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Answering the User Experience Questions
What, Why, Who, How
© 2000, HannaHodge
what?
what is user experience?
The perception resulting from the experiences a
person has with a company, its products, and its
services at every point at which that company
touches their lives, over time.
© 2000, HannaHodge
what is user experience?
 a collection of moments which comprise a
perception
 a reflection of audience understanding through
things such as:
 information/task prioritization and flow
 appropriate terminology
 community
 levels of personalization
 brand meaning
 creative strategy
© 2000, hannahodge
user experience ≠ web experience
in today’s internet space, the primary contact point is a
web site or application, yet additional points of contact…
 other same-brand business areas
 marketing communications
 customer service and product support
…are also of critical importance
(not to mention…)
© 2000, hannahodge
what is user experience?
a way of working which centers on quality of
human experience:
 in the moment, by making things useful, usable,
and desirable
 over time, by fitting well into the shifting context
of people’s lives
© 2000, hannahodge
what is user experience?
 user-centered: our iterative process
gets it right every time
 intuitive: users don’t have to consider
the next steps after tasks
 appropriate: designed to reflect the
mental construct of user expectations
© 2000, hannahodge
together, we enable experiences
people
activities
goals
relationships
context
attitudes
knowledge
beliefs
…
businesses
& designers
objects
interactions
settings
tools
services
connections
…
Experiences
Happen
© 2000, HannaHodge
why?
time
corporate
understanding
how to
make things
why we need user experience?
…we’re getting better at making things
© 2000, hannahodge
understanding
the patterns of
everyday life
but life is hard to understand
time
corporate
understanding
how to
make things
© 2000, HannaHodge
what to make?
understanding
the patternsof
everyday life
how to
make things
this creates a gap
understanding
the patterns of
everyday life
time
corporate
understanding
how to
make things
tip o’ the hat to Patrick Whitney, Institute of Design
© 2000, HannaHodge
the wrong answer
the “brains around a table” rule:
it isn’t possible to sit around a conference table
and imagine correctly what people need & want.
© 2000, HannaHodge
fill the gap through understanding
what people
really do,
what they
really need
© 2000, HannaHodge
the cycle of experience
The CustomerThe Customer
© 2000, HannaHodge
the cycle of experience
SocialSocial
ReputationReputation
AwarenessAwareness
AttractionAttraction
OrientationOrientation
CompellingCompelling InteractionInteraction
ExtensioExtensio
nn
RetentionRetention
The CustomerThe Customer
tip o’ the hat to Doblin Group & seeSpace
© 2000, HannaHodge
the cycle of experience
Attraction
Awareness
accessible
reachable
= Availability
Attraction
close a distance
worthwhile
= Curiosity
Engagement
Orientation
explore
get located
=Mapping
Compelling Interaction
complete valuable
activities
delight the senses
progressive skilling
manage trouble
= Challenge, Intensity,
Reward, Meaning
Extension
Extension
rising expectations
sustained participation
new capability
= Leverage
Retention
repeat engagement
support environment
=Loyalty
Social Reputation
learn collaboratively
recommend to others
brand recognition
= Spreading Activation
© 2000, HannaHodge
who?
who is HannaHodge?
we are a user experience firm.
 a new kind of firm that focuses solely on
matching digital products & services to
peoples wants and needs.
 we are better than anyone else at
understanding users to make businesses
more successful.
© 2000, hannahodge
HannaHodge is different
We are driven by the value of creating products
that connect people & businesses in mutually
beneficial ways.
© 2000, HannaHodge
HannaHodge is about people
the people we hire, the way we work & the results
we
deliver to clients are driven by two powerful forces.
 people centered business
 people centered design
 People driven process
© 2000, HannaHodge
people centered business
 the world is changing in ways that put more
power in the hand of customers.
 we work with clients to ensure they innovate
accordingly.
HannaHodge is about people
© 2000, HannaHodge
people centered design
 people are faced with overwhelming force of
change, increasingly complex choices & intrusion
of technology into everyday life.
 we seek to counter this trend.
HannaHodge is about people
© 2000, HannaHodge
how?
how HannaHodge is better?
 the magic of interdisciplinary teams
 relentless focus on people
 rigorous user validation & measurement
 user experience at core of business
© 2000, HannaHodge
how HannaHodge is better?
 the magic of interdisciplinary teams:
 bringing together anthropologists, cognitive
engineers, interface designers,
technologists
 core team of researcher, strategist,
designer, technologist
© 2000, HannaHodge
how HannaHodge is better?
 rigorous user validation & measurement:
 conceptual validation
 usability testing
 continuing tracking and measurement
 iterative prototyping
© 2000, HannaHodge
how HannaHodge is better?
 user experience at core of business:
 not an IT firm
 not an advertising agency
 not a graphic design firm
 not a usability firm
 not a research firm
© 2000, HannaHodge
process overview
opportunity
identification
customer research
organizational research
market research
analysis
& synthesis
workshop
opportunity
workshop
development planning
create, evolve, refine, adjust: opportunity map, business goals, experience goals, products & services, organization
prototypes:
exploration,
validation,
refinement
© 2000, HannaHodge
refine the problem
© 2000, HannaHodge
examine primary and secondary data
© 2000, HannaHodge
apply a variety of methods
 electronically facilitated requirements sessions
 user observation
 user experience audit
 online user questionnaire
 server log analysis
 internal client competitive reports
 interviewing of stakeholders
 usability testing
© 2000, HannaHodge
© 2000, HannaHodge
testing in a variety of environments
© 2000, HannaHodge
testing in a variety of environments
© 2000, HannaHodge
testing in a variety of environments
© 2000, HannaHodge
testing in a variety of environments
© 2000, HannaHodge
testing in a variety of environments
© 2000, HannaHodge
testing in a variety of environments
immerse the team in the data
© 2000, HannaHodge
explode the data to make it usable
© 2000, HannaHodge
cluster and define patterns
© 2000, HannaHodge
turn clusters into models
© 2000, HannaHodge
use case scenarios &
narratives, storyboards
© 2000, HannaHodge
functionality matrix
© 2000, HannaHodge
user interface region definition
© 2000, HannaHodge
site map
© 2000, HannaHodge
fidelity appropriate to the stage you’re in
© 2000, HannaHodge
low fidelity prototypes
© 2000, HannaHodge
low-fidelity prototypes
Image (logo)
© 2000, HannaHodge
© 2000, HannaHodge
competitive testing
© 2000, HannaHodge
conceptual user interface design
© 2000, HannaHodge
refinement of UI details
© 2000, HannaHodge
branding, co-branding
© 2000, HannaHodge
high fidelity prototypes
© 2000, HannaHodge
test again with users
features are traceable directly to observed needs
© 2000, HannaHodge
styleguide
© 2000, HannaHodge
developer checks and balances
© 2000, HannaHodge
© 2000, HannaHodge
© 2000, HannaHodge

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Introduction to HannaHodge

  • 1. Answering the User Experience Questions What, Why, Who, How © 2000, HannaHodge
  • 3. what is user experience? The perception resulting from the experiences a person has with a company, its products, and its services at every point at which that company touches their lives, over time. © 2000, HannaHodge
  • 4. what is user experience?  a collection of moments which comprise a perception  a reflection of audience understanding through things such as:  information/task prioritization and flow  appropriate terminology  community  levels of personalization  brand meaning  creative strategy © 2000, hannahodge
  • 5. user experience ≠ web experience in today’s internet space, the primary contact point is a web site or application, yet additional points of contact…  other same-brand business areas  marketing communications  customer service and product support …are also of critical importance (not to mention…) © 2000, hannahodge
  • 6. what is user experience? a way of working which centers on quality of human experience:  in the moment, by making things useful, usable, and desirable  over time, by fitting well into the shifting context of people’s lives © 2000, hannahodge
  • 7. what is user experience?  user-centered: our iterative process gets it right every time  intuitive: users don’t have to consider the next steps after tasks  appropriate: designed to reflect the mental construct of user expectations © 2000, hannahodge
  • 8. together, we enable experiences people activities goals relationships context attitudes knowledge beliefs … businesses & designers objects interactions settings tools services connections … Experiences Happen © 2000, HannaHodge
  • 10. time corporate understanding how to make things why we need user experience? …we’re getting better at making things © 2000, hannahodge
  • 11. understanding the patterns of everyday life but life is hard to understand time corporate understanding how to make things © 2000, HannaHodge
  • 12. what to make? understanding the patternsof everyday life how to make things this creates a gap understanding the patterns of everyday life time corporate understanding how to make things tip o’ the hat to Patrick Whitney, Institute of Design © 2000, HannaHodge
  • 13. the wrong answer the “brains around a table” rule: it isn’t possible to sit around a conference table and imagine correctly what people need & want. © 2000, HannaHodge
  • 14. fill the gap through understanding what people really do, what they really need © 2000, HannaHodge
  • 15. the cycle of experience The CustomerThe Customer © 2000, HannaHodge
  • 16. the cycle of experience SocialSocial ReputationReputation AwarenessAwareness AttractionAttraction OrientationOrientation CompellingCompelling InteractionInteraction ExtensioExtensio nn RetentionRetention The CustomerThe Customer tip o’ the hat to Doblin Group & seeSpace © 2000, HannaHodge
  • 17. the cycle of experience Attraction Awareness accessible reachable = Availability Attraction close a distance worthwhile = Curiosity Engagement Orientation explore get located =Mapping Compelling Interaction complete valuable activities delight the senses progressive skilling manage trouble = Challenge, Intensity, Reward, Meaning Extension Extension rising expectations sustained participation new capability = Leverage Retention repeat engagement support environment =Loyalty Social Reputation learn collaboratively recommend to others brand recognition = Spreading Activation © 2000, HannaHodge
  • 18. who?
  • 19. who is HannaHodge? we are a user experience firm.  a new kind of firm that focuses solely on matching digital products & services to peoples wants and needs.  we are better than anyone else at understanding users to make businesses more successful. © 2000, hannahodge
  • 20. HannaHodge is different We are driven by the value of creating products that connect people & businesses in mutually beneficial ways. © 2000, HannaHodge
  • 21. HannaHodge is about people the people we hire, the way we work & the results we deliver to clients are driven by two powerful forces.  people centered business  people centered design  People driven process © 2000, HannaHodge
  • 22. people centered business  the world is changing in ways that put more power in the hand of customers.  we work with clients to ensure they innovate accordingly. HannaHodge is about people © 2000, HannaHodge
  • 23. people centered design  people are faced with overwhelming force of change, increasingly complex choices & intrusion of technology into everyday life.  we seek to counter this trend. HannaHodge is about people © 2000, HannaHodge
  • 24. how?
  • 25. how HannaHodge is better?  the magic of interdisciplinary teams  relentless focus on people  rigorous user validation & measurement  user experience at core of business © 2000, HannaHodge
  • 26. how HannaHodge is better?  the magic of interdisciplinary teams:  bringing together anthropologists, cognitive engineers, interface designers, technologists  core team of researcher, strategist, designer, technologist © 2000, HannaHodge
  • 27. how HannaHodge is better?  rigorous user validation & measurement:  conceptual validation  usability testing  continuing tracking and measurement  iterative prototyping © 2000, HannaHodge
  • 28. how HannaHodge is better?  user experience at core of business:  not an IT firm  not an advertising agency  not a graphic design firm  not a usability firm  not a research firm © 2000, HannaHodge
  • 29. process overview opportunity identification customer research organizational research market research analysis & synthesis workshop opportunity workshop development planning create, evolve, refine, adjust: opportunity map, business goals, experience goals, products & services, organization prototypes: exploration, validation, refinement © 2000, HannaHodge
  • 30. refine the problem © 2000, HannaHodge
  • 31. examine primary and secondary data © 2000, HannaHodge
  • 32. apply a variety of methods  electronically facilitated requirements sessions  user observation  user experience audit  online user questionnaire  server log analysis  internal client competitive reports  interviewing of stakeholders  usability testing © 2000, HannaHodge
  • 33. © 2000, HannaHodge testing in a variety of environments
  • 34. © 2000, HannaHodge testing in a variety of environments
  • 35. © 2000, HannaHodge testing in a variety of environments
  • 36. © 2000, HannaHodge testing in a variety of environments
  • 37. © 2000, HannaHodge testing in a variety of environments
  • 38. © 2000, HannaHodge testing in a variety of environments
  • 39. immerse the team in the data © 2000, HannaHodge
  • 40. explode the data to make it usable © 2000, HannaHodge
  • 41. cluster and define patterns © 2000, HannaHodge
  • 42. turn clusters into models © 2000, HannaHodge
  • 43. use case scenarios & narratives, storyboards © 2000, HannaHodge
  • 45. user interface region definition © 2000, HannaHodge
  • 46. site map © 2000, HannaHodge
  • 47. fidelity appropriate to the stage you’re in © 2000, HannaHodge
  • 48. low fidelity prototypes © 2000, HannaHodge
  • 51. © 2000, HannaHodge conceptual user interface design
  • 54. © 2000, HannaHodge high fidelity prototypes
  • 55. © 2000, HannaHodge test again with users
  • 56. features are traceable directly to observed needs © 2000, HannaHodge
  • 58. developer checks and balances © 2000, HannaHodge