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Designing Experiences
A Practical Framework for Human-Centered Product Design
by Nathan C. Rahn
Design Research Lead, Merchant
In two hours, we will
Learn, 0:45
Apply, 0:45
Discuss, 0:30
Six Essential Steps of Product Design
PRInCiPleS: A Human-Centered Design Framework
A Design Framework
Analysis Synthesis
P R I C P S
Predispositions Research Insights Concepts Prototypes Strategies
Blevis E. The PRinCiPleS Design Framework. Indiana University School of Informatics and Computing
Predispositions
What are the initial hypotheses or beliefs that the product team holds to be true?
Predispositions
• Define the problem
• Note the constraints (and then forget
them)
• Collects the points of view of the
team
(eng/design/prod/marketing/etc.)
• Forms initial hypotheses
• Exposes conflicting views
• Later helps drive buy-in from a
diverse audience
Predispositions: Examples
• Merchants have a difficult time getting new customers in the door
• People want to try new things around them but don’t know where
to go
• Merchants want to focus on the reason for their business and not
the details of running the business
Research
Literature, Observations, Ethnography, User Testing
Research
• Observational
• Contextual inquiry
• Ethnography
• Usability of current system
• Literature
• Competitive analysis
• Established guidelines
• Data gathering
• Survey
Research: Examples
• Diary study to better understand local shopping behavior
• Survey to understand what technologies merchants currently use
and how they acquired those technologies
• Ethnographic study to understand how merchants interact with
the technologies they currently have
• A trip to a cash register museum to observe the changes in form
and function over time
Insights
What does the research tell you?
Insights
• Interpretation of research
• Identify problems with current
system
• Discover a vision for something
better
• Evidence to affirm/refute
predispositions
• Techniques include system and
object diagrams, models, etc.
Insights: Examples
• Ethnographic findings from merchants into categories that show
merchants will lose their place in a certain system if interrupted
by a customer
• Survey results showing that merchants use the first POS system
they come across that seems reasonable rather than conduct a
deeper analysis of features and cost
• Affinity diagram that organizes diary study results into categories
showing people tend to find one or two places via word of mouth
and stick with them, rarely branching out
Concepts
What ideas come out of the insights?
Concepts
• Changes to the human environment
• Concepts are innovations that change
interactions
Concepts: Examples
• Location based recommendation: Given a person already having
certain technologies at their disposal such as a GPS-enabled
mobile phone, we can suggest places with or without deals that
may suit their interests based on current behavior when they are
nearby
• De-technology POS: Removing as much complexity as possible from
the merchants, establish centrally controlled terminal POS
systems that our reps install and then maintain from our central
hub (much like the ADP security system)
Prototypes
Exploration, Appearance, Usability
Prototypes
• Exploratory
• Appearance
• Working
Prototypes: Examples
• Location based recommendation: Experience prototype, in which a
researcher and participant go for a walk through a busy city
center, and the researcher occasionally informs the participant of
nearby deals
• De-technology POS: Paper prototype used to understand specific
terminal needs and interactions in order to determine the best
usability and feature set for terminal vs mainframe vs outsourced
management
Strategies
What is the plan to implement the design or system?
Strategies
• Defines how to implement a design
• Look at the constraints again
• Enterprise: marketplace viability
• Technology: technical feasibility
• Social: social effects
Strategies: Examples
Blevis E. The PRinCiPleS Design Framework. Indiana University School of Informatics and Computing
A Design Framework
Analysis Synthesis
P R I C P S
Predispositions Research Insights Concepts Prototypes Strategies
The things we
believe to be true
at the outset of a
design process
Observations
Literature
review
Collections
review
Design issues that
arise out of
research
Things, services,
communications,
or strategies that
we envision as a
response to
insights
• Exploratory
behavioral low
fidelity
• Appearance
look & feel
• Usability proof
of concept
high fidelity
• Social value &
desireability
• Technological
feasibility
• Enterprise &
economic
viability
planning
Blevis E. The PRinCiPleS Design Framework. Indiana University School of Informatics and Computing

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Designing experiences

  • 1. Designing Experiences A Practical Framework for Human-Centered Product Design
  • 2. by Nathan C. Rahn Design Research Lead, Merchant
  • 3. In two hours, we will Learn, 0:45 Apply, 0:45 Discuss, 0:30
  • 4. Six Essential Steps of Product Design PRInCiPleS: A Human-Centered Design Framework
  • 5. A Design Framework Analysis Synthesis P R I C P S Predispositions Research Insights Concepts Prototypes Strategies Blevis E. The PRinCiPleS Design Framework. Indiana University School of Informatics and Computing
  • 6. Predispositions What are the initial hypotheses or beliefs that the product team holds to be true?
  • 7. Predispositions • Define the problem • Note the constraints (and then forget them) • Collects the points of view of the team (eng/design/prod/marketing/etc.) • Forms initial hypotheses • Exposes conflicting views • Later helps drive buy-in from a diverse audience
  • 8. Predispositions: Examples • Merchants have a difficult time getting new customers in the door • People want to try new things around them but don’t know where to go • Merchants want to focus on the reason for their business and not the details of running the business
  • 10. Research • Observational • Contextual inquiry • Ethnography • Usability of current system • Literature • Competitive analysis • Established guidelines • Data gathering • Survey
  • 11. Research: Examples • Diary study to better understand local shopping behavior • Survey to understand what technologies merchants currently use and how they acquired those technologies • Ethnographic study to understand how merchants interact with the technologies they currently have • A trip to a cash register museum to observe the changes in form and function over time
  • 12. Insights What does the research tell you?
  • 13. Insights • Interpretation of research • Identify problems with current system • Discover a vision for something better • Evidence to affirm/refute predispositions • Techniques include system and object diagrams, models, etc.
  • 14. Insights: Examples • Ethnographic findings from merchants into categories that show merchants will lose their place in a certain system if interrupted by a customer • Survey results showing that merchants use the first POS system they come across that seems reasonable rather than conduct a deeper analysis of features and cost • Affinity diagram that organizes diary study results into categories showing people tend to find one or two places via word of mouth and stick with them, rarely branching out
  • 15. Concepts What ideas come out of the insights?
  • 16. Concepts • Changes to the human environment • Concepts are innovations that change interactions
  • 17. Concepts: Examples • Location based recommendation: Given a person already having certain technologies at their disposal such as a GPS-enabled mobile phone, we can suggest places with or without deals that may suit their interests based on current behavior when they are nearby • De-technology POS: Removing as much complexity as possible from the merchants, establish centrally controlled terminal POS systems that our reps install and then maintain from our central hub (much like the ADP security system)
  • 20. Prototypes: Examples • Location based recommendation: Experience prototype, in which a researcher and participant go for a walk through a busy city center, and the researcher occasionally informs the participant of nearby deals • De-technology POS: Paper prototype used to understand specific terminal needs and interactions in order to determine the best usability and feature set for terminal vs mainframe vs outsourced management
  • 21. Strategies What is the plan to implement the design or system?
  • 22. Strategies • Defines how to implement a design • Look at the constraints again • Enterprise: marketplace viability • Technology: technical feasibility • Social: social effects
  • 23. Strategies: Examples Blevis E. The PRinCiPleS Design Framework. Indiana University School of Informatics and Computing
  • 24. A Design Framework Analysis Synthesis P R I C P S Predispositions Research Insights Concepts Prototypes Strategies The things we believe to be true at the outset of a design process Observations Literature review Collections review Design issues that arise out of research Things, services, communications, or strategies that we envision as a response to insights • Exploratory behavioral low fidelity • Appearance look & feel • Usability proof of concept high fidelity • Social value & desireability • Technological feasibility • Enterprise & economic viability planning Blevis E. The PRinCiPleS Design Framework. Indiana University School of Informatics and Computing