An overview of the approach and some of the design methods and tools we use at Mad*Pow. Presented at the 2012 Healthcare Experience Design Conference by Michael Hawley, Adam Connor, and myself.
This document outlines research and design methods for healthcare projects. It discusses foundational research methods like ethnography, interviews, and usability testing to understand users. Journey mapping is presented as a way to synthesize research into narratives. The design process is then covered, emphasizing sketching, presenting, and critiquing ideas in rounds or "charrettes". User research provides the foundation, ideas are refined through iterative design studios until solutions are created.
Design the future of the Australian Web Industry with Design ThinkingWilliam Donovan
The document discusses using design thinking methods and rapid prototyping as an innovation strategy. It outlines a workshop aimed at understanding design thinking and how this approach can provide strategic advantages for projects. The workshop will cover activities like imagining project opportunities, experiencing rapid prototyping, and defining how to best showcase the skills of web professionals.
Research traditionally uncovers known complaints and desires in terms of what
people will tell you. However it is via contextual or ethnographic observation
that you can witness “real world” behaviors, influences, scenarios,
technologies, and actors all of which help you get the sense for what will
truly delight someone or alleviate frustration.
Noticing where people spend their time doing things they “have to” and
don’t “want to” will lead to inspiration of what would make their life
more convenient and less frustrating. An observation of what people want to do,
enjoy doing, or look forward to doing, will lead to inspiration around what
will make them shout from the rooftops in glee.
In this presentation we will discuss how research inspires design and how
reality inspires creativity.
If you simply ask users about what would make life better, you will rarely get
meaningful answers. They are just not good at envisioning revolutionary
solutions. It is really easy trap to fall into during a traditional usability
test to ask “what would the ideal experience be for you?” Unfortunately, if
you base your design on those responses, you won’t get a breakthrough.
Instead of relying on divine intervention for new ideas, we will focus on
activities such as Laddering, Game play, Storytelling and Triading that can
help expose opportunities for radical innovation and designing products that
people can’t live without.
User Centered Design module for Master study in Enterprise Management. Main arguments are Design Thinking, Lean UX Digital Entity “The Hive” methodology, Usability.
UX Process Improved: Integrating User InsightSteve Portigal
Finding detailed specifications for implementing user research methods is easy - but matching specific methods to your particular needs can be a challenge. We'll outline an underlying framework for research approaches so you'll understand why each method works as well as when to use it.
UX Days 2019 by Flupa - Conférence : Nicolas Duval et Dawid WolduFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Nicolas Duval et Dawid Woldu : Evolution of design systems. Closing the gap between design and production.
This document outlines research and design methods for healthcare projects. It discusses foundational research methods like ethnography, interviews, and usability testing to understand users. Journey mapping is presented as a way to synthesize research into narratives. The design process is then covered, emphasizing sketching, presenting, and critiquing ideas in rounds or "charrettes". User research provides the foundation, ideas are refined through iterative design studios until solutions are created.
Design the future of the Australian Web Industry with Design ThinkingWilliam Donovan
The document discusses using design thinking methods and rapid prototyping as an innovation strategy. It outlines a workshop aimed at understanding design thinking and how this approach can provide strategic advantages for projects. The workshop will cover activities like imagining project opportunities, experiencing rapid prototyping, and defining how to best showcase the skills of web professionals.
Research traditionally uncovers known complaints and desires in terms of what
people will tell you. However it is via contextual or ethnographic observation
that you can witness “real world” behaviors, influences, scenarios,
technologies, and actors all of which help you get the sense for what will
truly delight someone or alleviate frustration.
Noticing where people spend their time doing things they “have to” and
don’t “want to” will lead to inspiration of what would make their life
more convenient and less frustrating. An observation of what people want to do,
enjoy doing, or look forward to doing, will lead to inspiration around what
will make them shout from the rooftops in glee.
In this presentation we will discuss how research inspires design and how
reality inspires creativity.
If you simply ask users about what would make life better, you will rarely get
meaningful answers. They are just not good at envisioning revolutionary
solutions. It is really easy trap to fall into during a traditional usability
test to ask “what would the ideal experience be for you?” Unfortunately, if
you base your design on those responses, you won’t get a breakthrough.
Instead of relying on divine intervention for new ideas, we will focus on
activities such as Laddering, Game play, Storytelling and Triading that can
help expose opportunities for radical innovation and designing products that
people can’t live without.
User Centered Design module for Master study in Enterprise Management. Main arguments are Design Thinking, Lean UX Digital Entity “The Hive” methodology, Usability.
UX Process Improved: Integrating User InsightSteve Portigal
Finding detailed specifications for implementing user research methods is easy - but matching specific methods to your particular needs can be a challenge. We'll outline an underlying framework for research approaches so you'll understand why each method works as well as when to use it.
UX Days 2019 by Flupa - Conférence : Nicolas Duval et Dawid WolduFlupa
UX Days 2019 - Journée des Conférences du vendredi 21 juin 2019 - Conférence de Nicolas Duval et Dawid Woldu : Evolution of design systems. Closing the gap between design and production.
Mohinder Kohsla Design thinking A complimentary approach to agileAgileCymru
With so many projects not meeting their projected goals, either through over delivery of functionality to not fit for purpose or not meeting market needs due to our inability to accurately capture customer requirements. Developers are looking at new ways of product development such as design thinking that is user-centred in its ability to capture not only the functional, but also the emotional unmet needs of the customer
Andy Kirk introduces himself as a visualization consultant, designer, and trainer based in Hebden Bridge, England. The document provides examples of Kirk's work through various online links and discusses key concepts in data visualization like the layers of a visualization, acquiring and exploring data, and designing and evaluating solutions. It emphasizes the importance of understanding the problem context, audience, and purpose before designing visualizations to effectively communicate insights from data.
Empathy Lab believes that intuitive and engaging interfaces are designed with an in-depth understanding of your end-users' needs, behaviors, and motivations. Here is an overview of our behavioral research philosophy and methodology.
Macadamian - Product Camp - Top10 researchsecretswebinar dan_arra_march,2013Dan Arra
The document summarizes 10 common pitfalls in user research. It begins by introducing the speaker, Dan Arra, and providing an overview of what user research entails, including qualitative and quantitative methods. It then details 10 frequent mistakes in user research: assuming personal expertise is enough, not understanding users are not designers, jumping to solutions too quickly, talking to the wrong customers or asking questions incorrectly, overstating features without validation, misusing numbers, treating focus groups and usability testing as interchangeable, relying on insufficient sample sizes, failing to translate data into requirements, and not involving the right people with research expertise. The document emphasizes the importance of asking the right questions using the proper methods and analyses.
This presentation is about the challenges faced when doing prototypes and to make sure that these prototypes are useful for the developers.
It is about how the prototyping activity fits into the iterative implementation cycles (Scrum Sprints) and how the triangle of UX, development and visual design works together, in particular if external service providers are involved.
Qualitative research at a Crossroads: where to next?Kevin McLean
The document summarizes interviews with 26 clients from various industries in 6 countries regarding their views on qualitative research methods. Key findings include:
- Clients are demanding research that is faster, cheaper, more relevant and insightful but not at the expense of quality.
- There is a trend toward using more online methods and technology as well as research with a behavioral focus like observation and user-generated content.
- "Focus groups" are still commonly used but their limitations are recognized, and clients see value in adding other methods to compensate like more immersive techniques.
- The role of qualitative researchers is expanding from simply providing information to also offering strategic consulting and ideas to clients.
Research & Design Methods, Mad*Pow - HxD2013Adam Connor
This document discusses research and design methods for healthcare. It begins by outlining the challenges of healthcare design due to complex systems and interconnected stakeholders. It then discusses different research methods like ethnography, interviews, and usability testing to understand users and inform design. Journey mapping is presented as a way to synthesize research into narratives. The document concludes by discussing techniques for refining solutions through design studios, with rounds of sketching, presenting, and critiquing ideas.
The talk I gave at WebExpo 2014 in Prague! Slides only.
Here is the abstract:
Usability testing, focus groups, interviews, contextual inquiry, customer development - there are many names and techniques for gathering insights from your users, your customers. In recent years, agile software development and lean startup have changed how research is conducted, and have raised awareness of how important it is to understand who you are building your products for.
In this talk, Johanna will cover best practices for gathering insights in the context of product development. Her session will address questions such as:
* What techniques are best at the early stage of a product?
* What exactly is customer development and how is it different?
* What are the skills you need to turn research results into actionable insights that inform your product strategy?
Johanna will share her own story of being a researcher and product manager, how and why her practice has changed, and provide actionable advice on embedding research in your process.
[from AgileUX Italia 2012]
Agile was supposed to inspire innovation and reduce waste. However all too often, the actual development process more closely resembles the waterfall approach that we were trying to escape all along. So how do you effectively integrate experience design within an agile environment, to solve problems, drive innovation and make impactful changes?
5 Ways Organizations Get eLearning WrongJohn Schulz
I delivered this presentation at the 2009 Chicago eLearning & Technology Showcase.
The issues were identified through an informal survey posted to several social networks. Participants were asked to identify one way their organization got elearning wrong - that is, to identify one 'thing' that threatened the success of elearning deployment within their organization.
Many of the responses were rather tactical - the specific way a particular course was designed, the particular tool used, etc. All of the responses, however, pointed to one of five strategic issues. Those are explored here, and were supported by research/comments from a number of industry sources.
This presentation really calls for a slidecast, as the presentation was designed to be very conversational. As a result, the slides are somewhat thin on text. Until a slide cast can be created, please feel free to write me with questions.
Again, many of the ideas represented here are not original thought. I try to reference these sources on the slides as appropriate. Please let me know if I missed someone.
The document discusses using gamification techniques to encourage adoption of non-game applications and processes. Gamification applies game design elements like points, levels, badges and leaderboards to motivate behaviors. It can encourage people to engage with applications or influence how they are used. While gamification may improve short-term engagement, it does not directly solve business problems. The document provides examples of gamification platforms that can be used to measure and reward user behaviors in order to enhance adoption of social software like IBM Connections.
This document discusses open and collaborative design research. It notes that academics tend to have slower but higher quality research while practitioners have faster but more variable quality research. The document proposes a collaborative model where researchers from both groups could work together openly online. This would allow for fast, high quality, practical research projects with opportunities for collaboration. Some potential issues with the model like intellectual property, quality control, and getting buy-in are also discussed.
Research and Design for the UX Team of OneUIEpreviews
The document discusses user experience (UX) teams that consist of only one person. It provides examples of the types of roles that make up typical UX teams, as well as the biggest challenges faced by solo UX practitioners. These challenges include building basic UX understanding, getting permission to do work, communicating and selling ideas, time constraints, politics, lack of strategy or process. The document also recommends methods for solo UX work, noting they should be inclusive, focused on prioritizing, using the lowest fidelity possible, and self-documenting. Examples of common UX deliverables and activities are also listed.
Testing the unknown: the art and science of working with hypothesisArdita Karaj
Testing what we know, or have a clear understanding of, is relatively straight forward, as is making decisions based on the expected result. But today’s world is presenting us with the Unknown and the Ambiguous, which can only be approached by hypothesizing and experimenting - a lot! This requires intentional thinking, and a different strategy to observe in context.
This session will uncover how testers are helping their teams and product owners, by basing their testing on the science behind creating hypotheses and running experiments. A testing mindset and probing the context around use cases are some of the most valuable competencies testers bring to the team in order to enable decisions based on data.
Championing Contextual Research in Your OrganizationSteve Portigal
More and more design organizations actively embrace a range of user-centered methods, including ways of getting input from users: surveys, A-B testing, focus groups, usability testing. But for many teams, when it comes to leaving the office environment and going out to meet and observe customers, there is significant resistance.
In this talk, Steve Portigal draws from his 17 years of selling contextual research into organizations, as well as primary research he's conducted with internal champions and change agents to break down the cultural, resource, and other factors that inform this resistance.
Steve will suggest ways to address these challenges and look at how you can maximize the result of every small victory, turning every fieldwork experience into an opportunity to do more!
The Design Sprint: A Fast Start to Creating Digital Products People Wantdpdnyc
In this talk, you'll learn how to plan, facilitate, and optimize the five phases of a Design Sprint: Understand, Diverge, Converge, Prototype, and Test. You’ll learn why and how Design Sprints work and how you can use Design Sprints to enhance your own design process.
Navigating Qualitative Research: New & Different IdeasM/A/R/C Research
The document discusses using multiple qualitative research methodologies together. It provides examples of combining in-store interviews with online bulletin boards to understand a casual dining chain's customer experience. Another example combines post-quantitative online bulletin boards to better understand issues with a new concept. A third combines focus groups, online bulletin boards, and online focus groups to understand shopper behaviors across retail channels. Combining methods provides a more complete picture by understanding issues on different levels and from multiple perspectives.
Measure, reward , enhance: leverage user adoption with gamificationSasja Beerendonk
The document discusses gamification and how it can be used to encourage adoption of applications and processes. Gamification applies game design techniques and mechanics to non-game applications to motivate users. It works by measuring user behavior, setting goals and rewarding users with badges and points for achieving goals. This provides feedback, a sense of mastery and encourages desired behaviors through challenges and a compelling narrative. The document provides examples of gamification platforms that can be used to gamify social software like IBM Connections to improve employee engagement and adoption.
Soccnx III - Measure, reward , enhance: leverage user adoption with gamificationLetsConnect
Speakers: Sasja Beerendonk
When implementing social software such as IBM Connections within your organisation you will find that user adoption is key to success. When confronted with social software that requires a different work manner and attitude employees often find themselves clueless how to get started. Using gamification you can guide your employees step-by-step into the right direction, and take them to a higher level of understanding and using the tool. Kudos Badges and Bunchball Level Up use gamification techniques to leverage adoption of IBM Connections. This presentation will outline how gamification can enhance employees' understanding of Connections and what it takes to collaborate in a social and open manner. Through points, badges, levels and leaderboards a user is guided in the right direction and becomes more engaged. What is gamification? What motivates us? How can gamification be used to leverage adoption of Connections so it can contribute to the organisation's business goals? How does Kudos or Bunchball work? From Maslow’s Need to Pink’s Drive you will understand the basic concepts of motivation that gamification uses. You will see a live demo on gamification for Connections.
This document provides information about prototyping and experiments for product development. It discusses the importance of validating solutions with customers through prototyping to ensure problems are being solved. Low-fidelity prototyping techniques like paper prototyping are recommended for initial validation before advancing to higher fidelity digital prototypes. User testing of prototypes is highlighted as a way to get feedback on designs and learn about customers. The document also covers topics like minimum viable products, experimentation, and new technologies that could be explored.
Mohinder Kohsla Design thinking A complimentary approach to agileAgileCymru
With so many projects not meeting their projected goals, either through over delivery of functionality to not fit for purpose or not meeting market needs due to our inability to accurately capture customer requirements. Developers are looking at new ways of product development such as design thinking that is user-centred in its ability to capture not only the functional, but also the emotional unmet needs of the customer
Andy Kirk introduces himself as a visualization consultant, designer, and trainer based in Hebden Bridge, England. The document provides examples of Kirk's work through various online links and discusses key concepts in data visualization like the layers of a visualization, acquiring and exploring data, and designing and evaluating solutions. It emphasizes the importance of understanding the problem context, audience, and purpose before designing visualizations to effectively communicate insights from data.
Empathy Lab believes that intuitive and engaging interfaces are designed with an in-depth understanding of your end-users' needs, behaviors, and motivations. Here is an overview of our behavioral research philosophy and methodology.
Macadamian - Product Camp - Top10 researchsecretswebinar dan_arra_march,2013Dan Arra
The document summarizes 10 common pitfalls in user research. It begins by introducing the speaker, Dan Arra, and providing an overview of what user research entails, including qualitative and quantitative methods. It then details 10 frequent mistakes in user research: assuming personal expertise is enough, not understanding users are not designers, jumping to solutions too quickly, talking to the wrong customers or asking questions incorrectly, overstating features without validation, misusing numbers, treating focus groups and usability testing as interchangeable, relying on insufficient sample sizes, failing to translate data into requirements, and not involving the right people with research expertise. The document emphasizes the importance of asking the right questions using the proper methods and analyses.
This presentation is about the challenges faced when doing prototypes and to make sure that these prototypes are useful for the developers.
It is about how the prototyping activity fits into the iterative implementation cycles (Scrum Sprints) and how the triangle of UX, development and visual design works together, in particular if external service providers are involved.
Qualitative research at a Crossroads: where to next?Kevin McLean
The document summarizes interviews with 26 clients from various industries in 6 countries regarding their views on qualitative research methods. Key findings include:
- Clients are demanding research that is faster, cheaper, more relevant and insightful but not at the expense of quality.
- There is a trend toward using more online methods and technology as well as research with a behavioral focus like observation and user-generated content.
- "Focus groups" are still commonly used but their limitations are recognized, and clients see value in adding other methods to compensate like more immersive techniques.
- The role of qualitative researchers is expanding from simply providing information to also offering strategic consulting and ideas to clients.
Research & Design Methods, Mad*Pow - HxD2013Adam Connor
This document discusses research and design methods for healthcare. It begins by outlining the challenges of healthcare design due to complex systems and interconnected stakeholders. It then discusses different research methods like ethnography, interviews, and usability testing to understand users and inform design. Journey mapping is presented as a way to synthesize research into narratives. The document concludes by discussing techniques for refining solutions through design studios, with rounds of sketching, presenting, and critiquing ideas.
The talk I gave at WebExpo 2014 in Prague! Slides only.
Here is the abstract:
Usability testing, focus groups, interviews, contextual inquiry, customer development - there are many names and techniques for gathering insights from your users, your customers. In recent years, agile software development and lean startup have changed how research is conducted, and have raised awareness of how important it is to understand who you are building your products for.
In this talk, Johanna will cover best practices for gathering insights in the context of product development. Her session will address questions such as:
* What techniques are best at the early stage of a product?
* What exactly is customer development and how is it different?
* What are the skills you need to turn research results into actionable insights that inform your product strategy?
Johanna will share her own story of being a researcher and product manager, how and why her practice has changed, and provide actionable advice on embedding research in your process.
[from AgileUX Italia 2012]
Agile was supposed to inspire innovation and reduce waste. However all too often, the actual development process more closely resembles the waterfall approach that we were trying to escape all along. So how do you effectively integrate experience design within an agile environment, to solve problems, drive innovation and make impactful changes?
5 Ways Organizations Get eLearning WrongJohn Schulz
I delivered this presentation at the 2009 Chicago eLearning & Technology Showcase.
The issues were identified through an informal survey posted to several social networks. Participants were asked to identify one way their organization got elearning wrong - that is, to identify one 'thing' that threatened the success of elearning deployment within their organization.
Many of the responses were rather tactical - the specific way a particular course was designed, the particular tool used, etc. All of the responses, however, pointed to one of five strategic issues. Those are explored here, and were supported by research/comments from a number of industry sources.
This presentation really calls for a slidecast, as the presentation was designed to be very conversational. As a result, the slides are somewhat thin on text. Until a slide cast can be created, please feel free to write me with questions.
Again, many of the ideas represented here are not original thought. I try to reference these sources on the slides as appropriate. Please let me know if I missed someone.
The document discusses using gamification techniques to encourage adoption of non-game applications and processes. Gamification applies game design elements like points, levels, badges and leaderboards to motivate behaviors. It can encourage people to engage with applications or influence how they are used. While gamification may improve short-term engagement, it does not directly solve business problems. The document provides examples of gamification platforms that can be used to measure and reward user behaviors in order to enhance adoption of social software like IBM Connections.
This document discusses open and collaborative design research. It notes that academics tend to have slower but higher quality research while practitioners have faster but more variable quality research. The document proposes a collaborative model where researchers from both groups could work together openly online. This would allow for fast, high quality, practical research projects with opportunities for collaboration. Some potential issues with the model like intellectual property, quality control, and getting buy-in are also discussed.
Research and Design for the UX Team of OneUIEpreviews
The document discusses user experience (UX) teams that consist of only one person. It provides examples of the types of roles that make up typical UX teams, as well as the biggest challenges faced by solo UX practitioners. These challenges include building basic UX understanding, getting permission to do work, communicating and selling ideas, time constraints, politics, lack of strategy or process. The document also recommends methods for solo UX work, noting they should be inclusive, focused on prioritizing, using the lowest fidelity possible, and self-documenting. Examples of common UX deliverables and activities are also listed.
Testing the unknown: the art and science of working with hypothesisArdita Karaj
Testing what we know, or have a clear understanding of, is relatively straight forward, as is making decisions based on the expected result. But today’s world is presenting us with the Unknown and the Ambiguous, which can only be approached by hypothesizing and experimenting - a lot! This requires intentional thinking, and a different strategy to observe in context.
This session will uncover how testers are helping their teams and product owners, by basing their testing on the science behind creating hypotheses and running experiments. A testing mindset and probing the context around use cases are some of the most valuable competencies testers bring to the team in order to enable decisions based on data.
Championing Contextual Research in Your OrganizationSteve Portigal
More and more design organizations actively embrace a range of user-centered methods, including ways of getting input from users: surveys, A-B testing, focus groups, usability testing. But for many teams, when it comes to leaving the office environment and going out to meet and observe customers, there is significant resistance.
In this talk, Steve Portigal draws from his 17 years of selling contextual research into organizations, as well as primary research he's conducted with internal champions and change agents to break down the cultural, resource, and other factors that inform this resistance.
Steve will suggest ways to address these challenges and look at how you can maximize the result of every small victory, turning every fieldwork experience into an opportunity to do more!
The Design Sprint: A Fast Start to Creating Digital Products People Wantdpdnyc
In this talk, you'll learn how to plan, facilitate, and optimize the five phases of a Design Sprint: Understand, Diverge, Converge, Prototype, and Test. You’ll learn why and how Design Sprints work and how you can use Design Sprints to enhance your own design process.
Navigating Qualitative Research: New & Different IdeasM/A/R/C Research
The document discusses using multiple qualitative research methodologies together. It provides examples of combining in-store interviews with online bulletin boards to understand a casual dining chain's customer experience. Another example combines post-quantitative online bulletin boards to better understand issues with a new concept. A third combines focus groups, online bulletin boards, and online focus groups to understand shopper behaviors across retail channels. Combining methods provides a more complete picture by understanding issues on different levels and from multiple perspectives.
Measure, reward , enhance: leverage user adoption with gamificationSasja Beerendonk
The document discusses gamification and how it can be used to encourage adoption of applications and processes. Gamification applies game design techniques and mechanics to non-game applications to motivate users. It works by measuring user behavior, setting goals and rewarding users with badges and points for achieving goals. This provides feedback, a sense of mastery and encourages desired behaviors through challenges and a compelling narrative. The document provides examples of gamification platforms that can be used to gamify social software like IBM Connections to improve employee engagement and adoption.
Soccnx III - Measure, reward , enhance: leverage user adoption with gamificationLetsConnect
Speakers: Sasja Beerendonk
When implementing social software such as IBM Connections within your organisation you will find that user adoption is key to success. When confronted with social software that requires a different work manner and attitude employees often find themselves clueless how to get started. Using gamification you can guide your employees step-by-step into the right direction, and take them to a higher level of understanding and using the tool. Kudos Badges and Bunchball Level Up use gamification techniques to leverage adoption of IBM Connections. This presentation will outline how gamification can enhance employees' understanding of Connections and what it takes to collaborate in a social and open manner. Through points, badges, levels and leaderboards a user is guided in the right direction and becomes more engaged. What is gamification? What motivates us? How can gamification be used to leverage adoption of Connections so it can contribute to the organisation's business goals? How does Kudos or Bunchball work? From Maslow’s Need to Pink’s Drive you will understand the basic concepts of motivation that gamification uses. You will see a live demo on gamification for Connections.
This document provides information about prototyping and experiments for product development. It discusses the importance of validating solutions with customers through prototyping to ensure problems are being solved. Low-fidelity prototyping techniques like paper prototyping are recommended for initial validation before advancing to higher fidelity digital prototypes. User testing of prototypes is highlighted as a way to get feedback on designs and learn about customers. The document also covers topics like minimum viable products, experimentation, and new technologies that could be explored.
Value based approach to heritae conservation -.docxJIT KUMAR GUPTA
Text defines the role, importance and relevance of value based approach in identification, preservation and conservation of heritage to make it more productive and community centric.
My Fashion PPT is my presentation on fashion and TrendssMedhaRana1
This Presentation is in one way a guide to master the classic trends and become a timeless beauty. This will help the beginners who are out with the motto to excel and become a Pro Fashionista, this Presentation will provide them with easy but really useful ten ways to master the art of styles. Hope This Helps.
RPWORLD offers custom injection molding service to help customers develop products ramping up from prototypeing to end-use production. We can deliver your on-demand parts in as fast as 7 days.
2. Analysis Paralysis Stuck in a Agreeing on
Infusing Research Creative Rut Design Decisions
Into Design Finding Budget
For Research
Too Many Cooks In The CEO iPad
the Kitchen Christmas Gift Effect Uniting a Team Around
Too Many Ideas a Common Vision
Decision by Committee Loudest Customer
Complaint Syndrome The Swoop and Poop
@madpow
7. When All Else Fails, Do It Anyway
@hawleymichael @madpow
8. Research Buzz Word Bingo
Affinity Desirability
Laddering Likert Scales Tree Testing
Diagraming Studies
Rapid Iterative
Card Sorting Eyetracking A//B Testing Field Studies
Testing
Contextual Heuristic First-click
Site Surveys Mental Models
Inquiry Reviews testing
Galvanic Skin
Repertory Grid Focus Groups Intercepts Collaging
Response
Unmoderated Customer
Diary Studies Task Analysis Cultural Probes
Testing Feedback Panels
Design
Triading Mood Maps 5-Second Test Web Analytics
Ethnography
@hawleymichael @madpow
9. Step 1: What Question You Are Answering?
User Task/Workflow Concept Business Usability
@hawleymichael @madpow
10. Step 2: What Data Source Do You Have?
http://www.useit.com/alertbox/user-research-methods.html
@hawleymichael @madpow
11. Step 3: Where Are You In the Design Process?
Strategy and Inspiration Optimization and Refinement Benchmarking and Assessment
Research Early feasibility, thinking about Still looking for opportunities, but Measuring design against prior
Goal walking in the user’s shoes also narrowing down scope, versions and competition.
looking for improvements to Validating ROI or identifying future
structure, and minimizing risk opportunities.
Methods Ethnography, contextual Card sorting, online usability A/B testing, SUMMI and SUS,
inquiry, diary studies, surveys, testing, surveys, desirability vertical benchmarking, ongoing
comparative studies, studies, naming studies user community commentary
participatory activities
Interactive Low-fidelity artifact testing, Mid-fidelity artifact testing, pre- High-fidelity usability testing, strict
Assessment exploratory, looking for defined tasks, still plenty of set of tasks, statistical
reactions moderator interaction. Iterative if considerations for post-task ad
possible. post-test questionnaires.
@hawleymichael @madpow
12. Don’t Forget: Business Realities
ê Agile Versus Waterfall
ê Innovation versus Refinement/Improvement
ê Marketing vs. Transactional vs. Informational Experiences
ê Skepticism of User-Centered Design
ê Stakeholder Influence
ê Team Member Engagement and Observation
ê Time & Budget
ê Access to Participants
@hawleymichael @madpow
13. Research Approach
User- Genius
Centered Research Design
Design Inspired
Design
@hawleymichael @madpow
15. What do we do with the research?
ICE BREAKING
ê Personas include a narrative,
but sometimes we need more
detail than a snapshot can show
ê Journey models help us write
and illustrate a story of
interactions and relationships
@megangrocki @madpow
16. Bringing the audience to life
ICE BREAKING
ê Paradigm shift from systems
of transaction to systems of
engagement
ê It’s easy to get lost in data, but
we can’t forget about the
human elements
span numerous channels.
@megangrocki @madpow
17. What is a journey model?
ICE BREAKING
@megangrocki @madpow
18. What is a journey model?
ICE BREAKING
@megangrocki @madpow
19. What is a journey model?
ICE BREAKING
@megangrocki @madpow
20. What is a journey model?
ICE BREAKING
@megangrocki @madpow
21. Potential vs. Reality
ICE BREAKING
ê How it could be (happy path)
ê How it really is (more realistic path)
Source: Andrea Resmini & Dan Willis
@megangrocki @madpow
22. How are journey models used?
ICE BREAKING
ê Create strategic vision prior to
detailed design
ê Build consensus with stakeholders,
showing opportunities across the
ecosystem
ê Identify key interactions to
prototype and test
@megangrocki @madpow
23. How do you make a journey model?
ICE BREAKING
ê Identify the patients or users
ê Craft realistic scenarios
ê Develop the best template type
ê Review research & fill gaps
ê Create the journey map or model
ê Share and iterate (ongoing)
ê Don’t forget to use them!
@megangrocki @madpow
24. What BREAKING in a journey?
ICE do you include
ê Goals ê Perceptions
ê Timeline ê Motives
ê Emotions ê Expectations
ê Touch Points ê Audio
ê Actions ê Video
ê Opportunities
Photo: Alinea Restaurant
@megangrocki @madpow
25. Telling the story and keeping the journey alive
ICE BREAKING
ê Shout from the rooftops!
ê Display prominently in
common work areas
ê Invite the personas and their
journey models to meetings
ê When new research is done,
update the journey model Photo: Daniel A. Norman
@megangrocki @madpow
29. Challenges…
ê Getting consensus from stakeholders and team members on which
concepts to eliminate, which should be refined and eventually
choosing one, can take a very long time
ê Never enough time and money to fully flesh out and evaluate every
idea with users
ê As projects progress, new requirements and constraints often emerge
@adamconnor @madpow
35. The Setup
http://www.john.do/blog/wp-content/uploads/2010/08/mouse-trap-1.jpg
@adamconnor @madpow
36. Materials
ê Personas
ê Scenarios
ê Business Goals
ê Design Principles
@adamconnor @madpow
37. More Materials
ê A timer
ê Paper
ê Black markers
ê Tape/drafting dots
ê Butcher paper (optional)
ê Red & green markers (optional)
@adamconnor @madpow
39. Notes on Critique
ê Focus on how/why a design does or doesn’t satisfy a goal or user need.
ê Ask questions when necessary.
ê Presenters should clarify aspects of their design when necessary, and avoid
getting defensive.
ê Don’t get stuck on avoiding “I like...” and “I don’t like…”. Just bring it back to
the scenario, personas and goals
ê Avoid problem solving.
@adamconnor @madpow
40. And now back to sketching…
2 more rounds
ê Individuals focus on a single
solution (of their choosing)
ê Groups collaborate and define a
single solution together
@adamconnor @madpow
41. The Aftermath
http://www.youtube.com/watch?feature=player_embedded&v=bPNyK7XTy6o
@adamconnor @madpow
42. Additional Benefits…
ê Good ideas can come from anywhere
ê Builds a shared understanding of the problem space and the different perspectives
individual team members have of it
ê Speeds up the design timeline in a project
ê Builds a shared sense of ownership and collaboration in the creation of the solution
ê Gives non-designers an opportunity to understand the ramifications that various
decisions have on aspects of the design
@adamconnor @madpow