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World Usability Day 2014- Engagement


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Keynote presentation for World Usability Day New England 2014

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World Usability Day 2014- Engagement

  1. 1. World Usability Day Elizabeth Rosenzweig Founder and Director
  2. 2. Today  World Usability Day  Human Error is a Misnomer  Engagement  Engagement: How To Get Involved
  3. 3. First An Exercise  World Usability Day Geography  What part of the world did you grow up?
  4. 4. Attended a World Usability Day event in EUROPE?
  5. 5. Attended a World Usability Day event in the USA?
  6. 6. Attended a World Usability Day event in Asia?
  7. 7. Attended a World Usability Day event in South America?
  8. 8. Attended a World Usability Day event in Australia/South Pacific?
  9. 9. Over the years
  10. 10. October 2004
  11. 11. What is World Usability Day  It is about making our world work better.  Reaching out to the common citizen and spreading the message  We don’t have to put up with products and services that don’t work well!!!
  12. 12.  Devoted to creating global awareness around people’s rights to having things that work.  The activities are focused around the issues of how Usability effects society.
  13. 13. Who said users don’t matter? World Usability Day promotes the value of usability, user centered design, and your right to have things that work better. To find out more and see what’s happening in your city on November 14th go to Sponsors: Human Error is a Misnomer
  14. 14. 1. Create local showplaces that feature the best projects, research and knowledge in creating better user experiences. 2. Publish news articles that raise awareness of average citizens to demand more usable products, services and technology. 3. Fost local grass-root projects that can make a visible impact 4. Broaden awareness of user experience as a field and its value in improving our lives. What we do
  15. 15. World Usability Day Boston  Event Hosts:  Museum of Science, Boston  Boston UPA Planners:  Chris Hass  Susan Robison  Chauncey Wilson  Susan Rice Museum of Science, Boston
  16. 16. Alarm Clock Alley Rally  Exhibit/Activity Description:  Usability volunteers interviewed visitors about how long it would take to set the time on six different alarm clocks  Visitors then were timed while they set the alarms and interviewed about the outcomes  Visitors were encouraged to discern what specific factors affected speed and accuracy • Hand’s On Usability Introduction Stand-alone exhibits/activities for visitors Created by UPA Boston Six stations offered simultaneous exploration Usable data collected during the day Goals & Outcomes:  Visitors rated this as highly enjoyable  Visitors stated it was educational  Kids and parents continued discussions on related topics all day  Actual data findings collected and analyzed  Results were surprising  Visitor interest surprised Museum staff  Museum stated “We need more of this- permanently”
  17. 17. Doors to Usability  Exhibit/Activity Description:  Visitors saw photos of real-world doors and used hand-held voting equipment to vote on which way the door would open  Voting results were tabulated in real time and shown to the group  Usability volunteers then revealed “the answer” and led discussions about ergonomics, design, and human perception cues • Hand’s On Usability Introduction Stand-alone exhibits/activity for visitors By UPA Boston & Mitre Corporation ¼ scale doors created from digital photos and foam core Machine Dreams voting devices Goals & Outcomes:  Visitors rated this as highly enjoyable  Visitors stated it was educational  Kids did not try to “game” the system but parents did  Actual data findings collected and analyzed  Visitor interest surprised Museum staff  Museum stated “We need more of this- permanently”  Machine Dreams thrilled to get feedback, exposure and advice
  18. 18. Touchscreen Voting  Exhibit/Activity Description:  Visitors used full size prototype touchscreen voting machines to cast ballots in hypothetical elections  MIT students and volunteers collected data and interviewed visitors  Data used to inform Federal recommendations for touchscreen voting • Real-World Usability Introduction Stand-alone exhibits/activity for visitors Created by MIT Media Lab Research-based touchscreen voting devices set up onsite Visitors cast ballots and were interviewed Goals & Outcomes:  Older visitors especially enjoyed this  Visitors stated it was educational  Participants stated “I had no idea what the fuss was about until I accidentally voted for the wrong guy. NOW I know what the fuss is about!”  News teams covered this exhibit extensively
  19. 19. 2007
  20. 20. Consumer Patient Partient Family Family Caregiver Elderly Professional Doctor Nurse/Caregiver Business/Industry Hospital Nursing Home/Rehab/Faclility Insurance Companies EHR Academia/Research Medicine Medical Devices Government Orgs Medicare/Medicaid NGO Doctors without Borders World Usability Day Communities of Interest Healthcare
  21. 21. 2008
  22. 22. 2008 40,000 people participated worldwide Thousands of volunteers
  23. 23. 2009
  24. 24. Online Global Projects  WUD has established a richer community by bringing working user research professionals together online as well as in person, social media has helped. • WUD’s 2008 Global Transport Challenge was designed to raise awareness and involvement through social networking and online activities about how transportation is used and how it impacts the environment.
  25. 25. Global Community  Reach out to people in all countries bring awareness everywhere  Rwanda, South Korea, Dubai, Iceland, Peru, Singapore, Canary Island, Iran, Poland, Russia, India, Cypress, Chile, Peru
  26. 26. Global Awareness  Use social media to keep up an ongoing dialog about the issues and keep interest.  Assign people to each network and keep a steady info stream going throughout the year. #WUD2014
  27. 27. World Usability Day 2014
  28. 28. North America
  29. 29. Middle East
  30. 30. Europe
  31. 31. At the end of the day?  People should now realize technology does not have to be as hard to use as it is  People stop blaming themselves when things don’t work  Message is out- people don’t have to buy technology that is not easy to us  Usability stories and events all bring the message together
  32. 32. Engagement  Why Engagement?  How Deep Does it Go?
  33. 33. Engage  I am engaged when I lose myself in an activity  I am engaged when I can relate to something  People I have something in common with  Activities that take up all focus
  34. 34. What was the last really engaging experience you had?
  35. 35.  5 senses are stimulated  Heightened awareness  Clarify of focus What Makes Anything Engaging
  36. 36. Engagement and UX The technology becomes a ubiquitous part of the environment Doorknob- doesn’t need explanation
  37. 37. How to Stay Involved  Organize an event or a meetup for your local professional Chapter, company, and community  Sponsor WUD 2015  Share your experiences - take photos and videos in your community. Upload these photos to: and tag them #WUD2014 and upload your videos to: and tag them with #WUD2014. Start uploading photos today!  Join our online community, Submit your content, white papers, or thoughts on the WUD website.
  38. 38.  Demand that things work. Be brave  Don’t buy objects that are not usable. Don’t buy them. Push back..  Vote with your dollars.  Technology should not make anyone feel stupid. Ever. Usability Revolution