992619 4573217643/ 19
  19. 19. THE METHOD UX METHOD“A technique in which actors try to replicate designers try tounderstand the conditions under whichthe emotional conditions under which a auser operates, in an effort to create useful,character operates, in an effort to create aand enjoyable experiences.”life-like, realistic performance.”http://psychology.wikia.com/wiki/Method_acting 20
  20. 20. STEP 1.EXPERIENCE YOURAUDIENCE
  21. 21. Talk to Them!Observe ThemGet Feedback 22
  22. 22. STEP 2.MAKE IT TANGIBLE
  23. 23. Strategy DecksGuiding PrinciplesUser ProfilesPersonasFindings &Recommendations 24
  24. 24. STEP 3.KEEP IT ALIVE
  25. 25. SELF ACTUALIZATIONMaslows ESTEEMHierarchy of SOCIALNeeds SAFETY PHYSIOLOGICAL Adapted from http://en.wikipedia.org/wiki/Maslows_hierarchy_of_needs 26
  26. 26. Care SELF ACTUALIZATIONFeed ESTEEM SOCIALProtect SAFETY PHYSIOLOGICALReproduce Adapted from http://en.wikipedia.org/wiki/Maslows_hierarchy_of_needs 27
  27. 27. CASE STUDY:LIFE TIME FITNESS
  28. 28. THE CHALLENGENEW PHILOSOPHY – for how Life Timeapproaches the interactive space.NEW PROCESS – for identifying,prioritizing, designing and buildinginteractive technology.NEW PLATFORM – for deploying andmaintaining customer-facing interactivetechnologies. 29
  29. 29. WHAT WE’VE DONE SO FAR
  30. 30. MinneapolisContextual Washington D.C.Interviews Dallas/Ft. WorthSTEP 1. STEP 2. STEP 3.EXPERIENCE MAKE IT KEEP ITYOUR AUDIENCE TANGIBLE ALIVE 31
  31. 31. “Just let me get to the schedules”Baseline “Scheduling court time—hard to find” 69%Survey Report current execution of basic features keeps them from using the site “Lots of steps to get to the group fitness schedules” 38% Didn’t know that you could make reservationsSTEP 1. STEP 2. STEP 3.EXPERIENCE MAKE IT KEEP ITYOUR AUDIENCE TANGIBLE ALIVE 32
  32. 32. InteractiveStrategySTEP 1. STEP 2. STEP 3.EXPERIENCE MAKE IT KEEP ITYOUR AUDIENCE TANGIBLE ALIVE 33
  33. 33. PersonaCreationSTEP 1. STEP 2. STEP 3.EXPERIENCE MAKE IT KEEP ITYOUR AUDIENCE TANGIBLE ALIVE 34
  34. 34. CardSortingSTEP 1. STEP 2. STEP 3.EXPERIENCE MAKE IT KEEP ITYOUR AUDIENCE TANGIBLE ALIVE 35
  35. 35. TreeTestingSTEP 1. STEP 2. STEP 3.EXPERIENCE MAKE IT KEEP ITYOUR AUDIENCE TANGIBLE ALIVE 36
  36. 36. UserTestingSTEP 1. STEP 2. STEP 3.EXPERIENCE MAKE IT KEEP ITYOUR AUDIENCE TANGIBLE ALIVE 37
  37. 37. PersonaUsageSTEP 1. STEP 2. STEP 3.EXPERIENCE MAKE IT KEEP ITYOUR AUDIENCE TANGIBLE ALIVE 38
  38. 38. KEY PRINCIPLES:AN IN-HOUSE PERSPECTIVE
  39. 39. PRACTICE TACTFULPERSISTENCE
  40. 40. IT TAKES TIMEChoose the higher ground.Understand yourorganization.Add value.Take every opportunity.Steadily educate. 41
  41. 41. COLLABORATE
  42. 42. COLLABORATEDiscover >> Design >> CREATIVE Collaboration Curve USER EXPERIENCE 43
  43. 43. NEVER LOSE SIGHT
  44. 44. NEVER LOSE SIGHTHAVE A VISION!Meet the organization wherethey are and take them tothe next level. 11 45
  45. 45. LET’S TALK 46
  46. 46. RECOMMENDED READING 47
  47. 47. http://www.flickr.com/photos/33498942@N04/5760828730/ http://www.flickr.com/photos/b-p/2512675068/http://www.flickr.com/photos/nateone/3259989456/ http://www.flickr.com/photos/audihertz/4643575271/http://www.flickr.com/photos/himenohogosha/4381717692/ http://www.flickr.com/photos/andram/4503810981/

×