Home > Meetings
> January 2002
Explaining User Experience Design
to non-CHI Professionals
Andy Schechterman, PhD
January 29, 2002 — Cogito, Provo
Meeting Summary
Andy took us on a whirlwind tour of the methods and metaphors he uses to
explain User Experience Design to clients. His presentation covered 123 slides,
so what follows just hits a few of the many excellent points he made. Contact
Andy
if you would like a copy of the present ion.
Blue titles and black text are
from Andy's slides. is my notes
and comments.
- Grant Skousen
You Must . . .
- Empathize with the human condition (few know how to)
- "Correctly discover"
- Map or "bring to life" the human code . . . the user’s
needs, wants, tasks, goals, desires . . . to the experience design medium
Human Design = Business Success
Shocking but True (1 of 3) (Cooper)
- Software may be a new economy - the internet is not
- This economy delivers adaptability, flexibility and scalability
- Understanding and designing for your users is the hardest part of the
entire process . . . and it's much harder than we realize
- If you make the target bigger, your aim will only get worse
- What I like and what you like is not what others like
- You and I are not representative
- Most people are neither logical nor self-aware
Shocking but True (2 of 3) (Cooper)
- You need powerful and compassionate tools and expertise for understanding
your users
- A "user requirements document" of sorts
- Interaction Designers follow user-centered methods
- User-centered design research accommodates multiple goals,modeling
the user (e.g., personas) gets you much closer
- Interaction designers bridge the gap between users and technology
- Don't make up the design as you go along - it's too expensive
- Don't launch and learn
- Code is very expensive - one of the last things you do
- The most important tool is paper and pencil and a whiteboard
- A lot like making Hollywood movies
Shocking but True (3 of 3) (Cooper)
- It takes about two (2) or more years to build quality software sufficient
to generate profit
- Shipping early is like the care required of a premature baby
- There are no magic technology bullets – not voice recognition,
not wireless, not 3-D, not the internet
- The only magic bullet is understanding and then designing for your users
Completed Designs are Trade-offs between Resource Limitations, Business Objectives,
and User Experience Objectives
Where the Rubber Hits the Road...
The three layers from the user's perspective:
- The UI (user interface)
- Initially considered to be the product, service, environment
- The UI2 (user interaction)
- Typically invisible, the negotiated relationship that
the user controls
- The UX (user experience)
- The soul of the interaction: Think human-to-human
- The perceptions that result from every point of contact and end-user
has with the product, service, environment, initially and over time
- User experience = Brand?
- Effective design finds a balance between being truly usable and useful,
being liked or pleasing to the user, and being something that can actually
be coded or built
- There is a potential "profit" component only when the above
prerequisites are fulfilled
User-Experience Design (UXD)
- Places the Horse before the Cart:
- Done in the field (the user's world)
- Discovers mental and conceptual models
- Then designs the interaction
- Then maps "information architecture"
- Then crafts the textual and visual (or sensory) affordance
- Then codes system support
- Iterate, iterate, iterate . . . along the way
- Very important: "Usability" is a subset of usefulness is a subset
of meaning is a subset of desire is a subset of overall value - which is
always subjective
UXD (User Experience Design) . . .
- Includes "usability" as a given
- Is a process of constrained creativity
- Means getting "under the skin" before designing, refining, innovating,
or "fixing"
- The human data - or touchpoints - gathered from users:
- Frames the problems, strengths, opportunities, solutions
- Between data gathering, data, design methods, and design solutions, is
an element of magic
- Perhaps unconscious and uncontrollable
- Borne out of knowledge, training, experience, natural ability
- There is a lot of work to do when moving from data to design
- And it takes time to incubate and germinate innovation
- Is an approach to designing ease of use in the total user experience with
products and systems.
- Requires two fundamental elements:
- Multidisciplinary teamwork, collaboration, cooperation
- Methods of acquiring in-context user “data” and “converting”
it into meaningful design.
- The object is not to know the answers before we do the work. It's to know
them after we do the work.
Some UXD Basics
- Simplicity: Don't compromise usability
- Support: Place the user in control, provide proactive assistance (the
"waiter" as UX)
- Familiarity: Build on users' prior knowledge (recognizing strengths and
limitations of metaphors)
- Obviousness: Make objects-actions and their controls visible and "intuitive"
(we learn through observation)
- Encouragement: Make actions predictable, reversible, exploratory
- Satisfaction: Create a sense progress, production, achievement, success
- Availability: Make all relevant objects available at all times (contextual
menus?), no less . . . no more
- Safety: Keep the user out of trouble (also encourages exploration and
discovery)
- Versatility: Support alternate interaction techniques (redundancy, shortcuts,
keyboard, platform, ADA)
- Personalization vs. Customization: Allows users to do (strengths and limitations)
- Affinity: Bring objects-actions to life through relevant visual design
(subtractive, hierarchy, affordance, scheme)
How Well Can You Know Users?
- Market research (and related) offers approximation and aggregation of
demographic characteristics, tendencies, preferences - abstractions from
30,000 foot level. Helpful bit not enough.
- Strategic design research offers an intimate "life on the ground"
data set of people who make up your audience. These are living, organic
portraits. Know them and design for/with them (Eckersley, Schechterman,
2002).
We will not presume to design experiences for people, but we will do
so with them, if asked.
– John Thackara (Doors of Perception)
The best market and design intelligence comes from simply spending time with
your users.
– Aaron Marcus
UXD Results in Actionable Models
Is There a Business Case? (YES !)
- UXD is a philosophy and a practice for understanding, building and
managing true customer relationships.
- Success in digital and non-digital products, services and
environments is a function of what you know about your current and
potential customers, and your capacity to reach and motivate them.
- UXD offers the prospect of knowing much more about your target
audiences than ever before, likely far more than your competitors.
- Translating that knowledge into insightful archetypes and models,
and designing for compelling end-customer experiences brings it full
circle.
Thanks to Andy for presenting and Cogito for hosting.
Original meeting invitation:
Explaining User Experience Design to non-CHI Professionals
Andy Schechterman, PhD
Tuesday, January 29th 2002, 7:00pm
hosted by:
Cogito
3521 North University #100
Provo, Utah
www.cogitoinc.com
With emphasis on real-world discovery, and drawing on user studies he conducted
from the 80s to the present, Andy has assembled a sample presentation
of slides he shares with business stakeholders who are curious about the philosophy,
method and process underlying human-centered design of products, services,
and environments, digital and non-digital. While some stakeholders may still
need to be sold, most simply need to better understand - to be walked through
- what it is they are about to embark upon. Non-HCI and non-technology guests
are also encouraged to attend.