user experience design: a primer for marketers

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thinkLA // 24 March 2015 USER EXPERIENCE DESIGN: A PRIMER FOR MARKETERS JASON BRUSH

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Page 1: User Experience Design: A Primer for Marketers

thinkLA // 24 March 2015

USER EXPERIENCE DESIGN: A PRIMER FOR MARKETERS JASON BRUSH

Page 2: User Experience Design: A Primer for Marketers

IN THE PAST…

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≠ADVERTISINGCREATIVE

PRODUCTDESIGN

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advertise (v.)

from Latin advertere : “turn toward”

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design (v.)

from Latin designare : “mark out, devise, choose, designate, appoint”

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Meeting People’s

Needs

Long-term Impact

Shaping Culture & Opinion

Short Term Impact

DESIGN’S RELATIONSHIP TO CLIENT INTERESTS

USER-CENTERED DESIGN

CAMPAIGN CREATIVE

BRAND DEVELOPMENT

VISUALIZATION

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UBER is worth $40B Doesn’t Own Vehicles

Facebook is worth $236B Doesn’t Make Content

airbnb is worth $10B Doesn’t Own Real Estate

WHAT IS THE VALUE OF GREAT USER EXPERIENCE?

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Over the last 10 years design-led companies have maintained significant stock market advantage, outperforming the S&P by an extraordinary 228%.

— DMI Design Value Index

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CREATIVE AGENCIES’ DIFFERING AREAS OF PRACTICE

Communication

Product Design

PhysicalDigital

BRANDING

TV, OOH, PRINT ADVERTISING

PACKAGING

DIGITAL CONTENT

WEBSITES

CRM

ECOMMERCE

USER INTERFACE

STORE EXPERIENCES

INDUSTRIAL DESIGN

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DIGITAL IS CHANGING THE CREATIVE AGENCY’S PURVIEW

Communication

Product Design

PhysicalDigital

BRANDING

TV, OOH, PRINT ADVERTISING

PACKAGING

DIGITAL CONTENT

WEBSITES

CRM

ECOMMERCE

USER INTERFACE

STORE EXPERIENCES

INDUSTRIAL DESIGN

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COMMUNICATION

PRODUCT DESIGN

PHYSICALDIGITAL

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COMMUNICATION

PRODUCT DESIGN

PHYSICALDIGITAL

Page 13: User Experience Design: A Primer for Marketers

COMMUNICATION

PRODUCT DESIGN

PHYSICALDIGITAL

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COMMUNICATION

PRODUCT DESIGN

PHYSICALDIGITAL

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USER EXPERIENCE

DESIGN

Human Computer Interaction

Interaction Design

Human Factors

Visual Design

Information Architecture

Architecture

Content Industrial Design

Sound Design

DAN SAFFER @ODANNYBOY

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USER EXPERIENCE

DESIGN

Human Computer Interaction

INTERACTION DESIGN

Human Factors

Visual Design

Information Architecture

Architecture

Content Industrial Design

Sound Design

DAN SAFFER @ODANNYBOY

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Interaction Design (IxD) defines the structure and behavior of interactive systems. Interaction Designers strive to create meaningful relationships between people and the products and services that they use, from computers to mobile devices to appliances and beyond.

— Interaction Design Association

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Interaction design is about shaping digital things for people’s use.

— Jonas Löwgren

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Behavior is our medium.

— Robert Fabricant

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EMPATHIZE EXPLORE EXECUTE

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(POOR)PROBLEM

ARTICULATION

We need a new website.

We need to improve our product detail page.

We need a mobile app.

We need a new social campaign.

EMPATHIZE EXPLORE EXECUTE

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HOW MIGHT WE…?

EMPATHIZE EXPLORE EXECUTE

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EMPATHIZE EXPLORE EXECUTE

We need a [solution(s)]for [person/people] to [achieve a particular goal].

ARTICULATE PROBLEM

HOW MIGHT WE…?

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- Competitive research

- Market research

- User research

- Engineering capabilities & constraints

- Strategic insights

- Target users

- User needs

- KPIs

- Platform(s)

- Creative Brief

UNDERSTAND SYNTHESIZE IMPLEMENT

IDEATE

- Low Fidelity visualizations

- Technology proofs-of-concept

- User testing

- Engineering feasibility analysis

PROTOTYPEEVALUATE

- Interaction

- Visual design

VISUALIZE

- Collaborate with engineering to execute

- Validate & optimize at scale

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UNDERSTAND & SYNTHESIZE

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WHEN PLANNING RESEARCH, DEFINE:

OBJECTIVES

What do you want to learn?

ASSUMPTIONS

What do you believe to be true?

METHODS

How are you going to gain insight?

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WHEN PLANNING RESEARCH, ASK:

Who are your users?

What makes them unique?

If you’re targeting multiple groups of users, what are your priorities? Why?

What will success look like for different users?

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POOR QUESTION

How do people buy video games?

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BETTER QUESTION

How do moms buy video games for their kids in a store?

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WHEN PLANNING RESEARCH, DON’T MAKE IT MORE COMPLICATED THAN IT NEEDS TO BE:

What research do you currently have? What data do you currently collect?

What data out in the world already? What third-party reports exist?

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WHEN PLANNING RESEARCH, TAILOR YOUR PLAN TO YOUR RESOURCES

How much time do you have? What is the minimum amount of research you can do and still gain some insight?

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EXAMPLE RESEARCH TACTICS

SURVEYS

CONTEXTUAL INQUIRY (E.G., IN-HOME INTERVIEWS)

JOURNEY MAPPING / TASK ANALYSIS

USER DIARIES

FOLLOW-AROUNDS / SHOP-ALONGS

CARD SORTING

CONCEPT RANKING

GENERATIVE

EVALUATIVE

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If you want to find out what people really need, you have to forget about your problems and worry about their lives.

— Dale Carnegie

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INQUIRY

Ask people what they do.

PARTICIPATION

Try what people experience.

OBSERVATION

Look at what people do.

METHODS FOR EMPATHY

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The only way to experience an experience is to experience it.

— Bill Moggridge

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BAD RECRUITING = BAD INFORMATION

Define the precise criteria for the people to whom you want to speak — and to whom you don’t want to speak.

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WHEN TALKING TO PEOPLE, ASK:

Who…?

What…?

Where…?

When…?

Why…?

How…?

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TALKING TO PEOPLE DOESN’T HAVE TO BE COMPLEX OR EXPENSIVE

Use internal resources not on the project.

Use Facebook, Twitter, etc. to recruit

Web surveys

Do Interviews over Skype, Hangouts, etc.

Use Lync, Adobe Connect, etc. to get users input on existing products.

…and more. Be inventive!

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People

Context

Tasks

Technologies

WHAT TO OBSERVE

AFFORDANCES OBSTACLES

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BOOKS TO READ

Designing for the Digital Age

by Kim Goodwin

The User is Always Right

by Steve Mulder

About Face: The Essentials of

Interaction Design

by Alan Cooper

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IDEATE

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DIVERGENCE / CONVERGENCE

Objective SolutionCreate Choices Make Choices

DIAGRAM AFTER TIM BROWN @TCEB62

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A building must be considered “with due reference to function, structure, and beauty”

— Vitruvius, 80 – 15 BCE

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TECHNICAL FEASIBILITY

FINANCIALVIABILITY

DESIRABILITYSolution

DIAGRAM PER IDEO @IDEO

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WHAT IS THE STORY OF PEOPLE’S INTERACTION WITH YOUR EXPERIENCE?

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USE PIXAR’S FORMULA TO DESCRIBE YOUR EXPERIENCE

1. Once upon a time there was …

2. Every day …

3. One day …

4. Because of that …

5. Because of that …

6. Until finally …

Page 47: User Experience Design: A Primer for Marketers

USE PIXAR’S FORMULA TO DESCRIBE YOUR EXPERIENCE

1. Once upon a time there was …

2. Every day …

3. One day …

4. Because of that …

5. Because of that …

6. Until finally …

BEFORE YOUR EXPERIENCE

AFTER YOUR EXPERIENCE

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START BY WRITING SCENARIOS

[A person] needs to [accomplish a task]so that she or he can [achieve some benefit].

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CORE UX DESIGN ACTIVITIES

INFORMATION ARCHITECTURE

Describing the organization of systems so that people can easily navigate them.

MENTAL MODELS

Describing what people understand about how a system works.

INTERACTION MODELS

Describing the specific behavior of interactions.

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Mental models are what people really have in their heads and what guides their use of things.

— Don Norman

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A AA

A

Designer UsersSystem

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Ready-to-hand Present-to-handVS

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PROTOTYPE

A model of a system used to demonstrate and evaluate its behavior.

PROOF OF CONCEPT

A demonstration that a particular technology can produce a desired effect.

Page 54: User Experience Design: A Primer for Marketers

DESIGNING INTERACTIONS (PER BILL VERPLANK)

“HOW DO YOU DO?”

“HOW DO YOU FEEL?”

“HOW DO YOU KNOW?”

What does the user need for interaction?

Page 55: User Experience Design: A Primer for Marketers

DESIGNING INTERACTIONS (PER BILL VERPLANK)

“HOW DO YOU DO?”

“HOW DO YOU FEEL?”

“HOW DO YOU KNOW?”

How does your interaction with the system make you feel?

Page 56: User Experience Design: A Primer for Marketers

DESIGNING INTERACTIONS (PER BILL VERPLANK)

“HOW DO YOU DO?”

“HOW DO YOU FEEL?”

“HOW DO YOU KNOW?” How do you know the system has done what you want it to do?

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Designing in the absence of content is not design. It’s decoration.

— Jeffery Zeldman

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Time

Pixel-Perfect Visual Design

Handdrawn Sketch

TIME COST OF MAKING DESIGNS

Low-fidelity Storyboards

High-fidelity Wireframes

TIME COST OF EXPLAINING DESIGNS

FINDING THE RIGHT BALANCE OF FIDELITY FOR YOUR PROJECT

DIAGRAM AFTER DAVID SHERWIN @CHANGEORDER

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Context

Fidelity

FULL EXPERIENCELIMITED USE CASES

PAPER PROTOTYPE

WIZARD OF OZ

CLICK-THROUGH

MOTION STUDY

CODE

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Number of Variations Needed to Evaluate Design

MICROINTERACTIONS

SYSTEM DESIGN

Fidelity Needed

to Evaluate

Design

“details that make the experience delightful, humane, and effective” — Dan Saffer

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Always

Be

Capturing

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BOOKS TO READ

Designing For Interaction

The Design of Everyday Things

by Don Norman

Sketching User Experiences

by Bill Buxton

Microinteractions

by Dan Saffer

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IMPLIMENT

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If you cannot measure it you cannot improve it.

— Lord Kelvin

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A VS B

100,000 users get option A

100,000 users get option B

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A B

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A

A CVS

B

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A

A C

B

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A

A C

B

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A B C

TESTING DIFFERENT MICROINTERACTIONS…

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BUSINESS TRAVELERS

LEISURE TRAVELERS

CALIFORNIANS

DIFFERENT DESIGNS CAN PROVE TO BE MORE EFFECTIVE FOR DIFFERENT AUDIENCES

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IN CONCLUSION…

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Less, but better.

— Dieter Rams

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THANKS