SlideShare a Scribd company logo
How we experience
everything…
and how to design for it.
@talkingux
mike@talkingux.com
Mike Donahue
UX Design Manager | Highmark Health
Why are we here?
2 Universal
Outcomes
They are inevitable and unavoidable
Universal Outcome 1
Emotion
Everything we do, we do
because of how we
believe, hope or desire
to feel when we’re done.
Every experience begins
and ends
with emotions.
Emotions
aren’t binary
Continuum of emotional response
100%
negative
100%
positive
Neutral /
Indifferent
Universal Outcome 1
Emotion
People will forget what
you said.
People will forget what
you did.
But they will never forget
how you made them
feel.
Maya Angelou
Universal Outcome 2
Change
Every experience we
have changes us.
• Biases
• Beliefs
• Behaviors
Glaciers and butterflies
Significant change
Subtle change
What are we asked to become?
Significant change
Subtle change
Innovation
make changes in
something established,
especially by introducing
new methods, ideas, or
products
Universal Outcome 2
Change
It is not the strongest or
most intelligent who will
survive but those who
can best manage
change.
Charles Darwin
2 Universal
Variables
The what, when, where, and how of it all
Universal Variable 1
Content
This is what people come
for.
This is the useful,
meaningful part.
This is what leaves the
lasting impression.
Content is the core
of every experience.
What is an experience without content?
Content is the core
of every experience.
It’s an empty disappointment.
Content informs design.
Design enhances content.
The 3 S’s of content
Stuff inside a container
The substance of the stuff
A feeling of satisfaction
The 3 S’s of content
Stuff inside a container
The substance of the stuff
A feeling of satisfaction
The 3 S’s of content
Stuff inside a container
The substance of the stuff
A feeling of satisfaction
Content is part
of everything
we design
 Websites
 Vehicles
 Amusement parks
 Social policy
 Healthcare
 etc., etc., etc…
Universal Variable 2
Context
Circumstance
Constraints
Capabilities
Circumstance
“Let’s get a room.”
What room did you think I meant?
Constraints: what’s working against them?
Time Money Technology Ability Other
Capabilities: what’s working for them?
Time Money Technology Ability Other
The Universal
Journey
AKA: The 4 Stages of
Accomplishing Goals
Every journey
begins…
…with a goal to
accomplish.
4 Stages of Accomplishing Goals
Awareness Action Association
Assessment
Stage 1
Awareness
This is when emotional and logical (sometimes illogical) expectations are set.
Address the
elephant in
the room
Stage 2
Assessment
We ask ourselves what will it take to accomplish our goal (the risk)?
We also ask, what’s in it for me (the reward)?
We always assess risks before rewards
Stage 3
Action
This is when we take steps to accomplish our goal.
The very first
action
Stage 4
Association
This is when our brain calculates how we feel about the experience.
The ”Experience Equation”
( assessment + action )
expectation
experience
=
How to design
for everything
Introducing the
Universal Journey
Canvas
Awareness
This is all about
understanding context
Assessment
This is all about
understanding motivation
Association
This is all about
understanding people
Action
This is all about
understanding flow
Empathy Map
Diary study
Ethnography
5 Whys
Fishbone Diagram
Experience maps
User flows
Service maps
Jobs To
Be Done
Change
Management
Plays well
with others.
The benefits of the canvas
Identify meaningful outcomes
for end users (that drive
business success)
Inform strategic decisions with
meaningful insights
Works with existing design
practices
Build alignment within and
across teams
Campbells “Hero’s journey”
storytelling
1. Records, tapes, CDs
2. MP3 players arrive
3. Figure out if it’s worth it
4. What are others doing
5. Go for it
6. Research MP3 players
7. Buy MP3 player
8. Buy and/or convert music
9. Load music
10. Start listening
11. Glad I did this
12. Only listen to music on MP3
The Apple hero journey – iPod Launch
• Let people know about the iPod
• Let them know how easy it is to use.
• They created iTunes, made deals
with record labels, and made it
possible to buy music 1 track at a
time
• They focused on how they wanted
people to feel.
We have opportunity and privilege
to be a hero by helping other’s be the
hero of their own hero journey.
@talkingux
mike@talkingux.com
Mike Donahue
UX Design Manager | Highmark Health

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UXPA 2023: How We Experience Everything | And How To Design For It

Editor's Notes

  1. Why are we here? I don’t mean in the existential Meaning of Life way. I mean, why are we here in this room at this time when there are many other places we could be? That’s what we’ll find out as we unravel the universal journey. By the time we’re done here, you’ll know not only why you’re here… You’ll know why everyone does does everything. You’ll have tools you can use to design for anything. Let's answer the question of why right now.
  2. These to outcomes are our WHY, and often our WHY NOT.
  3. It’s not always about a feeling their trying to achieve, it can also be about a feeling they’re trying to avoid.
  4. The thing we need to
  5. The first of these variables WHAT we want from the experience. The second is the WHEN, WHERE, and HOW of the experience.
  6. Substance is what makes content valuable
  7. Science and math axiom: If you start with the wrong assumptions, no matter how well you do everything else, your answer will still be wrong.
  8. As designers, it’s important that we know what’s happening at the moment of awareness. This is what we’re battling against.
  9. This is how Apple created awareness for the iPod in 2004. They understood where people were coming from and where they wanted to go. They knew how people felt about current players and how could make them feel about the iPod. They understood the content and context of the journey. What people wanted and whet the current situation was. They focus on fixing a critical pain point – ease of use. They knew they were entering a crowded market AND that they were going to come in at a much higher price point. They knew how they wanted to change how we listen to music.