User experience (UX) design aims to enhance any medium that involves human interaction by considering why people use and interact with products or services. UX design draws from various tools and involves planning, creative thinking, designing, technology, and engagement with influencers. The goal is to take ideas and give them shape through testing, learning, iterating and repeating the process.
Let's start with this. Every single one of us in this agency in some way doing user experience already. In planning it's about putting form to an insight, what might it this new thing look like and how someone interacts with it. In account management it could be does this thing have the stuff on it that the client needs achieve their KPIs. In creative it could be how does someone get their photo once they have slid down a slide in a shopping centre.In design, it's hierarchy of information: what information goes where.In tech, what is the interaction, the structure of the app or the way the site responds to different devices. Or even in Influencer Engagement/content creation, the tone of voice or style and design of post. Overall…It's about taking a thought, app, product, service and giving it form. UX is not one discipline, team or person. It is an organisational responsibility. And my role is to fill in the bit in-between.
"Design of anything regardless of medium with human interaction as an explicit goal." Jesse James Garrett. I like this as it is nice a broad. And that exactly is what user experience should be. It is not just about a bunch of grey boxes on a page. It's a human approach you can take to solve problems…[air con]
It starts with asking "why?". Why would I give a shit about something you have made. I am a busy person, I'm online to do a specific thing, I'm running to catch the train, take the kids to school, buy toothpaste. Why would I allow you to interrupt me. So part of the role of it is crafting a reason why someone would care. And if you are lucky enough to get my attention, the next role of UX is to make sure it is a lovely rich experience that makes me feel good about the brand. So what do you actually produce, well we have a bunch of tools at our disposal.
Best tool for that is pen and paper. Sketch the hell out of it, it's cheap, hurts no-one and allows you to test your ideas and fail fast.
I have a love hate relationship with personas. On one hand they are a way for everyone to agree on who it is we are trying to talk to. Where in their lives does the thing that we are making fit. You can do this, just think of people around you, you probably know a person in every demographic we target, mum, sister, friends. Looking at what they get up to and plotting their days is a good way to see where your idea sits.
There are a couple of flavours of user journey to have in your tool-kit. And that I use. This could be an expanded version of a persona, what do people do when they are shopping. Where do they go, how do they get there and what brands are they exposed to? But you can also use user journeys to plot how someone might interact with your awesome new FB app idea. Where were they when they saw your app, what device were they on. What do you want them to do, and end up. Think about 'like gates' and what we call the value exchange - why would someone click the button. We probably all have an idealised view of what our users are like.
My challenge to you is to be more realistic with how you perceive your users and the way they consume what we make. This will deliver stronger, more honest ideas.
I'd say start your wireframe as a conversation between two people. One is the website/app/experiential idea you have and the other is the person you are targeting. Like I said earlier, we are trying to solve problems from a human perspective. By entering into a dialog, it highlights something weird you might be asking them to do .[Picture of QR code] Again with wireframes, keep it simple. Use a pen and a piece of paper, post it notes or a fag packet. This way you are not wasting your time in photoshop or balsamic or mockingbird whatever.
Now. Bear with me. This is where it can get a little abstract. Finding food - so we react better to sites that have pictures of food on them.A lot of what goes into producing effective campaigns is psychology. As animals we have evolved to react to certain things, there are bits of our that are concerned with:
Having sex - we designed to repopulate so pictures of attractive people, Facebook posts with images of faces perform better.
Fight or flight - our brains are triggered by movement as a way of figuring out if we are going to be attacked, so banner ads animate and are placed in our peripheral vision work extremely well at getting our attention. Start considering these thing in your campaigns and I tell you you will notice a difference.
Have you never coded before? What's the deal with Arduino? Paint. Draw. Write. Do something new that is involved in the process of making things at Jam and by doing that you will have greater insight and be able to provide
Create quickly, fail fast. Start over. Another key pillar is testing out your ideas and changing them based on your learnings. Running conceptual testing, working with Mark to run tracking and analysing this information is also a key part of UX.