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  • Personalization Pyramid: A Framework for Designing with User Data

    Personalization Pyramid: A Framework for Designing with User Data

    As a UX skilled in today’s data-driven landscape, it’s extremely likely that you’ve been asked to design a personal digital experience, whether it’s a common website, user portal, or local application. Although there is still a lot of advertising hype surrounding personalization programs, there are still very some standardized methods for implementing personalized UX.

    That’s where we come in. We set ourselves the challenge of developing a systematic personalization construction tailored to UX practitioners after finishing dozens of personalization tasks over the past few years. The Personalization Pyramid is a designer-centric model for standing up human-centered customisation programs, spanning information, classification, content delivery, and general goals. By using this strategy, you will be able to understand the core elements of a modern, UX-driven personalization system ( or at the very least understand enough to get started ).

    Getting Started

    For the sake of this article, we’ll believe you’re already familiar with the basics of online personalization. A nice guide can be found these: Website Personalization Planning. Although Graphic projects in this field can take a variety of forms, they frequently start from the same place.

    Popular circumstances for launching a personalization task:

    • Your business or client made a purchase to support personalization with a content management system ( CMS ), marketing automation platform ( MAP ), or other related technology.
    • The CMO, CDO, or CIO has identified personalisation as a target
    • User data is disjointed or confusing
    • You are conducting some sporadic targeting or A/B assessment.
    • On personalization method, partners disagree.
    • Mandate of customer privacy rules ( e. g. GDPR ) requires revisiting existing user targeting practices

    A powerful personalization plan will need the same fundamental building blocks regardless of where you begin. We’ve captured these as the “levels” on the tower. Whether you are a UX artist, scholar, or planner, understanding the core components may help make your contribution effective.

    From top to bottom, the rates include:

      North Star: What larger corporate goal is the personalisation initiative pursuing?
    1. Objectives: What are the specific, tangible benefits of the system?
    2. Touchpoints: Where will the personalized experience been served?
    3. Contexts and Campaigns: What personalization information does the person view?
    4. User Segments: What constitutes a special, suitable market?
    5. Actionable Data: What trustworthy and credible information is collected by our specialized software to improve personalization?
    6. Natural Data: What wider set of data is potentially available ( now in our environment ) allowing you to optimize?

    We’ll go through each of these levels sequentially. An accompanying deck of cards was created to illustrate specific examples from each level to make this more actionable. We’ve found them useful in brainstorming about personalization, and we’ll provide examples for you here.

    Starting at the top

    The elements of the pyramid are as follows:

    North Star

    With your personalization program, whether large or small, you aim for a general north star. The North Star identifies the (one ) overall goal of the personalization program. What do you wish to accomplish? North Stars cast a shadow. The bigger the star, the bigger the shadow. Example of North Starts might include:

      Function: Personalize based on basic user inputs. Examples:” Raw” notifications, basic search results, system user settings and configuration options, general customization, basic optimizations
    1. Feature: Self-contained personalization componentry. Examples:” Cooked” notifications, advanced optimizations ( geolocation ), basic dynamic messaging, customized modules, automations, recommenders
    2. Experience: Personalized user experiences across multiple interactions and user flows. Examples: Email campaigns, landing pages, advanced messaging ( i. e. C2C chat ) or conversational interfaces, larger user flows and content-intensive optimizations ( localization ).
    3. Product: Highly differentiating personalized product experiences. Examples: Standalone, branded experiences with personalization at their core, like the “algotorial” playlists by Spotify such as Discover Weekly.

    Goals

    As in any good UX design, personalization can help accelerate designing with customer intentions. The goals are the tactical and measurable indicators that will support the success of the entire program. Start with your current analytics and measurement program, as well as metrics you can benchmark against. In some cases, new goals may be appropriate. The most important thing to remember is that personalization is more of a means of achieving an objective than a desired result. Common goals include:

    • Conversion
    • Time on task
    • Net promoter score ( NPS)
    • Customer satisfaction

    Touchpoints

    Personalization takes place at touchpoints. As a UX designer, this will be one of your largest areas of responsibility. The touchpoints you have will depend on how your personalization and the associated technology are configured, and they should be based on enhancing a user’s experience at a specific point in the journey. Touchpoints can be multi-device ( mobile, in-store, website ) but also more granular ( web banner, web pop-up etc. ). Here are some examples:

    Channel-level Touchpoints

    • Email: Role
    • Email: Time of open
    • In-store display ( JSON endpoint )
    • Native app
    • Search

    Wireframe-level Touchpoints

    • Web overlay
    • Web alert bar
    • Web banner
    • Web content block
    • Web menu

    If you’re designing for web interfaces, for example, you will likely need to include personalized “zones” in your wireframes. Based on our next step, context, and campaigns, the content for these can be presented programmatically in touchpoints.

    Contexts and Campaigns

    Once you’ve outlined some touchpoints, you can consider the actual personalized content a user will receive. Many personalization tools will refer to these as” campaigns” ( so, for example, a campaign on a web banner for new visitors to the website ). These will be displayed to specific user segments programmatically, as defined by user data. At this stage, we find it helpful to consider two separate models: a context model and a content model. The context helps you consider the user’s level of engagement at the personalization moment, such as when they are casually browsing information or deep-dive. Think of it in terms of behaviors for information retrieval. The content model can then guide you in deciding which personalization to use in terms of the context ( for instance, an” Enrich” campaign that features related articles might be a good substitute for extant content ).

    Personalization Context Model:

    1. Browse
    2. Skim
    3. Nudge
    4. Feast

    Personalization Content Model:

    1. Alert
    2. Make Easier
    3. Cross-Sell
    4. Enrich

    We’ve written a lot about each of these models elsewhere, so if you’d like to read more, check out Colin’s Personalization Content Model and Jeff’s Personalization Context Model.

    User Segments

    Based on user research, user segments can be created prescriptively or adaptively ( for example, using rules and logic tied to user behavior, or through A/B testing ). You will need to think about how to treat the logged-in visitor, the guest or returning visitor for whom you may have a stateful cookie ( or another post-cookie identifier ), or the authenticated visitor who is logged in at the very least. Here are a few illustrations from the personalization pyramid:

    • Unknown
    • Guest
    • Authenticated
    • Default
    • Referred
    • Role
    • Cohort
    • Unique ID

    Actionable Data

    Every business has access to data, regardless of its digital presence. It’s important to inquire about how to use the data you can ethically collect on users, its inherent reliability and value, and what is the term for “data activation.” Fortunately, the tide is turning to first-party data: a recent study by Twilio estimates some 80 % of businesses are using at least some type of first-party data to personalize the customer experience.

    First-party data represents multiple advantages on the UX front, including being relatively simple to collect, more likely to be accurate, and less susceptible to the” creep factor” of third-party data. Therefore, determining which method of data collection is best for your audiences should be a crucial component of your UX strategy. Here are some examples:

    When it comes to recognizing and making decisions about various audiences and their signals, profiling has evolved. As user numbers increase in terms of time, confidence, and data volume, it varies more granularly.

    Although some combination of implicit and explicit data is typically required for any implementation ( more commonly known as first party and third-party data ), ML efforts are typically not cost-effective right away. This is because optimization requires a strong data backbone and content repository. These approaches, however, should be taken into account as part of the overall plan and may in fact help to speed up the organization’s progress overall. At this point, you will typically work with important stakeholders and product owners to create a profiling model. The profiling model includes a defined process for setting up profiles, profile keys, profile cards, and pattern cards. A multi-faceted approach to profiling which makes it scalable.

    Pulling it Together

    The cards serve as the foundation for an inventory of sorts ( we provide blanks for you to tailor your own ), a set of potential levers and motivations for the kind of personalization activities you aspire to deliver, but they are more valuable when grouped together.

    One can begin to chart the entire course of a card’s “hand” from leadership focus to tactical and tactical execution. It is also at the heart of the way that both co-authors have organized workshops to build a backlog of programs, which would make a good subject for a separate article.

    In the meantime, it is important to note that each colored class of cards is helpful in understanding the range of options that you might have, as well as making specific choices about who will be made these decisions: where, when, and how.

    Lay Down Your Cards

    Any sustainable personalization strategy must consider near, mid and long-term goals. There is simply no “easy button” where a personalization program can be stood up and immediately see meaningful results, even with the leading CMS platforms like Sitecore and Adobe or the most exciting composable CMS DXP out there. That said, there is a common grammar to all personalization activities, just like every sentence has nouns and verbs. These cards attempt to map that territory.

  • Humility: An Essential Value

    Humility: An Essential Value

    Humility, a writer’s necessary value—that has a good ring to it. What about sincerity, an business manager’s necessary value? Or a doctor’s? Or a teacher’s? They all good wonderful. When humility is our guiding light, the course is usually available for fulfillment, development, relation, and commitment. In this book, we’re going to discuss about why.

    That said, this is a guide for developers, and to that conclusion, I’d like to begin with a story—well, a voyage, actually. Along the way, I’m going to render myself a little vulnerable. I call it:

    The Tale of Justin’s Preposterous Pate

    When I was coming out of arts school, a long-haired, goateed novice, write was a known quantity to me, design on the web, however, was riddled with complexities to understand and learn, a problem to be solved. Though I had been fully trained in graphic design, font, and design, what fascinated me was how these classic skills may be applied to a budding online landscape. In the end, this topic may determine my career’s direction.

    So I devoured HTML and JavaScript novels into the wee hours of the morning and self-taught myself how to code during my freshman year rather than student and go into print like many of my companions. I needed to understand what my design choices would ultimately think when rendered in a website, which I did not want to do.

    The later ‘ 90s and early 2000s were the so-called” Wild West” of website design. Developers at the time were all trying to figure out how to incorporate design and visual connection into the online landscape. What were the laws? How may we break them and also engage, entertain, and present information? At a more micro level, how was my values, inclusive of modesty, admiration, and link, coincide in tandem with that? I was looking for answers.

    Those are timeless considerations between non-career interactions and the world of design, even though I’m talking about a different era. What are your core passions, or values, that transcend medium? The main themes remain the same, much like the direct parallels between what fulfills you, who is agnostic of the physical or digital worlds.

    First within tables, animated GIFs, Flash, then with Web Standards, divs, and CSS, there was personality, raw unbridled creativity, and unique means of presentment that often defied any semblance of a visible grid. Splash screens and “browser requirement” pages aplenty. Usability and accessibility were typically victims of such a creation, but such paramount facets of any digital design were largely (and, in hindsight, unfairly) disregarded at the expense of experimentation.

    For example, this iteration of my personal portfolio site (” the pseudoroom” ) from that era was experimental, if not a bit heavy- handed, in the visual communication of the concept of a living sketchbook. Very skeuomorphic. This one involved sketching and then passing a Photoshop file back and forth to experiment with various user interactions with fellow designer and dear friend Marc Clancy, who is now a co-founder of the creative project organizing app Milanote. Then, I’d break it down and code it into a digital layout.

    Along with design folio pieces, the site also offered free downloads for Mac OS customizations: desktop wallpapers that were effectively design experimentation, custom-designed typefaces, and desktop icons.

    From around the same time, GUI Galaxy was a design, pixel art, and Mac-centric news portal some graphic designer friends and I conceived, designed, developed, and deployed.

    Design news portals were incredibly popular during this period, featuring ( what would now be considered ) Tweet-size, small-format snippets of pertinent news from the categories I previously mentioned. If you took Twitter, curated it to a few categories, and wrapped it in a custom-branded experience, you’d have a design news portal from the late 90s / early 2000s.

    We as designers had evolved and created a bandwidth-sensitive, web standards award-winning, much more accessibility-conscious website. Still ripe with experimentation, yet more mindful of equitable engagement. You can see a couple of content panes here, noting general news (tech, design ) and Mac-centric news below. We also provided many of the custom downloads I mentioned earlier as accessible on my folio site with a GUI Galaxy theme and branding.

    The site’s backbone was a homegrown CMS, with the presentation layer consisting of global design + illustration + news author collaboration. And the collaboration effort here, in addition to experimentation on a’ brand’ and content delivery, was hitting my core. We were creating a global audience by creating something bigger than just one of us.

    Collaboration and connection transcend media in their impact, which have been extremely satisfying for me as a designer.

    Why am I going down this design memory lane with you, now? Two reasons.

    First, there’s a reason for the nostalgia for that design era ( the” Wild West” era, as I called it earlier ): the inherent exploration, personality, and creativity that saturated many design portals and personal portfolio sites. Ultra-finely detailed pixel art UI, custom illustration, bespoke vector graphics, all underpinned by a strong design community.

    Today’s web design has been in a period of stagnation. There’s a good chance of seeing a website with a hero image or banner with text overlaying, perhaps with a lovely rotating carousel of images ( laying the snark on heavy there ), a call to action, and three columns of sub-content directly beneath. Perhaps an icon library is used with selections that only vaguely relate to their respective content is used.

    Design, as it’s applied to the digital landscape, is in dire need of thoughtful layout, typography, and visual engagement that goes hand-in-hand with all the modern considerations we now know are paramount: usability. Accessibility. Load times and bandwidth- sensitive content delivery. A user-friendly presentation that connects with people wherever they are. We must be mindful of, and respectful toward, those concerns—but not at the expense of creativity of visual communication or via replicating cookie-cutter layouts.

    Pixel Problems

    Websites built during this time period were frequently built using Macs with OS and desktops that resembled this. This is Mac OS 7.5, but 8 and 9 weren’t that different.

    Desktop icons fascinated me: how could any single one, at any given point, stand out to get my attention? In this example, the user’s desktop is tidy, but think of a more realistic example with icon pandemonium. Or, say an icon was part of a larger system grouping ( fonts, extensions, control panels ) —how did it also maintain cohesion amongst a group?

    These were 32 x 32 pixel creations, utilizing a 256-color palette, designed pixel-by-pixel as mini mosaics. This seemed to me to be the embodiment of digital visual communication under such absurd restrictions. And frequently, ridiculous limitations can lead to the purification of concept and theme.

    So I began to research and do my homework. I was a student of this new medium, hungry to dissect, process, discover, and make it my own.

    Expanding upon the notion of exploration, I wanted to see how I could push the limits of a 32×32 pixel grid with that 256-color palette. These absurd restrictions imposed a clarity of concept and presentation that I found incredibly appealing. I was thrust into the digital gauntlet because of it. And so, in my dorm room into the wee hours of the morning, I toiled away, bringing conceptual sketches into mini mosaic fruition.

    These are some of my creations that made use of ResEdit, the only program I had at the time, to create icons. ResEdit was a clumsy, built-in Mac OS utility that wasn’t really designed for what we were using it for. At the core of all of this work: Research. Challenge. Problem- solving. Again, these core connection-based values are agnostic of medium.

    One more design portal that serves as the second component of my story’s fusion also serves as a great source of information.

    This is K10k, short for Kaliber 1000. Michael Schmidt and Toke Nygaard founded K10k in 1998, which was the design news website during that time. With its pixel art-fueled presentation, ultra-focused care given to every facet and detail, and with many of the more influential designers of the time who were invited to be news authors on the site, well… it was the place to be, my friend. The concept of GUI Galaxy was inspired by what these people were doing, respect where respect is due.

    For my part, the combination of my pixel art and web design work started to gain me some notoriety in the design world. K10k eventually figured out and added me as one of their very limited group of news writers to add content to the website.

    Amongst my personal work and side projects —and now with this inclusion—in the design community, this put me on the map. My design work has also begun to appear on other design news portals, as well as in publications abroad and domestically as well as in various printed collections. With that degree of success while in my early twenties, something else happened:

    I evolved—devolved, really—into a colossal asshole ( and in just about a year out of art school, no less ). The praise and the press were the things that made me happy, and they went straight into my head. They inflated my ego. I actually felt a little better than my fellow designers.

    The casualties? My design stagnated. Its evolution—my evolution — stagnated.

    I effectively stopped researching and discovering because I felt so incredibly confident in my abilities. When I used to lead myself to iterate through concepts or sketches, I leaped right into Photoshop. I got my inspiration from the tiniest of sources ( while wearing a blindfold ). My peers frequently vehemently disapproved of any criticism of my work. The most tragic loss: I had lost touch with my values.

    Some of my friendships and blossoming professional relationships almost ended up being destroyed by my ego. I was toxic in talking about design and in collaboration. But thankfully, those same friends gave me a priceless gift: candor. They called me out on my unhealthy behavior.

    It’s true, I initially didn’t accept it, but after much reflection, I was able to accept it. I was soon able to accept, and process, and course correct. The realization laid me low, but the re-awakening was essential. I let go of the “reward” of admiration and turned my attention to the issues that had sparked my passion for art school. Most importantly: I got back to my core values.

    Always Students

    Following that short-term regression, I was able to push forward in my personal design and career. And I was able to reflect on myself as I grew to support further development and course correction as needed.

    As an example, let’s talk about the Large Hadron Collider. The LHC was created” to assist in answering some of the fundamental open questions in physics, which concern the fundamental laws governing the interactions and forces between the elementary objects, the deep structure of space and time, and in particular the interrelation between general relativity and quantum mechanics.” Thanks, Wikipedia.

    In one of my earlier professional roles, I about fifteen years ago created the interface for the application that produced the LHC’s particle collision diagrams. These diagrams are often regarded as works of art by themselves because they depict what is actually happening inside the Collider during any given particle collision event.

    I had a fascinating experience designing the interface for this application because I collaborated with Fermilab physicists to understand both how the application was intended to use it and how the physicists themselves would use it. To that end, in this role,

    Working with the Fermilab team to make changes and tweak the interface, I gave in to the practice. To me, how they spoke and what they talked about was like an alien tongue. And by making myself humble and operating under the impression that I was just a student, I made myself available to them in order to form that crucial bond.

    I also had my first ethnographic observational experience, which involved visiting the Fermilab location and observing how the physicists used the tool in their own environments, on their own terminals. One takeaway was that the data columns ended up using white text on a dark gray background rather than black text-on-white because of the facility’s level of ambient light-driven contrast. They were able to focus on their eyes while working during the day while poring over enormous amounts of data. Additionally, since Fermilab and CERN are government entities with strict accessibility requirements, my knowledge in that field also expanded. The barrier-free design was another essential form of connection.

    So to those core drivers of my visual problem-solving soul and ultimate fulfillment: discovery, exposure to new media, observation, human connection, and evolution. I checked my ego before entering those values, which opened the door for those values.

    An evergreen willingness to listen, learn, understand, grow, evolve, and connect yields our best work. In particular, I want to focus on the words’ grow’ and ‘ evolve’ in that statement. If we constantly practice our craft, we are also making ourselves more and more adaptable. Yes, we have years of practical design experience under our belt. or the intensive lab training offered at a UX bootcamp. or the work portfolio with monograms. Or, ultimately, decades of a career behind us.

    But all that said: experience does not equal “expert”.

    The designer we are is our final form as soon as we close our minds through an inner monologue of “knowing it all” or branding ourselves a” #thoughtleader” on social media. The creator who we can be will never be there.

  • I am a creative.

    I am a creative.

    I am a artistic. What I do is alchemy. It is a puzzle. Instead of letting it get done by me, I do it.

    I am a artistic. No all creative people approve of this brand. Not all people see themselves in this manner. Some innovative people practice scientific in their work. That is their reality, and I regard it. Sometimes I even envy them, a minor. But my operation is different—my becoming is unique.

    Apologizing and qualifying in progress is a diversion. That’s what my head does to destroy me. I’ll leave it alone for today. I may come back later to make amends and define. After I’ve said what I should have. Which is challenging enough.

    Except when it is simple and flows like a wine valley.

    Sometimes it does. Often I have to create something right away. I’ve learned to avoid saying it right away because people think you don’t work hard enough when you know it’s the best idea when you’re on the go and you know it’s the best idea.

    Sometimes I just keep working until the plan strikes me. It occasionally arrives right away, but I don’t remind people for three weeks. Maybe I get so excited about something that just happened that I blurt it out and didn’t stop myself. like a child who discovered a medal in one of his Cracker Jacks. Often I get away with this. Maybe other people agree: yes, that is the best idea. Most times they don’t and I regret having given way to joy.

    Passion should only be saved for the meet, when it matters. Certainly the informal get-together that comes before that meeting with two more discussions. Anyone knows why we have all these sessions. We keep saying we’re going to get rid of them, but we just keep trying to find different ways to get them. They occasionally yet excel. Sometimes they detract from the real function, though. The percentages between when conferences are important, and when they are a sad distraction, vary, depending on what you do and where you do it. And who you are and how you go about doing it. Suddenly I digress. I am a artistic. That is the style.

    Often, a lot of diligent and individual work ends up with something that is rarely useful. Maybe I have to take that and move on to the next task.

    Don’t question about method. I am a innovative.

    I am a artistic. I don’t handle my goals. And I don’t handle my best tips.

    I can nail aside, surround myself with information or photos, and maybe that works. I can go for a walk, and occasionally that works. There is no connection between sizzling fuel and flowing pots, and I may be making dinner. I frequently have a plan for action when I wake up. The idea that may have saved me disappears almost as frequently as I become aware and part of the world once more in a mindless breeze of oblivion. For ingenuity, I believe, comes from that other world. The one we enter in aspirations, and possibly, before conception and after death. But that’s for writers to know, and I am not a writer. I am a artistic. Theologians should circulate large armies throughout their artistic globe, which they claim to be true. But that is another diversion. And one that is sad. Possibly on a much bigger issue than whether or not I am creative. But this is still a departure from what I said when I came around.

    Often the process is mitigation. And horror. You know the cliché about the tortured designer? It’s true, even when the artist ( and let’s put that noun in quotes ) is trying to write a soft drink jingle, a callback in a tired sitcom, a budget request.

    Some individuals who detest being called artistic perhaps been closeted artists, but that’s between them and their gods. No offence meant. Your wisdom is correct, too. My needs are own, though.

    Creatives identify artists.

    Disadvantages are aware of cons, just like queers are aware of queers, just like real rappers are aware of genuine rappers are aware of cons. Creatives feel large regard for creatives. We love, respect, emulate, and nearly deify the excellent ones. To revere any man is, of course, a horrible mistake. We have been warned. We know much. We know people are really people. They dispute, they are depressed, they regret their most critical decisions, they are weak and thirsty, they can be cruel, they can be just as terrible as we can, if, like us, they are clay. But. But. However, they produce something incredible. They give birth to something that may not exist without them and did not exist before them. They are thought’s founders. And I suppose, since it’s only lying it, I have to put that they are the mother of technology. Ba ho backside! Okay, that’s done. Continue.

    Creatives disparage our personal small successes, because we compare them to those of the wonderful people. Wonderful graphics! Also, I‘m no Miyazaki. Now THAT is glory. That is glory straight out of the Bible. This half-starved small item that I made? It essentially fell off the turnip truck’s again. And the carrots weren’t actually new.

    Creatives knows that, at best, they are Salieri. That is what Mozart’s artists do, also.

    I am a artistic. I haven’t worked in advertising in 30 years, but in my hallucinations, it’s my previous artistic managers who judge me. And they are correct to do so. I am very lazy, overly simplistic, and when it actually counts, my mind goes blank. There is no supplement for artistic function.

    I am a innovative. Every experience I create has the potential to make Indiana Jones look older while snoring in a deck head. The more I pursue creativity, the faster I can finish my work, and the longer I brood and circle and gaze aimlessly before I can finish that work.

    I can move ten times more quickly than those who aren’t creative, those who have just been creative for a short while, and those who have just been creative for a short time in their careers. Only that I spend twice as long as they do putting the job of before I work ten times as quickly as they do. When I put my mind to it, I am so confident in my ability to do a great career. I am that attached to the excitement scramble of delay. I also have a fear of the climb.

    I am not an actor.

    I am a innovative. No an actor. Though I dreamed, as a boy, of eventually being that. Some of us like and criticize our talents because we are not Michelangelos and Warhols. That is narcissism—but at least we aren’t in elections.

    I am a innovative. Though I believe in reason and science, I decide by intelligence and desire. And sit with what follows—the disasters as well as the successes.

    I am a artistic. Every term I’ve said these may offend another artists, who see things differently. Ask two artists a problem, get three ideas. Our debate, our enthusiasm about it, and our responsibility to our own reality are, at least to me, the facts that we are artists, no matter how we may think about it.

    I am a artistic. I lament my lack of taste in almost all of the areas of human understanding that I know very little about. And I trust my preference above all other items in the regions closest to my soul, or perhaps, more precisely, to my passions. Without my passions, I’d probably have to spend the majority of our time looking ourselves in the eye, which is something that almost none of us can do for very much. No actually. No actually. Because many in existence, if you really look at it, is terrible.

    I am a artistic. I believe, as a family believes, that when I am gone, some little good part of me will take on in the head of at least one other people.

    Working frees me from worrying about my job.

    I am a innovative. I worry that my little product will disappear unexpectedly.

    I am a artistic. I’m too busy making the next thing to devote too much time to it, especially since practically everything I create did achieve the level of success I conceive of.

    I am a artistic. I think approach is the most amazing mystery. I think I have to consider it so strongly that I actually made the foolish decision to publish an essay I wrote without having to go through or edit. I didn’t do this generally, I promise. But I did it right away because I was even more frightened of forgetting what I was saying because I was afraid of you seeing through my sad movements toward the beautiful.

    There. I think I’ve said it.

  • Opportunities for AI in Accessibility

    Opportunities for AI in Accessibility

    I was completely moved by Joe Dolson’s subsequent article on the crossroads of AI and availability because I found it to be both skeptical about how widespread use of AI is. Despite my role at Microsoft as an accessibility technology tactician who helps manage the AI for Accessibility give program, I’m very skeptical of AI myself. As with any tool, AI can be used in quite productive, equitable, and visible ways, and it can also be used in dangerous, unique, and dangerous ones. And there are a lot of uses for the poor midsection as well.

    I’d like you to consider this a “yes … and” piece to complement Joe’s post. I’m not trying to reject any of what he’s saying, but rather to give some context to initiatives and options where AI may produce real, positive impacts on people with disabilities. To be clear, I’m not saying that there aren’t true threats or pressing problems with AI that need to be addressed—there are, and we’ve needed to address them, like, yesterday—but I want to take a little time to talk about what’s possible in hope that we’ll get there one day.

    Other words

    Joe’s article spends a lot of time addressing computer-vision models ‘ ability to create other words. He raises a number of true points about the state of affairs right now. And while computer-vision concepts continue to improve in the quality and complexity of information in their information, their benefits aren’t wonderful. He argues to be accurate that the state of image research is currently very poor, especially for some image types, in large part due to the absence of contextual contexts in which to look at images ( as a result of having separate “foundation” models for words analysis and image analysis ). Today’s models aren’t trained to distinguish between images that are contextually relevant ( that should probably have descriptions ) and those that are purely decorative ( which might not need a description ) either. Nonetheless, I still think there’s possible in this area.

    As Joe mentions, human-in-the-loop publishing of alt word should definitely be a factor. And if AI can intervene and provide a starting point for alt text, even if the rapid reads,” What is this BS?” That’s not correct at all … Let me try to offer a starting point— I think that’s a gain.

    If we can specifically station a design to examine image usage in context, this may help us more quickly determine which images are likely to be elegant and which ones are likely to be descriptive. That will help clarify which situations require image descriptions, and it will increase authors ‘ effectiveness in making their pages more accessible.

    The image example provided in the GPT4 announcement provides an intriguing opportunity, even though complex images like graphs and charts are challenging to summarize succinctly ( even for humans ). Let’s say you came across a chart that was simply the description of the chart’s title and the type of visualization it was: Pie chart comparing smartphone usage to feature phone usage in US households earning under$ 30, 000 annually. ( That would be a pretty bad alt text for a chart because it would frequently leave many unanswered questions about the data, but let’s just assume that that was the description in place. ) Imagine a world where users could ask questions about the graphic if their browser knew that it was a pie chart ( because an onboard model determined this ).

    • Are there more smartphone users than feature phones?
    • How many more?
    • Exists a group of people who don’t fall under either of these categories?
    • How many is that?

    Setting aside the realities of large language model ( LLM) hallucinations—where a model just makes up plausible-sounding “facts” —for a moment, the opportunity to learn more about images and data in this way could be revolutionary for blind and low-vision folks as well as for people with various forms of color blindness, cognitive disabilities, and so on. It might also be useful in educational settings to assist those who can see these charts as they are able to comprehend the data in the charts.

    What if you could ask your browser to make a complicated chart simpler? What if you demanded that the line graph be isolated into just one line? What if you could ask your browser to change the color combinations in your browser so that it works better for your type of color blindness? What if you demanded that it switch colors in favor of patterns? Given these tools ‘ chat-based interfaces and our existing ability to manipulate images in today’s AI tools, that seems like a possibility.

    Now imagine a specially designed model that could take the data from that chart and convert it to another format. For example, perhaps it could turn that pie chart ( or better yet, a series of pie charts ) into more accessible ( and useful ) formats, like spreadsheets. That would be amazing!

    Matching algorithms

    When Safiya Umoja Noble chose to put her book Algorithms of Oppression, she hit the nail on the head. Although her book focused on the ways that search engines can foster racism, I believe it’s equally true that all computer models have the potential to foster conflict, prejudice, and intolerance. We all know that poorly written and maintained algorithms are incredibly harmful, whether it’s Twitter constantly showing you the most recent tweet from a drowsy billionaire, YouTube sending us into a q-hole, or Instagram warping our ideas of what natural bodies look like. A large portion of this is attributable to the lack of diversity in those who create and shape them. When these platforms are built with inclusively baked in, however, there’s real potential for algorithm development to help people with disabilities.

    Take Mentra, for example. They serve as a network of employment for people who are neurodivers. Based on more than 75 data points, they match job seekers with potential employers using an algorithm. On the job-seeker side of things, it considers each candidate’s strengths, their necessary and preferred workplace accommodations, environmental sensitivities, and so on. On the employer side, it considers each work environment, communication factors related to each job, and the like. Mentra made the decision to change the script when it came to traditional employment websites because it was run by neurodivergent people. They lower the emotional and physical labor on the job-seeker side of things by recommending available candidates to companies who can then connect with job seekers they are interested in.

    More people with disabilities can be used to create algorithms, which can lessen the likelihood that they will harm their communities. That’s why diverse teams are so important.

    Imagine if the social media company’s recommendation engine was tuned to prioritize follow recommendations from people who discussed topics of interest to those who were fundamentally different from your current sphere of influence. For instance, if you followed a group of nondisabled white male academics who spoke about AI, it might be advisable to follow those who are disabled, aren’t white, or aren’t men who also speak about AI. If you took its recommendations, perhaps you’d get a more holistic and nuanced understanding of what’s happening in the AI field. These same systems should also use their understanding of biases about particular communities—including, for instance, the disability community—to make sure that they aren’t recommending any of their users follow accounts that perpetuate biases against (or, worse, spewing hate toward ) those groups.

    Other ways that AI can helps people with disabilities

    If I weren’t attempting to combine this with other tasks, I’m sure I could go on and on, giving various examples of how AI could be used to assist people with disabilities, but I’m going to make this last section into a bit of a lightning round. In no particular order:

      Voice preservation. You may have seen the VALL-E paper or Apple’s Global Accessibility Awareness Day announcement or you may be familiar with the voice-preservation offerings from Microsoft, Acapela, or others. People who have ALS ( Lou Gehrig’s disease ), motor-neuron disease, or other medical conditions that can prevent them from talking can greatly benefit from having an AI model that can mimic your voice. This is, of course, the same tech that can also be used to create audio deepfakes, so it’s something that we need to approach responsibly, but the tech has truly transformative potential.
    • Voice recognition. Researchers like those involved in the Speech Accessibility Project are offering compensation to people with disabilities for their assistance in the collection of audio recordings of people with atypical speech. As I type, they are actively recruiting people with Parkinson’s and related conditions, and they have plans to expand this to other conditions as the project progresses. More people with disabilities will be able to use voice assistants, dictation software, and voice-response services as a result of this research, which will lead to more inclusive data sets that enable them to use their computers and other devices more effectively and with just their voices.
    • Text transformation. The most recent generation of LLMs is quite capable of changing existing text without giving off hallucinations. This is incredibly empowering for those who have cognitive disabilities and who may benefit from text summaries or simplified versions, or even text that has been prepared for Bionic Reading.

    The value of various teams and sources of data

    Our differences must be acknowledged as important. The intersections of the identities that we exist in have an impact on our lived experiences. These lived experiences—with all their complexities ( and joys and pain ) —are valuable inputs to the software, services, and societies that we shape. The data we use to train new models must be based on our differences, and those who provide it to us need to be compensated for doing so. Stronger models can be created using inclusive data sets, which lead to more equitable outcomes.

    Want a model that doesn’t demean or patronize or objectify people with disabilities? Make sure that you include information about disabilities that has been written by people with a variety of disabilities in the training data.

    Want a model that doesn’t use ableist language? Before ableist language reaches readers, you might be able to use already-existing data sets to create a filter that can intercept and correct it. That being said, when it comes to sensitivity reading, AI models won’t be replacing human copy editors anytime soon.

    Want a coding copilot who can provide you with useful recommendations after the jump? Train it on code that you know to be accessible.


    I have no doubt that AI can and will harm people … today, tomorrow, and well into the future. But I also believe that we can acknowledge that and, with an eye towards accessibility ( and, more broadly, inclusion ), make thoughtful, considerate, and intentional changes in our approaches to AI that will reduce harm over time as well. Today, tomorrow, and well into the future.


    Many thanks to Kartik Sawhney for helping me with the development of this piece, Ashley Bischoff for her invaluable editorial assistance, and, of course, Joe Dolson for the prompt.

  • The Wax and the Wane of the Web

    The Wax and the Wane of the Web

    When you begin to believe you have everything figured out, everyone does change, in my experience. Simply as you start to get the hang of injections, diapers, and ordinary sleep, it’s time for solid foods, potty training, and nighttime sleep. When those are determined, school and occasional naps are in order. The pattern continues.

    The same holds true for those of us who are currently employed in design and development. Having worked on the web for about three years at this point, I’ve seen the typical wax and wane of concepts, strategies, and systems. Every day we as developers and designers get into a routine pattern, a brand-new concept or technology emerges to shake things up and completely alter our planet.

    How we got below

    I built my first website in the mid-’90s. Design and development on the web back then was a free-for-all, with few established norms. For any layout aside from a single column, we used table elements, often with empty cells containing a single pixel spacer GIF to add empty space. We styled text with numerous font tags, nesting the tags every time we wanted to vary the font style. And we had only three or four typefaces to choose from: Arial, Courier, or Times New Roman. When Verdana and Georgia came out in 1996, we rejoiced because our options had nearly doubled. The only safe colors to choose from were the 216 “web safe” colors known to work across platforms. The few interactive elements (like contact forms, guest books, and counters) were mostly powered by CGI scripts (predominantly written in Perl at the time). Achieving any kind of unique look involved a pile of hacks all the way down. Interaction was often limited to specific pages in a site.

    The beginning of website standards

    At the turn of the century, a new cycle started. Crufty code littered with table layouts and font tags waned, and a push for web standards waxed. Newer technologies like CSS got more widespread adoption by browsers makers, developers, and designers. This shift toward standards didn’t happen accidentally or overnight. It took active engagement between the W3C and browser vendors and heavy evangelism from folks like the Web Standards Project to build standards. A List Apart and books like Designing with Web Standards by Jeffrey Zeldman played key roles in teaching developers and designers why standards are important, how to implement them, and how to sell them to their organizations. And approaches like progressive enhancement introduced the idea that content should be available for all browsers—with additional enhancements available for more advanced browsers. Meanwhile, sites like the CSS Zen Garden showcased just how powerful and versatile CSS can be when combined with a solid semantic HTML structure.

    Server-side language like PHP, Java, and.NET took Perl as the primary back-end computers, and the cgi-bin was tossed in the garbage bin. With these better server-side instruments came the first time of online applications, starting with content-management systems ( especially in the blog space with tools like Blogger, Grey Matter, Movable Type, and WordPress ). AJAX opened the door to sequential connection between the front end and back end in the mid-2000s. Immediately, websites may update their information without needing to refresh. Developers created a crop of credible client-side interactions across browsers with wildly varying standards aid, such as Prototype, YUI, and jQuery. Techniques like photo replacement enable skilled manufacturers and developers to show fonts of their choosing. And technology like Flash made it possible to include movies, sports, and even more engagement.

    These new technology, standards, and approaches reinvigorated the market in many ways. As manufacturers and designers explored more diversified designs and layouts, website design flourished. However, we also relied heavily on tricks. When it came to basic layout and text styling, early CSS was a significant improvement over table-based layouts, but its limitations at the time meant that designers and developers still rely heavily on images for complex shapes ( such as rounded or angled corners ) and tiled backgrounds (among other hacks ) for the appearance of full-length columns. All kinds of nested floats or absolute positioning ( or both ) were necessary for complicated layouts. The big five typefaces were initially influenced by beam and photo replacement, but both tricks caused accessibility and performance issues. Additionally, JavaScript libraries made it simple for anyone to add a dash of contact to pages, even at the expense of double or even quadrupling the get size of basic websites.

    The internet as program platform

    The balance between the front end and the back end continued to improve, leading to the development of the existing web application time. Between expanded server-side programming languages ( which kept growing to include Ruby, Python, Go, and others ) and newer front-end tools like React, Vue, and Angular, we could build fully capable software on the web. Alongside these equipment came others, including creative type control, build technology, and shared bundle libraries. What was once mainly used for linked papers turned into a world with limitless possibilities.

    At the same time, wireless equipment became more ready, and they gave us online access in our wallets. Reliable style and mobile apps opened up possibilities for fresh relationships anytime.

    This fusion of potent portable devices and potent creation tools contributed to the growth of social media and other centralized resources for people to use and interact with. As it became easier and more popular to interact with others immediately on Twitter, Facebook, and yet Slack, the need for held private sites waned. Social media provided connections on a global scale, with both the positive and negative effects.

    Want to learn more about how we came to be where we are today, along with some other suggestions for improvement? ” Of Time and the Web” was written by Jeremy Keith. Or check out the” Web Design History Timeline” at the Web Design Museum. A fun tour of” Internet Artifacts” is also available from Neal Agarwal.

    Where we are now

    In the last couple of years, it’s felt like we’ve begun to reach another major inflection point. As social-media platforms fracture and wane, there’s been a growing interest in owning our own content again. From the tried-and-true classic of hosting plain HTML files to static site generators and content management systems of all kinds, there are many different ways to create websites. Social media fracturing also has a price: we lose essential infrastructure for discovery and connection. Webmentions, RSS, ActivityPub, and other tools of the IndieWeb can help with this, but they’re still relatively underimplemented and hard to use for the less nerdy. We can create incredible personal websites and update them frequently, but without discovery and connection, it can feel as though we should be yelling into the void.

    Browser support for CSS, JavaScript, and other standards like web components has accelerated, especially through efforts like Interop. In a fraction of the time that they once did, new technologies gain universal support. I frequently find out about a new feature and check its browser support only to discover that its coverage has already exceeded 80 %. The barrier to using more recent techniques isn’t browser support anymore; it’s more often the speed at which designers and developers can learn what’s available and how to adopt it.

    Today, with a few commands and a couple of lines of code, we can prototype almost any idea. With all the tools we currently have, it is simpler than ever to launch a new venture. However, the upfront cost these frameworks may save in initial delivery eventually comes down as the maintenance and upgrading they become a part of our technical debt.

    Adopting new standards can sometimes take longer if we rely on third-party frameworks because we might have to wait for those frameworks to adopt them. These frameworks—which used to let us adopt new techniques sooner—have now become hindrances instead. Users must wait for scripts to load before being able to read or interact with pages because these same frameworks frequently come with performance costs. And when scripts fail ( whether through poor code, network issues, or other environmental factors ), there’s often no alternative, leaving users with blank or broken pages.

    Where do we go from here?

    Today’s hacks help to shape tomorrow’s standards. And there’s nothing inherently wrong with embracing hacks —for now—to move the present forward. Problems only arise when we refuse to acknowledge that they are hacks or when we refuse to take their place. What can we do to create the web’s future that we want?

    Build for the long haul. Optimize for performance, for accessibility, and for the user. Weigh the costs of those developer-friendly tools. How might they affect everything else if they make your job a little easier today? What’s the cost to users? To future developers? To standards adoption? The convenience may be worthwhile in some circumstances. It’s occasionally just a hack that you’ve gotten used to. And occasionally it’s preventing you from choosing better options.

    Start from standards. Although standards change over time, browsers have done a remarkably good job of staying current with outdated standards. The same isn’t always true of third-party frameworks. Even the most heinous of HTML from the 1990s still function perfectly today. Even after a few years, the same can’t be said about websites created with frameworks.

    Design with care. Whether your craft is code, pixels, or processes, consider the impacts of each decision. Many modern tools have the convenience of having the ability to always understand the decisions that underlie their creation and to never consider the effects those decisions may have. Use the time saved by modern tools to think more carefully and make decisions with care rather than rushing to “move fast and break things”

    Always be learning. If you’re always learning, you’re also growing. Sometimes it may be hard to pinpoint what’s worth learning and what’s just today’s hack. Even if you were to concentrate solely on learning standards, you might end up focusing on something that won’t matter next year. ( Remember XHTML? ) However, ongoing learning opens up new neural connections in your brain, and the techniques you learn in one day may be used to inform different experiments in the future.

    Play, experiment, and be weird! This web that we’ve built is the ultimate experiment. Despite being the single largest human endeavor in history, each of us has the ability to make our own money out of it. Be courageous and try new things. Build a playground for ideas. In your own bizarre science lab, perform bizarre experiments. Start your own small business. There has never been a more empowering place to be creative, take risks, and explore what we’re capable of.

    Share and amplify. As you experiment, play, and learn, share what’s worked for you. Write on your own website, post on whichever social media site you prefer, or shout it from a TikTok. Write something for A List Apart! But take the time to amplify others too: find new voices, learn from them, and share what they’ve taught you.

    Go forth and make

    As designers and developers for the web ( and beyond ), we’re responsible for building the future every day, whether that may take the shape of personal websites, social media tools used by billions, or anything in between. Let’s imbue our values into the things that we create, and let’s make the web a better place for everyone. Create something that you are only qualified to make for yourself. Then share it, make it better, make it again, or make something new. Learn. Make. Share. Grow. Rinse and repeat. Every time you think that you’ve mastered the web, everything will change.

  • To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    Picture this. You’ve joined a squad at your company that’s designing new product features with an emphasis on automation or AI. Or your company has just implemented a personalization engine. Either way, you’re designing with data. Now what? When it comes to designing for personalization, there are many cautionary tales, no overnight successes, and few guides for the perplexed. 

    Between the fantasy of getting it right and the fear of it going wrong—like when we encounter “persofails” in the vein of a company repeatedly imploring everyday consumers to buy additional toilet seats—the personalization gap is real. It’s an especially confounding place to be a digital professional without a map, a compass, or a plan.

    For those of you venturing into personalization, there’s no Lonely Planet and few tour guides because effective personalization is so specific to each organization’s talent, technology, and market position. 

    But you can ensure that your team has packed its bags sensibly.

    There’s a DIY formula to increase your chances for success. At minimum, you’ll defuse your boss’s irrational exuberance. Before the party you’ll need to effectively prepare.

    We call it prepersonalization.

    Behind the music

    Consider Spotify’s DJ feature, which debuted this past year.

    We’re used to seeing the polished final result of a personalization feature. Before the year-end award, the making-of backstory, or the behind-the-scenes victory lap, a personalized feature had to be conceived, budgeted, and prioritized. Before any personalization feature goes live in your product or service, it lives amid a backlog of worthy ideas for expressing customer experiences more dynamically.

    So how do you know where to place your personalization bets? How do you design consistent interactions that won’t trip up users or—worse—breed mistrust? We’ve found that for many budgeted programs to justify their ongoing investments, they first needed one or more workshops to convene key stakeholders and internal customers of the technology. Make yours count.

    ​From Big Tech to fledgling startups, we’ve seen the same evolution up close with our clients. In our experiences with working on small and large personalization efforts, a program’s ultimate track record—and its ability to weather tough questions, work steadily toward shared answers, and organize its design and technology efforts—turns on how effectively these prepersonalization activities play out.

    Time and again, we’ve seen effective workshops separate future success stories from unsuccessful efforts, saving countless time, resources, and collective well-being in the process.

    A personalization practice involves a multiyear effort of testing and feature development. It’s not a switch-flip moment in your tech stack. It’s best managed as a backlog that often evolves through three steps: 

    1. customer experience optimization (CXO, also known as A/B testing or experimentation)
    2. always-on automations (whether rules-based or machine-generated)
    3. mature features or standalone product development (such as Spotify’s DJ experience)

    This is why we created our progressive personalization framework and why we’re field-testing an accompanying deck of cards: we believe that there’s a base grammar, a set of “nouns and verbs” that your organization can use to design experiences that are customized, personalized, or automated. You won’t need these cards. But we strongly recommend that you create something similar, whether that might be digital or physical.

    Set your kitchen timer

    How long does it take to cook up a prepersonalization workshop? The surrounding assessment activities that we recommend including can (and often do) span weeks. For the core workshop, we recommend aiming for two to three days. Here’s a summary of our broader approach along with details on the essential first-day activities.

    The full arc of the wider workshop is threefold:

    1. Kickstart: This sets the terms of engagement as you focus on the opportunity as well as the readiness and drive of your team and your leadership. .
    2. Plan your work: This is the heart of the card-based workshop activities where you specify a plan of attack and the scope of work.
    3. Work your plan: This phase is all about creating a competitive environment for team participants to individually pitch their own pilots that each contain a proof-of-concept project, its business case, and its operating model.

    Give yourself at least a day, split into two large time blocks, to power through a concentrated version of those first two phases.

    Kickstart: Whet your appetite

    We call the first lesson the “landscape of connected experience.” It explores the personalization possibilities in your organization. A connected experience, in our parlance, is any UX requiring the orchestration of multiple systems of record on the backend. This could be a content-management system combined with a marketing-automation platform. It could be a digital-asset manager combined with a customer-data platform.

    Spark conversation by naming consumer examples and business-to-business examples of connected experience interactions that you admire, find familiar, or even dislike. This should cover a representative range of personalization patterns, including automated app-based interactions (such as onboarding sequences or wizards), notifications, and recommenders. We have a catalog of these in the cards. Here’s a list of 142 different interactions to jog your thinking.

    This is all about setting the table. What are the possible paths for the practice in your organization? If you want a broader view, here’s a long-form primer and a strategic framework.

    Assess each example that you discuss for its complexity and the level of effort that you estimate that it would take for your team to deliver that feature (or something similar). In our cards, we divide connected experiences into five levels: functions, features, experiences, complete products, and portfolios. Size your own build here. This will help to focus the conversation on the merits of ongoing investment as well as the gap between what you deliver today and what you want to deliver in the future.

    Next, have your team plot each idea on the following 2×2 grid, which lays out the four enduring arguments for a personalized experience. This is critical because it emphasizes how personalization can not only help your external customers but also affect your own ways of working. It’s also a reminder (which is why we used the word argument earlier) of the broader effort beyond these tactical interventions.

    Each team member should vote on where they see your product or service putting its emphasis. Naturally, you can’t prioritize all of them. The intention here is to flesh out how different departments may view their own upsides to the effort, which can vary from one to the next. Documenting your desired outcomes lets you know how the team internally aligns across representatives from different departments or functional areas.

    The third and final kickstart activity is about naming your personalization gap. Is your customer journey well documented? Will data and privacy compliance be too big of a challenge? Do you have content metadata needs that you have to address? (We’re pretty sure that you do: it’s just a matter of recognizing the relative size of that need and its remedy.) In our cards, we’ve noted a number of program risks, including common team dispositions. Our Detractor card, for example, lists six stakeholder behaviors that hinder progress.

    Effectively collaborating and managing expectations is critical to your success. Consider the potential barriers to your future progress. Press the participants to name specific steps to overcome or mitigate those barriers in your organization. As studies have shown, personalization efforts face many common barriers.

    At this point, you’ve hopefully discussed sample interactions, emphasized a key area of benefit, and flagged key gaps? Good—you’re ready to continue.

    Hit that test kitchen

    Next, let’s look at what you’ll need to bring your personalization recipes to life. Personalization engines, which are robust software suites for automating and expressing dynamic content, can intimidate new customers. Their capabilities are sweeping and powerful, and they present broad options for how your organization can conduct its activities. This presents the question: Where do you begin when you’re configuring a connected experience?

    What’s important here is to avoid treating the installed software like it were a dream kitchen from some fantasy remodeling project (as one of our client executives memorably put it). These software engines are more like test kitchens where your team can begin devising, tasting, and refining the snacks and meals that will become a part of your personalization program’s regularly evolving menu.

    The ultimate menu of the prioritized backlog will come together over the course of the workshop. And creating “dishes” is the way that you’ll have individual team stakeholders construct personalized interactions that serve their needs or the needs of others.

    The dishes will come from recipes, and those recipes have set ingredients.

    Verify your ingredients

    Like a good product manager, you’ll make sure—andyou’ll validate with the right stakeholders present—that you have all the ingredients on hand to cook up your desired interaction (or that you can work out what needs to be added to your pantry). These ingredients include the audience that you’re targeting, content and design elements, the context for the interaction, and your measure for how it’ll come together. 

    This isn’t just about discovering requirements. Documenting your personalizations as a series of if-then statements lets the team: 

    1. compare findings toward a unified approach for developing features, not unlike when artists paint with the same palette; 
    2. specify a consistent set of interactions that users find uniform or familiar; 
    3. and develop parity across performance measurements and key performance indicators too. 

    This helps you streamline your designs and your technical efforts while you deliver a shared palette of core motifs of your personalized or automated experience.

    Compose your recipe

    What ingredients are important to you? Think of a who-what-when-why construct

    • Who are your key audience segments or groups?
    • What kind of content will you give them, in what design elements, and under what circumstances?
    • And for which business and user benefits?

    We first developed these cards and card categories five years ago. We regularly play-test their fit with conference audiences and clients. And we still encounter new possibilities. But they all follow an underlying who-what-when-why logic.

    Here are three examples for a subscription-based reading app, which you can generally follow along with right to left in the cards in the accompanying photo below. 

    1. Nurture personalization: When a guest or an unknown visitor interacts with  a product title, a banner or alert bar appears that makes it easier for them to encounter a related title they may want to read, saving them time.
    2. Welcome automation: When there’s a newly registered user, an email is generated to call out the breadth of the content catalog and to make them a happier subscriber.
    3. Winback automation: Before their subscription lapses or after a recent failed renewal, a user is sent an email that gives them a promotional offer to suggest that they reconsider renewing or to remind them to renew.

    A useful preworkshop activity may be to think through a first draft of what these cards might be for your organization, although we’ve also found that this process sometimes flows best through cocreating the recipes themselves. Start with a set of blank cards, and begin labeling and grouping them through the design process, eventually distilling them to a refined subset of highly useful candidate cards.

    You can think of the later stages of the workshop as moving from recipes toward a cookbook in focus—like a more nuanced customer-journey mapping. Individual “cooks” will pitch their recipes to the team, using a common jobs-to-be-done format so that measurability and results are baked in, and from there, the resulting collection will be prioritized for finished design and delivery to production.

    Better kitchens require better architecture

    Simplifying a customer experience is a complicated effort for those who are inside delivering it. Beware anyone who says otherwise. With that being said,  “Complicated problems can be hard to solve, but they are addressable with rules and recipes.”

    When personalization becomes a laugh line, it’s because a team is overfitting: they aren’t designing with their best data. Like a sparse pantry, every organization has metadata debt to go along with its technical debt, and this creates a drag on personalization effectiveness. Your AI’s output quality, for example, is indeed limited by your IA. Spotify’s poster-child prowess today was unfathomable before they acquired a seemingly modest metadata startup that now powers its underlying information architecture.

    You can definitely stand the heat…

    Personalization technology opens a doorway into a confounding ocean of possible designs. Only a disciplined and highly collaborative approach will bring about the necessary focus and intention to succeed. So banish the dream kitchen. Instead, hit the test kitchen to save time, preserve job satisfaction and security, and safely dispense with the fanciful ideas that originate upstairs of the doers in your organization. There are meals to serve and mouths to feed.

    This workshop framework gives you a fighting shot at lasting success as well as sound beginnings. Wiring up your information layer isn’t an overnight affair. But if you use the same cookbook and shared recipes, you’ll have solid footing for success. We designed these activities to make your organization’s needs concrete and clear, long before the hazards pile up.

    While there are associated costs toward investing in this kind of technology and product design, your ability to size up and confront your unique situation and your digital capabilities is time well spent. Don’t squander it. The proof, as they say, is in the pudding.

  • User Research Is Storytelling

    User Research Is Storytelling

    I’ve been fascinated by shows since I was a child. I loved the heroes and the excitement—but most of all the reports. I aspired to be an artist. And I figured out that I would be able to embark on interesting activities in the same way that Indiana Jones did. I also dreamed up suggestions for videos that my friends and I could render and sun in. But they never advanced more. However, I did end up working in user experience ( UI). Today, I realize that there’s an element of drama to UX— I hadn’t actually considered it before, but consumer research is story. And you must tell a compelling story to entice stakeholders, such as the product team and decision-makers, to learn more in order to get the most out of consumer research.

    Consider your preferred film. More than likely it follows a three-act construction that’s frequently seen in story: the layout, the fight, and the quality. The second act provides an overview of what is happening now, and it also serves as a primer for the heroes and the difficulties and issues they face. Act two sets the scene for the fight and the activity begins. Here, issues grow or get worse. The decision comes in the third and final action. This is where the problems are resolved and the figures grow and change. I believe that this architecture is also a great way to think about customer study, and I think that it can be particularly helpful in explaining person exploration to others.

    Use story as a framework when conducting research.

    Unfortunately, some people now believe that study is unprofitable. If finances or timelines are small, analysis tends to be one of the first points to go. Some goods managers rely on developers or, worse, their own judgment to make the “right” decisions for customers based on their experience or accepted best practices rather than investing in research. That may get groups a little bit out of the way, but that approach is therefore easily miss out on resolving people ‘ real issues. To be user-centered, this is something we really avoid. User study improves pattern. It keeps it on track by pointing out issues and prospects. Being aware of the issues with your goods and reacting to them can help you stay ahead of your competition.

    Each action corresponds to a stage of the process in the three-act composition, and each stage is crucial to telling the complete story. Let’s take a look at the various functions and how they relate to customer research.

    Act one: layout

    Fundamental analysis comes in handy because the layout is all about comprehending the background. Basic research ( also known as relational, discovery, or preliminary research ) assists in understanding users and identifying their issues. You’re learning about what exists now, the obstacles people have, and how the problems affect them—just like in the videos. You can conduct contextual inquiries or diary studies ( or both! ) to conduct foundational research. ), which may assist you in identifying both problems and opportunities. It doesn’t need to be a great investment in time or money.

    Erika Hall writes about the most effective anthropology, which can be as straightforward as spending 15 hours with a customer and asking them to” Walk me through your morning yesterday.” That’s it. Current that one ask. Opened up and spend fifteen days listening. Do everything in your power to keep yourself and your pursuits out of it. Bam, you’re doing ethnography”. Hall predicts that “[This ] will definitely prove quite fascinating. In the unlikely event that you don’t learn anything valuable or fresh, you can move forward with greater self-assurance.

    This makes total sense to me. And I adore how users research is now so simple. You can simply attract participants and carry out the recruitment process without having to create a lot of paperwork! This can offer a wealth of knowledge about your customers, and it’ll help you better understand them and what’s going on in their life. That’s what action one is really all about: understanding where people are coming from.

    Jared Spool discusses the significance of basic research and how it may make up the majority of your study. If you can pick from any further user data that you can get your hands on, such as surveys or analytics, that can complement what you’ve heard in the fundamental studies or even time to areas that need more research. All of this information helps to give a more in-depth picture of the state of things and all of its flaws. And that’s the start of a gripping tale. It’s the point in the plot where you realize that the main characters—or the users in this case—are facing challenges that they need to overcome. This is where you begin to develop empathy for the characters and support their success, much like in movies. And hey, it looks like everyone else is doing the same. Their sympathy may be with their business, which could be losing money because users can’t complete certain tasks. Or perhaps they have empathy for users ‘ struggles. In either case, act one serves as your main strategy for piqueing interest and investment from the stakeholders.

    Once stakeholders begin to understand the value of foundational research, that can open doors to more opportunities that involve users in the decision-making process. And that can influence product teams ‘ focus on improving. Everyone benefits from this, including the product, users, and stakeholders. It’s like winning an Oscar in movie terms—it often leads to your product being well received and successful. And this might serve as a motivator for stakeholders to carry this out with other goods. The secret to this process is storytelling, and knowing how to tell a compelling story is the only way to entice stakeholders to do more research.

    This brings us to act two, where you iteratively evaluate a design or concept to see whether it addresses the issues.

    Act two: conflict

    Act two is all about resolving the issues you first raised. This usually involves directional research, such as usability tests, where you assess a potential solution ( such as a design ) to see whether it addresses the issues that you found. Unmet needs or issues with a flow or process that are making users uncomfortable could be the causes. More issues will come up in the process, much like in act two of a movie. It’s here that you learn more about the characters as they grow and develop through this act.

    According to Jakob Nielsen, five users should be typically in usability tests, which means that this number of users can typically identify the majority of the issues:” As you add more and more users, you learn less and less because you will keep seeing the same things again and again… After the fifth user, you are wasting your time by observing the same findings repeatedly but not learning much new.”

    There are also similarities to storytelling here: if you try to tell a story with too many characters, the plot may become lost. Having fewer participants means that each user’s struggles will be more memorable and easier to relay to other stakeholders when talking about the research. This can help to convey the problems that need to be solved while also highlighting the worth of conducting research in the first place.

    Usability tests have been conducted in person for tens of thousands of years, but remote testing can also be done using software like Microsoft Teams, Zoom, or other teleconferencing tools. This approach has become increasingly popular since the beginning of the pandemic, and it works well. You might consider in-person usability tests like watching a movie as opposed to remote testing like attending a play. Each has advantages and disadvantages. In-person usability research is a much richer experience. The sessions can be had by stakeholders with other stakeholders. Additionally, you get real-time reactions, including surprises, disagreements, and discussions about what they’re seeing. Much like going to a play, where audiences get to take in the stage, the costumes, the lighting, and the actors ‘ interactions, in-person research lets you see users up close, including their body language, how they interact with the moderator, and how the scene is set up.

    If conducting usability testing in the field is like watching a play that is staged and controlled, where any two sessions may be very different from one another. You can conduct usability testing in the real world by creating a replica of the environment where users interact with the product and then conducting your research there. Or you can go out to meet users at their location to do your research. With either option, you can see how things work in context, how things change, and how conversion can change completely in different ways depending on the circumstances. You have less control over how these sessions run as researchers, but this can occasionally improve your understanding of users. Meeting users where they are can provide clues to the external forces that could be affecting how they use your product. In-person usability tests add a level of detail that remote usability tests frequently lack.

    That doesn’t mean that “movies” —remote sessions—aren’t a good option. Remote sessions can reach a wider audience. They make it possible for much more people to participate in the research and to observe what is happening. Additionally, they make the doors accessible to a much wider range of users. But with any remote session there is the potential of time wasted if participants can’t log in or get their microphone working.

    You can ask real users questions to understand their thoughts and understanding of the solution as a result of usability testing, whether it is conducted remotely or in person. This can help you identify issues as well as understand why they were initially issues. Furthermore, you can test hypotheses and gauge whether your thinking is correct. By the end of the sessions, you’ll be able to see for yourself whether the designs are useful and effective. Act two is where the excitement is at the heart of the narrative, but there are also potential surprises. This is equally true of usability tests. Unexpected things that are said by participants frequently alter how you view things, and these unexpected developments in the story can lead to unexpected turns in your perception.

    Unfortunately, user research can occasionally be viewed as wasteful. And too often usability testing is the only research process that some stakeholders think that they ever need. There isn’t much to be gained by conducting usability testing in the first place if the designs you’re evaluating in the usability test aren’t grounded in a thorough understanding of your users ( foundational research ). Because you narrow down the subject matter of your feedback without understanding the needs of the users. As a result, there’s no way of knowing whether the designs might solve a problem that users have. In the context of a usability test, it’s only feedback on a particular design.

    On the other hand, if you only do foundational research, you won’t know whether the thing you’re building will actually solve that problem, despite the fact that you might have set out to solve the right problem. This illustrates the importance of doing both foundational and directional research.

    In act two, stakeholders will hopefully be able to observe the story develop during the user sessions, which reveal the conflict and tension in the current design’s highs and lows. And in turn, this can encourage stakeholders to take action on the issues raised.

    Act three: resolution

    The third act is about resolving the issues from the first two acts, while the first two acts are about understanding the background and the tensions that can compel stakeholders to take action. While it’s crucial to have an audience for the first two acts, it’s crucial that they stay for the final act. That means the whole product team, including developers, UX practitioners, business analysts, delivery managers, product managers, and any other stakeholders that have a say in the next steps. It allows the entire team to discuss what is possible within the project’s constraints, ask questions, and discuss user feedback together. And it gives the UX design and research teams more time to clarify, suggest alternatives, or provide more context for their choices. So you can get everyone on the same page and get agreement on the way forward.

    This act is primarily told in voiceover with some audience participation. The researcher serves as the narrator, who depicts the issues and what the product’s potential future might look like in light of what the team has learned. They give the stakeholders their recommendations and their guidance on creating this vision.

    In the Harvard Business Review, Nancy Duarte describes a method for structuring presentations that follow a persuasive narrative. The most effective presenters” set up a conflict that needs to be resolved” using the same methods as great storytellers, Duarte writes. ” That tension helps them persuade the audience to adopt a new mindset or behave differently”.

    This kind of structure is in line with research findings, particularly those from usability tests. It provides evidence for “what is “—the problems that you’ve identified. And “what might be “—your suggestions for how to respond to them. And so forth and forth.

    You can reinforce your recommendations with examples of things that competitors are doing that could address these issues or with examples where competitors are gaining an edge. Or they can be visual, like quick sketches of how a new design could look that solves a problem. These can help create conversation and momentum. And this continues until the end of the session when you’ve wrapped everything up in the conclusion by summarizing the main issues and suggesting a way forward. This is the section where you make the most of the main themes or issues and what they mean for the finished product, or the story’s denial. This stage provides stakeholders with the next steps and, hoped, the motivation to take those steps!

    While we are nearly at the end of this story, let’s reflect on the idea that user research is storytelling. The three-act structure of user research contains all the components of a good story:

      Act one: You encounter both the users ‘ protagonists and the antagonists ( the user-related issues ). This is the beginning of the plot. Researchers might employ techniques like contextual inquiry, ethnography, diary studies, surveys, and analytics in act one. These techniques can produce personas, empathy maps, user journeys, and analytics dashboards.
      Act two: Next, there’s character development. The protagonists encounter problems and difficulties, which they must overcome, and there is conflict and tension. Researchers might use heuristics evaluation, usability testing, competitive benchmarking, and other methods in act two. The output of these can include usability findings reports, UX strategy documents, usability guidelines, and best practices.
      Act three: The main characters win, and the audience is shown a better future. Researchers may use techniques like storytelling, presentation decks, and digital media in act three. The output of these can be: presentation decks, video clips, audio clips, and pictures.

    The researcher plays a variety of roles, including producer, director, and storyteller. Although the participants are only a small part in the study, they are significant characters. And the stakeholders are the audience. However, the most crucial thing is to get the narrative straight and to use storytelling to research users ‘ stories. By the end, the parties should leave with a goal and an eagerness to address the product’s flaws.

    So the next time that you’re planning research with clients or you’re speaking to stakeholders about research that you’ve done, think about how you can weave in some storytelling. In the end, user research is beneficial for everyone, and all you need to do is pique stakeholders ‘ interest in how the story ends.

  • How Doctor Who Books Formed a Path to Writing the TV Show

    How Doctor Who Books Formed a Path to Writing the TV Show

    Between 1990 and 2005, when Doctor Who wasn’t on Television, the present generally existed as original works. Many of the show’s fresh writers were chosen from the authors of those spin-off books when Russell T. Davies, Julie Gardner, and Jane Tranter brought it back in 2005, including Davies and Steven Moffat, the show’s upcoming director. While they ]… ]

    The article How Doctor Who Books Formed a Journey to Writing the TV Show first appeared on Den of Geek.

    Dope Girls is not your grandmother’s historical play (unless, of program, your grandmother has lived a life, has good taste in television, and was, in fact, do with a little more respect and condescension from those who assume she won’t be able to see anything that Alan Titchmarsh doesn’t give a damn ).

    To try once therefore, Dope Girls is no Downton Abbey. Although it may be set during the same time period, this story of Soho girls dancing with danger, death, and other performers at bars where they work is a world away from the elegant machinations of the Earl of Grantham.

    With a solid including players from the US, Australia and the UK, how’s who’s playing who in BBC One’s fresh Saturday night line.

    cnx. command. push ( function ( ) {cnx ( {playerId:” 106e33c0-3911-473c-b599-b1426db57530″, }). render ( “0270c398a82f44f49c23c16122516796” ), }),

    Eliza Scanlen as Violet Davies

    Violet, a recent addition to the Metropolitan Police Service, is aiming to get chosen for the UK’s first female officer experiment,” The Adult Experiment” in which the first female officials were hired. She&#8217, s hard, only and has nothing to lose, which makes her a dangerous idea.

    She’s played by American actor Eliza Scanlen, whose breakthrough jobs came in HBO’s 2018 version of Gillian Flynn’s Sharp Objects, and in Greta Gerwig’s 2019 have video Little Women, in which Scanlen played second-to-youngest March girl Beth. She most recently appeared in the National Theatre production of The Importance of Being Earnest this year opposite Doctor Who‘s Ncuti Gatwa.

    Julianne Nicholson as Kate Galloway

    A brunette woman in a black coat in BBC One's Dope Girls

    After losing her job, Kate is cruelly forced to find her own way, and she must go to extreme lengths to support her and her teenage daughter Evie, a smart girl who has the potential to be one of the first women in the UK to study.

    Julianne Nicholson, a US actor, is currently seen as the wealthy Sinatra in the Disney/Hulu political thriller Paradise, which has just been renewed for a second season. She’s known for Law &amp, Order, The Outsider, having played Esther in Boardwalk Empire, Lillian in Masters of Sex and Lorri in the first season of Kate Winslet-starring crime drama Mare of Easttown.

    Umi Myers as Billie Cassidy

    Umi Meyers wearing a dress and fur coat in BBC One's Dope Girls

    With her singer friend Eddie Cobb, Billie lives a bohemian, drink- and drug-fuelled lifestyle in a Soho nightclub. Umi Myers, a recent graduate of the Guildhall School of Music and Drama, has previously appeared on stage and in Bob Marley: One Love. Myers ‘ first television lead role is Dope Girls.

    Geraldine James as Isabella Salucci

    Geraldine James in a blue dress in BBC One's Dope Girls

    Isabella, the matriarch of the feared Salucci crime family, is a ruthless survivor who&#8217, kept her clan together throughout the War and many more. Geraldine James, a well-known actor and actress who has a long and successful career dating back to the late 1970s, plays her. To some TV viewers, she’ll always be indivisible from the part of Sarah in The Jewel in the Crown, to others, she’ll be best recognised as Rose from Band of Gold, Milner in Channel 4’s Utopia, Mrs Hudson in the Guy Ritchie Sherlock Holmes films, and Marissa in Anne With an E, to name just a few.

    Dustin Demri-Burns as Damaso Salucci

    Dustin Demri-Burns wearing a dark suit in BBC One's Dope Girls

    Damaso, a Salucci son, has a terrifyingly brutal side and belongs to a powerful Soho crime family. He’s played by Dustin Demri-Burns, who’s well known for comedy roles in Cardinal Burns, Stath Lets Flats, GameFace and Am I Being Unreasonable?, but has an equally healthy career in dramas with a comedic edge from The Great to Slow Horses, Britannia, Sweetpea and The Decameron.

    Ian Bonar as Sgt Frank Turner

    A profile of Ian Bonar's face in BBC One's Dope Girls

    Sgt Turner is helping to run The Female Experiment, which saw the UK&#8217, s first female police officers. He&#8217, s a complicated man who does n&#8217, t wield his power well, and makes an early enemy of Violet. He’s played by Ian Bonar, who recently appeared opposite Peter Capaldi in Apple TV +’s Criminal Record, as well as roles across various TV genres, from I May Destroy You to New Blood, Vera and many more.

    Fiona Button as Sophie Asquith-Gore

    Fiona Button wearing a white and green dress in BBC One's Dope Girls

    Sophie, the wife of a wealthy and powerful government minister and Alice’s friend, is grieving her brother’s passing and believes she can still communicate with him via a medium. She’s played by actor-director Fiona Button, who’s known for the role of Rose Defoe in Abi Morgan’s legal drama The Split, and was recently seen as Denise in series three of Industry, as well as in Grantchester, Out of Her Mind, and plenty of theatre productions.

    Nabhaan Rizwan as Silas Huxley

    Nabhaan Rizwan in BBC One's Dope Girls

    Silus Huxley, a medium and occultist, extorts money from the wealthy to make contact with the dead. He’s played by Nabhaan Rizwan, who recently played Dionysus in Netflix’s KAOS, as well as appearing opposite his brother Mawaan Rizwan in his sitcom Juice, and in the US playing Frank in Station Eleven, after his breakout role in 2018’s BBC crime drama Informer.

    Will Keen as Frederick Asquith-Gore

    A powerful government minister who&#8217, s set on rooting out the rot in London &#8217, s seedy nightclubs, Frederick Asquith-Gore is played by screen and stage actor Will Keen ( incidentally, the father of Logan and His Dark Materials ‘ Dafne Keen ), who recently appeared in BBC drama Wolf Hall as Thomas Cranmer, as well as playing Lord Belzagar in the second season of Lord of the Rings: The Rings of Power, Norfolk in My Lady Jane, the Queen’s private secretary in The Crown, and David in Ridley Road, as well as appearing in feature film Operation Mincemeat and more.

    ALSO APPEARING

    A man holding two fans in BBC One's Dope Girls

    Michael Duke, a musical stage and screen actor, portrays Eddie Cobb as a club singer.
    The Outrun and The Power‘s Eilidh Fisher as Kate’s daughter Evie Galloway.
    The Bay, The Reckoning, True Detective and Strike‘s Eloise Thomas as Evie’s schoolfriend Alice Asquith-Gore.
    The Sixth Commandment‘s, Ghosts‘ and Lead Balloon‘s Anna Crilly as butcher Anne Sanders.
    Bridgerton and The Bastard Son and the Devil Himself‘s Priya Kansara as nightclub dancer Lily Lee.
    Heartstopper‘s Ben Hope, aka Sebastian Croft as nightclub owner Silvio Salucci.
    The Newsreader and The Inheritance‘s Rory Fleck Byrne as returned soldier Luca Salucci.

    Dope Girls is available on BBC One and available on BBC iPlayer.

    The post Dope Girls Cast: Meet the 1920s-Set BBC Drama&#8217, s Characters appeared first on Den of Geek.

  • A Thousand Blows Ending Explained: What Next For Hezekiah, Mary & Sugar in Series 2?

    A Thousand Blows Ending Explained: What Next For Hezekiah, Mary & Sugar in Series 2?

    Warning: contains tournament clues for A Thousand Knocks. ” To been continued …” reads the message at the end of A Thousand Blows line one, and alas for viewers, it isn’t followed by a question mark. Two six-episode series of Steven Knight’s historical drama were filmed back-to-back, which means that a second run is guaranteed to arrive ]… ]

    The blog A Thousand Blows Ending Explained: What Next For Hezekiah, Mary &amp, Sugar in Series 2? second appeared on Den of Geek.

    Dope Women is not your grandmother’s historical drama (unless, of course, your grandmother has lived a existence, has good taste in television, and could, in fact, do with a little more value and a little less disdain from those who assume she won’t be able to see anything that isn’t presented by Alan Titchmarsh ).

    To try once therefore, Dope Girls is no Downton Abbey. Although it may be set during the same time period, this story of Soho girls dancing with danger, death, and other dancing at bars where they work is far from the Earl of Grantham’s gentrifying intrigues.

    With a solid including players from the US, Australia and the UK, how’s who’s playing who in BBC One’s fresh Saturday night line.

    cnx. powershell. push ( function ( ) {cnx ( {playerId:” 106e33c0-3911-473c-b599-b1426db57530″, }). render ( “0270c398a82f44f49c23c16122516796” ), }),

    Eliza Scanlen as Violet Davies

    Violet, a newcomer to the Metropolitan police company, is aiming to be chosen for the film series” The Female Experiment” in which first female officials were hired in the UK. She&#8217, s hard, only and has nothing to lose, which makes her a dangerous idea.

    She’s played by American actor Eliza Scanlen, whose breakthrough jobs came in HBO’s 2018 version of Gillian Flynn’s Sharp Objects, and in Greta Gerwig’s 2019 have video Little Women, in which Scanlen played second-to-youngest March girl Beth. Ncuti Gatwa from Doctor Who recently starred in this year’s National Theatre generation of The Importance of Being Earnest.

    Julianne Nicholson as Kate Galloway

    A brunette woman in a black coat in BBC One's Dope Girls

    After losing her work, Kate is ruthlessly forced to find her own way, and she must go to extraordinary lengths to support her and her young daughter Evie, a smart woman who has the potential to be one of the first women in the UK to study.

    Julianne Nicholson, a US actor, is currently seen as the wealthy Sinatra in the Disney/Hulu political thriller Paradise ( which has just been renewed for a second season ). She’s known for Law &amp, Order, The Outsider, having played Esther in Boardwalk Empire, Lillian in Masters of Sex and Lorri in the first season of Kate Winslet-starring crime drama Mare of Easttown.

    Umi Myers as Billie Cassidy

    Umi Meyers wearing a dress and fur coat in BBC One's Dope Girls

    Billie is a Soho nightclub dancer who lives a bohemian, drink- and drug-fuelled lifestyle with her friend Eddie Cobb, a singer. Umi Myers, a recent graduate of the Guildhall School of Music and Drama, has previously appeared on stage and in Bob Marley: One Love. Myers ‘ first television lead role was in Dope Girls.

    Geraldine James as Isabella Salucci

    Geraldine James in a blue dress in BBC One's Dope Girls

    Isabella, the matriarch of the feared Salucci crime family, is a ruthless survivor who, through the War and many other things, has kept her clan together. Geraldine James, a well-known actor and actress who has a long and successful career dating back to the late 1970s, plays her. To some TV viewers, she’ll always be indivisible from the part of Sarah in The Jewel in the Crown, to others, she’ll be best recognised as Rose from Band of Gold, Milner in Channel 4’s Utopia, Mrs Hudson in the Guy Ritchie Sherlock Holmes films, and Marissa in Anne With an E, to name just a few.

    Dustin Demri-Burns as Damaso Salucci

    Dustin Demri-Burns wearing a dark suit in BBC One's Dope Girls

    Damaso, a Salucci son, belongs to a powerful Soho crime family and has a terrifyingly brutal side. He’s played by Dustin Demri-Burns, who’s well known for comedy roles in Cardinal Burns, Stath Lets Flats, GameFace and Am I Being Unreasonable?, but has an equally healthy career in dramas with a comedic edge from The Great to Slow Horses, Britannia, Sweetpea and The Decameron.

    Ian Bonar as Sgt Frank Turner

    A profile of Ian Bonar's face in BBC One's Dope Girls

    Sgt Turner is helping to run The Female Experiment, which saw the UK&#8217, s first female police officers. He&#8217, s a complicated man who does n&#8217, t wield his power well, and makes an early enemy of Violet. He’s played by Ian Bonar, who recently appeared opposite Peter Capaldi in Apple TV +’s Criminal Record, as well as roles across various TV genres, from I May Destroy You to New Blood, Vera and many more.

    Fiona Button as Sophie Asquith-Gore

    Fiona Button wearing a white and green dress in BBC One's Dope Girls

    Sophie, the wife of a wealthy and powerful government minister and the mother of Evie&#8217’s friend Alice, grieves her brother and believes she can still speak to him via a medium. She’s played by actor-director Fiona Button, who’s known for the role of Rose Defoe in Abi Morgan’s legal drama The Split, and was recently seen as Denise in series three of Industry, as well as in Grantchester, Out of Her Mind, and plenty of theatre productions.

    Nabhaan Rizwan as Silas Huxley

    Nabhaan Rizwan in BBC One's Dope Girls

    Silus Huxley, a medium and occultist, extorts money from the wealthy to make contact with the dead. He’s played by Nabhaan Rizwan, who recently played Dionysus in Netflix’s KAOS, as well as appearing opposite his brother Mawaan Rizwan in his sitcom Juice, and in the US playing Frank in Station Eleven, after his breakout role in 2018’s BBC crime drama Informer.

    Will Keen as Frederick Asquith-Gore

    A powerful government minister who&#8217, s set on rooting out the rot in London &#8217, s seedy nightclubs, Frederick Asquith-Gore is played by screen and stage actor Will Keen ( incidentally, the father of Logan and His Dark Materials ‘ Dafne Keen ), who recently appeared in BBC drama Wolf Hall as Thomas Cranmer, as well as playing Lord Belzagar in the second season of Lord of the Rings: The Rings of Power, Norfolk in My Lady Jane, the Queen’s private secretary in The Crown, and David in Ridley Road, as well as appearing in feature film Operation Mincemeat and more.

    ALSO APPEARING

    A man holding two fans in BBC One's Dope Girls

    Michael Duke, a musical stage and screen actor, portrays Eddie Cobb as a club singer.
    The Outrun and The Power‘s Eilidh Fisher as Kate’s daughter Evie Galloway.
    The Bay, The Reckoning, True Detective and Strike‘s Eloise Thomas as Evie’s schoolfriend Alice Asquith-Gore.
    The Sixth Commandment‘s, Ghosts‘ and Lead Balloon‘s Anna Crilly as butcher Anne Sanders.
    Bridgerton and The Bastard Son and the Devil Himself‘s Priya Kansara as nightclub dancer Lily Lee.
    Heartstopper‘s Ben Hope, aka Sebastian Croft as nightclub owner Silvio Salucci.
    The Newsreader and The Inheritance‘s Rory Fleck Byrne as returned soldier Luca Salucci.

    Dope Girls is available on BBC One and BBC iPlayer.

    The post Dope Girls Cast: Meet the 1920s-Set BBC Drama&#8217, s Characters appeared first on Den of Geek.

  • Beware the Cut ‘n’ Paste Persona

    Beware the Cut ‘n’ Paste Persona

    This Person Does Not Exist is a website that uses a machine learning algorithm to create individual faces. It takes actual photos and recombines them into false people faces. We just squirted past a LinkedIn article that claimed this site might be helpful “if you are developing a image and looking for a photo.”

    We concur that personas could be excellent matches for computer-generated eyes, but not for the purpose you might think. Ironically, the website highlights the core issue of this very common design method: the person ( a ) does not exist. Personas are deliberately created, just like in the pictures. Knowledge is combined into an isolated preview that is detached from reality and taken out of the normal context.

    But strangely enough, manufacturers use personalities to encourage their style for the real world.

    A step up, identities

    Most manufacturers have at least once in their careers created, used, or encountered identities. In their content” Personas- A Plain Introduction”, the Interaction Design Foundation defines profile as “fictional characters, which you create based upon your study in order to reflect the unique user types that might use your service, product, site, or brand”. Personas typically consist of a name, profile picture, quotes, demographics, goals, needs, behavior in relation to a particular service/product, emotions, and motivations ( for instance, see Creative Companion’s Persona Core Poster ). According to design firm Designit, the goal of personas is to “make the research relateable, ]and ] easy to communicate, digest, reference, and apply to product and service development.”

    The decontextualization of identities

    Personalities are well-known because they make “dry” research information more realistic and people. However, this approach places a cap on the author’s data analysis, making it impossible for the investigated users to be excluded from their particular contexts. As a result, personalities don’t describe important factors that make you know their decision-making method or allow you to connect to users ‘ thoughts and behavior, they lack stories. You are aware of the persona’s actions, but you lack the knowledge to know why. You end up with user images that are in reality less people.

    This “decontextualization” we see in identities happens in four way, which we’ll discuss below.

    People are assumed to be dynamic, according to people.

    Here’s a painfully obvious truth: people are not a fixed set of features, despite the fact that many businesses still try to recruit and retain their employees and customers using outdated personality tests ( referring to you, Myers-Briggs ). You act, think, and feel different according to the conditions you experience. You may work helpful to some people, or you might act rude to others because you appear distinct to different people. And you constantly change your mind about the choices you’ve made.

    Modern psychology agree that while persons usually behave according to certain styles, it’s actually a combination of history and culture that determines how people act and take decisions. The type of person you are in each particular moment depends on the context, the impact of other people, your mood, and the whole history that led to the situation.

    Personas provide a consumer as a predetermined set of features in an effort to improve reality, but do so without taking this variability into account. Like character tests, personas seize people away from real life. Even worse, individuals are labeled as” that kind of guy” with no means to practice their innate flexibility and are reduced to a brand. This behavior discredits variety, perpetuates stereotypes, and doesn’t reveal reality.

    Personas rely on people, not the environment

    In the real world, you’re creating content for a situation, no an entity. There are economic, political, and social factors to consider when a man lives in a home, a community, or an ecosystem. A pattern is not meant for a single customer. Instead, you create a layout for one or more specific situations where a certain product might be used by a large number of people. However, personal experiences don’t explicitly explain how a person feels about the surroundings. Instead, they show the user only.

    Do you generally make the same decision over and over again? Possibly you’ve made a commitment to veganism but still want to get some meat when your family visit. Your decisions, including your behavior, opinions, and statements, are not absolute but greatly contextual because they depend on various circumstances and factors. The image that “represents” you wouldn’t take into account this interdependence, because it doesn’t explain the grounds of your choices. It doesn’t give a rationale for your behavior. People practice the well-known attribution error, which states that they too often attribute others ‘ behavior to their personalities and not to the circumstances.

    As mentioned by the Interaction Design Foundation, identities are often placed in a situation that’s a” specific environment with a problem they want to or have to solve “—does that mean environment actually is considered? Unfortunately, it’s common to pick a fictional character and build a character’s behavior around a particular circumstance based on the fiction. How could you possibly understand how someone you want to represent behave in new circumstances if you hadn’t even fully investigated and understood the current context of the people you want to represent?

    Personas are meaningless averages

    A persona is depicted as a specific person in Shlomo Goltz’s introduction to Smashing Magazine, according to Shlomo Goltz’s introduction article. It is instead made up of observations from numerous people. The famous USA Air Force design planes were designed based on the average of 140 of their pilots ‘ physical dimensions, with not a single pilot actually fit within that average seat, is a well-known criticism of this aspect of personas.

    The same limitation applies to mental aspects of people. Have you ever heard a famous person say something was taken out of context? I didn’t mean it that way when they used my words. The celebrity’s statement was reported literally, but the reporter failed to explain the context around the statement and didn’t describe the non-verbal expressions. The intended purpose was lost as a result. You collect someone’s statement ( or goal, need, or emotion ) into which its meaning can only be understood if it is provided with its own specific context, and then report it as an isolated finding.

    But personas go a step further, extracting a decontextualized finding and joining it with another decontextualized finding from somebody else. The resultant set of findings frequently does not make sense because it is unclear or even contradictory because it lacks the underlying causes for and how that finding came about. It lacks any significance. And the persona doesn’t give you the full background of the person ( s ) to uncover this meaning: you would need to dive into the raw data for each single persona item to find it. What then is the persona’s purposeful purpose?

    The validity of personas can be deceiving.

    To a certain extent, designers realize that a persona is a lifeless average. To combat this, designers create and add “relatable” details to personas to make them appear to be real people. Nothing better explains the absurdity of this than the Interaction Design Foundation’s phrase,” Add a few fictional personal details to make the persona a realistic character.” In other words, you add non-realism in an attempt to create more realism. Wouldn’t it be much more responsible to emphasize that John is only an abstraction if you purposefully conceal the fact that” John Doe” is an abstract representation of research findings? Let’s say something is artificial, and let’s say it is.

    It’s the finishing touch of a persona’s decontextualization: after having assumed that people’s personalities are fixed, dismissed the importance of their environment, and hidden meaning by joining isolated, non-generalizable findings, designers invent new context to create ( their own ) meaning. As with everything they produce, they do so by introducing a lot of biases. As Designit suggests, as designers, we can” contextualize]the persona” based on our experience and reality. We create connections that are familiar to us“. With every new detail added, this practice furthers stereotypes, doesn’t reflect real-world diversity, and gets further away from people’s actual reality.

    To conduct effective design research, we must report the actual situation and make it relatable for our audience, so that everyone can use their own empathy and develop their own interpretation and emotional response.

    Dynamic Selves: The alternative to personas

    What should we do instead of using personas?

    Designit suggested utilizing mindsets rather than personas. Each Mindset is a” spectrum of attitudes and emotional responses that different people have within the same context or life experience”. It challenges designers to avoid becoming fixated on just one person’s way of life. Unfortunately, despite being a step in the right direction, this proposal disregards the fact that people are a part of a system that controls their behavior, personality, and mindset. Therefore, Mindsets are also not absolute but change in regard to the situation. What determines a certain Mindset, remains to be seen.

    Margaret P., the author of the article” Kill Your Personas,” who has argued for the use of persona spectrums that include a range of user abilities, offers an alternative. For example, a visual impairment could be permanent ( blindness ), temporary ( recovery from eye surgery ), or situational (screen glare ). Persona spectrums are very helpful for more inclusive and context-based design because they are based on the understanding that the context is the pattern, not the personality. However, their only drawback is that they have a very functional perspective on users that misses the relatability of a real person taken from within a spectrum.

    In developing an alternative to personas, we aim to transform the standard design process to be context-based. Similar to how we tried to do this before with people, contexts are generalizable and have patterns that we can identify. How do we find these patterns, then? How do we ensure truly context-based design?

    Understand real people in a variety of contexts

    Nothing can be more relatable and inspiring than reality. Therefore, we have to understand real individuals in their multi-faceted contexts, and use this understanding to fuel our design. Dynamic Selves is how we define it.

    Let’s take a look at how the approach looks based on an illustration of how one of us used it in a recent study that examined Italians ‘ habits around energy consumption. We drafted a design research plan aimed at investigating people’s attitudes toward energy consumption and sustainable behavior, with a focus on smart thermostats.

    1. Select the appropriate sample.

    When we argue against personas, we’re often challenged with quotes such as” Where are you going to find a single person that encapsulates all the information from one of these advanced personas]? ]” The simple answer is that you are not required to. Your insights need not be extensive and meaningful, as you don’t need to know much about everyone.

    In qualitative research, validity does not derive from quantity but from accurate sampling. You pick the people who best fit the “population” you’re designing for. If this sample is chosen wisely and you have a deep understanding of the sampled people, you can infer how the rest of the population thinks and acts. There’s no need to study seven Susans and five Yuriys, one of each will do.

    In the same way, you don’t need to comprehend Susan in fifteen different ways. Once you’ve seen her in a few different settings, you’ve come to understand how Susan responds to various circumstances. Not Susan as an atomic being but Susan in relation to the surrounding environment: how she might act, feel, and think in different situations.

    It becomes clear why each person should be portrayed as an individual because each already represents an abstraction of a larger group of people in similar circumstances because each person is representative of a portion of the total population you’re researching. You oppose abstractions of abstraction! These selected people need to be understood and shown in their full expression, remaining in their microcosmos—and if you want to identify patterns you can focus on identifying patterns in contexts.

    However, the question persists: how do you choose a representative sample? First of all, you must consider who the target market is for the product or service you are designing. It might be helpful to examine the company’s objectives and strategy, the current customer base, and/or a potential future target audience.

    In our example project, we were designing an application for those who own a smart thermostat. Everyone in their home could have a smart thermostat in the future. However, only early adopters currently own one. To build a significant sample, we needed to understand the reason why these early adopters became such. We then recruited by enticing people to explain why and how they obtained a smart thermostat. There were those who had made the decision to purchase it, those who had been influenced by others to do so, and those who had located it in their homes. So we selected representatives of these three situations, from different age groups and geographical locations, with an equal balance of tech savvy and non-tech savvy participants.

    2. Conduct your research

    After having chosen and recruited your sample, conduct your research using ethnographic methodologies. This will give you more examples and anecdotes to enrich your qualitative data. Given COVID-19 restrictions, we turned an internal ethnographic research project into home-based remote family interviews that were followed by diary research in our example project.

    To gain an in-depth understanding of attitudes and decision-making trade-offs, the research focus was not limited to the interviewee alone but deliberately included the whole family. Each interviewee would provide a story that would later become much more interesting and precise with the additions made by their spouses, partners, kids, or occasionally even pets. We also paid attention to the behaviors that came from having relationships with other important people ( such as coworkers or distant relatives ), as well as the relationships that came from those relationships. This wide research focus allowed us to shape a vivid mental image of dynamic situations with multiple actors.

    It’s crucial that the scope of the study remain broad enough to cover all potential actors. Therefore, it typically works best to define broad research areas with broad questions. Interviews are best set up in a semi-structured way, where follow-up questions will dive into topics mentioned spontaneously by the interviewee. The most insightful findings will be made with this open-minded “plan to be surprised.” One of our participants responded,” My wife has not installed the thermostat’s app; she uses WhatsApp instead,” when we asked how his family controlled the house temperature. If she wants to turn on the heater and she is not home, she will text me. I serve as her thermostat.

    3. Analysis: Create the Dynamic Selves

    You begin to represent each individual as a series of dynamic selves during the research analysis, each” Self” representing a particular context. A quote serves as the foundation of each Dynamic Self, which is supported by a photo and a few relevant demographics that serve as examples of the larger picture. The research findings themselves will show which demographics are relevant to show. The key demographics were family type, number and type of homes owned, economic status, and technological maturity in our case because our research focused on families and their way of life to understand their needs for thermal regulation. The individuals ‘ names and ages are optional, but they were included to facilitate the stakeholders ‘ transition from personas and allow them to connect multiple actions and contexts to the same person.

    To capture exact quotes, interviews need to be video-recorded and notes need to be taken verbatim as much as possible. This is crucial to ensuring that each participant’s various selves are truthful. Photos of the setting and anonymized actors are necessary to create realistic Selves in the case of real-life ethnographic research. Ideally, these photos should come directly from field research, but an evocative and representative image will work, too, as long as it’s realistic and depicts meaningful actions that you associate with your participants. One of our interviewees, for instance, shared a story of how he used to spend weekends with his family in his mountain home. We depicted him hiking with his young daughter as a result.

    At the end of the research analysis, we displayed all of the Selves ‘” cards” on a single canvas, categorized by activities. Each card featured a situation, which was indicated by a quote and a distinctive image. Each participant had several cards about themselves.

    4. Identify creative uses

    You’ll start to notice patterns when you’ve written down all of the key phrases from the interview transcripts and diaries as self-cards. These patterns will highlight the opportunity areas for new product creation, new functionalities, and new services—for new design.

    A particularly intriguing finding was made in our example project regarding the concept of humidity. We became aware of the importance of monitoring humidity for health and how a climate that is too dry or wet can cause respiratory problems or worsen already existing ones. This highlighted a big opportunity for our client to educate users on this concept and become a health advisor.

    Benefits of Dynamic Selves

    When you conduct your research using the Dynamic Selves method, you start to notice peculiar social relations, peculiar circumstances that people face and the consequences of their actions, and that people are surrounded by ever-changing environments. In our thermostat project, we have come to know one of the participants, Davide, as a boyfriend, dog-lover, and tech enthusiast.

    Davide is a person we might have once consigned to the persona of a “tech enthusiast.” However, there are also those who are wealthy or poor who are tech enthusiasts, whether they are single or have families. Their motivations and priorities when deciding to purchase a new thermostat can be opposite according to these different frames.

    Once you have fully grasped the underlying causes of Davide’s behavior and have understood them in detail, you can then generalize how he would act in a different circumstance. You can infer what he would think and do in the circumstances ( or scenarios ) you design for using your understanding of him.

    The Dynamic Selves approach aims to dismiss the conflicted dual purpose of personas—to summarize and empathize at the same time—by separating your research summary from the people you’re seeking to empathize with. This is crucial because scale affects how we feel about people and how difficult it is to feel empathy for others. We have the deepest compassion for people with whom we can relate.

    If you take a real person as inspiration for your design, you no longer need to create an artificial character. No more developing plot devices to “realize” the character, and no more need for additional bias. This is exactly how this person lives out. In fact, in our experience, personas quickly become nothing more than a name in our priority guides and prototype screens, as we all know that these characters don’t really exist.

    Another significant benefit of the Dynamic Selves approach is that it raises the stakes of your work: if you ruin your design, someone you and the team know and have met will suffer the consequences. It might prompt you to perform daily design checks and may prevent you from taking shortcuts.

    And finally, real people in their specific contexts are a better basis for anecdotal storytelling and therefore are more effective in persuasion. In order to obtain this result, documentation of real research is necessary. It reinforces your design arguments by adding more weight and urgency:” When I met Alessandra, the conditions of her workplace struck me. Noise, bad ergonomics, lack of light, you name it. I’m worried that her life will become more complicated if we choose to use this functionality.

    Conclusion

    In their article on Mindsets, Designit mentioned that “design thinking tools provide a shortcut to deal with reality’s complexities, but this process of simplification can occasionally flatten out people’s lives into a few general characteristics.” Unfortunately, personas have been culprits in a crime of oversimplification. They fail to account for the complex nature of our users ‘ decision-making processes and don’t take into account the fact that people are immersed in contexts.

    Design needs to be simplified, not necessarily generalized. You have to look at the research elements that stand out: the sentences that captured your attention, the images that struck you, the sounds that linger. Use those to characterize the person in all of their contexts, and portray them. People and insights are subject to a context, but they cannot be removed because it would detract from the context’s meaning.

    It’s high time for design to move away from fiction, and embrace reality—in its messy, surprising, and unquantifiable beauty—as our guide and inspiration.