connecting the dots of the user experience
TRANSCRIPT
February 2009
Gianluca Brugnoli frogdesign
Connecting the dots of user experience The design of interactive systems
DECONSTRUCTING THE MACHINE: THE SYSTEM PARADIGM
2
Traditionally interaction design is centered on the relation of a man with a machine or a service, where (usually) goals and sphere of action are well defined.
What happen if the “machine” is broken down into a network made of services and distributed applications?
What happen if interaction is no longer based on functional and clear goals, but becomes an open and borderless experience where the main goal is living the experience itself?
Experience is
4 Source: Stephen P. Anderson
what we can remember
what we learn
Experience is meaning
CONTENT IS GETTING INDEPENDENT FROM THE MEDIA
5
According to the annual CENSIS* report about media consumption in Italy in 2005, teenage users don’t mind about the media used to enjoy contents (music and information). Contents are streams they freely catch where possible with any media available.
Media are getting undi!erentiated for the user experience.
Context and user intentions makes the di!erence.
*CENSIS, from the 1964, is the main Italian social study and research public foundation. http://www.censis.it/
14
Camera phone
Digital camera
Desktop application
Web application Photo sharing on the web
Digital frame
Media center
Mobile media player
Mobile phone
Photography eco-system map
Photography eco-system map
15
Camera phone
Digital camera
Desktop application
Web application Photo sharing on the web
Digital frame
Media center
Mobile media player
Mobile phone
capture manage publish / view
share
16
Camera phone
Digital camera
Desktop application
Web application Photo sharing on the web
Digital frame
Media center
Mobile media player
Mobile phone
private distribution
public distribution
Photography eco-system map
17
Camera phone
Digital camera
Desktop application
Web application Photo sharing on the web
Digital frame
Media center
Mobile media player
Mobile phone
living room
indoor
Photography eco-system map
outdoor
outdoor
User scenarios
18
++a: Tom exports his photo on is laptop
he retouches it and saves a new version…
…and transfers the new photo on a digital frame at home.
++b: Tom exports his photo on is laptop He uploads it on
Flickr adding few tags He show o! the photo to a friend in a pub using mobile web
User scenarios
19
++a: Tom exports his photo on is laptop
he retouches it and saves a new version…
…and transfers the new photo on a digital frame at home.
++b: Tom exports his photo on is laptop He uploads it on
Flickr adding few tags He show o! the photo to a friend in a pub using mobile web
Di!erent configurations Di!erent interfaces Di!erent contexts
Di!erent interactions Di!erent results
capture manage share publish / view
Digital camera
Main user actions / intentions
Touchpoints
Mobile phone
PC application
Web site / application
Print media
Portable mediaplayer
Home mediacenter / TV
Photography Customer Journey
capture manage share publish / view
Digital camera
Main user actions / intentions
Touchpoints
Mobile phone
PC application
Web site / application
Print media
Portable mediaplayer
Home mediacenter / TV
1
2
3 4
21
Connecting the dots - 1
persona
capture manage share publish / view
Digital camera
Main user actions / intentions
Touchpoints
Mobile phone
PC application
Web site / application
Print media
Portable mediaplayer
Home mediacenter / TV
1
2
3
22
Connecting the dots - 2
persona
capture manage share publish / view
Digital camera
Main user actions / intentions
Touchpoints
Mobile phone
PC application
Web site / application
Print media
Portable mediaplayer
Home mediacenter / TV
1
2
3
5
4
23
Connecting the dots - 3
o"ce
living room
home
on the move
persona
Design considerations
24
Many entry points are possible In the system there are many entry points where the user can initiate the interaction, following context, situation and other needs and goals.
There is no one best way Interaction and task flow doesn’t always follow one single optimal process, but is the combination of various partial and occasional actions accomplished by the user with di!erent tools in di!erent context.
Design for connections In the system scenario, design is mainly focused on finding the connections with the whole network, than in creating closed and self-su"cient systems, tools and services. Connections are social and cultural assets, other than technical.
Connecting the dots
25
1. For a positive and fulfilling user experience, the whole is more important than the parts.
Moreover, the intelligence of the platform is more important than the intelligence of the single device, which could be replaced or completed.
Connecting the dots
26
1. For a positive and fulfilling user experience, the whole is more important than the parts. Moreover, the intelligence of the platform is more important than that of the single device, which could be replaced or completed.
2. Results are not delivered by a single device. They are the arrival point of a fragmented and random interaction flow which goes through many devices and di!erent situations.
Connecting the dots
27
1. For a positive and fulfilling user experience, the whole is more important than the parts. Moreover, the intelligence of the platform is more important than that of the single device, which could be replaced or completed.
2. Results are not delivered by a single device. They are the arrival point of a fragmented and random interaction flow which goes through many devices and di!erent situations.
3. The architecture of the system becomes a key design challenge. Before focusing on the capabilities and on the features of a single device, the design should start from the organization of the system, and from the possible relationships and connections between the parts which can be activated by the user action.
Connecting the dots
28
1. For a positive and fulfilling user experience, the whole is more important than the parts. Moreover, the intelligence of the platform is more important than that of the single device, which could be replaced or completed.
2. Results are not delivered by a single device. They are the arrival point of a fragmented and random interaction flow which goes through many devices and di!erent situations.
3. The architecture of the system becomes a key design challenge. Before focusing on the capabilities and on the features of a single device, the design should start from the organization of the system, and from the possible relationships and connections between the parts which can be activated by the user action.
4. Device’s features and use follow its role within the system, which changes continuously in a opportunistic and situated way following the di!erent contexts and user situations.
Connecting the dots
29
1. For a positive and fulfilling user experience, the whole is more important than the parts. Moreover, the intelligence of the platform is more important than that of the single device, which could be replaced or completed.
2. Results are not delivered by a single device. They are the arrival point of a fragmented and random interaction flow which goes through many devices and di!erent situations.
3. The architecture of the system becomes a key design challenge. Before focusing on the capabilities and on the features of a single device, the design should start from the organization of the system, and from the possible relationships and connections between the parts which can be activated by the user action.
4. Device’s features and use follow its role within the system, which changes continuously in a opportunistic and situated way following the di!erent contexts and user situations.
5. Tasks and processes depend on the connections and on the parts combined by the user within the system. Primary and secondary features switch continuously following user interaction, also in a occasional and opportunistic way.
Connecting the dots
30
1. For a positive and fulfilling user experience, the whole is more important than the parts. Moreover, the intelligence of the platform is more important than that of the single device, which could be replaced or completed.
2. Results are not delivered by a single device. They are the arrival point of a fragmented and random interaction flow which goes through many devices and di!erent situations.
3. The architecture of the system becomes a key design challenge. Before focusing on the capabilities and on the features of a single device, the design should start from the organization of the system, and from the possible relationships and connections between the parts which can be activated by the user action.
4. Device’s features and use follow its role within the system, which changes continuously in a opportunistic and situated way following the di!erent contexts and user situations.
5. Tasks and processes depend on the connections and on the parts combined by the user within the system. Primary and secondary features switch continuously following user interaction, also in a occasional and opportunistic way.
6. Users are always in the center: they are the protagonist which freely and actively connect the dots, selecting and putting together the di!erent pieces of the system.