Upgrade to Pro — share decks privately, control downloads, hide ads and more …

UXINDIA18 - “Users” are people, too: 3 approach...

uxindia
October 04, 2018

UXINDIA18 - “Users” are people, too: 3 approaches design teams can use to enhance awareness of users as humans

Keynote by Steve - Day 1

uxindia

October 04, 2018
Tweet

More Decks by uxindia

Other Decks in Design

Transcript

  1. “Users” are people, too 3 approaches design teams can use

    to enhance awareness of users as humans
  2. “Only two industries refer to their customers as 'users': computer

    design and drug dealing." Edward Tufte, information visualization pioneer
  3. “If I had asked people what they wanted, they would

    have said faster horses." Author unknown
  4. “If there is any one secret of success, it lies

    in the ability to get the other person’s point of view and see things from that person’s angle as well as from your own." Henry Ford, automotive industry pioneer
  5. Critical Incident • Description • Actions taken • Feelings •

    Outcome • Future actions/responses desired
  6. Kano Model • Satisfaction if feature present • Satisfaction if

    feature absent • Overall importance Absence Absence Presence Presence
  7. Hierarchy of UX needs Meaningful Pleasurable Convenient Usable Reliable Functional

    (useful) Significant Memorable, worth sharing Super easy, works as expected Used without difficulty Available, accurate Works as programmed Anderson, S. P. (2011). Seductive interaction design: Creating playful, fun, and effective user experiences. Berkeley, CA: New Riders
  8. Laddering Get at the core reasons • “Why is that

    important?” • “Can you clarify why?” • “Why do you need to do that?” • “Explain why that is?”
  9. Survey Self-report emotional state • Valence ◦ Angry ◦ Confused

    ◦ Interested ◦ Delighted • Intensity ◦ Weak → Strong
  10. Biometrics Emotional state from behavior and measurements • Facial feature

    tracking • Pupil diameter • Galvanic Skin Response • Blood pressure • Heart Rate Variability • Brain activity
  11. Show the journey Depict experience across phases • Before, during,

    after • Actions • Thoughts • Emotions • Opportunities
  12. Depict emotion Illustrate emotional change along the journey • Feelings

    • Thoughts • Associations • Opportunities
  13. Track achievement How we are doing • Goals • Usage

    • Engagement • Adoption • Satisfaction
  14. Key moments Critical points of the experience • Beginning •

    End • Peaks • Delight • Pain points
  15. Socialize Always make the experience top of mind • Review

    key moment metrics • Use journey as centerpiece • Share stories and themes • Engage all stakeholders
  16. What next? Start/continue the process • Critical user profile •

    Context of use • User values, needs, emotions • Journey (before, during, after) • Key moments • Continuous monitoring • Socialization
  17. “Want your users to fall in love with your designs?

    Fall in love with your users." Dana Chisnell, usability research expert
  18. Further reading Anderson, S. P. (2011). Seductive interaction design: Creating

    playful, fun, and effective user experiences. Berkeley, CA: New Riders. Jordan, P. W. (2000). Designing pleasurable products: An introduction to the new human factors. London: Taylor & Francis. Norman, D. A. (2004). Emotional design: Why we love (or hate) everyday things. New York: Basic Books. Walter, A. (2011). Designing for emotion. New York, N.Y: A Book Apart/Jeffrey Zeldman.