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World Usability Day
Elizabeth Rosenzweig
Founder and Director
Today
 World Usability Day
 Human Error is a Misnomer
 Engagement
 Engagement: How To Get Involved
First An Exercise
 World Usability Day Geography
 What part of the world did you
grow up?
Attended a World Usability Day event in
EUROPE?
Attended a World Usability Day event in the
USA?
Attended a World Usability Day event in
Asia?
Attended a World Usability Day event in South
America?
Attended a World Usability Day event in
Australia/South Pacific?
Over the years
October 2004
What is World Usability Day
 It is about making our world work better.
 Reaching out to the common citizen and spreading
the message
 We don’t have to put up with products and services that
don’t work well!!!
 Devoted to creating global awareness around
people’s rights to having things that work.
 The activities are focused around the issues
of how Usability effects society.
Who said users don’t matter?
World Usability Day promotes the value of usability, user
centered design, and your right to have things that work better.
To find out more and see what’s happening in your city on
November 14th go to www.worldusabilityday.org.
Sponsors:
Human Error is a
Misnomer
1. Create local showplaces that feature the best projects,
research and knowledge in creating better user experiences.
2. Publish news articles that raise awareness of average
citizens to demand more usable products, services and
technology.
3. Fost local grass-root projects that can make a visible impact
4. Broaden awareness of user experience as a field and its
value in improving our lives.
What we do
World Usability Day Boston
 Event Hosts:
 Museum of Science, Boston
 Boston UPA Planners:
 Chris Hass
 Susan Robison
 Chauncey Wilson
 Susan Rice
Museum of Science, Boston
Alarm Clock Alley Rally
 Exhibit/Activity Description:
 Usability volunteers interviewed
visitors about how long it would take
to set the time on six different alarm
clocks
 Visitors then were timed while they
set the alarms and interviewed
about the outcomes
 Visitors were encouraged to discern
what specific factors affected speed
and accuracy
• Hand’s On Usability Introduction
Stand-alone exhibits/activities for visitors
Created by UPA Boston
Six stations offered simultaneous exploration
Usable data collected during the day
Goals & Outcomes:
 Visitors rated this as highly enjoyable
 Visitors stated it was educational
 Kids and parents continued discussions
on related topics all day
 Actual data findings collected and
analyzed
 Results were surprising
 Visitor interest surprised Museum staff
 Museum stated “We need more of this-
permanently”
Doors to Usability
 Exhibit/Activity Description:
 Visitors saw photos of real-world
doors and used hand-held voting
equipment to vote on which way the
door would open
 Voting results were tabulated in real
time and shown to the group
 Usability volunteers then revealed
“the answer” and led discussions
about ergonomics, design, and
human perception cues
• Hand’s On Usability Introduction
Stand-alone exhibits/activity for visitors
By UPA Boston & Mitre Corporation
¼ scale doors created from digital
photos and foam core
Machine Dreams voting devices
Goals & Outcomes:
 Visitors rated this as highly enjoyable
 Visitors stated it was educational
 Kids did not try to “game” the system
but parents did
 Actual data findings collected and
analyzed
 Visitor interest surprised Museum staff
 Museum stated “We need more of this-
permanently”
 Machine Dreams thrilled to get
feedback, exposure and advice
Touchscreen Voting
 Exhibit/Activity Description:
 Visitors used full size prototype
touchscreen voting machines to cast
ballots in hypothetical elections
 MIT students and volunteers
collected data and interviewed
visitors
 Data used to inform Federal
recommendations for touchscreen
voting
• Real-World Usability Introduction
Stand-alone exhibits/activity for visitors
Created by MIT Media Lab
Research-based touchscreen voting devices
set up onsite
Visitors cast ballots and were interviewed
Goals & Outcomes:
 Older visitors especially enjoyed this
 Visitors stated it was educational
 Participants stated “I had no idea what
the fuss was about until I accidentally
voted for the wrong guy. NOW I know
what the fuss is about!”
 News teams covered this exhibit
extensively
2007
Consumer
Patient Partient Family Family Caregiver Elderly Professional
Doctor Nurse/Caregiver
Business/Industry
Hospital
Nursing
Home/Rehab/Faclility
Insurance Companies EHR
Academia/Research
Medicine Medical Devices
Government Orgs
Medicare/Medicaid
NGO
Doctors without
Borders
World Usability Day Communities of Interest
Healthcare
2008
2008
40,000 people participated
worldwide
Thousands of volunteers
2009
Online Global Projects
 WUD has established a richer community by bringing
working user research professionals together online as well
as in person, social media has helped.
• WUD’s 2008 Global Transport
Challenge was designed to
raise awareness and
involvement through social
networking and online
activities about how
transportation is used and
how it impacts the
environment.
Global Community
 Reach out to people in all countries
bring awareness everywhere
 Rwanda, South Korea, Dubai, Iceland, Peru,
Singapore, Canary Island, Iran, Poland,
Russia, India, Cypress, Chile, Peru
Global Awareness
 Use social media to keep up an ongoing dialog about the issues
and keep interest.
 Assign people to each network and keep a steady info stream
going throughout the year.
#WUD2014
World Usability Day 2014
North America
Middle East
Europe
At the end of the day?
 People should now realize technology does not have to
be as hard to use as it is
 People stop blaming themselves when things don’t work
 Message is out- people don’t have to buy technology
that is not easy to us
 Usability stories and events all bring the message
together
Engagement
 Why Engagement?
 How Deep Does it Go?
Engage
 I am engaged when I lose myself in an activity
 I am engaged when I can relate to something
 People I have something in common with
 Activities that take up all focus
What was the last really
engaging experience you had?
 5 senses are stimulated
 Heightened awareness
 Clarify of focus
What Makes Anything Engaging
Engagement and UX
The technology becomes a ubiquitous part of the environment
Doorknob- doesn’t need explanation
How to Stay Involved
 Organize an event or a meetup for your local
professional Chapter, company, and community
 Sponsor WUD 2015
 Share your experiences - take photos and videos in
your community. Upload these photos to:
www.flickr.com and tag them #WUD2014 and upload
your videos to: www.Youtube.com and tag them with
#WUD2014. Start uploading photos today!
 Join our online community, Submit your content, white
papers, or thoughts on the WUD website.
www.worldusabilityday.org
 Demand that things work. Be brave
 Don’t buy objects that are not usable. Don’t buy
them. Push back..
 Vote with your dollars.
 Technology should not make anyone feel stupid. Ever.
Usability Revolution
World Usability Day 2014- Engagement

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World Usability Day 2014- Engagement

  • 1. World Usability Day Elizabeth Rosenzweig Founder and Director
  • 2. Today  World Usability Day  Human Error is a Misnomer  Engagement  Engagement: How To Get Involved
  • 3. First An Exercise  World Usability Day Geography  What part of the world did you grow up?
  • 4. Attended a World Usability Day event in EUROPE?
  • 5. Attended a World Usability Day event in the USA?
  • 6. Attended a World Usability Day event in Asia?
  • 7. Attended a World Usability Day event in South America?
  • 8. Attended a World Usability Day event in Australia/South Pacific?
  • 11. What is World Usability Day  It is about making our world work better.  Reaching out to the common citizen and spreading the message  We don’t have to put up with products and services that don’t work well!!!
  • 12.  Devoted to creating global awareness around people’s rights to having things that work.  The activities are focused around the issues of how Usability effects society.
  • 13. Who said users don’t matter? World Usability Day promotes the value of usability, user centered design, and your right to have things that work better. To find out more and see what’s happening in your city on November 14th go to www.worldusabilityday.org. Sponsors: Human Error is a Misnomer
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  • 15. 1. Create local showplaces that feature the best projects, research and knowledge in creating better user experiences. 2. Publish news articles that raise awareness of average citizens to demand more usable products, services and technology. 3. Fost local grass-root projects that can make a visible impact 4. Broaden awareness of user experience as a field and its value in improving our lives. What we do
  • 16. World Usability Day Boston  Event Hosts:  Museum of Science, Boston  Boston UPA Planners:  Chris Hass  Susan Robison  Chauncey Wilson  Susan Rice Museum of Science, Boston
  • 17. Alarm Clock Alley Rally  Exhibit/Activity Description:  Usability volunteers interviewed visitors about how long it would take to set the time on six different alarm clocks  Visitors then were timed while they set the alarms and interviewed about the outcomes  Visitors were encouraged to discern what specific factors affected speed and accuracy • Hand’s On Usability Introduction Stand-alone exhibits/activities for visitors Created by UPA Boston Six stations offered simultaneous exploration Usable data collected during the day Goals & Outcomes:  Visitors rated this as highly enjoyable  Visitors stated it was educational  Kids and parents continued discussions on related topics all day  Actual data findings collected and analyzed  Results were surprising  Visitor interest surprised Museum staff  Museum stated “We need more of this- permanently”
  • 18. Doors to Usability  Exhibit/Activity Description:  Visitors saw photos of real-world doors and used hand-held voting equipment to vote on which way the door would open  Voting results were tabulated in real time and shown to the group  Usability volunteers then revealed “the answer” and led discussions about ergonomics, design, and human perception cues • Hand’s On Usability Introduction Stand-alone exhibits/activity for visitors By UPA Boston & Mitre Corporation ¼ scale doors created from digital photos and foam core Machine Dreams voting devices Goals & Outcomes:  Visitors rated this as highly enjoyable  Visitors stated it was educational  Kids did not try to “game” the system but parents did  Actual data findings collected and analyzed  Visitor interest surprised Museum staff  Museum stated “We need more of this- permanently”  Machine Dreams thrilled to get feedback, exposure and advice
  • 19. Touchscreen Voting  Exhibit/Activity Description:  Visitors used full size prototype touchscreen voting machines to cast ballots in hypothetical elections  MIT students and volunteers collected data and interviewed visitors  Data used to inform Federal recommendations for touchscreen voting • Real-World Usability Introduction Stand-alone exhibits/activity for visitors Created by MIT Media Lab Research-based touchscreen voting devices set up onsite Visitors cast ballots and were interviewed Goals & Outcomes:  Older visitors especially enjoyed this  Visitors stated it was educational  Participants stated “I had no idea what the fuss was about until I accidentally voted for the wrong guy. NOW I know what the fuss is about!”  News teams covered this exhibit extensively
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  • 21. 2007
  • 22. Consumer Patient Partient Family Family Caregiver Elderly Professional Doctor Nurse/Caregiver Business/Industry Hospital Nursing Home/Rehab/Faclility Insurance Companies EHR Academia/Research Medicine Medical Devices Government Orgs Medicare/Medicaid NGO Doctors without Borders World Usability Day Communities of Interest Healthcare
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  • 24. 2008
  • 26. 2009
  • 27. Online Global Projects  WUD has established a richer community by bringing working user research professionals together online as well as in person, social media has helped. • WUD’s 2008 Global Transport Challenge was designed to raise awareness and involvement through social networking and online activities about how transportation is used and how it impacts the environment.
  • 28. Global Community  Reach out to people in all countries bring awareness everywhere  Rwanda, South Korea, Dubai, Iceland, Peru, Singapore, Canary Island, Iran, Poland, Russia, India, Cypress, Chile, Peru
  • 29. Global Awareness  Use social media to keep up an ongoing dialog about the issues and keep interest.  Assign people to each network and keep a steady info stream going throughout the year. #WUD2014
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  • 37. At the end of the day?  People should now realize technology does not have to be as hard to use as it is  People stop blaming themselves when things don’t work  Message is out- people don’t have to buy technology that is not easy to us  Usability stories and events all bring the message together
  • 38. Engagement  Why Engagement?  How Deep Does it Go?
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  • 41. Engage  I am engaged when I lose myself in an activity  I am engaged when I can relate to something  People I have something in common with  Activities that take up all focus
  • 42. What was the last really engaging experience you had?
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  • 46.
  • 47.  5 senses are stimulated  Heightened awareness  Clarify of focus What Makes Anything Engaging
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  • 49. Engagement and UX The technology becomes a ubiquitous part of the environment Doorknob- doesn’t need explanation
  • 50. How to Stay Involved  Organize an event or a meetup for your local professional Chapter, company, and community  Sponsor WUD 2015  Share your experiences - take photos and videos in your community. Upload these photos to: www.flickr.com and tag them #WUD2014 and upload your videos to: www.Youtube.com and tag them with #WUD2014. Start uploading photos today!  Join our online community, Submit your content, white papers, or thoughts on the WUD website. www.worldusabilityday.org
  • 51.  Demand that things work. Be brave  Don’t buy objects that are not usable. Don’t buy them. Push back..  Vote with your dollars.  Technology should not make anyone feel stupid. Ever. Usability Revolution