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UX Innovation The Light on the Face
EXPERIENCE
The Light on the Face
Why do they call it love when they mean UX
Alberto Barreiro April 2013
Conceptual economy is a term describing the contribution of creativity, innovation, and design skills to economic competitiveness, especially in the
global context. Source: Wikipedia / Daniel Pink
THE CONTEXT
TECHNOLOGY > FEATURES > EXPERIENCIES > MEANINGS
MARKET MATURITY
UX Innovation The Light on the Face
1. THE SPACE OF DESIGN
THE PRODUCT
IS THE
EXPERIENCE
UX Innovation The Light on the Face
1. THE SPACE OF DESIGN
THE PRODUCT
IS THE EXPERIENCE:
DURATION
INTENSITY
BREADTH
INTERACTION
TRIGGERS
SIGNIFICANCE
UX Innovation The Light on the Face
2. THE EYE OF THE BEHOLDER
EXPERIENCES
ARE
OPEN AND
SUBJECTIVE
(in summary: HUMAN)
UX Innovation The Light on the Face
3. THE MEANING OF LOVE
EXPERIENCES
ARE
MEANINGFUL
UX Innovation The Light on the Face
3. THE MEANING OF LOVE
FOCUS ON PREFERABLE OUTCOMES (Rob Girling)
SELF RELIANCE LIFE LONG LEARNING TIMELESSNESS
HAPPINESS CITIZEN ENGAGEMENT LIBERTY
CROSS CULTURAL EMPATHY
PROMOTING MASTERY
SOCIAL INCLUSION DIGNITY
AUTONOMY UNIVERSAL ACCESS
HEALTH AND WELL BEING
UX Innovation The Light on the Face
4. MISSIONS AND VISIONS
Visions emerge from the
design process to support
a mission
UX Innovation The Light on the Face
MISSION BEFORE VISION
4. MISSIONS AND VISIONS
UX Innovation The Light on the Face
Design is about setting
the conditions for things
to happen: products,
business, innovations,
experiences
The Miller-Urey Experiment
5. INNOVATION JUST HAPPENS
UX Innovation The Light on the Face
DESIGN
STAGES
to re-act the experience,
not for users but for actors
5. INNOVATION JUST HAPPENS
UX Innovation The Light on the Face
DESIGN
STAGES
to re-act the experience,
not for users but for actors
5. INNOVATION JUST HAPPENS
UX Innovation The Light on the Face
“CREATIVITY
IS JUST
CONNECTING
THINGS”
Steve Jobs
6. THE CREATIVE ACT
UX Innovation The Light on the Face
DESIGN
REQUIRES
EXPOSURE
AND CONFLICT
7. AWAY FROM THE LAB
UX Innovation The Light on the Face
DESIGN
REQUIRES
EXPOSURE
AND CONFLICT
7. AWAY FROM THE LAB
UX Innovation The Light on the Face
1. THE PRODUCT IS THE EXPERIENCE
2. EXPERIENCES ARE SUBJECTIVE AND OPEN
3. DESIGN FOR MEANING
4. MISSIONS BEFORE VISIONS
5. DESIGN STAGES
6. CREATIVITY IS JUST CONNECTING THINGS
7. DESIGN REQUIRES CONFLICT
UX Innovation The Light on the Face
1. THE PRODUCT IS THE EXPERIENCE
2. EXPERIENCES ARE SUBJECTIVE AND OPEN
3. DESIGN FOR MEANING
4. MISSIONS BEFORE VISIONS
5. DESIGN STAGES
6. CREATIVITY IS JUST CONNECTING THINGS
7. DESIGN REQUIRES CONFLICT
UX Innovation The Light on the Face
Meaning
Art
Lov
Idea
Desig
Desir
Function
Scienc
Sex
0. THE REALM OF DESIGN
UX Innovation The Light on the Face
DESIGN
AS A
TROJAN
HORSE
UX Innovation The Light on the Face
CASE STUDY 1: WEBJAM DNA
Designing for Social Media: the designer as a gardener
“Let it be”
Lennon & Maccartney
UX Innovation The Light on the Face
CASE STUDY 1: WEBJAM DNA
Definitions, Narratives and Activations
LABS
IDeA
A
CTIVATE
FEASIBILITY
DESIRABILITY
VIABILITY
FACTORY
BUSINESS
ACT
MEASURE
CREATE
LISTEN
Webjam as a co-creation tool
Desing Thinking model applied to Social Media
design & development
Note: Webjam’s updated platform can now be
found on: www.hatchplatform.com
UX Innovation The Light on the Face
CASE STUDY 1: WEBJAM DNA
Co creation - co design - co development
FACTORY
LABS
IDeA
ACTIVATE
ENGAGED
COMMUNITY
BUSINESS
CONCEPT
PACKAGE
PROPOSAL
CONTRACT
DEFINED
SOLUTION
LAUNCH
DEFINE ACTIVATE
NARRATE
BUNCH OF
PEOPLE
UX Innovation The Light on the Face
CASE STUDY 2: ITV X
Designing for TV: the designer as a surfer
Order from Chaos
UX Innovation The Light on the Face
EXPERIENCE
It's more fun to be a pirate
than to join the navy
Steve Jobs
UX Innovation The Light on the Face
Experience
UX Innovation The Light on the Face
CASE STUDY 2: ITV X
The Product Development Process
Interaction patterns
Concept validation
Moodboards
Branding briefs
Creative proposals
Design direction
Product concepts
Commercial assets
Editorial assets
QA validation
Product validation
Brand validation
Visual assets
Product front end
Commercial planning
Editorial strategy
Design validation
Interaction specifications
Branding guidelines
Visual direction
Wireframes
Concept validation
User flows/storyboards
Product requirements
Technical requirements
Visual explorations
Editorial requirements
Branding requirements
QA scope
Visual Design
Front End Development
User testing
Ongoing QA
Release planning
Observations
Insights
Content and editorial strategy
Business objectives
Userprofiling
Technology framework
Concept Design Build Release
DELIVERABLES
TASKS & INPUTS
DIVERGENCE
CONVERGENCE
UX Innovation The Light on the Face
CASE STUDY 2: ITV X
So, do you find a mission yet?
Our mission is to
BRING PEOPLE AND CONTENT TOGETHER
by extending
the ITV Experience
in the online media
UX Innovation The Light on the Face
GEMMA
How can we enhance and make the
most of TOWIE’s experience for
Gemma. everywhere, anytime?
THE ONLY WAY IS ESSEXCASE STUDY 2: THE X METHOD
MISSION
DURATION INTENSITY
engagement
TRIGGERS
calls to action
INTERACTION BREADTH
platforms
MEANING
CONTEXT
SENSITIVE
How does the context
of the experience
changes depending
on the user activities
during the day?
How can we optimise
user engagement
depending of the
context of the
experience?
i.e: light (twitter)
mild (FB)
strong (Website)
at home, at the
office?
How can we target
the calls to action
depending on the
user, content,
platform and device
context.
i.e. specific Twitter
“get the look” during
the show
How can the
audience interact with
the show depending
on the context they
are in?
- Mobile, tablet,
Social Media
platforms? Public vs
private interaction
What are the
platforms where the
experience is
happening and how
they affect/define the
context of the
experience?
How the context
affects the meaning
of the experience?
Private vs shared
experiences, mobile
and fragmented vs
focused viewing?
TIME
SENSITIVE
How can the product
deal with the duration
variables of the
show?
How the product
changes before/
during and after the
show.
How time sensitive
interfaces can
enhance the level of
engagement of the
user with the show?
What are the triggers
before, during and
after the show that
drives participation
and engagement?
What are the
differences between
the interactions
before, during and
after the show?
What platforms and
devices are more
relevant before,
during and after the
show?
i.e Twitter during the
show, website after
How people relate to
the content before,
during and after the
show?
Expectations,
Curiosity, Emotions
SOCIAL
How can we use
social strategies to
set people
expectations before
the show, to allow
user interaction and
to keep the
engagement after?
How the use of social
media can enhance
the intensity and
engagement of a
show?
What are the right
calls to action
depending on the
social media platform
and tools?
When and where can
we find social
interaction
opportunities:
commenting, likes,
sharing, tweeting
What are the most
relevant social media
platforms for a
particular show and
how does ?
Are our social
strategies enhancing
the value of the
content experience?
SEAMLESS
How can we tie show
linearity with the
digital products?
Is the story being
developed across
different context in a
way that builds up
user engagement?
Are the call to actions
distributed across
different context set
for complementarity?
Is the interaction
patterns developed in
a consistent way?
Is there a sense of
consistency and
complementarity
across the different
platforms and
devices?
Is the message clear
and consistent?
ITV-NESS
Does the product
reflect the pace of the
show?
Is the engagement
built around the
values of the show?
Is the tone of voice
and the nature of the
calls to action aligned
with the show brand?
Are we leveraging on
the interaction
opportunities defined
by the show?
Are we developing a
proper sense of the
show brand across
the different platforms
and devices?
Is on brand?
Does it make sense?
What are the values
behind the
experience: The
brand is the
experience.
• I am a junior recruitment consultant
I want to know what happened to Kirk
I like to watch TOWIE
I like to read about celebrity gossip
I really like doing my nails
UX Innovation The Light on the Face
CASE STUDY 2: THE X METHOD
Example
CONTEXT / INTENSITY
How can we optimise Gemma’s engagement
with The Only Way is Essex depending of the
context of the experience?
i.e: light (twitter following)
mild (FB friendship)
strong (Website commenting)
during the show at home, reading the news at the
office, checking for updates at the bus
UX Innovation The Light on the Face
CASE STUDY 2: THE X METHOD
Example
#In Context
In Context timing / Duration:
How does the content experience changes based on user activity and behaviors throughout the day?
Contextual Engagement:
How do we optimise the intensity of user engagement based on where they are, who they are with and how they're feeling?
Contextual Calls to Action:
How do we initiate calls to action tha are dependent of the user changing context?
i.e. mobile (on the go) notifications.
Contextual Interactions:
How many ways the audience can interact with the show depending on the context? i.e. at work (quizzes with colleagues). at home
(tablet second screen companion), in the screen with the family.
Is it a shared or private activity?
In Context Platforms:
Which platforms should the experience be on to fit the need of a changing context?
Does the experience need to be multiplatform? when and how?
Contextual Meaning:
How context affects the meaning of the experience? Is it private or shared?
Is it in one sitting or fragmented?
UX Innovation The Light on the Face
EXPERIENCES: contents -brands - needs - tasks - tools
CASE STUDY 2: THE X METHOD
MISSION
DURATION INTENSITY
engagement
TRIGGERS
calls to action
INTERACTION BREADTH
platforms
MEANING
PRINCIPLE
PRINCIPLE
PRINCIPLE
PRINCIPLE
PRODUCT
drivers:
business
design
services
technology
brand
marketing
PEOPLE
research
insights
observations
How can our [PRODUCTS]
help [NAME] to do [EXPER.] ?
UX Innovation The Light on the Face
DESIGN AS A TROJAN HORSE
Design: entrepreneurship, creativity, strategy and innovation?
What does the business “say” they need?
- Disruptive Innovation
- Differentiation
- New standards of quality
- Customer centric strategies and products
- Creativity
- Holistic approaches (Brand, Business, Products)
- Efficiency
- Knowledge
- Focus on value and meaning
?THE ROLE OF
DESIGN
What the Designer has to offer?
- Bottom-up innovation based on real user needs
- Unique and ‘authentic’ solutions
- Obsession for product quality
- User centric methodologies
- Familiarity with creative processes
- Cross-disciplinary mindset
- Expertise on Frameworks & Systems
- Experimental Insights
- Integrity
Design is becoming a key strategic driver for businesses.
We have to look beyond the technical realm of the discipline
(defined by the skill-set) in order to place Design in the
position in which it can develop and produce real value.
UX Innovation The Light on the Face
DESIGN AS A TROJAN HORSE
Design: entrepreneurship, creativity, strategy and innovation?
What does the business must offer?
- Access to core business variables
- Openness
- Allow strategic influence
- People centric values
- Flexibility
- Transversality and Cross-disciplinary
- Exposure
- Incentives and Recognition
?THE ROLE OF
DESIGN
What does the Designer needs?
- To gather deep knowledge of the business
- To be part of every conversation
- To produce and sell ideas
- To represent the user/customer/people
- Space to play
- To become a facilitator and a leader
- Constructive conflict
- To add value
The role of Design leadership has to be defined by a
combination of hard work (delivery) and strategic and
organisational ‘land grabbing’.
In most business this is presented in the shape of an conflict.
But this is a conversation that we cannot avoid.
UX Innovation The Light on the Face
DESIGN AS A TROJAN HORSE
The Cultural Cycle analogy Cultural Cycles:
"The Culture Cycle is the iterative recursive
process whereby people create cultures to which
they later adapt, and culture shape people so
that they act in ways that perpetuate the
cultures.
In other words, cultures and people make each
other up”
Hazel Rose Markus and Alana Conner.
SELVES
EVERYDAY
PRACTISES
& ARTIFACTS
INSTITUTIONS
FOUNDATIONAL
IDEAS
UX Innovation The Light on the Face
DESIGN AS A TROJAN HORSE
The Cultural Cycle analogy
Corporate Cycles:
There’s a simple analogy to make between the
Cultural Cycles and the Corporate ones and its
relation with its customers and society in
general.
The key value of the concept is to help us
understand the bi-directional interdependency
among the parts, instead of the top down
classical reductionistic approach.
Customers create organisations the same way
the companies create product for consumption.
From this point of view, the underlying “cultural”
framework (Values, Mission, Purpose) surfaces
as a critical aspect, as it defines the meaning of
this relationships.USER
CUSTOMER
PEOPLE/SOCIETY
PRODUCTS
& SERVICES
PROCESSES
& ORGANISATIONS
VALUES
MISSION
PURPOSE
UX Innovation The Light on the Face
DESIGN AS A TROJAN HORSE
The Cultural Cycle analogy
USER
CUSTOMER
PEOPLE/SOCIETY
PRODUCTS
& SERVICES
PROCESSES
& ORGANISATIONS
VALUES
MISSION
PURPOSE
CORPORATE DRIVEN
Broken Cycles:
1- Business Driven
Seduction is not enough
UX Innovation The Light on the Face
DESIGN AS A TROJAN HORSE
The Cultural Cycle analogy
USER
CUSTOMER
PEOPLE/SOCIETY
PRODUCTS
& SERVICES
PROCESSES
& ORGANISATIONS
VALUES
MISSION
PURPOSE
Broken Cycles:
2- Technology Driven
Usability is not enough
TECHNOLOGY DRIVEN
UX Innovation The Light on the Face
DESIGN AS A TROJAN HORSE
The Cultural Cycle analogy
The Role of Design?
Brands, Organisations, Products
and People make each other up
USER
CUSTOMER
PEOPLE/SOCIETY
PRODUCTS
& SERVICES
PROCESSES
& ORGANISATIONS
VALUES
MISSION
PURPOSE
UX Innovation The Light on the Face
Thanks
Alberto Barreiro April 2013

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The light on the face - Alberto Barreiro

  • 1. UX Innovation The Light on the Face EXPERIENCE The Light on the Face Why do they call it love when they mean UX Alberto Barreiro April 2013
  • 2. Conceptual economy is a term describing the contribution of creativity, innovation, and design skills to economic competitiveness, especially in the global context. Source: Wikipedia / Daniel Pink THE CONTEXT TECHNOLOGY > FEATURES > EXPERIENCIES > MEANINGS MARKET MATURITY
  • 3. UX Innovation The Light on the Face 1. THE SPACE OF DESIGN THE PRODUCT IS THE EXPERIENCE
  • 4. UX Innovation The Light on the Face 1. THE SPACE OF DESIGN THE PRODUCT IS THE EXPERIENCE: DURATION INTENSITY BREADTH INTERACTION TRIGGERS SIGNIFICANCE
  • 5. UX Innovation The Light on the Face 2. THE EYE OF THE BEHOLDER EXPERIENCES ARE OPEN AND SUBJECTIVE (in summary: HUMAN)
  • 6. UX Innovation The Light on the Face 3. THE MEANING OF LOVE EXPERIENCES ARE MEANINGFUL
  • 7. UX Innovation The Light on the Face 3. THE MEANING OF LOVE FOCUS ON PREFERABLE OUTCOMES (Rob Girling) SELF RELIANCE LIFE LONG LEARNING TIMELESSNESS HAPPINESS CITIZEN ENGAGEMENT LIBERTY CROSS CULTURAL EMPATHY PROMOTING MASTERY SOCIAL INCLUSION DIGNITY AUTONOMY UNIVERSAL ACCESS HEALTH AND WELL BEING
  • 8. UX Innovation The Light on the Face 4. MISSIONS AND VISIONS Visions emerge from the design process to support a mission
  • 9. UX Innovation The Light on the Face MISSION BEFORE VISION 4. MISSIONS AND VISIONS
  • 10. UX Innovation The Light on the Face Design is about setting the conditions for things to happen: products, business, innovations, experiences The Miller-Urey Experiment 5. INNOVATION JUST HAPPENS
  • 11. UX Innovation The Light on the Face DESIGN STAGES to re-act the experience, not for users but for actors 5. INNOVATION JUST HAPPENS
  • 12. UX Innovation The Light on the Face DESIGN STAGES to re-act the experience, not for users but for actors 5. INNOVATION JUST HAPPENS
  • 13. UX Innovation The Light on the Face “CREATIVITY IS JUST CONNECTING THINGS” Steve Jobs 6. THE CREATIVE ACT
  • 14. UX Innovation The Light on the Face DESIGN REQUIRES EXPOSURE AND CONFLICT 7. AWAY FROM THE LAB
  • 15. UX Innovation The Light on the Face DESIGN REQUIRES EXPOSURE AND CONFLICT 7. AWAY FROM THE LAB
  • 16. UX Innovation The Light on the Face 1. THE PRODUCT IS THE EXPERIENCE 2. EXPERIENCES ARE SUBJECTIVE AND OPEN 3. DESIGN FOR MEANING 4. MISSIONS BEFORE VISIONS 5. DESIGN STAGES 6. CREATIVITY IS JUST CONNECTING THINGS 7. DESIGN REQUIRES CONFLICT
  • 17. UX Innovation The Light on the Face 1. THE PRODUCT IS THE EXPERIENCE 2. EXPERIENCES ARE SUBJECTIVE AND OPEN 3. DESIGN FOR MEANING 4. MISSIONS BEFORE VISIONS 5. DESIGN STAGES 6. CREATIVITY IS JUST CONNECTING THINGS 7. DESIGN REQUIRES CONFLICT
  • 18. UX Innovation The Light on the Face Meaning Art Lov Idea Desig Desir Function Scienc Sex 0. THE REALM OF DESIGN
  • 19. UX Innovation The Light on the Face DESIGN AS A TROJAN HORSE
  • 20. UX Innovation The Light on the Face CASE STUDY 1: WEBJAM DNA Designing for Social Media: the designer as a gardener “Let it be” Lennon & Maccartney
  • 21. UX Innovation The Light on the Face CASE STUDY 1: WEBJAM DNA Definitions, Narratives and Activations LABS IDeA A CTIVATE FEASIBILITY DESIRABILITY VIABILITY FACTORY BUSINESS ACT MEASURE CREATE LISTEN Webjam as a co-creation tool Desing Thinking model applied to Social Media design & development Note: Webjam’s updated platform can now be found on: www.hatchplatform.com
  • 22. UX Innovation The Light on the Face CASE STUDY 1: WEBJAM DNA Co creation - co design - co development FACTORY LABS IDeA ACTIVATE ENGAGED COMMUNITY BUSINESS CONCEPT PACKAGE PROPOSAL CONTRACT DEFINED SOLUTION LAUNCH DEFINE ACTIVATE NARRATE BUNCH OF PEOPLE
  • 23. UX Innovation The Light on the Face CASE STUDY 2: ITV X Designing for TV: the designer as a surfer Order from Chaos
  • 24. UX Innovation The Light on the Face EXPERIENCE It's more fun to be a pirate than to join the navy Steve Jobs
  • 25. UX Innovation The Light on the Face Experience
  • 26. UX Innovation The Light on the Face CASE STUDY 2: ITV X The Product Development Process Interaction patterns Concept validation Moodboards Branding briefs Creative proposals Design direction Product concepts Commercial assets Editorial assets QA validation Product validation Brand validation Visual assets Product front end Commercial planning Editorial strategy Design validation Interaction specifications Branding guidelines Visual direction Wireframes Concept validation User flows/storyboards Product requirements Technical requirements Visual explorations Editorial requirements Branding requirements QA scope Visual Design Front End Development User testing Ongoing QA Release planning Observations Insights Content and editorial strategy Business objectives Userprofiling Technology framework Concept Design Build Release DELIVERABLES TASKS & INPUTS DIVERGENCE CONVERGENCE
  • 27. UX Innovation The Light on the Face CASE STUDY 2: ITV X So, do you find a mission yet? Our mission is to BRING PEOPLE AND CONTENT TOGETHER by extending the ITV Experience in the online media
  • 28. UX Innovation The Light on the Face GEMMA How can we enhance and make the most of TOWIE’s experience for Gemma. everywhere, anytime? THE ONLY WAY IS ESSEXCASE STUDY 2: THE X METHOD MISSION DURATION INTENSITY engagement TRIGGERS calls to action INTERACTION BREADTH platforms MEANING CONTEXT SENSITIVE How does the context of the experience changes depending on the user activities during the day? How can we optimise user engagement depending of the context of the experience? i.e: light (twitter) mild (FB) strong (Website) at home, at the office? How can we target the calls to action depending on the user, content, platform and device context. i.e. specific Twitter “get the look” during the show How can the audience interact with the show depending on the context they are in? - Mobile, tablet, Social Media platforms? Public vs private interaction What are the platforms where the experience is happening and how they affect/define the context of the experience? How the context affects the meaning of the experience? Private vs shared experiences, mobile and fragmented vs focused viewing? TIME SENSITIVE How can the product deal with the duration variables of the show? How the product changes before/ during and after the show. How time sensitive interfaces can enhance the level of engagement of the user with the show? What are the triggers before, during and after the show that drives participation and engagement? What are the differences between the interactions before, during and after the show? What platforms and devices are more relevant before, during and after the show? i.e Twitter during the show, website after How people relate to the content before, during and after the show? Expectations, Curiosity, Emotions SOCIAL How can we use social strategies to set people expectations before the show, to allow user interaction and to keep the engagement after? How the use of social media can enhance the intensity and engagement of a show? What are the right calls to action depending on the social media platform and tools? When and where can we find social interaction opportunities: commenting, likes, sharing, tweeting What are the most relevant social media platforms for a particular show and how does ? Are our social strategies enhancing the value of the content experience? SEAMLESS How can we tie show linearity with the digital products? Is the story being developed across different context in a way that builds up user engagement? Are the call to actions distributed across different context set for complementarity? Is the interaction patterns developed in a consistent way? Is there a sense of consistency and complementarity across the different platforms and devices? Is the message clear and consistent? ITV-NESS Does the product reflect the pace of the show? Is the engagement built around the values of the show? Is the tone of voice and the nature of the calls to action aligned with the show brand? Are we leveraging on the interaction opportunities defined by the show? Are we developing a proper sense of the show brand across the different platforms and devices? Is on brand? Does it make sense? What are the values behind the experience: The brand is the experience. • I am a junior recruitment consultant I want to know what happened to Kirk I like to watch TOWIE I like to read about celebrity gossip I really like doing my nails
  • 29. UX Innovation The Light on the Face CASE STUDY 2: THE X METHOD Example CONTEXT / INTENSITY How can we optimise Gemma’s engagement with The Only Way is Essex depending of the context of the experience? i.e: light (twitter following) mild (FB friendship) strong (Website commenting) during the show at home, reading the news at the office, checking for updates at the bus
  • 30. UX Innovation The Light on the Face CASE STUDY 2: THE X METHOD Example #In Context In Context timing / Duration: How does the content experience changes based on user activity and behaviors throughout the day? Contextual Engagement: How do we optimise the intensity of user engagement based on where they are, who they are with and how they're feeling? Contextual Calls to Action: How do we initiate calls to action tha are dependent of the user changing context? i.e. mobile (on the go) notifications. Contextual Interactions: How many ways the audience can interact with the show depending on the context? i.e. at work (quizzes with colleagues). at home (tablet second screen companion), in the screen with the family. Is it a shared or private activity? In Context Platforms: Which platforms should the experience be on to fit the need of a changing context? Does the experience need to be multiplatform? when and how? Contextual Meaning: How context affects the meaning of the experience? Is it private or shared? Is it in one sitting or fragmented?
  • 31. UX Innovation The Light on the Face EXPERIENCES: contents -brands - needs - tasks - tools CASE STUDY 2: THE X METHOD MISSION DURATION INTENSITY engagement TRIGGERS calls to action INTERACTION BREADTH platforms MEANING PRINCIPLE PRINCIPLE PRINCIPLE PRINCIPLE PRODUCT drivers: business design services technology brand marketing PEOPLE research insights observations How can our [PRODUCTS] help [NAME] to do [EXPER.] ?
  • 32. UX Innovation The Light on the Face DESIGN AS A TROJAN HORSE Design: entrepreneurship, creativity, strategy and innovation? What does the business “say” they need? - Disruptive Innovation - Differentiation - New standards of quality - Customer centric strategies and products - Creativity - Holistic approaches (Brand, Business, Products) - Efficiency - Knowledge - Focus on value and meaning ?THE ROLE OF DESIGN What the Designer has to offer? - Bottom-up innovation based on real user needs - Unique and ‘authentic’ solutions - Obsession for product quality - User centric methodologies - Familiarity with creative processes - Cross-disciplinary mindset - Expertise on Frameworks & Systems - Experimental Insights - Integrity Design is becoming a key strategic driver for businesses. We have to look beyond the technical realm of the discipline (defined by the skill-set) in order to place Design in the position in which it can develop and produce real value.
  • 33. UX Innovation The Light on the Face DESIGN AS A TROJAN HORSE Design: entrepreneurship, creativity, strategy and innovation? What does the business must offer? - Access to core business variables - Openness - Allow strategic influence - People centric values - Flexibility - Transversality and Cross-disciplinary - Exposure - Incentives and Recognition ?THE ROLE OF DESIGN What does the Designer needs? - To gather deep knowledge of the business - To be part of every conversation - To produce and sell ideas - To represent the user/customer/people - Space to play - To become a facilitator and a leader - Constructive conflict - To add value The role of Design leadership has to be defined by a combination of hard work (delivery) and strategic and organisational ‘land grabbing’. In most business this is presented in the shape of an conflict. But this is a conversation that we cannot avoid.
  • 34. UX Innovation The Light on the Face DESIGN AS A TROJAN HORSE The Cultural Cycle analogy Cultural Cycles: "The Culture Cycle is the iterative recursive process whereby people create cultures to which they later adapt, and culture shape people so that they act in ways that perpetuate the cultures. In other words, cultures and people make each other up” Hazel Rose Markus and Alana Conner. SELVES EVERYDAY PRACTISES & ARTIFACTS INSTITUTIONS FOUNDATIONAL IDEAS
  • 35. UX Innovation The Light on the Face DESIGN AS A TROJAN HORSE The Cultural Cycle analogy Corporate Cycles: There’s a simple analogy to make between the Cultural Cycles and the Corporate ones and its relation with its customers and society in general. The key value of the concept is to help us understand the bi-directional interdependency among the parts, instead of the top down classical reductionistic approach. Customers create organisations the same way the companies create product for consumption. From this point of view, the underlying “cultural” framework (Values, Mission, Purpose) surfaces as a critical aspect, as it defines the meaning of this relationships.USER CUSTOMER PEOPLE/SOCIETY PRODUCTS & SERVICES PROCESSES & ORGANISATIONS VALUES MISSION PURPOSE
  • 36. UX Innovation The Light on the Face DESIGN AS A TROJAN HORSE The Cultural Cycle analogy USER CUSTOMER PEOPLE/SOCIETY PRODUCTS & SERVICES PROCESSES & ORGANISATIONS VALUES MISSION PURPOSE CORPORATE DRIVEN Broken Cycles: 1- Business Driven Seduction is not enough
  • 37. UX Innovation The Light on the Face DESIGN AS A TROJAN HORSE The Cultural Cycle analogy USER CUSTOMER PEOPLE/SOCIETY PRODUCTS & SERVICES PROCESSES & ORGANISATIONS VALUES MISSION PURPOSE Broken Cycles: 2- Technology Driven Usability is not enough TECHNOLOGY DRIVEN
  • 38. UX Innovation The Light on the Face DESIGN AS A TROJAN HORSE The Cultural Cycle analogy The Role of Design? Brands, Organisations, Products and People make each other up USER CUSTOMER PEOPLE/SOCIETY PRODUCTS & SERVICES PROCESSES & ORGANISATIONS VALUES MISSION PURPOSE
  • 39. UX Innovation The Light on the Face Thanks Alberto Barreiro April 2013