Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-03 Thread Daniel Szuc
Thanks ALL for the advice so far.

As you are connecting the wires (thanks Paul), are there
questions/process you apply to determine when to involve users.

For example: Have seen research where questions are asked of the
product and its users, where best practice, usability principles or
better design would have helped in the first place i.e. it was not
the right time to involve users.

So there is an important value in involving users and a value
placed on the questions you ask towards clear recommendations.

So question: what cues do you look for to determine when to involve
users as part of your user research planning? 

Does this form part of the magic?

rgds,
Dan



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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-03 Thread Richard Rutter
Often, user research can fall into a chasm because there is no up
front thought put into how it can translate into the design. 

As others have said, the chasm can be avoided by thinking about what
questions the research should be answering. So as a designer, ask
yourself What do I need to know? followed by Of that, what
don't I know? and then see if research can answer those questions.

That way the research will be focussed and far more efficient. Not
just research for the sake of creating a report that will sit unread
on a shelf somewhere. Of course some people make a living doing
that... ;-)


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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-03 Thread Daniel Szuc
Thanks Richard and yes.

Think you need to be upfront and clear with the people who are
receiving and using the research that it will be delivered as
something that can be communicated clearly and is a design piece in
itself.

Think there is lots to be said for pairing a User Researcher and
Designer roles as they are complimentary skill sets. 

Some people are lucky to have both and perhaps thats another question
all together.

rgds,
Dan


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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-03 Thread Paul Sherman
Interesting discussion you've kicked off, Dan. 

One thing you said (Think there is lots to be said for pairing a User 
Researcher and Designer roles as they are complimentary skill sets) triggered 
some thoughts. Read on...

At one of my former companies I built a process for conducting 
cross-disciplinary, team-based contextual design research in a time-boxed, 
moderated format. 

As part of the process I made it a requirement that the research team contain a 
designer, a product stakeholder (typically a product manager), and a 
technologist. I also specified that the research team be facilitated. The team 
facilitator was intended to be someone who had deep experience in user/design 
research, team/interpersonal dynamics, and (ideally) some basic ability to 
manage projects. 

I also made it a requirement that the team members - the designer, product 
manager, and engineer - be excused from their day jobs for 3-4 weeks so they 
could focus exclusively on spotting opportunities in the field, working 
together to flesh out, prototype, and validate an offering to address the 
opportunity, and then building a rudimentary business case for the offering. 

I time-boxed the activity to three weeks - one for observing and spotting the 
opportunities; one week for working through the data and transforming it into 
design concepts and guidelines; and one week for building out a rough 
prototype, validating the design with more user input, documenting the 
personas, and doing a bit of due diligence on the business case (i.e., defining 
the addressable market, the competition, etc). 

We only ran a few pilots of the process at that company. The output was decent, 
but of course the leaders spiked the opportunities we identified...none of the 
leadership wanted to commit budget to building a new product line; not when 
they had numbers they had to hit that quarter. Typical story.

Looking back, I realized that I vastly underspecified the magic place 
activities. So I'm very grateful to the the thread contributors for their 
suggestions, particularly Dan S (whose book is on my guilt pile of unread 
books), Dana C, and the others. 

If I spin up the process at a future company, I'll have good input for the 
magic place activities. 

Also, I need to write this process up and present it somewhere. Right now it's 
just taking up space on my hard drive.

-Paul


- - - - - - -
Paul Sherman, Principal, ShermanUX
User Experience  Research | Design | Strategy
p...@shermanux.com
www.ShermanUX.com
+1.512.917.1942
- - - - - - - 



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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-03 Thread Paul Sherman
Also I meant to name-check Will Evans for the excellent references he provided 
on this thread. 

(And for producing what is arguably the most @ss-kicking wireframing video on 
Youtube.)

-Paul



On Feb 3, 2010, at 9:43 AM, Paul Sherman wrote:

Interesting discussion you've kicked off, Dan. 

One thing you said (Think there is lots to be said for pairing a User 
Researcher and Designer roles as they are complimentary skill sets) triggered 
some thoughts. Read on...

At one of my former companies I built a process for conducting 
cross-disciplinary, team-based contextual design research in a time-boxed, 
moderated format. 

As part of the process I made it a requirement that the research team contain a 
designer, a product stakeholder (typically a product manager), and a 
technologist. I also specified that the research team be facilitated. The team 
facilitator was intended to be someone who had deep experience in user/design 
research, team/interpersonal dynamics, and (ideally) some basic ability to 
manage projects. 

I also made it a requirement that the team members - the designer, product 
manager, and engineer - be excused from their day jobs for 3-4 weeks so they 
could focus exclusively on spotting opportunities in the field, working 
together to flesh out, prototype, and validate an offering to address the 
opportunity, and then building a rudimentary business case for the offering. 

I time-boxed the activity to three weeks - one for observing and spotting the 
opportunities; one week for working through the data and transforming it into 
design concepts and guidelines; and one week for building out a rough 
prototype, validating the design with more user input, documenting the 
personas, and doing a bit of due diligence on the business case (i.e., defining 
the addressable market, the competition, etc). 

We only ran a few pilots of the process at that company. The output was decent, 
but of course the leaders spiked the opportunities we identified...none of the 
leadership wanted to commit budget to building a new product line; not when 
they had numbers they had to hit that quarter. Typical story.

Looking back, I realized that I vastly underspecified the magic place 
activities. So I'm very grateful to the the thread contributors for their 
suggestions, particularly Dan S (whose book is on my guilt pile of unread 
books), Dana C, and the others. 

If I spin up the process at a future company, I'll have good input for the 
magic place activities. 

Also, I need to write this process up and present it somewhere. Right now it's 
just taking up space on my hard drive.

-Paul


- - - - - - -
Paul Sherman, Principal, ShermanUX
User Experience  Research | Design | Strategy
p...@shermanux.com
www.ShermanUX.com
+1.512.917.1942
- - - - - - - 




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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-03 Thread Dan Saffer
For a limited time, in honor of this topic and of the start of Interaction10, 
I'm offering a free pdf download of Chapter 5 of Designing for Interaction on 
Structured Findings that is on this topic. It was was one of the new chapters 
in the second edition. Happy reading!

http://www.designingforinteraction.com/D4I_ch5.pdf

Dan


Dan Saffer
Principal, Kicker Studio
@odannyboy on Twitter








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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-03 Thread Daniel Szuc
Thanks Dan.

rgds,
Dan


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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-03 Thread paul bryan
When the reward justifies the effort, another aspect of connecting the
wires between research and design involves an attempt at
quantification. How prevalent is that persona attribute or behavior
in our audience? How did that design component we came up with in the
concepting session for the last release fare in terms of conversion?
Do we have any evidence to support the notion that an augmented
reality tennis shoe viewer will move the needle? Perhaps not during
the magic moments, so that creativity can tap out, but shortly
afterward. The qualitative data that many design research projects
generate is very helpful for understanding patterns and sequences,
but not at all useful for understanding prevalence, and therefore
relative priority, except to define the key concepts that need to be
operationalized and then measured.

Paul Bryan 

Usography ( http://www.usography.com )
Blog: Virtual Floorspace ( http://www.virtualfloorspace.com ) Linked
In: http://www.linkedin.com/in/uxexperts




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Re: [IxDA Discuss] The \magic place\ between user research and design - tips stories

2010-02-02 Thread Dana Chisnell


On Feb 2, 2010, at 12:28 AM, Daniel Szuc wrote:


Hi:

There is a magic place that exists between user research
(speaking with your users  stakeholders), taking all that goodness
and designing the product with that in mind and speaking to it.

Often, user research can fall into a chasm because there is no up
front thought put into how it can translate into the design.

So what has worked well for you?

For example:
* How do you translate findings from user research into design?
* What do you plan for up front in your user research to help
communicate your design?
* What do you use to tell a story around and to the design?
* How do you help sell the design and also speak to the issues?

Note - I have deliberately left out speaking to a specific UX method,
rather looking for tips  stories.

Look forward to learning from you all.

rgds,
Dan


Hi Dan,

  I think there are two parts.

  First, you do have to think ahead to design the research you're  
doing to answer specific questions. What are the concerns about the  
design? Where are there gaps in what the team knows? What are they  
having difficulty making decisions about?


  Second, the best teams I've met look at what they've heard and what  
they've seen in the completed sessions with users through a meaningful  
and thorough process, going from observations to inferences to  
opinions to theories, which they then test. Going through each of  
those steps is incredibly important for solving the *right* problems,  
answering the questions the team went into a given study with. And  
this is the step that I see most teams missing. Instead, they jump  
from observing users to design direction, without the close  
examination of what happened and why.


  Great questions -

Dana

:: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: :: ::
Dana Chisnell
415.519.1148

dana AT usabilityworks DOT net

www.usabilityworks.net
http://usabilitytestinghowto.blogspot.com/




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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-02 Thread paul bryan
Great topic. Success depends on connecting the wires between
research results and subsequent action. Our approach for connecting
the wires can be summed up in 3 points.

1) Begin with the end in mind
At the start of every research project, we identify the people who
are expected to take the results and turn them into a reality, and we
ask to meet with them so we can identify the design parameters we can
realistically impact. Ignoring them until it's time to socialize the
results is a big mistake, because at that point they may actively deep
six the results. The format of the results needs to be something they
are prepared to own and carry forward. For our projects, this often
involves conceptual wireframes with medium fidelity design
components.

2) Provide specific, unambiguous recommendations
Findings are great, but many clients don't know what to do with
findings. They need specific recommendations, whether text or
conceptual diagrams. One client actually forwarded me an internal
thread that said, We're concerned that the experts are going to
leave us something that is brilliant but then we don't know what to
do with it. Can they sit down with us and discuss specific design
changes? The answer was, of course, yes. If recommendations are
brilliant but non-directional, people not intimately acquainted with
the details will question the value of the exercise.

3) Give stakeholders a vivid picture of the issues
Whenever possible, we include a small video reel that highlights the
core issues. We often conduct in-depth interviews or ethnographic
research in homes, workplaces, retail outlets, etc., so it's
relatively easy to pull together video scenes that drive home the
findings and support the recommendations. I've found that the
busiest executive sponsor or design director will pay rapt attention
to 3 minutes of video, but may get glassy eyes or start texting with
the the same volume of presentation data. The details are only for
the people who want and need them. In one presentation for a media
company, the sponsors literally clapped after the personas
presentation.

Paul Bryan
Usography ( http://www.usography.com ) %u2028
Blog: Virtual Floorspace ( http://www.virtualfloorspace.com ) 
Linked In: http://www.linkedin.com/in/uxexperts



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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-02 Thread pauric
This is a little out of left-field, and sort of related to this
discussion on the resistance of the material:
http://www.ixda.org/discuss.php?post=32320

I've found that by leveraging Hypnagogia (more commonly known as the
snooze button on your alarm clock) a heightened level of associative
thinking can be applied to particular problems.

Here's an excerpt from the wikipedia article on the subject
Receptivity and suggestibility
Thought processes on the edge of sleep tend to differ radically from
those of ordinary wakefulness. Hypnagogia may involve a
%u201Cloosening of ego boundaries ... openness, sensitivity,
internalization-subjectification of the physical and mental
environment (empathy) and diffuse-absorbed attention, Hypnagogic
cognition, in comparison with that of normal, alert wakefulness, is
characterised by heightened suggestibility, illogic and a fluid
association of ideas.
http://en.wikipedia.org/wiki/Hypnagogia

I know it's a little cranola-crunchy.. but if I've been looking at
a problem for a week and feeling stuck in a rut I will make time on a
Saturday morning to ponder the options, more often than not I come
away with new avenues to explore.

food for thought - ymmv.
/pauric


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Re: [IxDA Discuss] The \magic place\ between user research and design - tips stories

2010-02-02 Thread Dan Saffer
On Feb 2, 2010, at 12:28 AM, Daniel Szuc wrote:

 There is a magic place that exists between user research
 (speaking with your users  stakeholders), taking all that goodness
 and designing the product with that in mind and speaking to it.
 
 Often, user research can fall into a chasm because there is no up
 front thought put into how it can translate into the design.
 
 So what has worked well for you?

I address this a lot in Designing for Interaction 2 (mostly because it was a 
gross omission in the 1st edition).

The steps are pretty simple, although hard to execute well:

- Put research data on the walls (make it physical)
- Manipulate the now-physical data and make them into Conceptual Models 
(personas are one kind of perceptual model)
- Ideate based on the conceptual models, particularly around pain points and 
opportunities uncovered in research
- Create design principles based on what is known from research, plus the best 
ideas from concepting


Dan

Dan Saffer
Principal, Kicker Studio
http://www.odannyboy.com
@odannyboy on Twitter



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Re: [IxDA Discuss] The \magic place\ between user research and design - tips stories

2010-02-02 Thread Will Evans

To add some resources -

That magic space is so huge you could drive a tractor trailer  
through it. Start here:
Deconstructing Analysis Techniques - by @docbaty, provides a decent  
overview

http://johnnyholland.org/2009/02/17/deconstructing-analysis-techniques/
There are an additional 4 or 5 articles.

Then move on over to Jon Kolko's Exposing the Magic of DesignL A  
Practitioner's Guide to the Methods and Theory of Synthesis

http://www.methodsofsynthesis.com/

And just for fun, read Michael Beurittes article in Design Observer  
and read Michael Bierut's This Is My Process

http://observatory.designobserver.com/entry.html?entry=4717


If you need complete books dedicated to the magic box - there are some  
of those - though a bit more academic and written for the ID crowd,  
but still good - one I personall love is

LeCompte's Analyzing and Interpreting Ethnographic Data


Cheers,


~ will

Where you innovate, how you innovate,
and what you innovate are design problems


Will Evans | Director, Experience Design
tel: +1.617.281.1281 | w...@semanticfoundry.com
http://blog.semanticfoundry.com
http://www.linkedin.com/in/semanticwill
aim: semanticwill
gtalk: semanticwill
twitter: semanticwill
skype: semanticwill


On Feb 2, 2010, at 4:24 PM, Dan Saffer wrote:


On Feb 2, 2010, at 12:28 AM, Daniel Szuc wrote:


There is a magic place that exists between user research
(speaking with your users  stakeholders), taking all that goodness
and designing the product with that in mind and speaking to it.

Often, user research can fall into a chasm because there is no up
front thought put into how it can translate into the design.

So what has worked well for you?


I address this a lot in Designing for Interaction 2 (mostly because  
it was a gross omission in the 1st edition).


The steps are pretty simple, although hard to execute well:

- Put research data on the walls (make it physical)
- Manipulate the now-physical data and make them into Conceptual  
Models (personas are one kind of perceptual model)
- Ideate based on the conceptual models, particularly around pain  
points and opportunities uncovered in research
- Create design principles based on what is known from research,  
plus the best ideas from concepting



Dan

Dan Saffer
Principal, Kicker Studio
http://www.odannyboy.com
@odannyboy on Twitter



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Re: [IxDA Discuss] The \magic place\ between user research and design - tips stories

2010-02-02 Thread Will Evans
Clearly I need to ignore the list and get back to IxD10 since my brain  
is incapable of multitasking.


Cheers,

~ will


On Feb 2, 2010, at 4:35 PM, Will Evans wrote:


To add some resources -

That magic space is so huge you could drive a tractor trailer  
through it. Start here:
Deconstructing Analysis Techniques - by @docbaty, provides a decent  
overview
http://johnnyholland.org/2009/02/17/deconstructing-analysis- 
techniques/

There are an additional 4 or 5 articles.

Then move on over to Jon Kolko's Exposing the Magic of DesignL A  
Practitioner's Guide to the Methods and Theory of Synthesis

http://www.methodsofsynthesis.com/

And just for fun, read Michael Beurittes article in Design Observer  
and read Michael Bierut's This Is My Process

http://observatory.designobserver.com/entry.html?entry=4717


If you need complete books dedicated to the magic box - there are  
some of those - though a bit more academic and written for the ID  
crowd, but still good - one I personall love is

LeCompte's Analyzing and Interpreting Ethnographic Data


Cheers,


~ will

Where you innovate, how you innovate,
and what you innovate are design problems


Will Evans | Director, Experience Design
tel: +1.617.281.1281 | w...@semanticfoundry.com
http://blog.semanticfoundry.com
http://www.linkedin.com/in/semanticwill
aim: semanticwill
gtalk: semanticwill
twitter: semanticwill
skype: semanticwill


On Feb 2, 2010, at 4:24 PM, Dan Saffer wrote:


On Feb 2, 2010, at 12:28 AM, Daniel Szuc wrote:


There is a magic place that exists between user research
(speaking with your users  stakeholders), taking all that goodness
and designing the product with that in mind and speaking to it.

Often, user research can fall into a chasm because there is no up
front thought put into how it can translate into the design.

So what has worked well for you?


I address this a lot in Designing for Interaction 2 (mostly because  
it was a gross omission in the 1st edition).


The steps are pretty simple, although hard to execute well:

- Put research data on the walls (make it physical)
- Manipulate the now-physical data and make them into Conceptual  
Models (personas are one kind of perceptual model)
- Ideate based on the conceptual models, particularly around pain  
points and opportunities uncovered in research
- Create design principles based on what is known from research,  
plus the best ideas from concepting



Dan

Dan Saffer
Principal, Kicker Studio
http://www.odannyboy.com
@odannyboy on Twitter



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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-02 Thread Daniel Szuc
Thanks Dan.

This is particularly interesting - Create design principles based
on what is known from research, plus the best ideas from concepting

I see this helping get more people aligned around a product framework
that may map to the UX Vision and/or how products fit together
strategically  potentially to business goals.

Have seen many, many instances, unfortunately, where Product/Design
Teams work in isolation of each other and dont have anything to link
them together resulting in a broken UX.

Be pleased to hear more about how you document and communicate design
principles.

rgds,
Dan


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Re: [IxDA Discuss] The magic place between user research and design - tips stories

2010-02-02 Thread Victor Lombardi
Hi Dan,

To learn what the product development field knows here, a good entry
phrase is fuzzy front end. Though I like your term magic
place better.

http://www.google.com/search?q=fuzzy front end

Victor 


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