The best way to improve products is to have people use them, but UX researchers struggle to share what they’ve learned in a way that has immediate and long-lasting impact. How do we keep the design process moving while grounding it thoroughly in research? This talk presents evidence for and against reports, and explores characteristics of reports that make them more and less successful at effecting change. We describe where approaches like debriefs, co-design, and video have succeeded and fallen short. Based on survey data from UX practitioners and experiences in the field, we address these questions: Is it worth it to write a report? Are there quicker, more engaging alternatives? What makes a compelling report? How do we make usability research usable? We offer a framework for choosing the best reporting approach, and share best practices for determining what to communicate, and how.
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.
This is a quick overview of my design process which I can hardly call my own, because most of it is based on the work done by various experts in the field. I have compiled this to make it easier for anyone to get a quick overview of an end to end research to development lifecycle.
My Agile 2013 session 'Rapid Product Design in the Wild'. In August 2012 Red Gate attended Kscope, a conference for Oracle developers. Instead of doing the usual product demonstrations, we turned our stand into a live lab and took Agile development processes out of the office and in front of our customers. Our stand included an area for customer research, a Kanban board and information radiators in the form of a whiteboard, blank wall and a large digital screen. Over 3 days we ran 9 sprints and conducted 25 customer interviews, using a paper prototype to get feedback. We collected invaluable information about our customers' development environments, how they work with their teams, their processes, tasks and pain points. By the end of the conference my colleague had developed an interactive HTML/CSS prototype which potential customers could evaluate. The team went through several rapid build-measure-learn cycles to improve our product concept and validate the market need.
This presentation explains the process we used and introduces the Live Design Lab Planner, a tool which helps teams to plan this type of rapid product design activity.
Usability testing (or user testing) involves measuring the ease with which users can complete common tasks on your website. The results of the analysis are a huge eye-opener and their implementation often leads to:
Increased sales and task completion and a high rate of return site visitors
A greatly improved understanding of your customers’ needs
A significant reduction in call centre enquiries
A much more user-focused in-house development team Source: http://www.wbcsoftwarelab.com/wbcblog/read-basics-of-usability-testing
What makes websites a strong channel for the company? Is it the visuals or what it does for its customers? As success is increasingly fought at the experience level, can design help you build websites that people truly value? And if so, how?
This presentation is about good design discovery by way of effective User Experience research. It's a set of methods you can mix and match to truly understand who you're designing for, according to what the medium is and what your business needs.
If you've ever wondered how to conduct good UX research or what's going on in that designer's mind (again), look no further.
Presented at DrupalNorth Regional Summit (August 2018)
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.
This is a quick overview of my design process which I can hardly call my own, because most of it is based on the work done by various experts in the field. I have compiled this to make it easier for anyone to get a quick overview of an end to end research to development lifecycle.
My Agile 2013 session 'Rapid Product Design in the Wild'. In August 2012 Red Gate attended Kscope, a conference for Oracle developers. Instead of doing the usual product demonstrations, we turned our stand into a live lab and took Agile development processes out of the office and in front of our customers. Our stand included an area for customer research, a Kanban board and information radiators in the form of a whiteboard, blank wall and a large digital screen. Over 3 days we ran 9 sprints and conducted 25 customer interviews, using a paper prototype to get feedback. We collected invaluable information about our customers' development environments, how they work with their teams, their processes, tasks and pain points. By the end of the conference my colleague had developed an interactive HTML/CSS prototype which potential customers could evaluate. The team went through several rapid build-measure-learn cycles to improve our product concept and validate the market need.
This presentation explains the process we used and introduces the Live Design Lab Planner, a tool which helps teams to plan this type of rapid product design activity.
Usability testing (or user testing) involves measuring the ease with which users can complete common tasks on your website. The results of the analysis are a huge eye-opener and their implementation often leads to:
Increased sales and task completion and a high rate of return site visitors
A greatly improved understanding of your customers’ needs
A significant reduction in call centre enquiries
A much more user-focused in-house development team Source: http://www.wbcsoftwarelab.com/wbcblog/read-basics-of-usability-testing
What makes websites a strong channel for the company? Is it the visuals or what it does for its customers? As success is increasingly fought at the experience level, can design help you build websites that people truly value? And if so, how?
This presentation is about good design discovery by way of effective User Experience research. It's a set of methods you can mix and match to truly understand who you're designing for, according to what the medium is and what your business needs.
If you've ever wondered how to conduct good UX research or what's going on in that designer's mind (again), look no further.
Presented at DrupalNorth Regional Summit (August 2018)
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Advocating for your users is key to project success. Kirsten Burgard and I show how, even developers can accomplish this via our process and case studies.
Scaling Product Thinking with SAFe - The Secret Sauce for Meaningful Product ...Cprime
The Scaled Agile Framework (SAFe) is the agile methodology of choice for many large enterprises. It promises predictable and frequent delivery in complex environments.
Our experience with organizations that adopt SAFe shows that an organization’s willingness to blend product-thinking, technical agility and a culture of learning is the secret sauce for catapulting the organization from “process excellence” into meaningful product impacts.
In this webinar, we’ll share tried and tested ways of introducing product thinking and engineering practices into SAFe organizations, covering organizational, product, and technical ground.
You'll learn:
- How to establish products as value streams and gently reorganize ARTs over time without sacrificing product community or continuity.
- How to use product stories to engage your teams before and during PI planning in a way that invites collaboration on a healthy blend of continuous discovery and delivery.
- How customer, architectural, and operational learning pave the way for scaling to teams of teams from a DevOps perspective, including patterns and anti-patterns.
World Usability Day 2016 in Antwerp (Belgium), Thursday, November 10th - Jan Moons, UX expert and co-founder at UXprobe
"Hands on with Lean and Agile User Testing"
Jan Moons shows how to use the latest tools to easily integrate user testing into a lean process. Discover how user testing can be the answer for problems of conversion, usability, and UX quality. In the workshop you will explore all sides of user testing (be the user, be the moderator, be the client) and you will see how lean and agile user testing can be.
Jan is the co-founder of UXprobe, company that is focused on a mission of helping companies build great digital products that deliver a fantastic user experience. Jan has almost 20 years of experience as a software engineer and is a certified usability designer.
The goal of this presentation is to give attendees a deeper understanding of usability testing so they can leverage it in their own work. The material will shed light on what is important to the research buyer and will help the research provider to better understand how to plan, moderate, and report on a usability study. It will also provide information on where they can go to learn more about this very practical qualitative method.
Kay will cover what a usability test is and when to use it, the key planning steps, the language around it, and the unique insights this method produces. She will also discuss the various approaches a market researcher can take when running a usability study at different points in a product’s development (e.g., concept, early prototype, released product).
Building a UX Process at Salesforce that Promotes Focus and Creativityuxpin
You'll learn:
- How Salesforce designed a large-scale UX process across teams
- Why certain design activities were chosen over others
- How to preserve design quality at scale
Slides Ian Multon recently used in his discussion w/ mentees of The Product Mentor.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
On November 12, 2014, Elizabeth Quigley gave a talk titled "UX @ Harvard's IQSS."
Details of the talk appear below.
---------------------------------------------
When: November 12th @ 3:30-5:00pm
Title: UX @ IQSS
Who: Elizabeth Quigley, Usability Specialist, Data Science Team, Institute of Quantitative Social Science
Where: Harvard University, Lamont Library, Forum Room
Description: Over the past year and a half, the Institute for Quantitative Social Science (IQSS) has integrated multiple user experience methods into their product development cycle to enhance the user experience for multiple products and websites developed at IQSS.
Elizabeth Quigley, Usability Specialist at IQSS, will outline how to start a user experience program for your products and/or websites, demonstrate the UX methods she uses, and show examples of how the UX of IQSS products and websites has been enhanced through these methods. If you have ever wondered how to start a user experience program, this is the talk for you.
Bio: Elizabeth has an M.S. in Library and Information Science from the School of Library and Information Science at Simmons College. She has conducted user research on the collaborative processes and profiles of undergraduates interacting with a Microsoft surface table, academic portals, the use of a library website by faculty members as well as the products and websites developed at the Institute for Quantitative Social Science.
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
Embedding service design and product thinking at Cancer Research UK | Heads o...CharityComms
Snezh Halacheva, service designer and Anne Bienia, head of product, CRUK Technology, Cancer Research UK
Visit the CharityComms website to view slides from past events, see what events we have coming up and to check out what else we do: www.charitycomms.org.uk
Lean Business Analysis and UX Runway: Managing Value by Reducing Waste (Natal...IT Arena
Lviv IT Arena is a conference specially designed for programmers, designers, developers, top managers, inverstors, entrepreneur and startuppers. Annually it takes place on 2-4 of October in Lviv at the Arena Lviv stadium. In 2015 conference gathered more than 1400 participants and over 100 speakers from companies like Facebook. FitBit, Mail.ru, HP, Epson and IBM. More details about conference at itarene.lviv.ua.
Lean Business Analysis and UX Runway - Natalie WarnertNatalie Warnert
How to integrate BAs and UX in a Agile/Lean environment to create an MVP to learn while reducing potential waste. Presented at Lviv IT Arena, 2015 in Lviv, Ukraine by Natalie Warnert, October 3, 2015
www.nataliewarnert.com
UXPA 2023: UX Fracking: Using Mixed Methods to Extract Hidden InsightsUXPA International
Users do not always accurately describe what they mean or feel. There are many reasons for this, ranging from politeness to poor introspection, to lack of sufficient technical vocabulary. Fortunately, UX researchers have tools in their trade to deduce what was really meant. We call this UX Fracking, a mixed methods approach that is optimized for extracting hidden user insights. We will illustrate the dangers of inadequate, superficial research, and how this may lead to outcomes incapable of addressing the users’ core issues. We will explore ways to avoid these pitfalls by leveraging mixed research methods to test hypotheses about the users’ intent and needs. This starts with a thorough understanding of who the user is, their goals, and how they work today, to an approach that combines surveys, interviews, and comment analysis with behavioral observation, and finally, validating the newly discovered user insights with the users themselves.
Using Competitors To Do Better UX Research - UXPA 2018Centralis
There are many ways to solve a design problem, but only so much time for testing and iteration. Fortunately, there’s a great source of alternative designs that can be reviewed, tested, debunked and borrowed from – thanks to your competitors. In this presentation from UXPA2018, we describe how to incorporate the designs of your rivals into research with users, drawing on case studies about everything from booking exotic vacations to planning your next movie night to piloting your sport yacht. You’ll come away with the means to break design logjams by putting your competitors to work for you.
How Designers Can Make the World a Happier PlaceCentralis
Design is powerful – it can generate excitement, bring joy, provoke anger, or trigger anxiety, sometimes all in the same interaction. From the big decisions about a product’s purpose all the way down to the myriad pixel-level arguments lost and won, designers have a great responsibility to safeguard the happiness of the users we serve. But what do we really know about the nature of happiness? And how can we actually make everyone happy?
In this talk, Kathi Kaiser (Co-Founder & COO, Centralis) deconstructs the concept of “happiness” and offer designers a framework for considering the emotional impact of their work. She explores the meaning, dimensions, and pre-conditions of happiness while examining the wide range of satisfying outcomes and their implications for design. Drawing on recent research in psychology as well as real-world design examples, you’ll learn when and how to evoke joy, humor, reassurance, comfort, and other positive feelings through applying a set of guiding principles for the pursuit of happiness.
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Similar to The Report is Dead, Long Live the Report ! Communicating Usability Research Findings for Maximum Impact
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
Advocating for your users is key to project success. Kirsten Burgard and I show how, even developers can accomplish this via our process and case studies.
Scaling Product Thinking with SAFe - The Secret Sauce for Meaningful Product ...Cprime
The Scaled Agile Framework (SAFe) is the agile methodology of choice for many large enterprises. It promises predictable and frequent delivery in complex environments.
Our experience with organizations that adopt SAFe shows that an organization’s willingness to blend product-thinking, technical agility and a culture of learning is the secret sauce for catapulting the organization from “process excellence” into meaningful product impacts.
In this webinar, we’ll share tried and tested ways of introducing product thinking and engineering practices into SAFe organizations, covering organizational, product, and technical ground.
You'll learn:
- How to establish products as value streams and gently reorganize ARTs over time without sacrificing product community or continuity.
- How to use product stories to engage your teams before and during PI planning in a way that invites collaboration on a healthy blend of continuous discovery and delivery.
- How customer, architectural, and operational learning pave the way for scaling to teams of teams from a DevOps perspective, including patterns and anti-patterns.
World Usability Day 2016 in Antwerp (Belgium), Thursday, November 10th - Jan Moons, UX expert and co-founder at UXprobe
"Hands on with Lean and Agile User Testing"
Jan Moons shows how to use the latest tools to easily integrate user testing into a lean process. Discover how user testing can be the answer for problems of conversion, usability, and UX quality. In the workshop you will explore all sides of user testing (be the user, be the moderator, be the client) and you will see how lean and agile user testing can be.
Jan is the co-founder of UXprobe, company that is focused on a mission of helping companies build great digital products that deliver a fantastic user experience. Jan has almost 20 years of experience as a software engineer and is a certified usability designer.
The goal of this presentation is to give attendees a deeper understanding of usability testing so they can leverage it in their own work. The material will shed light on what is important to the research buyer and will help the research provider to better understand how to plan, moderate, and report on a usability study. It will also provide information on where they can go to learn more about this very practical qualitative method.
Kay will cover what a usability test is and when to use it, the key planning steps, the language around it, and the unique insights this method produces. She will also discuss the various approaches a market researcher can take when running a usability study at different points in a product’s development (e.g., concept, early prototype, released product).
Building a UX Process at Salesforce that Promotes Focus and Creativityuxpin
You'll learn:
- How Salesforce designed a large-scale UX process across teams
- Why certain design activities were chosen over others
- How to preserve design quality at scale
Slides Ian Multon recently used in his discussion w/ mentees of The Product Mentor.
The Product Mentor is a program designed to pair Product Mentors and Mentees from around the World, across all industries, from start-up to enterprise, guided by the fundamental goals…Better Decisions. Better Products. Better Product People.
Throughout the program, each mentor leads a conversation in an area of their expertise that is live streamed and available to both mentee and the broader product community.
http://TheProductMentor.com
On November 12, 2014, Elizabeth Quigley gave a talk titled "UX @ Harvard's IQSS."
Details of the talk appear below.
---------------------------------------------
When: November 12th @ 3:30-5:00pm
Title: UX @ IQSS
Who: Elizabeth Quigley, Usability Specialist, Data Science Team, Institute of Quantitative Social Science
Where: Harvard University, Lamont Library, Forum Room
Description: Over the past year and a half, the Institute for Quantitative Social Science (IQSS) has integrated multiple user experience methods into their product development cycle to enhance the user experience for multiple products and websites developed at IQSS.
Elizabeth Quigley, Usability Specialist at IQSS, will outline how to start a user experience program for your products and/or websites, demonstrate the UX methods she uses, and show examples of how the UX of IQSS products and websites has been enhanced through these methods. If you have ever wondered how to start a user experience program, this is the talk for you.
Bio: Elizabeth has an M.S. in Library and Information Science from the School of Library and Information Science at Simmons College. She has conducted user research on the collaborative processes and profiles of undergraduates interacting with a Microsoft surface table, academic portals, the use of a library website by faculty members as well as the products and websites developed at the Institute for Quantitative Social Science.
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
Embedding service design and product thinking at Cancer Research UK | Heads o...CharityComms
Snezh Halacheva, service designer and Anne Bienia, head of product, CRUK Technology, Cancer Research UK
Visit the CharityComms website to view slides from past events, see what events we have coming up and to check out what else we do: www.charitycomms.org.uk
Lean Business Analysis and UX Runway: Managing Value by Reducing Waste (Natal...IT Arena
Lviv IT Arena is a conference specially designed for programmers, designers, developers, top managers, inverstors, entrepreneur and startuppers. Annually it takes place on 2-4 of October in Lviv at the Arena Lviv stadium. In 2015 conference gathered more than 1400 participants and over 100 speakers from companies like Facebook. FitBit, Mail.ru, HP, Epson and IBM. More details about conference at itarene.lviv.ua.
Lean Business Analysis and UX Runway - Natalie WarnertNatalie Warnert
How to integrate BAs and UX in a Agile/Lean environment to create an MVP to learn while reducing potential waste. Presented at Lviv IT Arena, 2015 in Lviv, Ukraine by Natalie Warnert, October 3, 2015
www.nataliewarnert.com
UXPA 2023: UX Fracking: Using Mixed Methods to Extract Hidden InsightsUXPA International
Users do not always accurately describe what they mean or feel. There are many reasons for this, ranging from politeness to poor introspection, to lack of sufficient technical vocabulary. Fortunately, UX researchers have tools in their trade to deduce what was really meant. We call this UX Fracking, a mixed methods approach that is optimized for extracting hidden user insights. We will illustrate the dangers of inadequate, superficial research, and how this may lead to outcomes incapable of addressing the users’ core issues. We will explore ways to avoid these pitfalls by leveraging mixed research methods to test hypotheses about the users’ intent and needs. This starts with a thorough understanding of who the user is, their goals, and how they work today, to an approach that combines surveys, interviews, and comment analysis with behavioral observation, and finally, validating the newly discovered user insights with the users themselves.
Using Competitors To Do Better UX Research - UXPA 2018Centralis
There are many ways to solve a design problem, but only so much time for testing and iteration. Fortunately, there’s a great source of alternative designs that can be reviewed, tested, debunked and borrowed from – thanks to your competitors. In this presentation from UXPA2018, we describe how to incorporate the designs of your rivals into research with users, drawing on case studies about everything from booking exotic vacations to planning your next movie night to piloting your sport yacht. You’ll come away with the means to break design logjams by putting your competitors to work for you.
How Designers Can Make the World a Happier PlaceCentralis
Design is powerful – it can generate excitement, bring joy, provoke anger, or trigger anxiety, sometimes all in the same interaction. From the big decisions about a product’s purpose all the way down to the myriad pixel-level arguments lost and won, designers have a great responsibility to safeguard the happiness of the users we serve. But what do we really know about the nature of happiness? And how can we actually make everyone happy?
In this talk, Kathi Kaiser (Co-Founder & COO, Centralis) deconstructs the concept of “happiness” and offer designers a framework for considering the emotional impact of their work. She explores the meaning, dimensions, and pre-conditions of happiness while examining the wide range of satisfying outcomes and their implications for design. Drawing on recent research in psychology as well as real-world design examples, you’ll learn when and how to evoke joy, humor, reassurance, comfort, and other positive feelings through applying a set of guiding principles for the pursuit of happiness.
Back in 2001, I quit a perfectly good job and founded a UX consulting firm in a garage (a cliché, I know, but it’s true). Sixteen years later, Centralis is a thriving research and design firm with a small but mighty staff of UXers dedicated to both our craft and the company. Along the way we’ve learned that designing a company isn’t so different from designing a product. In this lightning talk, I’ll share some of the lessons we’ve learned through prototyping, gathering feedback, and iterating on our organization.
Museums, Tech, and UX: The Future of the Museum ExperienceCentralis
Museums have embraced interactive technology – previously hallowed halls of ancient artifacts and priceless artwork are now glowing with electronic screens in the form of digital kiosks or mobile apps in visitors’ hands. How has this shift impacted the nature of the museum’s user experience? Are museum goers engaged in unanticipated ways, or are they distracted from the true nature of an experience that has existed for centuries? The answer, of course, is, “It depends…”
In a world where physical and digital experiences collide, this presentation explores what museums and UX can learn from each other. Based on live UX research in museums and beyond, we’ll explore how the cultural sector can leverage UX methods, and how those of us working on more mundane interfaces can learn from the bold explorations of interactivity in museums.
Deconstructing Happiness: Where Happy Endings BeginCentralis
Designers wield great power when it comes to people’s well-being: we can generate excitement, bring joy, provoke anger or trigger anxiety – sometimes all in the same interaction. From the big decisions about a product’s purpose all the way down to the myriad pixel-level arguments lost and won, we have a great responsibility to safeguard the happiness of the users we serve. But what do we really know about the nature of happiness? And how can we actually make everyone happy?
In her keynote address from Chicago's World IA Day 2015 event, Kathi Kaiser deconstructed the concept of “happiness” and offered designers a framework for considering the emotional impact of their work. She explored the meaning, dimensions, and pre-conditions of happiness while examining the wide range of satisfying outcomes and their implications for design. Drawing on recent research in psychology as well as real-world design examples, Kathi helped attendees know when and how to evoke joy, humor, reassurance, comfort, and other positive feelings by providing guiding principles for the pursuit of happiness.
Usability in the Gallery: Missing Methods in the Museum Evaluator's ToolkitCentralis
As part of a larger museum experience, in-gallery technology can help ‘visitors’ think in new ways and engage with different perspectives. However, technology also needs to meet ‘user’ needs for easy and intuitive interaction. While many institutions excel at studying their visitors’ goals and wants, traditional methods may fall short when the museum experience includes digital interfaces.
In this presentation, Centralis' Kathi Kaiser and Tanya Treptow explore how in-gallery usability testing may address this critical gap in the museum evaluator’s toolkit. Drawing on examples from our studies at Chicago’s Field Museum and other immersive environments, we illustrate how evaluators can go beyond measuring visitors’ opinions to examining their actual interactions with digital technology, and how those interactions may contribute to or distract from their learning and enjoyment.
This talk provides practical guidance for running in-gallery usability studies, including tips for recruiting participants, designing a test plan, recording sessions, and interpreting the findings.
Red Herrings: Debunking the Pop Psychology of Color (UXPA 2014 Elizabeth Allen)Centralis
It’s no secret that color is important to designers: when employed correctly, color not only looks pretty, but also can capture attention, convey a message, and toy with emotions. The problem is, UXers often miss the mark when thinking about how to use color effectively – we rely on “pop psychology” knowledge that hasn’t been supported by scientific research, or even worse, is just plain wrong. In this presentation, I’ll use fun visual demos and interesting color perception research to explore the RIGHT ways to use color to communicate emotion, significance, and meaning when designing user experiences. I’ll also discuss how to design more accessible experiences for people with color perception problems, such as colorblind and older users. You will leave the session with a number of flexible color-choice strategies for designs that are more memorable, meaningful, and easier to use!
If It Can Go Wrong, It Will! How to Bulletproof Your User ResearchCentralis
Face time with your users is precious, but a lot of funny (and not so funny) things can happen on the way to the session. We’ve seen it all: prototypes that don’t work, stakeholders who throw last-minute curveballs, participants who don’t show (or show up drunk!), etc., etc…. While the possibilities for failure can seem endless, disasters can be prevented if you know what to anticipate and how to plan for it.
In this talk from Madison+ UX 2014 and UXPA 2014, Centralis co-founder Kathi Kaiser shares lessons learned, drawing on war stories from fifteen years of field research and usability testing. She offers tips, tricks and practical guidance for reducing risk and increasing the odds that you can make the most of your time with your users.
User Experience & Visitor Experience: How to Improve Museum AppsCentralis
As part of a larger museum experience, mobile app content can help “visitors” think in new ways and engage with different perspectives. However, mobile apps should also meet “user” needs for easy and intuitive interaction. In this session from edUi 2013, Centralis' Tanya Treptow and Kathi Kaiser explored key ways for evaluating whether a museum app is meeting the needs of both users and visitors during a day at the museum.
Adapting Focus Groups for User Experience (UX) ResearchCentralis
In this IGNITE session from UXPA2013, Centralis' Kathi Kaiser shares three case studies that illustrate how focus groups, an often-hated traditional market research technique, can be modified for user experience/design research.
Integrating UX into Voice of the Customer ProgramsCentralis
Centralis' Kathi Kaiser outlines the organizational challenges that limit the participation of user experience professionals in corporate "Voice of the Customer" initiatives.
Kaiser proposes a cross-functional model for UX, analogous to quality departments in hospitals or safety functions in manufacturing. An interdisciplinary UX Council integrates each department's unique perspective on customer needs, supported by a UX Strategy function to execute the priorities of the Council.
Kaiser urges UX professionals to adopt a cooperative, service-focused mentality when working with other departments to reduce in-fighting and focus organizational energy on the pursuit of success through meeting & exceeding customer needs.
Presented at the User Experience Professionals' Association annual conference, June, 2012.
In this IGNITE session from UPA2011, Centralis' Kathi Kaiser explains how the field of user experience functions like a cult (in a good way), and how we can use that perspective to grow and prosper as a profession.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
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The Report is Dead, Long Live the Report ! Communicating Usability Research Findings for Maximum Impact
1. The Report is Dead, Long Live the Report!
How to Communicate Usability Research Findings
for Maximum Impact
Kathi Kaiser
Centralis
@kathikaiser
www.linkedin.com/in/kathikaiser
2. • Co-founder of Centralis
• 20+ years making products easier, mostly
through user research
• Lots of training/mentoring of new UXers
along the way
• Observer and creator of various reporting
approaches
Hello!
Hi! I’m Kathi Kaiser.
3. Back in the day…
When I began in UX in the late 1990s, few people knew what UX research was.
5. And so…
Given our range of approaches, we should think critically about what we do, and why.
• How do we share research results?
• What seems to work best?
• What challenges are we facing?
• How should we adapt to different contexts?
• How can we get beyond “It depends…”?
7. The greater the distance between the
researcher and the stakeholders,
the more formal results sharing tends to be.
And we learned...
1. Distance demands
documentation.
8. Gaining buy-in for UX research results
is more about a collaborative process
than the artifacts produced.
And we learned...
2. Process
outperforms
artifacts.
9. The best way to package results depends
on the researcher’s available time and the
stakeholders’ available attention.
And we learned...
3. Optimize time
and attention.
13. Employee
Vendor
Not on the
Product Team
On the
Product Team
Distance Demands Documentation
Product
Team
Execs
Product
Owner
Designers
Devs
Where do UX researchers fit in?
14. Where do UX researchers fit in?
The Integrated Model (Employee)
Product
Team
Execs
Product
Owner
Designers
Devs
Product
Team
Execs
Product
Owner
Embedded UX
Researcher
Designers
Devs
Employee
Vendor
Not on the
Product Team
On the
Product Team
Distance Demands Documentation
15. Product Execs
Product
Owner
Designers
Devs
Employee
Vendor
Not on the
Product Team
On the
Product Team
Product
Execs
Product
Owner
Embedded
UX
Researcher
Designers
Devs
Distance Demands Documentation
The Integrated Model (Contractor)
Product
Team
Execs
Embedded UX
Researcher
Product
Owner
Designers
Devs
20. Distance Demands Documentation
Scope of Research Question
Range of Audience
Text vs. Visual
“I'll write up, here's what I think the
main findings were in basically a one-
page kind of thing.”
Time to Create
Shelf Life
“Everybody knows that producing
written documents in most
organizational cultures is not the
way to affect change.”
“Usually, we're bumping up at the
time when the product manager
has to hand [the product] over to
engineering for development.”
Sharing in the
Integrated Model
“It's mostly just the bare bones: what
did we observe, what did we learn
from it, what do we need to do now.”
21. Distance Demands Documentation
Scope of Research Question
Range of Audience
Text vs. Visual
“I sit within our Consumer Insights
Department, which is an overarching
research center of excellence – that
area supports the entire enterprise.”
Time to Create
Shelf Life
“There's like 15 years of
research…some of the insights,
drivers, motivations, those things
are still the same. And so they're
still relevant. And so it's helpful.”
Sharing in the
Service Model
“The way we write our reports is
having that executive summary up
front, because we are thinking
about the executives… tell me
what you're going to do. What
needs to be fixed and why?
22. Distance Demands Documentation
Scope of Research Question
Range of Audience
Text vs. Visual
A: “Maybe less than 20 hours for a
straightforward usability study…a
big user research project, like could
be like 40 or 50 or more hours.”
Time to Create
Shelf Life
“I always walk through the whole
report. So usually I book an hour,
which is not always enough.”
“I had a client reach out to me a
couple of months ago who was
like, we found your report from
three years ago and it's
incredible…we'd like you to do a
new project with us.”
Sharing in the
Outsourced Model
Q: “How long does it take you to write
a usability report?”
A: “Oh, forever. It takes forever.”
23. Distance Demands Documentation
Scope of Research Question
Range of Audience
Text vs. Visual
Time to Create
Shelf Life
Sharing in the
Outsourced Model
Scope of Research Question
Range of Audience
Text vs. Visual
Time to Create
Shelf Life
Sharing in the
Service Model
Scope of Research Question
Range of Audience
Text vs. Visual
Time to Create
Shelf Life
Sharing in the
Integrated Model
24. Distance Demands Documentation
“You want your stakeholders to DO something with your report; otherwise, your
report is useless. Why are you doing this work? It’s because you want change to
happen. The way to make change happen is to involve the stakeholders from
the beginning.”
26. “Making the results easy
to comprehend and
showing visual examples”
“Including an exec
summary of key insights/
recommendations so they
can quickly grasp the
"greatest hits".”
“Sharing participant
quotes/anecdotes from
testing”
“…video clips showing
participants failing (and
succeeding).”
Process Over Artifacts
Q: What have you found most effective for sharing usability findings?(2020)
Q: What have you found most effective for getting buy-in to the results of usability testing?(2023)
“Building relationships
and asking questions
about the plans and
roadmap”
“Require that
stakeholders observe
usability testing.”
“Collaboration on the
goals and planning of the
test”
“Review the test plan with
PM and UX and
Engineering key
stakeholders”
“Including responsible
stakeholders in planning
and analysis.”
“Having stakeholders
watch… take notes on a
shared sticky note space
and ‘affinitizing’ the
findings in a group
workshop.”
“Give stakeholders the
opportunity to
discuss/ask questions”
“Cross-functional,
collaborative analysis.”
“Socializing findings
ahead of the formal report
also helps, as do clear
recommendations.”
29. Process Over Artifacts
Level of Involvement: Integrated Model
R
Level
of
Involvement
R R R R
S S S S S
Integrated
Model
“I know the stakeholders I'm working
with and I know what problem we're
focused on at that time.”
30. Process Over Artifacts
Level of Involvement: Service Model
R
Level
of
Involvement
R R R R
S
S
S
S
S
“If we're going to do research for you,
you as a business owner need to
participate. You cannot just wait for
the report to be thrown over the wall.”
Service
Model
31. Process Over Artifacts
Level of Involvement: Outsourced Model
R
Level
of
Involvement
R R R R
S S
S
S
S
Outsourced
Model
“And then there's, you know, an analysis
phase…usually it's just me, where I try to
make sense of all the stuff that we saw in
the usability testing.”
32. Process Over Artifacts
Level of Involvement
R
Level
of
Involvement
R R R R
S S S S S
S
S
S
S
S
S S
S
S
S
Integrated
Model
Service
Model
Outsourced
Model
33. R
S
S
Process Over Artifacts
Boosting Stakeholder Involvement
Level
of
Involvement
R R R
S S S
S
S
S
S S
S
S
R
I S S
R
I S S
R
S
S
S
Integrated
Model
Service
Model
Outsourced
Model
34. R
S
S
Process Over Artifacts
Boosting Stakeholder Involvement
Level
of
Involvement
R R R
S S S
S
S
S
S S
S
S
R
I S S
R
I S S
R
S
S
S
Integrated
Model
Service
Model
Outsourced
Model
?
35. Process Over Artifacts
35
• The debrief session told us what
we need to know
• No one has time to write a report
• No one will read a report
• The design has already moved on
• The debrief is for the team;
the report is for the executives
• The report is our memory
• The report is our roadmap
• The report is our product
The Report is Dead! Long Live the Report!
Integrated
Model
Service
Model
Outsourced
Model
37. Optimizing for Time and Attention
A Taxonomy of Reports (Cooley & Barnum, 2019)
Cooley, D., Barnum, C. (2019). How Do Other People Do It? A Comparative Review of Usability Study Reports. User Experience Magazine, 19(1).
Retrieved from https://uxpamagazine.org/how-do-other-people-do-it-a-comparative-review-of-usability-study-reports/
Visuals from DialogDesign: https://www.dialogdesign.dk/cue-studies/
‘Traditional’ Reports ‘Visual’ Reports ‘Lean’ Reports
38. Optimizing for Time and Attention
Report Building Blocks
38
Key
Findings Product
Images
Quotes
Video
Clips
Data Viz
Detailed
Findings Severity
Ratings
Session
Metrics
Recos
Method
What we did How to illustrate it What to do about it
What we learned
39. Optimizing for Time and Attention
Report Building Blocks
39
Key
Findings
Detailed
Findings Severity
Ratings
Recos
Method
What we did How to illustrate it What to do about it
Traditional
Focus
What we learned
Product
Images
Quotes
Video
Clips
Data Viz
Session
Metrics
40. Optimizing for Time and Attention
Report Building Blocks
40
Key
Findings
Detailed
Findings Severity
Ratings
Recos
Method
What we did How to illustrate it What to do about it
Visual Focus
What we learned
Product
Images
Quotes
Video
Clips
Data Viz
Session
Metrics
41. Lean Focus
Optimizing for Time and Attention
Report Building Blocks
41
Key
Findings
Detailed
Findings Severity
Ratings
Recos
Method
What we did How to illustrate it What to do about it
Lean Focus
What we learned
Product
Images
Quotes
Video
Clips
Data Viz
Session
Metrics
42. Optimizing for Time and Attention
Report Building Blocks
Key
Findings
Product
Images
Quotes
Video
Clips
Data Viz
Detailed
Findings
Severity
Ratings
Session
Metrics
Recos
Method
Stakeholder
Attention
Researcher Time
43. Optimizing for Time and Attention
The Attention Paradox: An Exercise
43
N P R F D R C I A P D Q B M W J F K
44. Optimizing for Time and Attention
The Attention Paradox: An Exercise
44
N P R F D R C I A P D Q B M W J F K
45. Optimizing for Time and Attention
The Attention Paradox: An Exercise
45
N P R F D R C I A P D Q B M W J F K
N P R F D R C IA P D Q B M W J F K
46. Optimizing for Time and Attention
The Attention Paradox
46
Our attention is limited.
The less attention needed to process something,
the more attention available for processing it.
We capture more attention by requiring less attention.
47. Optimizing for Time and Attention
Report Building Blocks
Key
Findings
Product
Images
Quotes
Video
Clips
Data Viz
Detailed
Findings
Severity
Ratings
Session
Metrics
Recos
Method
Stakeholder
Attention
Researcher Time
48. Optimizing for Time and Attention
Report Building Blocks
Product
Images
Quotes
Video
Clips
Data Viz
Detailed
Findings
Severity
Ratings
Session
Metrics
Recos
Method
Stakeholder
Attention
Researcher Time
Key
Findings
49. Optimizing for Time and Attention
The Elevator Pitch Game
Claire Slattery, https://claireslatterycoaching.com/
50. Optimizing for Time and Attention
Report Building Blocks
Quotes
Video
Clips
Data Viz
Detailed
Findings
Severity
Ratings
Session
Metrics
Recos
Method
Stakeholder
Attention
Researcher Time
Key
Findings
Key
Findings
Product
Images
51. Optimizing for Time and Attention
Report Building Blocks
Video
Clips
Data Viz
Detailed
Findings
Severity
Ratings
Session
Metrics
Recos
Method
Stakeholder
Attention
Researcher Time
Key
Findings
Key
Findings
Product
Images
Key
Findings
Product
Images
Quotes
55. Optimizing for Time and Attention
Report Building Blocks
Detailed
Findings
Severity
Ratings
Session
Metrics
Recos
Method
Stakeholder
Attention
Researcher Time
Key
Findings
Key
Findings
Product
Images
Key
Findings
Product
Images
Quotes
Key
Findings
Product
Images
Quotes
Video
Clips
Key
Findings
Product
Images
Quotes
Video
Clips
Data Viz
56. Method
Method
Optimizing for Time and Attention
Report Building Blocks
Detailed
Findings
Severity
Ratings
Session
Metrics
Recos
Method
Stakeholder
Attention
Researcher Time
Key
Findings
Key
Findings
Product
Images
Key
Findings
Product
Images
Quotes
Key
Findings
Product
Images
Quotes
Video
Clips
Key
Findings
Product
Images
Quotes
Video
Clips
Data Viz
Severity
Ratings
Session
Metrics
Move to Appendix
Move to Debrief & Preview
Exclude
Severity
Ratings
57. Optimizing for Time and Attention
Report Building Blocks
Detailed
Findings
Recos
Stakeholder
Attention
Researcher Time
Key
Findings
Key
Findings
Product
Images
Key
Findings
Product
Images
Key
Findings
Product
Images
Key
Findings
Product
Images
Stakeholder
Attention
Researcher Time
Detailed
Findings
Detailed
Findings
Product
Images
Detailed
Findings
Product
Images
Quotes
Detailed
Findings
Product
Images
Quotes
Video
Clips
Detailed
Findings
Product
Images
Quotes
Video
Clips
Data Viz
Quotes Quotes
Video
Clips
Quotes
Video
Clips
Data Viz
Quotes Quotes
Video
Clips
Quotes
Video
Clips
Data Viz
58. Optimizing for Time and Attention
Report Building Blocks
58
Finding = Behavior Why did they do that?
How did they react?
What happened next?
+ Cause
+ Mindset
+ Impact
60. Optimizing for Time and Attention
Progressive Specificity
Navigation to Screen
Screen Layout
Individual Screen Elements
Call to Action
Next Screen >
61. Optimizing for Time and Attention
Should researchers make recommendations?
No Yes
Recos
62. Optimizing for Time and Attention
Should researchers make recommendations?
62
“That can create a silo effect and potentially, antagonism.
Research has come here to tell you all the things that are wrong
and all the things you should have done under the guise of
‘recommendations’.”
“You don't tell me what to do
and I won't tell you what to do
because obviously you're a
professional who has skills
and knowledge that I don’t.”
No Yes
63. Optimizing for Time and Attention
Should researchers make recommendations?
63
No Yes
“Some product managers were like, who do
you think you are, trying to drive these next
steps. That was when I was new. Now, I’m
like, hey, we're having next steps meeting
from the research and we're going to all
discuss together what we're doing next.”
64. Optimizing for Time and Attention
Should researchers make recommendations?
64
“Recommendations are a key part of what we do.
Why be the one who holds all of the knowledge on
the findings and not tell people what they should,
ideas for things they should do about that?”
No Yes
65. Optimizing for Time and Attention
Should researchers make recommendations?
65
“I usually just do it because I need it to
make the next steps in an iteration.”
No Yes
67. The greater the distance between the
researcher and the stakeholders,
the more formal results sharing tends to be.
Choose your reporting approach in part
based on whether you work in an
integrated, service, or outsourced model.
In Summary
1. Distance demands
documentation.
68. Gaining buy-in for UX research results
is more about a collaborative process
than the artifacts produced.
Loop in stakeholders early and often.
In Summary
2. Process
outperforms
artifacts.
69. The best way to package results depends
on the researcher’s available time and the
stakeholders’ available attention.
Choose your components wisely, and learn
how to lighten their load on everyone.
In Summary
3. Optimize time
and attention.