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Wud2008 Experiencability
1. Experiencability
…moving beyond usability
November 13, 2008
Katie Kimble & Sri Putrevu
User Experience Design, Lextant
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2. Our Philosophy
We believe Design changes people’s lives.
Ultimately, Design is about people:
the experiences they have and the ones they desire.
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3. Who We Are
Founded in 1998
Human Factors / Ergonomics
Psychology
Anthropology and Ethnography
Located in Columbus, Ohio Animation
Sociology
Interdisciplinary teams Industrial Design
Brand and Visual Communications
Information Architecture
Interaction Design
Usability Engineering
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4. Insight Translation
• Insight Translation bridges the gap
between Design Research and the
actual Design Process.
Experiencability?
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5. Experiencability?
usability |yoōz! bil!tē| noun
”…refers to the extent to which a product can be
used by speci ed users to achieve speci ed goals
with e ectiveness, e ciency, and satisfaction
in a speci ed context of use.quot;
- ISO 9241-11
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8. Our Approach
Ideal
Current
2 Translate
1 Generate
re ne & iterate
3 Design
4 Evaluate
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9. Generate: Understanding the Current Experience
Usability User Experience
Understanding tasks, process, Making users cognizant of their
& outcomes experiences today
Identifying Frustrations, Challenges,
and “Wish Fors”
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11. Generate: Methods for Understanding Current Experience
Usability User Experience
Task Analysis, Interviews, & Journaling (self documentation),
Case Studies Ethnography, & Contextual Inquiry
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12. Generate: De ning the Ideal Experience
Usability User Experience
In traditional usability, we Stimulus strategies (goals,
don’t typically uncover the emotions, aspirations)are used to
“ideal” understand experience
Contextual triggers (artifacts,
activities, & actions) feed the ideal
experience
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14. Generate: Methods for De ning the Ideal Experience
Usability User Experience
None De ne ideal experiential criteria,
goals, & aspirations
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15. Translate: Identify Patterns
Usability User Experience
Create functional Look at qualitative data visually
requirements & optimal task
ows Analyze patterns
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16. Translate: Experience Metrics
Usability User Experience
Functional requirements Understand the building blocks for
delivering the ideal experience
Generate ideal experience
design criteria
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18. Design: Translation to Design
Usability User Experience
Scenarios, architecture, & Experiential models
wireframes
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19. Design: Future Story
Usability User Experience
Ideal work ows, scorecards Story of ideal experience
Persona development
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20. Evaluate: Check your design concepts
Usability User Experience
Heuristic evaluations & Evaluate prototype against the
usability testing ideal experience
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21. Evaluate: Visual representations
Usability User Experience
Re ned design Comparison to ideal
Frame the future message
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22. Experiencability Outcomes
Translate insights into User Experience
Metrics that provide scalable
& actionable design criteria
> Experiential requirements
> Emotions / “I want to feel like…”
> Enablers - goals and triggers
> Desired outcomes
> Facilitators
> Engagement - tone of voice / imagery
> De ned experience – work ow, hierarchy
> The “what” and “why” must come before the “how”
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23. Our Approach
Ideal
Current
2 Translate
1 Generate
re ne & iterate
3 Design
4 Evaluate
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24. Experiencability Outcomes
The process provides design clarity for organizational
alignment and success.
> Holistic experiences and aspirations
> Collaborative stakeholder involvement
> Flexible, repeatable yet customizable
> E cient, generative and evaluative
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25. Thank you!
November 13, 2008
> Katie Kimble & Sri Putrevu
User Experience Design, Lextant
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