Posts tagged: User Experience

Business Model Design at Mobile Startup Weekend

By rphillippi, July 24, 2010 4:15 pm

This last week I met with Alex Osterwalder and about 7 others to review his new book, Business Model Generation and talk about how we are using it in our own practices. It was a fascinating conversation about business innovation and how designing business models can help.

Inspired by the chat, I opted to try to bring it in within Startup Weekend. It was the first time I had run a session and had about 30 minutes to do it. Let me start by saying that simply wasn’t enough time and I failed miserably. However, that meant that I had a lot to learn. Here’s what I figured out:

1) When working with startups whom are not well versed in business lingo, simplify the language. Make it accessible to your audience.

2) Encouraging people to draw is actually far more challenging than I expected. You may need to lead with examples of what they can do.

3) Sometimes breaking down the language and getting the conversation going can help if you are willing to illustrate the conversation and start adding in the components into the model.

4) The model can feel complicated and overwhelming. Make it more approachable to the non-business user.

5) For encouraging people to share ideas, encourage the ideas to be posted/sketched to the model first. Don’t allow conversation around the ideas just post them first. Then go back and see what works and what doesn’t.

Alright that was my rapid fire thoughts; back to work on the prototype.

UX Video of the Week: Sketching & Paper Prototyping

By rphillippi, May 23, 2010 6:00 pm

“I haven’t done a wireframe in 2 years.” starts Todd Zaki Warfel in his talk about his intensive, iterative ideation sessions with clients followed by prototyping and discusses in this video why you should prototype. (Hat tip to theuxworkshop.tv.)

The process goes as follows:
1) Sketch: Start with quantity over quality. In about 5 minutes sketch 6-8 ideas.
2) Share: Throw them up on a wall side by side and present to the team. (Three minutes to pitch. Two minutes to critique. Four to 6 cycles in a day.)
3) Prototype: Figure out what to prototype (top 3-4 ideas).
3) Build: Bring it to life.

Why Prototype:
1) Work through our designs: Does it work? What doesn’t work? Where’s the hole(s)?
2) Communicate concepts: People are visual. They grasp what they see.
3) Sell an idea
4) Gauge technical feasibility
5) Test concepts with customers

What happens if you don’t (prototype)?
You get a domino effect. You think it’s going to work and testing shows otherwise. Yet you are in the middle of development. Or you have users screaming at the screen.

Six Guidelines:
1) Know your audience and intent.
2) Plan a little. Prototype the rest.
3) Set expectations.
4) You CAN sketch.
5) It’s not the Mona Lisa.
6) If you can’t really make it. Fake it.

Who’s Experience is it Anyway?

By rphillippi, February 4, 2010 11:38 pm

I have gotten asked a lot in interviews lately. “So what are you? Do you consider yourself IA or IxD?” And I find myself asking, “Does it matter?”

I have to ask all UX professionals everywhere, “Why the divide?” Aren’t we as professionals in User Experience supposed to be about the design of that experience no matter the medium?

You could argue, much like Marshall McLuhan, “The medium is the message!” After all a content rich site is going to need a good IA to wrangle all that content but then that IA needs to also create the interface for the user to interact with all that content. Isn’t the interaction design?

On the flip side, you may have an interaction designer working on a content rich site such as CBS News is going to need to know how to wrangle all that content in order to increase find-ability. Isn’t that Information Architecture?

How much are we really different from each other? And does it really matter? In the end isn’t it all about the user and their experience anyway?

Change up the Experience

By rphillippi, January 18, 2010 3:10 pm

As a designer, I am responsible for the experiences I create for my users. Whether creating a financial web site or a game, I need to consider how people will interact with that information. What excites me about this video is it takes an everyday object and creates a new and unique experience which changes the behaviour of the user. Interesting.

Another example is Mint.com.

Most people would say that they 1) do not understand finance and/or 2) find it rather boring. I am included in that population. Until the day I found myself working in finance, I can honestly say I didn’t understand it. No one spent time explaining it to me. School never had a class in it. How was I ever to understand it? I was frustrated with money.

Enter Mint.com and all of a sudden you have users who say, “Mint.com has changed the way I view my finances.” Really? Why is that?

Mint adds color and graphics. It talks to you about your money. Shows you where you are spending, where you can cut, helps you budget, watch your investments grow, etc. It provides a simple interface for ease of use and understanding. It has changed behaviour and the user’s understanding of their money.

How much more as designers can we help our users understand things they do not and affect behaviour within applications, web sites, games, and other digital means? What can we look to, to help us explore new forms of interactive understanding? Every project differs. In the case of JunoBaby it simply needed to be a simple module to help users understand the company. In the case of AEG (redesign live soon), it was an interactive flash piece that explained the historical timeline of the company through imagery and video while matching with the historical periods in time to help users better understand the time periods the company was making such decisions.

Digital Road Signs

By rphillippi, January 11, 2010 2:01 pm

I was watching Top Gear on the BBC and they were discussing the design of the road signs for the highways (Fast forward to 4:45 within the video).

In the 1950’s when the government was developing the motor ways in the UK, they realised that the current signs were not going to work. Thus a professor and his former student got the job to redesign all the road signs around the UK. They utilized colors and upper and lower case lettering for faster reading. They also changed up the design of the “children at play” sign to look like the student and her brother when they were young. Their objective was to make the signs clear and easy to read while moving at traditional speeds in the UK. You can find the final product here.

I remember my design classes at design school taught the importance of clean & clear design. Not to mention with road signs you need to consider not only your local audience but the tourist who may read the imagery of the sign differently than you intend. How then does this translate to the web or other forms of digital media?

Road signs in digital media are usually navigation based. Interaction Designers and User Experience Specialists will recommend things like breadcrumbs, as well as, utilizing colors and font sizes to help users figure out where they are within a site. For example when I worked on the CBS News redesign we explored colors like yellow for the Early Show, red for 60 Minutes, and blue for 48 Hours. These visual clues give users an immediate (unspoken) impact which says I am in X section of the site. It’s the way the users find their way or what UX professionals call wayfinding.

Though with that in mind, I ask my fellow UX pros if perhaps when talking about UX with people whom don’t know or understand what we do perhaps we need to use road signs to explain how people find their way through a site. What road signs will users look for when they come to your site? Will the signs say move forward?  Dangerous curves ahead? Stop? What does your site say about you and will users manage to find their way?  Will they find your site a nice drive in the country?  Or a dangerous rocky road ahead?

Rethinking my Blog: Girls & Games

By rphillippi, January 8, 2010 3:29 am

I came home today from playing soccer, injured.  If you know me, then you know that is not all that uncommon. I may regret this in the morning. Or perhaps not as it got me inspired to blog.

First I want to state that for 2010 I think I will be talking about User Experience in a more generalized way.  I find I put too much pressure on myself to say something profound in my blog. Like every blogger in the blog-o-sphere must say something profound that has massive universal impact rather than simply saying, “I think this about that.” Thus in order to take the pressure off and to encourage more blogging, I will blog about anything I think impacts experience or technology. I’ll ask more questions. I’ll talk about stuff that inspires my thinking. Speaking of, my biggest inspiration lately has been gaming.

Girls and Games.

Ask most females and they would tell you they are either 1) not a gamer or 2) there aren’t enough “girl games” out there for them. What does that really mean though?

Let’s start with point one: “I’m not a gamer”

Any girl who tells you this is simply lying. Truth is they have probably played several games as a kids. As a member of the female gender, they play games with their friends, lovers, and others they come across. They are just not the “normal” type of game we might think of. Girls are competitive in nature.  If you don’t believe me, watch females play soccer or volleyball. (Or fight over a man.)

That brings me to point two: “The games out there aren’t interesting to me.”

I had an interesting conversation with the people at Playdom during an interview a few weeks back. It turns out the game, “Sorority Life“, has a strong appeal to women in their 30/40/50’s whom have the desire at the end of the day to “kill”. (In other words they love the fight feature where they can challenge other women and win battles for money, power, status, or game items.) It is a release of stress for them.

While I was not a fan of Sorority Life (because it felt too girly),  ”Mafia Wars” (by Zynga) appealed to me for much of the same reason. Fascinating, isn’t it?

Why then aren’t more games built for girls that allow us to play to our competitive natures? The game industry is missing a key component to the type of experience girls would want in games. Perhaps there would be more peace in the world if we could take out our aggression within games?

Then again, probably not.

Designing Carousels: A Comment on a Short by Smart Experience

By rphillippi, August 9, 2009 1:31 am

Smart Experience posted a small webinar about Carousels on their Facebook group.

Most of us in the industry design with carousels all the time. Smart Experience says they have become very popular because of their ability to provide a bunch of information visually. The mind processes information visually a lot faster than data.

If you plan to design with carousels then the first thing someone should know in designing carousels is that it is about imagery.  In fact, designing the imagery in a straight line allows the user to know just how many images there are within a carousel such as the example in the video.

Carousels create depth of field, much like flipping through several documents stacked on top of each other.

Always keep in mind that carousels are about browsing information, not searching.

Finally, Victor points out that carousels should be fun.  I don’t know that I agree with this last point of his. After all, some information found in carousels is hardly fun such as buying an appliance but then again what can we do as designers to make it interesting and unique? Can we allow the user to move in and out and around the object? Zoom in on certain features they need to learn more about? Add visualizations wherever needed to help explain features that may not be easily understood without a visit to a store?  As designers, we get to create those experiences in those modules.  To that point, it’s not just about creating a clean interface that gets the information the user needs to them but taking it a step further and helping the user to gain understanding when needed.

Video Notes From the Field

By rphillippi, August 3, 2009 8:49 pm

[Original Link & Videos] Liz Danzico recently sought out the advice of digital designers and designer conspirers far and wide, to ask them to respond to the following:

So you’re thinking about becoming a designer? If I could tell you only one thing about going into the field, my advice would be ___________ .

They can be summarized as such:
- Be empathetic towards all (the team, client, etc). Understand behaviours.
- Think about more than just the design
- Know how to express yourself. “It’s the sign of an organized mind.”
- Differentiate yourself by understanding the big picture
- Learn for yourself and create your own opinions
- Have undying passion for what you do
- Use a camera as your visual sketchbook
- Nothing better than knowing something you have changed someone’s perspective
- Focus
- Seek out, embrace, and solve for different perspectives
- Constantly tackle problems at the edge of your ability
- Find the middle ground between clever and stupid
- Constant and consistent iteration

If I were to add my own it would be:
So you’re thinking about becoming a designer? If I could tell you only one thing about going into the field, my advice would be know your client’s business. Know their competitors and then know their users. Ask for specifics get inside their heads. Then solve for what their heart and soul asks for not for what they think they need. Also, know how to talk to people in other fields and backgrounds.

Understand My Needs

By rphillippi, August 3, 2009 11:45 am

[Original Link] You go to a restaurant for dinner a friend recommended without knowing exactly what time they open. Unfortunately you arrive half an hour before they open and disappointed to see “Sorry we are closed” or “closed” sign. You feel “shut out”.

But what if the sign says “we will serve you later”?

The Jumbi-chu or sometimes Shitaku-chu – “we will serve you later” or literally “we are in preparation” signs are commonly seen at the front door’s of Japanese restaurants outside of their business hours. The other day I read an article of a Westerner living in Japan talking about this sign and he thinks it’s a very considerate way of saying “closed” because the guest feels the people working behind the door will welcome you later.

My non-Japanese friends often remind me that in Japan we enjoy “good service for free” and the typical Japanese service is:

Punctual and precise
Detailed
Not to tell people what you want because most of the time people know and will do it automatically
Living away from Japan …
When living in Canada for 2 years, I missed the Japanese parcel-delivery service. One time I could not receive a parcel and I was surprised to know that there was no re-delivery no matter how big the parcel is. In Japan you can request the re-delivery for free at your desired date and time, and although it’s not recommended, even if you miss the second delivery the parcel is re-delivered again and again until you receive it. While such a service mind-set usually provides much convenience to Japanese, it may cause “too much of a good thing problem” causing Japanese not to think consciously about our users.

As a usability consultant I conducted many web site competitor analysis and find that US companies seem to know what to provide their users and how to approach them. The common problems of Japanese websites:

Too much information is provided at a time – In usability tests we see users who are overwhelmed by the amount of information they see and they are unable to find what they really need.
Regardless of how much the users know about their services/products – The service/product information starts from their real names and content is dominated by business terms or technical features that users would not understand.
Writing how good their services/products are and not about the user benefits – Even if we read all the information, we are still left feeling “so what?”
In short, they just stick to explaining all the little features they think is good and not clear about who they are talking to and what/how information should be communicated clearly.

Why does this happen?
The Japanese are generally very good at providing services that take the customer’s situations into account. But why not on the websites? I think a major reason is that Japanese companies are behind in marketing compared to the western companies. The process of marketing usually starts from defining the target users first then the business goal is broken down into action plans (inductive). But most Japanese companies’ websites seem to do the reverse, starting from the small pieces of service/product features and not getting to the conclusion which communicates the benefit to the users (deductive). Seems like they force users to figure out the benefits and next steps themselves.

Different way of thinking?
As professor Richard Nisbett agues in “The Geography of Thought: How Asians and Westerners Think Differently…and Why”(2003), Asians are context and setting dependent and allow multiple causes, while Westerners are focal object/outcome oriented and pursue single cause and effect. Even in daily conversations Japanese tend to avoid taking a pronounced standpoint and expect others to read between lines, because it avoids conflicts with others and protects from unwanted counterarguments. This way of communication works if you can expect the middle or long term relationships. However, the nature of websites as media only allows “Treasure every encounter, for it will never recur” type of relationship. So, if websites are unable to catch the users at the first glance, they leave the sites very quickly.

In my 2 years in Canada I was “trained” by my Taiwanese friend to be more assertive to deal with different situations living a Western life. Years later, I joined the global usability community, and interestingly, I feel I do not need to be so assertive among usability professionals, no matter where they come from. Perhaps because the nature of usability work is empathetic i.e. to be “in your user’s shoes”, adaptive to different approaches across cultures and considerate before its demanded by others. The Japanese in general are good at considering other people’s situation and for Japanese companies to be more successful in the online communications, they need to provide the information in the shape so users can easily understand them in seconds not minutes or hours.

—————

What I really like about this article is that goes beyond a local culture and says we need to consider the needs of users beyond our own spectrum. I have worked for far too many firms who say, “We don’t need to consider accessibility as that’s only 2% of our users. Yet that 2% is millions of potential customers that organizations are missing out on. If you are truly an organization that cares, that means you care about ALL your customers not just the majority.

Consumers, Design, & Strategy

By rphillippi, July 8, 2009 2:30 pm

I use my Twitter account mainly for work and gathering information from my friends about the latest and greatest going on in the UX community. With following 88 rather active Twitters, it’s often hard to keep up with all the articles they post so in an effort to not only summarize for myself but also pass on to anyone reading, here’s what I have seen over the last week:

Whitney Hess has posted the following:

Jess Bezos’s, the founder of Amazon.com, says, “Obsess over customers“. More importantly:

Obsess over customers: “When given the choice of obsessing over competitors or obsessing over customers, we always obsess over customers.”

Invent: “Any time we have a problem, we never accept either/or thinking. We try to figure out a solution that gets both things.”
Think long term: “It requires and allows a willingness to be misunderstood.”

It’s always Day 1: “There’s always more invention in the future. Always more customer innovation. New ways to obsess over customers.”

What I like about this video she has posted is it gets back to a point I have made about never losing touch with the customer. In all my experience with Six Sigma, Change Management, and User Experience, I think the only thing that really touches the customer is a culture of asking and consistently testing and iterating on your product line with your customers (or users). Hence why I have fallen into User Experience as a career.

——————————-

On top of this Business Week recently posted an article about the IDEA 09 Design Awards calling the article, “Designing a Better World” where they said, “Business leaders should care about design because it hits the bottom line… more than anything else, design builds a business.”

Surviving A Downturn (User Experience)

By rphillippi, March 18, 2009 10:28 am
Be Kaler Blake (Aquent UK) and Gerred Blyth (Lighthouse Experience) recently presented the following presentation on surviving the current economic downturn:

View more presentations from Uk Upa.

Key Takeaways:

1) Thinking about user experience for projects:
- Push towards customer self-service (experience should be as good as possible)
- SEO most attractive and crucially measurable piece
- Brands will survive even if the company doesn’t
- Put yourself in the clients shoes.  Would you spend the money?
2) For the individual:
- Self promote
- Ensure your contributions are noticed
- Improve on weak areas
- Produce your own projects

IxDA 09 Redux SF

By rphillippi, March 15, 2009 10:30 pm

I went to the SF Redux of Interaction 09 and had a great time not only getting to know some new people but also learning more about Interaction Design. Here’s some quick thoughts and notes of what I saw:

——

Steve Portigal was up first to walk us through his sold out workshop called, “Well, we did all this research … now what?

My Twitter Feeds on SP:

“Who cares about terminology. Examine, infer and apply to business or design.” I’d say apply to both. Why should they be different.

“Stay out of solution land. Try different methods”

When stuck come up with really bad ideas to encourage creativity.

——-

Second was Kumi Akiyoshi with “Feeling: What Makes an Engaging Product?“.  The slides from the presentation are below:

Interaction09 – Feeling: what makes an engaging product?View more presentations from Kumi_Akiyoshi.My Twitter Feeds:

Design for experience = playful + lightness (anthromorphism) + community + quality of craft + socially responsible

At MSN what is the value proposition?

“People are emotional about visual design” – is that why wireframes are normally black and white? (CBSi)

——-

Third was Ian Swinson with “Postcard Patterns”.

Postcards = simple straight forward messaging

——-

Fourth was Nadya Direkova with “What’s in a game? A look at game design best practices as prime influencers of interaction design.”  The slides from the presentation are below:

Twitter:

Is google a single player or multiplayer game? How many of us get to design apps in 3d?

This is review so far. It’s all about the same from my game design class at Parsons.

Simply controls. Friend invites to play with friends. (AdverGames)

Create a reward in health. Physical Therapy… Doing # of exercises = whatever

——

Kim Goodwin “each one teach one” – people are now saying I experienced good design. This is easier than that.

Twitter:

“Nothing special about the iPhone. Technology is simple. It’s design they are selling. And we’re paying a lot of money for good design.”

“Corporate Americas new found belief in design is fragile.”

A lot of good ideas end up collecting dust. “It’s someone else’s fault. We need to take responsibility.”

Sales people understand progressive commitment. Get people involved in the research and so on to understand reasoning. Pushes commitment.

Even those who are use to rational decisions can be susceptable to emotion. (Ie the Mini Cooper)

Bargaining a normal part of Change Management. “I’ll have the salad with the cake.”

Ixd = generation creation

——

In summary -

Personal gripe: Another thing about less is more on presentation slides… Less information focuses the audience on you and what you are saying. Avoids info overload

At the bar afterwards: “We’re designing behaviour”

Why We Should Define UXD

By rphillippi, March 15, 2009 6:46 pm

The San Francisco division of the IxDA recently held a “redo” of the recent Interaction 09 Conference in Vancover. The slide that left me most moved was the one below:

User Experience Specialist Definition

This slide opened my eyes to how vital it is that we define user experience. After all if we do not define what we do then we risk not being heard, understood, or taken seriously. With standards and definitions then we can pass down our knowledge to younger practitioners and build credibility in the marketplace.

Other images from the IXDA Redux are found here

Pattie Maes & Pranav Mistry: Unveiling the “Sixth Sense,” game-changing wearable tech

By rphillippi, March 2, 2009 3:50 pm

Pattie Maes & Pranav Mistry demonstrate a “Minority Report” type of interactive gaming. How would this change the way we interact with the web and games in general. User experience of the future goes 3D?

Music on Websites

By rphillippi, February 10, 2009 12:19 pm

While exploring the option of spending a couple weeks in Italy in a dance intensive, I visited the site of the recommended hotel: Park Hotel La Grave

In process my computer crashed and on reload Firefox reloaded all my open tabs. Then as if from no where, there was music filling the air on a constant loop. I started going through each tab scrolling up and down frantically looking for the off switch. It was no where to be found. Instead I find myself reminded of Eddie Izzard’s skit about trying to get the printer to work:

No matter where I turn. I cannot find the off switch. Finally after 10 minutes of this frustration, I find the switch at the bottom of the home page!

Don’t get me wrong, there are definite distinct advantages to using sound in the right places at the right time. Jakob Nielsen points out that sound can “enhance the user experience substantially”. He adds that testing within a game environment using the same graphics but higher and lower quality sound led users to believe that the game had better graphics when better sound was utilized. However that was a game environment not a website.

When exploring the web most users are looking for information. In this case, I was looking for the amenities, price, and any reviews on the hotel. I didn’t care whether or not the hotel had a good atmosphere. After all in a hotel you mainly sleep. You aren’t looking for a home. Thus the music only frustrated me when I couldn’t locate the module to turn it off.

If you would like to use sound to create an experience than use it wisely and place it where the user can find it. The top right or even the right rail work beautifully for this purpose. The worst thing you can do to your user is frustrate them because you will lose them as a customer. Remember you never get a second chance to make a good first impression and on the web that is even more vital.

Common Misconceptions About UX Design

By rphillippi, January 13, 2009 12:30 pm

Whitney Hess recently published an article on mashable.com called 10 Most Common Misconceptions About User Experience Design.

The short version that UXD is not is as follows:

  • …user interface design
  • …a step in the process
  • …about technology
  • …just about usability
  • …just about the user
  • …expensive
  • …easy
  • …the role of one person or department
  • …a single discipline
  • …a choice
  • Dan Saffer, founder and principal at Kicker Studio, agrees that it’s common for design to be mistaken for being solely about decoration or styling. “I’ve had clients tell me not to worry about what their strategy is,” he says, “because why would a designer care about that? UX is more than just skin deep.”

    ——————

    UX is more than just skin deep. As UX designers we should be buried in the process from step one, the concept, to assist with feeling and experience around a certain product. We can mesh that with strategy and business needs and goals throughout the project lifecycle to ensure a win win for all involved. After all without an engaging product that is a feel good experience from start to finish your marketing will fall flat and your customers will slowly walk away.

    Integrating Accessibility into the Design Process

    By rphillippi, December 2, 2008 4:13 pm

    A little while ago I wrote about the importance of ensuring that you have accessibility on your web sites and applications. Here Ruth illustrates how to ensure that accessibility is considered within the design process. The following is a summary:

  • Research – Who are your users? Do they need an accessible site?
  • Design – Great design balances the user’s needs with the business’s needs.
  • Develop – Collaborate. Context is important.
  • Test – Three types of testing: automated, manual, and testing with people.
  • Human Motivation as a Way to Understand User Goals

    By rphillippi, October 20, 2008 8:19 pm

    Below is a summary of the original post, found here:
    [Original Link]

    Originally written by Stefan Klocek on October 20, 2008

    …Users enjoy the satisfaction of achieving their goals. User goals help us focus our design on solving meaningful problems for the user. If we design with the user’s goals in mind, in the best case we will help them achieve their goals, at worst we stand out of the way.

    Goals are defined as the "state of affairs that a plan is intended to achieve". Goals are what a person wants to do, achieve, or become.

    …Motivations are the drivers behind setting and pursuing goals. Motivation is why someone wants to do something. Motivation is what arouses and sustains action toward a desired goal. It gives purpose and direction to behavior.

    …A survey of the major motivational theories reveals a few commonalities. Needs, desires and wants are the sources of motivation. Motivation directs behavior toward increasing, decreasing, or maintaining a specific state. Dr. William Huitt’s list of motivational needs provides an overview of all of the major theories. I have distilled this list into the essentials:

    People are motivated to increase or develop positive or good things. People are also motivated to decrease or eliminate negative or bad things. Finally people are motivated to maintain certain types of status quo.

    Increasing goodness

    • Understanding
    • Pleasure
    • Control
    • Certainty
    • Inclusion (social)
    • Pleasant consequences (reward)
    • Achievements
    • Likelihood of success
    • Solutions to problems
    • Security

    Decreasing badness

    • Confusion
    • Pain
    • External restriction/control
    • Uncertainty
    • Deficiency
    • Unpleasant consequences (punishment)
    • Threats or risks
    • Negative physical sensations (hunger, thrist, etc)

    Maintaining

    • Balance
    • Homeostasis
    • Attention
    • Optimism
    • Enthusiasm
    • Control
    • Self-efficacy

    ——————- My thoughts ——————-

    As UX Designers we must always think first and foremost of the user and their needs, wants, goals, and motivations. Stefan summarizes some chief motivations for us to consider when designing a solution. Starting on a current project that monitors your computers software and notifies you whether or not you are out of date would suggest motivations of understanding (for the less computer literate), pleasure (for the geeks that enjoy helping their friends), and pleasant consequences (or reward for both, even if the reward is entirely a different experience for each). These users would not want to be confused, experience pain, or feel punished for keeping their computer software up to date. Thus in our user profiles and later in our wireframes we must explore how to increase pleasure while decreasing pain. With an end result of self sufficiency and enjoyment. Keeping your computer up to date should be “fun”. By understanding the background of our users we can develop the online version of the application to be clean, simple (with advanced features for those that need it), and enjoyable to use.

    Updated 12/10/08: User testing has confirmed our assumptions.

    Feng Shui the Web

    By rphillippi, October 16, 2008 11:41 am

    One thing we as interaction designers struggle with is how to explain what we do. Whether our title is User Experience Architect, Information Architect, User Experience Designer, or Interaction Designer, the question of “What do you do for a living?” inevitably ends with a blank stare.

    A co-worker says she explains it with the experience or shopping in a retail store.. “You know the whole process of walking into the store. Picking out items to buy and then purchasing them?” “Yes” “Well that is your user experience.”

    I have often explained it in terms of building architecture. “You know how building architects create blue prints for a building?” “Yes” “I do something similar except they are called wireframes and I am considering how you as the user will move through the space of the web site or application.” This usually works for me but today led to a new insight into how to explain what it is I do.

    I was at Specialtys waiting for lunch when I got talking to a couple of ladies from Tampa. They asked what I did and I told them and then the lady asked, “Oh so you feng shui technology!?” I laughed but in reality it was a brilliant insight into what we do. Our user experiences should be “peace creating”, efficient, experiences that allow users to get in and get out without a lot of frustration. Perhaps from now on I will say the I “Feng Shui the web”.

    Rethinking Customer Experience

    By rphillippi, October 12, 2008 3:31 pm

    I am thinking of writing a paper for the IA Summit around change management, customer service, and user experience, “Rethinking customer service through the eyes of user experience”.  In initial research I am finding I am not the only one that’s starting to think about this.  I found Brandon Schauer of Adaptive Path is also talking about it as well many who spoke at MX 2007.

    I first got introduced to the idea when I was working on a project for a large broadband provider in the UK. They wanted to update and make some changes to their broadband CD.  Unlike the US, providers in the UK do not send people out to help you set up your broadband, instead you are sent all the tools and expected to sort it out for yourself.  This CD is very successful amongst it’s users so we needed to be careful about how we changed the process.  The business wanted more people to sign up for an account with the company for various business goals. The current process requires the user to watch all the 3D videos which illustrate the entire process and once they get through it all (including some software installs) they then are told they are connected. Then they can sign up for a company account.

    Now I don’t know about you but if I were told I was connected I wouldn’t be bothering with a form.  I’d be off to wander the internet. Thus I suggested that the process be changed so that as someone is installing the software then they are also able to sign up for an account. However, I needed to check with tech and with the company to make sure that the infrastructure was in place to support this. The PM felt this would potentially destroy the user experience but as you can see by Jesse James Garrett’s graph below the continuous experience which allows another process to start as you are waiting for another one to finish is a better and happier user experience:

    User Experience ContinumThis allows the user to keep working while waiting for something else to finish.  Also, in this case, it keeps the user there at the computer, as a captive audience. If they really were not interested they could also click the “not interested” button and go get a cup of tea.

    This case demonstrates how the system / user experience can affect the view of the brand and the experience a user has with said brand. In this case, users love this CD and really like the products of this company.  If we as the designers of the experience create a negative experience for the user than we can also negatively impact the business.

    This is what I have been thinking about lately and the reasons for wanting to write the paper and branding my thinking about this as “Customer Experience”.

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