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RFID Journal Live! 2014 Charles Colby - User-centered Design

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RFID can solve problems and create unique user experiences, but a strong understanding of the user and their needs is important to assure the application brings value. The solution w.illi.am/ developed for the Infopresse OFF2013 conference was an ecosystem consisting of NFC bracelets, NFC enabled kiosks, a responsive web application and social media integration. This presentation describes how a user-centered design process can be applied to designing online/offline experiences, how our solution solved real problems for conference attendees and the learnings that the w.illi.am/ team took away from this successful project.

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RFID Journal Live! 2014 Charles Colby - User-centered Design

  1. 1. 1  
  2. 2. 2  2   CHARLES COLBY User Experience Designer & Researcher, w.illi.am/
  3. 3. 3   APPLYING USER CENTERED DESIGN TO NFC EXPERIENCES 3  
  4. 4. 4  4  
  5. 5. 5  5   WHAT IS USER EXPERIENCE DESIGN?
  6. 6. 6  6   DON NORMAN
  7. 7. 7  7   “I invented the term because I thought human interface and usability were too narrow…
  8. 8. 8   …I wanted to cover all aspects of the person’s experience with the system including industrial design, graphics, the interface, the physical interaction, and the manual.” 8  
  9. 9. 9  9   WHAT IS USER EXPERIENCE RESEARCH?
  10. 10. 10  10  
  11. 11. 11  11   Research Define the Problem Brainstorm, prototype, test, iterate. Develop Launch
  12. 12. 12  12   FRAMING PROJECTS AS DESIGNING A USER EXPERIENCE IS MORE IMPORTANT THAN EVER.
  13. 13. 13  13   Solutions are increasingly systemic.
  14. 14. 14  14   Interactions are Diversifying.
  15. 15. 15  15   Expectations are higher than ever.
  16. 16. 16  16   TWO FRAMEWORKS FOR DESIGNING EXPERIENCES
  17. 17. 17  17   6 DIMENSIONS OF AN EXPERIENCE Time When will this experience take place, what happens before and after the experience? Interactions How will users interact with this experience? Context In what environment will this experience take place? Platforms What are the products, services and touchpoints that will drive this experience? Significance How will this experience create meaning and incite emotions? Triggers How might sight, sound, smell, taste and touch be triggered during this experience?
  18. 18. 18  18   EXPERIENCES SHOULD EITHER BE USEFUL OR ENTERTAINING OR BOTH. Useful     Entertaining  
  19. 19. 19   19   OFF 2013 Creativity + Innovation In business
  20. 20. 20  20   MANDATE Use digital to create a compelling brand experience at the OFF 2013 conference...
  21. 21. 21  21   MANDATE Use digital to create a compelling brand experience at the OFF 2013 conference... …IN 6 WEEKS!
  22. 22. 22  22   Interviewed previous attendees. Interviewed event planners. Interviewed colleagues attending many conferences. Shared our own experiences. RESEARCH  PHASE  
  23. 23. 23  23   DEFINE THE PROBLEM Check-in – Registration Conference Schedule Networking Note Taking Social Media Conference Space
  24. 24. 24  24   BRAINSTORM We brainstormed thinking of 6 Problems X 6 Dimensions.
  25. 25. 25  25   PROTOTYPING AND TESTING We sketched and wireframed different solutions for an application and related technolgies.
  26. 26. 26  26   DEVELOPMENT We developed different technologies that worked together, and user tested even in the development stage.
  27. 27. 27  27   OFF 2013 USER EXPERIENCE
  28. 28. 28  28   THE THREE PILLARS OF OUR SOLUTION NFC Bracelet with Unique Identifier NFC Enabled Kiosk Responsive Web Application
  29. 29. 29   THREE CORNERSTONES TO OUR NFC ENABLED SOLUTIONT-14 A  kit  was   sent  to  the   par9cipants   with  an  NFC   bracelet     and  print   materials.   29  
  30. 30. 30  30   T-14 A  website  was   setup  for  pre-­‐ registra9on  of  the   bracelet  received   in  the  mail.    
  31. 31. 31  31   T-14 Par9cipants  were   encouraged  to   connect  their  social   accounts  to  gain   access  to  certain   features  at  the   conference.  
  32. 32. 32  32   T-14 A  teaser  video   was  sent  out  to   build  interest  in   the  upcoming   conference.  
  33. 33. 33   Check-inCheck-In NFC  kiosks  were  used   to  automa9cally   check-­‐in  aJendees.   33  
  34. 34. 34  34   Check-inCheck-In NFC  kiosks  were  used   to  automa9cally   check-­‐in  aJendees.  
  35. 35. 35   Check-inCheck-In When  aJendees  checked  in,   their  personal  informa9on   entered  a  live  feed  in  the  web   app.   35  
  36. 36. 36  36   Check-inCheck-In Support  was  available  for   unregistered  aJendees.  
  37. 37. 37  37   THE LOUNGE We  integrated  numerous   interac9ons  in  the  lounge  as  well.  
  38. 38. 38  38   NFC KIOSKS The  NFC  Kiosks  allowed  aJendees  to   check-­‐in  and  share  photos  to  social  media.  
  39. 39. 39   39  
  40. 40. 40   40  
  41. 41. 41  41   WEB APP The  Web  app  had  mul9ple   features  enabled  by  the     NFC  bracelet.  
  42. 42. 42  42   WEB APP The  OFFLIVE  stream     See  details  of  the   current  presenter.   Tweet  and  view   TwiJer  stream.     See  photos  and   interac9ons  from  the   interac9ve  kiosks.    
  43. 43. 43  43   WEB APP Networking  Tool   See  who  has   checked-­‐in.   Connect  through   Facebook,  TwiJer  or   LinkedIn.  
  44. 44. 44  44   Program   For  fast  access   to  informa9on   about  the  day:   agenda,  bios   and  other   references.   WEB APP
  45. 45. 45  45   OFF 2013 THE FINAL RESULT
  46. 46. 46  46  
  47. 47. 47  47   It is easy to underestimate how much you need to hold people’s hand. Anything that didn’t work perfectly could have been improved if we had tested it. We could have better managed the afterlife of the bracelets. OUR KEY LEARNINGS
  48. 48. 48  48   Think of the experience first, not technology first. Map your experience. Think of ways to benefit the business and user at the same time. Think Win-Win. Think of an MVP. Test as much as possible on everything. MOVING FORWARD
  49. 49. 49  49   CURRENT PROJECTS
  50. 50. 50  50  
  51. 51. 51  51   www.projetbu.com
  52. 52. 52  52   Digital intelligence will eventually be embedded in every aspect of our built environment. It is our responsibility to design this shift in a way that truly improves the human experience. A FINAL THOUGHT
  53. 53. 53  

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