User Experience is the result of the evolution of a discipline based on Frederick Taylor’s turn-of-the-20th-century book, The Principles of Scientific Management (1911).
My story tells,
1) How User Experience has evolved as the integration of multiple disciplines
2) How user’s needs and expectations are the keystones of successful projects and products.
3) What we can all do to make UX even better
User Experience is the result of the evolution of a discipline based on Frederick Taylor’s turn-of-the-20th-century book, The Principles of Scientific Management (1911).
My story tells,
How User Experience has evolved as the integration of multiple disciplines
How user’s needs and expectations are the keystones of successful projects and products.
What we can all do to make UX even better
• When we talk about “User Experience” today, many people think it is the same as “Usability”, i.e., making a product easy to use.
Image: http://mywebdesignboston.com/tags/user-experience,
http://perseusmarketing.com/
The importance of user experience for startups - YHPyhponline.com
While “Usability” is one influence on the User’s Experience, According to a European ISO standard, “User Experience is a person’s perceptions and responses resulting from the use or anticipated use of a product, system or service” ISO/IEC TR 25060:2010(en)
Image: Piccirilli Dorsey (http://blog.picdorsey.com/thoughts/the-user-experience-is-everything#.VxJy21QrLWU)
So, “User Experience” refers to the entire relationship of the person to the hard or soft product, to a service or a space, or even an organization.
Image: Piccirilli Dorsey (http://blog.picdorsey.com/thoughts/the-user-experience-is-everything#.VxJy21QrLWU)
User Experience includes
In addition to being “Easy to Use” (usable) UX address the questions
Does it meet target users’ needs… is it useful?
How do I find it if I want or need it? the item is found and accessed, marketed and designed.
Image: https://www.truconversion.com/blog/wp-content/uploads/User-Experience-honeycomb.jpg
User Experience includes
Even the …”infrastructure of training and support … should be designed as part of the human-centered design process” (sic). (Tom Stewart, System Concepts Ltd) http://www.system-concepts.com/usability/usability-standards.html
Credible: Does it deliver what I expect… can I trust that it will perform as expected?
Can I easily access it? If I have a visual or audio impairment, does it allow me to access
Does it have SO MUCH personal appeal and meaning TO ME that I “DESIRE” it?
Is it so appealing to me that I’d be willing to pay for it or recommend it to a friend.
Image: https://www.truconversion.com/blog/wp-content/uploads/User-Experience-honeycomb.jpg
If all these things are true about the users’ perception of an offering, then the user will judge it to be valuable
If it has SO MUCH personal appeal and meaning TO ME that I “DESIRE” it.
Is it so appealing to me that I’d be willing to pay for it or recommend it to a friend.
Image: https://www.truconversion.com/blog/wp-content/uploads/User-Experience-honeycomb.jpg
Thinking about User Experience:
In the end a product’s success is dependent on how well it addresses the needs, preferences, expectations of the user.
So the user is the most important factor in this picture.
The types of products where UX plays a significant role in their success include:
Laptops, smart phones and tablets
Software, Websites and Mobile Apps,
Communication, e-mail, texting,
Successful products eventually gain a reputation for a consistent, “door to door” brand experience: Some brands with reputations for positive user experience include:
Skype, Windows, Apple, and Google
Image: https://www.truconversion.com/blog/wp-content/uploads/User-Experience-honeycomb.jpg
Why UX atSpectrum 2016?
I’ve attended some STC events and realized we Usability and Tech communicators share concern and interest about the user.
In fact, if Usability is not done or not done well, it is the tech writers and trainers who have to fill the gap.
The miss has to be made up for in the instructions, user guides and quick references aids.
In some companies, the TC’s represent the end user.
SO, as you see on this slide there are a number of disciplines that come together to create, support, improve and optimize the user’s experience: Among the skills and disciplines in this slide, I’m sure you can find some that are familiar.
Are there any missing?
CLICK
Image inspired by http://www.uxmatters.com/mt/archives/2010/12/essential-and-desirable-skills-for-a-ux-designer.php
I’ve attended some STC events and realized we Usability and Tech communicators share concern and interest about the user.
In fact, if Usability is not done or not done well, it is the tech writers and trainers who have to fill the gap.
The miss has to be made up for in the instructions, user guides and quick references aids.
In some companies, the TC’s represent the end user.
SO, as you see on this slide there are a number of disciplines that come together to create, support, improve and optimize the user’s experience: Among the skills and disciplines in this slide, I’m sure you can find some that are familiar.
Are there any missing?
CLICK
Image inspired by http://www.uxmatters.com/mt/archives/2010/12/essential-and-desirable-skills-for-a-ux-designer.php
Among the skills and disciplines in this slide, there are several that are directly relevant to Tech Communicators:
Among them:
Content strategy-Tech Comm,
Cognitive Science-Psychology,
Visual Design-Graphic Arts,
Information Architecture-Library Science,
Performance Support-Traini9ng. ,
Image inspired by http://www.uxmatters.com/mt/archives/2010/12/essential-and-desirable-skills-for-a-ux-designer.php
Leonardo da Vinci ~1487.
Based on the earlier works of the 1st century Roman architect Vitruvius.
Leonardo was the first to successfully convert the Vitruvius’ writings to a meaningful, accurate, visual form.
Original focus human fit to environment.
Well I don’t plan to talk about everything since Leonardo.
Lets jump forward 400 years. The next big leap in UX occurred in response to the industrial revolution. In the late 1800’s.
Reference: https://en.wikipedia.org/wiki/Vitruvian_Man
I found it interesting that, in the span of the last hundred years, we have made such significant progress addressing the User Experience.
It all started to address manufacturers’ needs for profit; i.e., to reduce cost and make their operations produce more in less time.
I have identified five major, 20th century influencers (or eras) of what we now refer to as “UX”:
Industrial Revolution,
Military, Computer,
Telephony,
Internet and
e-Commerce
So our focus will be on a select few of the most significant characters and innovations
In the early 20th century manufacturing was evolving
from hand made by individual or small teams to mass produced by machine w/ human guidance, to fully automated.
from generalists to specialists where speeding up the means of production still depended on getting workers to do more in less time.
So we will narrow down our view starting with 1910, at the peak of the Industrial Revolution, along came a few people who were trying to make work more efficient:
We’ll start with Frederick Taylor:
With manufacturing owners focus on making Men (women, and children too) part of the machine
>>Taylor’s discovery that reducing time on task and standardizing on process, would make workers more productive.
Taylor's scientific management consisted of four principles:
Summary: Study the work, “Scientifically”; Pick and choose most capable workers, then train them to perform the work in a way that is most efficient, manage the men to ensure the work is performed accordingly, divide responsibilities equally between management and worker.
First. They develop a science for each element of a man's work, which replaces the old rule-of-thumb method.Second. They scientifically select and then train, teach, and develop the workman, whereas in the past he chose his own work and trained himself as best he could.Third. They heartily cooperate with the men so as to ensure all of the work being done in accordance with the principles of the science which has been developed.Fourth. There is an almost equal division of the work and the responsibility between the management and the workmen. The management take over all work for which they are better fitted than the workmen, while in the past almost all of the work and the greater part of the responsibility were thrown upon the men.
Frank and Lillian Gilbreth
Were students of Taylor who took his theory and improved on it.
Gilbreths proposed a technical language and symbology, (Therbligs) (think flowcharting) allowing for the analysis of the labor process in a scientific context. What’s a Therblig?
The Gilbreths made use of scientific insights to develop a study method based upon the analysis of work motions', consisting in part of filming the details of a worker’s 'activities and their body posture while recording the time.
The films served two main purposes.
First: the visual record of how work had been done, emphasizing areas for improvement.
Second: the films also served the purpose of training workers about the best way to perform their work.
This method allowed the Gilbreths to build on the best elements of these work flows and to create a standardized best practice.
References:
https://en.wikipedia.org/wiki/Frank_Bunker_Gilbreth,_Sr.
https://commons.wikimedia.org/wiki/File:Original_Films_Of_Frank_B_Gilbreth_(Part_I).ogv
http://www.slideshare.net/carrinekezia/time-and-motion-studies?next_slideshow=3
http://www.slideshare.net/Vaithi2140/time-and-motion-study-10503179
https://tradepractices.wordpress.com/2012/06/18/gilbreth-motion-studies/
Even Project Management is part of the users experience, if you think of us all as users!!
Henry Laurence Gantt, A.B., M.E. (May 20, 1861 – November 23, 1919) was an American mechanical engineer and management consultant who is best known for developing the Gantt chart in the 1910's.
Even after his death in 1919, Gantt’s charts were employed on major infrastructure projects including the Hoover Dam and Interstate highway system and continue to be an important tool in project management and program management. The Hoover Dam 1931: 2 Years early and under budget
project was completed 2 years early and under budget.
Gantt created many different types of charts.[11] He designed his charts so that foremen and supervisors could quickly know whether production was on schedule, ahead of schedule, or behind schedule. Modern project management software includes this critical function. (Critical Path and PERT)
In his 1919 book "Organizing for Work" Gantt gives two principles for his s:
1)measure activities by the amount of time needed to complete them;
2) the space on the chart can be used to represent the amount of the activity that should have been done in that time.
Many of the human factors and ergonomic advances originated from military necessity for accuracy and safety.
During World War I, the first conflict to employ the airplane in combat, the need arose methods to rapidly select and train qualified pilots. This prompted the development of aviation psychology and aeromedical research.
In 1929, Edwin Albert Link Jr., an amateur pilot, invented the “Link trainer,” using a small airplane fuselage and motors and bellows from Link’s father’s piano and organ company in Binghamton, NY.
He initially designed his machine to teach students basic control maneuvers, but he soon added knobs and dials to simulate the new instruments. The Link Trainer was used widely throughout the 1930's and into the 1950's, to teach instrument flying. As the first mechanical flight simulator, it is an example of a machine designed specifically for new pilots to prep and learn how to fly in a safe environment (DESIGNED FOR THE USER)
Both World War I and World War II fueled research into Human Factors. When designing artillery cannons, for example, usability yielded more precision, greater kills, and shorter training of personnel. Thus, military designers could extract some very concrete usability metrics.
How quickly will a new crew member learn how to use the artillery cannon (now that the former crew member is dead)?
How many rounds per minute is the cannon able to fire; inexperienced vs. experienced crew?
How will improving the design of the cannon improve target acquisition (kill more enemies)?
How does a design improvement decrease soldier fatigue (result: lighter cognitive load)?
References:
“, Eric Shaver PhD Human Factors; A Brief history– February 8, 2015 By Eric
http://www.ericshaver.com/human-factors-a-brief-history/#sthash.qecR39iX.dpuf
Mads Soegaard The History Of Usability: From Simplicity To Complexity, 5/23/2012
In 1943 a lieutenant in the U.S. Army, Alfonse Chapanis shows that "pilot error" can be greatly reduced through the more intuitive layout of airplane cockpits.
One of his major contributions was shape coding in the aircraft cockpit. After a series of runway crashes of the Boeing B-17, Chapanis found that certain cockpit controls were confused with each other, due partly to their proximity and similarity of shape.
Particularly, the controls for flaps and landing gear were confused, the consequences of which could be severe. Chapanis proposed attaching a wheel to the end of the landing gear control and a triangle to the end of the flaps control, to enable them to be easily distinguished by touch alone. Thereafter for that aircraft there were no further instances of the landing gear being mistakenly raised while the aircraft was still on the ground.[3]This particular shape-coding of cockpit controls is still used today.
In 1949 he published the first textbook on the subject of ergonomics, "Applied Experimental Psychology: Human Factors in Engineering Design."
Chapanis consulted for private industry and continued his own research.
At Bell Labs, focusing on human preferences for telephone keypad numbers and displays.
With IBM from 1959 through the mid 1990's , he was their primary external source of human factors education and consulting as they transitioned from hardware manufacturer to a software and systems organization
He was particularly interested in safety issues. He conducted some of the earliest research (Safren & Chapanis, 1960) on hospital medication errors due to flaws in the labeling design of prescriptions and doctors’ illegible handwriting.
John E Karlin was at Bell Labs from 1945 until his retirement in 1977 (Where I spent the first 8 years of my career).
In 1947, he persuaded Bell Labs to create a unit, originally called the User Preference department and later Human Factors Engineering
An early experiment involved the telephone cord. In the postwar years, the copper used inside the cords remained scarce. Telephone company executives wondered whether the standard cord, then about three feet long, might be shortened. Mr. Karlin’s staff stole into colleagues’ offices every three days and covertly shortened their phone cords, an inch at time. No one noticed until the cords had lost an entire foot.
Mr. Karlin’s biggest challenge was almost certainly the advent of the push-button phone, officially introduced on Nov. 18, 1963, in two Pennsylvania communities, Carnegie and Greensburg.
The victorious design, based on the group’s studies of speed, accuracy and users’ own preferences, used keys half an inch square. The keypad itself was rectangular, comprising 10 keys: a 3-by-3 grid spanning 1 through 9, plus zero, centered below. Today’s omnipresent 12-button keypad, with star and pound keys flanking the zero, grew directly from this model.
Putting “1-2-3” on the pad’s top row instead of the bottom (the configuration used, then as now, on adding machines and calculators) was also born of Mr. Karlin’s group: they found it made for more accurate dialing.
Note Picture of rotary vs pushbutton in the slide. (Wikipedia)
Bob Taylor, is an Internet pioneer, who led teams that made major contributions to the personal computer, and other related technologies.
He was director of ARPA's Information Processing Techniques Office from 1965 through 1969,
Founder and later manager of Xerox, Palo Alto Research Center (PARC)'s Computer Science Laboratory from 1970 through 1983, and
ALTO – First Networked Computer w/ Mouse led to innovations in
STAR – Windowed Display & GUI
Founder and manager of Digital Equipment Corporation's Systems Research Center until 1996.
His awards include the National Medal of Technology and Innovation and the Draper Prize.
Taylor is known for his high-level vision: "The Internet is not about technology; it's about communication. The Internet connects people who have shared interests, ideas and needs, regardless of geography."
References:
https://en.wikipedia.org/wiki/Robert_Taylor_(computer_scientist)
http://internethalloffame.org/inductees/robert-taylor
http://hci.stanford.edu/publications/bds/2p-star.html
So, we’ve covered only a small but significant portion of the evolution of “User Experience” that has brought us to today.
Given limited time, I thought it would be valuable to just mention that, now focused on the users’ satisfaction as well as effectiveness, since the eighty’s, UX has further evolved with the introduction of Apple’s Macintosh, Microsoft’s Windows. With the advent of the INTERNET AND E- COMMERCE User Experience has further expanded to become the corner stone of successful products
It has been noted that the first use of the term, "User Experience” was in the late 90’s,
Don Norman (referring to himself as the UX Architect) ushered in what I would now call the era of User Experience
I want to talk about the explosion of products where the focus on people and the “User Experience” have had a significant influence
Office Systems
Personal Computing
Medical Devices and
Gaming
The influence of UX has exploded as THE key success factor in a variety of products and domains.
Here are some examples in office systems
Personal Computing is another area where UX is critical to product success. In fact it has become the driving force behind the success of the iPhone, iPad, Kindle Fire, and Smart Watch (UPro P6 Phone)
Those who work in the Medical Device industry realize that there has been a big shift to make products safer, by making them more intuitive for medical professionals and, by extension, safer for the patients. The need identify the intended users and how they will use it, and how the device will fit the environment, the task as well as the person, and the need to test it for efficacy, safety and ease of use are also part of the regulations.
Gaming is another area highly influenced and impacted by User Experience. The users’ experience of the “game” story and objective is influenced by the device controls and gadgets and interactions used to control the player’s journey. The introduction of virtual reality displays, holographic projections headsets and robots are further enhancements that introduce a level of immersion not previously experienced.
What else can you think of?
There are many elements that come together to influence the users’ experience of any device, system, environment
Research & Discovery: Ethnographic research, product and customer discovery, usability testing and market analytics
Collection of disciplines inspired by Disciplines of UX | daniellacreates
Research & Discovery: Ethnographic research, product and customer discovery, usability testing and market analytics
Written Language: English, Spanish, Mandarin, etc. TC: particular the need for Translation
Collection of disciplines inspired by Disciplines of UX | daniellacreates
Research & Discovery: Ethnographic research, product and customer discovery, usability testing and market analytics
Written Language: English, Spanish, Mandarin, etc. TC: particular the need for Translation
Graphic Design: Shape, symbolism, line color, spatial layout, composition, texture, dimension, visual rendering. TC Uses Graphic design too.
Collection of disciplines inspired by Disciplines of UX | daniellacreates
Research & Discovery: Ethnographic research, product and customer discovery, usability testing and market analytics
Written Language: English, Spanish, Mandarin, etc. TC: particular the need for Translation
Graphic Design: Shape, symbolism, line color, spatial layout, composition, texture, dimension, visual rendering. TC Uses Graphic design too.
Sound: Music or spoken word (a.k.a. Voice Over/V.O.) audio. Screen Readers for visually impaired.
Collection of disciplines inspired by Disciplines of UX | daniellacreates
Research & Discovery: Ethnographic research, product and customer discovery, usability testing and market analytics
Written Language: English, Spanish, Mandarin, etc. TC: particular the need for Translation
Graphic Design: Shape, symbolism, line color, spatial layout, composition, texture, dimension, visual rendering. TC Uses Graphic design too.
Sound: Music or spoken word (a.k.a. Voice Over/V.O.) audio. Screen Readers for visually impaired.
Motion: Animation, change, element movement, rhythm, calculus.
Collection of disciplines inspired by Disciplines of UX | daniellacreates
Research & Discovery: Ethnographic research, product and customer discovery, usability testing and market analytics
Written Language: English, Spanish, Mandarin, etc. TC: particular the need for Translation
Graphic Design: Shape, symbolism, line color, spatial layout, composition, texture, dimension, visual rendering. TC Uses Graphic design too.
Sound: Music or spoken word (a.k.a. Voice Over/V.O.) audio. Screen Readers for visually impaired.
Motion: Animation, change, element movement, rhythm, calculus.
Information Design: Textual style, graphics and composition for information structure, meaning, relationship and user comprehension.
Collection of disciplines inspired by Disciplines of UX | daniellacreates
Research & Discovery: Ethnographic research, product and customer discovery, usability testing and market analytics
Written Language: English, Spanish, Mandarin, etc. TC: particular the need for Translation
Graphic Design: Shape, symbolism, line color, spatial layout, composition, texture, dimension, visual rendering. TC Uses Graphic design too.
Sound: Music or spoken word (a.k.a. Voice Over/V.O.) audio. Screen Readers for visually impaired.
Motion: Animation, change, element movement, rhythm, calculus.
Information Design: Textual style, graphics and composition for information structure, meaning, relationship and user comprehension.
Interface Design: Graphical and information design elements utilized to indicate controls or data manipulation. TC: It’s important for Tech Comm as well
Collection of disciplines inspired by Disciplines of UX | daniellacreates
Research & Discovery: Ethnographic research, product and customer discovery, usability testing and market analytics
Written Language: English, Spanish, Mandarin, etc. TC: particular the need for Translation
Graphic Design: Shape, symbolism, line color, spatial layout, composition, texture, dimension, visual rendering. TC Uses Graphic design too.
Sound: Music or spoken word (a.k.a. Voice Over/V.O.) audio. Screen Readers for visually impaired.
Motion: Animation, change, element movement, rhythm, calculus.
Information Design: Textual style, graphics and composition for information structure, meaning, relationship and user comprehension.
Interface Design: Graphical and information design elements utilized to indicate controls or data manipulation. TC: It’s important for Tech Comm as well
Interaction Design: Task Flow, system flow, behavior, and human comprehensibility of controls in the user interface.
Collection of disciplines inspired by Disciplines of UX | daniellacreates
Research & Discovery: Ethnographic research, product and customer discovery, usability testing and market analytics
Written Language: English, Spanish, Mandarin, etc. TC: particular the need for Translation
Graphic Design: Shape, symbolism, line color, spatial layout, composition, texture, dimension, visual rendering. TC Uses Graphic design too.
Sound: Music or spoken word (a.k.a. Voice Over/V.O.) audio. Screen Readers for visually impaired.
Motion: Animation, change, element movement, rhythm, calculus.
Information Design: Textual style, graphics and composition for information structure, meaning, relationship and user comprehension.
Interface Design: Graphical and information design elements utilized to indicate controls or data manipulation. TC: It’s important for Tech Comm as well
Interaction Design: Task Flow, system flow, behavior, and human comprehensibility of controls in the user interface.
Programming: Whether “Front End” (Client executed) or “Back End” (server executed) code for data input, processing, and retrieval.
Collection of disciplines inspired by Disciplines of UX | daniellacreates
And , to insure that it all these elements are composed to coming together to support, influence, guide and delight the user, it is necessary to put the solution in front of the user to conduct user testing at key spots along the way.
In the end it is the user’s perceptions and buy-in to the experience that will make the product or software solution a success.
Collection of disciplines inspired by Disciplines of UX | daniellacreates
So, with all these elements coming together to create the users’ experience, the process of designing the User experience is not just designing the interface any more.
Image from: http://sf.funcheap.com/intro-ux-user-experience-design-workshop-sf/
So here is the way the Usability Professional Association (UPA) represented the process of designing the UX a few years ago, just before they changed their name to the User Experience Professional Association (UXPA).
Yes, their representation is a lot like the kids’ game of Chutes and Ladders, twists turns and penalties if you don’t do it right.
But We can simplify the process (next slide)
(Image: UXPA.org)
One of the lessons we have learned from history is it’s important to know your Users/Customers EARLY in the development process, then keep checking with them as you make progress to be sure your solution meets their needs for it to be USABLE, USEFUL, DESIRABLE AND VALUABLE
You want to learn:
What it would take for him/her to like and want it?
What is the likelihood that he/she would recommend it?
Does the target user find your solution to be usable, useful, valuable?
There are several stages of development. At each stage of development there are many alternative techniques of getting your customers perspective I mention a few in this slide. If we have time we can discuss others.
(Raise hands, those of you who engage your users at each stage of the development process? (How does your company do that?)
Where is UX headed:
In the last 100 years we have moved from efficiency focused to products intended to delight the user… from needing to train it to learn it, to making it intuitively obvious.
In the future we can anticipate more detailed analytics to anticipate user needs & desires. Maybe some day the User Thinks to make it happen.
How about Robotics & human interaction.
While the world will be come more complicated for developers, UX for the end user will be richer
Benefits of engaging users
For the Product Developer:
ROI of 100+ %, Enhanced brand recognition and visual appearance, Increased number of initial and returns visits, Improved user perception , Improved architecture for efficiency, Increased product’s overall competitive position
For the User:
More intuitive page, More meaningful Content , Improved content organization and relationships, Reduce or Eliminate error
Usefulness, Greater perceived value, A satisfying experience
Image http://datavision-inc.com/wp-content/uploads/2014/04/consulting.jpg