Serco Usability Research, Ben Weedon, The challenge of measuring game play ex...Use8.net
Ben Weedon from Serco Games Research presented on the challenge of measuring gameplay experience. He discussed how traditional usability metrics do not fully capture the experiential dimensions of games like fun and playability. Weedon suggested ethnographic research and diary studies adapted for mobile/casual games to provide quick feedback during development on issues related to context of use. The goal is to better understand general requirements for these new gaming areas and locate key issues through playtesting titles directly on users' devices.
Creating an Online Community for User ResearchTom Vollaro
Project Vasari aimed to create an online community for user research beyond Facebook and Twitter by delivering content using the cloud to move fast, reach new audiences, and foster discussion through expert blogs, videos, and profiles while learning through early experiments, user interviews, and refining the approach to focus on a centralized hub, video tutorials, and user engagement over passive consumption.
Optimizing for a faster user experience Pt 2: How-to.James Christie
From my presentation "I feel the need..the need for speed: Optimizing the User Experience", given at UXPA Boston 2014. This is the second half of the talk. The first half (are we slow? How slow? Why? And Why That's a Problem) used a ton of animation and rapid patter, and just doesn't make much sense on SlideShare without audio. I need to upload that to YouTube, someday.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
Designing our future overlords or: How I Learned to Stop Worrying and Love Ro...Progress UX
Presentation delivered to Austin UXPA chapter meeting - October 2013. Speaker: Jon-Eric Steinbomer, Principal and Research Director at Progress UX Research in Austin, Texas.
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
Slides from a talk I did at Web Directions South in Sydney Oct 2009.
Outline:
Designing for dynamic web applications and mobile devices poses a new set of challenges. Web designers are increasingly being asked to apply their skills to where the page model no longer applies. We need new ways of exploring the user experience and communicating behaviours involving sub-page changes and movement.
Enter rapid prototyping. Widely acclaimed as one of the best ways to create great user experiences, it isn't without it's own pitfalls. This session will discuss the pros and cons of different prototyping techniques, and introduce a new technique called "screenflows" that focuses on visualising the user experience.
Discover how to combine the best of paper prototyping, wireframes and HTML prototyping into one simple and effective prototyping technique. Learn how using this method can dramatically decrease the need for documentation, while increasing the speed and agility of the development process.
UX is way more than most people think. I believe that UX is a mindset that everyone should carry. This is how I approach UX, and think it's beneficial for everyone to know a process that works.
NOTE: This represents a talk I gave to some students embarking on a career in the UX field.
Serco Usability Research, Ben Weedon, The challenge of measuring game play ex...Use8.net
Ben Weedon from Serco Games Research presented on the challenge of measuring gameplay experience. He discussed how traditional usability metrics do not fully capture the experiential dimensions of games like fun and playability. Weedon suggested ethnographic research and diary studies adapted for mobile/casual games to provide quick feedback during development on issues related to context of use. The goal is to better understand general requirements for these new gaming areas and locate key issues through playtesting titles directly on users' devices.
Creating an Online Community for User ResearchTom Vollaro
Project Vasari aimed to create an online community for user research beyond Facebook and Twitter by delivering content using the cloud to move fast, reach new audiences, and foster discussion through expert blogs, videos, and profiles while learning through early experiments, user interviews, and refining the approach to focus on a centralized hub, video tutorials, and user engagement over passive consumption.
Optimizing for a faster user experience Pt 2: How-to.James Christie
From my presentation "I feel the need..the need for speed: Optimizing the User Experience", given at UXPA Boston 2014. This is the second half of the talk. The first half (are we slow? How slow? Why? And Why That's a Problem) used a ton of animation and rapid patter, and just doesn't make much sense on SlideShare without audio. I need to upload that to YouTube, someday.
User Experience Design + Agile: The Good, The Bad, and the UglyJoshua Randall
There's a rumor going around that user experience design (UXD) and Agile don't play well together. In this talk, I'll explain that they do -- most of the time! Learn about the historical reasons for why these two disciplines sometimes butt heads, as well as the good/bad/ugly of various approaches to integrating design and development.
Designing our future overlords or: How I Learned to Stop Worrying and Love Ro...Progress UX
Presentation delivered to Austin UXPA chapter meeting - October 2013. Speaker: Jon-Eric Steinbomer, Principal and Research Director at Progress UX Research in Austin, Texas.
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
Slides from a talk I did at Web Directions South in Sydney Oct 2009.
Outline:
Designing for dynamic web applications and mobile devices poses a new set of challenges. Web designers are increasingly being asked to apply their skills to where the page model no longer applies. We need new ways of exploring the user experience and communicating behaviours involving sub-page changes and movement.
Enter rapid prototyping. Widely acclaimed as one of the best ways to create great user experiences, it isn't without it's own pitfalls. This session will discuss the pros and cons of different prototyping techniques, and introduce a new technique called "screenflows" that focuses on visualising the user experience.
Discover how to combine the best of paper prototyping, wireframes and HTML prototyping into one simple and effective prototyping technique. Learn how using this method can dramatically decrease the need for documentation, while increasing the speed and agility of the development process.
UX is way more than most people think. I believe that UX is a mindset that everyone should carry. This is how I approach UX, and think it's beneficial for everyone to know a process that works.
NOTE: This represents a talk I gave to some students embarking on a career in the UX field.
This document provides an overview of user experience (UX) design principles and processes. It begins with definitions of UX and UI, then outlines the typical UX design process of understanding user needs, prototyping, and testing designs. Key principles discussed include placing elements according to visual importance and proximity, limiting options to aid decision making, using implicit visual cues to guide users, and designing for readability and scannability. Gestalt principles of grouping and flow are also covered. The document aims to explain how understanding cognitive processes can help designers create more effective interfaces.
User experience is defined as the satisfaction an average user gets from a product. It is important to understand the context, or environment and circumstances, surrounding the product and user to identify the typical user and their needs. Only then can you design a product that provides a good user experience. For example, an aesthetic clock may provide a bad experience for travelers in an airport who need to quickly see the time, but a good experience for hobbyists in an art gallery who just need to know the time. The context and needs of the typical user must define the user experience design.
Chris R. Becker gave a presentation on why user experience (UX) is important. He has a background in graphic design and has done UX work for many companies. He explained that UX considers business needs, design, technology, and users to create products and services that are intuitive and meet users' needs. UX involves roles like user researchers, information architects, interaction designers, and developers working together in an iterative process. Becker emphasized that UX is measurable and influences how problems are approached from understanding user perspectives.
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
Designing user experience (ux) for digital productsVijay Morampudi
User experience design isn’t just moving pixels; it’s much bigger than solely the user interface (UI). You should start considering the entire customer experience: the full life-cycle of your customer’s experience across every channel, digital and non-digital. Evaluate every touch point, and redesign each one as necessary to meet your customer’s needs. The theme of this talk is how to define User Experience (UX) for digital products
Key takeaways
• Applying Design Thinking to UX
• From touch points to end-to-end experiences
• User research and Analytics to identify Personas and pain points
• Journey mapping
• Wireframing from lo-fi to hi-fi
• Usability and A/B testing
The document discusses various methods for testing the usability of websites, including scenario-based inspection, heuristic evaluation, and user observation. Scenario-based inspection involves evaluators examining a website to complete tasks and note any problems. Heuristic evaluation has evaluators check if a website follows design principles. User observation involves observing real users complete tasks and recording their experiences. Setting up these tests properly is important and involves choosing participants, creating task descriptions, and deciding how to record the sessions. The results can then be analyzed to identify usability issues and prioritize improvements.
This document provides an overview of a user experience workshop focused on good design. The workshop consists of 5 chapters that cover various aspects of user experience design including an introduction to good design principles, a shift to user-centered design, interaction design, and mobile design considerations. The document emphasizes designing for the user through techniques like personas, customer journeys, prototypes, and optimizing the user interface. It also discusses persuasive design methods and the evolution of elements like the shopping cart to provide a more seamless user experience. The goal of the workshop is to explore standards and trends in user experience design and how they can create a more gratifying experience for users.
A 4 hour workshop as a follow up to the "What is UX?" presentation.
Group exercises designed to get people thinking about how UX skills are applied to their daily digital work.
Putting the theory of UX into practice with some simple core tasks.
M Hawley Desirability Studies Boston Upa Presentation V4hawleymichael
This document discusses desirability testing, which assesses people's emotional responses to designs. It outlines various methods considered, including triading, questionnaires, quick exposure tests, and physiological measurements. The selected method, Product Reaction Cards, uses 60 descriptive words to elicit feedback on designs for a hospital website redesign. Three designs were tested quantitatively with 50 people each and qualitatively through interviews. Designs scored well on conveying caring, warmth and trustworthiness. Lessons included the value of mixed methods and positioning results as input, not declaring winners.
The document provides an introduction to user experience (UX) design. It defines UX as digital product design that aims to solve real-world problems through identifying user needs. The document outlines common UX processes like research, information architecture, wireframing, prototyping, and testing. It emphasizes that UX design requires understanding users and iterating based on their feedback to refine a product. Finally, it notes that UX is an evolving field that combines various specialties to achieve a common goal of meeting user needs.
Introduction to UX provides an overview of user experience design including what it encompasses and how the process works, the goal and principles of UX design, how to measure and improve UX, and the role of a UX agency. Presented by Ari Weissman, lead experience architect at EffectiveUI.
UX focuses on designing products with the user experience in mind. It aims to create products that are satisfying, easy to use and encourage users to return. UX involves understanding users through research, designing interfaces and interactions, then testing and refining the design. The goal is to increase usability, engagement and business metrics like sales and reduce support costs. Research shows that investing in UX can yield returns of 2-100 times the initial investment through improving these factors. The UX process involves strategies like defining personas, wireframing interfaces, testing designs and analyzing results to iteratively improve the user experience.
User Interface and User Experience - A Process and Strategy for Small TeamsDamon Sanchez
This document outlines a process and strategy for designing user interfaces and experiences for small teams. It discusses defining users, creating personas, mapping user journeys, testing prototypes, and gathering metrics. The core facets of user-centric design are presented, including user definition, requirements gathering, wireframes, and design. An example project lifecycle is shown with stages like analysis, scenarios, wireframes, design, and approval. The importance of backing assumptions with real user data is also discussed.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
User experience (UX) is defined as a person's perceptions and responses resulting from use or anticipated use of a product, system or service. UX considers all aspects of a user's interaction with a company, its services, and its products. It includes factors like usability, accessibility, and satisfaction. The goal of UX design is to enhance user satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction.
User Experience Design: A Primer for MarketersJason Brush
This document provides an overview of user experience design for marketers. It discusses how design has evolved from focusing on advertising, branding, and product design to also encompass digital experiences through websites, apps, and other interfaces. The value of companies like Uber and Airbnb that don't own assets but provide digital experiences is highlighted. User experience design is explained as an interdisciplinary practice that includes human-computer interaction, information architecture, visual design, and other areas. The design process of empathizing with users, exploring solutions, and executing prototypes is outlined. The importance of user research, prototyping, testing, and iteration is emphasized to create user-centered experiences.
UXPA 2021: Putting words in the mouths of chatbots: Designing cognitive intentsUXPA International
Presented by Jon Temple and Dabby Phipps. Chatbots have emerged as a powerful new technology in our daily lives. Sometimes they attempt to answer our questions or provide advice, while other times they ask screening questions before handing off to another human. Despite their ubiquity, the capabilities of chatbots are often misunderstood with many people believing the chatbot can generate unique answers or solve problems on its own. In reality, the answers chatbots provide are only as good as the human thought and writing that goes into creating the cognitive intents, which form the corpus of a chatbot’s knowledge base. In the following, we will describe the complex process of authoring cognitive intents, such as: what is an intent; how to select intents based on user feedback and metrics; how to improve confidence matching; and how UX research can iteratively improve intent performance. These concepts will be tied together in a chatbot demonstration.
Introduction to User Experience :
What is User Experience?
User experience (UX) is the amount of a serial interactions of a person with a product, service, or organization.
A General Example
Multi-Disciplinary Contributions
Factors that affects ux
Good And Bad User Experiences
Good And Bad UX example
This document summarizes a workshop on creating lean research techniques. The workshop covered challenges in research such as delivering insights faster and recruiting users. It discussed lean UX principles like design thinking, agile development, and collaboration. Techniques for lean user research included creating a consolidated source of insights, educating all employees on users, conducting weekly user interviews, and running rapid iterative user testing. Challenges of these techniques like startup costs and managing large panels were also addressed. The goal was to facilitate collaboration and sharing of experiences to discover solutions already tried or brainstorm new methods.
IKEA is a Swedish furniture company known for affordable furnishings. It began in the 1950s selling flat-packed furniture by mail order. IKEA now has over 155 stores worldwide selling self-assembly furniture and home goods. The company aims to make quality design accessible through low prices made possible by minimal packaging and assembly required by customers.
This document provides an overview of user experience (UX) design principles and processes. It begins with definitions of UX and UI, then outlines the typical UX design process of understanding user needs, prototyping, and testing designs. Key principles discussed include placing elements according to visual importance and proximity, limiting options to aid decision making, using implicit visual cues to guide users, and designing for readability and scannability. Gestalt principles of grouping and flow are also covered. The document aims to explain how understanding cognitive processes can help designers create more effective interfaces.
User experience is defined as the satisfaction an average user gets from a product. It is important to understand the context, or environment and circumstances, surrounding the product and user to identify the typical user and their needs. Only then can you design a product that provides a good user experience. For example, an aesthetic clock may provide a bad experience for travelers in an airport who need to quickly see the time, but a good experience for hobbyists in an art gallery who just need to know the time. The context and needs of the typical user must define the user experience design.
Chris R. Becker gave a presentation on why user experience (UX) is important. He has a background in graphic design and has done UX work for many companies. He explained that UX considers business needs, design, technology, and users to create products and services that are intuitive and meet users' needs. UX involves roles like user researchers, information architects, interaction designers, and developers working together in an iterative process. Becker emphasized that UX is measurable and influences how problems are approached from understanding user perspectives.
The document discusses user experience (UX) and how it differs from common sense and information architecture. UX focuses on understanding user needs and designing products and services to meet those needs. The value of UX is that it leads to faster and better solutions, greater productivity, and helps companies avoid failures caused by not understanding users. UX combines skills like strategy, research, design and development to simplify complexity and create desirable, feasible and viable solutions from the user's perspective. It is important to involve UX early in projects to avoid costly redesigns later. The amount of time a UX project takes depends on its scope, from a few days for simple projects to over a month for complex ones.
Designing user experience (ux) for digital productsVijay Morampudi
User experience design isn’t just moving pixels; it’s much bigger than solely the user interface (UI). You should start considering the entire customer experience: the full life-cycle of your customer’s experience across every channel, digital and non-digital. Evaluate every touch point, and redesign each one as necessary to meet your customer’s needs. The theme of this talk is how to define User Experience (UX) for digital products
Key takeaways
• Applying Design Thinking to UX
• From touch points to end-to-end experiences
• User research and Analytics to identify Personas and pain points
• Journey mapping
• Wireframing from lo-fi to hi-fi
• Usability and A/B testing
The document discusses various methods for testing the usability of websites, including scenario-based inspection, heuristic evaluation, and user observation. Scenario-based inspection involves evaluators examining a website to complete tasks and note any problems. Heuristic evaluation has evaluators check if a website follows design principles. User observation involves observing real users complete tasks and recording their experiences. Setting up these tests properly is important and involves choosing participants, creating task descriptions, and deciding how to record the sessions. The results can then be analyzed to identify usability issues and prioritize improvements.
This document provides an overview of a user experience workshop focused on good design. The workshop consists of 5 chapters that cover various aspects of user experience design including an introduction to good design principles, a shift to user-centered design, interaction design, and mobile design considerations. The document emphasizes designing for the user through techniques like personas, customer journeys, prototypes, and optimizing the user interface. It also discusses persuasive design methods and the evolution of elements like the shopping cart to provide a more seamless user experience. The goal of the workshop is to explore standards and trends in user experience design and how they can create a more gratifying experience for users.
A 4 hour workshop as a follow up to the "What is UX?" presentation.
Group exercises designed to get people thinking about how UX skills are applied to their daily digital work.
Putting the theory of UX into practice with some simple core tasks.
M Hawley Desirability Studies Boston Upa Presentation V4hawleymichael
This document discusses desirability testing, which assesses people's emotional responses to designs. It outlines various methods considered, including triading, questionnaires, quick exposure tests, and physiological measurements. The selected method, Product Reaction Cards, uses 60 descriptive words to elicit feedback on designs for a hospital website redesign. Three designs were tested quantitatively with 50 people each and qualitatively through interviews. Designs scored well on conveying caring, warmth and trustworthiness. Lessons included the value of mixed methods and positioning results as input, not declaring winners.
The document provides an introduction to user experience (UX) design. It defines UX as digital product design that aims to solve real-world problems through identifying user needs. The document outlines common UX processes like research, information architecture, wireframing, prototyping, and testing. It emphasizes that UX design requires understanding users and iterating based on their feedback to refine a product. Finally, it notes that UX is an evolving field that combines various specialties to achieve a common goal of meeting user needs.
Introduction to UX provides an overview of user experience design including what it encompasses and how the process works, the goal and principles of UX design, how to measure and improve UX, and the role of a UX agency. Presented by Ari Weissman, lead experience architect at EffectiveUI.
UX focuses on designing products with the user experience in mind. It aims to create products that are satisfying, easy to use and encourage users to return. UX involves understanding users through research, designing interfaces and interactions, then testing and refining the design. The goal is to increase usability, engagement and business metrics like sales and reduce support costs. Research shows that investing in UX can yield returns of 2-100 times the initial investment through improving these factors. The UX process involves strategies like defining personas, wireframing interfaces, testing designs and analyzing results to iteratively improve the user experience.
User Interface and User Experience - A Process and Strategy for Small TeamsDamon Sanchez
This document outlines a process and strategy for designing user interfaces and experiences for small teams. It discusses defining users, creating personas, mapping user journeys, testing prototypes, and gathering metrics. The core facets of user-centric design are presented, including user definition, requirements gathering, wireframes, and design. An example project lifecycle is shown with stages like analysis, scenarios, wireframes, design, and approval. The importance of backing assumptions with real user data is also discussed.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
User experience (UX) is defined as a person's perceptions and responses resulting from use or anticipated use of a product, system or service. UX considers all aspects of a user's interaction with a company, its services, and its products. It includes factors like usability, accessibility, and satisfaction. The goal of UX design is to enhance user satisfaction and loyalty by improving the usability, ease of use, and pleasure provided in the interaction.
User Experience Design: A Primer for MarketersJason Brush
This document provides an overview of user experience design for marketers. It discusses how design has evolved from focusing on advertising, branding, and product design to also encompass digital experiences through websites, apps, and other interfaces. The value of companies like Uber and Airbnb that don't own assets but provide digital experiences is highlighted. User experience design is explained as an interdisciplinary practice that includes human-computer interaction, information architecture, visual design, and other areas. The design process of empathizing with users, exploring solutions, and executing prototypes is outlined. The importance of user research, prototyping, testing, and iteration is emphasized to create user-centered experiences.
UXPA 2021: Putting words in the mouths of chatbots: Designing cognitive intentsUXPA International
Presented by Jon Temple and Dabby Phipps. Chatbots have emerged as a powerful new technology in our daily lives. Sometimes they attempt to answer our questions or provide advice, while other times they ask screening questions before handing off to another human. Despite their ubiquity, the capabilities of chatbots are often misunderstood with many people believing the chatbot can generate unique answers or solve problems on its own. In reality, the answers chatbots provide are only as good as the human thought and writing that goes into creating the cognitive intents, which form the corpus of a chatbot’s knowledge base. In the following, we will describe the complex process of authoring cognitive intents, such as: what is an intent; how to select intents based on user feedback and metrics; how to improve confidence matching; and how UX research can iteratively improve intent performance. These concepts will be tied together in a chatbot demonstration.
Introduction to User Experience :
What is User Experience?
User experience (UX) is the amount of a serial interactions of a person with a product, service, or organization.
A General Example
Multi-Disciplinary Contributions
Factors that affects ux
Good And Bad User Experiences
Good And Bad UX example
This document summarizes a workshop on creating lean research techniques. The workshop covered challenges in research such as delivering insights faster and recruiting users. It discussed lean UX principles like design thinking, agile development, and collaboration. Techniques for lean user research included creating a consolidated source of insights, educating all employees on users, conducting weekly user interviews, and running rapid iterative user testing. Challenges of these techniques like startup costs and managing large panels were also addressed. The goal was to facilitate collaboration and sharing of experiences to discover solutions already tried or brainstorm new methods.
IKEA is a Swedish furniture company known for affordable furnishings. It began in the 1950s selling flat-packed furniture by mail order. IKEA now has over 155 stores worldwide selling self-assembly furniture and home goods. The company aims to make quality design accessible through low prices made possible by minimal packaging and assembly required by customers.
IKEA is the world's largest furniture retailer with over 267 stores in 45 countries. It has a unique business model where it owns the entire production process from raw materials to manufacturing to sales. IKEA is known for its low-cost, functional home furnishings and its flat-pack furniture that customers assemble themselves. Some of its main strengths include its strong brand image, cost efficiency, marketing expertise, and flat-packing approach. Opportunities for growth include expanding into new markets in Asia and Eastern Europe. Threats include economic concerns, varying regulations globally, and competition from other retailers.
The IKEA Catalogue app allows users to scan a '+' symbol in the IKEA catalogue to place furniture from that page into the room they are standing in using augmented reality. This allows customers to see how IKEA furniture would look in their home before purchasing. The app could be improved by allowing users to design full rooms offline by taking pictures rather than only seeing furniture placements in real-time, and enabling '+' scanning online rather than just in printed catalogues.
This document provides an overview of IKEA, the largest furniture retailer in the world. It discusses IKEA's history, founding in Sweden, and unique business model of flat-pack furniture. The document then examines IKEA's expansion globally, including its approach in Europe, the US, China, and India. Key aspects that have helped IKEA succeed include solving the problem of transporting furniture, unique Scandinavian designs, appealing to younger demographics, maintaining low prices, and creating a destination store experience. Adapting to local markets has also been important, such as modifying products for the US, targeting China's middle class, and meeting India's demand for low prices.
Ikea is a large multinational company founded in Sweden in 1947 known for affordable home furnishings and furniture. It operates 301 stores across 37 countries with over 123,000 employees worldwide. In fiscal year 2009, Ikea Group sales totaled 21.5 billion euros, with the top 5 sales countries accounting for 51% of revenue. Ikea Belgium specifically saw earnings before interest and taxes of 49.9 million euros in 2009, maintaining stability and growth even during the economic crisis.
Group E presented on IKEA and its global marketing strategies. IKEA was founded in Sweden in 1943 and today has over 130,000 employees and 301 stores across 37 countries. IKEA is known for its modern furniture designs, do-it-yourself approach, and inviting showrooms. The presentation covered IKEA's 7 steps of consumer purchasing, store design, culture, and answered questions from the group.
This short document promotes the creation of presentations using Haiku Deck, an online presentation tool. It includes photos from three photographers and encourages the viewer to get started making their own Haiku Deck presentation. The document promotes the ease and creativity of building presentations on the Haiku Deck platform.
- IKEA began as a small mail order catalog business run by Ingvar Kamprad in 1943 in Sweden.
- In the following decades, IKEA opened showrooms, stores, and expanded internationally. Key events included opening their first store outside of Scandinavia in Switzerland in 1973.
- IKEA designed their own furniture starting in 1955 due to suppliers boycotting them. This allowed them to innovate designs for lower prices through flat-pack assembly.
Think you're always in full control of your thoughts and behaviors? Think again. Companies use psychological insights to influence your behavior more than you think.
IKEA implemented a new process for customers to pull their own inventory which has been in effect for over a year. The process change aimed to improve customer retention. The report analyzes activity, performance, and problems with the new process. It found that the process has empowered employees and customers, improved the customer experience, and led to more efficient activities. However, challenges include software variables, employee training, and process evolution over time. Overall, the new process has benefited IKEA and its customers.
Questions
1. How has IKEA successfully sold its home furnishing
products in so many countries around the world?
Do global customer segments truly exist?
2. How important is the role of IKEA’s Swedish brand
image? What are the implications for marketing?
3. To what extent has IKEA practised a standardised
strategy versus an adapted strategy in its
global marketing? What are the advantages and
disadvantages of this approach?
4. Some say communications, especially the Internet
and television, enable a global culture to be
broadcast to all societies. Are the cultures of the
world becoming more similar or more different?
Take a deep dive in to the social media metrics behind IKEA's social media efforts as it posts about home decor and home improvement ideas to its global fanbase.
IKEA is a private international home products company headquartered in Sweden. It designs and sells ready-to-assemble furniture, appliances, and home accessories. IKEA has 301 stores across 37 countries and territories worldwide. Some of its competitors include Jarden, Fortune Brands, Masco, and Rubbermaid. IKEA aims to provide affordable products to as many people as possible and positions itself as customers' partner in better living.
IKEA es una empresa sueca dedicada al diseño y venta de muebles y artículos para el hogar. Ofrece productos bien diseñados y funcionales a bajos precios gracias a su filosofía de diseño democrático, trabajo en equipo y uso de materiales y métodos de producción eficientes. Las tiendas IKEA venden exclusivamente sus productos a través de un sistema de franquicias.
The document discusses market segmentation and targeting. It describes four levels of micro-marketing including segments, niches, local areas, and individuals. Market segmentation can be done geographically, demographically, psychographically, and behaviorally. Demographic segmentation includes factors like age, life cycle, gender, income, and social class. Behavioral segmentation looks at variables such as decision roles, benefits, usage rates, loyalty status, and attitudes. The document outlines the steps involved in effective segmentation including identifying needs-based segments, measuring segment attractiveness and profitability, and developing targeted marketing strategies.
IKEA is an international home furnishings retailer founded in Sweden in 1943. It has faced various marketing challenges expanding internationally, such as when first entering the Japanese market in the 1970s by not properly adapting to Japanese culture and lifestyle. However, IKEA learned from this experience and has since been more successful in Japan by tailoring products, store size and format, packaging, and promotions to Japanese customer preferences and housing conditions. Future challenges for IKEA include balancing global standardization with regional autonomy and cultural sensitivity.
This document compares IKEA and Carrefour as potential retail platforms for entering the furniture and home goods market in Sub-Saharan Africa. It analyzes the advantages of each model and the business environments in target countries including Cameroon, Ghana, Kenya, South Africa, and Tanzania. It recommends that IKEA enter the South African market first due to its strong economic factors, supportive retail policies, and cultural fit for IKEA's brand. An entry plan is proposed focusing on franchising, targeting consumers, adapting products, management strategies, and using mobile promotion. Competition is assessed as relatively concentrated with opportunities in office supplies as well.
Scott Gunter and Elizabeth Rosenweig -- Designing a Cohesive Customer Experi...projekt202
Elizabeth Rosenzweig and Scott Gunter gave a presentation on designing a cohesive customer experience across multiple touchpoints. They discussed how companies now have many touchpoints like websites, mobile apps, emails and social media that need a consistent experience. Research shows the importance of a joined-up multichannel strategy and those who implement it see increased sales and profits. The presentation covered different types of touchpoints, examining a customer journey across channels, and using tools like virtual ethnography to understand online customer behavior and improve the experience across spaces and times.
Designing for the Multi-Device, Hyper-Connected ConsumerMarta Strickland
This document discusses designing digital experiences for consumers in an era of multi-device ownership, short attention spans, and constant connectivity. It highlights trends like seamless experiences across devices, the blending of physical and digital worlds, and designing for instant and delayed consumption. Examples are provided of mobile applications that leverage location data, social sharing, and real-time updates. The challenges of meeting consumers' expectations for personalized, relevant experiences on their terms are also discussed.
This document discusses user experience (UX) strategy. It defines UX as how a human feels when using a digital product to accomplish a goal. UX strategy focuses on the big picture of interconnecting all products within a brand's ecosystem to provide a unified experience. The document outlines that UX strategy is needed to validate assumptions about a solution's value proposition with customers before development. It presents the four tenets of UX strategy as cost leadership, differentiation, UX differentiation, and business strategy that requires research, analysis, testing, and iteration.
The document discusses key concepts in interaction design including usability principles, design principles, affordances, consistency, feedback and visibility. It explains that interaction design aims to develop usable products that involve users and optimize their experience through an understanding of activities, contexts and user needs. The design process requires evaluating prototypes and user testing to create satisfying, intuitive and enjoyable interactive experiences.
1. The document discusses the pillars for creating a successful engaging digital platform, including business and product integration, transmedia experiences across devices, gamification, user interaction and sharing, and customization.
2. It emphasizes designing experiences tailored for different devices and contexts, rewarding user participation and progression, facilitating user collaboration and sharing, and allowing customization.
3. The goal is to engage and interact with users through a variety of experiences and reactions that drive sharing and participation, completing the experience cycle.
This document discusses the importance of user experience (UX) design and the services offered by Ameex Creative Services to improve UX. Some key points made include:
- UX is important as customers are less likely to return to sites with bad experiences and mobile users abandon tasks more if sites aren't optimized for mobile.
- Ameex focuses on humanization and ease of navigation to increase conversions and offers services like UX strategy, research, design, testing, and analytics to improve user experience, engagement, conversions, and retention.
- They follow a design thinking process of discovery, definition, design, and testing to thoroughly understand users, define problems, create solutions, and test designs.
- Ame
Space Invaders. The Revolution in a Nutshell.Gerald Hensel
The document discusses the evolution of marketing and communication from traditional to digital methods. It notes that in 1977 Star Wars popularized film franchises and in 1978 the video game Space Invaders introduced an interactive experience. More recently, platforms like Facebook and Twitter have grown exponentially and changed how brands communicate through social media. The document advocates for brands to focus on listening to customers, establish clear objectives, and develop strategies that embrace an agile approach across organizational structures and measurement.
Mobile-first experiences are disrupting incumbents as companies like eBay, ESPN, and Uber have built mobile-first designs and seen significant growth and revenue from their mobile apps and experiences. Social experiences are also moving towards being mobile-first as apps like Fancy focus on personalized recommendations and inherently social sharing features. There is a trend towards social becoming a platform strategy on mobile where the core experiences like the inbox, camera, maps and payments are being rethought and aggregated to be social and connected by default across a user's devices and interactions. This represents a re-imagination of nearly everything as new behaviors emerge and new types of apps, technologies and interactions are built for the next billion mobile users.
Social media research of the future is here right nowThinkNow Research
As small business owners, we all dream of a place where we don’t have to guess what people want or like to do. In this place, we have a 360-view of their favorite places to eat, drink, and play. We are invited into conversations among friends about pressures and pain points, brand fails, and unicorns. In this place, millions of people capture life’s rawest and rarest moments in photos and live stream putting a face and story to issues our products are anxious to provide for, our services delighted to solve.
A Conversation About Location - With Ruckus Wireless Smart Positioning Techno...Ruckus Wireless
What's this thing about Location Technology and Location Based Services?
Why are brands and businesses interested in Location Based Services (LBS) and Location Based Marketing & Advertising?
What you see here, is a conversation that we've had all over the world with some of the most forward-thinking executives - including CEOs, CTOs and CMOs - about the use of accurate, Wi-Fi-based location technology in shopping malls, airports, hotels, convention centres and other large public venues.
This document introduces the concepts of lean analytics and the lean analytics framework. It begins with an introduction to lean startup methodology and emphasizes the importance of testing hypotheses through minimum viable products and the build-measure-learn loop. It then discusses different types of metrics and introduces the lean analytics framework, which focuses on empathy, stickiness, virality, revenue, and scale. For each stage, it provides examples of relevant metrics for different business models. The framework is intended to help companies adopt a lean approach to analytics and product development.
Importance of apps in marketing strategy my perspective - Ankit ShardAnkit Shard
I am not an expert at Developing Apps or a Developer Whatever I have mentioned above is all that I have learn't mostly understanding the Design process be it in Engineering – from product design to cars, & developing simple effective SM Strategies in my day to day work.
1) Consumer expectations for new technologies will happen as soon as the technologies are available, not when libraries are ready. Trends include hypertasking, augmented reality, reviews, conversations, and mobile access.
2) Younger generations want experiences that allow participation and giving back through reviews, donations, and volunteering. They prioritize convenience through mobile and digital tools.
3) Libraries should engage with patrons through social media, be responsive to reviews, and provide opportunities for community and generosity both online and offline. This will help libraries remain relevant.
This document outlines the agenda for Day II of an Experience Design seminar at Hyper Island in 2016. The morning session will go deeper into experience design and include a UX case study of the Marine Museum. After lunch, participants will work on journey mapping and generating insights from their research. They will then present their findings. The agenda includes time for teamwork, research, mapping the user experience, and developing insights and presentations. The goal is to further skills in experience design tools like the 5E model, journey mapping, and developing actionable insights from user research.
Chapter 1 is all about the social customer. I highlight several case studies and reports that will give you a firm understanding of how difficult it is to reach them with the right content, at the right time in the right channel. With emergence of multiple screens, new social platforms and networks or the fact that many customers, including me, suffer from CADD (Consumer Attention Deficit Disorder); it’s very difficult to get your brand heard, seen or interacted with; and almost impossible to be talked about.
This document provides an introduction to user experience design. It defines user experience as encompassing all aspects of a user's interaction with a company, service, or product. It describes the role of a user experience designer as involving user research, content creation, coding, user interface design, and competitive analysis. The document outlines techniques for user experience research like usability testing, guerrilla research, and competitive analysis. It discusses how to create personas and problem statements to understand users and design problems. Finally, it provides an activity using a persona and problem statement to demonstrate how to apply this knowledge to design decisions.
This document discusses the rise of on-demand marketing driven by emerging technologies and evolving consumer expectations. It argues that consumers will increasingly demand interactions that are personalized, accessible anywhere and anytime, allow them to do new things simply, and are precisely tailored to their individual needs and preferences. The document outlines scenarios of how future marketing interactions might unfold and emphasizes that companies must excel at designing integrated customer experiences, leveraging diverse data to understand consumer behaviors, and developing new processes across functions to meet rising consumer expectations for on-demand marketing.
This document discusses how artificial intelligence can enhance the e-commerce customer experience. It notes that AI is already being used by many e-commerce businesses to better understand customers, generate leads, and provide personalized experiences. Specifically, AI engines can analyze customer interactions across multiple touchpoints to create a unified customer view and deliver seamless experiences. Recommendation systems are also widely used to suggest additional products to customers based on their preferences and browsing history. Chatbots and conversational commerce are emerging as new ways for customers to easily obtain information and make purchases through natural language interactions.
The document discusses user experience (UX) and its importance. It provides an example of a website that has a good user interface (UI) but poor user experience (UX), frustrating a user trying to purchase a book. The document then defines UX, according to Don Norman, as encompassing a user's entire interaction with a company, its services, and products. It notes that UX concerns usability, ease of use, speed, and attractiveness, all impacting customer satisfaction. The rest of the document discusses UX design responsibilities like research, wireframing, prototyping, testing, and ongoing adjustments based on feedback.
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3. Setting the stage
Your company has continued to expanded its
market presence by adding a…
Facebook page
Mobile enabled site
iPhone app
Android app
Weekly promotional emails,
etc.
Each of which received extensive user testing
before deployment.
4. Touch points
Is the experience across each of these new
touch points consistent?
What about with the existing touch points (e.g.,
website, store, etc.)
Are the individual touch points working together
to enhance the customer's total experience?
What role does each touch point play in your
customer's journey?
5. I want to start by taking you
on a little journey…
6. “You recently moved into a new
apartment and would like to
purchase a reasonably priced
leather sofa.”
7. The first part of your journey begins with a visit to IKEA.com.
From the homepage you browse to leather sofas.
After looking through the list, one sofa catches your eye.
You spend a few minutes reviewing the details.
8. After visiting the site you decide that you are not ready to
purchase.
However, you do think it would be good to join their email list
just in case they send you a coupon or upcoming special on
sofas.
You provide the required information to sign-up.
You immediately receive a Welcome email.
A few days later you receive a promotional email.
9. A few days go by and while checking out the Big Design
Conference Facebook page you‟re curious if IKEA has a
Facebook page.
You search for IKEA only to find there are quite a few different
IKEA related pages. After a quick glance you decide to view
the one that has the most likes (thinking that was the main
one).
After a brief look, you “Like” the page before realizing you
need to get to work.
10. A few weeks pass and while out shopping you decide to visit
an IKEA store to look at their sofas in person.
Since you are not sure exactly where the store is located you
navigate to the IKEA mobile site for assistance (of course you
don‟t do this while driving).
You type “Dallas, TX” within the „Find an IKEA store” feature.
This presents you with the address of the closest store.
After clicking on the address it opens the native map app
which will allow you to receive directions.
11. Having successfully located the store, you park and then
proceed through the front door.
Once inside you spend the first 30 minutes trying to locate
the sofas (I mean enjoying the IKEA shopping experience).
After looking at several leather sofas you find the one you
want to purchase.
You then proceed to pick-up and purchase the sofa leaving
the store as a happy camper.
12. Website Email Facebook Mobile Store
Was the experience consistent across each touch point?
Was trust being built along the way?
Was the customer compelled to continue shopping?
Was the brand messaging consistent?
While intentions are good, far too often we focus on improving touch points individually
while missing an opportunity to step back and look at the relationship each have on the
customer's total experience.
13. Open Discussion
Tell us about a GREAT experience you‟ve
had interacting with multiple touch points
Tell us about a HORRIBLE experience
you‟ve had interacting with multiple touch
points
14. Multichannel Customer Experience
by Consultancy, November 2010
49% of company respondents say a joined-up
multichannel customer experience is very important to
their organization,
41% say multichannel UX is quite important.
68% recognize a strong link between long-term
business performance and customer experience.
15. Multichannel Customer
Experience cont‟d
69% of organizations are just beginning to develop a
UX strategy.
9% surveyed have no strategy for improving the
customer experience.
38% report that ownership of the multichannel
customer experience lies within a combination of
different departments.
16. Forrester Research
Global eBusiness And Channel Strategy Professional
Online Survey, Forrester Research Inc., November
2010
Retailers who had focused on multichannel integration
found:
an average of 48% increase in online sales
28% reduction in operating costs
25% increased profitability
17. Cross-Channel Experiences in Retail
http://pervasiveia.com/blog/cross-channel-retailing
When asked, 83% of consumers prefer retailers
consistency across the different channels
Pervasive information architectures provide consistency
in all active communication channels for any given
company, product, or service.
18. The Cross-Channel Experience,
Slide Share Presentation
by Nick Finck
3 Types of Touch points
• Static Touch points
• Interactive Touch points
• Human Touch points
19. Cross Channel Touch Points
• Web
• Email
• Packaging
• Product
• Streaming media
• Mobile
• Retail
• Sales Support
• Environment
• Click-to-Chat
• Social Media
• Broadcast Media
20. 3 Types of Touch Points
• Static Touch points
• Online or on paper (newspaper, magazines) information only
• Interactive Touch points
• Often online, internet or mobile internet, allows for
interactions:
• Search
• Find a product
• Ask about a product
• Find a store
• Etc.
• Human Touch points
• In person, usually at the store
24. How can “Out of the Box” thinking
help?
Virtual Ethnography
Brings together disparate elements to understand a
complex problem
Time, Space and Technology- where do they merge
25. Virtual Ethnography
by Christine Hine
Ongoing study of how people interact online, through
the social world of the internet
Time is viewed differently in a virtual world, it can slow
down or speed up with no relation to the laws of
physics
Space becomes an altered reality, whereas it must
adhere to the laws of physics in the physical world
Technology then evolves based on how people use it
28. Some Steps To A Solution
Identify your core customer
Put the user at the center of the process:
Inventory your touch points
Identify attributes of each touch-point
Create journey maps
Evaluate touch points within journey map
29. More Solutions
Research new ways to create and augment online
reality
Use tools of Virtual Ethnography to study online social
behavior
Observe the effects of Space and Time on touch points
30. Today‟s Talk
New customer experience must integrate many touch
points
What are examples of different touch points
What is the latest thinking
What can you do to apply this to your work
31. About Us
Scott Gunter
COO at Usability Sciences
Over 15 years as usability / user experience
researcher
Has led over 300 research projects on behalf of
companies like Microsoft, J.C. Penney, Nokia, Kohl‟s,
Oracle, and Nike.
Elizabeth Rosenzweig
Principal Consultant, Adjunct Faculty, Bentley
University
Over 25 years experience in UX field
Founder and Director World Usability Day
4 Patents in UX Design