BenjaminParry / tags / user experience

Tagged with “user experience” (5)

  1. Suze Ingram – Would you like service design with that?

    Service design is a new discipline which focuses on understanding what customers want, then designing services which meet their needs. Sound familiar? Web designers have focused on user-centred design for years to create websites and applications that are user friendly.

    Service design is well established in Europe and North America and there’s already a handful of Australian businesses offering service design. What is it? Does experience in designing for screen interaction translate to designing services too? Will service design be the next big thing? Suze offers insight by drawing on her years of experience as a UX designer and researcher. She shows how service design might fit into your business in the future, who you might pitch it to, and what sort of skills you might need to deliver service design.

    http://www.webdirections.org/resources/suze-ingram-would-you-like-service-design-with-that/

    —Huffduffed by BenjaminParry

  2. Bruce McCarthy – UX and Product Roadmaps » UIE Brain Sparks

    Bruce: UX people are, I have found, highly, highly leveraged in those early days of testing your assumptions. I’ve done this over and over again, actually. We did it at NetProspex, and we are doing it right now with a startup that I founded called Reqqs, reqqs.com. It’s a product for product managers that helps them with prioritizing and road mapping.

    What we did early on with that product was to first do a bunch of research with product managers to understand their problems, and when they ask for features to ask them why they wanted them. Get those problems boiled down to the essential few, which, with product managers, it turned out, the worst problems are prioritizing and road mapping.

    Both the decision-making part and the communications and getting-everybody-bought-in parts of that process. Then the whole question was, “Do we have a solution to those problems? Do we have something that will actually provide value in those problems over and above the alternatives,” which right now, for most product managers are Excel and PowerPoint.

    So we did mock-up after mock-up. I walked users through those mock-ups. We set them up in a clickable fashion. So you could go from one page to the next as though it were a real product with real data.

    Kept optimizing it based on the feedback that we were getting and to the point where we had something that was in HTML and clickable and apparently responsive, even though there was no database behind it, that people said, “Yeah, this is great. If I could put my real data in, this is exactly what I would want.” Then we went from there into producing the real code.

    We used a whole bunch of the front-end code. Not all of it, but a lot of it. Similarly, at NetProspex, I was building a tool for salespeople that was basically a search tool for contact information. It was for telephone salespeople, for what they call BDRs, who just make lots and lots of outbound phone calls all day long and make appointments for salespeople.

    This was a quick lookup-tool, essentially, for getting the right contact information for somebody you wanted to reach. We had a whole team of these BDRs. We had 25 of them at NetProspex in-house. So I said, “Perfect. I will produce a clickable mock-up and I will put it in front of them and see what they think.” I learned a huge amount by doing that.

    Then after we got beyond the clickable mock-up stage and into early prototypes, but the UI was still very minimal, I would put it in front of them have them actually use it in their job and see where it did or didn’t work for them. I quickly learned to keep the UI simple.

    It actually helped me reduce the feature count that we needed in order to get into our first release. Because I discovered that some of the advanced features that I thought people would think were really cool, that the salespeople couldn’t figure out how to use them. So we just got them, and we had a better product for it.

    https://www.uie.com/brainsparks/2015/07/08/bruce-mccarthy-ux-and-product-roadmaps/

    —Huffduffed by BenjaminParry

  3. Emotional Design for the World of Objects

    Welcome to the world of atoms. Remember when the mantra was that bits were more important than atoms? That we could dispense with physical things because information was all that mattered? Well, that was nonsense then and it is nonsense now.

    The human body is part of the physical world. It savors touch and feeling, movement and action. How else to explain the popularity of physical devices, of games that require gestures, and full-body movement?

    Want to develop for this new world? There are new rules for interacting with the world, new rules for the developers of systems. But the new rules still follow the old principles. Let’s not throw away the old lessons of interaction. In fact, these become even more important than ever before. And yes, there are some new things to learn as well, new technologies to master, new words to learn.

    Today the need is for complex, rich, emotionally satisfying things. It is no longer just about function and service. Those are still important, but they are taken for granted. Today we must add convenience and comfort, fun and excitement, pleasure. We needed to develop applications that both delivered real value but also was high in emotional value, experience, and engagement.

    http://2011.dconstruct.org/conference/don-norman

    Dr. Don Norman is the author or co-author of fourteen books, with translations into sixteen languages, including: The Design of Everyday Things, Things That Make Us Smart, and The Invisible Computer. Business Week has called this the bible of the ‘post PC’ thinking. His latest book, Emotional Design: Why we love (or hate) everyday things marks the transition from usability to aesthetics, but with the emphasis on a well-rounded, cohesive product that looks good, works well, and gives pride to the owner. The well-rounded product, says Don, will enhance the heart as well as the mind, being a joy to behold, to use, and to own.

    —Huffduffed by BenjaminParry

  4. Letting Go

    Design (or if you prefer—user experience) is at a crossroads. In our globalized, hyper-connected world, users no longer need to wait for us to create experiences for them. As we debate the value of design thinking, the usefulness of the next API, or strive to craft the ultimate cross-platform experience—users are sorting this out on their own, using whatever service or technology is “good enough” for them at the time.

    Strategies and scenarios that made sense mere months ago, are disintegrating as technologies shift, business models crumble, and we watch with dismay as users exchange tips to disable JavaScript on their Kindles, or access multiplayer Flash games on the iPads.

    What happens to your brand, your product, and your bottom line when users choose “good enough”, over your carefully crafted product or service? Is it a sign of failure, a missed opportunity, or a chance to dive head first towards a new reality?

    http://2011.dconstruct.org/conference/bryan-stephanie-rieger

    Bryan Rieger is a designer, writer and reluctant developer with a background in theatre design and classical animation. Bryan has worked across various media including print, broadcast, web and mobile; and with clients such as Apple, Microsoft and Nokia.

    Stephanie Rieger is a writer, designer, and closet anthropologist with a passion for the many ways people interact with technology. With a diverse background, Stephanie’s expertise lies in marrying design, technology, and business goals to craft simple, elegant experiences.

    —Huffduffed by BenjaminParry

  5. Beyond Usability: Mapping Emotion to Experience

    Addiction or devotion? The complexity of our relationships between connected experiences, devices and people is increasing. Stanley Kubrick once said a film “should be a progression of moods and feelings. The theme, what‛s behind the emotion, the meaning, all that comes later”.

    Design ethnographer Kelly Goto presents underlying emotional indicators that reveal surprising attachments to brands, products, services and devices. Gain insight on designing user experiences that map to people‛s real needs and desires.

    http://2011.dconstruct.org/conference/kelly-goto

    As an evangelist for ‘design ethnography’, Kelly Goto is dedicated to understanding how real people integrate products and services into their daily lives. Goto is Principal of gotomedia, LLC, a global leader in research-driven, people-friendly interface design for web, mobile and product solutions for clients including Seiko Epson Japan, Adobe, NetIQ, WebEx and CNET. Her book, Web Redesign 2.0: Workflow That Works, is a standard for user-centered design principles. Goto is also the editor of gotomobile.com, a leading online publication on mobile user experience and serves on the national board of the AIGA Center for Brand Experience.

    —Huffduffed by BenjaminParry