CULTIVATING ONLINE
COMMUNITIES
THROUGH MEANINGFUL
EXPERIENCES
or, “making things work for people”.




                                       Howie Chang | MinistryNet 2011
CULTIVATING ONLINE
COMMUNITIES
THROUGH MEANINGFUL
EXPERIENCES
or, “making things work for people”.




                                       Howie Chang | MinistryNet 2011
A LITTLE
ABOUT ME
                      PASSIONATE IN ALL THINGS DIGITAL
                      AND HAVE DEEP APPRECIATION IN
                      GOOD USER EXPERIENCES.
                      • UX & Design Partner at BuUuk
                      • Adjunct Lecturer at DMIT, SP
                      • Small Group Leader
                      • Co-Founder of STYLELOGUE.IT
 Rae, Howie and Joy
A LITTLE
ABOUT BUUUK
           WE MAKE MOBILE APPS FOR ANY
           SCREEN YOU CAN SWIPE.
           • WeatherLah
           • BuUuk - Restaurant & Bar Guide
           • The Straits Times
   BuUuk   • and many more...
WHAT IS USER
EXPERIENCE?
Comprehends all aspects of digital products and services that users
experience directly - and perceive, learn, and use - including products’
form, behavior, and content, but also encompassing users’ broader
brand experience and the response that experience evokes in them. Key
factors contributing to the quality of users’ experience of products are
learnability, usability, usefulness, and aesthetic appeal.
                                                           Pabini Gabriel-Petit
WHAT IS USER
EXPERIENCE?

         +
WHAT IS A MEANINGFUL
EXPERIENCE TO YOU?

     Share with the person next to you.
WHAT IS A MEANINGFUL
EXPERIENCE TO YOU?



       oh no! feelings!
WHAT IS A MEANINGFUL
EXPERIENCE TO YOU?
 i love what i can
    do! it’s super
     awesome!




                     oh no! feelings!
WHAT IS A MEANINGFUL
EXPERIENCE TO YOU?
           i can do
      everything i need.
             cool!




             oh no! feelings!
WHAT IS A MEANINGFUL
EXPERIENCE TO YOU?
                  it’s ok i guess.
                sometimes i have
                     problems.




       oh no! feelings!
WHAT IS A MEANINGFUL
EXPERIENCE TO YOU?
                          it makes me feel
                           stupid. i hate it
                              and you.




       oh no! feelings!
IT IS NOT ENOUGH THAT WE BUILD
PRODUCTS THAT FUNCTION, THAT ARE
UNDERSTANDABLE AND USABLE - WE ALSO
NEED TO BUILD PRODUCTS THAT BRING JOY
AND EXCITEMENT, PLEASURE AND FUN, AND
YES, BEAUTY, TO PEOPLE’S LIVES.
                               Don Norman
SUBJECTIVE / QUALITATIVE

                                                             Focused on
                                                                                                                                                                 “It is not enough that we build
              Have a believable story               Experiences                                                                                                  products that function, that are
              Co-create value with customers          (People, Activities, Context)
                                                                                                                                                                 understandable and usable -
              Connect people in community                                                                                                                        we also need to build products
              Are part of a bigger system                                                                                                                        that bring joy and excitement,
                                                                                             Prioritize Aesthetics (no, not Graphic Design)
              Appeal to emotional, spiritual, and                                            (visual, behaviors, sounds, psychology)                             pleasure and fun, and yes,
              social values
                                                                                             Design for FLOW (boredom vs anxiety)                                beauty, to people’s lives.”
              Create a tolerance for faults at
              lower levels                                                                   Leverage Game Mechanics/Learning Theory                                                           -Donald Norman
                                                                                             (completeness)
              Are tied to a person’s self-image,
              highly personal                                                                Have a Personality
              Empower people to do things                  Meaningful                        Create conversational and context aware
              previously not possible                    Has personal significance            interactions
                                                                                             (“Adaptive Interfaces”; narrative IA structures)
                                                           Pleasurable                       Elicit Desire
                                                    Memorable experience worth sharing       (Limited availability, limited access, curious and
Simplify, organize, and clarify                                                              seductive experiences)
information                                                Convenient                                                                THIS IS THE “CHASM” THAT IS REALLY, REALLY
                                                                                                                                       HARD FOR ORGANIZATIONS TO CROSS
Display information visually                         Super easy to use, works like I think
Reduce features and complexity
Are easier to understand
                                                                Usable
Use language for more natural
                                                       Can be used without difficulty
                                                                                                                            Creating Pleasurable Interfaces:
interactions
Add features that support desired
                                                               Reliable
                                                          Is available and accurate
                                                                                                                            Getting from Tasks to Experiences
behaviors (offline browsing)                                                                                                   created by Stephen P. Anderson | poetpainter.com
                                                    Functional (Useful)
                                                           Works as programmed




                                                             Focused on
                                                              Tasks
                                                           (Products, Features)
                                                      OBJECTIVE / QUANTIFIABLE                                                                                                    © 2006 Stephen P. Anderson | poetpainter.com
FUNCTIONAL (USEFUL)
WORKS AS PROGRAMMED




               Martin Cooper with the original Motorola phone
RELIABLE
IS AVAILABLE AND ACCURATE




                            Twitter’s Fail Whale
USABLE
CAN BE USED WITHOUT DIFFICULTY




                      Usability Makes a Difference
CONVENIENT
SUPER EASY TO USE, WORKS LIKE I THINK




                             Google Maps
PLEASURABLE
MEMORABLE EXPERIENCE WORTH SHARING




                    iLike.com Social Music Discovery
MEANINGFUL
HAS PERSONAL SIGNIFICANCE




                            Discover.redeemer.com
SUBJECTIVE / QUALITATIVE

                                                             Focused on
                                                                                                                                                                 “It is not enough that we build
              Have a believable story               Experiences                                                                                                  products that function, that are
              Co-create value with customers          (People, Activities, Context)
                                                                                                                                                                 understandable and usable -
              Connect people in community                                                                                                                        we also need to build products
              Are part of a bigger system                                                                                                                        that bring joy and excitement,
                                                                                             Prioritize Aesthetics (no, not Graphic Design)
              Appeal to emotional, spiritual, and                                            (visual, behaviors, sounds, psychology)                             pleasure and fun, and yes,
              social values
                                                                                             Design for FLOW (boredom vs anxiety)                                beauty, to people’s lives.”
              Create a tolerance for faults at
              lower levels                                                                   Leverage Game Mechanics/Learning Theory                                                           -Donald Norman
                                                                                             (completeness)
              Are tied to a person’s self-image,
              highly personal                                                                Have a Personality
              Empower people to do things                  Meaningful                        Create conversational and context aware
              previously not possible                    Has personal significance            interactions
                                                                                             (“Adaptive Interfaces”; narrative IA structures)
                                                           Pleasurable                       Elicit Desire
                                                    Memorable experience worth sharing       (Limited availability, limited access, curious and
Simplify, organize, and clarify                                                              seductive experiences)
information                                                Convenient                                                                THIS IS THE “CHASM” THAT IS REALLY, REALLY
                                                                                                                                       HARD FOR ORGANIZATIONS TO CROSS
Display information visually                         Super easy to use, works like I think
Reduce features and complexity
Are easier to understand
                                                                Usable
Use language for more natural
                                                       Can be used without difficulty
                                                                                                                            Creating Pleasurable Interfaces:
interactions
Add features that support desired
                                                               Reliable
                                                          Is available and accurate
                                                                                                                            Getting from Tasks to Experiences
behaviors (offline browsing)                                                                                                   created by Stephen P. Anderson | poetpainter.com
                                                    Functional (Useful)
                                                           Works as programmed




                                                             Focused on
                                                              Tasks
                                                           (Products, Features)
                                                      OBJECTIVE / QUANTIFIABLE                                                                                                    © 2006 Stephen P. Anderson | poetpainter.com
GOOD
EXAMPLES
THREADLESS.COM

New graphic t-shirts
released weekly. Awesome
new designs submitted and
rated by the Threadless
community.
GOOD
EXAMPLES
THEFIFTHCOLUMN.CO.UK

Audio podcasts on
controversial & topical
issues.
GOOD
EXAMPLES
REDNOSEDAY.COM

Red Nose Day is a day like
no other when the whole
country gets together to do
something funny for money
and change countless lives
in the process.
UX SITES

‣ PUTTING PEOPLE FIRST HTTP://WWW.EXPERIENTIA.COM/BLOG/

‣ 52 WEEKS OF UX HTTP://52WEEKSOFUX.COM/

‣ EVERYDAY UX HTTP://WWW.EVERYDAYUX.COM/

‣ UX MYTHS HTTP://UXMYTHS.COM/

‣ JOHNNY HOLLAND HTTP://JOHNNYHOLLAND.ORG/

‣ LOGIC+EMOTION HTTP://DARMANO.TYPEPAD.COM/LOGIC_EMOTION/

‣ ADAPTIVE PATH HTTP://WWW.ADAPTIVEPATH.COM/IDEAS/
BONUS
HOW TOP BRANDS BUILD EFFECTIVE ONLINE COMMUNITIES                                    - BY SIMON MAINWARING
CONCEPTUAL ASSUMPTIONS: An effective online                         5. INFORMATIVE: The brand must serve as a resource for
community starts with the right thinking and that involves          members looking to learn more about the goals of the
certain fundamental assumptions.                                    community and those already involved.

1. BOTTOM UP: A brand must start from the premise that this         6. SELF-PROMOTION: The brand must provide tools that
is a bottom up organization that will live or die on the strength   enable members to spread information about your community
of the dialogue it generates. What the community has to say is      and its goals beyond the site across different social media.
important, what you have to say is secondary.
                                                                    7. GOALS: The goal, and therefore the site, must be structured
2. SUSTAINABILITY: The site must be conceived in a way that         in a way that allows for an expanded portfolio of goals that will
keeps the community active and growing after each initiative or     keep the community engaged, growing, and migrating from
project. Too often even the best communities suffer fatal           one goal to the next.
attrition once their primary goal is reached.
                                                                    8. MEASUREMENT AND CELEBRATION: The brand must
3. CONVERSATION: Brands often seem incapable of not                 track, measure and reward success within the community.
talking about themselves. Rather, they must generate
discussion around topics that are meaningful to the community
they want to establish (whether it’s a gathering of CFO’s, stay-
at-home moms or activists of any kind). Only then can their
products be positioned as a relevant (and inoffensive)
contributions to the conversation.

4. OWNERSHIP: The site must be structured in a way that
allows members to feel ownership over the process as the
community experiences success, growth and innovation.
BONUS
CONTINUED

DESIGN FUNDAMENTALS: If you hope to create a site that
doesn’t just raise awareness but motivates behavior,
certain design fundamentals are essential:

1. OWNERSHIP and RESPONSIBILITY: The site must be
designed in a manner that gives members a sense that they
are acting for themselves and their community.

2. RECOGNITION and REWARDS STRUCTURE: There must
be ways in which members are rewarded within their
community to encourage further participation.

3. UNIFYING GOAL: In order to constantly reinforce a goal and
maintain community focus, the brand must regularly share the
emotional stories of those participating. That way the online
community is consistently humanized and the emotions that
motivate their efforts are reinforced.
TECHNOLOGICAL ADVANCES HAVE ALWAYS BEEN DRIVEN MORE BY
A MIND-SET OF 'I CAN' THAN 'I SHOULD'... TECHNOLOGISTS LOVE
TO CRAM MAXIMUM FUNCTIONALITY INTO THEIR PRODUCTS.
THAT'S 'I CAN' THINKING, WHICH IS DRIVEN BY PEER COMPETITION
AND MARKET FORCES... BUT THIS APPROACH IGNORES THE FAR
MORE IMPORTANT QUESTION OF HOW THE CONSUMER WILL
ACTUALLY USE THE DEVICE... FOCUS ON WHAT WE SHOULD BE
DOING, NOT JUST WHAT WE CAN.
                                                   Jon Maeda
END. :)
 QUESTIONS?
www.howiechang.com | @howiec | www.fb.com/hellohowie

Meaningful Experiences

  • 1.
    CULTIVATING ONLINE COMMUNITIES THROUGH MEANINGFUL EXPERIENCES or,“making things work for people”. Howie Chang | MinistryNet 2011
  • 2.
    CULTIVATING ONLINE COMMUNITIES THROUGH MEANINGFUL EXPERIENCES or,“making things work for people”. Howie Chang | MinistryNet 2011
  • 3.
    A LITTLE ABOUT ME PASSIONATE IN ALL THINGS DIGITAL AND HAVE DEEP APPRECIATION IN GOOD USER EXPERIENCES. • UX & Design Partner at BuUuk • Adjunct Lecturer at DMIT, SP • Small Group Leader • Co-Founder of STYLELOGUE.IT Rae, Howie and Joy
  • 4.
    A LITTLE ABOUT BUUUK WE MAKE MOBILE APPS FOR ANY SCREEN YOU CAN SWIPE. • WeatherLah • BuUuk - Restaurant & Bar Guide • The Straits Times BuUuk • and many more...
  • 5.
    WHAT IS USER EXPERIENCE? Comprehendsall aspects of digital products and services that users experience directly - and perceive, learn, and use - including products’ form, behavior, and content, but also encompassing users’ broader brand experience and the response that experience evokes in them. Key factors contributing to the quality of users’ experience of products are learnability, usability, usefulness, and aesthetic appeal. Pabini Gabriel-Petit
  • 6.
  • 7.
    WHAT IS AMEANINGFUL EXPERIENCE TO YOU? Share with the person next to you.
  • 8.
    WHAT IS AMEANINGFUL EXPERIENCE TO YOU? oh no! feelings!
  • 9.
    WHAT IS AMEANINGFUL EXPERIENCE TO YOU? i love what i can do! it’s super awesome! oh no! feelings!
  • 10.
    WHAT IS AMEANINGFUL EXPERIENCE TO YOU? i can do everything i need. cool! oh no! feelings!
  • 11.
    WHAT IS AMEANINGFUL EXPERIENCE TO YOU? it’s ok i guess. sometimes i have problems. oh no! feelings!
  • 12.
    WHAT IS AMEANINGFUL EXPERIENCE TO YOU? it makes me feel stupid. i hate it and you. oh no! feelings!
  • 13.
    IT IS NOTENOUGH THAT WE BUILD PRODUCTS THAT FUNCTION, THAT ARE UNDERSTANDABLE AND USABLE - WE ALSO NEED TO BUILD PRODUCTS THAT BRING JOY AND EXCITEMENT, PLEASURE AND FUN, AND YES, BEAUTY, TO PEOPLE’S LIVES. Don Norman
  • 14.
    SUBJECTIVE / QUALITATIVE Focused on “It is not enough that we build Have a believable story Experiences products that function, that are Co-create value with customers (People, Activities, Context) understandable and usable - Connect people in community we also need to build products Are part of a bigger system that bring joy and excitement, Prioritize Aesthetics (no, not Graphic Design) Appeal to emotional, spiritual, and (visual, behaviors, sounds, psychology) pleasure and fun, and yes, social values Design for FLOW (boredom vs anxiety) beauty, to people’s lives.” Create a tolerance for faults at lower levels Leverage Game Mechanics/Learning Theory -Donald Norman (completeness) Are tied to a person’s self-image, highly personal Have a Personality Empower people to do things Meaningful Create conversational and context aware previously not possible Has personal significance interactions (“Adaptive Interfaces”; narrative IA structures) Pleasurable Elicit Desire Memorable experience worth sharing (Limited availability, limited access, curious and Simplify, organize, and clarify seductive experiences) information Convenient THIS IS THE “CHASM” THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS Display information visually Super easy to use, works like I think Reduce features and complexity Are easier to understand Usable Use language for more natural Can be used without difficulty Creating Pleasurable Interfaces: interactions Add features that support desired Reliable Is available and accurate Getting from Tasks to Experiences behaviors (offline browsing) created by Stephen P. Anderson | poetpainter.com Functional (Useful) Works as programmed Focused on Tasks (Products, Features) OBJECTIVE / QUANTIFIABLE © 2006 Stephen P. Anderson | poetpainter.com
  • 15.
    FUNCTIONAL (USEFUL) WORKS ASPROGRAMMED Martin Cooper with the original Motorola phone
  • 16.
    RELIABLE IS AVAILABLE ANDACCURATE Twitter’s Fail Whale
  • 17.
    USABLE CAN BE USEDWITHOUT DIFFICULTY Usability Makes a Difference
  • 18.
    CONVENIENT SUPER EASY TOUSE, WORKS LIKE I THINK Google Maps
  • 19.
    PLEASURABLE MEMORABLE EXPERIENCE WORTHSHARING iLike.com Social Music Discovery
  • 20.
  • 21.
    SUBJECTIVE / QUALITATIVE Focused on “It is not enough that we build Have a believable story Experiences products that function, that are Co-create value with customers (People, Activities, Context) understandable and usable - Connect people in community we also need to build products Are part of a bigger system that bring joy and excitement, Prioritize Aesthetics (no, not Graphic Design) Appeal to emotional, spiritual, and (visual, behaviors, sounds, psychology) pleasure and fun, and yes, social values Design for FLOW (boredom vs anxiety) beauty, to people’s lives.” Create a tolerance for faults at lower levels Leverage Game Mechanics/Learning Theory -Donald Norman (completeness) Are tied to a person’s self-image, highly personal Have a Personality Empower people to do things Meaningful Create conversational and context aware previously not possible Has personal significance interactions (“Adaptive Interfaces”; narrative IA structures) Pleasurable Elicit Desire Memorable experience worth sharing (Limited availability, limited access, curious and Simplify, organize, and clarify seductive experiences) information Convenient THIS IS THE “CHASM” THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS Display information visually Super easy to use, works like I think Reduce features and complexity Are easier to understand Usable Use language for more natural Can be used without difficulty Creating Pleasurable Interfaces: interactions Add features that support desired Reliable Is available and accurate Getting from Tasks to Experiences behaviors (offline browsing) created by Stephen P. Anderson | poetpainter.com Functional (Useful) Works as programmed Focused on Tasks (Products, Features) OBJECTIVE / QUANTIFIABLE © 2006 Stephen P. Anderson | poetpainter.com
  • 22.
    GOOD EXAMPLES THREADLESS.COM New graphic t-shirts releasedweekly. Awesome new designs submitted and rated by the Threadless community.
  • 23.
  • 24.
    GOOD EXAMPLES REDNOSEDAY.COM Red Nose Dayis a day like no other when the whole country gets together to do something funny for money and change countless lives in the process.
  • 25.
    UX SITES ‣ PUTTINGPEOPLE FIRST HTTP://WWW.EXPERIENTIA.COM/BLOG/ ‣ 52 WEEKS OF UX HTTP://52WEEKSOFUX.COM/ ‣ EVERYDAY UX HTTP://WWW.EVERYDAYUX.COM/ ‣ UX MYTHS HTTP://UXMYTHS.COM/ ‣ JOHNNY HOLLAND HTTP://JOHNNYHOLLAND.ORG/ ‣ LOGIC+EMOTION HTTP://DARMANO.TYPEPAD.COM/LOGIC_EMOTION/ ‣ ADAPTIVE PATH HTTP://WWW.ADAPTIVEPATH.COM/IDEAS/
  • 26.
    BONUS HOW TOP BRANDSBUILD EFFECTIVE ONLINE COMMUNITIES - BY SIMON MAINWARING CONCEPTUAL ASSUMPTIONS: An effective online 5. INFORMATIVE: The brand must serve as a resource for community starts with the right thinking and that involves members looking to learn more about the goals of the certain fundamental assumptions. community and those already involved. 1. BOTTOM UP: A brand must start from the premise that this 6. SELF-PROMOTION: The brand must provide tools that is a bottom up organization that will live or die on the strength enable members to spread information about your community of the dialogue it generates. What the community has to say is and its goals beyond the site across different social media. important, what you have to say is secondary. 7. GOALS: The goal, and therefore the site, must be structured 2. SUSTAINABILITY: The site must be conceived in a way that in a way that allows for an expanded portfolio of goals that will keeps the community active and growing after each initiative or keep the community engaged, growing, and migrating from project. Too often even the best communities suffer fatal one goal to the next. attrition once their primary goal is reached. 8. MEASUREMENT AND CELEBRATION: The brand must 3. CONVERSATION: Brands often seem incapable of not track, measure and reward success within the community. talking about themselves. Rather, they must generate discussion around topics that are meaningful to the community they want to establish (whether it’s a gathering of CFO’s, stay- at-home moms or activists of any kind). Only then can their products be positioned as a relevant (and inoffensive) contributions to the conversation. 4. OWNERSHIP: The site must be structured in a way that allows members to feel ownership over the process as the community experiences success, growth and innovation.
  • 27.
    BONUS CONTINUED DESIGN FUNDAMENTALS: Ifyou hope to create a site that doesn’t just raise awareness but motivates behavior, certain design fundamentals are essential: 1. OWNERSHIP and RESPONSIBILITY: The site must be designed in a manner that gives members a sense that they are acting for themselves and their community. 2. RECOGNITION and REWARDS STRUCTURE: There must be ways in which members are rewarded within their community to encourage further participation. 3. UNIFYING GOAL: In order to constantly reinforce a goal and maintain community focus, the brand must regularly share the emotional stories of those participating. That way the online community is consistently humanized and the emotions that motivate their efforts are reinforced.
  • 28.
    TECHNOLOGICAL ADVANCES HAVEALWAYS BEEN DRIVEN MORE BY A MIND-SET OF 'I CAN' THAN 'I SHOULD'... TECHNOLOGISTS LOVE TO CRAM MAXIMUM FUNCTIONALITY INTO THEIR PRODUCTS. THAT'S 'I CAN' THINKING, WHICH IS DRIVEN BY PEER COMPETITION AND MARKET FORCES... BUT THIS APPROACH IGNORES THE FAR MORE IMPORTANT QUESTION OF HOW THE CONSUMER WILL ACTUALLY USE THE DEVICE... FOCUS ON WHAT WE SHOULD BE DOING, NOT JUST WHAT WE CAN. Jon Maeda
  • 29.
    END. :) QUESTIONS? www.howiechang.com| @howiec | www.fb.com/hellohowie