RFID can solve problems and create unique user experiences, but a strong understanding of the user and their needs is important to assure the application brings value. The solution w.illi.am/ developed for the Infopresse OFF2013 conference was an ecosystem consisting of NFC bracelets, NFC enabled kiosks, a responsive web application and social media integration. This presentation describes how a user-centered design process can be applied to designing online/offline experiences, how our solution solved real problems for conference attendees and the learnings that the w.illi.am/ team took away from this successful project.
7. 7
7
“I invented the term because I
thought human interface and
usability were too narrow…
8. 8
…I wanted to cover all
aspects of the person’s
experience with the system
including industrial design,
graphics, the interface, the
physical interaction, and
the manual.”
8
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16
TWO FRAMEWORKS
FOR DESIGNING
EXPERIENCES
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17
6 DIMENSIONS OF AN EXPERIENCE
Time
When will this experience take
place, what happens before
and after the experience?
Interactions
How will users interact with
this experience?
Context
In what environment will this
experience take place?
Platforms
What are the products,
services and touchpoints that
will drive this experience?
Significance
How will this experience create
meaning and incite emotions?
Triggers
How might sight, sound, smell,
taste and touch be triggered
during this experience?
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18
EXPERIENCES SHOULD EITHER BE
USEFUL OR ENTERTAINING OR BOTH.
Useful
Entertaining
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19
OFF 2013
Creativity + Innovation
In business
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20
MANDATE
Use digital to create a compelling brand
experience at the OFF 2013 conference...
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21
MANDATE
Use digital to create a compelling brand
experience at the OFF 2013 conference...
…IN 6 WEEKS!
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22
Interviewed previous attendees.
Interviewed event planners.
Interviewed colleagues attending many conferences.
Shared our own experiences.
RESEARCH
PHASE
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23
DEFINE THE PROBLEM
Check-in – Registration
Conference Schedule
Networking
Note Taking
Social Media
Conference Space
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41
WEB APP
The
Web
app
had
mul9ple
features
enabled
by
the
NFC
bracelet.
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42
WEB APP
The
OFFLIVE
stream
See
details
of
the
current
presenter.
Tweet
and
view
TwiJer
stream.
See
photos
and
interac9ons
from
the
interac9ve
kiosks.
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43
WEB APP
Networking
Tool
See
who
has
checked-‐in.
Connect
through
Facebook,
TwiJer
or
LinkedIn.
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44
Program
For
fast
access
to
informa9on
about
the
day:
agenda,
bios
and
other
references.
WEB APP
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47
It is easy to underestimate how much you
need to hold people’s hand.
Anything that didn’t work perfectly could
have been improved if we had tested it.
We could have better managed the afterlife
of the bracelets.
OUR KEY LEARNINGS
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48
Think of the experience first, not technology first.
Map your experience. Think of ways to benefit the business and
user at the same time. Think Win-Win.
Think of an MVP.
Test as much as possible on everything.
MOVING FORWARD
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52
Digital intelligence will eventually be embedded
in every aspect of our built environment.
It is our responsibility to design this shift in a way
that truly improves the human experience.
A FINAL THOUGHT