Unleashing the untapped potential of UX

I did my first conference talk last night.  The link to the presentation is here: http://www.slideshare.net/markussmet/unleashing-uxs-untapped-potential

Below is a written transcript about the untapped potential of UX:

— TRANSCRIPT FROM UNLEASHING THE UNTAPPED POTENTIAL OF UX —

I want to talk to you today about UX’s Untapped Potential. Given that the theme of this evening’s event is Untapped Talent it seemed somehow appropriate.

So who am I?  I’m Markus Smet, VP Products at Spreadshirt.  We empower people to create clothes for their tribe.  This can be anything from hip-hop, music, goats to sushi… and it’s big business as we’re going to hit €100 million in 2013.

In my last job I was Global Director of Experience Design at a gambling company, and before that I was Head of UX at Sky.  But let’s step back beyond these grand sounding job titles and take you back to where it all began…

It’s 1994 and the first thing we’d notice is there’s no internet or email in my University and no one I know has a mobile phone.  That meant there was also no User Experience, so I did the next best thing at the time – Marketing.

Marketing was customer focused and that resonated with me.  And the first thing Marketers are taught is that market orientation, the idea that fundamentally building a company around customer leads to greater profitability.  That idea took until the 1990s for the concept of customer as the core focus of the organisation to be fully embraced.
1954 until early 1990s.  That’s about 40 years.

So, we can safely say that when it comes to customer orientated thinking, Marketing got there first and have had since 1954 to convince the rest of an organization they’re the right people to talk to when it comes to customer.

Yet for me, Marketing never seemed to get close enough to the customer.  And then I met Jason Mesut in 2003 who introduced me to the marvels of UX and UCD I have never looked back since.  Since then I’ve sold UX into c-suite execs, senior marketers and technology teams at Yell and Sky.  I was an instant convert and have been pushing it ever since regardless of my job title.  I am innately user, or I would say ‘customer’, focused.

UX built on what I loved about good Marketing; that you could give customers something that was better than what they had… you could give them a better customer experience.

Of course delivering a better customer experience is hard.  But in UX I witnessed an incredibly sophisticated capability helping me manage the complexity of ‘future’.  UX literally calibrated the ambition of a group of people from many departments describing the future experience and taking everyone involved step-by-step through the process.  This dramatically reduced politics and increased team confidence to innovate.

That word innovation is so important.  It’s a simple concept – the act of doing something knew.  It’s also a magic word for Execs; they see innovation as the lifeblood of growth.  According to a McKinsey Global Survey (2010) 84 percent of executives say innovation is extremely, or very important, to their companies’ growth strategy.

And having witnessed how UX led User Centred Design is deeply capable of calibrating ambition across a team without squashing ambition, encouraging people to deliver more, surely UX has got to be at the heart of innovation – hasn’t it?

After all, isn’t that what User Experience is about?  It’s not really about wireframes, it’s how you energise a group of people to deliver an amazing User Experience.  It’s the method of calibrating a team or dept, perhaps even a company, to deliver for the customer.

And we’ll all know about some success stories where this calibration happens fairly well, mostly eCommerce and digital businesses like Google, Amazon, Facebook and Zappos.

Yet the majority of organisations aren’t like this.  They contain lots of crappy conversations around customer and UX can see that with a clarity other teams do not.

The result is that UX calibrates ambition too high, too fast for most companies.  They see the size of the opportunity from the customer perspective and want to get it on the agenda straight away…

But this clarity is threatening to other employees.

When you put evidence in front of them you must take into account that the opposite of ambition is today’s reality.  Often the people you’re trying to convince to see the opportunity will be thinking about managing up, side-ways into cross-departmental politics as well as budget constraints, profits and headcount issues that UX people tend to miss.  This is what we misconstrue, we feel the need to protect UX from this but it’s REAL.

And up go our UX umbrellas.  We complain that “they don’t understand UX”.  Yet by putting up our defenses, we alienate the stakeholders who would agree that what’s needed is a cross-channel discipline that can calibrate everyone’s ambition to the same level.   Our over ambition causes stakeholders and non-design colleagues to lose their trust in us, and force them into believing they must do it and simply tell the rest of us what’s to be done.  But it’s impossible because their silos are well established and hard to see out of.

But they need our help.  We can calibrate across departments right?  We can be trusted… We know that UX is not old wine in new bottles, trying to make UX the next silo to own the customer.

So why isn’t UX at the heart of every business from boardroom to Marketing and Product Management?

  1. Our UX brand is not working.  UX is not just about “users”, it’s about customers.  And by confusing this our message is DOA in the board room.  And yet the board needs us more than ever.  It’s often the only place where a cross silo view of the business comes together, but they are usually preoccupied with delivering shareholder value.
  1. The Exec delegates the customer experience challenges to the CMO.  Marketers and Product Managers are the well-established point people in organisations for “what should we do next to improve our customer experience”, not UX.
  1. Product Marketing is giving UX a defined role where User Research can be run by an Administrator and interface design is driven by creative Engineers.  Google, Amazon and even the leading Chinese Twitter and Facebook emulators are turning to this model where UX’s role is primarily to design and facilitate the customer conversation – a worthy task but one that’s really digital, rather than experiential.

Yet I see UX’s role as running customer driven innovation across channels to market, calibrating efforts across departments to deliver a great customer experience across call centres, face to face, online and via mobile devices.  Therefore we must appeal to the Executive, the Marketers and the Product people so they see how we can help them address the big innovation issues through our talent for calibrating ambition in a big way – that’s what UX strategy is about.

This is ambitious for UX.  It’s a 10 ton problem that can’t be resolved by another cool presentation.

So what the hell is UX going to do?

Let me briefly return to my University days where this talk started.  Throughout my final year the Chartered Institute of Marketing started to target me, and every other business student, with a package of courses and qualifications that would help increase my value.  They were diligent, they were relentless.  They were tied into every university and commercial organization across the UK, and still are.

The CIM understand their value, to the student and commercial organisatons, and they represent, through their membership, Marketing’s best interests.  They provide an alter for Marketers to worship at, donate to, and learn from.

So where’s our church?  I think the Design Council, DBA and DMI are doing good stuff… but they’re focused on Design in a wider context.

And in my experience Execs don’t take design seriously, at least not yet, and UX specifically has a stronger case for customer driven innovation than the wider design discourse so we shouldn’t actually tangle ourselves up in all that.

So that leaves us with BIMA, UXPA… but are they talking to Directors and key decision makers about UX?  Are they lobbying our cousins in the Customer Experience industry on our behalf?

When I compare the amount of targeted, relevant and interesting mail I’ve had in the last 20 years from the CIM to the amount I’ve received from our own industry, I’m inclined to say UX doesn’t really have an effective industry body.  These bodies reflect the UX industry’s introspective, naval gazing approach.

The first thing I’d suggest is that you must expect the Industry Bodies, Agencies and UX Consultancies to build a church.  These organisations will need to create alliances with other industries, such as customer experience, and in particular the IoD because directors need to grasp that UX is well equipped to solve the big innovation challenge they face – converting innovative ideas into real customer experiences.

The next thing is sort out the brand, in fact we need to ask ourselves whether we are talking a language that reflects our ambition and our audience?  Are we really eating our own dogfood, and liking the taste?

UX might already be inputting into business strategy, defining CX and working across touchpoints… but it’d be easier if UX started to use the same language as everyone else.

As mentioned before, we know the Marketers had to wait 40 years to get traction so we need to accept that evolving our brand and building new industry bodies will not happen quickly.  So what can we do in the meantime with the UX role today?

If you are not working on cross-channel projects driven by Exec team it’s highly likely your role is part of a smaller team, typically with a variety of skills not only design related.  Many of you will be working Agile, and whatever your working method we have to get UX out of the wireframing box at ground level.  So having a clearly described job title will help for starters…

If you don’t see yourself primarily as an interaction designer or information architect, and you still do UX work, you’ll find yourself doing a coaching role.  A UX Coach isn’t specialised in a particular design skill, rather she’s an all-rounder and uses personas, patterns, design principles, research findings, wireframes, mental models, customer journeys and so on to describe the problem space.  Then she coaches her colleagues to constantly consider and think about the customer view.  And you really need good workshop skills to use these tools in a coaching style… you mustn’t perfect things, the goal is to be communicating with your toolkit and getting feedback.

I’ve used Accenture and “rock star” consultants like Marty Cagan, they’re great idea magpies – good for inspiration but their role is not to see it through, it’s to get things started.  The coach is there to help colleagues uncover their own ideas, by adopting a coaching style you will help structure the way in which ideas are discovered and implemented as a group, making this a long-haul role that’s at least a couple of years long.

The primary aim for a UX coach is calibrating ambition across your team.  This will include calibrating ambition UPWARDS over time.  Bear in mind that you’ve got to be careful you don’t jump in too fast with ambition that’s calibrated way higher than your colleagues.  Only push the dial up once you have the trust of your colleagues and a solid base of problems everyone agrees on solving.

Of course you also need to work well with Product Management.  I like to think of the football metaphor, where the Product Manager is the Gaffer, and you are the team coach.  They need to deal with the business and politics, you are there to make sure the team game-plan is scoring goals against competitors and defending customers from poor experiences!

However, if you struggle to get in front of the Product Manager’s stakeholder group use the workshops within the Agile team to demonstrate your ability, and ask your product manager to invite stakeholders into the team workshops you’re running – this is good PR for the team.  Your product manager will see they benefit from better quality information that you’ve coached out of stakeholders, whilst you’ll gain a better view of the wider business challenges.

And finally, as a UX coach I wanted to give you a few techniques that I find myself using regularly:

  • Understand what your colleagues understand about customers, especially the developers… if engineers see the pain things often happen more quickly.
  • Work next to the Engineers, but don’t let the ambition calibrate down by getting too close to the technology.
  • Understand where someone is and where you want to take them in terms of their customer know-how.
  • Mirror feedback from them to them to ensure you both understand, so you can see where the gaps are.
  • Turn everything into a question.  A simple technique is the 5 whys?  Don’t take the first answer for granted, always dig deeper.
  • Embrace the learning experience, by understanding business and technology challenges you’ll become a better team member and you’ll be able to maintain ambition.
  • Become an excellent workshop facilitator, you’ll be a key weapon in your managers toolkit making it more likely you’ll get in front of stakeholders.

Derek Sivers has a great quote which is “There’s no such thing as failure, if everything is an experiment.”

This is what’s best about being a UX Coach, encouraging people to let go of inhibitions and enjoy the creative process of working in nimble, multi-disciplinary teams.

UX will become more than an umbrella term for a bunch of disciplines no one outside understands… being a UX Coach means something that’s describable and valuable.  With time the UX industry will hopefully deliver a fully integrated vision for how it can support a kind of innovation that’ll revolutionise business the way marketing did in the latter half of the last century.

UX is the future.  For me it’s clear: I think we need to build a church, take a coaching approach and remember to calibrate ambition carefully.  Good luck in making it so!

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What is good design?

This clip comes from the excellent “Objectified” – a film that’s like watching the design Oscars only the shiny statues are replaced with lots of superb design: www.objectifiedfilm.com

Rams starts off addressing something product developers/designers should print out and stick on the wall:

“…the arbitrariness and thoughtlessness with which many things are produced and brought to market [concerns me]“

He goes on to explain the antidote: Dieter Rams: ten principles for good design.

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Great.cx case study: Lesley Mottla, Zipcar VP Member Experience

There’s some very interesting comments made by Lesley Mottla in this YouTube interview:

The interview shows that Zipcar are designing in a way that leads to great customer experiences:

  1. “We start with observing peoples’ behaviour”
  2. “We observed how people reserve cars on the web… and on the go”
  3. “We created wireframes and prototypes of what the future iPhone app would look like and spent a lot of time with our iPhone users… actually working with them [Users] through paper prototypes…”

I had a quick look around for their mission which is very focused on the member experience: http://www.zipcar.com/mission/

If you look at their financial performance in this financial report, the approach is working.  They’ve just broken into the black for the first time in 10 years and are looking to grow into Europe.  It’s also interesting in this article to see that Zipcar’s CEO places such heavy emphasis on the experience as being a differentiator versus competition such as Hertz on Demand:

…we continue to innovate the entire value chain, from developing award-winning websites and interfaces, to creating game-changing enhancements like two-way text, iPhone, Android and Facebook applications…

Zipcar know how to create a great customer experience, consider using them as a case study in superb design practice the next time you need an example of great CX.

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User experience principles from Facebook, Google, a few others and some bloke called Dieter Rams…

I don’t know about you, but when I think about UX principles my intuitive, non-thinking brain jumps to the Google user experience

These 10 principles drive the User Experience of the epic success story that is Google.  Yet, like everything in life, the idea of design principles is an evolution of someone else’s thinking.

But imitation is the sincerest of flattery, and I speculate that Dieter Rams’ 10 principles of good design from 30 years ago might have been the source of Google’s 10 UX principles.

It’s also a more original reference than slavishly referring to Apple or Google when we want to provide examples of great design?

Here’s a few other companies you could reference, who maybe have also imitated Dieter:

If you’ve got any references for companies with great design principles, let’s have them in the comments!

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Running the Gauntlet: A Baseline for Good Design in Client-Side Organisations

A bull from the Pamplona bull runThis is a short series of articles called “Running the Gauntlet” exploring how organizations can get really good ideas to successfully run the gauntlet through the implementation process.

In this first article, I explore how design is used to deliver ideas to the customer interface through an Agile development process.

How design works most of the time

Mostly, design’s core role is to facilitate other people’s strategy through wireframes and graphics.

The 3 Contexts of Design in Client Side Organisations

When designers create, they’re pitching forward in time to a world that’s different from today.  The most future orientated thinking is “Vision”, tactical “Production” does what it says and in between, usually before a project, there’s design to specify the scope of a project, called “Experience Planning”.  Being clear about these 3 contexts makes it easier to understand what they’re working on and how they’re doing it.

Let’s look at each context in the order they usually happen…

Context 1: Experience Planning

Whilst you might think a good place to start is Vision, most design work tends to start in the middle because the business stakeholders don’t yet know what they want delivered visually.  I call this an Experience Plan because that’s what it is: a plan for the experience the business wants delivered.

Experience Plans should contain strategy, user journeys, sitemaps, creative direction and high-level wireframes to get agreement on overall scope from the business.  Often though the wireframes and concept designs become the focus, and this can be sufficient to initiate the dialogue between business, development and design about scope.

The Experience Plan then provides the basis of collaboration/dialogue between the Dev and Design teams to start prioritizing the effort needed to go into Production.

Context 2: Production

Once an Experience Plan is handed over to Development, leadership comes from the Business Analyst (BA) in the Agile team, they also have complete control over User Experience and Design’s day-to-day deliverables – that’s why you’ll note the graphic above depicts a BA running the Production design activities.

BA’s plan the sprints and define the user stories in each sprint to deliver the plan. These stories provide the basis for functional specs that break down the scope of work into sprint-sized chunks at a minimum of one sprint AHEAD of the developers.

Don’t forget to embed UX and Design into Agile
The best way to get the Experience Plan delivered is to embed design resources into the Agile team, especially when working with resources off/near-shore. A functional spec’s purpose is to translate the Experience Plan into specific interaction behaviours for the interface developers (iDevs). How much detail functional specs describe depends on the level of integration between UX, Graphic Design and the Agile team, especially the iDevs. Other factors that affect the integrity of the original design concept are the level of immersion the Agile team have in the customers’ experience and the clarity of vision provided for the project.

Context 3: Vision

Whilst vision is obviously present in some form (often inside colleagues heads), it’s the precision with which it’s defined and agreed as a visual by all stakeholders that adds or removes risk from a project being delivered well through Agile.

A baseline vision should provide some high level creative direction in the form of one or two key finished pages to illustrate how things should look when complete.  This provides some degree of certainty that things are “on brand” and it gives the production design team embedded in Agile a chance to share their ideas as part of this process, in particular ensuring the style guide is adhered to and question whether the design is evolving in a way that plays to the legacy platform’s strengths.

Wrapping Up

These contexts, starting in the middle with Experience Planning, make Agile design effective.  But doing more Vision work up front shows real design maturity.  I’ll explore Vision in the next article from how you sell it to the business to executing it well.  The 3rd article will cover off the leadership, strategic and cultural factors required for truly brilliant design to emerge with reliable consistency.

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What do you expect Mum?

BT only gave my Mum one choice when she expected to be able to make phone calls: the design classic you can see in the picture… it had no camera or OS but you could choose the colour. 

These days stuff’s so complicated we pay for magazines to explain what phones and computers can do.

For me, this demonstrates what’s changed.  Making a phone call used to be a consumer need that was simple to fulfill with a big plastic phone.

But Mum timed her phone calls because they were expensive and she’d get mad when I was home late from the pub.  Those expectations elicited behaviors that showed saving money on calls and quick, informal communication were important to her so she didn’t worry I was drunk in a ditch somewhere.

Could she have anticipated Skype or SMS? Could she have said ‘I need a text based message to be reassured my son is still alive?’ No.

But she expected things to happen and by understanding her expectations, and those of others like her, it becomes possible for new ideas to create better experiences for people that go way beyond what they need.

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How to deliver customer centred work in a complex environment

Recently at Sky, I led the experience design for our new Broadband solution which has had a marked reduction in inbound support calls because our solution is so much easier to understand and use (can’t disclose numbers but they’re very good!).

What made this project so different to others I’ve led is that the original insights shaping the design were unequivocally grounded in customer realities – we went out as a design team and spent quite a bit of time with customers to find the insights that aligned with “call drivers” into our call centre. We then upheld these insights through the design process without letting business or engineering constraints blow us off course.

So as the original customer insights we discovered travelled through the process, the team maintained and magnified them so the critical mass was too great to close Pandora’s box. This resulted in us focusing on solving the problems through design, rather than fearing the problems we were faced with and turning back to the way we’d done things before.

To do this, there were a few things that happened which really helped us succeed:

  • We got the business and technology stakeholders involved in the research.
  • We got clear, unequivocal buy-in to deeply understanding customers as part of the design process.
  • We tested the new solution with customers iteratively, to observe whether the customer behaviours that were problematic had been removed.
  • We operated as a small, nimble team.
  • We did not create 3 options, we designed one solution we knew was right.
  • We had clear leadership – I spent a lot of time saying no to distracting requests that weren’t going to help the customer.

Anything you can do to nurture the customer insights you know will add value to your product service and give them so much critical mass there’s no way they’re going back in the box, the more likely you are to succeed at delivering customer happiness. In turn, my team LOVED working on this project because they could see precisely how their input was helping to make customers happier – win/win/win for business/employee/customer.

Got any examples of great customer experience design? Feel free to share them in the comments.

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What’s feeding the brains in Sky’s UX team?

Here at Sky the UX team are a pretty passionate about user (and customer) experience – feeding that passion, and for your delectation, are some great online resources and links…

Online and offline user experience magazines + interesting UX blogs:
http://www.uxmag.com/
http://www.wired.co.uk/
http://www.boxesandarrows.com/
http://wireframes.linowski.ca/
http://johnnyholland.org/ (collaborative online mag about Experience Strategy)
Putting People First blog (about people centred innovation and experience design)
LukeW (curated articles and presentations from the world of experience design)
Small Surfaces (covers interaction design, experience design, research and many other areas of design thinking)
http://konigi.com/ (inspiring ideation)
http://findability.org/
http://usabilitythoughts.com/
http://www.uxmatters.com/
http://www.uxbooth.com/
http://designmind.frogdesign.com/

Design Thinking:
Tim Brown is the champion of Design Thinking, this is the blog

Infographics and Design Patterns:
http://infosthetics.com/
http://developer.yahoo.com/ypatterns/
http://www.visualcomplexity.com/vc/
http://ui-patterns.com/
http://patterntap.com/
http://patterns.endeca.com/content/library/en/home.html
Flickr pattern library by Peter Morville

User Experience models:
http://semanticstudios.com/publications/semantics/000029.php
http://userexperienceproject.blogspot.com/
http://www.redbeard.org.uk/2010/08/01/ux-in-a-venn-diagram-nutshell/
http://alexaitken.net/business/venn-and-the-art-of-overlap-maximization.htm

BBC Global Experience Language (very nice):
www.bbc.co.uk blog on global visual language
http://www.bbc.co.uk/guidelines/gel/

Service design resources:
http://servicedesigntools.org/
http://www.servicedesigntoolkit.org/

Useful UX design applications:
http://www.youtube.com/watch?v=uZ44S17mHO4
http://www.omnigroup.com/products/omnigraffle/
http://www.axure.com/

Sketching related tools, agencies and templates:
http://www.uistencils.com/
http://webdesign-sketchbook.com/
http://www.ugleah.com//ux-team-of-one/ (from the brilliant Leah Buley)
Live scribes – you speak, they sketch
UX documentation

UX, Usability, User Research & UX Strategy Agencies:
http://www.flow-interactive.com/
http://www.foviance.com/
http://www.adaptivepath.com/
http://www.semanticstudios.com/
http://www.userfocus.co.uk/
http://www.amber-light.co.uk/

Product design and innovation Agencies:
Frog Design
IDEO
What If

Podcasts:
Boxes & Arrows podcast page
Peter Day’s Wold of Business

Copy writing:
http://www.copyblogger.com/

Comic related:
http://scottmccloud.com/

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Why do so many Marketing people have no idea about design?

There’s two things about marketing that I’ve encountered which I want to share:
1) Marketers see themselves responsible for a wide remit of activities: http://www.systemicmarketing.com/marketing-definitions/
2) Many marketers often view Design as an outcome.

The thing is, design isn’t just an outcome and as a discipline it’s progressed leaps and bounds. Just look up design thinking, design strategy, design research (such as ethnography), service design, design management and you’ll see that design offers tools needed for understanding and changing the customer experience in a way that Marketing can’t.  The two disciplines ought to be great bed fellows but often as the budget holders, Marketing have the upper hand and this imbalance leads to bad design.

Which brings me to the question – “where does the future lie for Marketing and design?” because in an “experience economy” the proper application of design is where the big money is… it’s also more fun working for companies that employ marketers that “get it” so you’re more likely to attract the best talent and get your agency’s “A team” working on your stuff.

Here’s a few companies that get design’s role in creating great customer experience:

Feel free to add more!

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You have to know this: you don’t know a lot

You and I are limited to the grand sum of our life’s experiences, we can’t know what we don’t know and often what’s important to customers can be outside the boundaries of our current knowledge.

A self awareness of where your knowledge stops and assumption starts is really important, otherwise you risk designing for yourself without realising.

The way round this constraint is by doing design collaboratively leveraging the experience of a wider group of people, preferably including those you’re designing for. Just make sure this is underpinned by a good design process and excellent user research to keep brains pointing in the same direction and help avoid procrastination.

_____

Supporting content to communicate this idea (please check copyright):

Links to Antonio Damasio a neuroscientist who can explain how your life is a sum of (and is limited to) your experiences:
http://bigthink.com/ideas/23021
http://counsellingresource.com/features/2010/05/27/damasio-on-self/

“Not a lot of people know that” images:

Michael Caine - Construction

Michael Caine

Unknown unknowns image – read the comments below the image as well, very interesting!:

rumsfeld [unknown unknowns]

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