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April 2013
HCID 2013 | Has business accepted user-centred design?
John Waterworth Experience Strategy
Definition
Experience design is…
A design practice focused on human outcomes particularly the level of
engagement and satisfaction that the user derives from a product or
service, and the relevance of the experience to their needs and context.
It is:
§  Iterative - identifying and resolving design challenges through cycles
of creativity and user research
§  Collaborative - involving specialists from various design and non-design
disciplines, as well as project stakeholders and end users, in the design
process
§  Measurable - identifying both physical and emotional outcomes for the
experience, and measuring success against these targets
#1 : Success breeds success
3© 2013 Foolproof Limited
Drivers
#2 : Working back through the process
4© 2013 Foolproof Limited
Drivers
From User Experience Survey Report. Copyright @ 2013 Econsultancy
#3 : Fear of an uncertain future
5© 2013 Foolproof Limited
Drivers
#1 : You can’t ask people what they want
6© 2013 Foolproof Limited
Myths
“This is what Jobs means when he says Apple doesn’t
do focus groups. In no way is he recommending that you
stop listening to your customers. He’s advocating that
you get closer than ever to your customers. So close, in
fact, that you tell them what they need before they
realize it themselves.”
Carmine Gallo, The Innovation Secrets of Steve Jobs
Get close to your customers
7© 2013 Foolproof Limited
Myths
8© 2013 Foolproof Limited
•  Nationwide struggling to
position three new current
accounts
•  Used existing Foolproof
and Nationwide knowledge
of customers to create
exploratory designs
•  Refined through two
cycles of testing with
potential customers
•  Dramatic increase in
applications
•  Particularly through a new
‘why Nationwide’ route
Nationwide Voyager current account
Myths
#2 : There’s no room left for creativity
9© 2013 Foolproof Limited
Myths
Image by cowpie at flickr.com
Task teams with outcomes
10© 2013 Foolproof Limited
Myths
Outputs Outcomes Impact
11© 2013 Foolproof Limited
“The panel were impressed with
the approach that Flow took, their
extensive research of the problem
and the innovative nature of the
solution. They thought that the app
would be highly appealing, easily
accessible and be a wide-reaching
solution. The use of NFC on ‘juice
points’ to provide information was a
particularly innovative, yet entirely
feasible, element of the entry, and
greatly impressed the judges.”
Stuart Catchpole, Innovation
Manager at Hethel Innovation and
competition lead.
E-Mobility concept design
Myths
#3 : Too slow, too expensive
12© 2013 Foolproof Limited
Myths
13© 2013 Foolproof Limited
•  Problems with booking
process
•  Research in 5 EU
countries to create design
principles
•  Ideas for new multi-
channel booking process
•  Iterative design through
prototypes and trial sites
•  Rich insights gathered
close to real-time
•  Learning across channels
•  Faster to market and
reduced costs
Autoglass booking process
Myths
Minimum Viable Research
14© 2013 Foolproof Limited
Myths
#4 : We can just look at the data
15© 2013 Foolproof Limited
Myths
Freezer pack of peas
16© 2013 Foolproof Limited
Myths
Image by notfrancois at flickr.com
#5 : Innovation is driven by technology and design
17© 2013 Foolproof Limited
Myths
Diagram Copyright © 2009 Roberto Verganti
Epiphany
Nintendo Wii
18© 2013 Foolproof Limited
Myths
Wii publicity image from Nintendo. Copyright @ 2009 Nintendo of America, Inc
#1 : Leaders are supposed to know the answer
19© 2013 Foolproof Limited
Challenges
Still image from The Ten Commandments. Copyright @ 1956 Paramount Pictures
#2 : Going deeper than the touch points
20© 2013 Foolproof Limited
Challenges
#3 : Throwing out the baby
21© 2013 Foolproof Limited
Challenges
From Zag: The #1 Strategy of High-Performance Brands. Copyright @ 2010 Marty Neumeier
#4 : Lots of data, but little insight
22© 2013 Foolproof Limited
Challenges
#5 : How to conduct safe-fail experiments
23© 2013 Foolproof Limited
Challenges
Photo by jervetson at flickr.com
Has business accepted user-centred design?
24© 2013 Foolproof Limited
Conclusion
Contact
Foolproof
Harella House
90-98 Goswell Road
London
EC1V 7DF
www.foolproof.co.uk
Contact
Foolproof
Harella House
90-98 Goswell Road
London
EC1V 7DF
+44 (0)20 7539 3840
www.foolproof.co.uk
john.waterworth@foolproof.co.uk
John Waterworth Experience Strategy
25© 2013 Foolproof Limited

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Has Business Accepted User-Centred-Design? - John Waterworth, FoolProof

  • 1. April 2013 HCID 2013 | Has business accepted user-centred design? John Waterworth Experience Strategy
  • 2. Definition Experience design is… A design practice focused on human outcomes particularly the level of engagement and satisfaction that the user derives from a product or service, and the relevance of the experience to their needs and context. It is: §  Iterative - identifying and resolving design challenges through cycles of creativity and user research §  Collaborative - involving specialists from various design and non-design disciplines, as well as project stakeholders and end users, in the design process §  Measurable - identifying both physical and emotional outcomes for the experience, and measuring success against these targets
  • 3. #1 : Success breeds success 3© 2013 Foolproof Limited Drivers
  • 4. #2 : Working back through the process 4© 2013 Foolproof Limited Drivers From User Experience Survey Report. Copyright @ 2013 Econsultancy
  • 5. #3 : Fear of an uncertain future 5© 2013 Foolproof Limited Drivers
  • 6. #1 : You can’t ask people what they want 6© 2013 Foolproof Limited Myths
  • 7. “This is what Jobs means when he says Apple doesn’t do focus groups. In no way is he recommending that you stop listening to your customers. He’s advocating that you get closer than ever to your customers. So close, in fact, that you tell them what they need before they realize it themselves.” Carmine Gallo, The Innovation Secrets of Steve Jobs Get close to your customers 7© 2013 Foolproof Limited Myths
  • 8. 8© 2013 Foolproof Limited •  Nationwide struggling to position three new current accounts •  Used existing Foolproof and Nationwide knowledge of customers to create exploratory designs •  Refined through two cycles of testing with potential customers •  Dramatic increase in applications •  Particularly through a new ‘why Nationwide’ route Nationwide Voyager current account Myths
  • 9. #2 : There’s no room left for creativity 9© 2013 Foolproof Limited Myths Image by cowpie at flickr.com
  • 10. Task teams with outcomes 10© 2013 Foolproof Limited Myths Outputs Outcomes Impact
  • 11. 11© 2013 Foolproof Limited “The panel were impressed with the approach that Flow took, their extensive research of the problem and the innovative nature of the solution. They thought that the app would be highly appealing, easily accessible and be a wide-reaching solution. The use of NFC on ‘juice points’ to provide information was a particularly innovative, yet entirely feasible, element of the entry, and greatly impressed the judges.” Stuart Catchpole, Innovation Manager at Hethel Innovation and competition lead. E-Mobility concept design Myths
  • 12. #3 : Too slow, too expensive 12© 2013 Foolproof Limited Myths
  • 13. 13© 2013 Foolproof Limited •  Problems with booking process •  Research in 5 EU countries to create design principles •  Ideas for new multi- channel booking process •  Iterative design through prototypes and trial sites •  Rich insights gathered close to real-time •  Learning across channels •  Faster to market and reduced costs Autoglass booking process Myths
  • 14. Minimum Viable Research 14© 2013 Foolproof Limited Myths
  • 15. #4 : We can just look at the data 15© 2013 Foolproof Limited Myths
  • 16. Freezer pack of peas 16© 2013 Foolproof Limited Myths Image by notfrancois at flickr.com
  • 17. #5 : Innovation is driven by technology and design 17© 2013 Foolproof Limited Myths Diagram Copyright © 2009 Roberto Verganti Epiphany
  • 18. Nintendo Wii 18© 2013 Foolproof Limited Myths Wii publicity image from Nintendo. Copyright @ 2009 Nintendo of America, Inc
  • 19. #1 : Leaders are supposed to know the answer 19© 2013 Foolproof Limited Challenges Still image from The Ten Commandments. Copyright @ 1956 Paramount Pictures
  • 20. #2 : Going deeper than the touch points 20© 2013 Foolproof Limited Challenges
  • 21. #3 : Throwing out the baby 21© 2013 Foolproof Limited Challenges From Zag: The #1 Strategy of High-Performance Brands. Copyright @ 2010 Marty Neumeier
  • 22. #4 : Lots of data, but little insight 22© 2013 Foolproof Limited Challenges
  • 23. #5 : How to conduct safe-fail experiments 23© 2013 Foolproof Limited Challenges Photo by jervetson at flickr.com
  • 24. Has business accepted user-centred design? 24© 2013 Foolproof Limited Conclusion
  • 25. Contact Foolproof Harella House 90-98 Goswell Road London EC1V 7DF www.foolproof.co.uk Contact Foolproof Harella House 90-98 Goswell Road London EC1V 7DF +44 (0)20 7539 3840 www.foolproof.co.uk john.waterworth@foolproof.co.uk John Waterworth Experience Strategy 25© 2013 Foolproof Limited