Archive for January, 2010

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Research is communication

(contributed by Scott)

Demetrius Madrigal and Bryan McClain suggest in their first article from an ongoing column Insights from Research that…

Consumers have two ways in which they can communicate with companies: through their purchasing behaviour and through user research.

I quite like the way they position user research as a way to define potential relationships…

If a decision to purchase is the final word in a conversation between a company and consumers, user research makes the first impression. Just as communication is an interaction between people, user research is an interaction between a company and its market. It lets a company get to know the people who are its potential customers before making a decision about establishing a relationship with them.

Making design principles stick

(contributed by Scott)

Kate Rutter from Adaptive Path provides a really useful overview of how to keep design principles working as the product evolves.

She suggests effective design principles:

  • Inspire ideas
  • Translate to real-life situations
  • Help the team decide between options
  • Challenge the team to ask useful questions
  • Are specifc to this product
  • Make for special and unique experiences

She also elaborates on the five ways to make design principles stick:

  • Make them visible
  • Keep them fresh
  • Tell stories with them
  • Make them social
  • Go public

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How Ford got social media right – the Fiesta Movement

(contributed by Pat)

Grant McCracken delves into Ford’s recent social media success in his Harvard Business Review article…

Ford gave 100 consumers a car for six months and asked them to complete a different mission every month. And away they went. At the direction of Ford and their own imagination, “agents” used their Fiestas to deliver Meals On Wheels. They used them to take Harry And David treats to the National Guard. They went looking for adventure, some to wrestle alligators, others actually to elope. All of these stories were then lovingly documented on YouTube, Flickr, Facebook, and Twitter.

One of the creators of the campaign, Bud Caddell, describes the central concept as…

The idea was: let’s go find twenty-something YouTube storytellers who’ve learned how to earn a fan community of their own. [People] who can craft a true narrative inside video, and let’s go talk to them. And let’s put them inside situations that they don’t get to normally experience/document. Let’s add value back to their life. They’re always looking, they’re always hungry, they’re always looking for more content to create. I think this gets things exactly right.

This sounds like an innovative, smart and daring (considering the affect the GFC has had on many large corporations particularly in the auto industry) campaign. I love how they had a good think about it, understood their audience and how they might influence that audience, then created a campaign that is far from the usual social media approach. Hat tip to Grant’s blog where he announced the HBR article and also shares an interview he did with Bud Caddell.

5 Steps to Building Social Experiences

(contributed by Chris)

Erin Malone has published a Boxes and Arrows article on building social experiences

Nowadays everyone wants social in their sites and applications. It’s become a basic requirement in consumer web software and is slowly infiltrating the enterprise as well. So what’s a designer to do when confronted with the requirements to “add social”? Designing social interfaces is more than just slapping on Twitter-like or Facebook-like features onto your site. Not all features are created equal and sometimes a little bit can go a long way. It’s important to consider your audience, your product—what your users will be rallying around and why they would want to become engaged with it and each other, and that you can approach this in a systematic way, a little bit at a time.

It’s a good, step-by-step introduction to getting a social experience up and running. There is a lot more than this to driving a successful social experience (including seeding it etc) but this covers some of the low level hygiene factors.

The Apparatgeist calls

(contributed by Angus)

The Economist examines global cultural differences in the use and understanding of mobile phones and asks whether these differences will disappear as the innate qualities of the technology (the “apparageist” or “spirit of the machine”) becomes apparent. Reminds me of a Marshall Mcluhan line “We become what we behold. We shape our tools and then our tools shape us.”

How you use your mobile phone has long reflected where you live. But the spirit of the machines may be wiping away cultural differences

Technologies tend to be global, both by nature and by name. Say “television”, “computer” or “internet” anywhere and chances are you will be understood. But hand-held phones? For this ubiquitous technology, mankind suffers from a Tower of Babel syndrome. Under millions of Christmas trees North and South Americans have been unwrapping cell phones or celulares. Yet to Britons and Spaniards they are mobiles or móviles. Germans and Finns refer to them as Handys and kännykät, respectively, because they fit in your hand. The Chinese, too, make calls on a sho ji, or “hand machine”. And in Japan the term of art is keitai, which roughly means “something you can carry with you”.

Crash course on the history of Interaction Design

(contributed by Angus)

Karen McGrane posts four sets of slides from her course on Interaction Design History

Practitioners in other design disciplines—architecture, graphic design, fashion—would be expected to have some grounding in historical movements and trends. But most people have no formal education in interaction design, and so they’ve never learned the roots of the discipline.

The third set (Week 3) in particular is full of great quotes and images I hadn’t seen before. As she says in the preface of the post it’s important for people doing interaction design today to have some understanding of the history of the field.

Iteration in the animation process at Pixar

(contributed by Angus)

A great quote about the importance of frequent reviews of creative work as it progresses from Pixar president Ed Catmull, speaking at Stanford’s business school:

In the process of mak­ing the film, we reviewed the mate­r­ial every day. Now, this is counter-intuitive for a lot of people. […]

Sup­pose you come in, and you’ve got to put together ani­ma­tion or draw­ings and show it to a famous, world-class ani­ma­tor. Well, you don’t want to show some­thing which is weak or poor. So you want to hold off until you get it to be right.

The trick is actu­ally to stop that behav­ior. We show it every day—when it’s incom­plete. If every­body does it, every day, then you get over the embar­rass­ment. And when you get over the embar­rass­ment, you’re more creative.

It’s not obvi­ous to peo­ple, but start­ing down that path helped every­thing that we did. Show it in its incom­plete form. There’s another advan­tage to that. When you’re done… you’re done.

According to Ed while showing incomplete work is scary and potentially embarrassing it has two very important benefits, it results in better “more creative” work and it means that when the animator/designer thinks they’re finished they really are finished as stakeholders have participated in the process.

Watch the video

Lorum Ipsum is Killing your designs / In defence of Lorum Ipsum

(contributed by Angus)

Two lengthy posts for and against the use of Lorum Ipsum in wireframes and mockups. Personally I side with Karen McGrane as she argues that Lorum Ipsum is not the problem but a symptom of the problem:

The real problem is an overall process that treats design and content as separate tracks without appropriate communication, collaboration, and checkpoints along the way.

Sketch templates

(contributed by Angus)

Ivana Jurčić shares A Collection of Printable Sketch Templates and Sketch Books for Wireframing and Todd Warfel has made available his templates used for his “rapid sketching and peer review/critique” process.

Control Panels!

(contributed by Angus)

Thousands and thousands of beautiful dials and banks of red lights on Flickr – Interaction designer porn?

Weekly links 0

Welcome to 2010! This is our first first weekly blog post for the new year, hopefully to be followed by many more, as well as individual posts by USiT team members. Stay tuned, and please send any feedback to blog[at]usit.com.au

Beyond just demographics

(contributed by Pat)

John Williams gives a good example of why we need to look beyond demographics

This [...] highlights what researchers refer to as psychographics - emotions, beliefs, attitudes that explore why people do what they do. It adds an important dimension, giving you much deeper insight into consumer motivation - it helps you understand what makes shoppers open their wallets…

A nice overview that you should show clients who fail to look deeper than age, sex and income to see the real people they are describing with market segmentation. Hat tip to the Next Gen Market Research group on LinkedIn for this and lots of other useful research tidbits.

Physiological responses in user research

(contributed by Pat)

A new report from One to One Interactive on user generated content (video and flash animation) gives a good glimpse of the more sophisticated research methods being employed across market research and user research today.

Some of the findings in the report are quite interesting (such as “57% of Internet video viewers intentionally watch Internet videos to change their current emotional state” and “Supporting viewers in the creation of the right expectations for your digital media may be more important than simply getting them to watch your material”) but it is the approach used to study engagement with UGC media that is most intriguing…

While watching their media, participants were connected to OTOinsight’s Quantemo™ neuromarketing research system. Quantemo™ simultaneously records multiple biophysical signals (breath rate, galvanic skin response, heart rate, body temperature) in addition to eye and click tracking information. After recording the biophysical measures, Quantemo™ combines the measures into a single representative measure of physiological engagement. The Quantemo™ Physiological Index or QPI serves as a single point of reference of the overall level of physical engagement (or disengagement) exhibited by a research participant. Positive QPI scores represent stronger physiological engagement while negative QPI scores represent weaker physiological engagement.

A thinly disguised piece of PR for their product it might be, but very interesting nonetheless.

Norman replies to Nussbaum

(contributed by Pat)

There have been many reactions, rebukes and arguments generated by Don Norman’s blog post Technology First, Needs Last (which we mentioned a few weeks ago) but one quite prominent response came from Bruce Nussbaum at Business Week…

Norman tells designers to get over themselves. It is science and technology that drive truly disruptive innovation, not Design’s focus on the needs and wants of people. Ethnographic research, Norman says, can generate small, incremental innovations but the blockbuster game-changing stuff, comes from the lab, not the village or the mall.

Don Norman himself appears in the comments, in an attempt to clarify his position (which I happen to agree with)…

Sorry folks, but I think you miss the point. I too bristled at Norman’s conclusion — and I happen to be Norman. I have long argued that we should seek out the fundamental needs and afterwards build the relevant technologies and products. But as a scientist, I rely upon data, and the data have convinced me that this is simply not the way things happen. I resisted this conclusion for a long time, but the more i examined the evidence, the more I decided that I had no alternative but to embrace this controversial position.

One of the issues at the heart of this debate is ambiguous terminology. For example “design research”, “ethnography”, “design” and “innovation” are some of the most widely misused and abused terms, so much so that many of the (quite often heated) discussions concerning Norman’s post are based on a straightforward misunderstanding. There are many cases of people being “outraged” and disagreeing with Norman, but if you read further it seems they actually agree with him but are reacting to what they think he was saying based on their interpretation of the terminology used.

Value and nostalgia are top consumer trends for 2010

(contributed by Pat)

The folks over at trendwatching.com have given us their predictions for 2010, with consumer-centricity playing a big part:

It is always important to know where consumers are headed, as that is what business is all about - serving changing consumer needs. It is extra-important in 2010 because consumers are insecure and thus any brand that can help them solve their worries, any brand that shows they understand their situation, will be remembered when times are good again.