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FOR THE MARKETING PROFESSIONAL & BEYOND
I N T R O T O U X
LINDZ@MIVIBE .COM MIVIBE .COMLMACNEIL@INRYTHM.COM
SoWhatis
User
Experience
AS AN ACRONYM
What is UX?
ā€œUser experien ce" en compasses all
aspec ts of th e en d-user's intera c tion
with th e company, its ser vices, an d
its produc ts.
AS A NOUN PER THE ACCREDITED INVENTOR
- Don Norman: Co -foun der of th e Nielsen Norman Group (NN/g)
- UXPA : User Experien ce Professionals Association
- IXDA : Intera c ton Design ers Association
UX defined
ā€œUser experien ce" en compasses all
aspec ts of th e en d-user's intera c tion
with th e company, its ser vices, an d
its produc ts.
Achildsingerturnedmimicsingermademute.
Hardlife
lessons
Letā€™sgobackto2005
IMAGINE YOURSELF
ā€¢ Your in your early to mid 20ā€™s
ā€¢ You havenā€™t been able to speak for a few days
ā€¢ You need to find a insurance contracted ENT and book an appointment
Letā€™sgobackto
2005
IMAGINE YOURSELF
ā€¢ Your in your early to mid 20ā€™s
ā€¢ You havenā€™t been able to speak for a
few days
ā€¢ You need to find a insurance
contracted ENT and book an
appointment
Whatdoyoudo?
In2005youneedto
seeanENTandcanā€™t
talk.
YOUR OPTIONS ARE
ā€¢ Get yourself to the office so you can ask
questions then book the appointment in person
ā€¢ Get a friend or family member to call for you,
they ask the questions and book appointment
for you
So 23-ish me in 2005
ā€¢ Iā€™ve got the doctors appointment
ā€¢ Iā€™m checking in
ā€¢ Iā€™m seeing the doctor
ā€¢ Iā€™ll get a diagnosis
someday
So what does this have
to do with UX?
PX & LX & CX = UX
Patient
Experience
Learner
Experience
Customer
Experience
User
Experience
PX LX CX UX
Patient
Experience
Learner
Experience
Customer
Experience
User
Experience
User focus:
Medical care
consumers
Skill and service
consumers
All consumers All users
Business focus:
All consumer
touchpointā€™s
between a
service provider
and consumer
Any educational
exercises or
methods intents
for students
All brand related
needs of an
organization
All areas of the
organization
So what is UX?
So what is UX?
Itā€™s the experience of
your users
And all of the factors that make it up
Then what is UX Design?
So what is UX Design?
A method for ideating towards a
solution defined by a need
UXskills,
processes
andtools.
UX Leadership
UX Strategy
UX Architecture
Industrial Design
Digital accessibility
Physical factors
Product design
Service design
User research
Communication design
Experience copywriting
Information architecture
Experience design
Interaction design
Visual design
Motion design
Front-end development
Analytics
Ethnography
Market interviews
Split testing
Wire-framing
Prototyping
Visual patterns
Language systems
Interaction patterns
Motion patterns
Observation
User testing
Card sorting
Journey mapping
Diagramming
Process deconstruction
Surveys
Taxonomy creation
Ethnography
Observation
Service design
Physical factors
Communication design
Information architectureExperience copywritingSurveys
Process deconstruction
User testing
Language systems
Visual patternsPrototyping
Visual design
Taxonomy creation
Research
1930ā€™s Air Core Fuman
Factors (UX) Mapping
FRONT END DEVELOPMENT(ER)
ā€¢ Builds everything a user sees and interacts with on a
website or web based application. This includes
front-end features like fonts, sliders, drop-down
menus, and buttons, to the overall manner in which
web content like photos, videos, and articles are
displayed.
UX RESEARCH(ER)
ā€¢ Designs, conducts, analyzes, and reports on user-
centered design research and usability testing for a
product, service or company.
ā€¢ Identifies user needs and goals.
ā€¢ Identifies tasks and conducts workflow modeling,
ethnography and persona development as well as
rapid iterative usability testing, and more formal, in-
depth testing.
VISUAL DESIGN(ER)
ā€¢ Designs or finalizes the look of the interfaces to
better connect with and engage the users.
ā€¢ Leverages developed patterns to ensure consistency.
ā€¢ Crafts or finalizes product imagery for all supported
channels.
UXrolesdefined
INTERACTION AKA INTERACTIVE DESIGN(ER)
ā€¢ Designs the direct or smaller details of how a product
or service feels during use.
ā€¢ Refines or adjusts UI elements and product systems
or patterns as needed during development.
PRODUCT DESIGN(ER)
ā€¢ Designs the experience of a singular product or
service.
ā€¢ Leveraging design patterns and systems.
ā€¢ Negotiating business and customer needs as
conflicts arise.
UX DESIGN(ER)
ā€¢ Works to enhance customer satisfaction and loyalty
at a brand and product level.
ā€¢ Creates and refines product systems and pattern
libraries.
ā€¢ Threads business with ultimate user needs and
expectations to achieve the best possible forward
looking outcome.
SERVICE DESIGN(ER)
ā€¢ Improving user and employee experiences to
optimize an organizations operations to better
support customer journeys
COMMUNICATION DESIGN(ER)
ā€¢ Crafts emotional impact through story telling, copy
writing and graphic design
ā€¢ Aides in connecting the who and whom or anyone
involved in product or solution work
UXrolesdefined
UX ARCHITECT
ā€¢ Works on the overarching and all encompassing
structure and flow for most or all of an organizations
products and services.
ā€¢ Maintains and uplifts design systems, pattern
libraries and supporting frameworks.
UX LEAD(ER)
ā€¢ Oversees end to end function in projects and
products.
ā€¢ Ensures user and human factors of each project and
conveys risks.
ā€¢ Defines what is the best possible experience for a
consumer of the organization.
ā€¢ May serve as communication lead from the design
teams to other teams and departments.
UX STRATEGY(IST)
ā€¢ Devises the experience and human facets approaches
to achieve larger organizational and/or departmental
goals.
ā€¢ Provides organization wide education and mentorship
around UX as a practice, skillset and mindset.
ā€¢ Vanguards user behavior, digital expectations,
persuasions and communication techniques.
UXrolesdefined
UX COPYWRITER(ER)
ā€¢ Crafts consumer facing messages that are consistent
with both the product or service promises and brand
of the company.
ā€¢ Hones the forward facing messaging and language
expectations with other departments of the
organization.
HUMAN FACTORS DESIGN(ER)
ā€¢ Works to decrease human errors.
ā€¢ Researches applicable system ergonomics and works
with teams to ensure those factors are pulled into the
final products and solutions.
ā€¢ Ensure the phycological needs, conditions,
expectations and intentions are all inline.
INDUSTRIAL DESIGN(ER)
ā€¢ Devises the experience and human facets approaches
to achieve larger organizational and/or departmental
goals.
ā€¢ Provides organization wide education and mentorship
around UX as a practice, skillset and mindset.
ā€¢ Vanguards user behavior, digital expectations,
persuasions and communication techniques.
DIGITAL ACCESSIBILITY DESIGN(ER)
ā€¢ Collaborates with the product design teams to
ensure that any and all applicable WCAG, A11Y and
Section 508 laws and rulings are covered.
UXrolesdefined
Product design
Service design
User research
Communication design
Information architecture
Experience design
Interaction design
Visual design
Motion design
Front-end development
Ethnography
Market interviews
Split testing
Product design
User research
Information architecture
Experience design
Interaction design
Visual design
Motion design
Wire-framing
Prototyping
Visual patterns
Interaction patterns
Motion patterns
Journey mapping
Diagramming
Process deconstruction
Wire-framing
Prototyping
Visual patterns
Language systems
Interaction patterns
Motion patterns
Observation
User testing
Card sorting
Journey mapping
Diagramming
Process deconstruction
Surveys
VARIANT 1 OF MANY
VARIANT 2 OF MANY
UXDesignskills
UX can be designed
architected and built.
GUESS WHAT
UXcanbe
designed
architected
andbuilt.
DEVELOPER
DESIGNER
ARCHITECT
ARCHITECTURE
Ensuring that every part is well
informed, all of the interconnected
pieces are covered.
DESIGN
Realizes what can be for that
product or solution.
DEVELOPMENT
The crafts people make it real.
SOLUTION CREATION
So why should I care
about UX?Ever heard of
Walt Disney
ā€¢ Saw the consumers experience as a business
opportunity
ā€¢ Proved that building for delight and
satisfaction was profitable
ā€¢ Took informed risks based on UX factors
Walt Disney
THE FIRST UXER
UX
Business
Factor
The
Differentiator
Disney =
Great
Experience
Experience Focused
1. Quality
2. Detail
3. Customer
1. Know your audience.
2. Wear your Guestā€™s shoes.
3. Organize the flow of people and
ideas.
4. Create a wienie (visual magnet).
5. Communicate with visual literacy.
Mickeyā€™s Ten Commandments
6. Avoid overload ā€“ create turn ons
7. Tell one story at a time.
8. Avoid contradictions ā€“ maintain
identity.
9. For every ounce of treatment,
provide a ton of treat.
10. Keep it up! (maintain it).
1. Know your audience.
Identify the prime audience
for your attraction or show
before you begin.
Mickeyā€™s Ten Commandments
2. Wear your Guestā€™s shoes.
Insist that your team members experience
your creation just the way Guests do it.
Walt insisted that his Imagineering teams
attend park rides and stand in queues
every two weeks so they never lose site of
feel of what the guest sees.
3. Organize the flow of
people and ideas.
Make sure there is a logic
and sequence in your
stories, and in the way
Guests experience them.
Mickeyā€™s Ten Commandments
4. Create a wienie (visual magnet).
Create visual targets that lead visitors clearly
and logically through your facility. The story
here is that as a kid, whenever Walt went to
an amusement park, the first thing he saw
was the wiener cart. And he was drawn to it
because he wanted a hot dog. The wienie for
Disney parks is the castle. People are just
drawn to it.
5. Communicate with visual
literacy.
Make good use of all the non-
verbal ways of communication ā€“
color, shape, form, texture.
Mickeyā€™s Ten Commandments
6. Avoid overload ā€“ create turn ons
Resist the temptation to overload
your audience with too much
information and too many objects.
7. Tell one story at a time.
Stick to the story line; good
stories are clear, logical, and
consistent.
Mickeyā€™s Ten Commandments
8. Avoid contradictions ā€“ maintain
identity.
Details in design and content that
contradict one another confuse an
audience about your story or the
time period it takes place in.
9. For every ounce of treatment,
provide a ton of treat.
In our business, Walt Disney said,
you can educate people ā€“ but
donā€™t tell them youā€™re doing it!
Make it fun!
Mickeyā€™s Ten Commandments
10. Keep it up! (maintain it).
In a Disney park or resort,
everything must work! Poor
maintenance is poor show.
Th e f irst UXers
Walt and his board
What can UX do for
Marketing?
THAT SOUNDS COOL BUT
We can get you up and running
What can UX and Marketing
do better together?
OR REALLY
One of the best ways to gauge strategic product
moves, uncover a potential sub market or discover
products that are not meeting the needs of a user
segment.
together We can compare the user sets and
personas, their goals and missing needs to
identify areas of opportunities with greater ease
because we are seeing them as tangible solutions.
Marketresearch
Consumer Research
The investigation of the needs and opinions of consumers,
especially with regard to a particular product or service.
ā€Ø
User Research
Understanding user behaviors, needs, and motivations
through observation techniques, task analysis, and other
feedback methodologies.
Thewho
Competitive Analysis
Identifying your competitors and evaluating their strategies
to determine their strengths and weaknesses relative to
those of your own product or service.
ā€Ø
Competitive Analysis
Assessing competitor products or services to see how they
design for their usersā€”potentially solving for similar user
needs.
Thecompetition
UX + Marketing
MAKING
ESSENTIAL
USER ADVOCACY
intentionally taking the time
to consider the opposition
CUSTOMER ACQUISITION
gaining new consumers through
precaution and education
The consumer is lead to expect
1. A level of quality and support
associated with the brand
2. A competitive advantage
within the product or service
offered
3. A value add or benefit
What the should receive
1. A product or solution equal or
above the quality of other
products or solutions offered
2. An offering that is better then
similar offerings from
competitors
3. That this offering meets my
need
ā€¢ Age range or brackets
ā€¢ Education
ā€¢ Finical outlook
ā€¢ Spending habits
ā€¢ Trends
ā€¢ Tech considerations
ā€¢ Etc.
Amce: Demo Persona
FULLER DEMOGRAPHICS
ā€¢ What they are better at
ā€¢ What they arenā€™t
ā€¢ Who there customers are
ā€¢ Market share details
ā€¢ Estimations of conversion rates
ā€¢ Estimations of behaviors and interactions
ā€¢ Etc.
Amce: Demo Competitor
FULLER DEMOGRAPHICS
&
WemakeaKickA$$team
ā€¢ We can save prep time for other
departments
ā€¢ We can decrease the risk of rework
on solutions
ā€¢ We can increase efficiencies of teams
throughout an organization
Taxonomy
Taxonomy
Every industry, every company, most markets,
many user segments all have a uniqueness to
their language and nomenclature.
Together we can discover that and fold those
learnings back into all of our work.
Taxonomy
ā€¢ Can decrease message creation time and effort
ā€¢ Can improve adoption by decreasing learning curves
ā€¢ Can make all messaging more relatable
Taxonomy
an d n ow for som ethin g completely different
We have a shared grandpa
ClaudeHopkins
THE FATHER OF MODERN MARKETING
ā€¢ Redefined the fundamentals of marketing still used
today
ā€¢ Transformed the toothpaste industry
ā€¢ Invented the product construct of craving
ā€¢ Reinvented the idea of consumer acquisition and
retention
ā€¢ Challenged product convention
QUOTE FROM A
MASTER MARKETER
ā€œThe product itself should be it's own best
salesman. Not the product alone, but the
product plus a mental impression, and
atmosphere, which you place around it.ā€
ClaudeHopkins
UX is everyone's responsibility
UX is everyone's responsibility
EVERYONEFOR PRACTITIONERS
ā€¢ UX becomes a state of mind
ā€¢ Intentional and purposeful decisions
ā€¢ We are improving the quality of life at
least for the moment
ā€¢ UX is about the common sense things
often taken for granted
ā€¢ Technologies impact good or bad
ā€¢ Mediaā€™s impact good or bad
ā€¢ To put people, lives, first
SOMETHING WE ALL NEED TO RELEARN
Failure isnā€™t a bad word
Failure is simply the
opportunity to begin again,
this time more intelligently.
Citation: Henr y Ford
Fail FAST
Fail LEAN
Fail FORWARD
Fail FAST
Fail LEAN
Fail FORWARD
As quickly as you can
through each hypothesis
As cheaply as you can while
staying true to your hypothesis
Have each failure build
towards the business goals
and user needs -
try to be balanced at least
Fail FAST Fail LEAN Fail FORWARD
How? With interaction design, user research, user testing, prototyping and wire framing
Test hypothesis
Didnā€™t work
Maybe this
Had
a issue
Need to sync up
Awesome, next
SO WHAT
Do we NEED UX?
Design without purpose is only
ornamentation.
Visit-to-lead conversions can be
400% higher on sites with a
ā€œsuperior user experienceā€
Citation: Userzoom - Forrester
How HQ Trivia Became the Best
Worst Thing on the Internet
Citation: https: //www.ny tim es.com/2018/01/05/ar ts/h q- trivia-app -appointm ent-viewin g.html
They almost exclusively incorporated lessons from the entertainment
industry. Not other industries like commerce and product.
How HQ Trivia Became
the Best Worst Thing
on the Internet
Citation: https: //www.ny tim es.com/2018/01/05/ar ts/h q- trivia-app -appointm ent-viewin g.html
YEEEEEESSSSSSSS
They made it the best kind of failure since they flipped it into a learning
opportunity. Monopolizing on their learnings and acknowledging how bad
it not only was but could have been along with how they prevailed where
others havenā€™t.
They expanded their org to include the skills that were missing before
because now they have a much closer understanding as to what can be
lost and by extension what can be gained.
Most of those skill additions are in the UX space
YOU NEED UX FOR
Accessibility
WCAG Web Content Accessibility Guidelines
WCAG Web Content Accessibility Guidelines
WAI-ARIA
Web Standards for Accessible Rich
Internet Applications
2 .4 Million Americanā€™s are Deaf-Blind
1 Billion Globaly need 1 or more assistive tools
Citation: Helen Keller National Center for Deaf-Blin d, World Health Organization
21 Million Americanā€™s over 40 with vision loss
Accessibility really means
equal access for ALL
UX guides deliveringā€Ø
equal access for ALL
th e en d is h ere ;)
To summarize
UX is about how users interact with the offerings
from your organization and by extension with
your organization itself
its the journey and
the destination
UX can be labeled or focused many different
ways by department, group and organization.
all of our labels can
be altered as needed
user interface
user experience design
UX
UXD
UI
UXshouldbedesignedand
architected.
ThefinalUXisbuilt.
UX is everyone's responsibility
Your solution or product
should be built for all.
I hope you are a UX ally
I UX
I h ope you foun d this h elpful an d
Thank You
Q & A

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Intro to UX

  • 1. FOR THE MARKETING PROFESSIONAL & BEYOND I N T R O T O U X LINDZ@MIVIBE .COM MIVIBE .COMLMACNEIL@INRYTHM.COM
  • 4. What is UX? ā€œUser experien ce" en compasses all aspec ts of th e en d-user's intera c tion with th e company, its ser vices, an d its produc ts. AS A NOUN PER THE ACCREDITED INVENTOR - Don Norman: Co -foun der of th e Nielsen Norman Group (NN/g) - UXPA : User Experien ce Professionals Association - IXDA : Intera c ton Design ers Association
  • 5. UX defined ā€œUser experien ce" en compasses all aspec ts of th e en d-user's intera c tion with th e company, its ser vices, an d its produc ts.
  • 8. Letā€™sgobackto2005 IMAGINE YOURSELF ā€¢ Your in your early to mid 20ā€™s ā€¢ You havenā€™t been able to speak for a few days ā€¢ You need to find a insurance contracted ENT and book an appointment
  • 9. Letā€™sgobackto 2005 IMAGINE YOURSELF ā€¢ Your in your early to mid 20ā€™s ā€¢ You havenā€™t been able to speak for a few days ā€¢ You need to find a insurance contracted ENT and book an appointment Whatdoyoudo?
  • 10. In2005youneedto seeanENTandcanā€™t talk. YOUR OPTIONS ARE ā€¢ Get yourself to the office so you can ask questions then book the appointment in person ā€¢ Get a friend or family member to call for you, they ask the questions and book appointment for you
  • 11. So 23-ish me in 2005 ā€¢ Iā€™ve got the doctors appointment ā€¢ Iā€™m checking in ā€¢ Iā€™m seeing the doctor ā€¢ Iā€™ll get a diagnosis someday
  • 12. So what does this have to do with UX?
  • 13. PX & LX & CX = UX Patient Experience Learner Experience Customer Experience User Experience
  • 14. PX LX CX UX Patient Experience Learner Experience Customer Experience User Experience User focus: Medical care consumers Skill and service consumers All consumers All users Business focus: All consumer touchpointā€™s between a service provider and consumer Any educational exercises or methods intents for students All brand related needs of an organization All areas of the organization
  • 15. So what is UX?
  • 16. So what is UX? Itā€™s the experience of your users And all of the factors that make it up
  • 17. Then what is UX Design?
  • 18. So what is UX Design? A method for ideating towards a solution defined by a need
  • 19. UXskills, processes andtools. UX Leadership UX Strategy UX Architecture Industrial Design Digital accessibility Physical factors Product design Service design User research Communication design Experience copywriting Information architecture Experience design Interaction design Visual design Motion design Front-end development Analytics Ethnography Market interviews Split testing Wire-framing Prototyping Visual patterns Language systems Interaction patterns Motion patterns Observation User testing Card sorting Journey mapping Diagramming Process deconstruction Surveys Taxonomy creation
  • 20. Ethnography Observation Service design Physical factors Communication design Information architectureExperience copywritingSurveys Process deconstruction User testing Language systems Visual patternsPrototyping Visual design Taxonomy creation Research 1930ā€™s Air Core Fuman Factors (UX) Mapping
  • 21. FRONT END DEVELOPMENT(ER) ā€¢ Builds everything a user sees and interacts with on a website or web based application. This includes front-end features like fonts, sliders, drop-down menus, and buttons, to the overall manner in which web content like photos, videos, and articles are displayed. UX RESEARCH(ER) ā€¢ Designs, conducts, analyzes, and reports on user- centered design research and usability testing for a product, service or company. ā€¢ Identifies user needs and goals. ā€¢ Identifies tasks and conducts workflow modeling, ethnography and persona development as well as rapid iterative usability testing, and more formal, in- depth testing. VISUAL DESIGN(ER) ā€¢ Designs or finalizes the look of the interfaces to better connect with and engage the users. ā€¢ Leverages developed patterns to ensure consistency. ā€¢ Crafts or finalizes product imagery for all supported channels. UXrolesdefined INTERACTION AKA INTERACTIVE DESIGN(ER) ā€¢ Designs the direct or smaller details of how a product or service feels during use. ā€¢ Refines or adjusts UI elements and product systems or patterns as needed during development.
  • 22. PRODUCT DESIGN(ER) ā€¢ Designs the experience of a singular product or service. ā€¢ Leveraging design patterns and systems. ā€¢ Negotiating business and customer needs as conflicts arise. UX DESIGN(ER) ā€¢ Works to enhance customer satisfaction and loyalty at a brand and product level. ā€¢ Creates and refines product systems and pattern libraries. ā€¢ Threads business with ultimate user needs and expectations to achieve the best possible forward looking outcome. SERVICE DESIGN(ER) ā€¢ Improving user and employee experiences to optimize an organizations operations to better support customer journeys COMMUNICATION DESIGN(ER) ā€¢ Crafts emotional impact through story telling, copy writing and graphic design ā€¢ Aides in connecting the who and whom or anyone involved in product or solution work UXrolesdefined
  • 23. UX ARCHITECT ā€¢ Works on the overarching and all encompassing structure and flow for most or all of an organizations products and services. ā€¢ Maintains and uplifts design systems, pattern libraries and supporting frameworks. UX LEAD(ER) ā€¢ Oversees end to end function in projects and products. ā€¢ Ensures user and human factors of each project and conveys risks. ā€¢ Defines what is the best possible experience for a consumer of the organization. ā€¢ May serve as communication lead from the design teams to other teams and departments. UX STRATEGY(IST) ā€¢ Devises the experience and human facets approaches to achieve larger organizational and/or departmental goals. ā€¢ Provides organization wide education and mentorship around UX as a practice, skillset and mindset. ā€¢ Vanguards user behavior, digital expectations, persuasions and communication techniques. UXrolesdefined
  • 24. UX COPYWRITER(ER) ā€¢ Crafts consumer facing messages that are consistent with both the product or service promises and brand of the company. ā€¢ Hones the forward facing messaging and language expectations with other departments of the organization. HUMAN FACTORS DESIGN(ER) ā€¢ Works to decrease human errors. ā€¢ Researches applicable system ergonomics and works with teams to ensure those factors are pulled into the final products and solutions. ā€¢ Ensure the phycological needs, conditions, expectations and intentions are all inline. INDUSTRIAL DESIGN(ER) ā€¢ Devises the experience and human facets approaches to achieve larger organizational and/or departmental goals. ā€¢ Provides organization wide education and mentorship around UX as a practice, skillset and mindset. ā€¢ Vanguards user behavior, digital expectations, persuasions and communication techniques. DIGITAL ACCESSIBILITY DESIGN(ER) ā€¢ Collaborates with the product design teams to ensure that any and all applicable WCAG, A11Y and Section 508 laws and rulings are covered. UXrolesdefined
  • 25. Product design Service design User research Communication design Information architecture Experience design Interaction design Visual design Motion design Front-end development Ethnography Market interviews Split testing Product design User research Information architecture Experience design Interaction design Visual design Motion design Wire-framing Prototyping Visual patterns Interaction patterns Motion patterns Journey mapping Diagramming Process deconstruction Wire-framing Prototyping Visual patterns Language systems Interaction patterns Motion patterns Observation User testing Card sorting Journey mapping Diagramming Process deconstruction Surveys VARIANT 1 OF MANY VARIANT 2 OF MANY UXDesignskills
  • 26. UX can be designed architected and built. GUESS WHAT
  • 27. UXcanbe designed architected andbuilt. DEVELOPER DESIGNER ARCHITECT ARCHITECTURE Ensuring that every part is well informed, all of the interconnected pieces are covered. DESIGN Realizes what can be for that product or solution. DEVELOPMENT The crafts people make it real. SOLUTION CREATION
  • 28. So why should I care about UX?Ever heard of Walt Disney
  • 29. ā€¢ Saw the consumers experience as a business opportunity ā€¢ Proved that building for delight and satisfaction was profitable ā€¢ Took informed risks based on UX factors Walt Disney THE FIRST UXER
  • 32. Experience Focused 1. Quality 2. Detail 3. Customer
  • 33. 1. Know your audience. 2. Wear your Guestā€™s shoes. 3. Organize the flow of people and ideas. 4. Create a wienie (visual magnet). 5. Communicate with visual literacy. Mickeyā€™s Ten Commandments 6. Avoid overload ā€“ create turn ons 7. Tell one story at a time. 8. Avoid contradictions ā€“ maintain identity. 9. For every ounce of treatment, provide a ton of treat. 10. Keep it up! (maintain it).
  • 34. 1. Know your audience. Identify the prime audience for your attraction or show before you begin. Mickeyā€™s Ten Commandments 2. Wear your Guestā€™s shoes. Insist that your team members experience your creation just the way Guests do it. Walt insisted that his Imagineering teams attend park rides and stand in queues every two weeks so they never lose site of feel of what the guest sees.
  • 35. 3. Organize the flow of people and ideas. Make sure there is a logic and sequence in your stories, and in the way Guests experience them. Mickeyā€™s Ten Commandments 4. Create a wienie (visual magnet). Create visual targets that lead visitors clearly and logically through your facility. The story here is that as a kid, whenever Walt went to an amusement park, the first thing he saw was the wiener cart. And he was drawn to it because he wanted a hot dog. The wienie for Disney parks is the castle. People are just drawn to it.
  • 36. 5. Communicate with visual literacy. Make good use of all the non- verbal ways of communication ā€“ color, shape, form, texture. Mickeyā€™s Ten Commandments 6. Avoid overload ā€“ create turn ons Resist the temptation to overload your audience with too much information and too many objects.
  • 37. 7. Tell one story at a time. Stick to the story line; good stories are clear, logical, and consistent. Mickeyā€™s Ten Commandments 8. Avoid contradictions ā€“ maintain identity. Details in design and content that contradict one another confuse an audience about your story or the time period it takes place in.
  • 38. 9. For every ounce of treatment, provide a ton of treat. In our business, Walt Disney said, you can educate people ā€“ but donā€™t tell them youā€™re doing it! Make it fun! Mickeyā€™s Ten Commandments 10. Keep it up! (maintain it). In a Disney park or resort, everything must work! Poor maintenance is poor show.
  • 39. Th e f irst UXers Walt and his board
  • 40. What can UX do for Marketing? THAT SOUNDS COOL BUT
  • 41. We can get you up and running
  • 42. What can UX and Marketing do better together? OR REALLY
  • 43. One of the best ways to gauge strategic product moves, uncover a potential sub market or discover products that are not meeting the needs of a user segment. together We can compare the user sets and personas, their goals and missing needs to identify areas of opportunities with greater ease because we are seeing them as tangible solutions. Marketresearch
  • 44. Consumer Research The investigation of the needs and opinions of consumers, especially with regard to a particular product or service. ā€Ø User Research Understanding user behaviors, needs, and motivations through observation techniques, task analysis, and other feedback methodologies. Thewho
  • 45. Competitive Analysis Identifying your competitors and evaluating their strategies to determine their strengths and weaknesses relative to those of your own product or service. ā€Ø Competitive Analysis Assessing competitor products or services to see how they design for their usersā€”potentially solving for similar user needs. Thecompetition
  • 47. USER ADVOCACY intentionally taking the time to consider the opposition CUSTOMER ACQUISITION gaining new consumers through precaution and education The consumer is lead to expect 1. A level of quality and support associated with the brand 2. A competitive advantage within the product or service offered 3. A value add or benefit What the should receive 1. A product or solution equal or above the quality of other products or solutions offered 2. An offering that is better then similar offerings from competitors 3. That this offering meets my need
  • 48. ā€¢ Age range or brackets ā€¢ Education ā€¢ Finical outlook ā€¢ Spending habits ā€¢ Trends ā€¢ Tech considerations ā€¢ Etc. Amce: Demo Persona FULLER DEMOGRAPHICS
  • 49. ā€¢ What they are better at ā€¢ What they arenā€™t ā€¢ Who there customers are ā€¢ Market share details ā€¢ Estimations of conversion rates ā€¢ Estimations of behaviors and interactions ā€¢ Etc. Amce: Demo Competitor FULLER DEMOGRAPHICS
  • 50. & WemakeaKickA$$team ā€¢ We can save prep time for other departments ā€¢ We can decrease the risk of rework on solutions ā€¢ We can increase efficiencies of teams throughout an organization
  • 52. Taxonomy Every industry, every company, most markets, many user segments all have a uniqueness to their language and nomenclature. Together we can discover that and fold those learnings back into all of our work.
  • 54. ā€¢ Can decrease message creation time and effort ā€¢ Can improve adoption by decreasing learning curves ā€¢ Can make all messaging more relatable Taxonomy
  • 55. an d n ow for som ethin g completely different We have a shared grandpa
  • 56.
  • 57. ClaudeHopkins THE FATHER OF MODERN MARKETING ā€¢ Redefined the fundamentals of marketing still used today ā€¢ Transformed the toothpaste industry ā€¢ Invented the product construct of craving ā€¢ Reinvented the idea of consumer acquisition and retention ā€¢ Challenged product convention
  • 58. QUOTE FROM A MASTER MARKETER ā€œThe product itself should be it's own best salesman. Not the product alone, but the product plus a mental impression, and atmosphere, which you place around it.ā€ ClaudeHopkins
  • 59. UX is everyone's responsibility
  • 60. UX is everyone's responsibility EVERYONEFOR PRACTITIONERS ā€¢ UX becomes a state of mind ā€¢ Intentional and purposeful decisions ā€¢ We are improving the quality of life at least for the moment ā€¢ UX is about the common sense things often taken for granted ā€¢ Technologies impact good or bad ā€¢ Mediaā€™s impact good or bad ā€¢ To put people, lives, first
  • 61. SOMETHING WE ALL NEED TO RELEARN Failure isnā€™t a bad word
  • 62. Failure is simply the opportunity to begin again, this time more intelligently. Citation: Henr y Ford
  • 64. Fail FAST Fail LEAN Fail FORWARD As quickly as you can through each hypothesis As cheaply as you can while staying true to your hypothesis Have each failure build towards the business goals and user needs - try to be balanced at least
  • 65. Fail FAST Fail LEAN Fail FORWARD How? With interaction design, user research, user testing, prototyping and wire framing Test hypothesis Didnā€™t work Maybe this Had a issue Need to sync up Awesome, next
  • 66. SO WHAT Do we NEED UX?
  • 67. Design without purpose is only ornamentation.
  • 68.
  • 69. Visit-to-lead conversions can be 400% higher on sites with a ā€œsuperior user experienceā€ Citation: Userzoom - Forrester
  • 70.
  • 71. How HQ Trivia Became the Best Worst Thing on the Internet Citation: https: //www.ny tim es.com/2018/01/05/ar ts/h q- trivia-app -appointm ent-viewin g.html
  • 72. They almost exclusively incorporated lessons from the entertainment industry. Not other industries like commerce and product.
  • 73. How HQ Trivia Became the Best Worst Thing on the Internet Citation: https: //www.ny tim es.com/2018/01/05/ar ts/h q- trivia-app -appointm ent-viewin g.html YEEEEEESSSSSSSS They made it the best kind of failure since they flipped it into a learning opportunity. Monopolizing on their learnings and acknowledging how bad it not only was but could have been along with how they prevailed where others havenā€™t.
  • 74. They expanded their org to include the skills that were missing before because now they have a much closer understanding as to what can be lost and by extension what can be gained. Most of those skill additions are in the UX space
  • 75. YOU NEED UX FOR Accessibility
  • 76. WCAG Web Content Accessibility Guidelines
  • 77. WCAG Web Content Accessibility Guidelines WAI-ARIA Web Standards for Accessible Rich Internet Applications
  • 78. 2 .4 Million Americanā€™s are Deaf-Blind 1 Billion Globaly need 1 or more assistive tools Citation: Helen Keller National Center for Deaf-Blin d, World Health Organization 21 Million Americanā€™s over 40 with vision loss
  • 81. th e en d is h ere ;) To summarize
  • 82. UX is about how users interact with the offerings from your organization and by extension with your organization itself its the journey and the destination
  • 83. UX can be labeled or focused many different ways by department, group and organization. all of our labels can be altered as needed
  • 84. user interface user experience design UX UXD UI
  • 86. UX is everyone's responsibility
  • 87. Your solution or product should be built for all.
  • 88. I hope you are a UX ally I UX
  • 89. I h ope you foun d this h elpful an d Thank You
  • 90. Q & A