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The communications technology journal since 1924 2013 • 7
Crafting UX – designing the user
experience beyond the interface
May 31, 2013
Designing the user experience
beyond the interface
There is more to a good user experience than attractive products and services that solve
problems a user may have, and which function according to a given set of requirements.
Creating products and services that provide compelling experiences for users requires
planning, resources and processes for monitoring progress and measuring quality.
to access. Users’ perceptions are also
dynamic and change over time as their
physical, temporal, mental and social
contextschange.
For example, people at work need to
be able to complete their job tasks effi-
ciently and accurately, with minimal
training, nominal need for documen-
tation and with low error margins, all
while optimizing workflow execution
– this is a must for enterprise efficien-
cy. The desirability factor is not always
a priority when it comes to using and
developing enterprise software. Users
generally do not to expect to have fun
when using a system for business pur-
poses – even if an enjoyment factor
mightenhancetheirexperience.
Understanding which interface ele-
ments are needed before trying to
implement them is an essential part
of crafting UX, especially as users have
diverse characteristics and their con-
textsareconstantlyshifting.
Otherwise, it will be impossible to
create user experiences that are mean-
ingfulforpeople.
Brandasaunitingfactor
Brand-design strategy needs to be
simple and clear – each time a user
encounters a product or service is an
opportunity to build recognition.
Applying unique, usable and recogniz-
able visual elements (as illustrated in
Figure 1) to every part of an offering
is essential. Recognition building is not
limitedtothevisualaspectofaproduct
or service; it can also be applied to the
wayfunctionalityisimplemented.
In today’s competitive telecom envi-
ronment, designing similar – yet not
interactiondefinesUXas:aperson’sper-
ceptionsandresponsesthatresultfrom
the use or anticipated use of a product,
systemorservice.
At Ericsson, we believe that UX is not
just a synonym for usability or interac-
tion design, and that the definition of
UX is not just semantics. UX is a com-
plexfieldthatbringstogetherexpertise
frommanydifferentdisciplines,includ-
ing technology, psychology, the arts as
wellasbusiness.
Thefieldspansgraphicaldesign,how
users interact with a service, and how
effectively and accurately the interface
helps users to carry out tasks. In this
field, emphasis is placed on meaning-
ful and emotional experiences, with
defined targets for attributes, such as
usefulness,usability,efficiency,privacy,
security, aesthetics, reliability, charg-
ing,playabilityandcosts.
Users’ feelings are dynamic and
change over time as their physical,
temporal, mental and social contexts
change. Users can be traditional con-
sumers or subscribers; they differ with
varyingroles,rangingfrombasicusers,
tosystemoperators,tobusinessadmin-
istrators. And so, different people will
experience the same system in vary-
ing ways depending on their role and
the functions that role permits them
DIDIER CHINCHOLLE, SYLVIE LACHIZE, MARCUS NYBERG, CECILIA
ERIKSSON, CLAES BÄCKSTRÖM AND FREDRIK MAGNUSSON
BOX A  Terms and abbreviations
GUI	 graphical user interface
NPS	 Net Promoter Score
OSS	 operations support systems
SON	 self-organizing networks
SUS	 System Usability Scale
UCD	 user-centered design
UI	 user interface
UX	 user experience
Modern users are savvy
and demanding, and their
expectations are high. They
want products and services that
provide some level of value. They
want them to be aesthetically
pleasing, emotionally satisfying,
as well as easy to learn, use,
install, maintain and upgrade.
The need to attract new
customers and retain existing
ones in a competitive business
environment is pushing telecom
operators towards the creation
of products and services that
deliver intuitive and tailored
experiences. Similarly, Ericsson
is shifting from being driven by
technology to being driven by
needs and experiences. This
shift has manifested itself in
the development of a design
approach that gets close to the
user – a user experience (UX)
framework including roles,
responsibilities and guidelines
that help to better understand,
define and meet users’ needs.
WhatisUX?
The ISO 9241-210 standard1
cover-
ing the ergonomics of human-system
2
ERICSSON REVIEW • MAY 31, 2013
Crafting UX
identical – assets that provide compa-
rable functionality, in different ways
for different products, is neither finan-
cially justifiable nor good in terms of
usability.Byadheringtoandexpanding
graphical and interaction guidelines,
and reusing common assets and code
forsimilarfunctionalities,designteams
caninsteadfocusontheimportanttask
of creating relevant content and func-
tionality; in other words, content that
isusefulandusable.
Creatingacommonlookandfeelata
deeper level has the twofold benefit of
reducing time to market and meeting
externalUXdemands.
Thestrategy
AsillustratedinFigure2,Ericsson’sUX
strategyisthateveryproductshouldbe:
useful –dowhatusersneed;
usable–efficient,pleasantandeasyto
use,learnandremember;and
consistent–intermsoflookandfeel.
To implement this strategy, prod-
ucts and services need to be devel-
oped according to a life-cycle process
by teams from a variety of disciplines,
and progress needs to be measured at
eachphaseofproductdevelopmentand
wherefindingsareactedon.
Designlifecycle
At each stage of the product design life
cycle, focus on usefulness, usability
andconsistencyisparamount.Ericsson
usesaproduct-­managementmethodol-
ogy, with the proper checks in place, to
ensure that designs stay synchronized
withusers’needsandexpectations.
Cross-functionalteams
Teams from various parts of the orga-
nization have a deep, yet different
understanding of users, business goals
and technology possibilities. Cross-
functional teams with varied back-
grounds and cultures can provide a
richerunderstandingoftheuser.Inthis
way, it is possible to avoid the common
pitfalls that arise when crafting UX is
carried out in isolation or driven by a
singledesigndiscipline.
Measuringresults
Including metrics at every phase of
the design process to monitor UX and
measure the usefulness, usability and
consistency of products and changes
to them over time is the single way to
ensure that changes made continue to
enhancetheuserexperience.
MeasuringUX
Although there are many aspects to
UX,successfulproductshaveonething
in common: they elicit an emotional
response. Experiences make people
smile, they exceed expectations and
make individuals happy, which leads
to user recommendations, sharing and
repurchasing – and all of these actions
canbemeasured.
Measurements are the only way to
monitor progress over time and under-
stand the impact of a given implemen-
tation. Without them, popular opinion
may influence development processes,
sending development teams offtrack,
asmorevocalpromotersanddetractors
demandalltheattention.
Measurement shows how a product
meets the needs and expectations of
users, demonstrating whether or not
improvement efforts have hit their
mark.Theabilitytoshowimprovement
is a strong motivator for development
teams; it makes progress tangible and
facilitatesinvestmentprioritization.
Measurement needs to happen
throughout the product life cycle,
fromconcepttorelease.Measurements
should be taken as soon as possible and
as often as possible. Waiting until the
end of the development process will
ensure maximum cost to rectify errors
made due to incorrect assumptions
madealongtheway.
Runningremote,onlinetestsandsur-
veysisonewaytomeasuretheimpactof
achange.Theadvantageofthismethod
is that it tends to be relatively quick to
set up and cheap to run. The two prin-
cipal metrics that Ericsson uses in the
development of its products are the
System Usability Scale (SUS) and Net
PromoterScore(NPS)2
.
As the most widely used ques-
tionnaire for measuring usability,
SUS contains 10 questions, that are
designedtoassessauser’sperceptionof
a system in terms of ease of use,
FIGURE 1   Design through the SON Policy Manager application
FIGURE 2   The Ericsson UX strategy
Usefulness
Strategy
+= +
Usability Branding
Design the
right product
Design the
product right
One design
3
ERICSSON REVIEW • MAY 31, 2013
Discoveryphase
Asuserexperiencesarebothsubjective
and diverse, understanding the physi-
cal,temporal,socialandmentalcontext
inwhichtheytakeplaceisfundamental
for designing intuitive products. Some
valuable and meaningful influential
factors include where a person works,
lives and spends their leisure time.
Understanding how new or improved
products and services can address an
individual’s needs, motivations and
aspirations is a key part of the process,
and this is where the discovery phase
of the human-centered design process
comesintoplay.
This phase is about understanding
people, business and technology, as
well as the way inspiration, knowledge
and insights can help to create a deep-
er understanding of the design or func-
tional elements that are needed. It is
about understanding stakeholders and
their strategies, as well as the needs of
new and existing customers. Studies
of existing solutions, competitors and
researchcarriedoutinrelatedfieldsare
valuablewhenopportunitiesandlimita-
tionsneedtobedefined.
Extracting information from poten-
tial users is an important part of the
discovery phase. If at all possible,
researchers need to get to know these
people, talk to them, ask them ques-
tions, listen to them and engage with
themonmanylevels.Researchersneed
to visit and observe users in their natu-
ral environments, and understand the
contextofhowandwherepeoplespend
their time. Such detailed observation
helps developers to create the steps to
solveagivenchallenge,andprovidesan
understanding of how people use prod-
ucts and technologies in widely differ-
ingscenarios.Puttingtheresearchersin
theshoesoftheuserinasmanywaysas
possiblehelpsdevelopempathywiththe
targetusergroupandimprovestheodds
ofdesigninggooduserexperiences.
MostofthemethodsusedbyEricsson
Research UX Lab are qualitative3
. The
discovery phase is used to explore
the unknown rather than verifying
assumptions. Ericsson ConsumerLab4
carries out quantitative consumer
research, by studying people’s values
and behaviors, including what they
think and feel in relation to ICT prod-
uctsandservices.Theseinsightshelpto
create a basic understanding of a given
targetgroupforaspecificproductarea.
For example, a recent ConsumerLab
report called Young Professionals at
Work5
states that companies today are
not taking full advantage of the special
skills that millennials (the latest gen-
eration to join the workforce) possess,
especially when it comes to technolo-
gy and their natural talent for collab-
oration. ConsumerLab combines such
insights into a user segmentation mod-
el, describing the values and drivers for
different consumer characteristics –
a model that can provide guidance to
developers, helping them to prioritize
targetgroups.
Thereareanumberoflabandonline
methodsandexercisesthatcanbeused
forworkshops,brainstormingsessions,
and ideation or idea-generation activi-
ties,includingfocusgroups,interviews,
surveys,bulletinboardsandself-report-
ing. These exercises are illustrated in
Figure 3. During such creative ses-
sions, researchers compile a high-level
UXdescriptiontogetherwithbehavior-
alscientists,interactiondesigners,tech-
nicalspecialists,programmers,product
managersandbusinessbuilders.
All of this information puts product
managersinapositiontocreate aprod-
uct vision, describing the typical user,
their issues, their needs and expecta-
tions, and how this product is superior
to other solutions currently available.
learnability, cohesiveness, enjoy-
ment and confidence. As UX goes
beyond usability, Ericsson has started
to complement SUS with NPS, which is
apopularwaytotrackloyalty.Itisasim-
ple one-question survey that asks users
how likely they are to recommend [the
product or company being tracked] to
a friend or colleague. The two metrics
combinedprovideafastandsimpleway
totrackprogress,compareproductsand
assess the impact of improvements on
customerperception.
Ericsson also captures product-
specific metrics, which are created
according to predefined product goals.
For example, a strategic goal for enter-
prise applications such as OSS is to
reduce operational costs by automat-
ing and simplifying interfaces to make
themeasiertolearn.
To gain an understanding of what
works and what can be improved on
when developing software, Ericsson
supplements surveys with one-on-one
interviews, measuring success rate
(does the application solve the user’s
problem?),timetakentocompleteatask
andperception.
Some measurements are performed
in lab environments, but measuring
usageoverlongerperiodsoftimeaswell
as in the actual working environment
is critical to attaining accurate results.
Byobservingtheevolutionofcustomer
perceptionthroughouttheproductlife
cycle from the creation of early proto-
types to the release of the final product
andembeddingUXmeasurementsinto
thevariousphasesofthedesignprocess
from discovery, through definition to
deliveryUXmaybemaximized.
User-centereddesign
Carryingoutthedesignofsystemsthat
are both useful and usable requires an
effectivedevelopmentprocess,soteams
candeliverhigh-qualitywork.Thispro-
cess,calleduser-centereddesign(UCD),
focuses on users as early as possible in
the product life cycle and as often as
possible – from the discovery phase
through to deployment. The UCD pro-
cess has four phases – discovery, defini-
tion, development and delivery – that
areflexibleanditerativebynature,with
each phase laying the foundation for
thenext.
FIGURE 3  Self-reporting analysis at
Ericsson Research
4
ERICSSON REVIEW • MAY 31, 2013
Crafting UX
The product vision is the output of the
discovery phases and should be used as
input to the next step, the definition
phase,duringwhichitisalsorefined.
Definitionphase
Thegoalinthisphaseistovisualizeand
describe the target users of the product
or service, and the context in which it
willbeused.Usingthisdescription,the
UX workflow can be drafted, without
anyneedtofocusongraphics.
Duringthisphase,workingiterative-
ly is crucial, as is failing fast. By work-
ing in this way, a product proposal can
be refined rapidly, and product-related
decisionswillalwaysbemadewithuser
needsandexpectationstopofmind.
It is often tempting to spend valu-
able time building prototypes or writ-
ing code parts to test ideas. However,
investing that time in getting con-
ceptsrightduringthedefinitionphase
results in significant resource and
financial savings later on. Time invest-
edearlyonresultsinareducedneedfor
changes or fixes that need to be imple-
mented to improve the UX at a later
stageintheprocess.
Clearly,tocreatethebestUX,asmany
ideasaspossibleshouldbetestedinrap-
iditerationduringthisphase.
Telling stories by creating scenar-
ios where the context or scene is set,
where actors take on the personas of
individualsinthetargetgroup,isagood
way to initiate discussions, foster ideas
andreachconsensusinaprojectgroup.
As illustrated in Figure 4, the objec-
tive of any given scenario is to identify,
clarifyandorganizeinitialfunction-
alneeds,andthiscanbevisualizedin
several ways including text, sketch-
es, pictures, movies and comic-book
styleorWizardofOzdemos.
Thebeautyofthisapproachisthat
a given scenario will generate some
sort of reaction in the user, which
allows researchers to check wheth-
er or not they are on the right track.
Providing users with tangible ideas
makes it easier to discuss new and
sometimesabstractconcepts–main-
tainingfocusoncoreconceptsrather
thandetails.
Personas are powerful, as they
help people to understand the ratio-
nale leading to design-related deci-
sions. The personas Ericsson creates
foritsproductsaresynthesizedfrom
data collected through surveys, eth-
nographic research, interviews and
contextualinquiries.
The main challenge of the defi-
nition phase is to allocate sufficient
time to discuss, assess, define and
refinethevalueofthefutureproduct
orservice.Takingthetimetoensure
that the product or service will sat-
isfy the target audience’s needs
and meet its expectations helps to
avoid jump-starting the next phase.
Ensuring the business value of a
productrequiresadesignwithguar-
anteed desirability and usability, to
createadesirewithinthetargetuser
grouptowant,useandpurchasethe
product – or in the enterprise case,
get their procurement department
topurchase.
Developmentphase
Combining the personas de­ve­-
l­op­ed in the definition phase with sce-
narios leads to the creation of a power-
fultoolfordevelopmentteams,whoare
abletomatchpersonaswiththeirusers
during sprints. This in turn guides pri-
oritization decisions for product back-
logandUIdesign.
Theagiledevelopmentprocessiscom-
monplace in many organizations, as it
offers flexibility and huge benefits for
carryingoutuser-experiencedesign.By
using iteration instead of the waterfall
model,wherechangingdesignrequire-
mentscannotbecateredfor,continuous
improvements based on user feedback
can be brought into the development
process,allowingapplicationstoevolve,
changeandberefinedovertime.
The product vision, together with
theholisticUXworkflow,providesagile
teams with an overview of the actual
product.Catchingissuesearlyonmakes
it much easier and faster to implement
changes; making changes once imple-
mentation has been completed tends
to be much harder and more cost-
ly. Depending on the features design-
ers want to validate, prototypes can be
hand-sketched, drawn using UX proto-
typing tools available on the market,
or coded in semi-functional prototypes
using HTML/JavaScript/CSS. The key
here is the ease with which the proto-
typecanbemodifiedthroughfreshiter-
ationsbasedonfeedbackfromusersand
thedevelopmentteam.
Suchprototypesareevaluatedinvari-
ousways,by:
FIGURE 4   Wizard of Oz scenarios
5
ERICSSON REVIEW • MAY 31, 2013
is often split across several teams, each
with its own backlog of requirements
andupgrades.Userstoriescanbeviewed
as small chunks of functionality that
need to be implemented in just a few
days. This can make it difficult to keep
track of the product-development pro-
cess as a whole. It is also difficult to
conduct user testing ahead of imple-
mentation – after all, how can you test
aproductthatdoesn’tactuallyexist?
Most of Ericsson’s applications are
part of a much larger product portfo-
lio. They tend not to be used in isola-
tion, but rather in combination with
each other, so the overall user experi-
encedependsonhowwelltheyallwork
together. Reaching the point where
all of Ericsson’s applications provide
an integrated and consistent behav-
ior across all the target user groups is
a challenge that Ericsson is overcom-
ing through guidelines and product
assessments.
Deliveryphase
The work delivered by the UX teams
duringthefourthandfinalphaseiscru-
cialtoensurethatproductsmeetspecif-
ic customer needs and help to achieve
actualbusinessgoals.Eventhoughasig-
nificant part of the work on the prod-
uct has already been completed at this
point, the aim of this important step
is to fulfill customer expectations and
thedevelopmentteammembersand
stakeholders;
UXexperts–asillustratedinFigure5;
and
targetusersthroughusabilitytests.
To determine the relevancy of a given
iteration, UX designers want users to
tellthemabout:
theproblemsorissuesencountered
whenusingtheproduct/solutionto
solveagivenproblemorcarryouta
specifictask;
thesuccessrateofcarryingoutthe
assignedsetoftasks;
thelevelofeffortneeded–forexample,
verysimple,quitecomplicatedorfartoo
complex;and
theirreactiontousingtheapplication–
forexample,wasitgoodoverall,wasit
fun,orwasitboring?
Byanalyzingtheanswerstothesetypes
ofquestions,researcherscandetermine
which parts of a given interaction are
valuable and meaningful to the target
audience, offering them a way to cap-
ture early UX quality metrics and keep
developmentontrack.
The agile development process, how-
ever, presents UX designers with a few
challenges.Forexample,tostayaheadof
development,timeneedstobesetaside
during the current sprint to design UX
forfuturesprints.Productdevelopment
ensurethatthecapabilitiesoftheprod-
uct are tailored to fit into the offered
solution.
Ericsson’sexperiencehasshownthat
only a few products meet specific cus-
tomer needs exactly when they reach
this phase, and that most of the solu-
tionsusuallyneedtobecustomized.
It is only once a product is actual-
ly launched and put into context that
trueuservaluebecomesapparent.Real
usage is the ultimate test. Users have
thousands of interactions with the
product, accomplishing real tasks and
adopting or rejecting certain features.
Some have good experiences, and oth-
ers come across unforeseen obstacles.
This is the time to capture UX metrics,
throughsurveyssuchasSUSorNPS,and
to carry out field studies by observing
usersinteractingwithproductsintheir
environment, to listen to what they say
throughfeedbackchannels,suchascus-
tomer support, sales, or services, and
to feed that information back into the
designcycle.
Improving the user experience
doesn’t end with the product launch;
in a sense this is just the beginning.
We keep on measuring and adjusting,
feeding insights into the next product
release.
Conclusion
In large technologically-driven orga-
nizations, establishing a user-centric
approachtodesignaswellassettingup
metricstomonitorUXovertime,guide-
lines, policies, and multidisciplinary
teamsthathaveanoverviewofallchan-
nelsandconsiderallaspectsofthesolu-
tiondesigncanbechallenging.
At Ericsson, UX is recognized and
established as an important part of our
organization’s business and strategy.
Our teams – which comprise usability
engineers, designers, software archi-
tects and developers, and business
stakeholders, all working collabora-
tively – integrate UX criteria into stan-
dardproduct-managementprocessesto
ensure that product development stays
ontrack.
Byestablishingasharedvisionacross
all groups involved in the development
of products and services teamwork
becomes more effective and coordinat-
ed efforts lead to a greater design and a
betteruserexperience.
ObserversModerators Expert evaluator
Client under
evaluation
Feedback
recordings
Analyst
FIGURE 5   Expert evaluation setup
6
ERICSSON REVIEW • MAY 31, 2013
Crafting UX
1.	 ISO, 2010, Standard 9241-210, Ergonomics of human-system interaction – Part
210: Human-centred design for interactive systems, available at: http://www.iso.
org/iso/catalogue_detail.htm?csnumber=52075
2.	 Measuring Usability, 2012, Predicting Net Promoter Scores from System
Usability Scale Scores, available at: http://www.measuringusability.com/blog/
nps-sus.php
3.	 Ericsson Research, User Experience Lab Blog, available at: http://www.ericsson.
com/uxblog/
4.	 Ericsson ConsumerLab, home page, available at: http://www.ericsson.com/
thinkingahead/consumerlab
5.	 Ericsson, 2013, ConsumerLab report, Young professionals at work, available at:
http://www.ericsson.com/res/docs/2013/consumerlab/young-professionals-
at-work.pdf
References
Didier Chincholle
has been the global UX
lead at Ericsson’s
Business Unit Support
Solutions since March
2012. Prior to this position, he worked
as a UX manager at Consumer and
Business Applications, a solution area
within Ericsson’s former Business Unit
Multimedia. He also worked for almost
10 years as a senior interaction design
specialist at Ericsson Research, where
he was involved in both mobile- and
TV-related user-experience research,
focusing on concept and product
design, as well as user-centric
methods. Chincholle also acquired a
wide variety of skills as an ergonomist
at the French aerospace agency
Aérospatiale, where he cooperated
with French astronauts on defining the
interior arrangement of Hermes, the
European space shuttle. He also
collaborated with the French Civil
Aviation Authority (DGAC) on the GUI
of its air traffic control systems. He
holds a master’s of architecture from
the Strasbourg School of Architecture,
France.
Cecilia Eriksson
has an M.Sc. in
interaction design
Chalmers University of
Technology in
Gothenburg, Sweden, and is currently
responsible for UX design in Ericsson
customer delivery projects, presales
and demos, working in a multicultural
environment with customers from
around the world. She joined
Ericsson’s Business Unit Global
Services in 2008 as a consultant within
the Media and Applications area. She
has extensive experience of working
with services and content delivery for
multiscreen solutions through the
Ericsson Multi Service Delivery
Platform (MSDP), and also from
working with user interfaces for IPTV
services. Her primary interests and
expertise are in creating multiscreen
solutions from a consumer perspective
that transcend the requirements of
both the operators and users, and
provide a rich subscriber experience.
Sylvie Lachize
is a technology and
systems UX manager,
responsible for metrics
and user research at
Ericsson’s Business Unit Support
Solutions in Stockholm, Sweden. She
joined Ericsson in 2010, first leading
the UX practice in Montreal, Canada,
then overseeing the Business Unit
Networks OSS Portfolio UX in Athlone,
Ireland, as an operational product
manager/owner. Lachize has 15 years
of hands-on experience in interaction
design and has worked extensively as a
consultant with telecom companies,
such as Bell Canada and Fido,
interviewing and observing hundreds
of their customers and translating
research findings into online strategies
and designs. As UX director at the ad
agency CloudRaker, she led the
complete redesign of the award-
winning bell.ca website in 2006,
showing that iterative design based on
metrics and user feedback is a sure
way to surpass business objectives.
She holds two post-graduate degrees,
one in multimedia-hypermedia from
the National School of Fine Arts/
Telecom, Paris Tech, in Paris, France
and one in cognitive sciences from the
National School of higher studies in
Social Sciences, Paris, France.
Claes Bäckström
joined Ericsson in 2010
to run UX for product line
OSS at Business Unit
Networks. He holds a
master’s in cognitive science from
Linköping University in Sweden, and
has spent the past 15 years exploring
different aspects and applications in
this field. He has researched demented
drivers for the Traffic Medicine Centre
at Karolinska Institute, the Medical
University in Stockholm, and air force
pilots at the Defense Research Agency
(FOI) in Linköping, Sweden. This is also
where he assessed the readability of
warning texts on cigarette packets, an
investigation for the Swedish National
Board of Health and Welfare, which
became the basis for the Swedish and
EU directives on this matter. During his
11 years of employment at Saab, He
pioneered wearable computers and
head-mounted displays in
collaboration with MIT Media Lab. He
also researched and developed cockpit
displays and flight simulators, and
managed and served as a UX specialist
in several projects within civil security.
7
ERICSSON REVIEW • MAY 31, 2013
Telefonaktiebolaget LM Ericsson
SE-164 83 Stockholm, Sweden
Phone: + 46 10 719 0000
Fax: +46 8 522 915 99
284 23-3204 | Uen
ISSN 0014-0171
© Ericsson AB 2013
Marcus Nyberg
is a senior researcher at
the Ericsson Research
User Experience Lab. His
main tasks include
informing, influencing and inspiring
other parts of the organization through
user-centric activities. His strengths lie
in the exploration process providing,
for example, insights from qualitative
user research, visualizations of
scenarios, and development of
concepts. Nyberg has been involved in
projects within areas such as megacity
challenges, visual communication,
m-health, and mobile TV. He has also
published several papers on these and
other topics at international
conferences. He first started at
Ericsson Research in 2000, but has
spent a few years outside the company
at Sony Ericsson, and as a consultant
at Sigma Information Design before
returning to the User Experience Lab
in 2007.
Fredrik Magnusson
holds a master’s of fine
arts in industrial design
from the University
College of Arts, Crafts and
Design, Stockholm, Sweden. He joined
Ericsson in 2010 as brand design
manager. He is responsible for
developing and aligning all touch
points with Ericsson from a visual and
brand-value perspective. Prior to
joining Ericsson, Magnusson worked
as design director for the Fiskars
Group in Helsinki, Finland (2007-2010).
He founded Propeller, where he also
worked from 1995-2007. At the time
this was one of the world’s leading
design agencies working with clients
such as GM, Microsoft, Trimble, Ikea,
Electrolux and Volvo, as well as with
numerous start-ups around the world.
Propeller was acquired by Semcon in
2005. Magnusson is a long-term board
member in numerous innovative
companies and in the Swedish
Industrial Design Foundation (SVID).
He has been awarded more than
30 international design awards
and frequently appears as a guest
lecturer at design schools and
private enterprises.

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Ericsson Review: Crafting UX - designing the user experience beyond the interface

  • 1. The communications technology journal since 1924 2013 • 7 Crafting UX – designing the user experience beyond the interface May 31, 2013
  • 2. Designing the user experience beyond the interface There is more to a good user experience than attractive products and services that solve problems a user may have, and which function according to a given set of requirements. Creating products and services that provide compelling experiences for users requires planning, resources and processes for monitoring progress and measuring quality. to access. Users’ perceptions are also dynamic and change over time as their physical, temporal, mental and social contextschange. For example, people at work need to be able to complete their job tasks effi- ciently and accurately, with minimal training, nominal need for documen- tation and with low error margins, all while optimizing workflow execution – this is a must for enterprise efficien- cy. The desirability factor is not always a priority when it comes to using and developing enterprise software. Users generally do not to expect to have fun when using a system for business pur- poses – even if an enjoyment factor mightenhancetheirexperience. Understanding which interface ele- ments are needed before trying to implement them is an essential part of crafting UX, especially as users have diverse characteristics and their con- textsareconstantlyshifting. Otherwise, it will be impossible to create user experiences that are mean- ingfulforpeople. Brandasaunitingfactor Brand-design strategy needs to be simple and clear – each time a user encounters a product or service is an opportunity to build recognition. Applying unique, usable and recogniz- able visual elements (as illustrated in Figure 1) to every part of an offering is essential. Recognition building is not limitedtothevisualaspectofaproduct or service; it can also be applied to the wayfunctionalityisimplemented. In today’s competitive telecom envi- ronment, designing similar – yet not interactiondefinesUXas:aperson’sper- ceptionsandresponsesthatresultfrom the use or anticipated use of a product, systemorservice. At Ericsson, we believe that UX is not just a synonym for usability or interac- tion design, and that the definition of UX is not just semantics. UX is a com- plexfieldthatbringstogetherexpertise frommanydifferentdisciplines,includ- ing technology, psychology, the arts as wellasbusiness. Thefieldspansgraphicaldesign,how users interact with a service, and how effectively and accurately the interface helps users to carry out tasks. In this field, emphasis is placed on meaning- ful and emotional experiences, with defined targets for attributes, such as usefulness,usability,efficiency,privacy, security, aesthetics, reliability, charg- ing,playabilityandcosts. Users’ feelings are dynamic and change over time as their physical, temporal, mental and social contexts change. Users can be traditional con- sumers or subscribers; they differ with varyingroles,rangingfrombasicusers, tosystemoperators,tobusinessadmin- istrators. And so, different people will experience the same system in vary- ing ways depending on their role and the functions that role permits them DIDIER CHINCHOLLE, SYLVIE LACHIZE, MARCUS NYBERG, CECILIA ERIKSSON, CLAES BÄCKSTRÖM AND FREDRIK MAGNUSSON BOX A Terms and abbreviations GUI graphical user interface NPS Net Promoter Score OSS operations support systems SON self-organizing networks SUS System Usability Scale UCD user-centered design UI user interface UX user experience Modern users are savvy and demanding, and their expectations are high. They want products and services that provide some level of value. They want them to be aesthetically pleasing, emotionally satisfying, as well as easy to learn, use, install, maintain and upgrade. The need to attract new customers and retain existing ones in a competitive business environment is pushing telecom operators towards the creation of products and services that deliver intuitive and tailored experiences. Similarly, Ericsson is shifting from being driven by technology to being driven by needs and experiences. This shift has manifested itself in the development of a design approach that gets close to the user – a user experience (UX) framework including roles, responsibilities and guidelines that help to better understand, define and meet users’ needs. WhatisUX? The ISO 9241-210 standard1 cover- ing the ergonomics of human-system 2 ERICSSON REVIEW • MAY 31, 2013 Crafting UX
  • 3. identical – assets that provide compa- rable functionality, in different ways for different products, is neither finan- cially justifiable nor good in terms of usability.Byadheringtoandexpanding graphical and interaction guidelines, and reusing common assets and code forsimilarfunctionalities,designteams caninsteadfocusontheimportanttask of creating relevant content and func- tionality; in other words, content that isusefulandusable. Creatingacommonlookandfeelata deeper level has the twofold benefit of reducing time to market and meeting externalUXdemands. Thestrategy AsillustratedinFigure2,Ericsson’sUX strategyisthateveryproductshouldbe: useful –dowhatusersneed; usable–efficient,pleasantandeasyto use,learnandremember;and consistent–intermsoflookandfeel. To implement this strategy, prod- ucts and services need to be devel- oped according to a life-cycle process by teams from a variety of disciplines, and progress needs to be measured at eachphaseofproductdevelopmentand wherefindingsareactedon. Designlifecycle At each stage of the product design life cycle, focus on usefulness, usability andconsistencyisparamount.Ericsson usesaproduct-­managementmethodol- ogy, with the proper checks in place, to ensure that designs stay synchronized withusers’needsandexpectations. Cross-functionalteams Teams from various parts of the orga- nization have a deep, yet different understanding of users, business goals and technology possibilities. Cross- functional teams with varied back- grounds and cultures can provide a richerunderstandingoftheuser.Inthis way, it is possible to avoid the common pitfalls that arise when crafting UX is carried out in isolation or driven by a singledesigndiscipline. Measuringresults Including metrics at every phase of the design process to monitor UX and measure the usefulness, usability and consistency of products and changes to them over time is the single way to ensure that changes made continue to enhancetheuserexperience. MeasuringUX Although there are many aspects to UX,successfulproductshaveonething in common: they elicit an emotional response. Experiences make people smile, they exceed expectations and make individuals happy, which leads to user recommendations, sharing and repurchasing – and all of these actions canbemeasured. Measurements are the only way to monitor progress over time and under- stand the impact of a given implemen- tation. Without them, popular opinion may influence development processes, sending development teams offtrack, asmorevocalpromotersanddetractors demandalltheattention. Measurement shows how a product meets the needs and expectations of users, demonstrating whether or not improvement efforts have hit their mark.Theabilitytoshowimprovement is a strong motivator for development teams; it makes progress tangible and facilitatesinvestmentprioritization. Measurement needs to happen throughout the product life cycle, fromconcepttorelease.Measurements should be taken as soon as possible and as often as possible. Waiting until the end of the development process will ensure maximum cost to rectify errors made due to incorrect assumptions madealongtheway. Runningremote,onlinetestsandsur- veysisonewaytomeasuretheimpactof achange.Theadvantageofthismethod is that it tends to be relatively quick to set up and cheap to run. The two prin- cipal metrics that Ericsson uses in the development of its products are the System Usability Scale (SUS) and Net PromoterScore(NPS)2 . As the most widely used ques- tionnaire for measuring usability, SUS contains 10 questions, that are designedtoassessauser’sperceptionof a system in terms of ease of use, FIGURE 1 Design through the SON Policy Manager application FIGURE 2 The Ericsson UX strategy Usefulness Strategy += + Usability Branding Design the right product Design the product right One design 3 ERICSSON REVIEW • MAY 31, 2013
  • 4. Discoveryphase Asuserexperiencesarebothsubjective and diverse, understanding the physi- cal,temporal,socialandmentalcontext inwhichtheytakeplaceisfundamental for designing intuitive products. Some valuable and meaningful influential factors include where a person works, lives and spends their leisure time. Understanding how new or improved products and services can address an individual’s needs, motivations and aspirations is a key part of the process, and this is where the discovery phase of the human-centered design process comesintoplay. This phase is about understanding people, business and technology, as well as the way inspiration, knowledge and insights can help to create a deep- er understanding of the design or func- tional elements that are needed. It is about understanding stakeholders and their strategies, as well as the needs of new and existing customers. Studies of existing solutions, competitors and researchcarriedoutinrelatedfieldsare valuablewhenopportunitiesandlimita- tionsneedtobedefined. Extracting information from poten- tial users is an important part of the discovery phase. If at all possible, researchers need to get to know these people, talk to them, ask them ques- tions, listen to them and engage with themonmanylevels.Researchersneed to visit and observe users in their natu- ral environments, and understand the contextofhowandwherepeoplespend their time. Such detailed observation helps developers to create the steps to solveagivenchallenge,andprovidesan understanding of how people use prod- ucts and technologies in widely differ- ingscenarios.Puttingtheresearchersin theshoesoftheuserinasmanywaysas possiblehelpsdevelopempathywiththe targetusergroupandimprovestheodds ofdesigninggooduserexperiences. MostofthemethodsusedbyEricsson Research UX Lab are qualitative3 . The discovery phase is used to explore the unknown rather than verifying assumptions. Ericsson ConsumerLab4 carries out quantitative consumer research, by studying people’s values and behaviors, including what they think and feel in relation to ICT prod- uctsandservices.Theseinsightshelpto create a basic understanding of a given targetgroupforaspecificproductarea. For example, a recent ConsumerLab report called Young Professionals at Work5 states that companies today are not taking full advantage of the special skills that millennials (the latest gen- eration to join the workforce) possess, especially when it comes to technolo- gy and their natural talent for collab- oration. ConsumerLab combines such insights into a user segmentation mod- el, describing the values and drivers for different consumer characteristics – a model that can provide guidance to developers, helping them to prioritize targetgroups. Thereareanumberoflabandonline methodsandexercisesthatcanbeused forworkshops,brainstormingsessions, and ideation or idea-generation activi- ties,includingfocusgroups,interviews, surveys,bulletinboardsandself-report- ing. These exercises are illustrated in Figure 3. During such creative ses- sions, researchers compile a high-level UXdescriptiontogetherwithbehavior- alscientists,interactiondesigners,tech- nicalspecialists,programmers,product managersandbusinessbuilders. All of this information puts product managersinapositiontocreate aprod- uct vision, describing the typical user, their issues, their needs and expecta- tions, and how this product is superior to other solutions currently available. learnability, cohesiveness, enjoy- ment and confidence. As UX goes beyond usability, Ericsson has started to complement SUS with NPS, which is apopularwaytotrackloyalty.Itisasim- ple one-question survey that asks users how likely they are to recommend [the product or company being tracked] to a friend or colleague. The two metrics combinedprovideafastandsimpleway totrackprogress,compareproductsand assess the impact of improvements on customerperception. Ericsson also captures product- specific metrics, which are created according to predefined product goals. For example, a strategic goal for enter- prise applications such as OSS is to reduce operational costs by automat- ing and simplifying interfaces to make themeasiertolearn. To gain an understanding of what works and what can be improved on when developing software, Ericsson supplements surveys with one-on-one interviews, measuring success rate (does the application solve the user’s problem?),timetakentocompleteatask andperception. Some measurements are performed in lab environments, but measuring usageoverlongerperiodsoftimeaswell as in the actual working environment is critical to attaining accurate results. Byobservingtheevolutionofcustomer perceptionthroughouttheproductlife cycle from the creation of early proto- types to the release of the final product andembeddingUXmeasurementsinto thevariousphasesofthedesignprocess from discovery, through definition to deliveryUXmaybemaximized. User-centereddesign Carryingoutthedesignofsystemsthat are both useful and usable requires an effectivedevelopmentprocess,soteams candeliverhigh-qualitywork.Thispro- cess,calleduser-centereddesign(UCD), focuses on users as early as possible in the product life cycle and as often as possible – from the discovery phase through to deployment. The UCD pro- cess has four phases – discovery, defini- tion, development and delivery – that areflexibleanditerativebynature,with each phase laying the foundation for thenext. FIGURE 3 Self-reporting analysis at Ericsson Research 4 ERICSSON REVIEW • MAY 31, 2013 Crafting UX
  • 5. The product vision is the output of the discovery phases and should be used as input to the next step, the definition phase,duringwhichitisalsorefined. Definitionphase Thegoalinthisphaseistovisualizeand describe the target users of the product or service, and the context in which it willbeused.Usingthisdescription,the UX workflow can be drafted, without anyneedtofocusongraphics. Duringthisphase,workingiterative- ly is crucial, as is failing fast. By work- ing in this way, a product proposal can be refined rapidly, and product-related decisionswillalwaysbemadewithuser needsandexpectationstopofmind. It is often tempting to spend valu- able time building prototypes or writ- ing code parts to test ideas. However, investing that time in getting con- ceptsrightduringthedefinitionphase results in significant resource and financial savings later on. Time invest- edearlyonresultsinareducedneedfor changes or fixes that need to be imple- mented to improve the UX at a later stageintheprocess. Clearly,tocreatethebestUX,asmany ideasaspossibleshouldbetestedinrap- iditerationduringthisphase. Telling stories by creating scenar- ios where the context or scene is set, where actors take on the personas of individualsinthetargetgroup,isagood way to initiate discussions, foster ideas andreachconsensusinaprojectgroup. As illustrated in Figure 4, the objec- tive of any given scenario is to identify, clarifyandorganizeinitialfunction- alneeds,andthiscanbevisualizedin several ways including text, sketch- es, pictures, movies and comic-book styleorWizardofOzdemos. Thebeautyofthisapproachisthat a given scenario will generate some sort of reaction in the user, which allows researchers to check wheth- er or not they are on the right track. Providing users with tangible ideas makes it easier to discuss new and sometimesabstractconcepts–main- tainingfocusoncoreconceptsrather thandetails. Personas are powerful, as they help people to understand the ratio- nale leading to design-related deci- sions. The personas Ericsson creates foritsproductsaresynthesizedfrom data collected through surveys, eth- nographic research, interviews and contextualinquiries. The main challenge of the defi- nition phase is to allocate sufficient time to discuss, assess, define and refinethevalueofthefutureproduct orservice.Takingthetimetoensure that the product or service will sat- isfy the target audience’s needs and meet its expectations helps to avoid jump-starting the next phase. Ensuring the business value of a productrequiresadesignwithguar- anteed desirability and usability, to createadesirewithinthetargetuser grouptowant,useandpurchasethe product – or in the enterprise case, get their procurement department topurchase. Developmentphase Combining the personas de­ve­- l­op­ed in the definition phase with sce- narios leads to the creation of a power- fultoolfordevelopmentteams,whoare abletomatchpersonaswiththeirusers during sprints. This in turn guides pri- oritization decisions for product back- logandUIdesign. Theagiledevelopmentprocessiscom- monplace in many organizations, as it offers flexibility and huge benefits for carryingoutuser-experiencedesign.By using iteration instead of the waterfall model,wherechangingdesignrequire- mentscannotbecateredfor,continuous improvements based on user feedback can be brought into the development process,allowingapplicationstoevolve, changeandberefinedovertime. The product vision, together with theholisticUXworkflow,providesagile teams with an overview of the actual product.Catchingissuesearlyonmakes it much easier and faster to implement changes; making changes once imple- mentation has been completed tends to be much harder and more cost- ly. Depending on the features design- ers want to validate, prototypes can be hand-sketched, drawn using UX proto- typing tools available on the market, or coded in semi-functional prototypes using HTML/JavaScript/CSS. The key here is the ease with which the proto- typecanbemodifiedthroughfreshiter- ationsbasedonfeedbackfromusersand thedevelopmentteam. Suchprototypesareevaluatedinvari- ousways,by: FIGURE 4 Wizard of Oz scenarios 5 ERICSSON REVIEW • MAY 31, 2013
  • 6. is often split across several teams, each with its own backlog of requirements andupgrades.Userstoriescanbeviewed as small chunks of functionality that need to be implemented in just a few days. This can make it difficult to keep track of the product-development pro- cess as a whole. It is also difficult to conduct user testing ahead of imple- mentation – after all, how can you test aproductthatdoesn’tactuallyexist? Most of Ericsson’s applications are part of a much larger product portfo- lio. They tend not to be used in isola- tion, but rather in combination with each other, so the overall user experi- encedependsonhowwelltheyallwork together. Reaching the point where all of Ericsson’s applications provide an integrated and consistent behav- ior across all the target user groups is a challenge that Ericsson is overcom- ing through guidelines and product assessments. Deliveryphase The work delivered by the UX teams duringthefourthandfinalphaseiscru- cialtoensurethatproductsmeetspecif- ic customer needs and help to achieve actualbusinessgoals.Eventhoughasig- nificant part of the work on the prod- uct has already been completed at this point, the aim of this important step is to fulfill customer expectations and thedevelopmentteammembersand stakeholders; UXexperts–asillustratedinFigure5; and targetusersthroughusabilitytests. To determine the relevancy of a given iteration, UX designers want users to tellthemabout: theproblemsorissuesencountered whenusingtheproduct/solutionto solveagivenproblemorcarryouta specifictask; thesuccessrateofcarryingoutthe assignedsetoftasks; thelevelofeffortneeded–forexample, verysimple,quitecomplicatedorfartoo complex;and theirreactiontousingtheapplication– forexample,wasitgoodoverall,wasit fun,orwasitboring? Byanalyzingtheanswerstothesetypes ofquestions,researcherscandetermine which parts of a given interaction are valuable and meaningful to the target audience, offering them a way to cap- ture early UX quality metrics and keep developmentontrack. The agile development process, how- ever, presents UX designers with a few challenges.Forexample,tostayaheadof development,timeneedstobesetaside during the current sprint to design UX forfuturesprints.Productdevelopment ensurethatthecapabilitiesoftheprod- uct are tailored to fit into the offered solution. Ericsson’sexperiencehasshownthat only a few products meet specific cus- tomer needs exactly when they reach this phase, and that most of the solu- tionsusuallyneedtobecustomized. It is only once a product is actual- ly launched and put into context that trueuservaluebecomesapparent.Real usage is the ultimate test. Users have thousands of interactions with the product, accomplishing real tasks and adopting or rejecting certain features. Some have good experiences, and oth- ers come across unforeseen obstacles. This is the time to capture UX metrics, throughsurveyssuchasSUSorNPS,and to carry out field studies by observing usersinteractingwithproductsintheir environment, to listen to what they say throughfeedbackchannels,suchascus- tomer support, sales, or services, and to feed that information back into the designcycle. Improving the user experience doesn’t end with the product launch; in a sense this is just the beginning. We keep on measuring and adjusting, feeding insights into the next product release. Conclusion In large technologically-driven orga- nizations, establishing a user-centric approachtodesignaswellassettingup metricstomonitorUXovertime,guide- lines, policies, and multidisciplinary teamsthathaveanoverviewofallchan- nelsandconsiderallaspectsofthesolu- tiondesigncanbechallenging. At Ericsson, UX is recognized and established as an important part of our organization’s business and strategy. Our teams – which comprise usability engineers, designers, software archi- tects and developers, and business stakeholders, all working collabora- tively – integrate UX criteria into stan- dardproduct-managementprocessesto ensure that product development stays ontrack. Byestablishingasharedvisionacross all groups involved in the development of products and services teamwork becomes more effective and coordinat- ed efforts lead to a greater design and a betteruserexperience. ObserversModerators Expert evaluator Client under evaluation Feedback recordings Analyst FIGURE 5 Expert evaluation setup 6 ERICSSON REVIEW • MAY 31, 2013 Crafting UX
  • 7. 1. ISO, 2010, Standard 9241-210, Ergonomics of human-system interaction – Part 210: Human-centred design for interactive systems, available at: http://www.iso. org/iso/catalogue_detail.htm?csnumber=52075 2. Measuring Usability, 2012, Predicting Net Promoter Scores from System Usability Scale Scores, available at: http://www.measuringusability.com/blog/ nps-sus.php 3. Ericsson Research, User Experience Lab Blog, available at: http://www.ericsson. com/uxblog/ 4. Ericsson ConsumerLab, home page, available at: http://www.ericsson.com/ thinkingahead/consumerlab 5. Ericsson, 2013, ConsumerLab report, Young professionals at work, available at: http://www.ericsson.com/res/docs/2013/consumerlab/young-professionals- at-work.pdf References Didier Chincholle has been the global UX lead at Ericsson’s Business Unit Support Solutions since March 2012. Prior to this position, he worked as a UX manager at Consumer and Business Applications, a solution area within Ericsson’s former Business Unit Multimedia. He also worked for almost 10 years as a senior interaction design specialist at Ericsson Research, where he was involved in both mobile- and TV-related user-experience research, focusing on concept and product design, as well as user-centric methods. Chincholle also acquired a wide variety of skills as an ergonomist at the French aerospace agency Aérospatiale, where he cooperated with French astronauts on defining the interior arrangement of Hermes, the European space shuttle. He also collaborated with the French Civil Aviation Authority (DGAC) on the GUI of its air traffic control systems. He holds a master’s of architecture from the Strasbourg School of Architecture, France. Cecilia Eriksson has an M.Sc. in interaction design Chalmers University of Technology in Gothenburg, Sweden, and is currently responsible for UX design in Ericsson customer delivery projects, presales and demos, working in a multicultural environment with customers from around the world. She joined Ericsson’s Business Unit Global Services in 2008 as a consultant within the Media and Applications area. She has extensive experience of working with services and content delivery for multiscreen solutions through the Ericsson Multi Service Delivery Platform (MSDP), and also from working with user interfaces for IPTV services. Her primary interests and expertise are in creating multiscreen solutions from a consumer perspective that transcend the requirements of both the operators and users, and provide a rich subscriber experience. Sylvie Lachize is a technology and systems UX manager, responsible for metrics and user research at Ericsson’s Business Unit Support Solutions in Stockholm, Sweden. She joined Ericsson in 2010, first leading the UX practice in Montreal, Canada, then overseeing the Business Unit Networks OSS Portfolio UX in Athlone, Ireland, as an operational product manager/owner. Lachize has 15 years of hands-on experience in interaction design and has worked extensively as a consultant with telecom companies, such as Bell Canada and Fido, interviewing and observing hundreds of their customers and translating research findings into online strategies and designs. As UX director at the ad agency CloudRaker, she led the complete redesign of the award- winning bell.ca website in 2006, showing that iterative design based on metrics and user feedback is a sure way to surpass business objectives. She holds two post-graduate degrees, one in multimedia-hypermedia from the National School of Fine Arts/ Telecom, Paris Tech, in Paris, France and one in cognitive sciences from the National School of higher studies in Social Sciences, Paris, France. Claes Bäckström joined Ericsson in 2010 to run UX for product line OSS at Business Unit Networks. He holds a master’s in cognitive science from Linköping University in Sweden, and has spent the past 15 years exploring different aspects and applications in this field. He has researched demented drivers for the Traffic Medicine Centre at Karolinska Institute, the Medical University in Stockholm, and air force pilots at the Defense Research Agency (FOI) in Linköping, Sweden. This is also where he assessed the readability of warning texts on cigarette packets, an investigation for the Swedish National Board of Health and Welfare, which became the basis for the Swedish and EU directives on this matter. During his 11 years of employment at Saab, He pioneered wearable computers and head-mounted displays in collaboration with MIT Media Lab. He also researched and developed cockpit displays and flight simulators, and managed and served as a UX specialist in several projects within civil security. 7 ERICSSON REVIEW • MAY 31, 2013
  • 8. Telefonaktiebolaget LM Ericsson SE-164 83 Stockholm, Sweden Phone: + 46 10 719 0000 Fax: +46 8 522 915 99 284 23-3204 | Uen ISSN 0014-0171 © Ericsson AB 2013 Marcus Nyberg is a senior researcher at the Ericsson Research User Experience Lab. His main tasks include informing, influencing and inspiring other parts of the organization through user-centric activities. His strengths lie in the exploration process providing, for example, insights from qualitative user research, visualizations of scenarios, and development of concepts. Nyberg has been involved in projects within areas such as megacity challenges, visual communication, m-health, and mobile TV. He has also published several papers on these and other topics at international conferences. He first started at Ericsson Research in 2000, but has spent a few years outside the company at Sony Ericsson, and as a consultant at Sigma Information Design before returning to the User Experience Lab in 2007. Fredrik Magnusson holds a master’s of fine arts in industrial design from the University College of Arts, Crafts and Design, Stockholm, Sweden. He joined Ericsson in 2010 as brand design manager. He is responsible for developing and aligning all touch points with Ericsson from a visual and brand-value perspective. Prior to joining Ericsson, Magnusson worked as design director for the Fiskars Group in Helsinki, Finland (2007-2010). He founded Propeller, where he also worked from 1995-2007. At the time this was one of the world’s leading design agencies working with clients such as GM, Microsoft, Trimble, Ikea, Electrolux and Volvo, as well as with numerous start-ups around the world. Propeller was acquired by Semcon in 2005. Magnusson is a long-term board member in numerous innovative companies and in the Swedish Industrial Design Foundation (SVID). He has been awarded more than 30 international design awards and frequently appears as a guest lecturer at design schools and private enterprises.