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Ultimate Experiences in 5
             Easy Steps
                           Chris Eklund

                 Flickr photo by damonlynch
“You cannot NOT have an experience.”
                        - Lou Carbone, Experience Engineering
Design Methods




                 Source: Jared Spool
So, what kind of designer are you?
What do you want to build?
 The best features or the best experience?

                     Android = Features
                     Apple = Experience

                      Six Flags = Rides
                    Disney = Experiences
Experience Focused Design
Moments the Matter




                     Source: Brandon Schauer
Source: Brandon Schauer
What you design is just part of the
customer’s total experience
So how do I start?
…with a 3 step process

             Think




     Check           Make
Ideas



Learn             Build




Data              Code



        Measure
Step 1
                        … about why
                        … about who
             Think




     Check           Make
Source: Jared Spool
User will use the product
 Being user centered means you have to know your users

 Know your users by:
   Talking to them
   Going where they are
Tools don’t need to be elaborate
 Online surveys
 Customer facing employee interviews
 Contact us form submissions
 NPS survey comments
Getting in the field
Story Mapping
Step 2

             Think



                             sketches
     Check           Make    prototypes
“The best way to have a good idea is to have lots of ideas.”
                               - Linus Pauling, American chemist
Design Studio
 Illuminate
 Sketch
 Present
 Critique
 Iterate
It starts rough…
Can’t Draw?
Can you draw these?
You can prototype
Sketches get refined…a little
…and quickly built
Step 3

                          Think




 critique
 user research   Check           Make
Critique
User Testing
…and refine again
Questions?




             @chriseklund
             chris.eklund@snagajob.com
References/Sources
 Jeff Patton: http://agileproductdesign.com/blog/
 Dan Roam: http://www.danroam.com/the-back-of-the-napkin/
 Will Evans: http://uxmag.com/articles/introduction-to-design-
  studio-methodology
 Jared Spool: http://vimeo.com/20881152
 Eric Reis: http://theleanstartup.com/
Thank you.




             @chriseklund
             chris.eklund@snagajob.com

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Better Experiences in 3 Steps presentation to Refresh Richmond 11272012

Editor's Notes

  1. Everything we design, build, code, results in a a user having an experience with it no matter how deliberate or unintentional
  2. Unintentional just happens, no particular intend, care or feeding (it’s always been that way)Moving from Unin to Self, just trying to make it better (based on what we know)Then Genius design occurs when you design for the same people over and over and begin to know what works for themMoving to Activity-Focused is when we design for users we haven’t seen before and look at specifics they need to accomplishFinally, Experience-focused allows us to understand how their activities interrelate and shows us gaps and pain pointsWorks great when you want to improve users experience in between activities(search, check out, compare)
  3. How do you determine who you are designing for?
  4. Understanding that no matter what
  5. When relaying experiences in their memory or to others, people remember the best part of the experience (the delight) and the end of the experience.Understanding where these points fall in a customers experience is critical in understanding the ‘moments that matter’
  6. From Brandon Schauer’s presentation at UI16 2011While you might not be able to do a competitive analysis, question the customer/client and have them tell you where they believe they ‘zag’Will help you focus on the differentiator the defines the experience
  7. How do you start learning about a users total experience?
  8. This process allows to break down how we approach learning about the problem & the users before we jump to solutions. This process is iterative and allows us to quickly cycle through multiple ideas quickly.
  9. Based on the method proposed by Eric Ries in The Lean Start up, Think > Make > Check frames activities that help inform and quickly iterate in an idea to see if works. Fail fast
  10. This process allows to break down how we approach learning about the problem & the users before we solution. This process is iterative and allows us to quickly cycle through multiple ideas quickly. Before embarking on any design problem. The team spends time thinking about the problem, before thinking about the solution.Who are we designing for? What do we know about our users? How do we learn about them?What is the problem we are trying to solve? What are the questions we need to answer in order to develop a solution
  11. And where can you find users?
  12. You need to get a sense for what types of experiences customers are having and where there pain points are
  13. We know VCU has users that fit right into our desired design persona so we out into the wild to get reactions on the existing site, competitor sites and prototypes.
  14. Set up shop in the VCU commons and talked with users.Users used their phones to interact with competitor sites and our prototypes. Ste and Nick were a little camera shy but spent time with people they found around campusWe took what we learned from observing and interviewing users and moved on to making something
  15. Another
  16. story mapping is a way to build a map of user experienceShows the goals the users are trying to accomplishThe activities over time (a map of the experience)The tasks that are performed in an activityThe details solutions to each of the tasksVisible, can be shared with others. Building the ‘backbone’ the goals and activities is where you will see the user exerience lay out.Can be discussed and brings everyone to a shared understanding of what the experience looks like and what needs to be builtFits extremely well in Agile development shops.
  17. story mapping is a way to build a map of user experience
  18. 1-2 hour session (can be longer depending on problem)Illuminate - Present the problem we are trying to solveSketch – Time boxed exercise (5 shetches in 10 min) Present ideas to the groupGroup critiques ideas/votes for favoritesIterate on best ideasUX designers inputImproves the understanding of the problem across other departments and stake holders.
  19. We get people together and start getting ideas out. The design team will start sketching and discussing different ideasWe may conduct a Design Studio where we pull in a diverse group of people to help generate multiple ideas. Involving others outside the design teamallows the team to gain different perspectives on the problem and Get them more ideas to feed into the design process. Remember, if you invest too much time in your first design – You’re more likely NOT to let it go.
  20. Dan Roam has a great book on developing your skills in drawing pictures to solve problems and communicate ideas
  21. Using scissors and paper we evolved to static mockups
  22. Multiple versions of pages can be quickly mocked up in either our prototyping tool Axure or coded in simple HTML. These prototype:simulate the functionality we want to testallows us to get users to interact and react to themAre disposable and cheap.
  23. This process allows to break down how we approach learning about the problem & the users before we solution. This process is iterative and allows us to quickly cycle through multiple ideas quickly.
  24. Enhances a team’s ability to discuss design and focus on explaining why your design solves the given problemHave you ever presented your work to a peer or collegue for their review? At your company, outside your company? With other refresh members?
  25. Obviously, the way to be sure it works as you intended is get in front of users
  26. Users interacted with our prototypes and we learned what worked well and what didn’t
  27. We edit, and trim and modify what we built based on what we learned.If the teams feels like it, we’ll repeat the process again, and again if necessaryFor the Somersault mobile design, we repeated the cycle 3 times in 3 weeks.Here’s what we heard in our research