enterprise ux pres

16
Enterprise UX

Upload: mike-mccoy

Post on 17-Jul-2015

56 views

Category:

Design


0 download

TRANSCRIPT

Enterprise  UX  

Current  State  

•  Consumer  UX:  adop4on  4pping  point  •  Enterprise  UX:    – Adop4on  =  lukewarm  – Objec4ons  &  detractors  – A  fer4le  environment  primed  for  R&D  

•  Ecosystems,  Mindsets,  Mental  Models,  Ac4vity  Theory,  Consumeriza4on  of  IT  

Ecosystems  

UX  Ecosystems  

•  Interdependent  rela4onships  that  emerge  between  components  within  an  informa4on  environment.    – People  managing  informa4on,  sharing  data,  and  collabora4vely  building  knowledge  for  themselves  or  an  organiza4on.  – Their  goals  as  individuals  and  as  collaborators.  – Digital  and  analog  technologies  they  use  to  share  informa4on  and  interact  with  one  another  in  meaningful  ways.  – Informa2on  they  share  and  value  for  individual  and  collabora4ve  purposes  (uxmag.com/design-­‐for-­‐a-­‐thriving-­‐ux-­‐ecosystem).  

•  Missing:  –  Doozers  –  Systems  engineering    –  Fit,  equilibrium,  waste  .  .  .  

The  Business  

Structure  

•  Historical  mindset  –  Change  organiza4on's  focus  from  building  lots  of  func4ons  to  mee4ng  user  needs.  

–  Change  organiza4on's  focus  from  cool,  impressive  technology  to  soVware  that  is  simple,  prac4cal,  and  useful.  

– Help  execu4ves  and  project  managers  focus  on  the  value  of  usability  (Schaffer).  

•  How  is  produc4vity/success  measured?  •  Who  pays  for  projects?  – Different  funding  models  (Lund).  

Org  Structure  Funding  Models  

Mental  Models  

Mental  Models  

•  Interac4on  &  nav  model:  page  based  vs.  RIA.  •  Decision  making:  more  =  be[er?  •  Data:  canned  reports  vs.  ad  hoc  interac4ons.  •  Communica4on:  send  to  Outlook.  •  Real  estate:  avoid  paging  or  scrolling  at  all  costs.  

Ac4vity  Theory  

Ac4vity  Theory  

•  Goals  and  tools  are  historically  shaped  and  mediated  by  consumer  and  producer.  

•  Tools  are  extensions  of  our  thinking  about  the  ac4vity  we  are  engaged  in.  –  “Mind  and  body  are  profoundly  extended  and  transformed  by  ar4facts”  (Vygotsky  1929,  Leont'ev  1981).    

•  Ar4facts  in  everyday  prac4ce  •  Important  concepts:    –  Internaliza4on  &  externaliza4on  –  Contradic4on  –  a  disrup4on/catalyst  that  spurs  innova4on  

Internaliza4on,  Externaliza4on,  Etc.  

Developments  

•  Consumeriza4on  of  IT  •  BYOD  •  Design-­‐savvy  workers  (consumers)  •  Enterprise  UX  will  save  IT    – Data  visualiza4ons  – Communica4on  and  collabora4on  tools    – Robert  Fabricant  and  Greg  Petroff  -­‐  Harvard  Business  Review  

Future  Research  

•  Have  we  been  measuring  the  wrong  thing?  •  Can  do?  Will  do?  Want  to  do?  •  Does  it  fit?  Are  they  using  it?  Are  they  using  it  for  it's  intended  purpose?  

•  Longitudintal  studies  to  assess  and  reassess  fit.  •  Compe44ve  Analysis  ßà  Contextual  Inquiry  •  Ways  to  combine  influence  bolstered  by  real  data.  

•  UX  as  systems  integrator;  managing  complexity  

Conclusion  

•  Consumeriza4on  of  IT  is  going  to  break  down  barriers  to  enterprise  UX  adop4on.  

•  The  enterprise  is  tradi4onally  home  to  human  computer  interac4on  theory  and  prac4ce.  

•  Enterprise  is  ready  for  UX  research  due  to  exis4ng  infrastructure  to  handle  two  prime  areas:  data  visualiza4on  and  communica4on.  

•  UX  /HCI  should  lead  this  charge.  

Ques4ons  

•  Thank  you