Interaction Designs as Path to Tech Innovation - Diogo Terroso
07 Maio de 2012 Diogo Terroso IxD Interaction Design as path to tech innovation 7 ways for entrepreneurial minds to innovate by Diogo Terroso If Apple made iOS in 1986Quarta-feira, 16 de Maio de 12
07 Maio de 2012 Diogo Terroso IxD INTERACTION DESIGN “Our brains and our behavior are driven by feedback loops.” - Thomas GoetzQuarta-feira, 16 de Maio de 12
07 Maio de 2012 Diogo Terroso IxD 1. you don’t want to cure cancer but rather scratch an itch Don’t look for general broad ideas but rather focus on niche markets Develop empathy and social sensibility to understand “pain” Look for the unfamiliar and under the radar Hack and transfer ideas from one discipline to another Look at your own itch Needs, Wants, Demands & Desires – What are the differences? How does design thinking intersect with business considerations? Understanding these basic human impulses is not always simple. There are always a lot of good ideas, but what makes a good idea valuable? Curate your innovation. Curate your innovation. to indicat Ne s ent ea gm p ed Feasibility Viability e os es s itiv Colour in th Buisness Risk e con deratio Technology Risk Needs are the basic How si Is the risk worth the reward? requirements. Needs can Can we make it? p roﬁ be secret needs too! Needs tab n. Will it work? become Wants when they le are they are directed to Is it possible? co speciﬁc objects that may ? ul m d satisfy the need. Wants are le th unlimited, when resources ob e are limited. so pr lut the ion ve See also: b sol e? ti o n s to indicat ent ea gm s p nd e os es well does the solu nts a positive cons itiv ma Colour in th te id e e con deratio ica Wa rat ind De io to si www.cloo-app.com n. ts en gm n. Colour in the se www.airbnb.com www.pinterest.com How ent s to indicat De sir ea gm p e e s os es itiv Colour in th e con deratio si H ow n. big ap rob Demands are Wants backed lem by the ability to pay. are y Demands are expectations ou addressing? and unstated Needs. Desires are the cherry on top. Satisfying desires creates delight, is what makes you come back for Desirability & Usability to indicat gm ent s ea p more and creates loyalty. Adoption Risk e os es Does it address a major pain point? itiv Colour in th e con deratio Does it render the status quo unacceptable? si Does it trigger a new need? n. References: Philip Kotler and Kevin Lane Keller. Marketing Management. “In a world obsessed with innovation, it is easy to fall in love with ideas.” - Scott Belsky, CEO and Founder of Behance, in Making Ideas Happen.Quarta-feira, 16 de Maio de 12
07 Maio de 2012 Diogo Terroso IxD 2. UX starts from the first sketch in the napkin Startup teams are often one-dimensional in their skill sets Biz plans are overrated, think more like a UX designer Introduce design methodologies in your process right from the start Create a lo-ﬁ wireframe with ﬂow, iterate fast to prototypes Get your customers involved early on See also: www.uistencils.com www.solidifyapp.com www.axure.com “I have not failed, I’ve just found 10.000 ways that won’t work” - Thomas EdisonQuarta-feira, 16 de Maio de 12
07 Maio de 2012 Diogo Terroso IxD 3. Build on half of your idea and then remove half Find the core of your idea What is the pain - what is your hypothesis to ﬁx it We like to add to improve things, don’t. Delete the superﬂuous features See also: 37signals.com www.instagr.am/ bu.mp “Simplicity is about subtracting the obvious, and adding the meaningful.” - John Maeda, The Laws of Simplicity, MIT Press 2006Quarta-feira, 16 de Maio de 12
07 Maio de 2012 Diogo Terroso IxD 4. Exposure design early on Don’t hide because it is a sketch Focus on learning from the end-user not from your partner Put systems in place to measure data as you go Teams make design decisions slowly, let you audience do it for you Participation and sharing See also: www.dribble.com www.conceptfeedback.com www.forrst.com “Sometimes when you innovate, you make mistakes. It is best to admit them quickly, and get on with improving your other innovations.” Steve JobsQuarta-feira, 16 de Maio de 12
07 Maio de 2012 Diogo Terroso IxD 5. Story-tell your product! Build the narrative of interaction from the user perspective Use metaphors and build upon memory Understand dramatic peaks and introduce it Create persona and user scenarios Open the stream and test it See also: Youtube:googlechrome Youtube:dollarshaveclub www.digitalbelonging- eorg.eventbrite.com “To connect with people at the deepest level, you need stories", Steve Denning, The Leaders Guide to Storytelling, Jossey-Bass, 2005Quarta-feira, 16 de Maio de 12
07 Maio de 2012 Diogo Terroso IxD 6. Understand snap judgement Why do people click away within seconds of entering a landing page? Our knowledge goes a long away, instinct builds on past experience When data is just too much to handle Decisions are progress, a bad small decision is better Play with gamiﬁcation See also: www.fivesecondtest.com Facebook:cowclicker www.zynga.com “A fire-fighter suddenly senses he has to get out of a blazing building.” - Malcolm Gladwell, Blink, The Power of Thinking without Thinking. Penguin Books, 2005Quarta-feira, 16 de Maio de 12
07 Maio de 2012 Diogo Terroso IxD 7. Build adaptation and context-awareness Adaptive user interfaces (AUI) Products that grow and shrink Why algorithms should be generative How GPS and Cloud changed everything See also: adaptly.com www.divide.com/ www.zaarly.com “We seem determined to give human qualities to objects and content to treat each other as things.”, Sherry Turkle, Alone Together: Why We Expect More from Technology and Less from Each OtherQuarta-feira, 16 de Maio de 12
07 Maio de 2012 Diogo Terroso IxD Diogo Terroso Entrepreneur, Creative Technologist and IxD Innovator Founder and CEO of NearInteraction email@example.com TechMeetupsLX May 8, 2012Quarta-feira, 16 de Maio de 12
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