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User eXperience Track:


  Digging gold: How to discover
  what your users really want?


            (Sharing lessons learned
from practicing Management and Life Coaching)

                Jurek Malecki
               20 November, 2012


                                                Version 1.07
M y Te a c h e r s    &      Recommended Links




John Seymour      - http://www.jsnlp.co.uk/
Michael L. Hall   - http://www.neurosemantics.com/
Judith DeLozier   - http://www.nlpu.com/NewDesign/NLPU.html
Tad James         - http://www.nlpcoaching.com/index.html

                                                    http://www.jsnlp.co.uk/wp-content/uploads/2010/06/john2.jpg
                                                    http://www.ppdlearning.co.uk/team/affiliated-trainers/judith-delozier   2
                                                    http://www.self-actualizing.org/images/michael-home.png
• Topic 1:

  – UX and Coaching: Anything in common?

• Topic 2:

  – How we, and our users, construct Subjective
    Experience? The Map, Territory, and the Gap
    (Emotions).

• Topic 3:

  – Intentional use of language: Introduction to
    discovering user’s real problems and needs

                                                   3
Topic 1:

UX and Coaching:

           Anything in common?




                                 4
• UX is about an interaction between an product or service
   perceived and evaluated by the user’s body-mind:

    – Aspect 1: sensory stimulation designed to generate
      specific emotions, measured against user’s expectations
      across all interactions with service or application
    – Aspect 2: meeting user’s usability ** expectations
      through elegant, efficient and attractively offered
      experience


               http://creationwiki.org/Sensory_system;
                                                                5
Sample model of the user usability : Peter Moville's User Experience Honeycomb*

                 http://www.flickr.com/photos/morville/4274260576/in/set-72157623208480316/
                           http://www.uxbooth.com/articles/8-must-see-ux-diagrams/
                         http://semanticstudios.com/publications/semantics/000029.php         6
• UX is also a market differentiator and source of
  sustainable competitive advantage, with clear potential
  to turn your users into your advocates
• Achieving sustainable competitive advantage through
  UX (i.e. the one which is difficult to copy) calls for
  multidisciplinary approach that combines industrial
  design, cognitive science, psychology, art, marketing,
  etc.




           http://creationwiki.org/Sensory_system; http://www.communication-impact.ca/images/differentiation.jpg
                                                                                                                   7
Coaching Session Graphics: J. Malecki

                                        8
• COACHING - process of helping others to
  perform at the peak of their abilities to achieve
  intended outcomes through discovery and
  utilisation of internal resources
    – Involves discovering and expanding person’s strengths,
      helping overcoming internal resistance and
      approaching what had seemed to be the problem from
      a new perspective
    – Uses approaches such as well-formed outcomes,
      modelling exceptional performance, and producing
      step-by-step strategies for achieving better outcomes
    – It is not about “fixing clients” but rather expanding
      their cognitive and behavioural options (including the
      maps of what they believe is possible), so that his/her
      real needs can be both discovered and satisfied
    – It may or may not require discovering and dealing with
      the “root cause of the problem blocking the outcome”



          *
                                                          9
User Experience (UX) Session Graphics: J. Malecki

                                                    10
• USER EXPERIENCE: the process of helping
  others to perform at the peak of their
  abilities to achieve intended outcomes using
  specific product or service
• Similarly to coaching UX designer has to :
        – Discover user’s actual outcome or need
        – Navigate the map of the user’s problem or need
          expressed as his/her requirements (e.g. specific
          version of the usability “honeycomb”)

• Challenge:
        – Real needs reside at a deep structure level of the
          user’s mind and you need to know how to go
          beyond the so called surface structure**

• Suggestion:
        – The wealth of experience with intentional usage of
          language by therapy and coaching (to explore deep
          structure to discover client’s real problems and
          needs) may be of real interest to you

**Compare works of Noam Chomsky
                                                             11
Coaching                                  User Experience
The process of helping another person     The process of helping another person
to perform at the peak of his or her      to perform at the peak of his or her
abilities and to achieve intended         abilities and to achieve intended
outcomes through mobilisation of          outcomes through the use of your
internal resources                        products and services
Involves discovering and expanding person’s strengths, helping overcoming
internal resistance and approaching what had seemed to be the problem from a
new perspective, and most importantly, discovering the real need, which may be
held consciously or not, and providing a relevant solution
Success measured and verified by the real life application test.



                                                                                  12
Topic 2:

How do we, and our users,
construct Subjective Experience?

The Map, the Territory, and the
Gap (Emotions).



                                   13
Theories
                                     Descriptions
                                   Interpretations


        Causes                     Experience                    Meaning



                                       Sensory
                                        Input



• What is Experience?
   – Experience refers to the process of sensing, feeling and perceiving the world
     around us and our inner reactions to this world
   – Our experiences are made up of information from the external environment that
     we take in through our eyes, ears, skin, nose and mouth, as well as the associated
     memories, fantasies, sensations and emotions that emerge from inside of us
   – The on-going experience of something may be contrasted with “theories” or
     “descriptions” made about the experience (meta-experience, or experience
     reflecting upon itself e.g. being mad about being angry)

                                  www.nlpuniversitypress.com
                                                                                          14
Theories
                                     Descriptions
                                   Interpretations


          Causes                    Experience                   Meaning



                                        Sensory
                                         Input



• We usually differentiate between:
    – Primary experience
        • Relates to the information we actually receive and perceive through our senses
          (VAKOG(T) – visual, auditory, kinaesthetic, olfactory, gustatory, time)
        • Is a function of direct perception of the “territory” around us
    – Secondary experience
        • Relates to verbal and symbolic “maps” we create to represent and organize our
          primary experience.
        • Is derived from our “mental maps,” i.e. descriptions and interpretations about
          primary perceptions and are subject to significant filtering and modifications

                                   www.nlpuniversitypress.com
                                                                                           15
Graphics: J. Malecki

                       16
1 User selects the exposure program (portrait,
                                                         1.
                                                                   landscape, …) based on his/her expectation
        1                                                          towards the character of the photo
                                                         2 The camera measures light, distance, etc.
                                                         2.
                     2                                   3 The camera adjusts its “senses” by
                                                         3.
        3                                                          configuring exposure time and sensitivity to
        5            4                                             pattern-match
                                                         4 The camera captures the scene, “shedding
                                                         4.
                                                                   its own light” if deems it necessary
                                                         5 The data representing the shot is processed
                                                         5.
                                                                   and stored



The quality of the photo and resulting user experience depends on:
•   Accuracy of the sensor’s exposure analysis (distance, light)   [i.e. What is there?]
•   Efficiency of the Exposure Configuration Library Pattern-Match [i.e. Did I experience it?]
•   Quality if the interpretation and processing the data          [i.e. Can I render it?]



                                            Graphics: J. Malecki

                                                                                                            17
Graphics: J. Malecki

                       18
3       2                4
                                  1
             5




                                                                                                3




                                           1                                    2                                     4                   5




Donald A. Norman, “Toward a Theory of Memory and Attention,” Psychological Review 75 (1968); quoted by Daniel Goleman in Vital Lies, Simple
Truths; A psychology of self-deception, BLOOMSBURY, 1997; page 64, an actual scan of the referenced page is shown.                            19
Filters &
                                                        2 Modifiers


                                                              DELETIONS
                                                           GENERALISATIONS
                                                             DISTORTIONS

    Computation and Integration
                                                                 Values
3   of the Internal Representation
              of the Event                                       Beliefs
                                                             Past Memories                                               Event
                                                                                                           4   1    Imagined or Real
                                                            Future Memories
                                                           Meta Programmes
                                                           Language Patterns




        Awareness of the Event
    4      Mind-Body State
         (including Emotions)

                                                                                                           5   Response / Behaviour




                         Graphics: J. Malecki Standard NLP Communication Model (see the works of Tad James )
                                                                                                                                   20
DELETIONS
GENERALISATIONS
  DISTORTIONS




                  •    The Map (our model of the world) is not the Territory (so called objective Reality)
                  •    Explore and understand the map to appreciate the behaviour
                  •    Expand the map to change the behaviour and to satisfy the need
                  •    Drive emotions by managing the map/territory gap

                      Graphics: J. Malecki; tube map: http://www.bbc.co.uk/london/travel/downloads/tube_map.html
                                                                                                                   21
The Map                                            The Experience of the Territory

Concept: L. Michael Hall, PhD, THE MATRIX MODEL, Neuro-Semantics Publications   Graphics: J. Malecki
                                                                                                       22
• UX is about an interaction between an product or service
   perceived and evaluated by the user’s body-mind:

    – Aspect 1: sensory stimulation designed to generate
      specific emotions, measured against user’s expectations
      across all interactions with service or application
    – Aspect 2: meeting user’s usability ** expectations
      through elegant, efficient and attractively offered
      experience


              http://creationwiki.org/Sensory_system;
                                                             23
Quiz:
        What is this?
Photo 1: http://www.linuxjournal.com/article/3368 Photo 2: http://www.dualshockers.com/wp-content/uploads/2011/07/Ace_Combat_Assault_Horizon_063.jpg
                               Photo 3: http://cdn.gamerant.com/wp-content/uploads/Ace-Combat-Assault-Horizon-Su-35-3.jpg                              24
Topic 3:

Intentional use of language:

Introduction to discovering
user’s real problems and needs



                                 25
Input                  SYSTEM                          Output



                         Feedback Data



•     Feedback refers to the process in which part of the output of a
      machine, process or system is fed back – that is, returned – as
      input in order to guide or regulate its behaviour. The considered
      part of the output information is called “feedback data”
•     When the feedback signal reinforces a trend of the system, it is
      called to be “positive” and when it opposes a trend of the system
      it is called “negative.”
•     Positive feedback is necessary for the parts of the system to grow
      or multiply. Negative feedback is employed to balance or stabilize
      parts of the system.
•     Think of emotions as feedback data that could be used to
      feedback (i.e. input) to affect user’s behaviour (i.e. output)

                              www.nlpuniversitypress.com
                                                                           26
•     TOTE model was developed by George
                                                                    Miller (7±2)and Karl Pribram and presented
                                                                    as a description of the fundamental
                                                                    feedback loop at the basis of all mental
                   TEST                                             process and behaviour.
              Fixed Future Goal                               •     Maintains that mental strategies are
Input                                           Exit                organized around goal oriented feedback
             Sensory evidence for
        T.      Achievement            E.                           loop.
                 Of the Goal                                  •     The model assumes that all mental and
                                                                    behavioural programs revolve around
                                                                    having a fixed goal and a variable means to
                                                                    achieve it.
                O.                T.
                                                              •     How does it work?
                                                                      – We set goals in our minds (consciously
                OPERATE                                                 or not) and develop a TEST for when
                                                                        these goals have been met.
             Flexibility of Means                                     – If a particular goal is not achieved, we
             to Accomplish Goals
                                                                        OPERATE to change something or do
                                                                        something to get closer to our goal.
                                                                      – When our Test criteria have been
                                                                        satisfied we then EXIT on to the next
                                                                        step**
                                       www.nlpuniversitypress.com **see Vroom’s model
                                                                                                                   27
EP                                    PO
                                                                               Valence
                      Expectancy                             Expectancy


        Effort                      Performance                           Outcomes


•   E>P expectancy: user’s assessment of the probability that his/her efforts will lead to the
    required performance level.
•   P>O expectancy: user’s assessment of the probability that his/her successful
    performance will lead to certain outcomes.
•   Valence: the value user assigns to achieving the outcome
•   Vroom's expectancy theory works on user’s perceptions and beliefs about the specific
    probabilities/expectancies rather than “objective facts”



                                      www.nlpuniversitypress.com
                                                                                                 28
TEST
                                                                                                         Valence
                      Fixed Future Goal
Input                Sensory evidence for
                                                    Exit
            T.          Achievement         E.
                         Of the Goal




                       O.              T.

                                                                EP                           PO
                        OPERATE                               Expectancy                    Expectancy

                     Flexibility of Means
                     to Accomplish Goals            Effort                    Performance                Outcomes




        •   Combined TOTE/Vroom model of the dynamics of the user/application interaction loop
        •   Your 1st job is to clearly define user’s Future Goal / Valence (what they really want)
        •   Your 2nd job is to create the application that will provide fexibile means to accomplish the
            Goal within the boundaries of the user’s motivation loop

                                                 www.nlpuniversitypress.com
                                                                                                                    29
WELL-FORMED OUTCOME

                                                       •     Outcome versus Problem Frame
                   TEST
                                                           Outcome                      Problem
              Fixed Future Goal
                                                           What do you want?            What is wrong?
Input        Sensory evidence for
                                            Exit
        T.      Achievement            E.                  How can you get it?          Why it is a problem?
                 Of the Goal
                                                           What resources you do        What caused it?
                                                           you have and need?           Whose fault it is?
                                                           Brain can represent the      Brain cannot represent
                O.                T.                       positive outcome directly    the outcome by negation-
                                                           (“freedom to relax”)         of-the-problem
                                                                                        (“give up smoking”)
                OPERATE
                                                       •     Why “SMART” is not enough
             Flexibility of Means                              –    Sensory evidence/representation is required
             to Accomplish Goals
                                                               –    Positive outcome required to work
                                                                    neurologically
                                                               –    There are no negative Attractors
                                                               –    Subconscious mind ignores NO, NOT (logical
                                                                    rather than sensory operators)

                                              www.nlpuniversitypress.com
                                                                                                                   30
WELL-FORMED OUTCOME


•   The Outcome must be stated in the positive
    terms, which means it states what the person
    wants as opposed to what the person does not
    want.
•   The Outcome must be initiated and maintained
    by the person desiring it (“own part”)
•   The achievement of the Outcome is testable by
    sensory experience (“evidence”)
•   The Outcome is appropriately contextual and
    ecologically sound




    www.nlpuniversitypress.com
                                                    31
Surface structure: experience modelled using language, concepts, symbols




   Deep structure: experience recorded using VAKOG rep systems


                               Graphics: J. Malecki

                                                                           32
Surface structure: experience modelled using language, concepts, symbols




                                                               User’s Language:
                                                           The Model of Experience




                                                             Models of Language:
                                                               Meta & Milton



                                                              User’s Experience:
                                                            Coded through VAKOG



Deep structure: experience recorded using VAKOG rep systems

                                    Graphics: J. Malecki

                                                                                     33
• Discovering positive outcome/sensory evidence
   – “What it is that you want?”
   – If negative response:
        • “What would be better?”
        • “What you would like instead?”
   –   “How do you know you will have/achieve the outcome?”
   –   “What would you see, feel, and hear?”
   –   “Why it is important to you?”
   –   “What does it give you?”
   –   “How does it feel when you see/hear/sense it?”
   –   “What type [….] it is?”                           [Clean Language Approaches]


                                      Graphics: J. Malecki

                                                                                       34
• Other helpful patterns
• So called I don’t know cases
    – If you do not know, what the answer would be should you have it?
    – If you do not know, who would? What Don Norman or Peter Moville would say? What the
      person who knows would say?
    – Should you know, what the answer would be?
    – If you cast your mind into the future and the perfect application shows up right in front of
      you, what do you see and feel?

• Prototyping by using imagery (active imagination)
    – Should it be like […alternative sensory description of the evidence…], would it still work?
    – Could you represent this [problem, need] as a symbol, what it would be?
    – So, seeing this symbol, what does it represent, what it is all about?

                                            Graphics: J. Malecki

                                                                                                 35
• Other helpful patterns
•   “Memory indexing and pointers”
     –   Using user’s quotes to retrieve and to check for memory pattern-matches [e.g. handling complaints]

•   As a coach you have to:
     –   Be mindfully present
     –   Pay attention to your intention to see the requirement from the user deep structure perspective
     –   Be aware of your own maps and avoid mind-reading (the user is the only master of his own
         perception)
     –   Maintaining clean second position
     –   Using clean language to navigate user’s deep structure



                                                 Graphics: J. Malecki

                                                                                                           36
•   Meta Model reverses the                       •         Milton Model puts person in
    process of going from Deep
    Structure to Surface Structure                          the learning trance which
                                                            facilitates “filling the spaces”
•   It de-abstracts the process by                          and free indexing or internal
    taking the person back to
    experience                                              searching of memory to find
                                                            new best pattern or
•   Recovers material deleted,
    generalized, and distorted by                           integration of patterns rather
    the surface level language                              than a specific detail



                                     Graphics: J. Malecki

                                                                                               37
This presentation was inspired by the following sources…




                                                           38

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Who is the Customer? What is Experience? Indispensable Insights to empower your CX/UX efficiency

  • 1. User eXperience Track: Digging gold: How to discover what your users really want? (Sharing lessons learned from practicing Management and Life Coaching) Jurek Malecki 20 November, 2012 Version 1.07
  • 2. M y Te a c h e r s & Recommended Links John Seymour - http://www.jsnlp.co.uk/ Michael L. Hall - http://www.neurosemantics.com/ Judith DeLozier - http://www.nlpu.com/NewDesign/NLPU.html Tad James - http://www.nlpcoaching.com/index.html http://www.jsnlp.co.uk/wp-content/uploads/2010/06/john2.jpg http://www.ppdlearning.co.uk/team/affiliated-trainers/judith-delozier 2 http://www.self-actualizing.org/images/michael-home.png
  • 3. • Topic 1: – UX and Coaching: Anything in common? • Topic 2: – How we, and our users, construct Subjective Experience? The Map, Territory, and the Gap (Emotions). • Topic 3: – Intentional use of language: Introduction to discovering user’s real problems and needs 3
  • 4. Topic 1: UX and Coaching: Anything in common? 4
  • 5. • UX is about an interaction between an product or service perceived and evaluated by the user’s body-mind: – Aspect 1: sensory stimulation designed to generate specific emotions, measured against user’s expectations across all interactions with service or application – Aspect 2: meeting user’s usability ** expectations through elegant, efficient and attractively offered experience http://creationwiki.org/Sensory_system; 5
  • 6. Sample model of the user usability : Peter Moville's User Experience Honeycomb* http://www.flickr.com/photos/morville/4274260576/in/set-72157623208480316/ http://www.uxbooth.com/articles/8-must-see-ux-diagrams/ http://semanticstudios.com/publications/semantics/000029.php 6
  • 7. • UX is also a market differentiator and source of sustainable competitive advantage, with clear potential to turn your users into your advocates • Achieving sustainable competitive advantage through UX (i.e. the one which is difficult to copy) calls for multidisciplinary approach that combines industrial design, cognitive science, psychology, art, marketing, etc. http://creationwiki.org/Sensory_system; http://www.communication-impact.ca/images/differentiation.jpg 7
  • 9. • COACHING - process of helping others to perform at the peak of their abilities to achieve intended outcomes through discovery and utilisation of internal resources – Involves discovering and expanding person’s strengths, helping overcoming internal resistance and approaching what had seemed to be the problem from a new perspective – Uses approaches such as well-formed outcomes, modelling exceptional performance, and producing step-by-step strategies for achieving better outcomes – It is not about “fixing clients” but rather expanding their cognitive and behavioural options (including the maps of what they believe is possible), so that his/her real needs can be both discovered and satisfied – It may or may not require discovering and dealing with the “root cause of the problem blocking the outcome” * 9
  • 10. User Experience (UX) Session Graphics: J. Malecki 10
  • 11. • USER EXPERIENCE: the process of helping others to perform at the peak of their abilities to achieve intended outcomes using specific product or service • Similarly to coaching UX designer has to : – Discover user’s actual outcome or need – Navigate the map of the user’s problem or need expressed as his/her requirements (e.g. specific version of the usability “honeycomb”) • Challenge: – Real needs reside at a deep structure level of the user’s mind and you need to know how to go beyond the so called surface structure** • Suggestion: – The wealth of experience with intentional usage of language by therapy and coaching (to explore deep structure to discover client’s real problems and needs) may be of real interest to you **Compare works of Noam Chomsky 11
  • 12. Coaching User Experience The process of helping another person The process of helping another person to perform at the peak of his or her to perform at the peak of his or her abilities and to achieve intended abilities and to achieve intended outcomes through mobilisation of outcomes through the use of your internal resources products and services Involves discovering and expanding person’s strengths, helping overcoming internal resistance and approaching what had seemed to be the problem from a new perspective, and most importantly, discovering the real need, which may be held consciously or not, and providing a relevant solution Success measured and verified by the real life application test. 12
  • 13. Topic 2: How do we, and our users, construct Subjective Experience? The Map, the Territory, and the Gap (Emotions). 13
  • 14. Theories Descriptions Interpretations Causes Experience Meaning Sensory Input • What is Experience? – Experience refers to the process of sensing, feeling and perceiving the world around us and our inner reactions to this world – Our experiences are made up of information from the external environment that we take in through our eyes, ears, skin, nose and mouth, as well as the associated memories, fantasies, sensations and emotions that emerge from inside of us – The on-going experience of something may be contrasted with “theories” or “descriptions” made about the experience (meta-experience, or experience reflecting upon itself e.g. being mad about being angry) www.nlpuniversitypress.com 14
  • 15. Theories Descriptions Interpretations Causes Experience Meaning Sensory Input • We usually differentiate between: – Primary experience • Relates to the information we actually receive and perceive through our senses (VAKOG(T) – visual, auditory, kinaesthetic, olfactory, gustatory, time) • Is a function of direct perception of the “territory” around us – Secondary experience • Relates to verbal and symbolic “maps” we create to represent and organize our primary experience. • Is derived from our “mental maps,” i.e. descriptions and interpretations about primary perceptions and are subject to significant filtering and modifications www.nlpuniversitypress.com 15
  • 17. 1 User selects the exposure program (portrait, 1. landscape, …) based on his/her expectation 1 towards the character of the photo 2 The camera measures light, distance, etc. 2. 2 3 The camera adjusts its “senses” by 3. 3 configuring exposure time and sensitivity to 5 4 pattern-match 4 The camera captures the scene, “shedding 4. its own light” if deems it necessary 5 The data representing the shot is processed 5. and stored The quality of the photo and resulting user experience depends on: • Accuracy of the sensor’s exposure analysis (distance, light) [i.e. What is there?] • Efficiency of the Exposure Configuration Library Pattern-Match [i.e. Did I experience it?] • Quality if the interpretation and processing the data [i.e. Can I render it?] Graphics: J. Malecki 17
  • 19. 3 2 4 1 5 3 1 2 4 5 Donald A. Norman, “Toward a Theory of Memory and Attention,” Psychological Review 75 (1968); quoted by Daniel Goleman in Vital Lies, Simple Truths; A psychology of self-deception, BLOOMSBURY, 1997; page 64, an actual scan of the referenced page is shown. 19
  • 20. Filters & 2 Modifiers DELETIONS GENERALISATIONS DISTORTIONS Computation and Integration Values 3 of the Internal Representation of the Event Beliefs Past Memories Event 4 1 Imagined or Real Future Memories Meta Programmes Language Patterns Awareness of the Event 4 Mind-Body State (including Emotions) 5 Response / Behaviour Graphics: J. Malecki Standard NLP Communication Model (see the works of Tad James ) 20
  • 21. DELETIONS GENERALISATIONS DISTORTIONS • The Map (our model of the world) is not the Territory (so called objective Reality) • Explore and understand the map to appreciate the behaviour • Expand the map to change the behaviour and to satisfy the need • Drive emotions by managing the map/territory gap Graphics: J. Malecki; tube map: http://www.bbc.co.uk/london/travel/downloads/tube_map.html 21
  • 22. The Map The Experience of the Territory Concept: L. Michael Hall, PhD, THE MATRIX MODEL, Neuro-Semantics Publications Graphics: J. Malecki 22
  • 23. • UX is about an interaction between an product or service perceived and evaluated by the user’s body-mind: – Aspect 1: sensory stimulation designed to generate specific emotions, measured against user’s expectations across all interactions with service or application – Aspect 2: meeting user’s usability ** expectations through elegant, efficient and attractively offered experience http://creationwiki.org/Sensory_system; 23
  • 24. Quiz: What is this? Photo 1: http://www.linuxjournal.com/article/3368 Photo 2: http://www.dualshockers.com/wp-content/uploads/2011/07/Ace_Combat_Assault_Horizon_063.jpg Photo 3: http://cdn.gamerant.com/wp-content/uploads/Ace-Combat-Assault-Horizon-Su-35-3.jpg 24
  • 25. Topic 3: Intentional use of language: Introduction to discovering user’s real problems and needs 25
  • 26. Input SYSTEM Output Feedback Data • Feedback refers to the process in which part of the output of a machine, process or system is fed back – that is, returned – as input in order to guide or regulate its behaviour. The considered part of the output information is called “feedback data” • When the feedback signal reinforces a trend of the system, it is called to be “positive” and when it opposes a trend of the system it is called “negative.” • Positive feedback is necessary for the parts of the system to grow or multiply. Negative feedback is employed to balance or stabilize parts of the system. • Think of emotions as feedback data that could be used to feedback (i.e. input) to affect user’s behaviour (i.e. output) www.nlpuniversitypress.com 26
  • 27. TOTE model was developed by George Miller (7±2)and Karl Pribram and presented as a description of the fundamental feedback loop at the basis of all mental TEST process and behaviour. Fixed Future Goal • Maintains that mental strategies are Input Exit organized around goal oriented feedback Sensory evidence for T. Achievement E. loop. Of the Goal • The model assumes that all mental and behavioural programs revolve around having a fixed goal and a variable means to achieve it. O. T. • How does it work? – We set goals in our minds (consciously OPERATE or not) and develop a TEST for when these goals have been met. Flexibility of Means – If a particular goal is not achieved, we to Accomplish Goals OPERATE to change something or do something to get closer to our goal. – When our Test criteria have been satisfied we then EXIT on to the next step** www.nlpuniversitypress.com **see Vroom’s model 27
  • 28. EP PO Valence Expectancy Expectancy Effort Performance Outcomes • E>P expectancy: user’s assessment of the probability that his/her efforts will lead to the required performance level. • P>O expectancy: user’s assessment of the probability that his/her successful performance will lead to certain outcomes. • Valence: the value user assigns to achieving the outcome • Vroom's expectancy theory works on user’s perceptions and beliefs about the specific probabilities/expectancies rather than “objective facts” www.nlpuniversitypress.com 28
  • 29. TEST Valence Fixed Future Goal Input Sensory evidence for Exit T. Achievement E. Of the Goal O. T. EP PO OPERATE Expectancy Expectancy Flexibility of Means to Accomplish Goals Effort Performance Outcomes • Combined TOTE/Vroom model of the dynamics of the user/application interaction loop • Your 1st job is to clearly define user’s Future Goal / Valence (what they really want) • Your 2nd job is to create the application that will provide fexibile means to accomplish the Goal within the boundaries of the user’s motivation loop www.nlpuniversitypress.com 29
  • 30. WELL-FORMED OUTCOME • Outcome versus Problem Frame TEST Outcome Problem Fixed Future Goal What do you want? What is wrong? Input Sensory evidence for Exit T. Achievement E. How can you get it? Why it is a problem? Of the Goal What resources you do What caused it? you have and need? Whose fault it is? Brain can represent the Brain cannot represent O. T. positive outcome directly the outcome by negation- (“freedom to relax”) of-the-problem (“give up smoking”) OPERATE • Why “SMART” is not enough Flexibility of Means – Sensory evidence/representation is required to Accomplish Goals – Positive outcome required to work neurologically – There are no negative Attractors – Subconscious mind ignores NO, NOT (logical rather than sensory operators) www.nlpuniversitypress.com 30
  • 31. WELL-FORMED OUTCOME • The Outcome must be stated in the positive terms, which means it states what the person wants as opposed to what the person does not want. • The Outcome must be initiated and maintained by the person desiring it (“own part”) • The achievement of the Outcome is testable by sensory experience (“evidence”) • The Outcome is appropriately contextual and ecologically sound www.nlpuniversitypress.com 31
  • 32. Surface structure: experience modelled using language, concepts, symbols Deep structure: experience recorded using VAKOG rep systems Graphics: J. Malecki 32
  • 33. Surface structure: experience modelled using language, concepts, symbols User’s Language: The Model of Experience Models of Language: Meta & Milton User’s Experience: Coded through VAKOG Deep structure: experience recorded using VAKOG rep systems Graphics: J. Malecki 33
  • 34. • Discovering positive outcome/sensory evidence – “What it is that you want?” – If negative response: • “What would be better?” • “What you would like instead?” – “How do you know you will have/achieve the outcome?” – “What would you see, feel, and hear?” – “Why it is important to you?” – “What does it give you?” – “How does it feel when you see/hear/sense it?” – “What type [….] it is?” [Clean Language Approaches] Graphics: J. Malecki 34
  • 35. • Other helpful patterns • So called I don’t know cases – If you do not know, what the answer would be should you have it? – If you do not know, who would? What Don Norman or Peter Moville would say? What the person who knows would say? – Should you know, what the answer would be? – If you cast your mind into the future and the perfect application shows up right in front of you, what do you see and feel? • Prototyping by using imagery (active imagination) – Should it be like […alternative sensory description of the evidence…], would it still work? – Could you represent this [problem, need] as a symbol, what it would be? – So, seeing this symbol, what does it represent, what it is all about? Graphics: J. Malecki 35
  • 36. • Other helpful patterns • “Memory indexing and pointers” – Using user’s quotes to retrieve and to check for memory pattern-matches [e.g. handling complaints] • As a coach you have to: – Be mindfully present – Pay attention to your intention to see the requirement from the user deep structure perspective – Be aware of your own maps and avoid mind-reading (the user is the only master of his own perception) – Maintaining clean second position – Using clean language to navigate user’s deep structure Graphics: J. Malecki 36
  • 37. Meta Model reverses the • Milton Model puts person in process of going from Deep Structure to Surface Structure the learning trance which facilitates “filling the spaces” • It de-abstracts the process by and free indexing or internal taking the person back to experience searching of memory to find new best pattern or • Recovers material deleted, generalized, and distorted by integration of patterns rather the surface level language than a specific detail Graphics: J. Malecki 37
  • 38. This presentation was inspired by the following sources… 38

Editor's Notes

  1. Remind about Kalina Janevska
  2. Remind about Kalina Janevska
  3. Emotional DesignLiving with Complexity
  4. Memories are not just “in the mind” we also think about the muscle memory, all this which the user will do unconsciously based on his/her previous experience
  5. Remind about Kalina Janevska