Leah Buley of Intuit shares advice for UX practitioners looking to get buy in around delightful experience design.
Originally presented at Delight 2013, Oct. 7-8, 2013. http://delight.us/conference
9. Project Brief
What are expected
outcomes for this user-
centered design project?
Method 5 from The User Experience Team of One
10. Vision (Why)
We live in a fast-changing world. Modern technology encourages
an always-on lifestyle that makes it hard to switch off and experi-
ence true rest and rejuventation. Partial attention and perpetual
busyness have become the norm, and work/life balance seemingly
a thing of the past.
But it doesn’t have to be.
Equilibrium is a new offering that uses technology to your advan-
tage to help you make better choices about how you use your
time, and to maximize quality time in your life. For people who
want to work less and play more, the Good Life Labs Consumer
Product helps you become master of your own time.
Unlike to-do lists, complicated productivity systems, or ambitious
bucket lists, Equilibrium takes the burden of maintenance off your
plate and gives you options that lead to long-term happiness.
Requirements (What)
Socially networked. Integrates with other social networks. Easy
for users to import data from other social networks, and easy for
them to share what they’ve been doing in the consumer product
with outside networks.
Device interoperable and mobile enabled. Designed for mobile
first. Smartphone and SMS capabilities create a daily dialog with
the user. PC and tablet experiences invite configuration and
deeper integration with content.
Supports formal and informal goal setting. System suggests and
detects possible goals, and also enables users to manually create
their own goals.
Brings in data from a variety of places. This is the heart of the
system. Integrates with tools like Outlook, iCal, Google Calendar,
and other productivity software.
Rich information visualizations. Data is repackaged and displayed
in suprising and engaging ways.
Design Principles (How)
It does the work for you
(minimal maintenance required)
It reflects your passions
(mirroring you and what you love)
It’s the opposite of overwhelming
(calming and rejuvenating)
11. Opportunity Workshop
What areas of the product
can be improved from a UX
perspective?
Method 4 from The User Experience Team of One
15. UX Questionnaire
How much do you know
about your product and the
user experience that it is
intended to provide? What
else do you need to know?
Method 1 from The User Experience Team of One
26. Listening Tour
What are the team’s
priorities, and how much
awareness and support for
UX currently exists?
Method 3 from The User Experience Team of One
29. Guerilla Research
How do users behave?
What do they need, want,
and value? How are people
using your products today?
Method 8 from The User Experience Team of One
49. Sketchboards
What might the overall
system or process look like,
and what range of ideas is
possible at each point in the
process?
Method 16 from The User Experience Team of One
61. Quick & Dirty Testing
How can you get your team
to think empathetically
about your customers?
Part of the Strategy Workshop Method,
Method 6 from The User Experience Team of One
81. Image Credits
Mohawk Sort of Thing from CarbonNYC on Flickr
Computer from The Noun Project
Team designed Luis Prado from The Noun Project
Person designed by Herbert Spencer from The Noun Project
Person designed by Tara from The Noun Project
Strengths and Opportunities from Bart Everson on Flickr
Hands designed by factor[e] design initiative from the Noun Project
Hand designed by Ugur Akdemir from The Noun Project
Ear designed by Søren Michelsen from The Noun Project
Check List designed by Michael Zenaty from The Noun Project
Pen designed by P.J. Onori from The Noun Project
Paper Roll designed by Dan Hetteix from The Noun Project
Warrior designed by NAMIRUS from The Noun Project
Which remote research tool should I use? from Clearleft on Flickr