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Temple Grandin at UX Week 2009

by peterme on February 8th, 2010

On Saturday, HBO premiered its original film Temple Grandin, and the media exposure around it has definitely raised Ms. Grandin’s profile. We were extremely fortunate to have her speak at UX Week 2009, explaining how her autism affects how she perceives the world, her work with animals, and her experience in what I call “animal-centered design”. Here are videos of her entire presentation (there aren’t many full-length presentations of her online, and I couldn’t find any others where she talks about design).

Temple Grandin PART 1 of 2 | UX Week 2009 | Adaptive Path from Adaptive Path on Vimeo.

Temple Grandin PART 2 of 2 | UX Week 2009 | Adaptive Path from Adaptive Path on Vimeo.

The 3 Qs for Great Experience Design (by Jared Spool)

by Pam Daghlian on January 26th, 2010

Jared Spool. You know him, you love him, and you can see him when he keynotes MX: Managing Experience on March 7th.

He’s graciously allowed us to repost this article so we can give you an idea of what his MX talk is based on.

The 3 Qs for Great Experience Design
By Jared M. Spool

(Originally published: Oct 06, 2008 here)

For more than seven years, we’ve studied how the great user experience teams succeed. We’ve looked at a variety of variables to isolate what it takes. We’ve looked at management structure, employed methodologies, best practices, and hiring qualifications. We’ve looked at team communication techniques, requirement gathering techniques, the target industry, and the geographic location. All said, we’ve inspected about 250 different variables for dozens of organizations across a wide variety of industries, educational institutions, and government.

As with most things, most variables don’t play a role. However, we found three key variables as being critically important: vision, feedback, and culture. Using these three variables, we’ve created corresponding questions to help us quickly rate a team’s experience design prowess. Teams that answer these questions well are far more likely to create great experiences than the rest of the pack.

Factor #1: Understanding the purpose of vision
Here’s the first question we ask: “Does everyone on your team know what the experience will be like interacting with your offerings five years from now?”

When the answer is affirmative, any team member can describe what the user’s experience will be like in five years. They’ll tell us a story, like this real one from a century-old insurance company:

“An insured home and car owner, having just had a tree fall on their garage, will log into the site, explain the damage, upload pictures, and get initial claim approval to start temporary repairs and get a rental car—all within a few minutes. Within the next 24 hours, inspection appointments and a detailed damage assessment are scheduled and reviewed, and the repairs are underway within 48 hours. All the payments are handled electronically from the insurance company, with a single NET-60 bill sent to the policy holder for the deductibles.”

This story is an experience vision. It outlines how the person, in this case someone who insures both their home and car with the company, can make a joint claim and quickly start the recovery process. Notice that the story doesn’t describe the specifics of the design or the system — that’s not important. What’s important is understanding the experience of the policy holder.

While this particular story may not sound that interesting or difficult to someone outside, for this organization it’s a radical departure from today’s experience. Their business units currently don’t talk to each other and pretend that customers don’t exist beyond their own individual products. So, this integrated vision shows a radical departure and eliminates much of the frustration caused by today’s organizational reality. For this organization, five years is aggressive for the substantial, under-the-covers changes that this vision will require.

We like looking five-years ahead because it gets beyond the immediate reactive requirements and starts considering what a great experience could be. If we only looked one year ahead, we’d be stuck with the current realities. If we look too far out, we get into the realm of science fiction.

Because everyone on the team has the same vision, they are all on the same page for what it takes to succeed. Think of it as a stake in the sand on the horizon. Everyone can see the stake and knows when they are taking baby steps towards it and when they are moving away. The stake can move at any time (and, for some organizations, does frequently), but that’s ok, since everyone can see the change and start moving in the new direction.

Struggling teams can’t answer this question affirmatively. They either have never considered beyond the problems of the day or everyone has a different vision. Working to have a solid vision that everyone shares will go a long way to help these teams.

Factor #2: Having a solid feedback mechanism
While the first question deals with where the team is going, the second question deals with where the design has been: “In the last six weeks, have your team members spent at least two hours watching people experience your product or service?”

We’re looking for teams that can answer affirmatively no matter when we ask. That means they are regularly watching the users and learning from them.

These observation sessions can happen in a variety of ways (and in the best organizations, the variety is wide). They can be usability tests or field studies. In each case, each team member has spent a minimum of two hours observing the current experience.

Note that we’re not talking about surveys or satisfaction measures. Those instruments are often flawed and only give a very small piece of the picture. In the best case, they can tell us whether users are frustrated or delighted, but they can’t tell us why. The team needs to observe the experience, in a detailed manner, to really get the information required to make the critical decisions.

Six weeks is an important period. In our research, the average team member works on an experience design project for twenty-four months. This means they’ll encounter a minimum of 16 separate experiences during their tenure, working out to be an average of 48 observations for a four-member team during that period. All of that detailed information can’t help but create better informed decisions in the design process.

Longer than six weeks and the exposure to the users starts to wear off. It’s far less likely that a team member will say, “What about when we saw Fred have problems with accessing multiple policies?” when Fred’s experience happened months before.

Many struggling teams have never had a single member observe the experience of using their design, even though, in some cases, millions of users interact with the design every day. In other cases, they only get data from indirect sources or they’ve had limited exposure during their tenure. When this happens, each member of the team can only talk to their own experience of using the design, which is very likely to be at odds with how real users experience it.

Factor #3: Living a culture that relishes “failure”
The first two questions are straight-forward and make sense, from a strategic perspective. You have to know where you’re going and you have to know what you’ve already built. The last question, on the other hand, can seem counter-intuitive: “In the last six weeks, has your senior management held a celebration of a recently introduced design problem?”

In most organizations, problems are not cause for celebration. However, in a culture that pushes for frequent small changes, problems become opportunities for improvement. Teams that answer affirmatively have established a culture that not only accepts failure, but relishes it as a way to learn about the users and their needs.

At a major software corporation, the CEO regularly holds parties to give out a valued award, shaped as a full-size life preserver, to individuals who have created “learning opportunities” by introducing a problem into the design. Of course, the CEO acknowledges that the problem wasn’t introduced intentionally. But, because it made it into the design, the organization learned important lessons they can use going forward. Receiving the life preserver award from the CEO has become a high honor within the company.

For example, a technology company recently experienced a massive server outage as, upon the release of a highly-desired new feature, millions of users tried to upgrade simultaneously. While the server outage was a major embarrassment (reflected in the press and on Wall Street), it was because of a successful marketing and design campaign for highly-desired functionality. Despite the momentary crisis, the organization simultaneously learned how to create desirable enhancements while also learning the impact that it has on their infrastructure — both valuable lessons they’ll refer to for years to come.

The best organizations hold these celebrations frequently, because they are constantly learning from their mistakes. By making the learning process explicit, through their acknowledgement and reward, the culture starts to look for it. As the old saying goes, “That which is measured gets done and that which is rewarded gets done well.”

Struggling organizations do not hold celebrations of what they perceive to be design problems. Instead, they’ll punish the “culprits” and put new product-preventing policies in place to stop it from re-occurring. Soon, the original stimuli for these policies are forgotten and the organization is doomed to repeat the mistakes.

Driving Towards Improvement
The neat thing about these three questions is their applicability to constant improvement. Teams can self assess and look for opportunities to answer the questions better.

A good team may have a start to the vision, but hasn’t communicated it to everyone who has influence over the design. The team may occasionally get feedback on their current experience, but hasn’t seen anyone recently. And there’s always opportunities to highlight the latest things they’ve learned, even if it was a difficult learning process.

While further research could show there are other factors that influence a team’s success, it’s clear to us that these three factors are critically important. Fortunately, improving them has little downside, making them a serious candidate for any amount of investment the organization can afford.
———–
About MX: Managing Experience
March 7-8 | San Francisco | $1,595
Use promo code BLOG for 10% off
www.mxconference.com

MX is a conference for people who take a leadership role in guiding better experiences into the world. MX serves up examples to learn from and approaches to adopt that can help you lead your organization toward investing in or improving your customer experience on the web, mobile, and more. Over a day and a half we’ll look at the key elements critical to your success as a leader: experience strategy and communicating that strategy, organizational buy-in, results-oriented investment and measurement, and the emerging trends you’ll have to master.

HBR Online now integrates timely and timeless, online and in print

by Brian Cronin on December 17th, 2009

We congratulate our friends at Harvard Business Review on the launch today of their new site and redesigned magazine! HBR is passionate about the critical role it plays in shaping business leaders, and the new site has brought the best of what HBR offers online into a single site experience that coordinates extensive content across the magazine and the web. This tighter relationship expands the audience for both channels, making the HBR brand more available, relevant, and capable of impacting leaders.

“We also want to strike a finer balance between timely and timeless ideas with the new site; to better connect management theory to management practice, to more effectively support your different learning styles, and to respect your limited time. Our design partners at Adaptive Path did a great job in helping us design the site to accomplish those goals.” — Eric Hellweg, Editor, Harvard Business Review Online

We are also excited because our work together has made it to launch in record time. It took seven weeks from final design assets to launch. That is impressive.

The redesigned magazine’s new look will also impress thanks to the mad skills of de Luxe, who worked effortlessly to coordinate this massive cross channel change.

Another feat is HBR.org’s leadership in applying the downloadable font technology from our friends at TypeKit. This technology assures that the text on the web looks just as attractive as what’s found in the magazine, without resorting to the old technique of slowly downloading text that had been converted into images.

The newly integrated site removes the complexity of the previous two sites, inspiring and guiding business readers with content, community, and commerce. I know there are many more features yet to come, as HBR has taken a significant step in creating a platform for future development.

Our congratulations to everyone at Harvard Business Publishing who is beginning an important new chapter in their history, creating a valuable new experience for HBR to engage and interact with emerging and established business leaders both in print and online.

You can read the more about our work on the HBR blog and check out the before and after screenshots here:

before
after

And we’re happy to announce that Eric Hellweg, editor of Harvard Business Review Online will be speaking at our MX Conference this March.

Shifting Perspective

by Teresa Brazen on December 3rd, 2009

We in the user experience design industry talk a lot about keeping the user’s perspective in mind as we make things. User research helps us do that. User testing keeps us in check. And here’s another interesting way to shift your perspective…shake things up and look at it from the object’s point-of-view.

When I watched this video for the first time, I was fascinated on the surface level of aesthetic. I loved seeing words written from the perspective of a pen. And then it struck me that it is also a great reminder of how far we may have to go to really abandon our own way of seeing things. A useful practice when making something for someone other than you.

This video was created by Mike Strasser for his graduate industrial design program at Stanford. He is currently Founder and Managing Partner at the ID firm Think2Build.

The Wonderful World of Make Believe

by Alexa on November 20th, 2009

Have you ever set out to “reimagine an experience,” only to find yourself feeling trapped? Have you had one of those days when all your ideas felt too much like existing ones? Perhaps your design decisions were rational and grounded, but just didn’t feel inspired. Or maybe you felt stuck because you were constrained by assumptions without realizing it.

As a Left-Brained Person, I’ve certainly found myself there before. Fortunately, my brilliant colleagues, Kate Rutter and my former colleague Rachel Hinman, are always full of ways to help me, and others, snap out of it. And these ways often begin with kicking me out of the studio door and into the world — or at least into the wonderful world of make believe!

In this presentation from UX Week 2009, I invite participants into this world — a world that was so easy to enter as a child, but that we all have the power to enter into still.

Alexa Andrzejewski | UX Week 2009 | Adaptive Path from Adaptive Path on Vimeo.

You can also learn more about the activity in Kate’s post on The Wand in the World.

Alexa and Foodspotting attract seed funding attention!

by peterme on September 3rd, 2009

At last weekend’s Women 2.0 Startup Weekend, Adaptive Path interaction designer Alexa Andrzejewski and her Foodspotting team got $5,000 in seed funding (without even asking for it!).

Within Adaptive Path, we’ve seen the evolution of Foodspotting, an iPhone app and website devoted to helping people find the best dishes (as opposed to restaurants) in their area. From the beginning, it’s been a needs- and design-lead idea, and the strength of that approach has gotten great feedback wherever she’s shown it.

In this video from the weekend, you can see Alexa and her Foodspotting partner Michael Goff’s 5-minute, 5-slide pitch and demo:

Startup Weekend Pitch: Foodspotting from Women 2.0 on Vimeo.

Congrats to Alexa! And here’s to Foodspotting’s continued success!

Metaphors for Storytelling

by Andrew Crow on August 25th, 2009

We often use metaphor and illustrations to tell the story behind our concepts. Here is one that I thought appropriately captured Amazon’s strategy for the Kindle. It’s from a contest that Engadget recently ran to create a design that will be etched into the back of a Kindle.

Using metaphor is a great way to convey the essence of a product or service’s strategy. It tells the story with little effort on the reader’s part. If you’re looking for ways to get your point across without writing a bunch of documentation, try this first and see where it takes you.

Kindle Assembly Diagram

“Dialogue in the Dark”: A Journey into a World without Sight

by Teresa Brazen on August 12th, 2009

Download podcast here

The latest Tea with Teresa podcast: An interview with Dialogue in the Dark Creative Director John Zaller and Guide Gloria Fisher
Show Length: 20 minutes

In this podcast, I’ll take you with me on a journey into a world of darkness…where people use their hands, hearing and sense of smell to discover where they are. We’ll explore an immersive exhibition called Dialogue in the Dark, were blind guides help visitors move through multiple environments, experiencing the world without sight. Creative Director John Zaller and exhibition guide Gloria Fisher talk about the mission behind this experience and the profound impact it has upon visitors. As the Dialogue in the Dark website says, while the “exhibition environments have been carefully crafted, the physical space is not the focus of the experience; it simply provides a frame for interpersonal connection”. Join me on this adventure into darkness…and the world of the “other”. I promise your perspective about sight will never be the same.

Resources:
Dialogue In the Dark website
Blind & Low Vision Services
Civic Atlanta (staffed the Dialogue in the Dark exhibition in Atlanta)

Tools & Methods To Learn, Navigate, & Make a Name for Yourself in the UX Landscape

by Teresa Brazen on August 11th, 2009

We are always swimming in a sea of “new”. There are new clients, projects, jobs, careers, relationships and more that we must figure out how to adapt to as we move through life. A large part success comes directly from our ability to grapple with and thrive amidst all that “new”. I’m hosting a virtual seminar tomorrow to share some unique ways to adapt to new environments – and the UX industry, specifically. This is a great seminar for those of you interested in either building or expanding your career in user experience design. You’ll walk away with a clear roadmap to create impact in the UX community and beyond. Oh, and along the way, you’ll also get some advice directly from Whitney Hess, Merlin Mann, Scott Berkun, and Rachel Hinman.

If that got you thinking, read more here: Tools and Methods to Learn, Navigate and Make a Name for Yourself in the UX Landscape

Wednesday, August 12

10-11:15am Pacific Time

Only $129

How to Design an iPhone App in 48 Hours

by Alexa on August 4th, 2009


There was never a dull moment at this past weekend’s iPhoneDevCamp — not when we had to pitch an idea, recruit a team, and develop a functional iPhone app in less than 48 hours! But when I stepped off the stage after presenting the first native demo of Foodspotting to a crowd of 500-some participants, I couldn’t have been happier with how far our team had come! And thanks to the three intrepid developers who volunteered to take the idea I brought to iPhoneDevCamp and make it tangible and presentable, Foodspotting won Best Social App in the Hackathon.

So how do you build an iPhone app in 48 hours? There were over 75 entries in the Hackathon, so I’m sure there are many smart ways to go about it. (I’d love to hear about other teams’ processes if you’re reading!) But here are some things that helped our team do “good design faster” this weekend:

We started with an experience vision.
Admittedly, we did not conceive of and design the app this weekend — I’ve been putting my UX strategy and design skills towards Foodspotting for several months now. Although I’d never developed anything, having a well-rehearsed elevator pitch and a smoke-and-mirrors vision prototype made it easy to get others on-board, ramped up and developing.

We did very little.
As Jason Fried puts it, “Build half a product, not a half-ass product.” We knew we needed to narrow the vision for Foodspotting down to the simplest thing that could be of value. At its essence, Foodspotting is about taking and finding food photos. So that’s what our team focused on.

We worked side-by-side.
As a design consultant, I rarely get the chance to sit side-by-side with the people who are implementing the designs. So looking over the developers’ shoulders and being able to hand off data and artwork as needed was one of the best parts about iPhoneDevCamp. I gained insight into how developers think and a new appreciation of the complexities of doing “simple” things in Objective-C.

We asked for help.
One of the best things about iPhoneDevCamp was the culture of openness and sharing (reinforced by the blue raffle tickets that organizers handed out to everyone demonstrating these values). Whenever the developers hit a snag, we asked for help using the open mic, and “Helpers showed up faster than you can say ‘911′” (as my teammate Peter put it).

We set up the problem before presenting our solution.
In the last half hour before our 3-minute presentation on Sunday afternoon, one of these helpful people, Eric, offered a tip: Prepare a slide deck, because, “Everyone forgets to establish the problem before showing off their solution.” I quickly dug into my design strategy toolkit and pulled out a problem statement, an elevator pitch, some positioning charts, and some vision sketches. I was so thankful for this tip! In just three minutes, even with a half-finished demo (even with our narrow scope, there was a lot we couldn’t do), people got it.

So that’s how we were able to do “good design faster” at iPhoneDevCamp 3. But for whatever reasons you might find yourself under the gun, I hope some of these approaches can help you make the most of it!

And if you want to see the iPhone app, you’ll have to follow @foodspotting on Twitter or keep watching http://www.foodspotting.com to see where it goes!


Where do great ideas come from?

At Adaptive Path, our ideas are driven by the work we do. We do consulting for user interface and user experience design, and offer conferences, training and education for UX designers.

From field ethnography, UI wireframes and task flows, to visual design and implementation, we do it and we teach it.

Learn more in our video, Adaptive Path in 2 ½ Minutes:

ap-video

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