As technologists, one of the hardest things to remember is that we’re not our users and our assumptions can easily extend into our work. If we aren’t careful, we can easily end up designing products based on our assumptions and biases rather than insights from the actual audience. If we want to build better products, we need to include our target audience in the creation process and listen to their feedback every step of the way. In this talk, I’ll share what my team and I learned from a project where we worked directly with teens experiencing various forms of bullying.
You’ll learn what types of biases to watch out for, how to challenge your own assumptions, how to engage hard-to-reach audiences, and how the user-driven insights we gained uncovered the struggles unique to their community and informed our design decisions and product iterations. Even if you’re new to UX design, this talk will help you create solutions that will ultimately be valuable for all humans.
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Who's not in the room? Build better products by engaging hard-to-reach users
1. @aribajahan
Build better products by
engaging hard-to-reach users
Ariba Jahan
Director of Innovation
The Ad Council
@aribajahan
Who’s not in the room?
9. @aribajahan
Teen Bullying Prevention
Target: 13-17 years old, “good eggs”
DIGITAL PROTOTYPE PROJECT
How might we influence teens to
reduce peer mistreatment and
empower one another by building and
perpetuating a more empathetic,
supportive, and inclusive culture?
@aribajahan
18. @aribajahan
We made assumptions
We need to help teens successfully recognize the impact of their actions.
We should double down on social media.
We should leverage the rise of CGI influencer.
21. @aribajahan
FINSTA
authentic
They value privacy & authenticity.
of Gen Z are concerned that
social media is too public and
that their posts could come
back to haunt them.
60%
RINSTA
curated
27. @aribajahan
Mental shortcuts help us
Make sense of large amounts of information
Determine what’s important to remember or recall
Create explanations or meaning when there’s not enough context
Act quickly
29. @aribajahan
We make judgments and
impressions by relying
only on the information
made available to us.
91% 9 hrs
Mental Shortcut
30. @aribajahan
, 91% 9 hrs
Mental Shortcut
Does that entire 91% group
do all the same things?
What are the various ways
they engage on social
media?
Who makes up this 91%
group? Who’s not in it?
So what?
How do they spend the 9
hours?
36. @aribajahan
@aribajahan
Who is our audience: language, lifestyle, joys, priorities,
pain points, & use of tech ?
What do we believe to be true about teen mistreatment?
How does mistreatment show up & how do they solve it?
Is this a challenge teens need solved?
What else don’t we know? Who haven’t we heard from?
Assumptions & unknowns
40. @aribajahan
Run several experiments to explore whether or not our ideas
create the desired outcome, to collect new knowledge and to
uncover invisible assumptions.
Test multiple hypotheses
42. @aribajahan
We believe [THIS AUDIENCE] has a challenge [DOING THIS].
We believe that [THIS SOLUTION] can help.
They will do [THIS ACTION] resulting in [DESIRED OUTCOME].
Idea → Hypothesis
43. @aribajahan
We believe that teens have a problem
noticing the impact of their actions which
leads them to mistreat each other.
Influencer & Polls
44. @aribajahan
We believe that a fictional CGI character
whose life captures the dramatic realities
of the teen experience including teachable
moments where the character models
kindness can help.
Influencer & Polls
45. @aribajahan
We believe that teens will follow & relate to
the character causing them to reflect &
adopt the modeled positive behaviors in
real life.Influencer & Polls
46. @aribajahan
Name It to
Tame It
Adventure
Time
Influencer &
Polls
#ChangeYour
Story
Million Acts of
Impact
What must be true in
order for this idea to add
value to our users? to be
used?
Identify riskiest assumption
Identify the beliefs about our idea that if
disproven, would break our idea altogether.
We used mural and shared docs to document our work.
48. @aribajahan
● Anonymity
● Influencer-oriented; higher consumption if
supported by influencers
● Prompts
● User-generated content and feedback
● Curated to demonstrate reality
● Interactive, real-time
● Juxtaposition of emotional topics -- often
using humor
● Ability to express support for real-life peers
● Social media integration and dynamic
Riskiest assumptions to test
52. @aribajahan
● How do they perceive “bullying” today?
● What types of digital interactions do they enjoy?
● (in)validate our existing hypotheses & riskiest assumptions
● Allow our audience to craft their own solutions
Co-creation with high school students
53. @aribajahan
Problem statement: Design a digital tool that could help people be more kind, more inclusive
of others, and/or help people avoid hurting someone’s feelings.
Audience generated concepts
60. @aribajahan
Are we still solving the challenge that our users need solved?
What perspectives are not in the room?
What other hypotheses need to be tested?
Can our audience [use, access, understand, get value from] this?
What are the unintended consequences of this existing in our world?
What can someone with mal-intention do with this?
Ask
73. @aribajahan
Who is our audience & how do they experience the challenge?
Are we solving a compelling challenge for your audience?
Whose voice hasn’t been heard?
Should we tackle this challenge?
Map assumptions
74. @aribajahan
Reframe ideas into specific hypothesis statements.
Test riskiest assumption & measure outcomes.
Test multiple hypotheses
75. @aribajahan
Test hypotheses with audience
Audience generated ideas
Test audience generated ideas with audience
Insights: language, experiences, behaviors
Co-create
76. @aribajahan
Monoculture of thoughts & ideas
Defending ideas
Right answers
Fear of failure
Seek perspectives unlike your own
Test multiple hypotheses w/audience
Embracing ambiguity, staying curious
Open to learning & being wrong
Relentless teams