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U X
                        != UI Design


      Jersey Shore                     @chrispalle
      Tech Meetup #22                  @wisdomandcraft
      June 20, 2012                    #jstm22 or #jstm

Show of hands:
Who’s dev?
Who’s biz?
Who’s design?
A Bit About Me

                       User Experience
                       Professional with 16 Years
                       Experience Creating
                       Digital Products

                       Recently went from a
                       “me shop” to “we shop”



(spiel for w+c hiring - “We hire for heart, teach for talent”) We’re looking for all levels, though.
Explain why we’re special:

Various capacities/roles
Various verticals
User Experience:
             Not Just Another Pretty Interface

               ❖ UX and UI Design - Related; Not
                    the Same

               ❖ Activities UX professionals use
                    to uncover great ideas

               ❖ Considerations when working
                    with UX professionals



(Caveat: this talk is a prototype. Thanks for being my beta testers :-)
A Story from the Analog World
                                                                     UX
We’re all familiar with popular, digital User Interfaces from the computers and phones we use, but to illustrate the key differences and how a UI supports the user experience, we’ll borrow from an
Analog experience.
Something Many of us can probably relate to: Making Coffee.
This actually started with a delightful little experience I had with a Trader Joe’s packaging. Decaf is “REALLY” mellow...
So, the Experience begins with me reaching for a tin of coffee on top of the refrigerator.
I then experience this brand touchpoint as I open the container to the get out my grounds.
Big healthy spoonful.
Pouring the coffee into the maker.
Booting up the brew...
I like to pour my milk in first. Doesn’t dirty a spoon and I don’t have to worry about stirring it.
After waiting a while, it’s ready to serve...
That’s not the whole story, though.
                                                                    UX
My experience with brewing coffee starts before I even get the product home, though. This sets the stage for any number of conditions in which a customer can land on your property.
Let’s go to the pre-experience.
On my way to the store, I drive past a friend’s house (shout out to @erova).
Getting into the store is relatively simple. Oddly (maybe), this Trader Joe’s is next to office supply store.
Entering Trader Joe’s is a relatively common experience. Grab a cart or basket, enter into produce.
An unfortunate end-cap....

So, I’m looking for coffee... where is coffee normally?...
By the breakfast foods! Only... not at Trader Joe’s. Continuing to walk...
I find the SAMPLEs in the back of the store. Cool. Not what I’m looking for, but hey, nice to know this is here. Kind of a little surprise, actually. Next to Free samples of coffee is a cheese sampling
station (not shown). Nice little way to stamp a pleasant experience: Free
 Continuing on...
Ah. Just to the right, the staple: Milk. This is in the back which is another common practice.
Still no sign of the coffee yet, though...
Ah, here it is! Wow, nice display...
Continuing in typical Trader Joe’s fashion, the packaging AND the display is delightful.
“Coffee that energizes you AND your wallet!” brilliant.. plus, the colors match.
Grab some whole bean and go...
Oh, nice! Grinders! How convenient- right here as I make my way to the cashier. Well played, Joe.
1.   Okay. So, Trader Joe’s is a bit uncommon, but this is where they come back to being common: impulse buys at the checkout...
2.   Gummy Bears for the kids (it’s okay though because they’re actually Veggies)
3.   Staying true to the Trader Joe’s Brand, you can get an eco-friendly bag for only a dollar!
4.   Okay, this where they get really uncommon. Look at the carts... closely... where do they go?
Into the CASHIER! Customers don’t have to worry about managing my cart or bagging, etc. as I deal with my wallet. (that’s not me by the way)
I never noticed this about Trader Joe’s until this analysis, but this about the best Checkout Optimization I’ve ever seen. It’s totally subconscious, but it’s little delighters like this make for an
overall positive experience.
Samples                               Milk                             food
                                                                                                                                                           f
                                                                f                     f                    f                      f                        o
                                                               o                     o                    o                      o                         o
                                                              o                     o                    o                      o                          d
                                                             d                     d                    d                      d


                                                                                         registers                                                food

                                 Entrance

  photo credit: Thomas Vander Wal - Used without permission                                                                                            *not to scale
(Deconstructed Floor Plan Wireframe)
Okay. Quiz time. You know how stores notoriously put the common items to the back, to make you walk through the store to see everything else, right?
Where do you think the put the coffee?
Samples                                Milk                              food
                                                                                                                                                                       f
                                                                  f                      f                    f                       f                                o
                                                                 o                      o                    o                       o                                 o
                                                                o                      o                    o                       o                                  d
                                                               d                      d                    d                       d


                                                                                             registers

                                  Entrance

   photo credit: Thomas Vander Wal - Used without permission                                                                                                *not to scale
It’s in the FRONT ALLLL the way away from the door.
Look at the path you have to take. If you don’t know where you’re going, you wander everywhere because coffee is not in its typical spot – by breakfast foods and having the aisles on an angle,
invites the shopper to move through the store effective exploring close to a third by the time one finds the coffee.
That’s awesome, but what’s totally awesome is that even if you know where coffee is during subsequent visits, think a little more about those aisles. Having the aisles at an angle visually exposes
more to shoppers as they walk to the coffee.
Okay. So, back to our story.
That was an overall experience. Many touchpoints. Many of which Trader Joe’s has NO control over (that’s an important point to remember)
But this is story to show the differences between UX and UI Design.... so, how does this relate to User Interface design? Let’s step back through the experience again.
Opening Can - That’s a User Interface (UI).
Pulling out grounds - from the UI.
Opening my coffee maker - UI
Turning on the pot - Obvious UI.
Water filterer - UI
Pouring in to UI of coffee maker.
Milk carton UI, into mug another UI.
Coffee pot - UI.
And now....
I’m ready to go.
Back to Design in the
             Digital World
               ❖ Trader Joe’s has no control over the total product
                   experience

                 ❖ Different browsers and multi-channel experiences

               ❖ My experience is my own, nobody can “design it”

               ❖ Need to consider holistic (pre, during, post) experience




You can’t control what people experience before they get to your site or use your products, but this impacts the perception of your products and services.
An error before I finish?




                                                                                                          Friends’ names on images

Just a couple samples I found when I was putting this story together.
See how Google is leveraging data to think holistically? It prioritized photos from my friends (and these were on Flickr!)
Activities: Strategies and Methods
                                                                     UX
Okay. Since most everyone here knows what a User Interface is, what is UX??
Here’s my (quick) take... UX is a practice – an industry. The history of it is very short, but the roots run deep in design.
That said, it’s not something that can be designed. I’m designing this presentation, but your experience is very different than another person’s.
UX is strategic. It is art/design and science. UX is Extremely Multi-Disciplinary. We all “do” UX in someway or another.
We just have to unpack what you know, look at it together, and put it back together so you can see how your creative practice fits in the UX umbrella.
Goals of UX

                                                         Memorable                                    Desirable

                                                                                        Useful
                                                                                        (valuable)


                                                                                Easy-to-Use
                                                                                        (intuitive)




Let’s start with goals. What are we trying to ultimately accomplish with our designs?
Tensions in the
               Environment
                  • People expect more performance from that
                                                                                                                                                Human
                                                                                                                                                 wants & needs
                    which they consume (often times for a lower
                    price)

                  • Technology is challenged to meet performance
                      demands and pull on resources (or don’t
                      perform)

                  • Institutions want to change and improve                                                                                           Problems
                      processes, optimize technologies, and reduce

                                                                                                                            Institutional
                      costs & increase revenue - all of which pull on
                      people
                                                                                                                                 rules & objectives
                                                                                                                                                                 Technical
                                                                                                                                                                      feasibility
                    Truly, where tensions exist, problems arise. So, a
                    consistent, comprehensive, measurable approach
                    is needed to find balance.




OKAY. Intro to the Environment Venn: Business, Technology, & Humans

Now, I know famous industrial design firm IDEO has something very similar, but I have a little different take on it.

We saw how pervasive technology had become so pervasive into Human life, this model helps us identify where to start looking for solutions.
Tensions in the
               Environment
                  • People expect more performance from that
                                                                                                                                                Human
                                                                                                                                                 wants & needs
                    which they consume (often times for a lower
                    price)

                  • Technology is challenged to meet performance
                      demands and pull on resources (or don’t                                                                                              here we
                                                                                                                                                  This is w roblem
                      perform)                                                                                                                             ep
                                                                                                                                                frame th er paths
                  • Institutions want to change and improve                                                                                       to uncov us to
                                                                                                                                                    that lead s
                      processes, optimize technologies, and reduce                                                                                     solution
                                                                                                                            Institutional
                      costs & increase revenue - all of which pull on
                      people
                                                                                                                                 rules & objectives
                                                                                                                                                               Technical
                                                                                                                                                                    feasibility
                    Truly, where tensions exist, problems arise. So, a
                    consistent, comprehensive, measurable approach
                    is needed to find balance.




OKAY. Intro to the Environment Venn: Business, Technology, & Humans

Now, I know famous industrial design firm IDEO has something very similar, but I have a little different take on it.

We saw how pervasive technology had become so pervasive into Human life, this model helps us identify where to start looking for solutions.
Continuously Improving the UX




This is an illustration that I started working on about 3 years ago.
Most designers have a similar process. Wisdom + Craft uses the infinite loop metaphor to demonstrate continuous improvement.
Start with the Customer; make a hypothesis. Then go through all the steps. Sometimes these steps are 2 weeks, sometimes 2 hours, but they have be executed every time.
Ideating and Prototyping includes all Discovery Activities (hence all the colors)
The notion of “Sprints” is for Agile. Discovery is always working on what will be implemented 2 sprints out as we see....
UX + Agile
                            Sprint 0                                Sprint 1                           Sprint 2                           Sprint 3
                        Release Planning

                                                                    Implement                          Implement                         Implement
                                                                  High Dev Cost &                       Sprint 1                          Sprint 2         Developer Track
                                                                    Low UI Cost                                                                            Engineering & Implementation
                                                                                                        Designs                           Designs
                                                                     features




                       Discovery,                                   Design for                        Design for                         Design for        UX Design Track
                    Design, & Scoping                                Sprint 2                          Sprint 3                           Sprint 4         Ideation & Specification




     Collaboration
     With thorough collaboration                                                                         Validate                          Validate
                                                                  Research for                       Sprint 1 Release                  Sprint 2 Release
     between business, marketing,                                Sprint 3 Release
                                                                                                                                                           UX Discovery Track
                                                                                                                                                           User Research & Planning
                                                                                                     as Research for                   as Research for
     design, and engineering teams, we
                                                                                                         Sprint 4                          Sprint 5
     ensure production success.
                                                                                                                                                                 Adapted from D. Sy & L.Miller - Autodesk


So, we must still coordinate all of these activities, but it needs to be threaded into the release cycles. Note: this works better as animation, but the important point is that Discovery is always
working on uncovering insights that will be (theoretically) released 2 Sprints out.
UX   Discovery




So, what do “Discovery Activities” look like? Here is a small sampling...
Modes of Research
                   ❖       Formative                               ❖   Exploratory
                      ❖     Incremental, smaller studies to
                            help guide development and design      ❖   After data is gathered,
                                                                       intended to find
                      ❖     E.g. Prototyping, market testing,          interpretation
                            user acceptance
                   ❖ Summative                                     ❖ Generative
                      ❖     Post-release, generally needs larger   ❖ Creating models that inform
                            amount of data
                      ❖     E.g. Establishing baselines,
                            ensuring broader, market
                            acceptance


Simplifying modalities of research..
“Lead with the Listen”
                   •Reviewing Analytics
                   •Stakeholder Interviews
                   •Contextual Inquiry
                   •Moderated Usability Testing
                   •Task Analysis
                   •Surveys
                   •Ethnographic Field Studies
                   •Split Testing


                                            Only examples and not intended to be comprehensive. There are many more in practice.

Chant this: “Lead with the Listen, Lead with the Listen, Lead with the Listen”
Don’t ever forget it.
Listening & Observing




                                                                   Review Analytics & KPIs

Get the KPIs. Ask for them. If there are no KPIs set, that’s a point of observation and should be including when drafting your problem articulation.
Listening & Observing
                                                                                                           Moderated Usability Testing




                     Ethnographic Field Studies

Here are some examples of Contextual Inquiry activities,
Typically, we’re just gathering data. For ethnography, We’ll develop a guide that helps us stay focused.

In usability Testing, we’re usually looking for significantly problematic issues. If the test moderated, this usually involves giving instructions and asking questions. Biases can be introduced. So,
moderators need to be skilled in soft-skills to keep the participant as close to the real-world as possible.

What are we observing? This could be processes that are taking too many steps, too long, or unable to complete. There’s usually a blend of quantitative and qualitatives measures.
Fun with Data!
                •Rapid Assessments
                •Heuristic Evaluations
                •Landscape Analysis
                •Design Studios
                •Affinity Mapping
                •Participatory Design
                •Card-Sorting
                •Content Inventory/Audit
                •Whiteboarding
                •Empathy Mapping

                            Only examples and not intended to be comprehensive. There are many more in practice.

Let’s have fun with data!
Exploring & Interpreting




Notes:
Various workshop activities, Affinity Mapping on the Right
Participatory Design Workshop (Design Studio) on the left.
Use cards and Empathy map for generative research. (foreshadowing to our assignment this week)
This bottom photo is at message first, in which we were getting ready to have a massive exploratory session... you might be able to see the paper on the side walls as well. Using long stretches of
butcher paper like this is good because we can roll it up take it to a client, or if we’re at a client’s place, we can roll it up and bring it back to our workshop/studio.
Exploring & Interpreting




                   Card Sort

Card Sort
This is from a navigation and content audit of about 15 similar Web properties that had some overlap. Client wanted to homogenize all properties and eliminate special considerations of brand
particulars. Note, that sounds sophisticated, but it was a bad idea. Users rejected it.
•Problem Articulation
                •(Re)Vision Casting
                •Experience Principles
                •Scenarios & Narratives
                •User Journeys
                •Personae
                •Concept + Logic Models
                •Thematic Lenses
                •Visualizations

                •Validation

                                            Only examples and not intended to be comprehensive. There are many more in practice.

After exploration and interpretation, two things need to happen: we need to create models or illustrations that inform business and we need to validate. If we validate that there is in fact a
problem we need to
Modeling & Informing
           Thematic Lens




                           Concept Visualization



Notes:
Modeling & Informing




Current-State               Future-State


           Vision Casting
Modeling & Informing




                          Personae                                          Scenarios & Narratives

                            Only examples and not intended to be comprehensive. There are many more in practice.

Personae and Narratives
Modeling & Informing




   Personas, Narratives, User Journeys
UX
                                        Design




You should not be past 24 mins.

So, what does the practice look like?
Design for User Experience
❖Lead with Vision
❖ What does success look
  like?
                                ❖Design from
❖ What are the business          Information
  goals?
                                ❖ Personas
❖Moving Forward                 ❖ Concept Models
 ❖ We know who our users are.
                                ❖ Voice of the Customer
 ❖ What outside resources do
   we need?
 ❖ What are our competitors
   doing?
•Sketching & Iterating
              •Participatory Design Sessions
              •Design Critiquing
              •High-Level Wires
              •Low-Fidelity or Paper Prototypes
              •High-Level User Flows
              •Hallway User Testing
              •Draft Site Maps
              •Content Drafting



                                            Only examples and not intended to be comprehensive. There are many more in practice.

The point of this stage is to get prototypes out quickly
Iterating is important (include in visual)
Progression of Ideas
                  ❖Ideation
                     ❖ All ideas are welcome

                     ❖ Ideas are not final, but a start

                  ❖Prototyping
                     ❖ Combine similar ideas

                     ❖ Decide on ideas to move forward with




Presentation Notes:
Both of these need to happen in this stage of the UX Design Process
Without ideas, no starting point
Without prototyping, no forward movement
Ideation/Prototyping Principles
❖ Fail quickly, recover (learn)
 quickly
❖ Don’t make final decisions too
 early
❖ Explore multiple ideas, none too
 much
❖ Perfect is the enemy of good

❖ GET OUTSIDE
UI Sketching

Sketching.....
Ideation/Prototyping Principles




More sketching and paper prototyping. The one with the grid overtop
iPhone mock-up templates. Used in a workshop with everyone sketching their ideas on how the UI should work.
http://Konigi.com



iPhone mock-up templates. Used in a workshop with everyone sketching their ideas on how the UI should work.
High-Level Wireframes. No details, no annotations. Best used as talking point in a series.
Ideation/Prototyping Principles




HTML HIGH-FIDELITY Prototypes built in Axure.
•Storytelling in the Context of
               Business Scenarios
              •Presentations
              •Stakeholder Reviews
              •Putting Ideas Forward
              •Product Roadmaps
              •Concept Documents




                                           Only examples and not intended to be comprehensive. There are many more in practice.

Concepts don’t have to look good, just need to tell a good story
Few artifacts, more dialogue
Business context - scenarios
Telling the Story

                  ❖Proposing
                  ❖ Making suggestions
                  ❖ Clients, investors, teammates

                  ❖Prioritizing
                  ❖ Levels of importance
                  ❖ Alignment with business goals




Both steps are required
Presenting potential solutions to articulated problems
Decide what solutions to pursue first based on relative impact of the problems they solve
Proposing > Imposing
Propose, don’t demand
Prioritize each step
•Feature Set Details
 •User Stories (Agile)
 •Functional Specifications
  (Waterfall)
•High-Fidelity Wires
 (+Annotations)
•Final Copywriting
•Detailed Site Maps and User
 Flows
•Branding Detail



             Only examples and not intended to be comprehensive. There are many more in practice.
Building the Roadmap
                 Specify
                     ❖What resources are needed?
                     ❖How it will be built? Which
                      technologies?
                     ❖Timelines
                     ❖Articulating functional specs or
                      User Stories
                 Detail
                 ❖ Fine-tune visuals and verbiage
                     ❖ Steps in User Flows
                     ❖ User interface annotations
Put together a Plan to get there!
In this stage, we decide on detail action steps and resources on how to create our product. It’s not usually a single document, but rather a collection of documents.
Building the Roadmap




HEre are some User Flows. detailing the steps in an intended user experience.
Detailed Wireframe
Detailed Wireframe
Detailed Design
•Development Teams
              •Collaborative Working
              •User Acceptance Testing
              •Performance Management




                                               Only examples and not intended to be comprehensive. There are many more in practice.

In this stage, we actually build the product
Work with developers
Help users get comfortable with changes
•Listening Process
                 •Feedback Loops
                 •Analytics & Metrics
                 •Continuous Improvement




                                           Only examples and not intended to be comprehensive. There are many more in practice.

In this stage, we release the product and monitor success
Use analytics to measure results
Analyze results to inform future improvements
UX
                                Considerations when
                              Working with Professionals




You should be at about half-hour mark

You want to think about what you really need.
Disciplines of User Experience
                                                         Strategy, Operations, & Management

                                                              Discovery            Design
                                                                                 The Interface
                                      Cognitive & Social Sciences
                                                                                 Service Design
                                                        User Research
                                                                               Communications
                                                     Usability Testing
                                                                            Information Architecture
                                                   Business Analysis
                                                                             Branding & Aesthetics
                                               Analytics & Statistics             Engineering

These while we’re thinking about the different disciplines.
Main Take-Aways
❖ User Interface Design is only one aspect of UX

❖ “Experience” is owned by the user; cannot be “designed”

❖ The process is ultimately about framing problems and
 uncovering solutions

❖ We’re all “User Experience” practitioners when we uncover
 who our audience is and craft something for them.
UX
         Thanks!
           @chrispalle
chris.palle@wisdomandcraft.com
UX
RUA or Q&A?
UX
Current Trends in the Field
Current Trends & Future Innovations
The Interface
❖ Ubiquitous Computing
 (ubicomp)
 ❖ Pervasive Technology - many
  digital touch points
 ❖ Mobile Phones, Tablets,
  Ebook Readers
 ❖ Augmented Reality

 ❖ Context-Aware Computing
Current Trends & Future Innovations
The Interface
❖ Gestural Input

 ❖ Touch - Tactile, Haptic
  Feedback
 ❖ Wii, XBox Kinect

❖ Search (Findability)- Yes, this
 is still trendy
❖ Education Technology

 ❖ Affective Computing
Current Trends & Future Innovations
                      User Research
                         ❖     Context is Everything
                         ❖     Gender HCI
                         ❖     Social & Cultural Implications
                         ❖     Research Tools
                         ❖     Remote Usability Testing




Understanding the users’ contexts and their motivations, attitudes, preferences to propose new ideas
Gender HCI - focuses on the differences of how men and women interface technology
Current Trends & Future Innovations
             Hyper-connectivity
               ❖ Network Science

               ❖ Semantic Web

                 ❖ The Web of Data

                 ❖ Natural Language Processing

               ❖ The Web of Things

               ❖ Social Business




Machines are able to act more intelligently and contextually as everything becomes connected,
your car, your alarm clock, your refridgerator.
Machines are able to record and interpret information in more natural way.
Going back to Ubicomp

Social businesses leveraging social technology to operate. Think of this as Facebook behind the firewall.
Current Trends & Future Innovations
            Communications
                ❖ Information Visualization

                ❖ Content Strategy

                ❖ Branding Strategy

                ❖ Social Media




As mentioned throughout this presentation, COMMUNICATION plays a huge role in the user experience.
Talk about: Feedback Loops.
Governance of our communications is considering the end-user experience
Current Trends & Future Innovations
             Business Empathy
               ❖   Management and Leadership in                                                           ❖   End-User Development
                   UX

               ❖   Defining Return on Design
                   Investment

               ❖   Cross-Channel Design and
                   Management

               ❖   Improvements in Process

                 ❖   Agile, Lean (“borrowed” from
                     Manufacturing) Rapid
                     Prototyping




This is important because as UX becomes a strategic play for organizations, UX needs to grow up.
In fact, and we’ll get into this in the later modules, user-centered design is no longer enough and it’s naïve to forget about the organizations and people who have to implement designs.
Again, thinking about ubicomp, we need a way to manage all those channels
We’re also seeing trends in improving our process, which we’re going to look next .
but we’re identifying ways to iterate our design thinking more rapidly, by releasing smaller productions and involving the end-user, or co-creating, with our audiences.
UX    Thanks!



Assignment
Look at the list of disciplines and current trends and write an essay on the topic that’s most interesting to you.

The Five Fives
In the course material, You’ll find the Five Fives. These are five People; Books; Blogs: Posts, Articles or Presentations, and Conferences

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UX != UI Design (User Experience does not equal User Interface)

  • 1. U X != UI Design Jersey Shore @chrispalle Tech Meetup #22 @wisdomandcraft June 20, 2012 #jstm22 or #jstm Show of hands: Who’s dev? Who’s biz? Who’s design?
  • 2. A Bit About Me User Experience Professional with 16 Years Experience Creating Digital Products Recently went from a “me shop” to “we shop” (spiel for w+c hiring - “We hire for heart, teach for talent”) We’re looking for all levels, though. Explain why we’re special: Various capacities/roles Various verticals
  • 3. User Experience: Not Just Another Pretty Interface ❖ UX and UI Design - Related; Not the Same ❖ Activities UX professionals use to uncover great ideas ❖ Considerations when working with UX professionals (Caveat: this talk is a prototype. Thanks for being my beta testers :-)
  • 4. A Story from the Analog World UX We’re all familiar with popular, digital User Interfaces from the computers and phones we use, but to illustrate the key differences and how a UI supports the user experience, we’ll borrow from an Analog experience.
  • 5. Something Many of us can probably relate to: Making Coffee.
  • 6. This actually started with a delightful little experience I had with a Trader Joe’s packaging. Decaf is “REALLY” mellow...
  • 7. So, the Experience begins with me reaching for a tin of coffee on top of the refrigerator.
  • 8. I then experience this brand touchpoint as I open the container to the get out my grounds.
  • 10.
  • 11. Pouring the coffee into the maker.
  • 12. Booting up the brew...
  • 13. I like to pour my milk in first. Doesn’t dirty a spoon and I don’t have to worry about stirring it.
  • 14. After waiting a while, it’s ready to serve...
  • 15. That’s not the whole story, though. UX My experience with brewing coffee starts before I even get the product home, though. This sets the stage for any number of conditions in which a customer can land on your property. Let’s go to the pre-experience.
  • 16. On my way to the store, I drive past a friend’s house (shout out to @erova).
  • 17. Getting into the store is relatively simple. Oddly (maybe), this Trader Joe’s is next to office supply store.
  • 18. Entering Trader Joe’s is a relatively common experience. Grab a cart or basket, enter into produce.
  • 19. An unfortunate end-cap.... So, I’m looking for coffee... where is coffee normally?...
  • 20. By the breakfast foods! Only... not at Trader Joe’s. Continuing to walk...
  • 21. I find the SAMPLEs in the back of the store. Cool. Not what I’m looking for, but hey, nice to know this is here. Kind of a little surprise, actually. Next to Free samples of coffee is a cheese sampling station (not shown). Nice little way to stamp a pleasant experience: Free Continuing on...
  • 22. Ah. Just to the right, the staple: Milk. This is in the back which is another common practice. Still no sign of the coffee yet, though...
  • 23. Ah, here it is! Wow, nice display...
  • 24. Continuing in typical Trader Joe’s fashion, the packaging AND the display is delightful. “Coffee that energizes you AND your wallet!” brilliant.. plus, the colors match. Grab some whole bean and go...
  • 25. Oh, nice! Grinders! How convenient- right here as I make my way to the cashier. Well played, Joe.
  • 26. 1. Okay. So, Trader Joe’s is a bit uncommon, but this is where they come back to being common: impulse buys at the checkout... 2. Gummy Bears for the kids (it’s okay though because they’re actually Veggies) 3. Staying true to the Trader Joe’s Brand, you can get an eco-friendly bag for only a dollar! 4. Okay, this where they get really uncommon. Look at the carts... closely... where do they go?
  • 27. Into the CASHIER! Customers don’t have to worry about managing my cart or bagging, etc. as I deal with my wallet. (that’s not me by the way) I never noticed this about Trader Joe’s until this analysis, but this about the best Checkout Optimization I’ve ever seen. It’s totally subconscious, but it’s little delighters like this make for an overall positive experience.
  • 28. Samples Milk food f f f f f o o o o o o o o o o d d d d d registers food Entrance photo credit: Thomas Vander Wal - Used without permission *not to scale (Deconstructed Floor Plan Wireframe) Okay. Quiz time. You know how stores notoriously put the common items to the back, to make you walk through the store to see everything else, right? Where do you think the put the coffee?
  • 29. Samples Milk food f f f f f o o o o o o o o o o d d d d d registers Entrance photo credit: Thomas Vander Wal - Used without permission *not to scale It’s in the FRONT ALLLL the way away from the door. Look at the path you have to take. If you don’t know where you’re going, you wander everywhere because coffee is not in its typical spot – by breakfast foods and having the aisles on an angle, invites the shopper to move through the store effective exploring close to a third by the time one finds the coffee. That’s awesome, but what’s totally awesome is that even if you know where coffee is during subsequent visits, think a little more about those aisles. Having the aisles at an angle visually exposes more to shoppers as they walk to the coffee.
  • 30. Okay. So, back to our story. That was an overall experience. Many touchpoints. Many of which Trader Joe’s has NO control over (that’s an important point to remember) But this is story to show the differences between UX and UI Design.... so, how does this relate to User Interface design? Let’s step back through the experience again.
  • 31. Opening Can - That’s a User Interface (UI). Pulling out grounds - from the UI.
  • 32. Opening my coffee maker - UI
  • 33. Turning on the pot - Obvious UI.
  • 34. Water filterer - UI Pouring in to UI of coffee maker.
  • 35. Milk carton UI, into mug another UI.
  • 39. Back to Design in the Digital World ❖ Trader Joe’s has no control over the total product experience ❖ Different browsers and multi-channel experiences ❖ My experience is my own, nobody can “design it” ❖ Need to consider holistic (pre, during, post) experience You can’t control what people experience before they get to your site or use your products, but this impacts the perception of your products and services.
  • 40. An error before I finish? Friends’ names on images Just a couple samples I found when I was putting this story together. See how Google is leveraging data to think holistically? It prioritized photos from my friends (and these were on Flickr!)
  • 41. Activities: Strategies and Methods UX Okay. Since most everyone here knows what a User Interface is, what is UX?? Here’s my (quick) take... UX is a practice – an industry. The history of it is very short, but the roots run deep in design. That said, it’s not something that can be designed. I’m designing this presentation, but your experience is very different than another person’s. UX is strategic. It is art/design and science. UX is Extremely Multi-Disciplinary. We all “do” UX in someway or another. We just have to unpack what you know, look at it together, and put it back together so you can see how your creative practice fits in the UX umbrella.
  • 42. Goals of UX Memorable Desirable Useful (valuable) Easy-to-Use (intuitive) Let’s start with goals. What are we trying to ultimately accomplish with our designs?
  • 43. Tensions in the Environment • People expect more performance from that Human wants & needs which they consume (often times for a lower price) • Technology is challenged to meet performance demands and pull on resources (or don’t perform) • Institutions want to change and improve Problems processes, optimize technologies, and reduce Institutional costs & increase revenue - all of which pull on people rules & objectives Technical feasibility Truly, where tensions exist, problems arise. So, a consistent, comprehensive, measurable approach is needed to find balance. OKAY. Intro to the Environment Venn: Business, Technology, & Humans Now, I know famous industrial design firm IDEO has something very similar, but I have a little different take on it. We saw how pervasive technology had become so pervasive into Human life, this model helps us identify where to start looking for solutions.
  • 44. Tensions in the Environment • People expect more performance from that Human wants & needs which they consume (often times for a lower price) • Technology is challenged to meet performance demands and pull on resources (or don’t here we This is w roblem perform) ep frame th er paths • Institutions want to change and improve to uncov us to that lead s processes, optimize technologies, and reduce solution Institutional costs & increase revenue - all of which pull on people rules & objectives Technical feasibility Truly, where tensions exist, problems arise. So, a consistent, comprehensive, measurable approach is needed to find balance. OKAY. Intro to the Environment Venn: Business, Technology, & Humans Now, I know famous industrial design firm IDEO has something very similar, but I have a little different take on it. We saw how pervasive technology had become so pervasive into Human life, this model helps us identify where to start looking for solutions.
  • 45. Continuously Improving the UX This is an illustration that I started working on about 3 years ago. Most designers have a similar process. Wisdom + Craft uses the infinite loop metaphor to demonstrate continuous improvement. Start with the Customer; make a hypothesis. Then go through all the steps. Sometimes these steps are 2 weeks, sometimes 2 hours, but they have be executed every time. Ideating and Prototyping includes all Discovery Activities (hence all the colors) The notion of “Sprints” is for Agile. Discovery is always working on what will be implemented 2 sprints out as we see....
  • 46. UX + Agile Sprint 0 Sprint 1 Sprint 2 Sprint 3 Release Planning Implement Implement Implement High Dev Cost & Sprint 1 Sprint 2 Developer Track Low UI Cost Engineering & Implementation Designs Designs features Discovery, Design for Design for Design for UX Design Track Design, & Scoping Sprint 2 Sprint 3 Sprint 4 Ideation & Specification Collaboration With thorough collaboration Validate Validate Research for Sprint 1 Release Sprint 2 Release between business, marketing, Sprint 3 Release UX Discovery Track User Research & Planning as Research for as Research for design, and engineering teams, we Sprint 4 Sprint 5 ensure production success. Adapted from D. Sy & L.Miller - Autodesk So, we must still coordinate all of these activities, but it needs to be threaded into the release cycles. Note: this works better as animation, but the important point is that Discovery is always working on uncovering insights that will be (theoretically) released 2 Sprints out.
  • 47. UX Discovery So, what do “Discovery Activities” look like? Here is a small sampling...
  • 48. Modes of Research ❖ Formative ❖ Exploratory ❖ Incremental, smaller studies to help guide development and design ❖ After data is gathered, intended to find ❖ E.g. Prototyping, market testing, interpretation user acceptance ❖ Summative ❖ Generative ❖ Post-release, generally needs larger ❖ Creating models that inform amount of data ❖ E.g. Establishing baselines, ensuring broader, market acceptance Simplifying modalities of research..
  • 49. “Lead with the Listen” •Reviewing Analytics •Stakeholder Interviews •Contextual Inquiry •Moderated Usability Testing •Task Analysis •Surveys •Ethnographic Field Studies •Split Testing Only examples and not intended to be comprehensive. There are many more in practice. Chant this: “Lead with the Listen, Lead with the Listen, Lead with the Listen” Don’t ever forget it.
  • 50. Listening & Observing Review Analytics & KPIs Get the KPIs. Ask for them. If there are no KPIs set, that’s a point of observation and should be including when drafting your problem articulation.
  • 51. Listening & Observing Moderated Usability Testing Ethnographic Field Studies Here are some examples of Contextual Inquiry activities, Typically, we’re just gathering data. For ethnography, We’ll develop a guide that helps us stay focused. In usability Testing, we’re usually looking for significantly problematic issues. If the test moderated, this usually involves giving instructions and asking questions. Biases can be introduced. So, moderators need to be skilled in soft-skills to keep the participant as close to the real-world as possible. What are we observing? This could be processes that are taking too many steps, too long, or unable to complete. There’s usually a blend of quantitative and qualitatives measures.
  • 52. Fun with Data! •Rapid Assessments •Heuristic Evaluations •Landscape Analysis •Design Studios •Affinity Mapping •Participatory Design •Card-Sorting •Content Inventory/Audit •Whiteboarding •Empathy Mapping Only examples and not intended to be comprehensive. There are many more in practice. Let’s have fun with data!
  • 53. Exploring & Interpreting Notes: Various workshop activities, Affinity Mapping on the Right Participatory Design Workshop (Design Studio) on the left. Use cards and Empathy map for generative research. (foreshadowing to our assignment this week) This bottom photo is at message first, in which we were getting ready to have a massive exploratory session... you might be able to see the paper on the side walls as well. Using long stretches of butcher paper like this is good because we can roll it up take it to a client, or if we’re at a client’s place, we can roll it up and bring it back to our workshop/studio.
  • 54. Exploring & Interpreting Card Sort Card Sort This is from a navigation and content audit of about 15 similar Web properties that had some overlap. Client wanted to homogenize all properties and eliminate special considerations of brand particulars. Note, that sounds sophisticated, but it was a bad idea. Users rejected it.
  • 55. •Problem Articulation •(Re)Vision Casting •Experience Principles •Scenarios & Narratives •User Journeys •Personae •Concept + Logic Models •Thematic Lenses •Visualizations •Validation Only examples and not intended to be comprehensive. There are many more in practice. After exploration and interpretation, two things need to happen: we need to create models or illustrations that inform business and we need to validate. If we validate that there is in fact a problem we need to
  • 56. Modeling & Informing Thematic Lens Concept Visualization Notes:
  • 57. Modeling & Informing Current-State Future-State Vision Casting
  • 58. Modeling & Informing Personae Scenarios & Narratives Only examples and not intended to be comprehensive. There are many more in practice. Personae and Narratives
  • 59. Modeling & Informing Personas, Narratives, User Journeys
  • 60. UX Design You should not be past 24 mins. So, what does the practice look like?
  • 61. Design for User Experience ❖Lead with Vision ❖ What does success look like? ❖Design from ❖ What are the business Information goals? ❖ Personas ❖Moving Forward ❖ Concept Models ❖ We know who our users are. ❖ Voice of the Customer ❖ What outside resources do we need? ❖ What are our competitors doing?
  • 62. •Sketching & Iterating •Participatory Design Sessions •Design Critiquing •High-Level Wires •Low-Fidelity or Paper Prototypes •High-Level User Flows •Hallway User Testing •Draft Site Maps •Content Drafting Only examples and not intended to be comprehensive. There are many more in practice. The point of this stage is to get prototypes out quickly Iterating is important (include in visual)
  • 63. Progression of Ideas ❖Ideation ❖ All ideas are welcome ❖ Ideas are not final, but a start ❖Prototyping ❖ Combine similar ideas ❖ Decide on ideas to move forward with Presentation Notes: Both of these need to happen in this stage of the UX Design Process Without ideas, no starting point Without prototyping, no forward movement
  • 64. Ideation/Prototyping Principles ❖ Fail quickly, recover (learn) quickly ❖ Don’t make final decisions too early ❖ Explore multiple ideas, none too much ❖ Perfect is the enemy of good ❖ GET OUTSIDE
  • 66. Ideation/Prototyping Principles More sketching and paper prototyping. The one with the grid overtop
  • 67.
  • 68. iPhone mock-up templates. Used in a workshop with everyone sketching their ideas on how the UI should work.
  • 69. http://Konigi.com iPhone mock-up templates. Used in a workshop with everyone sketching their ideas on how the UI should work.
  • 70. High-Level Wireframes. No details, no annotations. Best used as talking point in a series.
  • 72. •Storytelling in the Context of Business Scenarios •Presentations •Stakeholder Reviews •Putting Ideas Forward •Product Roadmaps •Concept Documents Only examples and not intended to be comprehensive. There are many more in practice. Concepts don’t have to look good, just need to tell a good story Few artifacts, more dialogue Business context - scenarios
  • 73. Telling the Story ❖Proposing ❖ Making suggestions ❖ Clients, investors, teammates ❖Prioritizing ❖ Levels of importance ❖ Alignment with business goals Both steps are required Presenting potential solutions to articulated problems Decide what solutions to pursue first based on relative impact of the problems they solve Proposing > Imposing Propose, don’t demand Prioritize each step
  • 74. •Feature Set Details •User Stories (Agile) •Functional Specifications (Waterfall) •High-Fidelity Wires (+Annotations) •Final Copywriting •Detailed Site Maps and User Flows •Branding Detail Only examples and not intended to be comprehensive. There are many more in practice.
  • 75. Building the Roadmap Specify ❖What resources are needed? ❖How it will be built? Which technologies? ❖Timelines ❖Articulating functional specs or User Stories Detail ❖ Fine-tune visuals and verbiage ❖ Steps in User Flows ❖ User interface annotations Put together a Plan to get there! In this stage, we decide on detail action steps and resources on how to create our product. It’s not usually a single document, but rather a collection of documents.
  • 76. Building the Roadmap HEre are some User Flows. detailing the steps in an intended user experience.
  • 80. •Development Teams •Collaborative Working •User Acceptance Testing •Performance Management Only examples and not intended to be comprehensive. There are many more in practice. In this stage, we actually build the product Work with developers Help users get comfortable with changes
  • 81. •Listening Process •Feedback Loops •Analytics & Metrics •Continuous Improvement Only examples and not intended to be comprehensive. There are many more in practice. In this stage, we release the product and monitor success Use analytics to measure results Analyze results to inform future improvements
  • 82. UX Considerations when Working with Professionals You should be at about half-hour mark You want to think about what you really need.
  • 83. Disciplines of User Experience Strategy, Operations, & Management Discovery Design The Interface Cognitive & Social Sciences Service Design User Research Communications Usability Testing Information Architecture Business Analysis Branding & Aesthetics Analytics & Statistics Engineering These while we’re thinking about the different disciplines.
  • 84. Main Take-Aways ❖ User Interface Design is only one aspect of UX ❖ “Experience” is owned by the user; cannot be “designed” ❖ The process is ultimately about framing problems and uncovering solutions ❖ We’re all “User Experience” practitioners when we uncover who our audience is and craft something for them.
  • 85. UX Thanks! @chrispalle chris.palle@wisdomandcraft.com
  • 87. UX Current Trends in the Field
  • 88. Current Trends & Future Innovations The Interface ❖ Ubiquitous Computing (ubicomp) ❖ Pervasive Technology - many digital touch points ❖ Mobile Phones, Tablets, Ebook Readers ❖ Augmented Reality ❖ Context-Aware Computing
  • 89. Current Trends & Future Innovations The Interface ❖ Gestural Input ❖ Touch - Tactile, Haptic Feedback ❖ Wii, XBox Kinect ❖ Search (Findability)- Yes, this is still trendy ❖ Education Technology ❖ Affective Computing
  • 90. Current Trends & Future Innovations User Research ❖ Context is Everything ❖ Gender HCI ❖ Social & Cultural Implications ❖ Research Tools ❖ Remote Usability Testing Understanding the users’ contexts and their motivations, attitudes, preferences to propose new ideas Gender HCI - focuses on the differences of how men and women interface technology
  • 91. Current Trends & Future Innovations Hyper-connectivity ❖ Network Science ❖ Semantic Web ❖ The Web of Data ❖ Natural Language Processing ❖ The Web of Things ❖ Social Business Machines are able to act more intelligently and contextually as everything becomes connected, your car, your alarm clock, your refridgerator. Machines are able to record and interpret information in more natural way. Going back to Ubicomp Social businesses leveraging social technology to operate. Think of this as Facebook behind the firewall.
  • 92. Current Trends & Future Innovations Communications ❖ Information Visualization ❖ Content Strategy ❖ Branding Strategy ❖ Social Media As mentioned throughout this presentation, COMMUNICATION plays a huge role in the user experience. Talk about: Feedback Loops. Governance of our communications is considering the end-user experience
  • 93. Current Trends & Future Innovations Business Empathy ❖ Management and Leadership in ❖ End-User Development UX ❖ Defining Return on Design Investment ❖ Cross-Channel Design and Management ❖ Improvements in Process ❖ Agile, Lean (“borrowed” from Manufacturing) Rapid Prototyping This is important because as UX becomes a strategic play for organizations, UX needs to grow up. In fact, and we’ll get into this in the later modules, user-centered design is no longer enough and it’s naïve to forget about the organizations and people who have to implement designs. Again, thinking about ubicomp, we need a way to manage all those channels We’re also seeing trends in improving our process, which we’re going to look next . but we’re identifying ways to iterate our design thinking more rapidly, by releasing smaller productions and involving the end-user, or co-creating, with our audiences.
  • 94. UX Thanks! Assignment Look at the list of disciplines and current trends and write an essay on the topic that’s most interesting to you. The Five Fives In the course material, You’ll find the Five Fives. These are five People; Books; Blogs: Posts, Articles or Presentations, and Conferences