By Michael Tedeschi, Interactive Mechanics
User Experience (UX) is how your visitors feel about a product or service, whether you’re designing a website, an exhibit, or a toaster. How do you know if your target audience is having a good or bad experience? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create a welcoming experience and make something that is useful, easy to use, and enjoyable for them.
We’ll cover the fundamentals of user experience, why it matters, and we’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way. We’ll practice research techniques, including interviews and contextual inquiries (observing the way your visitors already interact with your exhibits), that allow you to learn about your visitors’ objectives, rather than designing from assumptions. We’ll develop personas to clarify which new audiences you want to connect with, and what works best for them, asking questions like, Why aren’t they users already? What barriers does your museum present? What needs could you be meeting?
Correspondence analysis (CA) or reciprocal averaging is a multivariate statistical technique proposed by Hirschfeld and later developed by Jean-Paul Benzécri. It is conceptually similar to principal component analysis, but applies to categorical rather than continuous data. In a similar manner to principal component analysis, it provides a means of displaying or summarising a set of data in two-dimensional graphical form.
Impact of Packaging on Consumer Buying Behavior.Saurabh Giratkar
The aim of this thesis is to get the A study to point toward Impact of packaging on consumer buying behavior. The basic purpose of behind it is Animesh Packaging Industry wants to tie up with one Cracker Manufacturing firm and they want all packaging material which will require to pack their product from us and hence to decide the outer packaging this survey is taken out also to know how factors affects the behavior of customers. According to this research I try to find the positive relationship between independent variable and dependent variables. For collecting the data, I will use the questionnaire, while for analysis I will use SPSS 16. A sample of 100 consumers will be selected to test the reliability of the model. For that we create questionnaire on Monkeysearch.com and request the costumers to fill the survey online. The significance of the study, its delimitation and limitations are discussed. The research is based in India. The consumer buying behavior is dependent variable.
The packaging is the most important factor. Packaging elements like Packaging color. Background Image, Packaging Material, Font Style, Design of wrapper, Printed Information and Innovation is taken as predictors. Due to increasing self-service and changing consumers’ lifestyle the interest in package as a tool of sales promotion and stimulator of impulsive buying behavior is growing increasingly. So package performs an important role in marketing communications, especially in the point of sale and could be treated as one of the most important factors influencing consumer’s purchase decision. Literature analysis on question under investigation has shown that there is no agreement on classification of package elements as well as on research methods of package impact on consumer’s purchase decision.
How do you know if your target audience is having a good or bad experience? How do you gather their input and engage audiences effectively? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create welcoming experiences and make something that is useful, easy to use, and enjoyable. Exhibit designers and developers, curators, content developers, museum technologists, and marketers can all benefit from this workshop on Community Engagement through User Experience. You don’t need to be an expert to attend—we’ll cover the fundamentals of user experience, why it matters, and ways to convince others in your organization to invest. We’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way.
The workshop was led by Michael Tedeschi, Creative Director of Interactive Mechanics, an award-winning interactive design firm that builds digital projects and leads workshops for arts, culture, and educational institutions including Eastern State Penitentiary, Ford’s Theatre, and Smithsonian Institution. Mike has over a decade of industry experience in design, development, and user experience, having worked on over 125 digital projects throughout his career.
CityVerve Human Centred Design InductionDrew Hemment
CityVerve Human Centred Design, Induction Workshop, 27 July 2016
Selection of slides from the Human Centred Design induction workshop for project teams with whom FutureEverything will be working in CityVerve.
Authors: Drew Hemment, Simone Carrier, Matt Skinner
Correspondence analysis (CA) or reciprocal averaging is a multivariate statistical technique proposed by Hirschfeld and later developed by Jean-Paul Benzécri. It is conceptually similar to principal component analysis, but applies to categorical rather than continuous data. In a similar manner to principal component analysis, it provides a means of displaying or summarising a set of data in two-dimensional graphical form.
Impact of Packaging on Consumer Buying Behavior.Saurabh Giratkar
The aim of this thesis is to get the A study to point toward Impact of packaging on consumer buying behavior. The basic purpose of behind it is Animesh Packaging Industry wants to tie up with one Cracker Manufacturing firm and they want all packaging material which will require to pack their product from us and hence to decide the outer packaging this survey is taken out also to know how factors affects the behavior of customers. According to this research I try to find the positive relationship between independent variable and dependent variables. For collecting the data, I will use the questionnaire, while for analysis I will use SPSS 16. A sample of 100 consumers will be selected to test the reliability of the model. For that we create questionnaire on Monkeysearch.com and request the costumers to fill the survey online. The significance of the study, its delimitation and limitations are discussed. The research is based in India. The consumer buying behavior is dependent variable.
The packaging is the most important factor. Packaging elements like Packaging color. Background Image, Packaging Material, Font Style, Design of wrapper, Printed Information and Innovation is taken as predictors. Due to increasing self-service and changing consumers’ lifestyle the interest in package as a tool of sales promotion and stimulator of impulsive buying behavior is growing increasingly. So package performs an important role in marketing communications, especially in the point of sale and could be treated as one of the most important factors influencing consumer’s purchase decision. Literature analysis on question under investigation has shown that there is no agreement on classification of package elements as well as on research methods of package impact on consumer’s purchase decision.
How do you know if your target audience is having a good or bad experience? How do you gather their input and engage audiences effectively? Learn to put yourself in your users’ shoes in order to better understand their motivations, so that you can create welcoming experiences and make something that is useful, easy to use, and enjoyable. Exhibit designers and developers, curators, content developers, museum technologists, and marketers can all benefit from this workshop on Community Engagement through User Experience. You don’t need to be an expert to attend—we’ll cover the fundamentals of user experience, why it matters, and ways to convince others in your organization to invest. We’ll detail a typical UX journey and common methodologies that are useful for museum professionals, emphasizing ways to engage new and existing communities along the way.
The workshop was led by Michael Tedeschi, Creative Director of Interactive Mechanics, an award-winning interactive design firm that builds digital projects and leads workshops for arts, culture, and educational institutions including Eastern State Penitentiary, Ford’s Theatre, and Smithsonian Institution. Mike has over a decade of industry experience in design, development, and user experience, having worked on over 125 digital projects throughout his career.
CityVerve Human Centred Design InductionDrew Hemment
CityVerve Human Centred Design, Induction Workshop, 27 July 2016
Selection of slides from the Human Centred Design induction workshop for project teams with whom FutureEverything will be working in CityVerve.
Authors: Drew Hemment, Simone Carrier, Matt Skinner
Understand how to create great user experience which convert good intentions into action to mainstream sustainable innovations.
Are you a social / impact entrepreneur frustrated 😤 by the lack of real change in climate action and sustainable behaviours?
This is the webinar to understand the attitude - behaviour gap in sustainable consumption and how user experience tools, methods and best practices can contribute to scaling people and planet-friendly behaviours, products and services
SPEAKER:
Marie Geneste is the founder of The C Collective, a new purpose-driven consultancy helping people and planet friendly entrepreneurs scale their innovations through great user experiences.
More information on theccollective.com
This presentation was delivered on the second week of my Ubiquity Lab internship to introduce the development team to different Service Design and UX Tools and Methodologies.
At the heart of it, how we build great products is by listening to people's needs and problems, and then devising solutions to them. We can communicate those solutions through storytelling and intentional visualization. When combined, these tools tell a better more compelling story and allow us to make real change in the world.
Measuring Social Media & Better Understanding AudiencesAllison Adams
An engaging look at how global brands are using social media data to:
Better understand audience interests and behaviours
Measure and report on campaigns and ‘always on’ activities
Develop insight-led strategies to optimise performance
This is great starting point for those looking to improve social media measurement within their organisation.
Slides for keynote "Social Media and AI: Don’t forget the users" at WWW 2017 workshop "International Workshop on Modeling Social Media: Machine Learning and AI for Modeling and Analyzing Social Media". I am arguing that we need consider two things: the source of what we use to make good algorithms and whether users are impacted the way we want to impact them. The talk is based on two uses cases around providing diversity (something many of us believe is good) to users:
1. Engaging through diversity: serendipity (same algorithm, different sources)
2. Engaging through diversity: awareness (effective algorithm, perception)
My goal is to say, we may have the best AI, but we may get it wrong if we forget the users. I don't have answers, but it is important that we ask the right questions in today's world.
Using Digital Badges to Recognize Co-Curricular LearningSteven Lonn
Presentation about University of Michigan Pilot on Digital Badges for Co-Curricular Learning pilot. Presented to Mozilla Open Badges Research Community Call on May 21, 2014 (Notes available here: https://openbadges.etherpad.mozilla.org/research-calls-May21)
Summary:
This pilot project studied the recognition of undergraduate engineering students' co-curricular learning experiences using digital badges in one semester, Winter 2014. Using a web environment, students described and reflected upon their experiences in categories of competencies that leaders in industry and education have identified when evaluating the future needs of the global STEM workforce. The objectives of the project were to (1) deploy an online system that served to standardize the recognition of engineering co-curricular learning; (2) understand different motivations students have for seeking recognition for their co-curricular learning and whether digital badges satisfy those motivations; (3) maximize the perceived value of digital badges while minimizing undue burden on the student to collect evidence of their co-curricular learning; (4) examine how students discuss, discover, and share digital badges and their supporting evidence, with their peers and with potential employers; and (5) disseminate findings that inform the use of digital badges designed to represent the wide variety of skills that students can acquire through co-curricular opportunities in higher education.
How to Build a Prototype Workflow for Product/Market FitTadpull
"Getting out of the building" can be overwhelming. This presentation covers a workflow using Empathy Maps, User Personas, and User Journeys to figure out if you have a good Value Proposition for your Customer Segments.
Case studies from TheLowlineNYC and Atlantic Public Media included as well.
Praticing Anthropology in Business and DesignAmy L. Santee
This is a presentation I gave to Dr. Jeremy Spoon's undergraduate Applied Anthropology class at Portland State University on May 19th, 2015. I discuss my educational background, academia-to-work transition, work experience, and how I apply my anthropology training to my work as a User Experience (UX) Researcher.
At thinkpublic we use creative and innovative design-based approaches to help the public sector, third sector and social enterprises innovate and improve their services, and address social issues.
This book captures our work from 2008.
Why, and how to translate your research for a non-academic audience. Aimed at post doc researchers at La Trobe University thinking about a public profile. References tools only available to La Trobe staff.
Lean LaunchPad NYU ITP - Value Proposition, with additional design and enthrography tools for how to talk to customers, observe, and get underneath the obvious pain points.
After a terrific Gov Jam in early June ‘public service design’ was the topic of the summer Service Design Drinks in Berlin. A short input was followed by an interactive hands-on session as well as drinks and mingling afterwards. Olaf Lewitz, an independent organisational coach, was facilitating the interactive part of the evening.
meMap is an iPhone app for young people that allows them to monitor, record and understand their emotional wellbeing. Using art to reflect their moods, it enables them to recognize patterns and potential impacting triggers. It encourages personal reflection and expression and offers an environment in which users can share their visual journeys safely.
Digitally Transforming Government Services, 23rd April 2015, MelbournePrecedent
Is your government organisation digitally reactive, strategic or transformational?
In an age where technological opportunities are increasing by the second, government organisations can't afford to be left behind.
Twenty-first century government organisations must be innovators and use technology to their advantage to deliver optimum services to their most important stakeholder - their users, be they a resident, business owner, customer or visitor.
This breakfast briefing session will cover three major elements necessary to spark organisation-wide digital change in your government organisation:
1. Discovery - understanding your current digital state and user's increasing expectations
2. Strategy - creating prioritised actions and a vision of your digital future state
3. Implementation - delivering tailored digital solutions for government to exceed your stakeholder's needs and expectations
Rich Cherry, co-chair of MuseWeb, David London, Chief Experience Officer, The Peale, and Hiroko Kusano, conference organizer from MuseWeb talk about what is virtual tours for museums, how to create a meaningful virtual tours for your institution, and challenges.
Big Data and the Visitor Journey: Using Data Science to Understand Visitor Ex...MuseWeb Foundation
This talk was presented at MW20 on April 4, 2020.
The Web page for this presentation can be found at:
https://mw20.museweb.net/proposal/big-data-and-the-visitor-journey-using-data-science-to-understand-visitor-experience-in-the-artlens-gallery-and-beyond/•
This presentation will discuss why we hired a data scientist to understand visitor experience at the Cleveland Museum of Art, in the ArtLens Gallery and beyond... Since the MW20 conference happened virtually, we decided to discuss how we continued to work together while the museum was closed and everyone was working remotely.
Learn more about the Cleveland Museum of Art at https://www.clevelandart.org/
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Understand how to create great user experience which convert good intentions into action to mainstream sustainable innovations.
Are you a social / impact entrepreneur frustrated 😤 by the lack of real change in climate action and sustainable behaviours?
This is the webinar to understand the attitude - behaviour gap in sustainable consumption and how user experience tools, methods and best practices can contribute to scaling people and planet-friendly behaviours, products and services
SPEAKER:
Marie Geneste is the founder of The C Collective, a new purpose-driven consultancy helping people and planet friendly entrepreneurs scale their innovations through great user experiences.
More information on theccollective.com
This presentation was delivered on the second week of my Ubiquity Lab internship to introduce the development team to different Service Design and UX Tools and Methodologies.
At the heart of it, how we build great products is by listening to people's needs and problems, and then devising solutions to them. We can communicate those solutions through storytelling and intentional visualization. When combined, these tools tell a better more compelling story and allow us to make real change in the world.
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Better understand audience interests and behaviours
Measure and report on campaigns and ‘always on’ activities
Develop insight-led strategies to optimise performance
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Slides for keynote "Social Media and AI: Don’t forget the users" at WWW 2017 workshop "International Workshop on Modeling Social Media: Machine Learning and AI for Modeling and Analyzing Social Media". I am arguing that we need consider two things: the source of what we use to make good algorithms and whether users are impacted the way we want to impact them. The talk is based on two uses cases around providing diversity (something many of us believe is good) to users:
1. Engaging through diversity: serendipity (same algorithm, different sources)
2. Engaging through diversity: awareness (effective algorithm, perception)
My goal is to say, we may have the best AI, but we may get it wrong if we forget the users. I don't have answers, but it is important that we ask the right questions in today's world.
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Presentation about University of Michigan Pilot on Digital Badges for Co-Curricular Learning pilot. Presented to Mozilla Open Badges Research Community Call on May 21, 2014 (Notes available here: https://openbadges.etherpad.mozilla.org/research-calls-May21)
Summary:
This pilot project studied the recognition of undergraduate engineering students' co-curricular learning experiences using digital badges in one semester, Winter 2014. Using a web environment, students described and reflected upon their experiences in categories of competencies that leaders in industry and education have identified when evaluating the future needs of the global STEM workforce. The objectives of the project were to (1) deploy an online system that served to standardize the recognition of engineering co-curricular learning; (2) understand different motivations students have for seeking recognition for their co-curricular learning and whether digital badges satisfy those motivations; (3) maximize the perceived value of digital badges while minimizing undue burden on the student to collect evidence of their co-curricular learning; (4) examine how students discuss, discover, and share digital badges and their supporting evidence, with their peers and with potential employers; and (5) disseminate findings that inform the use of digital badges designed to represent the wide variety of skills that students can acquire through co-curricular opportunities in higher education.
How to Build a Prototype Workflow for Product/Market FitTadpull
"Getting out of the building" can be overwhelming. This presentation covers a workflow using Empathy Maps, User Personas, and User Journeys to figure out if you have a good Value Proposition for your Customer Segments.
Case studies from TheLowlineNYC and Atlantic Public Media included as well.
Praticing Anthropology in Business and DesignAmy L. Santee
This is a presentation I gave to Dr. Jeremy Spoon's undergraduate Applied Anthropology class at Portland State University on May 19th, 2015. I discuss my educational background, academia-to-work transition, work experience, and how I apply my anthropology training to my work as a User Experience (UX) Researcher.
At thinkpublic we use creative and innovative design-based approaches to help the public sector, third sector and social enterprises innovate and improve their services, and address social issues.
This book captures our work from 2008.
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Lean LaunchPad NYU ITP - Value Proposition, with additional design and enthrography tools for how to talk to customers, observe, and get underneath the obvious pain points.
After a terrific Gov Jam in early June ‘public service design’ was the topic of the summer Service Design Drinks in Berlin. A short input was followed by an interactive hands-on session as well as drinks and mingling afterwards. Olaf Lewitz, an independent organisational coach, was facilitating the interactive part of the evening.
meMap is an iPhone app for young people that allows them to monitor, record and understand their emotional wellbeing. Using art to reflect their moods, it enables them to recognize patterns and potential impacting triggers. It encourages personal reflection and expression and offers an environment in which users can share their visual journeys safely.
Digitally Transforming Government Services, 23rd April 2015, MelbournePrecedent
Is your government organisation digitally reactive, strategic or transformational?
In an age where technological opportunities are increasing by the second, government organisations can't afford to be left behind.
Twenty-first century government organisations must be innovators and use technology to their advantage to deliver optimum services to their most important stakeholder - their users, be they a resident, business owner, customer or visitor.
This breakfast briefing session will cover three major elements necessary to spark organisation-wide digital change in your government organisation:
1. Discovery - understanding your current digital state and user's increasing expectations
2. Strategy - creating prioritised actions and a vision of your digital future state
3. Implementation - delivering tailored digital solutions for government to exceed your stakeholder's needs and expectations
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The Web page for this presentation can be found at:
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2. Community Engagement through User Experience
A P R I L 1 8 , 2 0 1 8 / @ I N T E R A C T I V E M E C H
Today’s agenda
• What is user experience (UX)?
• Why does user experience matter?
• UX methodologies that engage audiences
• Relevant case studies
• Resources for further learning
3. Community Engagement through User Experience
A P R I L 1 8 , 2 0 1 8 / @ I N T E R A C T I V E M E C H
Introduce yourself!
• Your name, role and organization
• What are you interested in learning today?
• Are you working on a project where this may apply?
4. Community Engagement through User Experience
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About Interactive Mechanics
Interactive Mechanics is an award-winning interactive
design firm that partners with museums and archives
on design, development, user experience, and
digital strategy to build interactive websites, online
collections, mobile applications, and in-gallery digital
experiences.
6. How do you define
user experience?
D I S C U S S I O N B R E A K
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What is user experience?
User experience (UX) focuses on having a deep
understanding of users, what they need, what they value,
their business goals and objectives, their abilities, and
also their limitations.
Usability.gov
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What is user experience?
User experience encompasses all aspects of the end-
user’s interaction with a company, its services, and its
products.
Nielsen Norman Group
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What is UX, really?
User experience isn’t just testing or research or the tools
that we will talk about today. It is a mentality that your
users are the priority, and by understanding them (their
needs, goals, motivations, and expectations) you can
build successful experiences for them.
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What is comm. engagement?
In an ideal situation, community engagement is a term
for connecting people to your organization... Community
engagement needs to be about inviting people into the
museum community rather than demanding people use
the museum the “right way”.
Brilliant Idea Studio
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What is comm. engagement?
Community engagement is consulting, involving, and
collaborating with people outside your museum. It is
relationship building, the foundation of which is listening
and learning to improve our museums.
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Community engagement + UX
The user experience process is inherently based on
involving our audiences—it’s a natural fit.
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So, we want to...
• Understand and involve our audiences
• Create with our audiences, not for them
• Engage our audiences to validate our ideas
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If you’re the participant
• Follow the instructions using the square paper to
attempt to build the origami crane.
• Speak aloud your thoughts,
frustrations, and feelings.
If you feel confused or have
questions, say them!
Start with a square heet of paper. Fold it in
half and then in half again.
1 Turn the paper over and repeat the
previous step.
6
Place your thumb under the top of the
sheet, pulling it to the right to form a
square. Crease the fold.
2
Fold right and left corners to center,
and crease. Turn the paper over and
repeat the step.
7
Fold the right flap to the left, turn the
paper over and, once again, fold the
right flap to the left.
8
Fold the two lower points up between
the two flaps on each side.
9
Swing the top tips out slightly, and crease.
Fold one tip downward to form the head.
10
Spread the wings and crease. Blow a little air
into the hole underneath to fill out the body.
11
origami crane
EASY FOLDING INSTRUCTIONS
Turn the paper over and repeat the last
step.
3
Fold the right and left corners to the
center line, crease the folds, and reopen.
4
Grasp the lower tip and pull up. Fold at
the top third of the diamond. Note that
the right and left corners will swing to
the center. Fold along creases.
5
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If you’re the moderator
• Observe the participant as they complete the activity
and note their successes, failures, and areas where
you might make improvements.
• Do not answer questions or provide
help, but stay engaged as they
work through the exercise.
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Why does it matter?
If people don’t enjoy their experience with what you
design (whether its an educational program, exhibit,
mobile app, or toaster), then the product/service wasn’t
successful. Bad user experience can ruin a brand or
company, and lose customers.
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Why does it matter?
People remember bad experiences. Think about the last
time you ate at a bad restaurant—perhaps they messed
up your order or the service was bad, or the dinner was
simply unmemorable. Will you go back? Probably not.
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Qualitative
Heuristic evaluation
Content audit
User stories
Persona development
Surveying
Analytics review
A/B Testing
Interviews
Card sorting
Usability testing
Contextual inquiry
Focus groups
Design studiosJourney mapping
LowEngagement
HighEngagement
Quanitative
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Qualitative
Heuristic evaluation
Content audit
User stories
Persona development
Surveying
Analytics review
A/B Testing
Interviews
Card sorting
Usability testing
Contextual inquiry
Focus groups
Design studiosJourney mapping
LowEngagement
HighEngagement
Quanitative
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We’ll focus on...
• Developing personas and prioritizing audiences
• Conducting design studios / charrettes
• Prototyping and evaluating concepts
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Disclaimer!
We’re going to practice these methodologies as a group
today, and we’ll weave in practices for incorporating
communities/audiences throughout with examples and
case studies.
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Split into groups of 4-6
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Today’s mock project
Improving the Museums and the Web experience.
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Today’s mock project
Improving the Museums and the Web experience.
We all love Museums and the Web, but how could we
make our experience better? The MW18 committee has
asked us (well, not really) to help them understand their
audiences, brainstorm solutions, and test them with
attendees during the conference.
36. How do we incorporate UX
on a limited budget?
D I S C U S S I O N B R E A K
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Define our audience groups
On post-it notes, identify the audiences that experience
MW. There are a number of different ways to break
down our audiences: title, number of times attended,
reason for attending, role at MW, etc.
Add these to the “I am...” section of your sheet. You
won’t capture everyone today—that’s okay!
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What do they do?
On post-it notes, define the actions that these
audiences take before, during and after the MW
events. What do they do?
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What do they do?
What do they want/need?
On post-it notes, define the actions that these
audiences take before, during and after the MW
events. What do they do?
On post-it notes, define the wants and needs that
people have related to MW. What are the absolutes?
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Next, prioritize your audiences
Who are your primary, secondary, and tertiary
audiences? Who will be the primary focus of your
solutions?
Each person in your group gets to vote for one
audience to focus on for today’s project.
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What are personas?
Personas are a tool (in user experience, marketing,
design thinking) to help translate your research and
understanding of your audiences and summarize them
into well-defined archetypes.
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Personas can...
• Help inform decisions (in design, features, priorities)
• Distribute your audience research with your team
• Consolidate data into a useful format
• Create an emotional connection to your users
• Identify gaps in information or knowledge
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Personas can’t...
• Serve as an alternative to audience or user research
• Be static (they should evolve over time)
• Capture every piece of data or information you have
• Be created in a vacuum or individually
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Personas typically include...
• Personal: Name, age, gender, accessibility
• Background: Family, professional
• Education: Highest level of education, mastery
• Technical: Types of tech, familiarity, apps/programs
• Motivation: Goals, motivators, wants, needs
• Constraints: Limitations, fears, concerns
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Good personas...
• Are accurate and realistic
• Consider how your personas may grow or develop
• Consider both current and aspirational audiences
• Tell a believable, compelling story
• Paint a picture for the reader
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Community action groups
Invite your audiences to community groups to participate
in the design process. Collect a diverse group of people
to be involved in defining who they are from the get-go
and learn about what they want, need, expect, and want
to do at your institution.
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But, how?
Look at your audiences and consider how you can reach
them. Where are they already? What lateral connections
can you make to reach these audiences (other groups,
community organizations or centers, schools)?
Consider, how can you incentivize them to participate?
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Consider their time/effort
Be clear about the investment of their time upfront.
Plan your requests or meetings on a schedule that is
feasible for them (e.g. after standard work hours), and be
sensitive to the amount of effort you’re requiring. Make it
easy for them to participate without having to sacrifice.
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Now, we’ll create a persona
Which audience group/category did you prioritze?
For today’s exercise, we’ll focus on that group and
create a persona to represent it. We’ll use them again
throughout today’s workshop.
While we don’t have real data to use today, we can use
our own ancedotal experience to go through the steps.
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Personas typically include...
• Personal: Name, age, gender, accessibility
• Background: Family, professional
• Education: Highest level of education, mastery
• Technical: Types of tech, familiarity, apps/programs
• Motivation: Goals, motivators, wants, needs
• Constraints: Limitations, fears, concerns
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Journey mapping
Journey mapping expands on your personas and
outlines the pathways that your users can take through
an experience.
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Journey mapping
It is a way to visualize these pathways by exploring what
people do, how they feel, and what they’re thinking each
step of the way.
It’s a great way to identify where people might struggle
and also opportunities for improvement.
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B E F O R E
D O I N G
touchpoints
actions
needs, wants
expectations
mood
F E E L I N G
T H I N K I N G
D U R I N G A F T E R
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Journey mapping tips
Start with observation
Conduct observations and interviews with audiences to
understand the steps they take, potential frustrations or
pain points, and other outstanding moments.
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Journey mapping tips
Invite back your community action group
Survey or inteview your community action group to help
understand their journey. If they’re not current going to
the museum, understand where on the journey they drop
off (or, if they don’t even start the journey, why?).
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Journey mapping tips
Acknowledge your assumptions
As you go through this process, you may run into steps
where you assume. Challenge those assumptions by
inviting in different perspectives from your institution or
conducting additional research.
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Journey mapping tips
Validate your journey maps
Once you’ve created them, share back the journey map
to your audiences to gather feedback. Where does it
deviate from the individual’s experience? What additional
information (pain points or areas of opportunity) can you
identify?
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Create a journey map
In your group, follow the journey for your persona
through the steps of their experience: from considering
attending Museums and the Web through attending the
conference to post-event follow-up.
Identify the major actions/touchpoints, how they feel,
and what they are thinking. Use your “I am doing” and
“I want/need” to inform your journey map.
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Create a journey map
Next, using stickers, identify areas of opportunity
(green) and pain points (red). In the next exercise, we’ll
explore solutions to these challenge areas.
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Design studio
Sometimes called “participatory design”. A design studio
is an opportunity to engage your audiences directly in
the design process, allowing you to co-create with your
audiences and invite new perspectives.
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Design studio tips
Start by introducing the challenge
Make sure that everyone involved is on the same page
about the challenge you’re trying to solve. Introduce the
idea of the session and format.
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Design studio tips
Combine individual and group brainstorming
Some people work well in groups, while some people
work better individually. To get a variety of ideas, use
a combination of individual and group brainstorming
activities so everyone can have a voice.
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Design studio tips
Explore different participant’s ideas
Use activities that promote collaboration and include
opportunities to provide feedback on each other’s ideas.
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Design studio tips
Use “rules” for brainstorming
Defer judgment - don’t judge ideas until it’s time to do so
Encourage wild ideas - be broad in your thinking
Build on the ideas of others - use each other to further your thinking
Stay focused on the topic (and on time)
Be visual - if you can draw, sketch, or prototype the idea, go for it
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Design studio tips
Bring in your Community Action Groups
Invite in your Community Groups to participate in your
design studio. Invite them to bring a guest to expand the
participants and get different perspectives.
Have your participants vote on the ideas they are most
interested in or excited by.
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Design studio tips
Set up the design studio in a rest area
If you want to involve people as they go through your
museum, set up your studio in an rest area (nearby the
cafe or common seating areas) to attract people that
need a place to relax and sit.
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Conduct a design studio
In your group, pick an area of opportunity or pain point
from your journey map to use to brainstorm. Over ten
minutes, each person in the group will individually write
down ideas for how to address this challenge.
At the end, share back all ideas and then vote on the
ideas you think resonate the most with your audience.
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Conduct a design studio
Next, take one idea (or two, if you’re really torn) to
expand on. At this point, sketch and draw ideas—they
don’t need to be beautiful, they just need to get your
point across.
At the end of ten minutes, be prepared to share back
the concept(s) to the group.
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User testing
User testing is the key to ensure we’re building
something people will enjoy and actually use.
User testing doesn’t need to be expensive or time-
consuming: small batches of regular testing are better
than conducting one large, expensive test.
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User testing tips
Explain what you’re doing
Be transparent about what you’re testing, the testing
process, and what you’re trying to accomplish.
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User testing tips
Make your user tester feel comfortable
Be sure to explain that user testing isn’t testing them—it’s
testing what you built. Offer refreshments, be thankful.
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The testing process
Make your user tester feel comfortable
Be sure to explain that user testing isn’t testing them—it’s
testing what you built. Offer refreshments, be thankful.
“We’re not testing you, we’re
testing the system.”
— U S E F U L P H R A S E —
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The testing process
Make your user tester feel comfortable
Be sure to explain that user testing isn’t testing them—it’s
testing what you built. Offer refreshments, be thankful.
“There are no right right or wrong
answers.”
— U S E F U L P H R A S E —
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The testing process
Make your user tester feel comfortable
Be sure to explain that user testing isn’t testing them—it’s
testing what you built. Offer refreshments, be thankful.“There is no ego involved here,
we want to hear both positive and
negative comments.”
— U S E F U L P H R A S E —
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User testing tips
Stage engaged!
Acknowledge and provide feedback to your participants
as they ask questions or give feedback throughout the
test.
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The testing process
Stage engaged!
Acknowledge and provide feedback to your participants
as they ask questions or give feedback throughout the
test. “Mmhmm. Interesting!
Okay. Right.”
— U S E F U L P H R A S E —
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User testing tips
Ask for clarification.
If you need to know more, ask the participant. Remember
that this is your time to get answers to your questions!
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The testing process
Ask for clarification.
If you need to know more, ask the participant. Remember
that this is your time to get answers to your questions!
“Talk me through what happened
or why you did that.”
— U S E F U L P H R A S E —
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The testing process
Ask for clarification.
If you need to know more, ask the participant. Remember
that this is your time to get answers to your questions!
“If you have to give this a letter
grade, what would you rate it?”
— U S E F U L P H R A S E —
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The testing process
Ask for clarification.
If you need to know more, ask the participant. Remember
that this is your time to get answers to your questions!
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“How many participants?”
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“What do I need to prepare?”
• How much time will it take? When? Where?
• Why are you doing the test?
• What are your trying to answer?
• Who do you represent?
• What are you offering participants?
• Is this anonymous? Will you use the information?
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“How do I recruit people?”
• Invite your communite action group(s).
• Utilize people already in your space.
• Work with marketing or development to recruit
specific types of users (they know the people!).
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“Do I need a consent form?”
• Best practice is to have one, even if as just a means
to explain the tests.
• If you have a consent form, explain it and have the
participant fill it out with you. Provide them with a
copy to take home and one for you to keep.
• If you’re recording video, audio, or taking photos, be
clear about how you will use those materials.
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“What kind of incentives?”
• Do you need an incentive or gift?
• Give something that is easy to cash in on, especially
if you can give it out on the spot (like a gift card to
your cafe, a return ticket to the museum, or a small
gift from the gift shop).
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“Remote vs. in-person testing?”
• Being present is always better than remote.
• But there are really good user testing tools out there
for conducting testing remotely or without being
present.
• Skype, Google Hangouts, or GoToMeeting
• http://zurb.com/notable
• http://www.userzoom.com/
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“But... what do I test?”
• Usability, bugs, or other issues
• Competitive or comparative testing
• Preference
• Validation
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Free webinars
• Interactive Mechanics
http://www.interactivemechanics.com/workshops
• UX Professionals Association
https://uxpa.org/event/webinars
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Online training
• Lynda.com on User Experience
http://lynda.com
• Susan Weinschenk’s Online Courses
http://courses.theteamw.com
• Interaction Design Foundation
https://interaction-design.org
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Books
• Just Enough Research by Erika Hall
• User Experience Team of One by Leah Buley
• 100 Things Every Designer... by Susan Weinschenk
• Lean UX: Applying Lean Principles... by Jeff Gothelf
• Designing for Emotion by Aarron Walter
• Don’t Make Me Think by Steve Krug
119. Thank you!
M I K E @ I N T E R A C T I V E M E C H A N I C S . C O M
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Card sorting
An activity that allows users to organize or classify
items into logical groupings, most useful for information
architecture (like website structure or navigation) or
workflows (exhibit flow, interactive content). It can be
completed individually or collaboratively in small groups.
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Card sorting tips
Create your content cards in advance
Using index cards, write out your content (which can
include terms, phrases, or functions). Aim for somewhere
between 30 to 50 cards in a single sort.
124. Community Engagement through User Experience
A P R I L 1 8 , 2 0 1 8 / @ I N T E R A C T I V E M E C H
Card sorting tips
Determine which type of card sort
Choose between an open card sort (you predetermine
the content, and users define those categories and
order) or a closed card sort (you provide the categories
and order, and users determine what content fits in those
buckets).