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USER EXPERIENCE DESIGN
THE  EMERGING  VALUE  PROPOSITION
YALE  UNIVERSITY
October,  2015  
Michael  Rawlins,  Principal  UX  Architect
User	
  experience	
  is	
  everything.	
  It  always  
has  been,  but  it’s  sJll  undervalued  and  
under-­‐invested  in.  If  you  don’t  know  user-­‐
centered  design,  study  it.  Hire	
  people	
  who	
  
know	
  it.  Obsess  over  it.  Live  and  breathe  it.  
Get	
  your	
  whole	
  company	
  on	
  board.  
Evan	
  Williams,	
  CEO	
  
WHAT	
  IS	
  UX	
  DESIGN?	
  
Observation of
people
Observing  how  people  perform  tasks  in  their  natural  seSng  –  UX  
designers  pay  close  aUenJon  to  how  users  behave  and  care  about  what  
they  see,  hear,  how  they  feel.
Wireframing &
Prototyping
Professional  UX  designers  rely  upon  iteraJons  of  design  soluJons  –  
before  commiSng  to  code.  This  enables  them  to  validate  their  design  
direcJon  –  and  vet  through  a  sample  audience.  
Usability testing &
measurement
The  majority  of  online  experiences  built  upon  ‘best  pracJces’  or  
‘designer  intuiJon’  run  the  risk  of  not  meeJng  the  needs  of  users.  A  
foundaJonal  premise  in  user-­‐centered  design  is  tesJng  with  target  users.    
PROVEN	
  DESIGN	
  VALIDATION	
  METHODS	
  	
  
97%	
  
Websites  and  mobile  applicaJons  
fail  because  there  was  no  usability  tesJng
90%	
  UNModerated greater  reach	
  
Moderated 70%	
   deeper  insights	
  
Heuristics 50%	
   best  pracJce	
  
Tes@ng	
  Type	
  	
  	
  	
  	
  	
  	
  	
  	
  Effec@veness	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Benefit	
  
DESIGNING	
  WITH	
  THE	
  MIND	
  IN	
  MIND?	
  
The  balance  between  designing  for  humans  –  and  designing  best  pracJces
What	
  goals	
  do	
  users	
  want	
  to	
  
achieve	
  by	
  using	
  the	
  applica@on?  
What  set  of  human  tasks  is  the  
applicaJon  intended  to  support?  
Which  tasks  are  common,  and  
which  ones  are  rare?  Which	
  tasks	
  
are	
  most	
  important,	
  and	
  which	
  
ones	
  are	
  least	
  important?	
  What  
are  the  steps  of  each  task?
Jeff	
  Johnson,	
  Author	
  
B	
  =f  (PE)
Kurt	
  Lewin	
  (Theorist,	
  Social	
  Psychologist)	
  
B	
  =f  (PE)
We  can’t  change  the  People	
  
But  we  can  change  Behavior  by  designing  Environment  or  the  Experience	
  
UX	
  MEASUREMENT	
  &	
  QUANTIFICATION	
  
Ease of learning
How  fast  do  they  learn  the  
interface  or  system  construct?  
memorability
Long  &  short  term  memory  
leveraged?
User satisfaction
Do  users  like  the  applicaJon?

Effectiveness
Can  users  achieve  their  goals?  
Efficiency of use
How  fast  do  users  complete  
tasks?
Error prevention
Is  there  forgiveness?  
LOGIC	
  AND	
  REASON?	
  
Cra_ing  the  balance  between  designing  for  semi  automaJc  reacJons  and  reasoning
PREFRONTAL CORTEX AMYGDALA
Controls	
  logic	
  and	
  reasoning	
   Semi-­‐automaWc	
  reacWons	
  
Designed  by  @Erik_UX      www.helloerik.com
UX	
  MITIGATES	
  TENSIONS	
  
Design  Improves  Job  Performance,  AdopJon  and  Conversion  Rates
FaWgue	
   Stress	
  
DistracWons	
   Personal	
  Issues	
  
UX	
  ENSURES	
  ENGAGEMENT	
  
Create  designs  that  users  easily  adopt
f
UX	
  CAN	
  ENGINEER	
  FUN	
  &	
  EXCITEMENT	
  
InteracJve  experiences  that  people  share  with  others
UX	
  BOLISTERS	
  INNOVATION	
  
Enables  business  stakeholders  with  opportuniJes  to  innovaJon
EVOLUTION	
  &	
  CHANGE	
  
Technology  has  exposed  ineffeciencies  in  how  we  all  work  &  play
ESPN  is  a  place  for  the  best  
technologists  of  today  and  
tomorrow  –  a  place  where  they  
will  be  solving  for  fascinaJng  and  
complex  problems.
SATISFYING	
  CHANGING	
  ATTENTION	
  SPANS	
  
Business	
  Case	
  
WIREFRAMING	
  AND	
  PROTOTYPING	
  
Expressing  the  InteracJon  –  what  are  UX  people  doing…
40%
Online	
  
Tools
35%
Desktop	
  
Tools
15%
PowerPoint
10%
Sketch
Invision  &  
Mockflow
HTML  &  Axure
Precise	
  Prototyping	
  
End  state  has  more  
interacJons  and  funcJonality
Rapid	
  Prototyping	
  	
  
Online  tool  that  allows  the  
design  team  to  collaborate  
and  share  iteraJons.  
Low	
  Barrier	
  to	
  Entry	
  
Most  people  can  draw  out  an  
idea  –  it’s  fast  and  effecJve
VALIDATION	
  METHODS	
  (USABILITY	
  TESTING)	
  
Flexible  repeatable  methods  to  learn  whether  the  design  works
Un-moderated remote
Ability  to  test  100s  of  
people  at  the  same  Jme.
MODERATED REMOTE
Performing  a  1:1  test  –  or  
observing  how  a  user  
interacts  with  an  
applicaJon  or  website  using  
screen  sharing  so_ware.
1:1 TESTING
TradiJonal  1:1  tesJng  of  
tasks  with  a  moderator  
asking  probing  quesJons  
and  observing.
EXPERT REVIEW
Ability  to  gauge/measure  a  
website  or  applicaJon  
based  on  a  set  of  best  
pracJces  or  heurisJcs.
EMOTIONAL	
  DESIGN	
  
Designing  for  Influence  –  leveraging  persuasive  norms
reciprocation
Designers  use  reciprocity  to  
give  things  away  for  free  –  
and  people  are  inclined  to  
return  the  favor.
scarcity
When  something  is  scarce  –  
people  automaJcally  
perceive  it  as  more  
valuable.
Social proof
People  are  like  sheep  –  the  
more  informaJon  and  
choices  we  put  in  front  of  
them,  the  more  they  rely  on  
others  to  help  make  the  
decision.
authority
Authority  figures  can  trigger  
behaviors  that  ensure  your  
product  or  service  offering  
is  selected  over  the  next  
distracJon.
INFLUENCE	
  DESIGN	
  APPLIED	
  
Designed  with  intent
SUGGESTED	
  READING	
  
GETTING	
  STARTED	
  IN	
  UX?	
  
Consider  Joining  UXPA.org
AUend  UXPA’s  Annual  Conference  –  May  31/June  3,  2016    |    UXPA2016.org
Questions?
michael.e.rawlins@espn.com

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Final_USER_EXPERIENCE_Yale_V1

  • 1. USER EXPERIENCE DESIGN THE  EMERGING  VALUE  PROPOSITION YALE  UNIVERSITY October,  2015   Michael  Rawlins,  Principal  UX  Architect
  • 2. User  experience  is  everything.  It  always   has  been,  but  it’s  sJll  undervalued  and   under-­‐invested  in.  If  you  don’t  know  user-­‐ centered  design,  study  it.  Hire  people  who   know  it.  Obsess  over  it.  Live  and  breathe  it.   Get  your  whole  company  on  board.   Evan  Williams,  CEO  
  • 3. WHAT  IS  UX  DESIGN?   Observation of people Observing  how  people  perform  tasks  in  their  natural  seSng  –  UX   designers  pay  close  aUenJon  to  how  users  behave  and  care  about  what   they  see,  hear,  how  they  feel. Wireframing & Prototyping Professional  UX  designers  rely  upon  iteraJons  of  design  soluJons  –   before  commiSng  to  code.  This  enables  them  to  validate  their  design   direcJon  –  and  vet  through  a  sample  audience.   Usability testing & measurement The  majority  of  online  experiences  built  upon  ‘best  pracJces’  or   ‘designer  intuiJon’  run  the  risk  of  not  meeJng  the  needs  of  users.  A   foundaJonal  premise  in  user-­‐centered  design  is  tesJng  with  target  users.    
  • 4. PROVEN  DESIGN  VALIDATION  METHODS     97%   Websites  and  mobile  applicaJons   fail  because  there  was  no  usability  tesJng 90%  UNModerated greater  reach   Moderated 70%   deeper  insights   Heuristics 50%   best  pracJce   Tes@ng  Type                  Effec@veness                                                                Benefit  
  • 5. DESIGNING  WITH  THE  MIND  IN  MIND?   The  balance  between  designing  for  humans  –  and  designing  best  pracJces What  goals  do  users  want  to   achieve  by  using  the  applica@on?   What  set  of  human  tasks  is  the   applicaJon  intended  to  support?   Which  tasks  are  common,  and   which  ones  are  rare?  Which  tasks   are  most  important,  and  which   ones  are  least  important?  What   are  the  steps  of  each  task? Jeff  Johnson,  Author  
  • 6. B  =f  (PE) Kurt  Lewin  (Theorist,  Social  Psychologist)  
  • 7. B  =f  (PE) We  can’t  change  the  People   But  we  can  change  Behavior  by  designing  Environment  or  the  Experience  
  • 8. UX  MEASUREMENT  &  QUANTIFICATION   Ease of learning How  fast  do  they  learn  the   interface  or  system  construct?   memorability Long  &  short  term  memory   leveraged? User satisfaction Do  users  like  the  applicaJon? Effectiveness Can  users  achieve  their  goals?   Efficiency of use How  fast  do  users  complete   tasks? Error prevention Is  there  forgiveness?  
  • 9. LOGIC  AND  REASON?   Cra_ing  the  balance  between  designing  for  semi  automaJc  reacJons  and  reasoning PREFRONTAL CORTEX AMYGDALA Controls  logic  and  reasoning   Semi-­‐automaWc  reacWons  
  • 10. Designed  by  @Erik_UX      www.helloerik.com
  • 11. UX  MITIGATES  TENSIONS   Design  Improves  Job  Performance,  AdopJon  and  Conversion  Rates FaWgue   Stress   DistracWons   Personal  Issues  
  • 12. UX  ENSURES  ENGAGEMENT   Create  designs  that  users  easily  adopt
  • 13. f UX  CAN  ENGINEER  FUN  &  EXCITEMENT   InteracJve  experiences  that  people  share  with  others
  • 14. UX  BOLISTERS  INNOVATION   Enables  business  stakeholders  with  opportuniJes  to  innovaJon
  • 15. EVOLUTION  &  CHANGE   Technology  has  exposed  ineffeciencies  in  how  we  all  work  &  play ESPN  is  a  place  for  the  best   technologists  of  today  and   tomorrow  –  a  place  where  they   will  be  solving  for  fascinaJng  and   complex  problems.
  • 16. SATISFYING  CHANGING  ATTENTION  SPANS   Business  Case  
  • 17. WIREFRAMING  AND  PROTOTYPING   Expressing  the  InteracJon  –  what  are  UX  people  doing… 40% Online   Tools 35% Desktop   Tools 15% PowerPoint 10% Sketch Invision  &   Mockflow HTML  &  Axure Precise  Prototyping   End  state  has  more   interacJons  and  funcJonality Rapid  Prototyping     Online  tool  that  allows  the   design  team  to  collaborate   and  share  iteraJons.   Low  Barrier  to  Entry   Most  people  can  draw  out  an   idea  –  it’s  fast  and  effecJve
  • 18. VALIDATION  METHODS  (USABILITY  TESTING)   Flexible  repeatable  methods  to  learn  whether  the  design  works Un-moderated remote Ability  to  test  100s  of   people  at  the  same  Jme. MODERATED REMOTE Performing  a  1:1  test  –  or   observing  how  a  user   interacts  with  an   applicaJon  or  website  using   screen  sharing  so_ware. 1:1 TESTING TradiJonal  1:1  tesJng  of   tasks  with  a  moderator   asking  probing  quesJons   and  observing. EXPERT REVIEW Ability  to  gauge/measure  a   website  or  applicaJon   based  on  a  set  of  best   pracJces  or  heurisJcs.
  • 19. EMOTIONAL  DESIGN   Designing  for  Influence  –  leveraging  persuasive  norms reciprocation Designers  use  reciprocity  to   give  things  away  for  free  –   and  people  are  inclined  to   return  the  favor. scarcity When  something  is  scarce  –   people  automaJcally   perceive  it  as  more   valuable. Social proof People  are  like  sheep  –  the   more  informaJon  and   choices  we  put  in  front  of   them,  the  more  they  rely  on   others  to  help  make  the   decision. authority Authority  figures  can  trigger   behaviors  that  ensure  your   product  or  service  offering   is  selected  over  the  next   distracJon.
  • 20. INFLUENCE  DESIGN  APPLIED   Designed  with  intent
  • 22. GETTING  STARTED  IN  UX?   Consider  Joining  UXPA.org AUend  UXPA’s  Annual  Conference  –  May  31/June  3,  2016    |    UXPA2016.org