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Using Interaction Design and Listening Skills to Create Products That Your Customer Will Love Janet M. Six, Ph.D. and Maura Schreier-Fleming
Overview 1:30 - 2:30: Introduction to Interaction Design 2:30 - 3:00: Listening Skills 3:00 - 3:15: Break 3:15 - 4:05: Consultative Interaction Design 4:05 - 4:50: Power of Persuasion 4:50 - 5:00: Q & A
Introduction to Interaction Design Janet M. Six, Ph.D.
The Next Best Thing Since Sliced Bread!
Frustrate, Annoy and Waste Time!
John's Laptop Computer True Technology Tales
My Cell Phone True Technology Tales
"Broken" Dishwasher True Technology Tales 1 1 From  askTog.com
Pharmacy Discount Card True Technology Tales
How much does it cost? True Technology Tales
Possible Washing Machine Overflow True Technology Tales
How about You? True Technology Tales
Kinda Funny ... True Technology Tales
Kinda Funny ... True Technology Tales But Very Expensive  with respect to  Time, Money and Stress
What went wrong?
What went wrong? Products were not designed to be  used  by the consumer
What can we do?
What can we do? Make  better designed  products
That's Great ...
That's Great ... but what about REALITY?
Interaction Design (IxD) Designing front-end and back-end of  products to support user in completing tasks
Interaction Design (IxD) Designing front-end and back-end of  products to support user in completing tasks while factoring in the realities of time, financial and technological constraints
1.  Learn  A bout the Customers, Tasks,  Goals and Measures of Success 2.  What's  B ad? 3.  What are the  C onsequences? 4.  D esign Consultative Interaction Design It's as Easy as A, B, C, D
Interaction Design Principles 1.  Definitively Know the User
Categories of Users Expert  Novice
High-Tech  Low-Tech Software development Casual web browsing and email Categories of Users
The User Universe Novice Expert Low-Tech High-Tech
2.  Understand   the Goals Interaction Design Principles Buying Customer Using Customer Evaluator
3.  Make Use of Known Models and Principles Interaction Design Principles
The GOMS Model by  Card, Moran and Newell (1983) 1 Discussion from  The Humane Interface , J. Raskin 2000   1 Quantitative Analysis of Interface Sum Timings for Keying Pointing Homing Mentally Preparing Responding Many Variants
What's the catch? Preference Tradition Cost
Shneiderman's Eight “Golden Rules” of Interface Design Designing the User Interface: Strategies for Effective  Human-Computer Interaction , B. Shneiderman 1998 1 1 1.  Strive for Consistency "Help" instructions vs. Reality
Shneiderman's Eight “Golden Rules” of Interface Design Designing the User Interface: Strategies for Effective  Human-Computer Interaction , B. Shneiderman 1998 1 1 2.  Enable Frequent Users to Use Shortcuts mouse vs. keyboard hidden commands
Shneiderman's Eight “Golden Rules” of Interface Design Designing the User Interface: Strategies for Effective  Human-Computer Interaction , B. Shneiderman 1998 1 1 3.  Offer Informative Feedback Gasoline Pump
Shneiderman's Eight “Golden Rules” of Interface Design Designing the User Interface: Strategies for Effective  Human-Computer Interaction , B. Shneiderman 1998 1 1 4. Design Dialogs to Yield Closure Completion of Book Order
Designing the User Interface: Strategies for Effective  Human-Computer Interaction , B. Shneiderman 1998 1 5.  Offer Error Prevention and Simple  Error Handling Shneiderman's Eight “Golden Rules” of Interface Design 1 Debit Credit
Designing the User Interface: Strategies for Effective  Human-Computer Interaction , B. Shneiderman 1998 1 5.  Offer Error Prevention and Simple  Error Handling Shneiderman's Eight “Golden Rules” of Interface Design 1 Debit Credit
Designing the User Interface: Strategies for Effective  Human-Computer Interaction , B. Shneiderman 1998 1 5.  Offer Error Prevention and Simple  Error Handling Over-the-Phone Pharmacy Order Shneiderman's Eight “Golden Rules” of Interface Design 1
Designing the User Interface: Strategies for Effective  Human-Computer Interaction , B. Shneiderman 1998 1 6.  Permit Easy Reversal of Actions Sleep Radio Function Shneiderman's Eight “Golden Rules” of Interface Design 1
Designing the User Interface: Strategies for Effective  Human-Computer Interaction , B. Shneiderman 1998 1 7.  Support Internal Locus of Control Forcing saves to certain directory Shneiderman's Eight “Golden Rules” of Interface Design 1
Designing the User Interface: Strategies for Effective  Human-Computer Interaction , B. Shneiderman 1998 1 8.  Reduce Short-Term Memory Load Phone Trees Shneiderman's Eight “Golden Rules” of Interface Design 1
4.  Test the Design Expert Reviews User Testing Surveys Interaction Design Principles
Testing Principles Correct areas of User Universe Different Conditions New User vs. Experienced User
Should Companies Care About Design? Bad Products  Do  Sell
Should Companies Care About Design? Bad Products  Do  Sell But for how much longer?
Should Companies Care About Design? "Everybody says, 'Oh, the user is the  most important thing,' but nobody else  really does it."  Steve Jobs 1 1 FORTUNE, pg. 69, February 21, 2005
Business Realities Money Time Support of the C-level ? Support of Shareholders ?
Business Realities Companies Exist to Make $$$
If Your Product is a Commodity
If Your Product is a Commodity Starbucks is doing great with its commodity
A Three-Tiered Solution Make a Product that  Doesn't Annoy Make a Product that is  Liked Make a Product that is  Loved
A Final Thought ... If the user does not like using your product they  will  try to switch products
Resources My Upcoming Book askTog.com Don Norman Books Alan Cooper IXDA.org ACM SigCHI UPA
www.lonestarinteractiondesign.com [email_address]

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Dr. Janet Six - Using Interaction Design to Create Products That Your Customer Will Love

  • 1. Using Interaction Design and Listening Skills to Create Products That Your Customer Will Love Janet M. Six, Ph.D. and Maura Schreier-Fleming
  • 2. Overview 1:30 - 2:30: Introduction to Interaction Design 2:30 - 3:00: Listening Skills 3:00 - 3:15: Break 3:15 - 4:05: Consultative Interaction Design 4:05 - 4:50: Power of Persuasion 4:50 - 5:00: Q & A
  • 3. Introduction to Interaction Design Janet M. Six, Ph.D.
  • 4. The Next Best Thing Since Sliced Bread!
  • 5. Frustrate, Annoy and Waste Time!
  • 6. John's Laptop Computer True Technology Tales
  • 7. My Cell Phone True Technology Tales
  • 8. "Broken" Dishwasher True Technology Tales 1 1 From askTog.com
  • 9. Pharmacy Discount Card True Technology Tales
  • 10. How much does it cost? True Technology Tales
  • 11. Possible Washing Machine Overflow True Technology Tales
  • 12. How about You? True Technology Tales
  • 13. Kinda Funny ... True Technology Tales
  • 14. Kinda Funny ... True Technology Tales But Very Expensive with respect to Time, Money and Stress
  • 16. What went wrong? Products were not designed to be used by the consumer
  • 17. What can we do?
  • 18. What can we do? Make better designed products
  • 20. That's Great ... but what about REALITY?
  • 21. Interaction Design (IxD) Designing front-end and back-end of products to support user in completing tasks
  • 22. Interaction Design (IxD) Designing front-end and back-end of products to support user in completing tasks while factoring in the realities of time, financial and technological constraints
  • 23. 1. Learn A bout the Customers, Tasks, Goals and Measures of Success 2. What's B ad? 3. What are the C onsequences? 4. D esign Consultative Interaction Design It's as Easy as A, B, C, D
  • 24. Interaction Design Principles 1. Definitively Know the User
  • 25. Categories of Users Expert Novice
  • 26. High-Tech Low-Tech Software development Casual web browsing and email Categories of Users
  • 27. The User Universe Novice Expert Low-Tech High-Tech
  • 28. 2. Understand the Goals Interaction Design Principles Buying Customer Using Customer Evaluator
  • 29. 3. Make Use of Known Models and Principles Interaction Design Principles
  • 30. The GOMS Model by Card, Moran and Newell (1983) 1 Discussion from The Humane Interface , J. Raskin 2000 1 Quantitative Analysis of Interface Sum Timings for Keying Pointing Homing Mentally Preparing Responding Many Variants
  • 31. What's the catch? Preference Tradition Cost
  • 32. Shneiderman's Eight “Golden Rules” of Interface Design Designing the User Interface: Strategies for Effective Human-Computer Interaction , B. Shneiderman 1998 1 1 1. Strive for Consistency "Help" instructions vs. Reality
  • 33. Shneiderman's Eight “Golden Rules” of Interface Design Designing the User Interface: Strategies for Effective Human-Computer Interaction , B. Shneiderman 1998 1 1 2. Enable Frequent Users to Use Shortcuts mouse vs. keyboard hidden commands
  • 34. Shneiderman's Eight “Golden Rules” of Interface Design Designing the User Interface: Strategies for Effective Human-Computer Interaction , B. Shneiderman 1998 1 1 3. Offer Informative Feedback Gasoline Pump
  • 35. Shneiderman's Eight “Golden Rules” of Interface Design Designing the User Interface: Strategies for Effective Human-Computer Interaction , B. Shneiderman 1998 1 1 4. Design Dialogs to Yield Closure Completion of Book Order
  • 36. Designing the User Interface: Strategies for Effective Human-Computer Interaction , B. Shneiderman 1998 1 5. Offer Error Prevention and Simple Error Handling Shneiderman's Eight “Golden Rules” of Interface Design 1 Debit Credit
  • 37. Designing the User Interface: Strategies for Effective Human-Computer Interaction , B. Shneiderman 1998 1 5. Offer Error Prevention and Simple Error Handling Shneiderman's Eight “Golden Rules” of Interface Design 1 Debit Credit
  • 38. Designing the User Interface: Strategies for Effective Human-Computer Interaction , B. Shneiderman 1998 1 5. Offer Error Prevention and Simple Error Handling Over-the-Phone Pharmacy Order Shneiderman's Eight “Golden Rules” of Interface Design 1
  • 39. Designing the User Interface: Strategies for Effective Human-Computer Interaction , B. Shneiderman 1998 1 6. Permit Easy Reversal of Actions Sleep Radio Function Shneiderman's Eight “Golden Rules” of Interface Design 1
  • 40. Designing the User Interface: Strategies for Effective Human-Computer Interaction , B. Shneiderman 1998 1 7. Support Internal Locus of Control Forcing saves to certain directory Shneiderman's Eight “Golden Rules” of Interface Design 1
  • 41. Designing the User Interface: Strategies for Effective Human-Computer Interaction , B. Shneiderman 1998 1 8. Reduce Short-Term Memory Load Phone Trees Shneiderman's Eight “Golden Rules” of Interface Design 1
  • 42. 4. Test the Design Expert Reviews User Testing Surveys Interaction Design Principles
  • 43. Testing Principles Correct areas of User Universe Different Conditions New User vs. Experienced User
  • 44. Should Companies Care About Design? Bad Products Do Sell
  • 45. Should Companies Care About Design? Bad Products Do Sell But for how much longer?
  • 46. Should Companies Care About Design? "Everybody says, 'Oh, the user is the most important thing,' but nobody else really does it." Steve Jobs 1 1 FORTUNE, pg. 69, February 21, 2005
  • 47. Business Realities Money Time Support of the C-level ? Support of Shareholders ?
  • 48. Business Realities Companies Exist to Make $$$
  • 49. If Your Product is a Commodity
  • 50. If Your Product is a Commodity Starbucks is doing great with its commodity
  • 51. A Three-Tiered Solution Make a Product that Doesn't Annoy Make a Product that is Liked Make a Product that is Loved
  • 52. A Final Thought ... If the user does not like using your product they will try to switch products
  • 53. Resources My Upcoming Book askTog.com Don Norman Books Alan Cooper IXDA.org ACM SigCHI UPA