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Nick Fine
UX Brighton 2019
Scientific
Design
@doctorfine
@Nick Fine
1996 BSc (Hons) Psychology | heavy MUDding | Worms Armageddon | C&C
2004 MSc Human Computer Interaction with Ergonomics
2009 PhD Human Computer Interaction, Personalisation | Eve Online
2010 User Experience Executive, LV=
2011 Senior User Experience Consultant, Redweb
2013 Head of User Experience, SAS/MSLGROUP
2014 Lead User Experience Architect (contract), Virgin Media
2016 Lead User Experience Architect (contract), Camelot & VML London
2017 Lead User Researcher (contract), Home Office
2018 Lead User Researcher (contract), Eurostar & Greater London Authority
ACADEMIC
STUPIDITY
COMMERCIAL
UX
EXPERIENCE
2019- Lead User Researcher (contract), Shell
EARLY
COMPUTING
INTERNET
PIONEERING
1997 Senior Technical Consultant, Demon Internet
DOTCOM
BOOM
1998 Head of Technical Pre-Sales, Internet Network Services
1999-03 Chief Technical Officer, EO plc
1999-03 Technical Advisor, New Media Spark plc
1985 First modem. Hacked UK car manuf., bank and florist on BBC Model B | Elite
1991 Active member on SFnet, coffee table network in San Francisco
1979 First computer, Tandy TRS-80. First console, Atari 2600
PSYCHOLOGY!
1990 Introduced first computing, Mac 2SE & Filemaker Pro at Marvel Comics UK
1996 BSc (Hons) Psychology | heavy MUDding | Worms Armageddon | C&C
2004 MSc Human Computer Interaction with Ergonomics
2009 PhD Human Computer Interaction, Personalisation | Eve Online
2010 User Experience Executive, LV=
2011 Senior User Experience Consultant, Redweb
2013 Head of User Experience, SAS/MSLGROUP
2014 Lead User Experience Architect (contract), Virgin Media
2016 Lead User Experience Architect (contract), Camelot & VML London
2017 Lead User Researcher (contract), Home Office
2018 Lead User Researcher (contract), Eurostar & Greater London Authority
ACADEMIC
STUPIDITY
COMMERCIAL
UX
EXPERIENCE
2019- Lead User Researcher (contract), Shell
EARLY
COMPUTING
INTERNET
PIONEERING
1997 Senior Technical Consultant, Demon Internet
DOTCOM
BOOM
1998 Head of Technical Pre-Sales, Internet Network Services
1999-03 Chief Technical Officer, EO plc
1999-03 Technical Advisor, New Media Spark plc
1985 First modem. Hacked UK car manuf., bank and florist on BBC Model B | Elite
1991 Active member on SFnet, coffee table network in San Francisco
1979 First computer, Tandy TRS-80. First console, Atari 2600
PSYCHOLOGY!
1990 Introduced first computing, Mac 2SE & Foxbase at Marvel Comics UK
• Definitions: UX Design and Science
• Hypothesis testing
• Scientific principles and their application
• Structured creativity
• Hypothesis sprints
• Sharing
What we’ll be covering
DEFINITIONS
WHAT IS UX DESIGN?
The process of
achieving optimal
interaction
HIGH LEVEL
The conversion of
user needs into
experience
LOWER LEVEL
The process of achieving
optimal interaction through
the conversion of user needs
into experience
COMBINED
WHAT IS SCIENCE?
Science is a systematic
method for acquiring
knowledge
Science is a systematic
method for acquiring
knowledge
Science is more than a body
of knowledge,
it is a way of thinking
Carl Sagan
WHAT IS
SCIENTIFIC DESIGN?
Scientific design is applying
scientific knowledge and
principles throughout the
design process
RIGOR
OBJECTIVITY
IMPARTIALITY
HUMILITY
“You are not the user”
Be a scientist not an expert
Cognitive biases
STRUCTURE Methodical progression
EVIDENCE Data driven
Attention to detail, confidence
RIGOR
VALIDITY
RELIABILITY
AND
OBJECTIVITY
IMPARTIALITY
HUMILITY
“You are not the user”
Be a scientist not an expert
Cognitive biases
STRUCTURE Methodical progression
EVIDENCE Data driven
Attention to detail, confidence
RIGOR
VALIDITY
RELIABILITY
AND
OBJECTIVITY
IMPARTIALITY
HUMILITY
“You are not the user”
Be a scientist not an expert
Cognitive biases
STRUCTURE Methodical progression
EVIDENCE Data driven
Attention to detail, confidence
SUCCESSFUL

DESIGN
WHY IS SCIENCE IMPORTANT?
• Knowing with confidence
• Real insight
• Products and services
that perform well
WHY IS SCIENCE IMPORTANT?
• Does it work as intended?
• Is it liked?
• How is it used?
• Is it meeting needs?
• Is it used as designed?
• Is there any appetite?
• How can it be improved?
SCIENCE
IS THE LENS
THROUGH WHICH
WE DISTINGUISH
FACTS
FROM
FICTION SCIENCE
SCIENCE
IS THE LENS
THROUGH WHICH
WE DISTINGUISH
TRUTH
FROM
LIES SCIENCE
SCIENCE
IS THE LENS
THROUGH WHICH
WE DISTINGUISH
REALITY
FROM
OPINION SCIENCE
SCIENCE
SCIENCE
DESIGN v SCIENCE
THIS ISN’T ABOUT
SCIENCE
DESIGN
DESIGN v SCIENCE
THIS ISN’T ABOUT
DESIGN + SCIENCE
THIS IS ABOUT
SCIENCE DESIGN
DESIGN + SCIENCE
THIS IS ABOUT
DESIGN + SCIENCE
THIS IS ABOUT
DESIGN + SCIENCE =
KILLER UX
TODAY I’M GOING TO SHOW
YOU HOW TO ADD SCIENCE
TO YOUR UX
TODAY I’M GOING TO SHOW
YOU HOW TO ADD SCIENCE
TO YOUR UX
+ =
UX DESIGNERS SCIENCE SUPER UXers!
TODAY I’M GOING TO SHOW YOU
HOW TO ADD SCIENCE THINKING
TO YOUR DESIGN THINKING
+ =
DESIGN THINKING SCIENCE THINKING GODMODE
BUT WHAT DOES
THIS ALL HAVE
TO DO WITH
UX DESIGN?
HYPOTHESIS
SCIENCE IS ABOUT
TESTING
HYPOTHESIS
IDEA
HYPOTHESIS
=
IDEA
IDEA
SCIENCE IS ABOUT
TESTING
STRUCTURED IDEA
SCIENCE IS ABOUT
TESTING
SCIENCE
=
STRUCTURE
MYTH:
STRUCTURE IS THE ENEMY
OF CREATIVITY
MYTH:
STRUCTURE KILLS
INNOVATION
MYTH:
STRUCTURE STIFLES
IDEATION
REALITY:
STRUCTURE SUPPORTS
CREATIVITY
REALITY:
STRUCTURE INFORMS
INNOVATION
REALITY:
STRUCTURE FEEDS
IDEATION
But I don’t
have a PhD
!tt
YOU DON’T
NEED A PhD TO
DO SCIENCE!!
!tt
ANYONE
CAN DO

SCIENCE!
!tt
EVERYONE
SHOULD DO

SCIENCE!
Science is more than a body
of knowledge,
it is a way of thinking
Carl Sagan
Science
thinking
How do you think like a scientist?
Neil deGrasse Tyson’s
FIVE SIMPLE RULES
How do you think like a scientist?
QUESTION AUTHORITY
1
No idea is true just because someone says so,
including me
THINK FOR YOURSELF
• Question yourself
• Don’t believe anything just because you want to
• Believing something doesn’t make it so
2
TEST IDEAS BY THE EVIDENCE
GAINED FROM OBSERVATION
AND EXPERIMENT
If a favourite idea fails a well-designed test, it’s wrong
- get over it
3
FOLLOW THE EVIDENCE

WHEREVER IT LEADS
If you have no evidence, reserve judgement
4
REMEMBER:
YOU COULD BE WRONG
Even the best scientists have been wrong about some
things (Newton, Einstein…every other great scientist in
history - they all made mistakes. Of course they did.
They were human)
5
Science is a way to keep from
fooling ourselves, and each other
Carl Sagan
QUESTION AUTHORITY1 No idea is true just because someone says so, including me
• Challenge digital dinosaurs
• Challenge agile pod in retro
• Challenge methodologies
• Challenge existing documents
• Challenge user researchers
• Challenge agency work
• Challenge authors
• Challenge standards
• Challenge product owners
• Challenge other designers
How do you
know that?
How did it
test?
What was
the
methodology?
How many
users in the
sample?
Questioning authority,
challenging the status quo,
creates the room to test
ideas that might improve
the current situation
Questioning authority,
challenging the status quo,
creates the room to test
ideas that might improve
the current situation
GENUINE TRANSFORMATION
BETTER WORKING LIVES FOR US
BETTER LIVES FOR OUR USERS
Questioning authority,
challenging the status quo,
creates the room to test
ideas that might improve
the current situation
GENUINE TRANSFORMATION
BETTER WORKING LIVES FOR US
BETTER LIVES FOR OUR USERS
Questioning authority,
challenging the status quo,
creates the room to test
ideas that might improve
the current situation
GENUINE TRANSFORMATION
BETTER WORKING LIVES FOR US
BETTER LIVES FOR OUR USERS
THINK FOR YOURSELF2 • Question yourself
• Don’t believe anything just because you want to
• Believing something doesn’t make it so
Challenge yourself
Challenge your own preconceptions
Work on opening your mind further
Insist on evidence
Challenge that evidence too
TEST IDEAS BY THE EVIDENCE GAINED
FROM OBSERVATION AND EXPERIMENT3
If a favourite idea fails a well-designed test, it’s wrong -
get over it
1 2 3
TEST IDEAS BY THE EVIDENCE GAINED
FROM OBSERVATION AND EXPERIMENT3
If a favourite idea fails a well-designed test, it’s wrong -
get over it
1 2 3EVIDENCE EVIDENCE EVIDENCE
FOLLOW THE EVIDENCE WHEREVER IT
LEADS4
If you have no evidence, reserve judgement
1 ? ?REVISE AND ADAPT IDEA REVISE AND ADAPT IDEA
REMEMBER: YOU COULD BE WRONG5
Avoid talking in absolutes
Stay humble
Challenge and expect to be challenged
Learn to recognise good challenges
Champion v Challenger
AGILE IS A MODERN

DAY PROJECT

DELIVERY STRUCTURE
…BUT AGILE IS

OFTEN APPLIED

VERY POORLY
…BUT AGILE IS

OFTEN APPLIED

VERY POORLY
…BUT AGILE IS

ALMOST ALWAYS APPLIED

VERY POORLY
…BUT AGILE IS

ALMOST ALWAYS APPLIED

VERY POORLY
HOW CAN AGILE

WORK BETTER FOR

UX DESIGNERS?
QUESTION:
HYPOTHESIS SPRINTS
ANSWER:
1 2 3
1 2 3
DESIGN IDEA SPRINTS
ANSWER:
Agile =
Learn Make Test Repeat
Agile =
Learn Make Test Repeat
Agile =
Learn Make Test Repeat
Agile =
Learn Make Test Repeat
Agile =
Learn Make Test Repeat
Sprint
Learn
Make
Test
Make
Test
Sprint Cycle
Sprint Cycle
THIS IS EFFECTIVELY SCIENCE
1 2 3
Ongoing sprint cycles
1 2 3 4
5 6 7 8
9 10 11 12
THIS IS USER CENTRED DESIGN
USER RESEARCH INFORMS DESIGN…
…CONTINUALLY
DESIGN IDEA SPRINTS
IDEA 1 IDEA 1a IDEA 1a IDEA 1b
IDEA 1c IDEA 2 IDEA 3 IDEA 3a
IDEA 3b IDEA 3c IDEA 3d IDEA 3e
ROUTE 1 ROUTE 1a ROUTE 1a ROUTE 1b
ROUTE 1c ROUTE 2 ROUTE 3 ROUTE 3a
ROUTE 3b ROUTE 3c ROUTE 3d ROUTE 3e
…BUT WAIT,
WE'RE ALREADY
DOING THAT?
WARNING
SIGNS
FEATURE-CENTRIC
INSTEAD OF
NEEDS-CENTRIC
CHECKBOX
ACTIVITY
ROLLBACK PANIC
EFFECTIVE
DESIGN IDEA
SPRINTS
1. DEFINE THE IDEA IN
SPRINT PLANNING
• involve entire team, not just design
• work with user research and
content to define research activity
to support design
2. AGREE FEEDBACK
METHODOGY
• agree feedback and testing
methodologies with user research
and web analytics
• agree success criteria with
product owner and rest of team
3. MORE RIGOR, MORE
CONFIDENCE
• don’t be afraid to repeat tests
• repeat sample
• bigger sample
• different geography
• different socio-economics
• different contexts
• different accessibility needs
• increased diversity
4. ENSURE STRUCTURED
MVT ACTIVITY
• beware of MVT fishing expeditions
• structure avoids rollback panic
5. COMPARISON
• Good old fashioned
manual A/B testing
• Within groups versus
between groups
INNOVATION
PROJECTS
OPTIMISATION
PROJECTS
Make something new Make something better
IDEA
“TOP DOWN” “BOTTOM UP”
IDEA
INNOVATION
PROJECTS
OPTIMISATION
PROJECTS
Make something new Make something better
IDEA
“TOP DOWN” “BOTTOM UP”
IDEA
INSIGHT INSIGHT
INNOVATION
PROJECTS
OPTIMISATION
PROJECTS
Make something new Make something better
IDEA
“TOP DOWN” “BOTTOM UP”
IDEA
“Did the idea work?” “What’s wrong?”
HOW CAN SCIENTIFIC DESIGN
HELP BE THE CATALYST
FOR TRANSFORMATION?
SHOW NOT TELL:
HIGH VISIBILITY IDEA TESTING
SHOW NOT TELL:
HIGH VISIBILITY WHITEBOARDING
SHOW NOT TELL:
MAKE SHOWREELS FOR STAKEHOLDERS
TAKEAWAYS
TAKEAWAYS• Practice applying scientific principles in your thinking
• Constantly think in ‘idea testing’ terms
• Print out Neil deGrasse Tyson’s 5 Principles and live by them
• Challenge everything
• Try design idea sprinting
• Make designing for user needs your new guiding light
• The science is in the structure, structure keeps you safe
• “Show don't tell” all idea testing activity and results
Nick Fine
@doctorfine
nick@nickster.com
Questions
and thanks :)

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