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From user research to ideation

Damjan Obal
October 06, 2012

From user research to ideation

Damjan Obal

October 06, 2012
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  1. From user research to ideation Workshop on fast paced, guerrilla

    user research, synthesis and ideation Maruša Novak & Damjan Obal @ blok_blok / Mladi.info / Mb, October 2012
  2. “The creation and synchronization of the elements that affect users’

    experience with a particular company, with the intent of influencing their perception and behavior.” Unger & Chandler
  3. “The creation and synchronization of the elements that affect users’

    experience with a particular company, with the intent of influencing their perception and behavior.” Unger & Chandler UX
  4. The Undercover Manifesto* ★ Introducing UX from the ground up

    ★ Change comes through small victories ★ Delivery, not deliverables ★ Good design today is better than great design next year ★ Working with people, not against them ★ Action, not words * Bowles & Box
  5. The Undercover Manifesto* ★ Introducing UX from the ground up

    ★ Change comes through small victories ★ Delivery, not deliverables ★ Good design today is better than great design next year ★ Working with people, not against them ★ Action, not words * Bowles & Box guerrilla DIY
  6. Let’s see, shall we? 9:00-10:00 - User Research 101 10:00

    - 11:00 - Go-out-and-play 11:00 - 11:30 - Research synthesis & Ideation 11:30 - 13:00 - Define the damn thing 13:00 - 14:00 - Lunch 14:00 - 15:00 - Fill. Make. Sell. Oy, and coffee?!?
  7. User research (for today) The topic: Youth unemployment. Research in-the-wild:

    ★ Observation ★ Contextual inquiry & Interviews ★ Focus on interviews & forget target groups ★ Be a ninja but not a voyeur Weapons of choice: notepad, video & photo (phone is more than enough)
  8. Interviewing 101 ★ PLAN AHEAD! ★ Interview where the interaction

    happens ★ Ask open-ended questions (look for HOW & WHY) ★ Avoid a fixed set of questions ★ Avoid leading questions (eg. What’s wrong with your existing mobile application?) ★ Focus on goals instead of tasks ★ Encourage storytelling ★ Ask for show & tell ★ Master your small talk & improvise
  9. Observation 101 ★ Explore the broader context (how does it

    all fit together? what channels, what touchpoints?) ★ Look for challenges ★ Discover “hacks” and shortcuts ★ Consider edge cases and extreme users
  10. Your turn / Interview Exercise Topic: What was your first

    working experience like? Time: 2 minute each Roles: Interviewed / Interviewer / Observer
  11. Your turn. Again. Go out and play. Explore. Observe. Talk.

    Interact. Take notes. Discover. & be back by 11:00
  12. Get it all out Note all observations, challenges and findings

    in short form. Each on a post-it. Also look at the photos, videos from the field. Start alone, then in group. (5 min)
  13. Research synthesis Synthesis = sense-making through an iterative process of

    refining gathered data* ★ Identify opportunities (generative, change we can envision. Opportunities = solutions) ★ Identify patterns ★ Discover the stories * borrowed from Steve Portigal. Thanks Steve :)
  14. From findings(it is hard to get a job) to opportunities

    (improve the recruiting experience) to ideation questions (how can we improve...?) to strategies (connect youth with jobs) to solutions (mobile job board). Only ideas - not refined yet! Towards Ideation
  15. Define: From findings(it is hard to get a job) to

    opportunities (improve the recruiting experience) to ideation questions (how can we improve...?) to strategies (connect youth with jobs) to solutions (mobile job board). (20 min) Your turn. Ideate!
  16. Tell stories. Part 1: The hero. Persona - user model,

    a composite archetype based on research with real users. ★ Personifications, presented as a real person ★ Persona vs. Stereotype ★ Distinct set of behavior patterns ★ Can represent nonusers ★ Persona types: Primary, secondary, supplemental, customer, served, negative
  17. A design tool that also helps resolve the issue of:

    ★ The elastic user ★ Self-referential design ★ Edge cases Part 1: The hero. Persona.
  18. Tell stories. Part 2: Goals. Goals are drivers behind behaviors.

    ★ Motivate usage patterns ★ Don’t ask for goals. Reconstruct them. ★ Each goal in a simple sentence. ★ Three types of goals: ★ experience goals (have fun) ★ end goals (find a job) ★ life goals (be successful in...)
  19. Tell stories. Part 3: Scenarios. Narrative as a design tool.

    Scenarios vs. Journey Map vs. Experience Map ★ Context scenario ★ Key path scenario ★ Validation scenario
  20. Channel: A medium of interaction with users. (TV, Mobile, Internet,

    Newspaper) Touchpoint: A point of interaction involving a specific human need in a specific time and place Part 3: Scenarios. Touchpoints vs. Channels
  21. Name: Eli Roth Age: 5 Hobbies: Chasing my tail Daily

    routine: Eat. Drink. Sleep. Likes: Foooood. Dislikes: Walks in the park. Goals: Live long and prosper. Find that darn bone. Have a blast. (10 min) Your turn. Design personas.
  22. Your turn. Tell/sketch the story. Pair context scenario with a

    storyboard and introduce your solution(s). How is your persona tackling the everyday challenges of work, volunteering, education... with the help of your solution? Sketch & combine. (30 min)
  23. not

  24. Your turn. Wireframes & lo-fi prototypes Add UI mockups/wireframes/screens of

    your lo-fi prototype, glue to existing scenario. (20 min)
  25. Your turn. Design the Box. Make your idea tangible. 1.

    Fill the box (names, users, features, functions...) 2. Make the box (tagline, for who, compelling features, design) 3. Sell the box (30 min) http://www.gogamestorm.com