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Designing Our Futures Erik Dahl March 8, 2016 #uxaxioms [email protected] @eadahl

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Page 1: SummitUp Opening Keynote 2016

Designing Our FuturesErik DahlMarch 8, 2016

#uxaxioms

[email protected]@eadahl

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Erik DahlIndependent DesignerIxDA, PresidentMidwestUX Conference, co-founder

[email protected] @eadahl

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Part I

#uxaxioms@eadahl

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“We are called to be architects of the future, not its victims.”

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-R. Buckminster Fuller

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Comprehensive designer = artist + inventor + mechanic + objective economist + evolutionary strategist

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Take a Breath

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“If you think good design is expensive, you should look at

the cost of bad design.”Dr. Ralf Speth, CEO Jaguar

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#uxaxioms@eadahlhttps://www.artefactgroup.com/content/design-maturity-survey/

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Cargo Cult UX/Design

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WTF is UX?

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www.slideshare.net/Hienadz.Drahun/50-visual-definitions-of-user-experience

The Elements of User ExperienceA basic duality: The Web was originally conceived as a hypertextual information space;but the development of increasingly sophisticated front- and back-end technologies hasfostered its use as a remote software interface. This dual nature has led to much confusion,as user experience practitioners have attempted to adapt their terminology to cases beyondthe scope of its original application. The goal of this document is to define some of theseterms within their appropriate contexts, and to clarify the underlying relationships amongthese various elements.

Jesse James [email protected]

Visual Design: graphic treatment of interfaceelements (the "look" in "look-and-feel")

Information Architecture: structural designof the information space to facilitateintuitive access to content

Interaction Design: development ofapplication flows to facilitate user tasks,defining how the user interacts withsite functionality

Navigation Design: design of interfaceelements to facilitate the user's movementthrough the information architectureInformation Design: in the Tuftean sense:designing the presentation of informationto facilitate understanding

Functional Specifications: "feature set":detailed descriptions of functionality the sitemust include in order to meet user needs

User Needs: externally derived goalsfor the site; identified through user research,ethno/techno/psychographics, etc.Site Objectives: business, creative, or otherinternally derived goals for the site

Content Requirements: definition ofcontent elements required in the sitein order to meet user needs

Interface Design: as in traditional HCI:design of interface elements to facilitateuser interaction with functionalityInformation Design: in the Tuftean sense:designing the presentation of informationto facilitate understanding

Web as software interface Web as hypertext system

Visual Design: visual treatment of text,graphic page elements and navigationalcomponents

Concrete

Abstract

time

Conception

Completion

FunctionalSpecifications

ContentRequirements

InteractionDesign

InformationArchitecture

Visual Design

Information DesignInterface Design Navigation Design

Site ObjectivesUser Needs

User Needs: externally derived goalsfor the site; identified through user research,ethno/techno/psychographics, etc.Site Objectives: business, creative, or otherinternally derived goals for the site

This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development)that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within auser experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today.

task-oriented information-oriented

30 March 2000

© 2000 Jesse James Garrett http://www.jjg.net/ia/

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Concrete

Abstract

time

Conception

Completion

FunctionalSpecifications

ContentRequirements

InteractionDesign

InformationArchitecture

Visual Design

Information DesignInterface Design Navigation Design

Site ObjectivesUser Needs

UX ≠ UI

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Concrete

Abstract

time

Conception

Completion

FunctionalSpecifications

ContentRequirements

InteractionDesign

InformationArchitecture

Visual Design

Information DesignInterface Design Navigation Design

Site ObjectivesUser Needs

User Experience (UX) Design is a holistic orientation looking at how ‘what we make’ impacts people, business, and the world;

as well as the strategy to implement it.

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Part II

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Close Your Eyes

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It’s about PEOPLE; It’s NOT about the OBJECT

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Joe Ballay

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...it is in its transparency that it fulfills its function

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Focus on Experience, NOT on the Function.

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Get out something to write on/with.

ACTIVITY

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You have 20 seconds. Design a vase.

ACTIVITY

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You have 20 seconds. Design a vase. Design a better way for people to enjoy flowers in their home.

ACTIVITY

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You have 20 seconds. Design a vase. Design a better way for people to enjoy flowers in their home. Design a better way for people to connect with nature.

ACTIVITY

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Stories are how we understand and shape

the world

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Clifford Geertz

Culture is simply the ensemble of stories we tell ourselves about ourselves.

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Pace Layers

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Harry Crews

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Truth of the matter was, stories was everything and

everything was stories. Everybody told stories. It was a

way of saying who they were in the world. It was

their understanding of themselves. It was letting

themselves know how they believed the world worked;

the right way and the way that was not so right.

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Problem Finding Before Problem Solving

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“If I had an hour to solve a problem and my life depended on the solution, I would spend the first fifty-

five minutes determining the proper question to ask, for once I know the proper question, I could solve the

problem in less than five minutes.”

Albert Einstein

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“If I had eight hours to chop down a tree, I’d

spend six sharpening my axe.”

Abraham Lincoln

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PROBLEM SOLVERS

HOW DO I DO GOOD WORK?

PROBLEM FINDERS

WHAT IS GOOD WORK?

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Reframe the Problem to Open Up New Solutions

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Global vs. Local Maxima

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Create Abstractions & Models, Not Just Narratives;

Use Frameworks

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http://boxesandarrows.com/how-to-make-a-concept-model/ #uxaxioms@eadahl

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The Deal Addict will split their time between Browsing and Shopping. Their Browsing is punctuated by an effort to find the best deal regardless of the product. Their Shopping is defined by comparative pricing.

Inspire Me will spend a majority of their time Browsing. Their experience is marked by an indirect path through the product offering to find something that excites them.

Basic Value will not spend any time in the Research or Browse phases and will spend as little time as possible in the Shop phase. They want to get their shopping done and get on with life.

The Flexible Learner will split their time evenly across the phases as they inform themselves. They may not finalize the purchase within the 30 minute window.

Critical Explorer will spend all of their time in the Research phase. They are unlikely to complete their Research and commit to a purchase within the 30 minute window.

ResearchResearch is the gathering and/or analysis of detailed information about a specific product, groups of products or services.

Deal Addict needs to feel powerful and successful at saving money; feed that need with information about savings.

Inspire Me shops for pleasure, wants to surf around. Help them jump from one idea to the next to see what is hot.

Basic Value will appreciate consistency. Keep designs and interactions for basic shopping activities consistent and predictable.

Flexible Learner needs to stay in a comfort zone. Provide a consistent experience with information, language and interactions across channels.

Critical Explorer wants in-depth information about products. Help them dig deep to find out more and provide that information.

BrowseBrowse is the perusal of products or services without the direct intention of purchasing.

ShopShopping is the act of searching for a specific product, groups of products or services with the direct intention of purchasing.

PurchasePurchasing is the act of the exchange or transaction between the guest and the store.

Goal Save Money

EMOTIONAL ANALYTICAL

See What’s New Supply BasicNeeds

Feel Confidence Find More Information

The Critical Explorer will move out of the Research phase if/when the right product is identified.

Flexible Learner will move onto Shop only when they are confident in their decision.

Inspire Me will move out of Browse when something delights them.

Basic Value will move out of the Shop phase when the needed product is located.

Deal Addict will move from Shop to Purchase if they are confident they are getting the best deal.

Target Personas | :30 Minutes to Shop This diagram shows how each persona would spend 30 minutes of their online experience.

Heuristics

Deal Addict Flexible LearnerBasic Value Critical ExplorerInspire Me

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FITBIT ONE

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Light

Strong

Direct

Indirect

Sudden

Sustained

WEIGHT SPACE TIME

LABAN MOVEMENT ANALYSIS

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Light

Strong

Direct

Indirect

Sudden

Sustained

WEIGHT SPACE TIME

LABAN MOVEMENT ANALYSIS

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Light

Strong

Direct

Indirect

Sudden

Sustained

WEIGHT SPACE TIME

LABAN MOVEMENT ANALYSIS

PUNCHING

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Light

Strong

Direct

Indirect

Sudden

Sustained

WEIGHT SPACE TIME

LABAN MOVEMENT ANALYSIS

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Light

Strong

Direct

Indirect

Sudden

Sustained

WEIGHT SPACE TIME

LABAN MOVEMENT ANALYSIS

FLOATING

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Light

Strong

Direct

Indirect

Sudden

Sustained

WEIGHT SPACE TIME

LABAN MOVEMENT ANALYSIS

PUNCHING

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LABAN MOVEMENT ANALYSIS

FLICKING:

WRINGING:

DABBING:

PUNCHING:

FLOATING:

SLASHING:

GLIDING:

PRESSING:

Flexible, Sudden, Light

Flexible, Sustained, Strong

Direct, Sudden, Light

Direct, Sudden, Strong

Flexible, Sustained, Light

Sudden, Strong, Flexible

Sustained, Light, Direct

Direct, Sustained, Strong

#uxaxioms@eadahl

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A Design Practice for the 21st Century

MetaphorAbstractionReflexivityFeedback

PaceAgencyOpacity

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Matt Nish-Lapidus

http://interaction16.ixda.org/session/a-design-practice-for-the-21st-century/

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Reframe Constraints as Forcing Functions

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New Languages #uxaxioms@eadahl

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Tame Complexity, Don’t Just Simplify

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CO

MP

LEX

ITY

DESIGN OPPORTUNITY

TIME

i

$

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The law of conservation of complexity in human-computer interaction states that every

application has an inherent amount of complexity.

This complexity cannot be wished away and has to be dealt with, either in product development

or in user interaction.

Larry Tesler, Xerox PARC

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COMPLEX, BUT NOT COMPLICATED

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Part III

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Have a Vision For Your Future

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http://www.businessinnovationfactory.com/summit/story/necessary-discourse-unfinished-design

Michael DilaA Necessary Discourse On The Unfinished Design

“We tend to sit back and allow the heroic innovations of others to justify our own

creative passivity.”

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Visualize Your Future Identities

Effort before Identity Identity before Effort→

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MWUX 15 PGH

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Project Capybara

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15 people

+35+20

+60

+45

+30 +75

TUESDAY 11:40AM - 11:50AM

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Take steps to make your future vision a reality.

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You have to have a future vision.

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What is your future vision?

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www.uxaxioms.com

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All of us are responsible for creating the future.

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Have a vision of the future you want to create.

Every artifact we create, shapes the world.

Be mindful of what you are creating.

…so make stuff that matters.

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Thank you!

#uxaxioms

[email protected]@eadahl

Erik Dahl