User Experience: Surprise And Delight Me


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User Experience should be more than just "not too frustrating" but actually surprise, delight or enhance our lives...

Presented at Product Camp Aug 21, 2010

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  • Intro: Awesome Design – Possible, Necessary and ProfitableExercise 1. Bob McKim – Stanford Design Professor
  • But awesome Design Does Exist. We know it when we see it. It’s often simple, and elegant.
  • … and we wish we thought of it.(this is a children’s drink called Y-water, the design is by Yves Behr, and the bottles can be collected and used to make sculptures instead of thrown away.)
  • It’s often simple.
  • It re-defines function.
  • It surprises and delights us – it’s unexpected.From Don Norman’s Emotional DesignWhy we love (or hate) everyday things
  • But even though the solution is often seems simple… the process of getting to awesome, requires travelling through the edges of the misunderstood to the periphery of the problem – and find the intersection of user, context, expectation, function, emotion and practicality. And it’s not necessarily a perfect balance of each. Ex. Best Pen Ever. You wouldn’t say a perfect pastry has 1 cup of sugar, 1 cup of flour, 1 cup of eggs, 1 cup of vanilla… it depends what you’re making… but it comes down to considering these 6 basic things.
  • It requires looking around the edges. Asking New Questions. It’s Not always Easy, but it’s definitely possible. The key is…( Some of this sounds familiar. It is the kind of creative questions the marketing department asks – when given a mediocre product and asked to push it on consumers. Though the lines of product development and marketing are become more and more blurred, I’m talking about product conceptualization at the earliest stages. )Designers must explore the periphery of the User Experience – to create a path back to the center.In other words…
  • Think Different. Which leads me to my second point, that awesome design, design that surprises and delights is not only possible, but it’s Necessary.
  • Consumers have too many choices of practically the same thing – that they try to differentiate by marketing alone.
  • Too much stuff. I call it Stuffication. People are starting to downsize.
  • Too much stuff. I call it Stuffication. People are starting to downsize.
  • In order to do this – you need to think differently.Exercise 2. 90 seconds. Imagine your product is a Super Hero! What are it’s super powers? Who does it rescue and how?
  • Today’s Rapid Design Process – and quicker “to-market” cycle – make most companies focus on 1. Fixing Bugs and 2. Adding features (which pretty much merge them to all being the same product again and again… )
  • … unexpected ( I didn’t know it was Picasso’s Birthday) or expected but still a surprise…Doesn’t impede primary function.
  • Works because of Context – you are driving down the street – probably having to follow more of the rules than any other time of the day. Stop, yield, go…No one ever says “thank you – we appreciate it your efforts to keep the roads safe”From Rory Sutherland’s talk “Sweat the Small Stuff”
  • User Experience: Surprise And Delight Me

    1. 1. User Experience: Surprise & Delight Me(The Secret to Awesome Design)<br />Kristin Colier<br />Technology Troubadour<br />@kcolier<br /><br />1<br />
    2. 2. Awesome Design<br />Y-Water<br />Yves Behar<br />2<br /><br />
    3. 3. Awesome Design<br />3<br /><br />
    4. 4. Awesome Design<br />Twist & Shout! Michael Lambert<br />4<br /><br />
    5. 5. Awesome Design<br />Smilecup<br />Psycho<br />5<br /><br />
    6. 6. Awesome Design<br />Spiral Shoe for Lacoste<br />ZahaHadid<br />6<br /><br />
    7. 7. Awesome Design<br />Oops<br />Jake Cress<br />7<br /><br />
    8. 8. What makes it awesome?<br />User<br />Expectation<br />Function<br />Awesome Design<br />Emotion<br />Practicality<br />Context<br />8<br /><br />
    9. 9. How do we get there?<br />What else is this like?<br />Does it fit with my life goals?<br />What am I missing?<br />Could it do more?<br />User<br />What would mom say?<br />Should it do less?<br />Expectation<br />Could it be more fun?<br />Function<br />Does this make my life more or less complicated?<br />Would I give it as a gift?<br />How does it make me feel?<br />Is it worth it?<br />Emotion<br />Childhood memories?<br />Practicality<br />Can I bring it on vacation?<br />Does it resonate?<br />Context<br />Will my peers approve?<br />Would I use it during lunch?<br />What about me?<br />9<br /><br />
    10. 10. Think Different<br />10<br /><br />
    11. 11. Consumer Trends<br />Too Many Choices<br />11<br /><br />
    12. 12. Consumer Trends<br />Too ManyChoices<br />Too MuchStuff<br />12<br /><br />
    13. 13. Consumer Trends<br />Too ManyChoices<br />Too MuchStuff<br />“stuffication”<br />13<br /><br />
    14. 14. Awesome Design Stands Out<br />Lamps for Channels <br />Samuel Chan<br />14<br /><br />
    15. 15. Think Different<br />“Why join the Navy <br />when you can be a pirate?”<br />-Steve Jobs<br />15<br /><br />
    16. 16. Awesome Design<br />Yeah, but…<br />16<br /><br />
    17. 17. Awesome Design<br />Myth 1: Design must be complicated to be awesome.<br />17<br /><br />
    18. 18. Awesome Design<br />Myth 2: Design must be costly to be effective.<br /><ul><li> Number of speeders dropped 53%
    19. 19. Signs cost about 98% less than a using a speed camera</li></ul>18<br /><br />
    20. 20. Awesome Design<br />Myth 3: There’s not enough time for really good design.<br />“Never underestimate the power of user interface and good product design…”<br /><ul><li>Aaron Patzer, Founder of</li></ul>Sold to Intuit <br />for $170 Million<br />19<br /><br />
    21. 21. Awesome Design<br />Focus on the <br />User Experience:<br />Surprise & Delight Me<br />… and create something awesome. <br />Untitled Flower Jar<br />Alessandro Bêda<br />20<br /><br />