Diese Präsentation wurde erfolgreich gemeldet.
Wir verwenden Ihre LinkedIn Profilangaben und Informationen zu Ihren Aktivitäten, um Anzeigen zu personalisieren und Ihnen relevantere Inhalte anzuzeigen. Sie können Ihre Anzeigeneinstellungen jederzeit ändern.

Designing for Change

11.204 Aufrufe

Veröffentlicht am

Originally presented at UXLX in Lisbon. Description:

Have you heard this in your organization?

“Users hate change”

Usually it’s right before a major release, prepping for the coming storm, or right after a release when the customer service is screaming about all the screaming they are hearing. Or perhaps you are struggling to move customers off an old solution to a new one you’ve come up with, but adoption just won’t happen. Users can’t hate change. If users hated change, Google would have failed, and we’d be happy with Altavista. Facebook would have failed, because Friendster was enough. Paypal would have failed, because, you know, credit cards.

There is a right way and a wrong way to introduce change to your userbase, and sadly the bully-tactics of facebook and Apple have become the norm. But if you are a small company, you can’t afford to impose change sloppily on your userbase. You need to get it right.

In this workshop we will cover:

The psychology of change, and why users resist it
Change strategies: band-aid removal systems
Messaging change to emphasize value
Onboarding users to a changed experience
The power of progress to internalize value
Design for change
This workshop will be highly interactive, with exercises and discussions so we can focus on your goals and needs as you introduce new products and revamp the old.

Intended Audience:
Designers & Product Managers seeking to launch redesigns, new features, or new products into existing markets.

Veröffentlicht in: Design, Business
  • Unlock Her Legs - How to Turn a Girl On In 10 Minutes or Less... ●●● http://ishbv.com/unlockher/pdf
       Antworten 
    Sind Sie sicher, dass Sie …  Ja  Nein
    Ihre Nachricht erscheint hier
  • Overflow Cafe staff likes your presentation, thank you.
       Antworten 
    Sind Sie sicher, dass Sie …  Ja  Nein
    Ihre Nachricht erscheint hier
  • One challenge on slide 27, direct the rider. Since everything passes through the sensory/emotional center of the brain first, and according to some it's our emotions that assign value and determine what gets passed on to the rider it doesn't seem like we can 'direct' the rider. At best it seems we can satisfy him. In other words make him feel good about our emotional decisions.
       Antworten 
    Sind Sie sicher, dass Sie …  Ja  Nein
    Ihre Nachricht erscheint hier
  • Nice deck. It's always reassuring to hear other preach that just because you build it doesn't mean they'll come. Slide 9 does a nice job showing the easy to overlook loss associated with obvious innovations. Slide 18 is quite interesting too. I like to equation and will surely be pulling that one out from time to time. Thanks.
       Antworten 
    Sind Sie sicher, dass Sie …  Ja  Nein
    Ihre Nachricht erscheint hier

Designing for Change

  1. DESIGNING FOR CHANGE
  2. I’ve introduced a lot of change • Adopt new events app • Change search behavior • Keep photos online • Leave Facebook to play games • Redesign profiles
  3. CHANGE When is it awesome? When does it suck?
  4. Tripit Imaginary project Goal: 1. increase engagement, measured in DAU 2. increase revenue Plan: Add hotel booking from inside app, via Booking.com integration Project pressures: BD closed deal with Lonely Planet, wants to integrate “tips” Head of Design wants to do a “refresh” of the look
  5. • Redesign these two pages
  6. HELL AND HEAVEN 3 min silent listing of what you hate about travel 3 min silent listing of what you love about travel 15 min affinity map
  7. WHY WE HATE CHANGE And why we love it
  8. LOSS AVERSION “If a man can write a better book, preach a better sermon, or make a better mousetrap than his neighbor, though he build his house in the woods, the world will make a beaten path to his door.” Ralph Waldo Emerson was mistaken
  9. EVALUATE PERCEIVED VALUE EVALUATE RELATIVE TO WHAT THEY KNOW
  10. The IKEA Effect
  11. LOSS OF CONTROL
  12. HTTP://INTERACTION14.IXDA.ORG/PROGRAM/ SATURDAY/401-THE-SHOCK-OF-THE-NEW
  13. MINE YOURS When does a website stop being perceived as belonging solely to the company?
  14. MUSCLE MEMORY & COGNITIVE LOAD
  15. From Serious Pony’s Blog “Your App Makes Me Fat” http://seriouspony.com/blo g/2013/7/24/your-app- makes-me-fat
  16. From Serious Pony’s Blog “Your App Makes Me Fat” http://seriouspony.com/blo g/2013/7/24/your-app- makes-me-fat
  17. QUESTION: SHOULD YOU EVEN MAKE A CHANGE?
  18. EMPATHY MAP 20 minutes
  19. ELEVATOR PITCH 10 Minutes For (target customer) who has (customer need), (product name) is a (market category) that (one key benefit). Unlike (competition), the product (unique differentiator).
  20. BREAK Resume at 11
  21. PLANNING FOR CHANGE
  22. HEAD HEART HANDS ABC; Affective, behavioral, cognitive
  23. HEAD: DIRECT THE RIDER Bright Spots Script the moves Point to the destination
  24. POINT TO THE DESTINATION An intellectual argument
  25. FOLLOW THE BRIGHT SPOTS Earlyvangelists
  26. SCRIPT THE KEY MOVES Plan to teach
  27. New! Easier to scan through your tweets! Looking for replies? Here they are. First I thought twitter was broken… where was my reply? Would have it killed them to tell me they rearranged everything?
  28. TIP: JUST IN TIME INFORMATION BEATS ANY BORING TUTORIAL!
  29. In this clip from Indie Game: The Movie (http://www.indiegamethemovie.com/), Edmund McMillen, co-designer of Super Meat Boy, explains some key principles of game design.
  30. In this clip from Indie Game: The Movie (http://www.indiegamethemovie.com/), Edmund McMillen, co-designer of Super Meat Boy, explains some key principles of game design.
  31. To play Dance Central, you have to learn the moves
  32. They make the learning into a game too– if you can decode the picture, you can get a diamond and skip the practice
  33. HEART: FIND THE FEELING Motivate The Elephant Shrink the Change Growth Mindset
  34. MOTIVATE Emotional Appeal
  35. GROWTH MINDSET
  36. SHRINK THE CHANGE
  37. HANDS: SHAPE THE PATH Build on old habits Tweak the Environment Rally the herd
  38. BUILD ON OLD HABITS
  39. TWEAK THE ENVIRONMENT
  40. RALLY THE HERD
  41. STUDIO 3 on planning team, 3 on screens team Deliverables: 4 slides Time: 30 minutes 1. Pitch 2. Empathy map 3. Plan for rollout (what you are doing, and when, & how) 4. Key Screens
  42. PRESENT
  43. Q&A Turn and face the strange

×