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Good-to-Great with AQUENT presentation - Koen van Niekerk

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Good-to-Great with AQUENT presentation - Koen van Niekerk

  1. 1. Things we learned Organizing for fuzzy projects Koen van Niekerk, VanBerlo
  2. 2. Predictable = boring? Fuzzy problems & fuzzy outcomes 2 In our projects the exception is the rule. We encounter fuzzy problems instead of clear briefings and the outcome can be almost anything…
  3. 3. briefing website app Many projects ideally look like this… Communication goals Commercial goals Digital outcome Limited # of platforms…Process geared for efficiency..
  4. 4. problem app product invention packaging service Ours often look like this… help define goals whatever is needed from apps to dishwasher tablets… Process driven by problem..
  5. 5. …and from Crisps to Brain surgery from Child safety seats to Sleep monitoring Apps…
  6. 6. Product UX = Web UX Goals & results, not content & conversion 6 Your web/marcom UX skills do not directly translate to the IOT. Product UX is about goals and results, not about content and conversion. IOT requires a different skill set for UX designers. Some examples are found on the next slide...
  7. 7. Web UX Product/service UX Goal Sell, convert, communicate Reach a goal, do a job Drive Content Task/goal Involvement Before moment of sales After moment of sales Deep knowledge Psychology of sales & conversion Daily use of product Knowledge leverage Web standards, Frameworks, Templates Research methodology, mindset, no templates Experience focus A good feeling about the product/service Added value (new capabilities, time saving) Data input Quantitative, Market data Qualitative, interviews, observations Validation Metrics, A-B testing User testing Context Mobile or Desktop Anything (coffeemachine to car HUD) Analogy Show the customer what´s on the menu To help a user Cook a dish Example Corporate website, theater site, webshop TomTom, Phone operating system, self check-in system Majority of IOT projects benefit more from product/service UX skills
  8. 8. Benefits Multidisciplinary, Product Design Mindset IT Technology UX Design Communication Persuasion Graphic Design Beauty Product Design The User In Product Design Education & Culture a user-centered mindset is the default.
  9. 9. Multidisciplinar On a new level 9 If you only employ webdesigners or UX designers. Or if your focus is only on software or electronics, You will have a very hard time. Your team should at leaest include experts on the human factor, the business factor, the digital tech and last but not least the physical tech
  10. 10. 10 System Architecture Connectivity design Parts Sourcing Insights Observation Interviews Visual Design Aestetics, Motion Design Engineering Injection Moulding 3D CAD Electronic Design Connectivity Electronics prototyping UX Design Information Architecture Interaction Design Product Design Industrial Design Software Prototyping Interaction Prototyping Prototype software Hardware Prototyping 3D printing the product In-house people & skills enlisted for designing a medical communication device Click here…
  11. 11. Atus Communication for medical professionals 11 Wearable connected medical notification device with ePaper display Mobile App for additional information is connected with Bluetooth LE Badge https://www.youtube.com/watch?v=RFIkrXPCc_8 App https://www.youtube.com/watch?v=OADd9Pwk3vQ
  12. 12. User Insights Vital to get a grip on complexity 12 Many of our projects are often complex systems with multiple touchpoints. Humans are not so great at understanding systems. Getting the tricky human factors right is vital for Business Success. So this requires thourough User Research.
  13. 13. 13 Observe things with you own eyes (photos taken during actual brain surgery) The wireless operating room is not there yet  It’s just not safe enough But cables are a usability and safety issue too. Accept the wired reality and solve the spaghetti
  14. 14. 14 Product streamlining brain surgery for Sapiens… Scenarios for optimized OR Workflow MRI Operation planning ething Software Suite... Implant remote control for patient
  15. 15. Physical Digital Simultaneous & under one roof 15 Only by developing the Physical and Digital part of the UX simultaneously, under one roof, you get a truly integrated UX
  16. 16. 16 Provide Context already while designing. (Cardboard model) Build the Physical experience so you can test the Digital one. (DIY Heads Up Display) Hacked together from 3 screens, 2 beamers, gesture sensors, arduinos, and a NUC the product
  17. 17. 17 Product Interactive driving experience demonstrator Confidential
  18. 18. What’s it mean? For your creative team 18 If you do this kind of projects you cannot approach your company as a production line you can finetune. One of the few common denominators in these projects is multidisciplinarity and a human centered mindset.
  19. 19. Team & Process How we work now… Varies per team… Design researcher Social Designer Electronics expert Aero Dynamics expert… Product Designer Product Designer Product Designer Maverick Mech Engineer Mech Engineer Research & Strategy Team lead X 6 “product” teams Interaction Designer Interaction Designer Interaction Designer Interaction Designer /prototyper Visual/Motion Designer Developer Deveoper Team lead X 1 “UX” team
  20. 20. Team & Process How we want to work… Product Designer Product Designer Product Designer Maverick Mech Engineer Mech Engineer Research & Strategy Team lead X 6 “product” teams Interaction Designer Interaction Designer Interaction Designer Interaction Designer /prototyper Visual/Motion Designer Developer Deveoper Team lead X 1 “UX” team ? › Optimal team size? › Multidisciplinary vs learning from peers… › Embed experts or concentrate them? › Project team vs home team? › Practical aspects…
  21. 21. Thank you! Designing connected products 21www.VanBerlo.nl
  22. 22. BACKUP 22
  23. 23. User testing Early, on-location, qualitative, personal 23 Big decisions (hardware, costs, connectivity) are taken early. Validate them early with a user test Context is often non-standard and very relevant, so test on location Qualitative research. You should see where people feel friction, not how much % likes button A You should be present in person to witness and interpret every little frown.
  24. 24. All the information in this presentation is confidential © 2015 / Copyrights VanBerlo All the information in this presentation is confidential © 2015 / Copyrights VanBerlo
  25. 25. Why User-testing : less risk, better product 25 Not all user-testing is the same The why of user testing is more easily understood if we distinguish between two types of testing A: Usability concept testing - The sooner usability issues are identified, the lower the impact (both in cost, and lead-time) of correcting them - Usability concept tests focus on identifying usability issues, they are designed to quickly produce actionable insights and improvements, not quantifiable data - Research shows that even a small group of participants (4-8) will identify up to 90% of usability issues - That’s why VanBerlo likes to test designs early in the concept phase. We rather test 3x with 8 people during concept design than once with 30 people at the end of the road - Usability concept tests are generally done with basic prototypes that focus on usability, not on styling. This keeps costs down and allow the team to test multiple times B: Acceptance testing - Go/nogo decisions (project to next phase) have a big impact on the budget and are ideally backed-up by an acceptance test - Acceptance-testing is done to test the acceptance of a concept as a whole, not to correct mistakes and sharpen the design. - Number of participants is generally larger (e.g. 30), partly to be able to produce quantifiable data. Level of “fidelity” is often higher because generally both usability and styling are tested - Implications of a negative test result are big. That is why (early) usability concept testing (type A) is needed as well Role of VanBerlo - Usability concept testing: Extensive experience at VanBerlo. Should be informal, done by the design team in the presence of at most 2 client stakeholders (design, not marketing) - Acceptance testing: Test preparation (e.g. prototype & script) can be provided by VanBerlo. However, involvement client for participant selection and general organization is advisable - Presence of multiple types of client stakeholders is customary
  26. 26. How VanBerlo Usability Concept Testing 26 1: Scope & Context - Agreement on goal of the test and use-cases (input for Script) - Agreement on context (in studio? on-site? on-street?) - Practical aspects (internet connection, what device to test on?) 2: Script, Recruiting & Prep - Creation of tasks to be presented to the users (based on use- cases) and test-script to guide the participants during the test - Recruitment. Usability Concept Testing is mostly done with ad- hoc participants, unless your target group is very specific such as air traffic controllers, surgeons etc.) - Location. Usability Concept Testing is mostly done on the studio location, unless required otherwise (e.g. Running app) 3: Interactive Prototyping - Prototyping platform selection (iPad?) & Software (e.g. Edge) - Creation of interactive prototype with the functionality to test the selected use-cases. (more use-cases equals more costs) - Test-run 4: Testing - Half or Full day of testing, generally done at VanBerlo location - One VanBerlo person moderates the test using the test-script, another is present for observations and notes - Something 5: Actionable conclusions - Test-results are talked through with the client on the same day and conclusions are jointly drawn up and documented - Possible optimizations are discussed with the client and documented. These optimizations are starting-point for the remainder of the concept phase - Very limited documentation, focus on design iterations Outsourcing - For Acceptance Testing, step 2 (especially recruitment) may be outsourced out to limit the budget required
  27. 27. How Things we do/use 27 Scope & Context Script Recruit Prep Create Prototype Test Conclude adjust design Platforms: depends on Prototype functionality Concept Phase depends on nr. of participants & locations Software: Circle size gives some indication of the relative effort involved depends on Recruitment Usability Concept Test 1 Usability Concept Test 2 Acceptance Test
  28. 28. What Examples & references 28 Made with Edge Animate, PhoneGap (and some JavaScript)
  29. 29. What Examples & references 29 Made with Axure
  30. 30. What Examples & references 30 Made with Pixate (Pixate was discontinued)
  31. 31. What Examples & references 31 Made with Flash obsolete Awarded with GIO award 2015
  32. 32. Prototyping Tools Overview 32
  33. 33. 33 use learning specs Whentouse Easytolearn? Support&Community experience(who) Device/Screens On-Devicetesting& ClientSharing Team&Collaboration MotionDesign Multi-screen Accesstosensors Scripting Linktoback-end Invest? Visual Editor Prototypes are created by placing images and components on a canvas, much like Adobe Illustrator or Sketch, not so flexible. Very WYSIWIG Atomic Advanced motion/animation design. Multiscreen + timeline oo oo - phone & tablet only link yes easing + timeline yes no no no try Axure Advanced functionality, not so good in motion Design, clunky interface o oo Pieter, Bart, Rosel all link yes basic easing yes no yes (own) no yes Edge Advanced motion/animation design. Timeline + Javascript o oo Pieter all link no easing + advanced timeline no no yes (JS) no yes Invision Simple click-throughs, version management, collaboration ooo ooo - all link yes easing yes no no no try JustinMind Advanced functionality, not so good in motion Design, clunky interface o o - all link yes no yes no yes (own) data import no Marvel Simple click-throughs, sleek interface ooo oo - phone & tablet only link yes ? yes no no no no Pixate Advanced motion/animation design oo ooo Koen phone & tablet only native app (iOS+ Andr) yes easing no x no no ? Principle Advanced motion/animation design multiscreen + timeline ooo Koen phone & tablet only native app (iOS+ Andr) ? easing + timeline yes no no no try Proto.io Advanced motion/animation design ooo ooo Koen all native app (iOS+ Andr) yes easing + timeline yes x limited no ?
  34. 34. 34 use learning specs Whentouse Easytolearn? Support&Community experience(who) Device/Screens On-Devicetesting& ClientSharing Team&Collaboration MotionDesign Multi-screen Accesstosensors Scripting Linktoback-end Invest? Patch Based Prototypes are created by connecting “Patches” that represent code elements and functionality. Very flexible, not very WYSYWIG Origami/Avocado Advanced motion/animation design o oo x phone & tablet only - no ? ? x ? no no Form Advanced motion/animation design oo ooo Koen phone & tablet only native app (iOS+ Andr) ? easing somewhat x limited ? try Noodle Advanced motion/animation design oo o Ester ? ? ? ? ? ? ? ? no Code Based Prototypes are created by connecting “Patches” that represent code elements and functionality. Very flexible, not very WYSYWIG Framer Total flexibility because code based. No Wysywig o ooo Bart, Tom all link no yes (code) no no yes yes yes ? ? Other criteria: Developer Handoff Price
  35. 35. Thank you for your attention 35 www.vanberlo.nl
  36. 36. 36 VanBerlo UX some projects… Sleep monitoring App Medical Pager device Connected Thermostate Flexible Electronics Touch screen operated Coffee maker

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