SlideShare a Scribd company logo
1 of 48
Handicapping & Dark Horses
What Design Thinking Can Learn from Horse
2 Techniques
#1 Handicapping
handicapping:
the art of evaluating a horse’s
performance in order to determine
the outcome of a race
handicap the ideas
running a rapid experiment
rapid experimentation:
using prototypes to evoke
behaviors that quickly tell us
whether our ideas meet users’
needs
rapid experiments
usability test
survey
feedback methods
what will someone
actually do
what they might do
rapid experiments separate
what customers say from
what they do in the real world
what is an experiment?
• a scientific procedure—a controlled empirical test of a hypothesis
• hypotheses include (never null!):
-A causes B
-A is better, bigger, faster than A’
-A changes B more when we do/provide X
• requirements:
– independent variable that can be manipulated
– dependent variable that can be measured
– random assignment to condition (conservatively)
+
What can design experiments test?
• are people interested?
• will they do/use this given all other
choices/demands available?
• does it meet the need you designed for?
• does it have the desired (and not undesired)
effects?
• can people figure out how to use/do it?
• which design is better (at any of the above)?
How do you do this at home?
1. Pick an idea
2. Make a list of all the questions you have about
the efficacy of the idea
3. Select the most critical question to success
4. Generate a hypothesis
5. Design an experiment to test your hypothesis
6. Create the prototype to support the experiment
Before you move into prototyping, make a plan:
• What questions do you have about the
effectiveness of the ideas?
• What is my hypothesis about what will happen?
• What kinds of observations would validate my
hypothesis?
• What prototype(s) do I need to create for these
observations?
• How should I run this experiment?
Use the prototype to
• Create an experience that evokes the desired behaviors
• Evaluate your working hypotheses
Don’t create the prototype before designing your experiment
Make a list of questions
Concepts we generate often have implicit
assumptions about how people will
respond and what people will do
What are the crucial questions that could
make or break the success of your idea?
Select the most critical question
Will people be more likely to select a
rental if it has a nice photo?
Will homeowners be willing to let
photographers photograph their space?
How expensive is it create this service?
Will the photos really look better?
Generate a hypothesis
A hypothesis is your prediction about how
people will behave.
A lot more people will rent an apartment
that has been professionally
photographed than one that has not.
Design an experiment
• the goal is to evoke “real” behaviors in
“real” situations
• the scenario must be
– believable
– immersive
– natural
• and, allow you to test/measure what
you need to
• a word on “confederates”
Plan for measurement
people are notoriously bad at
predicting (and also
remembering/reporting) their
own behaviors
Plan for analysis
• before conducting your experiment, figure out how
you’re going to analyze your data
• what conclusions will you be able to draw from the data?
normal photo pro photo
4 5
Did they
rent the
apartment?
Design your experiment
– A/B Test
– Show ½ the people the a rental with normal
photos, ½ the same rental with professional
photos.
– Constrain to one geographic area
– Select 2 popular and 2 unpopular apartments.
– Measurement: What percentage of people who
view the apartment rent it in condition A vs. B.
Create the prototype
run the experiment
&
analyze your results
Tip: You can follow up with
qualitative interviewing
#1 Handicapping
Dark Horse
#2 Dark Horses
dark horse:
a contestant that seems unlikely
to succeed, but emerges to
prominence against all odds
dark horse idea
1. dark: explores a space that is risky, difficult,
radical, or orthogonal
2. brainstormed after more traditional ideas
3. refined enough that can be prototyped and
tested with a rapid experiment (can’t be
infeasible)
rational
1. Designers need to preserve ambiguity to leave
themselves open to new ideas
2. Taking the dark horse idea to the point you can
evaluate it keeps the design space from shrinking
too fast
3. Even if the dark horse doesn’t work, you will gain
insights that will make your final design better
Example 1
Design the next generation
cinema/broadcasting
imaging system
Original idea: Immersive movie watching
experience where viewer’s head and eye position
affect the perspective and focus of a scene
Dark Horse: What if the camera was
everywhere?
Rigs of multiple Kinects and software capture
3D info of a scene for post capture scene
manipulation.
Example 2
Design a system to
improve street navigation for
people on vacation
Original idea: Hotter/Colder
Phone vibrates differently as you are
getting closer or farther from the
direction you should be going.
Dark Horse: Stalker Navigation
No maps, crowdsourced directions,
follow the stranger.
Dark Horse
#2 Dark Horses
Handicapping & Dark Horses
What Design Thinking Can Learn from Horse

More Related Content

Similar to Intro to Rapid Experimentation - Intel July 2015

Slides for Norman Chap 1
Slides for Norman Chap 1 Slides for Norman Chap 1
Slides for Norman Chap 1 drewmargolin
 
Design Thinking - Types of prototypes
Design Thinking - Types of prototypes Design Thinking - Types of prototypes
Design Thinking - Types of prototypes SwethaVijay10
 
Acceptance, accessible, actionable and auditable
Acceptance, accessible, actionable and auditableAcceptance, accessible, actionable and auditable
Acceptance, accessible, actionable and auditableAlban Gérôme
 
A Primer on Primary Market Research
A Primer on Primary Market ResearchA Primer on Primary Market Research
A Primer on Primary Market ResearchElaine Chen
 
Lecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VRLecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VRMark Billinghurst
 
Intro to Agile and Lean UX
Intro to Agile and Lean UXIntro to Agile and Lean UX
Intro to Agile and Lean UXJacklyn Burgan
 
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual RealityCOMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual RealityMark Billinghurst
 
Principles of interaction design and user testing
Principles of interaction design and user testingPrinciples of interaction design and user testing
Principles of interaction design and user testingJulie Stanford
 
User Story Mapping - mini iad 2014 (Armani, Rodriguez)
User Story Mapping - mini iad 2014 (Armani, Rodriguez)User Story Mapping - mini iad 2014 (Armani, Rodriguez)
User Story Mapping - mini iad 2014 (Armani, Rodriguez)Fabio Armani
 
Map quest 2015_denverstartupweek_spectrum
Map quest 2015_denverstartupweek_spectrumMap quest 2015_denverstartupweek_spectrum
Map quest 2015_denverstartupweek_spectrumSuAnne Hall
 
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityCOMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityMark Billinghurst
 
Design thinking Course by Dharam Mentor
Design thinking Course by Dharam MentorDesign thinking Course by Dharam Mentor
Design thinking Course by Dharam MentorDharam Mentor
 
Learn Learning + Prototype Testing
Learn Learning + Prototype TestingLearn Learning + Prototype Testing
Learn Learning + Prototype TestingDave Hora
 
Field Guide to Rapid Experimentation
Field Guide to Rapid Experimentation Field Guide to Rapid Experimentation
Field Guide to Rapid Experimentation Intuit Inc.
 
User Experience Basics for Product Management
User Experience Basics for Product ManagementUser Experience Basics for Product Management
User Experience Basics for Product ManagementRoger Hart
 
DarkPatternsUpdated.pptx
DarkPatternsUpdated.pptxDarkPatternsUpdated.pptx
DarkPatternsUpdated.pptxEmma Keaveny
 
Workshop 4 belize minimum viable product
Workshop 4 belize   minimum viable productWorkshop 4 belize   minimum viable product
Workshop 4 belize minimum viable productMario Reyes
 
BTDConf: Breaking Illusions: Testing is Your Most Valuable Asset
BTDConf: Breaking Illusions: Testing is Your Most Valuable AssetBTDConf: Breaking Illusions: Testing is Your Most Valuable Asset
BTDConf: Breaking Illusions: Testing is Your Most Valuable AssetMaaret Pyhäjärvi
 

Similar to Intro to Rapid Experimentation - Intel July 2015 (20)

Slides for Norman Chap 1
Slides for Norman Chap 1 Slides for Norman Chap 1
Slides for Norman Chap 1
 
Design Thinking - Types of prototypes
Design Thinking - Types of prototypes Design Thinking - Types of prototypes
Design Thinking - Types of prototypes
 
Acceptance, accessible, actionable and auditable
Acceptance, accessible, actionable and auditableAcceptance, accessible, actionable and auditable
Acceptance, accessible, actionable and auditable
 
A Primer on Primary Market Research
A Primer on Primary Market ResearchA Primer on Primary Market Research
A Primer on Primary Market Research
 
Lecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VRLecture 6 Interaction Design for VR
Lecture 6 Interaction Design for VR
 
Intro to Agile and Lean UX
Intro to Agile and Lean UXIntro to Agile and Lean UX
Intro to Agile and Lean UX
 
Don't Fear the User
Don't Fear the UserDon't Fear the User
Don't Fear the User
 
Dark patterns
Dark patternsDark patterns
Dark patterns
 
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual RealityCOMP 4010 - Lecture 5: Interaction Design for Virtual Reality
COMP 4010 - Lecture 5: Interaction Design for Virtual Reality
 
Principles of interaction design and user testing
Principles of interaction design and user testingPrinciples of interaction design and user testing
Principles of interaction design and user testing
 
User Story Mapping - mini iad 2014 (Armani, Rodriguez)
User Story Mapping - mini iad 2014 (Armani, Rodriguez)User Story Mapping - mini iad 2014 (Armani, Rodriguez)
User Story Mapping - mini iad 2014 (Armani, Rodriguez)
 
Map quest 2015_denverstartupweek_spectrum
Map quest 2015_denverstartupweek_spectrumMap quest 2015_denverstartupweek_spectrum
Map quest 2015_denverstartupweek_spectrum
 
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual RealityCOMP 4010: Lecture 5 - Interaction Design for Virtual Reality
COMP 4010: Lecture 5 - Interaction Design for Virtual Reality
 
Design thinking Course by Dharam Mentor
Design thinking Course by Dharam MentorDesign thinking Course by Dharam Mentor
Design thinking Course by Dharam Mentor
 
Learn Learning + Prototype Testing
Learn Learning + Prototype TestingLearn Learning + Prototype Testing
Learn Learning + Prototype Testing
 
Field Guide to Rapid Experimentation
Field Guide to Rapid Experimentation Field Guide to Rapid Experimentation
Field Guide to Rapid Experimentation
 
User Experience Basics for Product Management
User Experience Basics for Product ManagementUser Experience Basics for Product Management
User Experience Basics for Product Management
 
DarkPatternsUpdated.pptx
DarkPatternsUpdated.pptxDarkPatternsUpdated.pptx
DarkPatternsUpdated.pptx
 
Workshop 4 belize minimum viable product
Workshop 4 belize   minimum viable productWorkshop 4 belize   minimum viable product
Workshop 4 belize minimum viable product
 
BTDConf: Breaking Illusions: Testing is Your Most Valuable Asset
BTDConf: Breaking Illusions: Testing is Your Most Valuable AssetBTDConf: Breaking Illusions: Testing is Your Most Valuable Asset
BTDConf: Breaking Illusions: Testing is Your Most Valuable Asset
 

Intro to Rapid Experimentation - Intel July 2015

  • 1. Handicapping & Dark Horses What Design Thinking Can Learn from Horse
  • 2.
  • 3.
  • 4.
  • 5.
  • 8. handicapping: the art of evaluating a horse’s performance in order to determine the outcome of a race
  • 9.
  • 10.
  • 12.
  • 13. running a rapid experiment
  • 14. rapid experimentation: using prototypes to evoke behaviors that quickly tell us whether our ideas meet users’ needs
  • 15. rapid experiments usability test survey feedback methods what will someone actually do what they might do
  • 16. rapid experiments separate what customers say from what they do in the real world
  • 17. what is an experiment? • a scientific procedure—a controlled empirical test of a hypothesis • hypotheses include (never null!): -A causes B -A is better, bigger, faster than A’ -A changes B more when we do/provide X • requirements: – independent variable that can be manipulated – dependent variable that can be measured – random assignment to condition (conservatively)
  • 18.
  • 19.
  • 20. +
  • 21.
  • 22. What can design experiments test? • are people interested? • will they do/use this given all other choices/demands available? • does it meet the need you designed for? • does it have the desired (and not undesired) effects? • can people figure out how to use/do it? • which design is better (at any of the above)?
  • 23. How do you do this at home? 1. Pick an idea 2. Make a list of all the questions you have about the efficacy of the idea 3. Select the most critical question to success 4. Generate a hypothesis 5. Design an experiment to test your hypothesis 6. Create the prototype to support the experiment
  • 24. Before you move into prototyping, make a plan: • What questions do you have about the effectiveness of the ideas? • What is my hypothesis about what will happen? • What kinds of observations would validate my hypothesis? • What prototype(s) do I need to create for these observations? • How should I run this experiment? Use the prototype to • Create an experience that evokes the desired behaviors • Evaluate your working hypotheses Don’t create the prototype before designing your experiment
  • 25.
  • 26. Make a list of questions Concepts we generate often have implicit assumptions about how people will respond and what people will do What are the crucial questions that could make or break the success of your idea?
  • 27. Select the most critical question Will people be more likely to select a rental if it has a nice photo? Will homeowners be willing to let photographers photograph their space? How expensive is it create this service? Will the photos really look better?
  • 28. Generate a hypothesis A hypothesis is your prediction about how people will behave. A lot more people will rent an apartment that has been professionally photographed than one that has not.
  • 29. Design an experiment • the goal is to evoke “real” behaviors in “real” situations • the scenario must be – believable – immersive – natural • and, allow you to test/measure what you need to • a word on “confederates”
  • 30.
  • 31. Plan for measurement people are notoriously bad at predicting (and also remembering/reporting) their own behaviors
  • 32. Plan for analysis • before conducting your experiment, figure out how you’re going to analyze your data • what conclusions will you be able to draw from the data? normal photo pro photo 4 5 Did they rent the apartment?
  • 33. Design your experiment – A/B Test – Show ½ the people the a rental with normal photos, ½ the same rental with professional photos. – Constrain to one geographic area – Select 2 popular and 2 unpopular apartments. – Measurement: What percentage of people who view the apartment rent it in condition A vs. B.
  • 36. Tip: You can follow up with qualitative interviewing
  • 37.
  • 40. dark horse: a contestant that seems unlikely to succeed, but emerges to prominence against all odds
  • 41. dark horse idea 1. dark: explores a space that is risky, difficult, radical, or orthogonal 2. brainstormed after more traditional ideas 3. refined enough that can be prototyped and tested with a rapid experiment (can’t be infeasible)
  • 42. rational 1. Designers need to preserve ambiguity to leave themselves open to new ideas 2. Taking the dark horse idea to the point you can evaluate it keeps the design space from shrinking too fast 3. Even if the dark horse doesn’t work, you will gain insights that will make your final design better
  • 43. Example 1 Design the next generation cinema/broadcasting imaging system
  • 44. Original idea: Immersive movie watching experience where viewer’s head and eye position affect the perspective and focus of a scene Dark Horse: What if the camera was everywhere? Rigs of multiple Kinects and software capture 3D info of a scene for post capture scene manipulation.
  • 45. Example 2 Design a system to improve street navigation for people on vacation
  • 46. Original idea: Hotter/Colder Phone vibrates differently as you are getting closer or farther from the direction you should be going. Dark Horse: Stalker Navigation No maps, crowdsourced directions, follow the stranger.
  • 48. Handicapping & Dark Horses What Design Thinking Can Learn from Horse