Posts from Experience Design

The world revolves around the user.

June 8

The Dynamic Duo of Persona and Consumer Journey

consumerjourneycollage

One of the principal strategic design tools employed by design teams today is the persona. The persona has come a long way in the past few years and is being broadly accepted by business as a critical component to defining a business strategy for new product and service innovation. The reasons for this acceptance are clear: the best personas are being created from insights developed through a balanced effort of qualitative and quantitative research. Marketing stakeholders are finding that personas, aligned with their market segmentation, really bring to life the characteristics of customers they have become very familiar with over the years, in a very real and dynamic way. In addition, the methods for socializing personas within an organization make them relevant such that they become a readily referred tool for a wide range of business planning activities.

However, the value and use of personas can increase considerably when paired with another empathic design tool…the user or consumer journey. At its highest level, a consumer journey outlines the various stages in the lifecycle of a consumer’s interaction with a brand, from initial awareness through to long-term retention. At a practical level marketers plot the potential channels through which they can acquire, convert, and retain customer’s interest in their products, services, and experiences, both analog and digital. It is becoming increasingly attractive and complex to orchestrate an overall, holistic experience of the brand that communicates in a clear, consistent, on-brand fashion. Marketers have a great number and mix of potential customer touchpoints at their disposal, beyond the direct contact with the product or service. Ancillary experiences through digital touchpoints, such as search engines, social media, digital signage, etc call for a broader understanding of the possible destinations for target markets.

Personas allow marketers to evaluate their options for interaction through the lens of key personas, representing target market segments. When personas are mapped to consumer journeys, digital marketers can be more deliberate about the communication strategies they roll out across channels. For design teams conducting customer research it is important to investigate the broader digital space that target users interact with. Are they bloggers…lurkers or leaders? Do they attend venues with digital signage? How do they use social networks? How are they influenced by others online?  What web sites do they trust for actionable information? What web sites do they purchase products and services on? How do they use search engines? By investigating the answers to these questions designers can piece together insights into consumer’s current experience and how that can likely be stated as a prospective consumer journey over time and the key touchpoints that are likely to expose the consumer to a company’s product or service.

More and more digital designers are being enlisted to provide the insights and intelligence needed to strategize this open digital space. That’s good news for designers and good news for business!

June 2

Snickering over Snickers

I rarely ever have a Snickers bar, but I really enjoy “eyeing” their candy ads like the one I saw (pictured above) this past weekend in New York. To me, it’s like an inside joke that makes clever sense out of the shapes and colors of the candy bar, their earlier “Hungry, why wait?” campaigns, and of course, the play on words — and I can’t help chuckling to myself whenever I spot one.

They’re also really hard to ignore — unlike most ads plastered on buses and cabs, it’s simply a single word or phrase, however made up it may be. And because its shape is immediately recognizeable, you know the next time you see it in passing that you’re in for a treat.

Now, if only Snickers would print these clever words on their candy wrappers, I might actually have one more often just for the fun of it :)

CORRECTION: Thank you to Paul Pantzer for pointing out that the Snickers wrappers do currently have the words printed there — just on the backside of the bar. (Just goes to show how long it’s really been since I’ve touched a Snickers bar. I will now have to eat my words…)

Snickers wrapper says Peanutolopolis and Nougatocity

June 1

Less, but Better: Thinking About Dieter Rams’ “Good Design Ten Commandments”

Braun Sk61 (from Wikipedia)

Braun Sk61 (from Wikipedia)

German industrial designer Dieter Rams is known, if not revered, for his “functionalist” (arguably, reductive) and influential mass-produced consumer product designs (most famously from his time as head of design at Braun from 1961 to 1995): elegant slab-sided turntables (this model was nicknamed “Snow White’s Coffin”) and speakers, beautifully boxy radios, juicers, calculators, slide projectors, watches…and so on and so forth. His design philosophy was Weniger, aber besser (Less, but Better) and his designs embody this with their balance of simplicity, functionality, and beauty.   Rams, however, felt this philosophy was being challenged, as design firm Vitsoe says:

Rams was becoming increasingly concerned by the state of the world around him – “an impenetrable confusion of forms, colours and noises.” Aware that he was a significant contributor to that world, he asked himself an important question: is my design good design?

Consequently, Rams put forth his good design “Ten Commandments”:

  • Good design is innovative
  • Good design makes a product useful
  • Good design is aesthetic
  • Good design helps a product to be understood
  • Good design is unobtrusive
  • Good design is honest
  • Good design is durable
  • Good design is consistent to the last detail
  • Good design is concerned with the environment
  • Good design is as little design as possible

I’m going to look at several of Rams’ commandments in a bit more detail, focusing on how they may apply outside the industrial design world, instead to digital products.  Rams’ thoughts on the consumer design process sound very familiar to those of us in web design:

The first thing was that it had to be very easy for people to use; it could not be overloaded with functions that only technicians could understand. Products have to be designed in a way that they are comprehensible. We know most people don’t like to read instruction manuals. And also we had different functions in different colours; you can see that this yellow button is an important one. Having small touches of colour makes it more colourful than having the whole thing in colour.

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May 28

[Recap] Protofarm 2009 by IxDA SF

Tuesday night marked the first annual Protofarm event by the SF chapter of IxDA, hosted by Adobe Systems. This was an “open mic night” of sorts, wherein local experience designers got a chance to show off their prototypes and talk about their methodology around testing and design iterations. A variety of tools and methods were discussed… including paper prototypes, barebones HTML mock ups, models carved from foam, Powerpoint animations, and much more. Since the event was sponsored by Adobe, we also got a sneak peek at Flash Catalyst, an app created explicitly for interaction design. You can browse my photos from the event here.

A few highlights:

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The folks from Kicker showed us a foam prototype they made when testing a touch screen conference phone.

Anne Sullivan and Karen Kaushansky shared their paper prototype for mobile UI design for Microsoft’s TellMe.

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May 8

Offf 09 - Photos

One more post for today. Just some photos from the firt days festivities.

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