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Enterprise 
UX
Current 
State 
• Consumer 
UX: 
adop4on 
4pping 
point 
• Enterprise 
UX: 
– Adop4on 
= 
lukewarm 
– Objec4ons 
& 
detractors 
– A 
fer4le 
environment 
primed 
for 
R&D 
• Ecosystems, 
Mindsets, 
Mental 
Models, 
Ac4vity 
Theory, 
Consumeriza4on 
of 
IT
Ecosystems
UX 
Ecosystems 
• Interdependent 
rela4onships 
that 
emerge 
between 
components 
within 
an 
informa4on 
environment. 
– People 
managing 
informa4on, 
sharing 
data, 
and 
collabora4vely 
building 
knowledge 
for 
themselves 
or 
an 
organiza4on. 
– Their 
goals 
as 
individuals 
and 
as 
collaborators. 
– Digital 
and 
analog 
technologies 
they 
use 
to 
share 
informa4on 
and 
interact 
with 
one 
another 
in 
meaningful 
ways. 
– Informa2on 
they 
share 
and 
value 
for 
individual 
and 
collabora4ve 
purposes 
(uxmag.com/design-­‐for-­‐a-­‐thriving-­‐ux-­‐ecosystem). 
• Missing: 
– Doozers 
– Systems 
engineering 
– Fit, 
equilibrium, 
waste 
. 
. 
.
The 
Business
Structure 
• Historical 
mindset 
– Change 
organiza4on's 
focus 
from 
building 
lots 
of 
func4ons 
to 
mee4ng 
user 
needs. 
– Change 
organiza4on's 
focus 
from 
cool, 
impressive 
technology 
to 
soVware 
that 
is 
simple, 
prac4cal, 
and 
useful. 
– Help 
execu4ves 
and 
project 
managers 
focus 
on 
the 
value 
of 
usability 
(Schaffer). 
• How 
is 
produc4vity/success 
measured? 
• Who 
pays 
for 
projects? 
– Different 
funding 
models 
(Lund).
Org 
Structure 
Funding 
Models
Mental 
Models
Mental 
Models 
• Interac4on 
& 
nav 
model: 
page 
based 
vs. 
RIA. 
• Decision 
making: 
more 
= 
be[er? 
• Data: 
canned 
reports 
vs. 
ad 
hoc 
interac4ons. 
• Communica4on: 
send 
to 
Outlook. 
• Real 
estate: 
avoid 
paging 
or 
scrolling 
at 
all 
costs.
Ac4vity 
Theory
Ac4vity 
Theory 
• Goals 
and 
tools 
are 
historically 
shaped 
and 
mediated 
by 
consumer 
and 
producer. 
• Tools 
are 
extensions 
of 
our 
thinking 
about 
the 
ac4vity 
we 
are 
engaged 
in. 
– “Mind 
and 
body 
are 
profoundly 
extended 
and 
transformed 
by 
ar4facts” 
(Vygotsky 
1929, 
Leont'ev 
1981). 
• Ar4facts 
in 
everyday 
prac4ce 
• Important 
concepts: 
– Internaliza4on 
& 
externaliza4on 
– Contradic4on 
– 
a 
disrup4on/catalyst 
that 
spurs 
innova4on
Internaliza4on, 
Externaliza4on, 
Etc.
Developments 
• Consumeriza4on 
of 
IT 
• BYOD 
• Design-­‐savvy 
workers 
(consumers) 
• Enterprise 
UX 
will 
save 
IT 
– Data 
visualiza4ons 
– Communica4on 
and 
collabora4on 
tools 
– Robert 
Fabricant 
and 
Greg 
Petroff 
-­‐ 
Harvard 
Business 
Review
Future 
Research 
• Have 
we 
been 
measuring 
the 
wrong 
thing? 
• Can 
do? 
Will 
do? 
Want 
to 
do? 
• Does 
it 
fit? 
Are 
they 
using 
it? 
Are 
they 
using 
it 
for 
it's 
intended 
purpose? 
• Longitudintal 
studies 
to 
assess 
and 
reassess 
fit. 
• Compe44ve 
Analysis 
ßà 
Contextual 
Inquiry 
• Ways 
to 
combine 
influence 
bolstered 
by 
real 
data. 
• UX 
as 
systems 
integrator; 
managing 
complexity
Conclusion 
• Consumeriza4on 
of 
IT 
is 
going 
to 
break 
down 
barriers 
to 
enterprise 
UX 
adop4on. 
• The 
enterprise 
is 
tradi4onally 
home 
to 
human 
computer 
interac4on 
theory 
and 
prac4ce. 
• Enterprise 
is 
ready 
for 
UX 
research 
due 
to 
exis4ng 
infrastructure 
to 
handle 
two 
prime 
areas: 
data 
visualiza4on 
and 
communica4on. 
• UX 
/HCI 
should 
lead 
this 
charge.
Ques4ons 
• Thank 
you

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Enterprise ux pres

  • 2. Current State • Consumer UX: adop4on 4pping point • Enterprise UX: – Adop4on = lukewarm – Objec4ons & detractors – A fer4le environment primed for R&D • Ecosystems, Mindsets, Mental Models, Ac4vity Theory, Consumeriza4on of IT
  • 4. UX Ecosystems • Interdependent rela4onships that emerge between components within an informa4on environment. – People managing informa4on, sharing data, and collabora4vely building knowledge for themselves or an organiza4on. – Their goals as individuals and as collaborators. – Digital and analog technologies they use to share informa4on and interact with one another in meaningful ways. – Informa2on they share and value for individual and collabora4ve purposes (uxmag.com/design-­‐for-­‐a-­‐thriving-­‐ux-­‐ecosystem). • Missing: – Doozers – Systems engineering – Fit, equilibrium, waste . . .
  • 6. Structure • Historical mindset – Change organiza4on's focus from building lots of func4ons to mee4ng user needs. – Change organiza4on's focus from cool, impressive technology to soVware that is simple, prac4cal, and useful. – Help execu4ves and project managers focus on the value of usability (Schaffer). • How is produc4vity/success measured? • Who pays for projects? – Different funding models (Lund).
  • 9. Mental Models • Interac4on & nav model: page based vs. RIA. • Decision making: more = be[er? • Data: canned reports vs. ad hoc interac4ons. • Communica4on: send to Outlook. • Real estate: avoid paging or scrolling at all costs.
  • 11. Ac4vity Theory • Goals and tools are historically shaped and mediated by consumer and producer. • Tools are extensions of our thinking about the ac4vity we are engaged in. – “Mind and body are profoundly extended and transformed by ar4facts” (Vygotsky 1929, Leont'ev 1981). • Ar4facts in everyday prac4ce • Important concepts: – Internaliza4on & externaliza4on – Contradic4on – a disrup4on/catalyst that spurs innova4on
  • 13. Developments • Consumeriza4on of IT • BYOD • Design-­‐savvy workers (consumers) • Enterprise UX will save IT – Data visualiza4ons – Communica4on and collabora4on tools – Robert Fabricant and Greg Petroff -­‐ Harvard Business Review
  • 14. Future Research • Have we been measuring the wrong thing? • Can do? Will do? Want to do? • Does it fit? Are they using it? Are they using it for it's intended purpose? • Longitudintal studies to assess and reassess fit. • Compe44ve Analysis ßà Contextual Inquiry • Ways to combine influence bolstered by real data. • UX as systems integrator; managing complexity
  • 15. Conclusion • Consumeriza4on of IT is going to break down barriers to enterprise UX adop4on. • The enterprise is tradi4onally home to human computer interac4on theory and prac4ce. • Enterprise is ready for UX research due to exis4ng infrastructure to handle two prime areas: data visualiza4on and communica4on. • UX /HCI should lead this charge.