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Designing for impact: Why beautiful design is not enough?

Vladimir Koncar
October 06, 2018

Designing for impact: Why beautiful design is not enough?

Not so long ago we were shipping digital products that only needed to work. Today that’s not the case - having a brilliant idea, great visual style, incredible animations, the perfect code is just not enough. That is the baseline.

We live in a world where everyone and everything is connected, where we value our time and where the quality of interactions matter more than ever. We need to create both useful and desirable interactions, which bring long-term value to the user as well as the business.

This talk overviews digital product design processes with cross-functional teams that listen, iterate and learn along the way. The talk presents design methods that help us reduce the risk of building products nobody wants, products that don’t bring any value to the business.

Vladimir Koncar

October 06, 2018
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  1. Design Lead Senior Graphic Multimedia Web Mobile Multi-sensory Experience Principal

    Leader Expert Creative Data Analysis Art Creative Executive Director Manager Mentor Coach Partner Builder Sales Marketing Spatial Digital Entrepreneur Concept Strategy Consulting Customer User Analysis Conversion Interaction Service Experience Product Visual Motion Interface Owner Animation Research Business Founder Chief Consultant Partner SOURCE HTTPS://WWW.SLIDESHARE.NET/SAMIJOHANNES/IHMISET-JA-MUUTOS-TIVI-UX-THINK-BIG @koncarovski
  2. 150+ employees Operations in US (NYC) and EU (Croatia) 100+

    projects across iPhone, Android, Web, TV OS, Apple Watch, Chatbots and car platforms. @koncarovski
  3. Design is a team sport. And a team with cohesive

    chemistry always beats a team with a few prima donna superstars. — Mike Monteiro @muledesign @koncarovski
  4. 5.6B Addressable market (14+ yr olds) 5B Mobile subscribers 3.7B

    Active smartphones 7.6B Global population SOURCE LUKE WROBLEWSKI - CONVERSIONS@GOOGLE 2018 @koncarovski Mobile Market
  5. Average daily phone use 3h Average Phone Usage SOURCE LUKE

    WROBLEWSKI - CONVERSIONS@GOOGLE 2018 @koncarovski
  6. Session length for half of the sessions 1.5h SOURCE LUKE

    WROBLEWSKI - CONVERSIONS@GOOGLE 2018 @koncarovski Average Phone Usage
  7. Average daily touch rate of your phone 12 min SOURCE

    LUKE WROBLEWSKI - CONVERSIONS@GOOGLE 2018 @koncarovski Average Phone Usage
  8. Session length for half of the sessions 30 sec SOURCE

    LUKE WROBLEWSKI - CONVERSIONS@GOOGLE 2018 @koncarovski Average Phone Usage
  9. 40% of session length within app 15 sec SOURCE LUKE

    WROBLEWSKI - CONVERSIONS@GOOGLE 2018 @koncarovski Average Phone Usage
  10. Microinteractions & Animations Information Design User Interface Design User Experience

    Design Information Architecture User Research Experience Strategy Code Architecture & Services WHAT USER PERCEIVES USER INTERFACE USER EXPERIENCE SOURCE RMA’S DISCIPLINES OF USER EXPERIENCE Layers of Product Design Product strategy Research & Validation HOW PRODUCT WORKS @koncarovski
  11. Ministry of Sound 2013 - 2014 The mobile application opens

    a unique window to the world of Ministry of Sound - from live radio, through an extensive catalogue of on-demand shows, to watching headline DJ sets in Live from the Club. @koncarovski
  12. @koncarovski Building the right thing Understand Discover Define Synthesis Explore

    Ideation Create Implementation Shaping the problem space Insight Defined Problem Solution Building things right Learning, improving & growing Product Discovery Product Delivery Product Improvement SOURCE HTTPS://WWW.DESIGNCOUNCIL.ORG.UK/NEWS-OPINION/DESIGN-PROCESS-WHAT-DOUBLE-DIAMOND
  13. 3 2 1 Prioritize and plan Frame the problem and

    maximize the opportunity Explore and assess multiple solutions Deciding what to build. @koncarovski
  14. Understanding what a successful outcome would be. Establish business goals

    and metrics. Carry out user research. Mapp the customer journey. Review the competition. @koncarovski
  15. 01 What is the problem we are trying to solve?

    02 Are we solving the right problem? 03 For whom are we solving it? Why should they care? 05 Do customers want our solution? 06 Are we meeting business needs? 07 What’s our implementation plan? 08 … 04 What’s the vision for the solution? @koncarovski
  16. PRODUCT DESIGN Design Sprint User Experience Design User Interface Design

    Prototyping Micro interactions Animations User Testing Validating @koncarovski
  17. Idea Build Learn Launch 2 3 1 4 SOURCE JAKE

    KNAP: DESIGN SPRINTS @koncarovski
  18. Sketching on day two. Client — CD Client — Designer

    Five — Lead Designer Client — COO Client — Dev Client — CEO Five — CD
  19. SOURCE HTTP://MERLIN.REBROVIC.NET/BLOG/DESIGN-SPRINTS-ARE-LIKE-EXCAVATORS Launching a new product? Extending a web experience

    to mobile? Have an MVP but need an injection of UX/UI? Thinking of adding new features and functionality? Need a design overhaul of the existing mobile product? How do you know if you should use a Design Sprint? @koncarovski
  20. Innovative, personalized language and reading programs drive positive learning outcomes

    in thousands of schools, businesses, government organizations and for millions of individual learners around the world. Rosetta Stone @koncarovski
  21. Acquisition Where are users coming from? Activation Are users having

    a happy first-time experience? Retention Do users keep coming back? Revenue Are you making money? Referral Do users tell others? AARRR SOURCE HTTPS://GOO.GL/JP3X6M @koncarovski
  22. VERTICAL EXPANSION × PRODUCT INVENTORY PER VERTICAL × TRAFFIC PER

    PRODUCT PAGE × CONVERSION TO PURCHASE × AVERAGE PURCHASE VALUE × REPEAT PURCHASE BEHAVIOR Fundamental growth equation = REVENUE GROWTH SOURCE SEAN ELLIS: HACKING GROWTH @koncarovski
  23. Moonlite Easy to use projector that clips right to your

    smartphone and uses the flashlight to make your child's favourite tales come alive. @koncarovski
  24. @koncarovski SOURCE HTTPS://WWW.DESIGNCOUNCIL.ORG.UK/NEWS-OPINION/DESIGN-PROCESS-WHAT-DOUBLE-DIAMOND Building the right thing Understand Discover Define

    Synthesis Explore Ideation Create Implementation Shaping the problem space Insight Defined Problem Solution Building things right Learning, improving & growing Product Discovery Product Delivery Product Improvement