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  • Design for Safety, An Excerpt

    Design for Safety, An Excerpt

    According to antiracist scholar Kim Crayton, “intention without plan is chaos.” We’ve discussed how our prejudices, beliefs, and carelessness toward marginalized and resilient parties lead to dangerous and irresponsible tech—but what, precisely, do we need to do to fix it? We need a strategy, not just the desire to make our software safer.

    This section will provide you with that plan of action. It covers how to incorporate safety principles into your design work in order to make tech that’s secure, how to persuade your stakeholders that this work is important, and how to respond to the critique that what we really need is more diversity. ( Spoiler: we do, but diversity alone is not the solution to fixing unethical, unsafe technology. )

    The procedure for equitable safety

    Your objectives when designing for protection are to:

    • determine way your product can be used for misuse,
    • style ways to prevent the maltreatment, and
    • offer assistance for harmed people to regain control and power.

    The Process for Inclusive Safety is a tool to help you reach those goals ( Fig 5.1 ). It’s a method I developed in 2018 to better understand the different methods I used to create products that were designed with safety in mind. Whether you are creating an entirely new product or adding to an existing element, the Process can help you produce your product secure and diverse. The Process includes five public areas of action:

    • conducting exploration
    • Creating tropes
    • pondering issues
    • Designing answers
    • Testing for security

    It is intended to be flexible, so teams might not want to utilize every stage in all circumstances. Use the parts that are related to your special function and environment, this is meant to be something you can put into your existing style process.

    And once you use it, if you have an idea for making it better or simply want to give perspective of how it helped your group, please get in touch with me. It’s a living document, which I hope engineers may use as a practical and useful tool throughout their day-to-day tasks.

    If you’re working on a product especially for a resilient team or survivors of some form of injury, such as an application for survivors of domestic violence, sexual abuse, or drug addiction, be sure to read Section 7, which covers that position directly and should be handled a bit different. The purpose of this design is to prioritize safety when creating a more general product with a broad user base ( which, as we already know from statistics, will include some groups who need to be protected from harm ). Chapter 7 is focused on products that are specifically for vulnerable groups and people who have experienced trauma.

    Step 1: Conduct research

    Design research should include a thorough analysis of how your technology might be used for abuse as well as specific insights into the experiences of those who have witnessed and perpetrated that kind of abuse. At this stage, you and your team will investigate issues of interpersonal harm and abuse, and explore any other safety, security, or inclusivity issues that might be a concern for your product or service, like data security, racist algorithms, and harassment.

    broad analysis

    Your project should begin with broad, general research into similar products and issues around safety and ethical concerns that have already been reported. For example, a team building a smart home device would do well to understand the multitude of ways that existing smart home devices have been used as tools of abuse. If you’re creating an AI product, be aware of the potential for racism and other issues that have been reported in other AI products. Nearly all types of technology have some kind of potential or actual harm that’s been reported on in the news or written about by academics. Google Scholar is a useful resource for locating these studies.

    Specific research: Survivors

    When possible and appropriate, include direct research ( surveys and interviews ) with people who are experts in the forms of harm you have uncovered. In order to have a better understanding of the subject and be better positioned to prevent retraumatize survivors, you should interview advocates working in the area of your research first. If you’ve uncovered possible domestic violence issues, for example, the experts you’ll want to speak with are survivors themselves, as well as workers at domestic violence hotlines, shelters, other related nonprofits, and lawyers.

    It is crucial to pay people for their knowledge and lived experiences, especially when interviewing survivors of any kind of trauma. Don’t ask survivors to share their trauma for free, as this is exploitative. While some survivors may not want to be paid, you should always make the offer in the initial ask. As an alternative to paying, you can donate to a group fighting against the violence the interviewee experienced. We’ll talk more about how to appropriately interview survivors in Chapter 6.

    Specific research: Abusers

    It’s unlikely that teams aiming to design for safety will be able to interview self-proclaimed abusers or people who have broken laws around things like hacking. Don’t make this a goal, rather, try to get at this angle in your general research. Describe the ways that abusers or bad actors use technology to harm others, how they use it to silence others, and how they justify or explain the abuse.

    Step 2: Create archetypes

    Use your research’s findings to create abuser and survivor archetypes once you’ve finished conducting your research. Archetypes are not personas, as they’re not based on real people that you interviewed and surveyed. Instead, they’re based on your research into likely safety issues, much like when we design for accessibility: we don’t need to have found a group of blind or low-vision users in our interview pool to create a design that’s inclusive of them. Instead, we base those designs on existing research and the requirements of this group. Personas typically represent real users and include many details, while archetypes are broader and can be more generalized.

    The abuser archetype is a person who views a product as a tool to cause harm ( Fig. 5.2 ). They may be trying to harm someone they don’t know through surveillance or anonymous harassment, or they may be trying to control, monitor, abuse, or torment someone they know personally.

    Someone who is being abused with the product is the survivor archetype. There are various situations to consider in terms of the archetype’s understanding of the abuse and how to put an end to it: Do they need proof of abuse they already suspect is happening, or are they unaware they’ve been targeted in the first place and need to be alerted ( Fig 5.3 )?

    You may want to make multiple survivor archetypes to capture a range of different experiences. They may be aware of the abuse being occurring but not be able to stop it, such as when a stalker keeps tracing their whereabouts or when an abuser locks them out of IoT devices ( Fig. 5.4). Include as many of these scenarios as you need to in your survivor archetype. These suggestions will be used later when creating solutions to assist your survivor archetypes in achieving their objectives of preventing and ending abuse.

    It may be useful for you to create persona-like artifacts for your archetypes, such as the three examples shown. Focus on their objectives rather than the demographic information we frequently see in personas. The goals of the abuser will be to carry out the specific abuse you’ve identified, while the goals of the survivor will be to prevent abuse, understand that abuse is happening, make ongoing abuse stop, or regain control over the technology that’s being used for abuse. Later, you’ll think about how to help the survivor’s goals and the abuser’s goals.

    And while the “abuser/survivor” model fits most cases, it doesn’t fit all, so modify it as you need to. For example, if you uncovered an issue with security, such as the ability for someone to hack into a home camera system and talk to children, the malicious hacker would get the abuser archetype and the child’s parents would get survivor archetype.

    Step 3: Remind yourself of your issues

    After creating archetypes, brainstorm novel abuse cases and safety issues. You’re trying to identify entirely new safety issues that are unique to your product or service by using the term” Novel” in terms of things you’ve not found in your research. The goal with this step is to exhaust every effort of identifying harms your product could cause. You aren’t worrying about how to prevent the harm yet—that comes in the next step.

    What other uses could your product be used for besides what you’ve already identified in your research? I recommend setting aside at least a few hours with your team for this process.

    Try conducting a Black Mirror brainstorming session if you want to start somewhere. This exercise is based on the show Black Mirror, which features stories about the dark possibilities of technology. Try to figure out how your product would be used in an episode of the show—the most wild, awful, out-of-control ways it could be used for harm. Participants typically have a lot of fun when I lead Black Mirror brainstorms ( which is great because having fun when designing for safety! ). I recommend time-boxing a Black Mirror brainstorm to half an hour, and then dialing it back and using the rest of the time thinking of more realistic forms of harm.

    You may still not feel confident that you have found every possible source of harm after identifying as many opportunities for abuse as possible. A healthy amount of anxiety is normal when you’re doing this kind of work. It’s common for teams designing for safety to worry,” Have we really identified every possible harm? What if something is missing, then? If you’ve spent at least four hours coming up with ways your product could be used for harm and have run out of ideas, go to the next step.

    It’s impossible to say for sure that you’ve done everything, but instead of striving for 100 % assurance, acknowledge that you’ve done everything, and pledge to prioritize safety going forward. Once your product is released, your users may identify new issues that you missed, aim to receive that feedback graciously and course-correct quickly.

    Step 4: Design solutions

    You should now be aware of the ways your product can be used for harm as well as survivor and abuser archetypes describing opposing user objectives. The next step is to identify ways to design against the identified abuser’s goals and to support the survivor’s goals. This is a good idea to include this one alongside other areas of your design process where you’re offering solutions to the various issues your research has identified.

    Some questions to ask yourself to help prevent harm and support your archetypes include:

    • Can you design your product in such a way that the identified harm cannot happen in the first place? What barriers can you place to stop the harm from occurring if not?
    • How can you make the victim aware that abuse is happening through your product?
    • How can you assist the victim in understanding what they need to do to stop the problem?
    • Can you identify any types of user activity that would indicate some form of harm or abuse? Could your product help the user access support?

    In some products, it’s possible to proactively detect harm is occurring. For example, a pregnancy app might be modified to allow the user to report that they were the victim of an assault, which could trigger an offer to receive resources for local and national organizations. Although this kind of proactiveness is not always possible, it’s worthwhile to spend a half hour talking about how your product could help the user receive help in a safe manner if any kind of user activity would indicate some form of harm or abuse.

    That said, use caution: you don’t want to do anything that could put a user in harm’s way if their devices are being monitored. If you do offer some kind of proactive help, always make it voluntary, and think through other safety issues, such as the need to keep the user in-app in case an abuser is checking their search history. In the next chapter, we’ll walk through a good illustration of this.

    Step 5: Test for safety

    The final step is to evaluate your prototypes from the perspective of your archetypes, who wants to harm the product and the victim of the harm who needs to regain control over the technology. Just like any other kind of product testing, at this point you’ll aim to rigorously test out your safety solutions so that you can identify gaps and correct them, validate that your designs will help keep your users safe, and feel more confident releasing your product into the world.

    Ideally, safety testing happens along with usability testing. If you work for a company that doesn’t conduct usability testing, you might be able to use safety testing to deftly perform both. A user who uses your design while trying to use it against someone else can also be encouraged to point out interactions or other design details that don’t make sense to them.

    You’ll want to conduct safety testing on either your final prototype or the actual product if it’s already been released. It’s okay to test an existing product that wasn’t created with safety goals in mind right away; “etrofitting” it for safety is a good thing to do.

    Remember that testing for safety involves testing from the perspective of both an abuser and a survivor, though it may not make sense for you to do both. Alternatively, if you made multiple survivor archetypes to capture multiple scenarios, you’ll want to test from the perspective of each one.

    You as the designer are most likely too closely connected to the product and its design by this point to be a valuable tester, you know the product too well, as with other forms of usability testing. Instead of doing it yourself, set up testing as you would with other usability testing: find someone who is not familiar with the product and its design, set the scene, give them a task, encourage them to think out loud, and observe how they attempt to complete it.

    Abuse testing

    The goal of this testing is to understand how easy it is for someone to weaponize your product for harm. Unlike with usability testing, you want to make it impossible, or at least difficult, for them to achieve their goal. Use your product in an effort to accomplish the objectives in the abuser archetype you created earlier.

    For example, for a fitness app with GPS-enabled location features, we can imagine that the abuser archetype would have the goal of figuring out where his ex-girlfriend now lives. You’d make every effort to track down another user’s location who has their privacy settings turned on with this in mind. You might try to see her running routes, view any available information on her profile, view anything available about her location ( which she has set to private ), and investigate the profiles of any other users somehow connected with her account, such as her followers.

    If by the end of this you’ve managed to uncover some of her location data, despite her having set her profile to private, you know now that your product enables stalking. Returning to step 4 and figuring out how to stop this from occurring is your next step. You may need to repeat the process of designing solutions and testing them more than once.

    Survivor testing

    Survivor testing involves identifying how to give information and power to the survivor. It might not always make sense based on the product or context. The survivor archetype’s goal of not being stalked is satisfied by preventing an attempt by an abuser archetype to stalk someone, so separate testing wouldn’t be required from the survivor’s point of view.

    However, there are cases where it makes sense. A survivor archetype’s goal would be to discover who or what causes the temperature change when they aren’t doing it themselves, for instance. You could test this by looking for the thermostat’s history log and checking for usernames, actions, and times, if you couldn’t find that information, you would have more work to do in step 4.

    Another goal might be regaining control of the thermostat once the survivor realizes the abuser is remotely changing its settings. Are there any instructions that explain how to remove a user and change the password, and are they simple to find? For your test, you would need to try to figure out how to do this. This might again reveal that more work is needed to make it clear to the user how they can regain control of the device or account.

    stress testing

    To make your product more inclusive and compassionate, consider adding stress testing. This concept comes from Design for Real Life by Eric Meyer and Sara Wachter-Boettcher. The authors noted that personas typically focus on happy people, but that happy people are frequently anxious, stressed out, unhappy, or even go through a bad day. These are called” stress cases”, and testing your products for users in stress-case situations can help you identify places where your design lacks compassion. More information about how to incorporate stress cases into your design can be found in Design for Real Life, as well as in many other effective methods for compassionate design.

  • Sustainable Web Design, An Excerpt

    Sustainable Web Design, An Excerpt

    Many wealthy runners had come to the conclusion that it was impossible to run a mile in less than four hours in the 1950s. Riders had been attempting it since the later 19th century and were beginning to draw the conclusion that the human body just wasn’t built for the job.

    However, on May 6, 1956, Roger Bannister caught people by shock. It was a cold, damp morning in Oxford, England—conditions no one expected to give themselves to record-setting—and but Bannister did really that, running a mile in 3: 59.4 and becoming the first people in the history books to run a mile in under four hours.

    The world then knew that the four-minute hour was possible thanks to this change in the standard. Bannister’s history lasted just forty-six days, when it was snatched aside by American sprinter John Landy. Therefore, in the same race, three athletes all managed to cross the four-minute challenge. Since therefore, over 1, 400 walkers have actually run a mile in under four days, the current document is 3: 43.13, held by Moroccan performer Hicham El Guerrouj.

    We accomplish a lot more when we think something is possible, and we only think it can be done when we see someone else doing it after all. As for man running speed, we also think there are the strictest requirements for how a website should do.

    Establishing requirements for a green website

    The key indicators of climate performance in most big sectors are pretty well established, such as power per square metre for homes and miles per gallon for cars. The tools and methods for calculating those measures are standardized as well, which keeps everyone on the same site when doing economic evaluations. However, we are not required to follow any specific environmental standards in the world of websites and apps, and we have only recently developed the tools and methods to do so.

    The main objective in green web layout is to reduce carbon emissions. However, it’s nearly impossible to accurately assess the amount of CO2 that a website merchandise produces. We can’t measure the pollutants coming out of the exhaust valves on our devices. Our sites produce far-away, invisible, and unremarkable pollutants when they leave fuel and gas-burning power plants. We have no way to track the particles from a website or app up to the power station where the light is being generated and really know the exact amount of house oil produced. What then do we do?

    If we can‘t measure the actual carbon emissions, then we need to get what we can estimate. The following are the main elements that could be used as measures of coal emissions:

    1. Transfer of data
    2. Electricity’s coal power

    Let’s take a look at how we can use these indicators to calculate the energy use, and in turn the carbon footprint, of the sites and web applications we create.

    Transfer of data

    Most researchers use kilowatt-hours per gigabyte (k Wh/GB ) as a metric of energy efficiency when measuring the amount of data transferred over the internet when a website or application is used. This serves as a reliable indicator of how much power is being consumed and how much coal is being released. As a rule of thumb, the more files transferred, the more electricity used in the data center, telecoms systems, and end users products.

    The page weight, or the page’s transfer size in kilobytes, can be most easily calculated for a single visit for web pages. It’s fairly easy to measure using the developer tools in any modern web browser. Frequently, the statistics for the total data transfer of any web application are included in your web hosting account ( Fig. 2.1 ).

    The nice thing about page weight as a metric is that it allows us to compare the efficiency of web pages on a level playing field without confusing the issue with constantly changing traffic volumes.

    A large scope is required to reduce page weight. By early 2020, the median page weight was 1.97 MB for setups the HTTP Archive classifies as “desktop” and 1.77 MB for “mobile”, with desktop increasing 36 percent since January 2016 and mobile page weights nearly doubling in the same period ( Fig 2.2 ). Image files account for roughly half of this data transfer, making them the single biggest contributor to carbon emissions on a typical website.

    History clearly shows us that our web pages can be smaller, if only we set our minds to it. While most technologies, including the underlying technology of the web like data centers and transmission networks, become more and more energy efficient, websites themselves become less effective as time goes on.

    You might be aware of the idea behind performance budgeting as a method for directing a project team to deliver faster user experiences. For example, we might specify that the website must load in a maximum of one second on a broadband connection and three seconds on a 3G connection. Performance budgets are upper limits rather than vague suggestions, much like speed limits while driving, so the goal should always be to come in within budget.

    Designing for fast performance does often lead to reduced data transfer and emissions, but it isn’t always the case. Page weight and transfer size are more objective and reliable benchmarks for sustainable web design, whereas web performance is frequently more about the subjective perception of load times than it is about the underlying system’s actual efficiency.

    We can set a page weight budget in reference to a benchmark of industry averages, using data from sources like HTTP Archive. We can also use competitor page weight to compare the new website to the old one. For example, we might set a maximum page weight budget as equal to our most efficient competitor, or we could set the benchmark lower to guarantee we are best in class.

    If we want to take it to the next level, we could start looking at how much more popular our web pages are when people visit them frequently. Although page weight for the first time someone visits is the easiest thing to measure, and easy to compare on a like-for-like basis, we can learn even more if we start looking at transfer size in other scenarios too. For instance, visitors who load the same page more frequently are likely to have a high percentage of the files cached in their browser, which means they don’t need to move all the files on subsequent visits. Likewise, a visitor who navigates to new pages on the same website will likely not need to load the full page each time, as some global assets from areas like the header and footer may already be cached in their browser. We can learn even more about how to optimize efficiency for users who regularly visit our pages by measuring transfer size at this next level of detail, which will also enable us to establish page weight budgets for situations that extend beyond the initial visit.

    Page weight budgets are easy to track throughout a design and development process. Although they don’t directly disclose carbon emissions and energy consumption data, they do provide a clear indicator of efficiency in comparison to other websites. And as transfer size is an effective analog for energy consumption, we can actually use it to estimate energy consumption too.

    In summary, less data transfer leads to more energy efficiency, a crucial component of reducing web product carbon emissions. The more efficient our products, the less electricity they use, and the less fossil fuels need to be burned to produce the electricity to power them. However, as we’ll see next, it’s important to take into account the source of that electricity because all web products require some.

    Electricity’s coal power

    Regardless of energy efficiency, the level of pollution caused by digital products depends on the carbon intensity of the energy being used to power them. The term” carbon intensity” (gCO2/k Wh ) is used to describe how much carbon dioxide is produced for each kilowatt-hour of electricity produced. This varies widely, with renewable energy sources and nuclear having an extremely low carbon intensity of less than 10 gCO2/k Wh ( even when factoring in their construction ), whereas fossil fuels have very high carbon intensity of approximately 200–400 gCO2/k Wh.

    The majority of electricity is produced by national or state grids, where energy from a variety of sources is combined with various levels of carbon intensity. The distributed nature of the internet means that a single user of a website or app might be using energy from multiple different grids simultaneously, a website user in Paris uses electricity from the French national grid to power their home internet and devices, but the website’s data center could be in Dallas, USA, pulling electricity from the Texas grid, while the telecoms networks use energy from everywhere between Dallas and Paris.

    Although we don’t have complete control over the energy supply of web services, we do have some control over where our projects are hosted. With a data center using a significant proportion of the energy of any website, locating the data center in an area with low carbon energy will tangibly reduce its carbon emissions. Danish startup Tomorrow reports and maps the user-provided data, and a look at their map demonstrates how, for instance, choosing a data center in France will have significantly lower carbon emissions than choosing a data center in the Netherlands ( Fig. 2.3 ).

    Having said that, we don’t want to locate our servers too far away from our users; however, it takes energy to transmit data through the telecom’s networks, and the more energy is used, the further the data travels. Just like food miles, we can think of the distance from the data center to the website’s core user base as “megabyte miles” —and we want it to be as small as possible.

    We can use website analytics to determine the country, state, or even city where our core user group is located and measure the distance from that location to the data center used by our hosting company by using the distance itself as a benchmark. This will be a somewhat fuzzy metric as we don’t know the precise center of mass of our users or the exact location of a data center, but we can at least get a rough idea.

    For instance, if a website is hosted in London but the main audience is on the United States ‘ West Coast, we could look up the travel distance between London and San Francisco, which is 5,300 miles. That’s a long way! We can see how hosting it somewhere in North America, ideally on the West Coast, would significantly lessen the distance and the amount of energy required to transmit the data. In addition, locating our servers closer to our visitors helps reduce latency and delivers better user experience, so it’s a win-win.

    Reverting it to carbon emissions

    If we combine carbon intensity with a calculation for energy consumption, we can calculate the carbon emissions of our websites and apps. The method my team developed converts the data transferred over wire when loading a website into a CO2 figure ( Fig. 2.4), calculating the associated electricity, and then converting that data into a figure ( Fig. 2.4). It also factors in whether or not the web hosting is powered by renewable energy.

    The Energy and Emissions Worksheet that comes with this book teaches you how to take it to the next level and tailor the data more accurately to the individual aspects of your project.

    With the ability to calculate carbon emissions for our projects, we could actually expand our page weight budget and establish carbon budgets as well. CO2 is not a metric commonly used in web projects, we’re more familiar with kilobytes and megabytes, and can fairly easily look at design options and files to assess how big they are. Although translating that into carbon adds a layer of abstraction that isn’t as intuitive, carbon budgets do focus our minds on the main thing we’re trying to reduce, which supports the main goal of sustainable web design: reducing carbon emissions.

    Browser Energy

    Transfer of data might be the simplest and most complete analog for energy consumption in our digital projects, but by giving us one number to represent the energy used in the data center, the telecoms networks, and the end user’s devices, it can’t offer us insights into the efficiency in any specific part of the system.

    One part of the system we can look at in more detail is the energy used by end users ‘ devices. The computational burden is increasingly shifting from the data center to the users ‘ devices, whether they are phones, tablets, laptops, desktops, or even smart TVs, as front-end web technologies advance. Modern web browsers allow us to implement more complex styling and animation on the fly using CSS and JavaScript. Additionally, JavaScript libraries like Angular and React make it possible to create applications where the” thinking” process is performed partially or completely in the browser.

    All of these advances are exciting and open up new possibilities for what the web can do to serve society and create positive experiences. However, more computation in a web browser requires more energy to be used by the user’s devices. This has implications not just environmentally, but also for user experience and inclusivity. Applications that put a lot of processing power on a user’s device unintentionally make them use older, slower devices and make their phones and laptops ‘ batteries discharge more quickly. Furthermore, if we build web applications that require the user to have up-to-date, powerful devices, people throw away old devices much more frequently. The poorest members of society are also under disproportionate financial burdens due to this, which is not just bad for the environment.

    In part because the tools are limited, and partly because there are so many different models of devices, it’s difficult to measure website energy consumption on end users ‘ devices. The Energy Impact monitor inside the developer console of the Safari browser is one of the tools we currently have ( Fig. 2.5 ).

    You know what happens when your computer’s cooling fans start spinning so frantically that you suspect it might take off when you load a website? That’s essentially what this tool is measuring.

    It uses these figures to create an energy impact rating based on the percentage of CPU used and how long it took the web page to load. It doesn’t give us precise data for the amount of electricity used in kilowatts, but the information it does provide can be used to benchmark how efficiently your websites use energy and set targets for improvement.

  • Designers, (Re)define Success First

    Designers, (Re)define Success First

    I introduced the concept of normal social style about two and a half years earlier. It was born out of my disappointment with the many obstacles to achieving style that’s accessible and equal, protects people’s protection, firm, and target, benefits society, and restores nature. I argued that we must overcome the difficulties that prevent us from acting morally and that we must functionally integrate design ethics into our daily routine, procedures, and tools to raise it to a more realistic level.

    However, we’re still very far from this perfect.

    At the time, I didn’t realize yet how to functionally incorporate morality. Yes, I did discover some tools in other jobs that had worked well for me, such as using checklists, premise monitoring, and “dark truth” sessions. I was still struggling for time and support, and at best I had only partially achieved a higher ( moral ) quality of design—which is far from my definition of structurally integrated.

    I made the decision to investigate deeper the causes of organization that prevent us from practicing regular social style. Today, after much research and experimentation, I believe that I’ve found the code that will let us functionally combine ethics. And it’s amazingly easy! However, we must second move out to understand what we’re going through.

    Control the system

    Unfortunately, we’re confined to a capitalist system that encourages consumerism and inequality and is obsessed with the irrationality of infinite expansion. Sea levels, temperature, and our demand for energy continue to rise unquestioned, while the divide between rich and poor continues to increase. Owners expect ever-higher returns on their investments, and firms feel forced to set short-term goals that reflect this. Over the past few years, those goals have transformed our well-meaning human-centered attitude into a potent tool that encourages ever-higher levels of consumption. When we’re working for an organization that pursues “double-digit growth” or “aggressive sales targets” ( which is 99 percent of us ), that’s very hard to resist while remaining human friendly. We’re a part of the problem, even with our best intentions, and we’re doing it despite our best efforts to declare that we provide solutions for people.

    What can we do to alter this?

    We may start by acting on the appropriate level of the system. A program thinker named Donna H. Meadows after outlined ways to influence a system in terms of effectiveness. When you apply these to style, you get:

      You can change things like usability results or the number of layout criticism at the lowest level of effectiveness. But none of that may change the direction of a business.
    • Similarly, affecting buffers ( such as team budgets ), stocks ( such as the number of designers ), flows ( such as the number of new hires ), and delays ( such as the time that it takes to hear about the effect of design ) won’t significantly affect a company.
    • Instead of focusing on feedback loops like control power, employee reputation, or design-system investments, a company can become more effective at achieving its goals. But that doesn’t alter the goals themselves, which means that the business may also work against your ethical-design ideals.
    • Most ethical-design efforts’ current focus is on the exchange of honest techniques, toolkits, articles, conferences, workshops, and other topics. This is also where moral style has remained largely theoretical. We’ve been focusing on the wrong level of the system all this day.
    • Get rules, for instance; they consistently surpass information. There can be commonly accepted guidelines, such as how fund works, or a sprint group’s concept of done. However, illegal laws intended to maintain income, frequently revealed through comments like” the customer didn’t ask for it” or “don’t make it too big” can smother social style.
    • Changing the rules without holding formal power is extremely difficult. That’s why the next stage is thus important: self-organization. Research, bottom-up initiatives, love projects, self-steering teams, and other such self-organization techniques all contribute to a company’s resilience and creativity. It’s precisely this diversity of viewpoints that’s needed to functionally address major structural issues like materialism, money injustice, and climate change.
    • But goals and metrics are even more powerful than self-organization. Our businesses want to make more money, which means that everything and everyone in the business does their best to… make the company more income. And when I realized that income is nothing more than a measurement, I understood how important a very particular, defined measurement may be toward pushing a company in a specific direction.

    What is the conclusion? If we truly want to incorporate ethics into our daily design practice, we must first change the measurable objectives of the company we work for, from the bottom up.

    Redefine success

    Traditionally, we consider a product or service successful if it’s desirable to humans, technologically feasible, and financially viable. You tend to see these represented as equals, if you type the three words in a search engine, you’ll find diagrams of three equally sized, evenly arranged circles.

    However, we all know that the three dimensions are not equally important: viability is ultimately what determines whether a product will become operational. So a more realistic representation might look like this:

    Viability is the aim, while feasibility and desire are the means. Companies—outside of nonprofits and charities—exist to make money.

    A genuinely purpose-driven company would try to reverse this dynamic: it would recognize finance for what it was intended for: a means. Therefore, both feasibility and viability are important factors in the company’s efforts to accomplish what they stated. It makes intuitive sense: to achieve most anything, you need resources, people, and money. Fun fact: the Italian language does not distinguish between viability and feasibility; both are merely fattibilità.

    But simply swapping viable for desirable isn’t enough to achieve an ethical outcome. Desirability is still linked to consumerism because the associated activities aim to identify what people want—whether it’s good for them or not. When deciding whether a product is safe for people, such as user satisfaction or conversion, durability goals are unimportant. They don’t prevent us from creating products that distract or manipulate people or stop us from contributing to society’s wealth inequality. They are ineffective for maintaining a healthy relationship with nature.

    There’s a fourth dimension of success that’s missing: our designs also need to be ethical in the effect that they have on the world.

    This is hardly a new idea. There are many variations of these models, some calling the fourth dimension accountability, integrity, or responsibility. What I’ve never seen before, however, is the necessary step that comes after: to influence the system as designers and to make ethical design more practical, we must create objectives for ethical design that are achievable and inspirational. There is no one way to accomplish this because it greatly depends on your country’s culture, values, and industry. But I’ll give you the version that I developed with a group of colleagues at a design agency. Consider it a template to get started.

    pursue equity, sustainability, and well-being

    We created objectives that address design’s effect on three levels: individual, societal, and global.

    An objective on a personal level teaches us that success transcends the typical area of user experience and satisfaction, taking into account factors like how much time and effort are required of users. We pursued well-being:

    We create products and services that allow for people’s health and happiness. Our solutions are non-misleading, transparent, non-addictive, and non-misleading. We respect our users ‘ time, attention, and privacy, and help them make healthy and respectful choices.

    We must consider our impact beyond the user, expanding our focus to the economy, communities, and other indirect stakeholders, as a result of having an objective on the societal level. We called this objective equity:

    We create products and services that have a positive social impact. We think of racial justice, inclusiveness and diversity of people as teams, users, and customer segments as indicators of economic equality. We listen to local culture, communities, and those we affect.

    Finally, the global goal of maintaining harmony with humanity’s only home is the one we have. Referring to it simply as sustainability, our definition was:

    We create products and services that reward sufficiency and reusability. Our products are repurposed, given, and given priority to making sustainable choices in order to support the circular economy. We deliver functionality instead of ownership, and we limit energy use.

    In essence, ethical design ( to us ) meant achieving the wellbeing of each user and an equitable value distribution within society through a design that can sustain our living planet. When we introduced these objectives in the company, for many colleagues, design ethics and responsible design suddenly became tangible and achievable through practical—and even familiar—actions.

    Measure impact

    However, defining these goals is still insufficient. What truly caught the attention of senior management was the fact that we created a way to measure every design project’s well-being, equity, and sustainability.

    This overview includes some examples of metrics you can use to measure your progress toward equity, well-being, and sustainability:

    There’s a lot of power in measurement. As the saying goes, what gets measured gets done. Donella Meadows once provided this illustration:

    ” If the desired system state is national security, and that is defined as the amount of money spent on the military, the system will produce military spending. It may or may not lead to national security.

    This phenomenon explains why desirability is a poor indicator of success: it’s typically defined as the increase in customer satisfaction, session length, frequency of use, conversion rate, churn rate, download rate, and so on. But none of these metrics increase the health of people, communities, or ecosystems. What if we instead used ( reduced ) screen time or software energy consumption to measure success?

    There’s another important message here. Even if we set an objective to create a calm interface, we might end up with a screen that makes you anxious if we were to pick the wrong metric for calmness, such as the number of interface elements. Choosing the wrong metric can completely undo good intentions.

    Additionally, choosing the right metric is enormously helpful in focusing the design team. Once you complete the task of selecting metrics for our goals, you are forced to consider what success looks like in terms of words and how you can demonstrate that you’ve accomplished your ethical goals. It also forces you to consider what we as designers have control over: what can I include in my design or change in my process that will lead to the right type of success? The response to this query is very concise and focused.

    And finally, it’s good to remember that traditional businesses run on measurements, and managers love to spend much time discussing charts ( ideally hockey-stick shaped ) —especially if they concern profit, the one-above-all of metrics. For good or ill, to improve the system, to have a serious discussion about ethical design with managers, we’ll need to speak that business language.

    Practice daily ethical design

    Once you’ve defined your objectives and you have a reasonable idea of the potential metrics for your design project, only then do you have a chance to structurally practice ethical design. It” simply” turns into a matter of using your imagination and sprinkling from the knowledge and tools that are already at your disposal.

    I think this is quite exciting! It opens a whole new set of challenges and considerations for the design process. Would a simple illustration suffice, or should you go with that energizing video? Which typeface is the most calm and inclusive? What brand-new equipment and techniques do you employ? When is the website’s end of life? How can you provide the same service while requiring less attention from users? How can you ensure that those who are affected by decisions are present when they are made? How can you measure our effects?

    What doing good design means will be completely altered by the new definition of success.

    There is, however, a final piece of the puzzle that’s missing: convincing your client, product owner, or manager to be mindful of well-being, equity, and sustainability. For this, it’s essential to engage stakeholders in a dedicated kickoff session.

    Start it off or return to the pre-existing

    The kickoff is the most important meeting that can be so easy to forget to include. There are two main stages to it: 1 ) the alignment of expectations and 2 ) the success definition.

    In the first phase, the entire ( design ) team goes over the project brief and meets with all the relevant stakeholders. Everyone gets to know one another and express their expectations on the outcome and their contributions to achieving it. Possumptions are raised and discussed. The aim is to get on the same level of understanding and to in turn avoid preventable miscommunications and surprises later in the project.

    For instance, we conducted an online kickoff with the client, a subject-matter expert, and two other designers for a recent freelance project that aimed to design a digital platform that facilitates US student advisors ‘ documentation and communication. We used a combination of canvases on Miro: one with questions from” Manual of Me” ( to get to know each other ), a Team Canvas ( to express expectations ), and a version of the Project Canvas to align on scope, timeline, and other practical matters.

    The above is the traditional purpose of a kickoff. However, agreeing on the project’s success means having respect for its desirability, viability, feasibility, and ethics is just as crucial as expressing expectations. What are the objectives in each dimension?

    It is crucial to reach an understanding of what success means at this early stage because you can rely on it for the duration of the project. If, for example, the design team wants to build an inclusive app for a diverse user group, they can raise diversity as a specific success criterion during the kickoff. If the client agrees, the team can refer back to that promise throughout the project. As we agreed in our first meeting, having a diverse user group that includes A and B is essential to creating a successful product. So we do activity X and follow research process Y”. Compare those odds to a situation where the team had to ask for permission halfway through the project and didn’t agree to that beforehand. The client might argue that that came on top of the agreed scope—and she’d be right.

    In the case of this freelance project, to define success I prepared a round canvas that I call the Wheel of Success. A set of outer rings is used to measure the objectives, as well as an inner ring that is intended to capture ideas for those objectives. The rings are divided into five dimensions of successful design: healthy, equitable, sustainable, desirable, feasible, and viable.

    We explored each dimension and recorded ideas on digital sticky notes. Then we discussed our ideas and verbally agreed on the most important ones. For example, our client agreed that sustainability and progressive enhancement are important success criteria for the platform. Additionally, the subject-matter expert stressed the value of involving students from underprivileged and low-income groups in the design process.

    After the kickoff, we summarized our ideas and shared understanding in a project brief that captured these aspects:

      the project’s history and purpose: What is the purpose of this project?
    • the problem definition: what do we want to solve?
    • the concrete goals and metrics for each success dimension: what do we want to achieve?
    • the objectives, procedures, and role descriptions: how will we accomplish them?

    With such a brief in place, you can use the agreed-upon objectives and concrete metrics as a checklist of success, and your design team will be ready to pursue the right objective—using the tools, methods, and metrics at their disposal to achieve ethical outcomes.

    Conclusion

    How do I get started with ethical design, many of my coworkers have questioned me over the past year? My answer has always been the same: organize a session with your stakeholders to ( re ) define success. Even though you might not always be 100 percent successful in agreeing on goals that cover all responsibility objectives, that beats the alternative ( the status quo ) every time. There is no skipping this step if you want to be an ethical, responsible designer.

    To be even more specific: if you consider yourself a strategic designer, your challenge is to define ethical objectives, set the right metrics, and conduct those kick-off sessions. If you think of yourself as a system designer, you need to first understand how your industry influences consumerism and inequality, how finance drives business, and how to think creatively about how to best influence the system. Then redefine success to create the space to exercise those levers.

    And for those who consider themselves service designers or UX designers or UI designers: if you truly want to have a positive, meaningful impact, stay away from the toolkits and meetups and conferences for a while. Gather your coworkers and set design goals for well-being, equity, and sustainability. Engage your stakeholders in a workshop and challenge them to think of ways to achieve and measure those ethical goals. Take their ideas, make them clear and tangible, ask for their consent, and hold them to it.

    Otherwise, I’m genuinely sorry to say, you’re wasting your precious time and creative energy.

    Of course, engaging your stakeholders in this way can be uncomfortable. Many of my coworkers had questions to ask, such as” Will they take this seriously”?,” Will they take it seriously?” and “Can’t we just do it within the design team instead”? In fact, a product manager once asked me why ethics couldn’t just be a structured part of the design process—to just do it without spending the effort to define ethical objectives. It seems like a good idea, no? We wouldn’t have to have difficult discussions with stakeholders about what values or which key-performance indicators to pursue. It would let us focus on what we like and do best: designing.

    However, as systems theory suggests, that’s not enough. For those of us who aren’t from marginalized groups and have the privilege to be able to speak up and be heard, that uncomfortable space is exactly where we need to be if we truly want to make a difference. We can’t allow ourselves to be disconnected from the real world and enjoy our preferred working-from-home lifestyle while remaining trapped in the design-for-design bubble. For those of us who have the possibility to speak up and be heard: if we solely keep talking about ethical design and it remains at the level of articles and toolkits—we’re not designing ethically. It’s just theory. By challenging them to redefine success in business, we must actively engage with our coworkers and clients.

    With a bit of courage, determination, and focus, we can break out of this cage that finance and business-as-usual have built around us and become facilitators of a new type of business that can see beyond financial value. We simply need to come to terms with the right goals at the start of each design project, identify the appropriate metrics, and acknowledge that we already have everything we need to get started. That’s what it means to do daily ethical design.

    For their inspiration and support over the years, I would like to thank Emanuela Cozzi Schettini, José Gallegos, Annegret Bönemann, Ian Dorr, Vera Rademaker, Virginia Rispoli, Cecilia Scolaro, Rouzbeh Amini, and many others.

  • Breaking Out of the Box

    Breaking Out of the Box

    CSS is all about styling containers. In fact, the whole website is made of containers, from the website viewport to components on a webpage. However, every now and then a new element emerges that prompts us to reevaluate our style philosophy.

    Square features, for instance, make it fun to play with round picture areas. Mobile display holes and electronic keyboards offer issues to best manage content that stays clear of them. Additionally, dual-screen or portable devices force us to consider how to make the most of the available room in various device configurations.

    These latest changes to the online platform have made it both more difficult and fascinating to create products. They’re wonderful opportunities for us to break out of our rectangular boxes.

    I’d like to talk about a new feature similar to the above: the Window Controls Overlay for Progressive Web Apps ( PWAs ).

    Liberal Web Apps are bridging the gap between websites and apps. They combine the best of both worlds. On the one hand, they are flexible, linkable, and stable, just like websites. On the other hand, they provide more effective features, work online, and read documents just like local apps.

    As a style area, PWAs are really exciting because they challenge us to think about what mixing online and device-native user interface can get. We have more than 40 years of experience telling us what software may look like on desktop products in particular, and it can be challenging to get out of this psychological design.

    At the end of the day though, PWAs on desktop are constrained to the window they appear in: a rectangle with a title bar at the top.

    What a typical desktop PWA app looks like:

    Sure, as the author of a PWA, you get to choose the color of the title bar (using the Web Application Manifest theme_color property ), but that’s about it.

    What if we could look beyond this box and reclaim the entire window of the app? Doing so would give us a chance to make our apps more beautiful and feel more integrated in the operating system.

    The Window Controls Overlay offers exactly this. This new PWA functionality makes it possible to take advantage of the full surface area of the app, including where the title bar normally appears.

    About the title bar and window controls

    Let’s get started with an explanation of what the window and title controls are.

    The title bar is the area displayed at the top of an app window, which usually contains the app’s name. The buttons or buttons that are displayed at the top of an app’s window are the ones that allow it to minimize, maximize, or close its window.

    Window Controls Overlay removes the physical constraint of the title bar and window controls areas. It frees up the entire app window’s height, allowing the overlay of the title bar and window control buttons on top of the application’s web content.

    If you are reading this article on a desktop computer, take a quick look at other apps. Chances are they’re already doing something similar to this. In fact, the web browser you are using uses the top area to display tabs.

    Spotify displays album artwork to the top of the application window at the very top.

    Microsoft Word uses the available title bar space to display the auto-save and search functionalities, and more.

    The whole point of this feature is to allow you to make use of this space with your own content while providing a way to account for the window control buttons. And it makes it possible to offer this modified experience across a variety of platforms without having a negative impact on browsers or other devices that don’t support Window Controls Overlay. After all, PWAs are all about progressive enhancement, so this feature is a chance to enhance your app to use this extra space when it’s available.

    Let’s use the feature.

    For the rest of this article, we’ll be working on a demo app to learn more about using the feature.

    The demo app is called 1DIV. Users can create designs using only CSS and a single HTML element in this straightforward CSS playground.

    The app has two pages. The first lists the CSS designs you’ve already created:

    The second page enables you to create and edit CSS designs:

    We can install the app as a PWA on desktop because I added a straightforward web manifest and service worker. Here is what it looks like on macOS:

    And on Windows:

    Our app is looking good, but the white title bar in the first page is wasted space. It would be really nice if the design area reached the top of the app window on the second page.

    Let’s use the Window Controls Overlay feature to improve this.

    Enabling Window Controls Overlay

    The feature is still experimental at the moment. To try it, you need to enable it in one of the supported browsers.

    It has currently been incorporated into Chromium as a result of a collaboration between Microsoft and Google. We can therefore use it in Chrome or Edge by going to the internal about: //flags page, and enabling the Desktop PWA Window Controls Overlay flag.

    Using the overlay of window controls

    To use the feature, we need to add the following display_override member to our web app’s manifest file:

    { "name": "1DIV", "description": "1DIV is a mini CSS playground", "lang": "en-US", "start_url": "/", "theme_color": "#ffffff", "background_color": "#ffffff", "display_override": [ "window-controls-overlay" ], "icons": [ ... ]}

    On the surface, the feature is really simple to use. The only thing we need to change is this manifest change, which will make the title bar disappear and convert the window controls into an overlay.

    However, to provide a great experience for all users regardless of what device or browser they use, and to make the most of the title bar area in our design, we’ll need a bit of CSS and JavaScript code.

    Here is how the app currently looks:

    Our logo, search field, and NEW button are now partially covered by the window controls, but the title bar has been removed, which is what we wanted.

    It’s similar on Windows, with the difference that the close, maximize, and minimize buttons appear on the right side, grouped together with the PWA control buttons:

    Screenshot of the Windows operating system’s Window Controls Overlay-enabled 1DIV app thumbnail display. The separate top bar area is gone, but the window controls are now blocking some of the app’s content.

    Using CSS to keep clear of the window controls

    New CSS environment variables have also been added to the feature:

    • titlebar-area-x
    • titlebar-area-y
    • titlebar-area-width
    • titlebar-area-height

    You use these variables with the CSS env ( ) function to position your content where the title bar would have been while ensuring it won’t overlap with the window controls. Our header, which includes the logo, search bar, and NEW button, will be placed using two of the variables in our case.

    header { position: absolute; left: env(titlebar-area-x, 0); width: env(titlebar-area-width, 100%); height: var(--toolbar-height);}

    The titlebar-area-x variable gives us the distance from the left of the viewport to where the title bar would appear, and titlebar-area-width is its width. (Remember, this is not equivalent to the width of the entire viewport, just the title bar portion, which as noted earlier, doesn’t include the window controls.)

    By doing this, we make sure our content remains fully visible. We’re also defining fallback values (the second parameter in the env() function) for when the variables are not defined (such as on non-supporting browsers, or when the Windows Control Overlay feature is disabled).

    Now our header adapts to its surroundings, and it doesn’t feel like the window control buttons have been added as an afterthought. The app appears much more like a native app.

    Changing the window controls background color so it blends in

    Now let’s take a closer look at our second page: the CSS playground editor.

    Not very good. Our CSS demo area does go all the way to the top, which is what we wanted, but the way the window controls appear as white rectangles on top of it is quite jarring.

    We can fix this by changing the app’s theme color. There are a few ways to define it:

      PWAs can define a theme color in the web app manifest file using the theme_color manifest member. The OS then uses this color in a variety of ways. On desktop platforms, it is used to provide a background color to the title bar and window controls.
    • Websites can use the theme-color meta tag as well. It’s used by browsers to customize the color of the UI around the web page. For PWAs, this color can override the manifest theme_color.

    In our case, we can set the manifest theme_color to white to provide the right default color for our app. The OS will read this color value when the app is installed and use it to make the window controls background color white. This color works great for our main page with the list of demos.

    The theme-color meta tag can be changed at runtime, using JavaScript. So we can do that to override the white with the right demo background color when one is opened.

    What will we do with this function:

    function themeWindow(bgColor) { document.querySelector("meta[name=theme-color]").setAttribute('content', bgColor);}

    With this in place, we can imagine how using color and CSS transitions can produce a smooth change from the list page to the demo page, and enable the window control buttons to blend in with the rest of the app’s interface.

    Dragging the window

    Now, getting rid of the title bar entirely does have an important accessibility consequence: it’s much more difficult to move the application window around.

    Users can use the Window Controls Overlay feature to move the window, but this area becomes limited to where the control buttons are, and they must very precisely aim between these buttons to move the window. However, the title bar offers a sizable area for users to click and drag.

    Fortunately, this can be fixed using CSS with the app-region property. This property is, for now, only supported in Chromium-based browsers and needs the -webkit- vendor prefix. 

    We can use the following to animate any aspect of the app so that the window can drag it toward any point:

    -webkit-app-region: drag;

    It is also possible to explicitly make an element non-draggable:

    -webkit-app-region: no-drag; 

    These choices might be beneficial to us. We can make the entire header a dragging target, but make the search field and NEW button within it non-draggable so they can still be used as normal.

    However, because the editor page doesn’t display the header, users wouldn’t be able to drag the window while editing code. So let’s take a different strategy. We’ll create another element before our header, also absolutely positioned, and dedicated to dragging the window.

    ...
    .drag { position: absolute; top: 0; width: 100%; height: env(titlebar-area-height, 0); -webkit-app-region: drag;}

    With the above code, we’re making the draggable area span the entire viewport width, and using the titlebar-area-height variable to make it as tall as what the title bar would have been. This way, our draggable area is aligned with the window control buttons as shown below.

    And, now, to make sure our search field and button remain usable:

    header .search,header .new { -webkit-app-region: no-drag;}

    Users can click and drag where the title bar used to be using the above code. It is an area that users expect to be able to use to move windows on desktop, and we’re not breaking this expectation, which is good.

    Adapting to window resize

    It may be useful for an app to know both whether the window controls overlay is visible and when its size changes. In our situation, there won’t be enough room for the search field, logo, and button to fit because the user made the window very narrow. We would need to lower them a little.

    The Window Controls Overlay feature comes with a JavaScript API we can use to do this: navigator.windowControlsOverlay.

    The API offers three intriguing features:

    • navigator.windowControlsOverlay.visiblelets us know whether the overlay is visible.
    • navigator.windowControlsOverlay.getBoundingClientRect()lets us know the position and size of the title bar area.
    • navigator.windowControlsOverlay.ongeometrychangelets us know when something changes in size or visibility.

    Let’s use this to be aware of the size of the title bar area and move the header down if it’s too narrow.

    if (navigator.windowControlsOverlay) { navigator.windowControlsOverlay.addEventListener('geometrychange', () => { const { width } = navigator.windowControlsOverlay.getBoundingClientRect(); document.body.classList.toggle('narrow', width < 250); });}

    In the example above, we set the narrow class on the body of the app if the title bar area is narrower than 250px. We could do something similar with a media query, but using the windowControlsOverlay API has two advantages for our use case:

    • It’s only fired when the feature is supported and used, we don’t want to adapt the design otherwise.
    • We can see the title bar area across different operating systems, which is great because the window controls ‘ size is different on Mac and Windows. Using a media query wouldn’t make it possible for us to know exactly how much space remains.
    .narrow header { top: env(titlebar-area-height, 0); left: 0; width: 100%;}

    When the window is too small, we can use the above CSS code to move our header down and move the thumbnails down in accordance with this.

    Thirty pixels of exciting design opportunities


    Our straightforward demo app was transformed into something that felt much more connected to desktop devices by using the Window Controls Overlay feature. Something that reaches out of the usual window constraints and provides a custom experience for its users.

    In reality, this feature only gives us about 30 more pixels of room, and it presents challenges for using the window controls. And yet, this extra room and those challenges can be turned into exciting design opportunities.

    More devices of all shapes and forms get invented all the time, and the web keeps on evolving to adapt to them. New features are added to the web platform to make it easier for web authors to integrate more and more fully with those devices. From watches or foldable devices to desktop computers, we need to evolve our design approach for the web. Nowadays, web building enables us to think outside the rectangular box.

    So let’s embrace this. Let’s use the standard technologies already at our disposal, and experiment with new ideas to provide tailored experiences for all devices, all from a single codebase!


    You can open issues on the spec’s repository if you get the chance to try the Window Controls Overlay feature and have feedback on it. It’s still early in the development of this feature, and you can help make it even better. Or you can look at this demo app and its source code, the feature’s existing documentation, or the feature’s existing documentation.

  • How to Sell UX Research with Two Simple Questions

    How to Sell UX Research with Two Simple Questions

    Do you find yourself designing screens with only a vague idea of how the things on the screen relate to the things elsewhere in the system? Do you leave stakeholder meetings with unclear directives that often seem to contradict previous conversations? You know a better understanding of user needs would help the team get clear on what you are actually trying to accomplish, but time and budget for research is tight. When it comes to asking for more direct contact with your users, you might feel like poor Oliver Twist, timidly asking, “Please, sir, I want some more.” 

    Here’s the trick. You need to get stakeholders themselves to identify high-risk assumptions and hidden complexity, so that they become just as motivated as you to get answers from users. Basically, you need to make them think it’s their idea. 

    In this article, I’ll show you how to collaboratively expose misalignment and gaps in the team’s shared understanding by bringing the team together around two simple questions:

    1. What are the objects?
    2. What are the relationships between those objects?

    A gauntlet between research and screen design

    These two questions align to the first two steps of the ORCA process, which might become your new best friend when it comes to reducing guesswork. Wait, what’s ORCA?! Glad you asked.

    ORCA stands for Objects, Relationships, CTAs, and Attributes, and it outlines a process for creating solid object-oriented user experiences. Object-oriented UX is my design philosophy. ORCA is an iterative methodology for synthesizing user research into an elegant structural foundation to support screen and interaction design. OOUX and ORCA have made my work as a UX designer more collaborative, effective, efficient, fun, strategic, and meaningful.

    The ORCA process has four iterative rounds and a whopping fifteen steps. In each round we get more clarity on our Os, Rs, Cs, and As.

    I sometimes say that ORCA is a “garbage in, garbage out” process. To ensure that the testable prototype produced in the final round actually tests well, the process needs to be fed by good research. But if you don’t have a ton of research, the beginning of the ORCA process serves another purpose: it helps you sell the need for research.

    In other words, the ORCA process serves as a gauntlet between research and design. With good research, you can gracefully ride the killer whale from research into design. But without good research, the process effectively spits you back into research and with a cache of specific open questions.

    Getting in the same curiosity-boat

    What gets us into trouble is not what we don’t know. It’s what we know for sure that just ain’t so.

    Mark Twain

    The first two steps of the ORCA process—Object Discovery and Relationship Discovery—shine a spotlight on the dark, dusty corners of your team’s misalignments and any inherent complexity that’s been swept under the rug. It begins to expose what this classic comic so beautifully illustrates:

    This is one reason why so many UX designers are frustrated in their job and why many projects fail. And this is also why we often can’t sell research: every decision-maker is confident in their own mental picture. 

    Once we expose hidden fuzzy patches in each picture and the differences between them all, the case for user research makes itself.

    But how we do this is important. However much we might want to, we can’t just tell everyone, “YOU ARE WRONG!” Instead, we need to facilitate and guide our team members to self-identify holes in their picture. When stakeholders take ownership of assumptions and gaps in understanding, BAM! Suddenly, UX research is not such a hard sell, and everyone is aboard the same curiosity-boat.

    Say your users are doctors. And you have no idea how doctors use the system you are tasked with redesigning.

    You might try to sell research by honestly saying: “We need to understand doctors better! What are their pain points? How do they use the current app?” But here’s the problem with that. Those questions are vague, and the answers to them don’t feel acutely actionable.

    Instead, you want your stakeholders themselves to ask super-specific questions. This is more like the kind of conversation you need to facilitate. Let’s listen in:

    “Wait a sec, how often do doctors share patients? Does a patient in this system have primary and secondary doctors?”

    “Can a patient even have more than one primary doctor?”

    “Is it a ‘primary doctor’ or just a ‘primary caregiver’… Can’t that role be a nurse practitioner?”

    “No, caregivers are something else… That’s the patient’s family contacts, right?”

    “So are caregivers in scope for this redesign?”

    “Yeah, because if a caregiver is present at an appointment, the doctor needs to note that. Like, tag the caregiver on the note… Or on the appointment?”

    Now we are getting somewhere. Do you see how powerful it can be getting stakeholders to debate these questions themselves? The diabolical goal here is to shake their confidence—gently and diplomatically.

    When these kinds of questions bubble up collaboratively and come directly from the mouths of your stakeholders and decision-makers, suddenly, designing screens without knowing the answers to these questions seems incredibly risky, even silly.

    If we create software without understanding the real-world information environment of our users, we will likely create software that does not align to the real-world information environment of our users. And this will, hands down, result in a more confusing, more complex, and less intuitive software product.

    The two questions

    But how do we get to these kinds of meaty questions diplomatically, efficiently, collaboratively, and reliably

    We can do this by starting with those two big questions that align to the first two steps of the ORCA process:

    1. What are the objects?
    2. What are the relationships between those objects?

    In practice, getting to these answers is easier said than done. I’m going to show you how these two simple questions can provide the outline for an Object Definition Workshop. During this workshop, these “seed” questions will blossom into dozens of specific questions and shine a spotlight on the need for more user research.

    Prep work: Noun foraging

    In the next section, I’ll show you how to run an Object Definition Workshop with your stakeholders (and entire cross-functional team, hopefully). But first, you need to do some prep work.

    Basically, look for nouns that are particular to the business or industry of your project, and do it across at least a few sources. I call this noun foraging.

    Here are just a few great noun foraging sources:

    • the product’s marketing site
    • the product’s competitors’ marketing sites (competitive analysis, anyone?)
    • the existing product (look at labels!)
    • user interview transcripts
    • notes from stakeholder interviews or vision docs from stakeholders

    Put your detective hat on, my dear Watson. Get resourceful and leverage what you have. If all you have is a marketing website, some screenshots of the existing legacy system, and access to customer service chat logs, then use those.

    As you peruse these sources, watch for the nouns that are used over and over again, and start listing them (preferably on blue sticky notes if you’ll be creating an object map later!).

    You’ll want to focus on nouns that might represent objects in your system. If you are having trouble determining if a noun might be object-worthy, remember the acronym SIP and test for:

    1. Structure
    2. Instances
    3. Purpose

    Think of a library app, for example. Is “book” an object?

    Structure: can you think of a few attributes for this potential object? Title, author, publish date… Yep, it has structure. Check!

    Instance: what are some examples of this potential “book” object? Can you name a few? The Alchemist, Ready Player One, Everybody Poops… OK, check!

    Purpose: why is this object important to the users and business? Well, “book” is what our library client is providing to people and books are why people come to the library… Check, check, check!

    As you are noun foraging, focus on capturing the nouns that have SIP. Avoid capturing components like dropdowns, checkboxes, and calendar pickers—your UX system is not your design system! Components are just the packaging for objects—they are a means to an end. No one is coming to your digital place to play with your dropdown! They are coming for the VALUABLE THINGS and what they can do with them. Those things, or objects, are what we are trying to identify.

    Let’s say we work for a startup disrupting the email experience. This is how I’d start my noun foraging.

    First I’d look at my own email client, which happens to be Gmail. I’d then look at Outlook and the new HEY email. I’d look at Yahoo, Hotmail…I’d even look at Slack and Basecamp and other so-called “email replacers.” I’d read some articles, reviews, and forum threads where people are complaining about email. While doing all this, I would look for and write down the nouns.

    (Before moving on, feel free to go noun foraging for this hypothetical product, too, and then scroll down to see how much our lists match up. Just don’t get lost in your own emails! Come back to me!)

    Drumroll, please…

    Here are a few nouns I came up with during my noun foraging:

    • email message
    • thread
    • contact
    • client
    • rule/automation
    • email address that is not a contact?
    • contact groups
    • attachment
    • Google doc file / other integrated file
    • newsletter? (HEY treats this differently)
    • saved responses and templates

    Scan your list of nouns and pick out words that you are completely clueless about. In our email example, it might be client or automation. Do as much homework as you can before your session with stakeholders: google what’s googleable. But other terms might be so specific to the product or domain that you need to have a conversation about them.

    Aside: here are some real nouns foraged during my own past project work that I needed my stakeholders to help me understand:

    • Record Locator
    • Incentive Home
    • Augmented Line Item
    • Curriculum-Based Measurement Probe

    This is really all you need to prepare for the workshop session: a list of nouns that represent potential objects and a short list of nouns that need to be defined further.

    Facilitate an Object Definition Workshop

    You could actually start your workshop with noun foraging—this activity can be done collaboratively. If you have five people in the room, pick five sources, assign one to every person, and give everyone ten minutes to find the objects within their source. When the time’s up, come together and find the overlap. Affinity mapping is your friend here!

    If your team is short on time and might be reluctant to do this kind of grunt work (which is usually the case) do your own noun foraging beforehand, but be prepared to show your work. I love presenting screenshots of documents and screens with all the nouns already highlighted. Bring the artifacts of your process, and start the workshop with a five-minute overview of your noun foraging journey.

    HOT TIP: before jumping into the workshop, frame the conversation as a requirements-gathering session to help you better understand the scope and details of the system. You don’t need to let them know that you’re looking for gaps in the team’s understanding so that you can prove the need for more user research—that will be our little secret. Instead, go into the session optimistically, as if your knowledgeable stakeholders and PMs and biz folks already have all the answers. 

    Then, let the question whack-a-mole commence.

    1. What is this thing?

    Want to have some real fun? At the beginning of your session, ask stakeholders to privately write definitions for the handful of obscure nouns you might be uncertain about. Then, have everyone show their cards at the same time and see if you get different definitions (you will). This is gold for exposing misalignment and starting great conversations.

    As your discussion unfolds, capture any agreed-upon definitions. And when uncertainty emerges, quietly (but visibly) start an “open questions” parking lot. 😉

    After definitions solidify, here’s a great follow-up:

    2. Do our users know what these things are? What do users call this thing?

    Stakeholder 1: They probably call email clients “apps.” But I’m not sure.

    Stakeholder 2: Automations are often called “workflows,” I think. Or, maybe users think workflows are something different.

    If a more user-friendly term emerges, ask the group if they can agree to use only that term moving forward. This way, the team can better align to the users’ language and mindset.

    OK, moving on. 

    If you have two or more objects that seem to overlap in purpose, ask one of these questions:

    3. Are these the same thing? Or are these different? If they are not the same, how are they different?

    You: Is a saved response the same as a template?

    Stakeholder 1: Yes! Definitely.

    Stakeholder 2: I don’t think so… A saved response is text with links and variables, but a template is more about the look and feel, like default fonts, colors, and placeholder images. 

    Continue to build out your growing glossary of objects. And continue to capture areas of uncertainty in your “open questions” parking lot.

    If you successfully determine that two similar things are, in fact, different, here’s your next follow-up question:

    4. What’s the relationship between these objects?

    You: Are saved responses and templates related in any way?

    Stakeholder 3:  Yeah, a template can be applied to a saved response.

    You, always with the follow-ups: When is the template applied to a saved response? Does that happen when the user is constructing the saved response? Or when they apply the saved response to an email? How does that actually work?

    Listen. Capture uncertainty. Once the list of “open questions” grows to a critical mass, pause to start assigning questions to groups or individuals. Some questions might be for the dev team (hopefully at least one developer is in the room with you). One question might be specifically for someone who couldn’t make it to the workshop. And many questions will need to be labeled “user.” 

    Do you see how we are building up to our UXR sales pitch?

    5. Is this object in scope?

    Your next question narrows the team’s focus toward what’s most important to your users. You can simply ask, “Are saved responses in scope for our first release?,” but I’ve got a better, more devious strategy.

    By now, you should have a list of clearly defined objects. Ask participants to sort these objects from most to least important, either in small breakout groups or individually. Then, like you did with the definitions, have everyone reveal their sort order at once. Surprisingly—or not so surprisingly—it’s not unusual for the VP to rank something like “saved responses” as #2 while everyone else puts it at the bottom of the list. Try not to look too smug as you inevitably expose more misalignment.

    I did this for a startup a few years ago. We posted the three groups’ wildly different sort orders on the whiteboard.

    The CEO stood back, looked at it, and said, “This is why we haven’t been able to move forward in two years.”

    Admittedly, it’s tragic to hear that, but as a professional, it feels pretty awesome to be the one who facilitated a watershed realization.

    Once you have a good idea of in-scope, clearly defined things, this is when you move on to doing more relationship mapping.

    6. Create a visual representation of the objects’ relationships

    We’ve already done a bit of this while trying to determine if two things are different, but this time, ask the team about every potential relationship. For each object, ask how it relates to all the other objects. In what ways are the objects connected? To visualize all the connections, pull out your trusty boxes-and-arrows technique. Here, we are connecting our objects with verbs. I like to keep my verbs to simple “has a” and “has many” statements.

    This system modeling activity brings up all sorts of new questions:

    • Can a saved response have attachments?
    • Can a saved response use a template? If so, if an email uses a saved response with a template, can the user override that template?
    • Do users want to see all the emails they sent that included a particular attachment? For example, “show me all the emails I sent with ProfessionalImage.jpg attached. I’ve changed my professional photo and I want to alert everyone to update it.” 

    Solid answers might emerge directly from the workshop participants. Great! Capture that new shared understanding. But when uncertainty surfaces, continue to add questions to your growing parking lot.

    Light the fuse

    You’ve positioned the explosives all along the floodgates. Now you simply have to light the fuse and BOOM. Watch the buy-in for user research flooooow.

    Before your workshop wraps up, have the group reflect on the list of open questions. Make plans for getting answers internally, then focus on the questions that need to be brought before users.

    Here’s your final step. Take those questions you’ve compiled for user research and discuss the level of risk associated with NOT answering them. Ask, “if we design without an answer to this question, if we make up our own answer and we are wrong, how bad might that turn out?” 

    With this methodology, we are cornering our decision-makers into advocating for user research as they themselves label questions as high-risk. Sorry, not sorry. 

    Now is your moment of truth. With everyone in the room, ask for a reasonable budget of time and money to conduct 6–8 user interviews focused specifically on these questions. 

    HOT TIP: if you are new to UX research, please note that you’ll likely need to rephrase the questions that came up during the workshop before you present them to users. Make sure your questions are open-ended and don’t lead the user into any default answers.

    Final words: Hold the screen design!

    Seriously, if at all possible, do not ever design screens again without first answering these fundamental questions: what are the objects and how do they relate?

    I promise you this: if you can secure a shared understanding between the business, design, and development teams before you start designing screens, you will have less heartache and save more time and money, and (it almost feels like a bonus at this point!) users will be more receptive to what you put out into the world. 

    I sincerely hope this helps you win time and budget to go talk to your users and gain clarity on what you are designing before you start building screens. If you find success using noun foraging and the Object Definition Workshop, there’s more where that came from in the rest of the ORCA process, which will help prevent even more late-in-the-game scope tugs-of-war and strategy pivots. 

    All the best of luck! Now go sell research!

  • Humility: An Essential Value

    Humility: An Essential Value

    Humility, a designer’s essential value—that has a nice ring to it. What about humility, an office manager’s essential value? Or a dentist’s? Or a librarian’s? They all sound great. When humility is our guiding light, the path is always open for fulfillment, evolution, connection, and engagement. In this chapter, we’re going to talk about why.

    That said, this is a book for designers, and to that end, I’d like to start with a story—well, a journey, really. It’s a personal one, and I’m going to make myself a bit vulnerable along the way. I call it:

    The Tale of Justin’s Preposterous Pate

    When I was coming out of art school, a long-haired, goateed neophyte, print was a known quantity to me; design on the web, however, was rife with complexities to navigate and discover, a problem to be solved. Though I had been formally trained in graphic design, typography, and layout, what fascinated me was how these traditional skills might be applied to a fledgling digital landscape. This theme would ultimately shape the rest of my career.

    So rather than graduate and go into print like many of my friends, I devoured HTML and JavaScript books into the wee hours of the morning and taught myself how to code during my senior year. I wanted—nay, needed—to better understand the underlying implications of what my design decisions would mean once rendered in a browser.

    The late ’90s and early 2000s were the so-called “Wild West” of web design. Designers at the time were all figuring out how to apply design and visual communication to the digital landscape. What were the rules? How could we break them and still engage, entertain, and convey information? At a more macro level, how could my values, inclusive of humility, respect, and connection, align in tandem with that? I was hungry to find out.

    Though I’m talking about a different era, those are timeless considerations between non-career interactions and the world of design. What are your core passions, or values, that transcend medium? It’s essentially the same concept we discussed earlier on the direct parallels between what fulfills you, agnostic of the tangible or digital realms; the core themes are all the same.

    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. I collaborated with fellow designer and dear friend Marc Clancy (now a co-founder of the creative project organizing app Milanote) on this one, where we’d first sketch and then pass a Photoshop file back and forth to trick things out and play with varied user interactions. 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 offered many of the custom downloads I cited before as present on my folio site but branded and themed to GUI Galaxy.

    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 designing something bigger than any single one of us and connecting with a global audience.

    Collaboration and connection transcend medium in their impact, immensely fulfilling me as a designer.

    Now, why am I taking you down this trip of design memory lane? 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. I suspect there’s a strong chance you’ve seen a site whose structure looks something like this: a hero image / banner with text overlaid, 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. Maybe an icon library is employed with selections that vaguely relate to their respective content.

    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 responsive presentation that meets human beings wherever they’re engaging from. 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 during this period were often designed and built on Macs whose OS and desktops looked something like 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. To me, this was the embodiment of digital visual communication under such ridiculous constraints. And often, ridiculous restrictions can yield 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. Those ridiculous constraints forced a clarity of concept and presentation that I found incredibly appealing. The digital gauntlet had been tossed, and that challenge fueled me. 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, utilizing the only tool available at the time to create icons called ResEdit. ResEdit was a clunky, built-in Mac OS utility not really made for exactly 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.

    There’s one more design portal I want to talk about, which also serves as the second reason for my story to bring this all together.

    This is K10k, short for Kaliber 1000. K10k was founded in 1998 by Michael Schmidt and Toke Nygaard, and was the design news portal on the web during this period. 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. With respect where respect is due, GUI Galaxy’s concept was inspired by what these folks were doing.

    For my part, the combination of my web design work and pixel art exploration began to get me some notoriety in the design scene. Eventually, K10k noticed and added me as one of their very select group of news authors to contribute content to the site.

    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 also began to be published in various printed collections, in magazines domestically and overseas, and featured on other design news portals. 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 press and the praise became what fulfilled me, and they went straight to my head. They inflated my ego. I actually felt somewhat superior to my fellow designers.

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

    I felt so supremely confident in my abilities that I effectively stopped researching and discovering. When previously sketching concepts or iterating ideas in lead was my automatic step one, I instead leaped right into Photoshop. I drew my inspiration from the smallest of sources (and with blinders on). Any critique of my work from my peers was often vehemently dismissed. The most tragic loss: I had lost touch with my values.

    My ego almost cost me some of my friendships and burgeoning professional relationships. 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.

    Admittedly, it was a gift I initially did not accept but ultimately was able to deeply reflect upon. 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 adulation and re-centered upon what stoked the fire for me in 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 could self-reflect as I got older to facilitate further growth and course correction as needed.

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

    Around fifteen years ago, in one of my earlier professional roles, I designed the interface for the application that generated the LHC’s particle collision diagrams. These diagrams are the rendering of what’s actually happening inside the Collider during any given particle collision event and are often considered works of art unto themselves.

    Designing the interface for this application was a fascinating process for me, in that I worked with Fermilab physicists to understand what the application was trying to achieve, but also how the physicists themselves would be using it. To that end, in this role,

    I cut my teeth on usability testing, working with the Fermilab team to iterate and improve the interface. How they spoke and what they spoke about was like an alien language to me. And by making myself humble and working under the mindset that I was but a student, I made myself available to be a part of their world to generate that vital connection.

    I also had my first ethnographic observation experience: going to the Fermilab location and observing how the physicists used the tool in their actual environment, on their actual terminals. For example, one takeaway was that due to the level of ambient light-driven contrast within the facility, the data columns ended up using white text on a dark gray background instead of black text-on-white. This enabled them to pore over reams of data during the day and ease their eye strain. And Fermilab and CERN are government entities with rigorous accessibility standards, so my knowledge in that realm also grew. 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. What opened the door for those values was me checking my ego before I walked through it.

    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 are always students of our craft, we are also continually making ourselves available to evolve. Yes, we have years of applicable design study under our belt. Or the focused lab sessions from a UX bootcamp. Or the monogrammed portfolio of our work. Or, ultimately, decades of a career behind us.

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

    As soon as we close our minds via an inner monologue of ‘knowing it all’ or branding ourselves a “#thoughtleader” on social media, the designer we are is our final form. The designer we can be will never exist.

  • Personalization Pyramid: A Framework for Designing with User Data

    Personalization Pyramid: A Framework for Designing with User Data

    In today’s data-driven environment, it’s becoming more and more possible for you to be asked to create a personal digital expertise, whether it’s a common website, consumer portal, or local application. However while there continues to be no lack of marketing buzz around personalization systems, we also have very few defined approaches for implementing personalized UX.

    That’s where we come in. After completing tens of personalisation projects over the past few years, we gave ourselves a purpose: could you make a systematic personalization platform especially for UX practitioners? A human-centered personalization program that includes data, classification, content delivery, and total objectives can be compared to the Personalization Pyramid, a design-focused design. By using this strategy, you will be able to understand the core components of a modern, UX-driven personalization system ( or at the very least understand enough to get started ).

    Getting Started

    We’ll assume that you are already comfortable with the fundamentals of modern personalization for the purposes of this article. A nice guide can be found these: Website Personalization Planning. Although Graphic tasks in this field can take a variety of forms, they frequently start from the same place.

    Common scenarios for starting a customisation task:

    • Your business or client made a purchase to personalize their content management system ( CMS ), marketing automation platform ( MAP ), or other related technology.
    • The CMO, CDO, or CIO has identified personalisation as a target
    • Consumer data is unclear or disjointed.
    • You are running some secluded targeting strategies or A/B tests
    • On the personalisation method, stakeholders disagree.
    • Mandate of customer privacy rules ( e. g. GDPR ) requires revisiting existing user targeting practices

    Regardless of where you begin, a powerful personalization system will require the same key creating stones. These are the “levels” on the tower, as we’ve made them. 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 driving the personalization system?
    1. Objectives: What are the specific, tangible benefits of the system?
    2. Touchpoints: Where will the personal service be provided?
    3. Contexts and Campaigns: What personalization information does the person view?
    4. What constitutes a distinct, accessible market according to consumer parts?
    5. Actionable Data: What dependable and credible information is captured by our professional platform to generate personalization?
    6. What more extensive set of data is conceivable ( as of right now in our environment ) for personalization?

    We’ll go through each of these amounts in change. An associated deck of cards serves as an example of each level’s specific examples to make this more meaningful. We’ve found them helpful in customisation brainstorming periods, and will include cases for you here.

    Starting at the Top

    The elements of the pyramids are as follows:

    North Star

    Ultimately, you want a North Star in your personalization plan, whether big or small. The North Star defines the (one ) overall mission of the personalization program. What do you hope to accomplish? North Stars cast a ghost. The darkness is bigger the sun the bigger the sun. Example of North Starts may include:

      Function: Optimize based on fundamental customer inputs. Examples:” Raw” messages, basic search effects, system user settings and settings options, general flexibility, basic improvements
    1. Feature: Self-contained personalisation component. Examples:” Cooked” notifications, advanced optimizations ( geolocation ), basic dynamic messaging, customized modules, automations, recommenders
    2. Experience: Individualized customer experiences across a variety of interactions and customer flows. Examples: Email campaigns, landing pages, advanced messaging ( i. e. C2C chat ) or conversational interfaces, larger user flows and content-intensive optimizations ( localization ).
    3. Solution: Highly distinctive, personalized solution experiences. Example: Standalone, branded encounters with personalization at their base, like the “algotorial” songs by Spotify quite as Discover Weekly.

    Goals

    Personalization can help speed up designing with user intentions, as in any great UX design. Goals are the military and tangible metrics that may prove the entire program is effective. Start with your existing analytics and measurement system, as well as metrics that you can benchmark against. In some cases, fresh targets may be ideal. The most important thing to remember is that personalisation is more of a means of achieving an objective than a desired result. Popular targets include:

    • Conversion
    • Time spent on work
    • Net promoter score ( NPS)
    • Client satisfaction

    Touchpoints

    Touchpoints are where the personalisation happens. This will be one of your biggest areas of responsibility as a UX artist. The connections available to you will depend on how your personalization and associated technology features are instrumented, and should be rooted in improving a person’s experience at a certain point in the trip. Touchpoints can be multi-device ( mobile, in-store, website ), but they can also be more specific ( web banner, web pop-up, etc. ). Several examples are given below:

    Touchpoints at the channel level

    • Email: Role
    • Email opens at what time?
    • In-store display ( JSON endpoint )
    • Native app
    • Search

    Wireframe-level Touchpoints

    • Web overlay
    • Web alert bar
    • Web banner
    • Web content block
    • Web home page

    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, contexts, and campaigns, the content for these can be presented programmatically in touchpoints.

    Contexts and Campaigns

    Once you’ve identified some touchpoints, you can decide what kind of 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 programmatically to specific user segments at specific touchpoints, 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 information retrieval behaviors. The content model can then guide you in deciding what kind of personalization to use in 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 Groups

    User segments can be created prescriptively or adaptively, based on user research ( e. g. via rules and logic tied to set user behaviors or via A/B testing ). You will need to consider 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 at the least. Here are some examples from the personalization pyramid:

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

    Actionable Data

    Every organization with any digital presence has data. 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 has a number of benefits on the user experience front, including being relatively simple to collect, more likely to be accurate, and less susceptible to the” creep factor” of third-party data. So a key part of your UX strategy should be to determine what the best form of data collection is on your audiences. Several examples are given below:

    There is a progression of profiling when it comes to recognizing and making decisioning about different audiences and their signals. As user numbers increase in terms of time, confidence, and data volume, it varies more granularly.

    While some combination of implicit / explicit data is generally a prerequisite for any implementation ( more commonly referred to as first party and third-party data ) ML efforts are typically not cost-effective directly out of the box. This is because optimization requires a strong data backbone and content repository. But these approaches should be considered as part of the larger roadmap and may indeed help accelerate the organization’s overall progress. At this point, you will typically work with key stakeholders and product owners to create a profiling model. The profiling model includes defining approach to configuring profiles, profile keys, profile cards and pattern cards. A multi-faceted method of profiling that is adaptable.

    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.

    In assembling a card “hand”, one can begin to trace the entire trajectory from leadership focus down through a strategic 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, what is important to note is that each colored class of card is helpful to survey in understanding the range of choices potentially at your disposal, it is threading through and making concrete decisions about for whom this decisioning will be made: where, when, and how.

    Lay Down Your Cards

    Near, medium, and long-term goals must be taken into account in any sustainable personalization strategy. Even with the leading CMS platforms like Sitecore and Adobe or the most exciting composable CMS DXP out there, there is simply no “easy button” wherein a personalization program can be stood up and immediately view meaningful results. Having said that, every personalization activity has a common grammar, just like every sentence has nouns and verbs. These cards attempt to map that territory.

  • Mobile-First CSS: Is It Time for a Rethink?

    Mobile-First CSS: Is It Time for a Rethink?

    The mobile-first style approach is fantastic because it concentrates on what is most important to the consumer, it’s well-practiced, and it’s a well-known style design for years. But developing your CSS mobile-first should also be fantastic, too…right?

    Well, not necessarily. Classic mobile-first CSS development is based on the principle of overwriting style declarations: you begin your CSS with default style declarations, and overwrite and/or add new styles as you add breakpoints with min-width media queries for larger viewports (for a good overview see “What is Mobile First CSS and Why Does It Rock?”). But all those exceptions create complexity and inefficiency, which in turn can lead to an increased testing effort and a code base that’s harder to maintain. Admit it—how many of us willingly want that?

    Mobile-first CSS may yet be the best option for your own projects, but you need to first determine how ideal it is in light of the physical design and user interactions you’re working on. To help you get started, here’s how I go about tackling the elements you need to watch for, and I’ll discuss some alternative remedies if mobile-first doesn’t seem to fit your job.

    merits of mobile-first technology

    Some of the benefits of mobile-first CSS growth, and why it’s been the de facto growth strategy for so long, make a lot of sense:

    Development order. A good development hierarchy is one thing you definitely get from mobile-first; you just concentrate on the cellular view and start developing.

    tested and verified. It’s a tried and tested technique that’s worked for years for a cause: it solves a problem actually also.

    prioritizes the smart see. The mobile view is the simplest and arguably the most significant because it covers all the crucial user journeys and frequently accounts for a higher proportion of user visits ( depending on the project ) ).

    Prevents desktop-centric growth. It can be tempting to first focus on the desktop perspective because desktop computers are used for growth. However, considering mobile from the beginning prevents us from getting stuck eventually; no one wants to spend their day getting a site that is focused on desktops to work on mobile devices!

    Drawbacks of mobile-first

    Model declarations can be set at lower breakpoints and finally overwritten at higher breakpoints:

    More breadth. The farther up the target order you go, the more unnecessary script you inherit from lower thresholds.

    higher CSS sensitivity A group name declaration’s default style has then a higher specificity that has been returned to the browser’s default value. This can be a pain on big projects when you want to preserve the CSS candidates as simple as possible.

    Requires more analysis assessment. All higher thresholds must be regression tested if CSS changes at lower views ( such as adding a new design ).

    The browser can’t prioritize CSS downloads. At wider breakpoints, classic mobile-first min-width media queries don’t leverage the browser’s capability to download CSS files in priority order.

    Home price issue is overruled by the issue.

    There is nothing intrinsically wrong with overwriting beliefs, CSS was designed to do just that. However, inheriting incorrect principles can be laborious and ineffective, which is counterproductive. When you need to replace styles to restore them to their defaults, which may cause issues after, especially if you’re using a combination of bespoke CSS and power classes, does this also lead to more style specificity. We won’t be able to use a power school for a design that has been restore with a higher precision.

    With this in mind, I’m developing CSS with a focus on the default values much more these days. Since there’s no specific order, and no chains of specific values to keep track of, this frees me to develop breakpoints simultaneously. I concentrate on finding common styles and isolating the specific exceptions in closed media query ranges (that is, any range with a max-width set). 

    As you can view each target as a blank slate, this technique opens up some opportunities. It’s acceptable and can be coded in the default style plate if a product’s structure appears to be based on Flexbox at all thresholds. But if it looks like Grid would be much better for large windows and Flexbox for portable, these can both be done entirely freely when the CSS is put into finished media keyword ranges. Additionally, developing simultaneously requires you to have a thorough knowledge of any given portion in all thresholds right away. This can help identify problems with the design more quickly in the creation process. We don’t want to get stuck down a rabbit hole building a sophisticated component for wireless, and then get the designs for desktop and find they are extremely difficult and inconsistent with the HTML we created for the portable view!

    Although this strategy won’t work for everyone, I urge you to try it. There are plenty of resources available to support concurrent development, including Responsively App, Blisk, and many others.

    Having said that, I don’t feel the order itself is particularly relevant. If you like to work on one device at a time, are comfortable with focusing on the mobile view, and are familiar with the requirements for other breakpoints, then you should definitely follow the classic development order. The key is to find common styles and exceptions so that you can include them in the appropriate stylesheet, which is a kind of manual tree-shaking procedure! Personally, I find this a little easier when working on a component across breakpoints, but that’s by no means a requirement.

    Closed media query ranges are used in real life.

    We overwrite the styles in the traditional mobile-first CSS, but media query ranges can be used to prevent this. To illustrate the difference ( I’m using SCSS for brevity ), let’s assume there are three visual designs:

    • smaller than 768
    • from 768 to less than 1024
    • 1024 and anything larger

    Take a simple example where a block-level element has a default padding of “20px,” which is overwritten at tablet to be “40px” and set back to “20px” on desktop.

    Classic min-width mobile-first

    .my-block { padding: 20px; @media (min-width: 768px) { padding: 40px; } @media (min-width: 1024px) { padding: 20px; }}

    Closed media query range

    .my-block { padding: 20px; @media (min-width: 768px) and (max-width: 1023.98px) { padding: 40px; }}

    The subtle difference is that the mobile-first example sets the default padding to “20px” and then overwrites it at each breakpoint, setting it three times in total. In contrast, the second example sets the default padding to “20px” and only overrides it at the relevant breakpoint where it isn’t the default value (in this instance, tablet is the exception).

    The goal is to: 

    • Only set styles when needed. 
    • Not set them with the expectation of overwriting them later on, again and again. 

    To this end, closed media query ranges are our best friend. If we need to make a change to any given view, we make it in the CSS media query range that applies to the specific breakpoint. We’ll be much less likely to introduce unwanted alterations, and our regression testing only needs to focus on the breakpoint we have actually edited. 

    Taking the above example, if we find that .my-block spacing on desktop is already accounted for by the margin at that breakpoint, and since we want to remove the padding altogether, we could do this by setting the mobile padding in a closed media query range.

    .my-block {  @media (max-width: 767.98px) {    padding: 20px;  }  @media (min-width: 768px) and (max-width: 1023.98px) {    padding: 40px;  }}

    The browser default padding for our block is “0,” so instead of adding a desktop media query and using unset or “0” for the padding value (which we would need with mobile-first), we can wrap the mobile padding in a closed media query (since it is now also an exception) so it won’t get picked up at wider breakpoints. At the desktop breakpoint, we won’t need to set any padding style, as we want the browser default value.

    Bundling versus separating the CSS

    Due to the browser's concurrent request limit (typically around six ), it was crucial back then to keep the number of requests to a minimum. In consequence, using image sprites and CSS bundling was the norm, with all the CSS being downloaded as a single stylesheet with the highest priority.

    With HTTP/2 and HTTP/3 now on the scene, the number of requests is no longer the big deal it used to be. By using a media query, we can break CSS into several files. The obvious benefit of this is that the browser can now request the CSS it currently requires with a higher priority than the CSS it doesn't. This is more performant and can reduce the overall time page rendering is blocked.

    What version of HTTP do you use?

    Go to your website and open the dev tools in your browser to find out which version of HTTP you're using. Next, select the Network tab and make sure the Protocol column is visible. If "h2" is included in the protocol list, that indicates that HTTP/2 is being used.

    Note: To check the Protocol column in your browser's dev tools, right-click any column header ( such as Name ), go to the Network tab, reload your page, and then check the Protocol column.

    If your website still uses HTTP/1, please check it out. WHILE!! What are you waiting for? The HTTP/2 user support is excellent.

    CSS is split in half.

    Separating the CSS into individual files is a worthwhile task. Linking the separate CSS files using the relevant media attribute allows the browser to identify which files are needed immediately (because they’re render-blocking) and which can be deferred. Based on this, it allocates each file an appropriate priority.

    In the following example of a website visited on a mobile breakpoint, we can see the mobile and default CSS are loaded with" Highest" priority, as they are currently needed to render the page. The last three CSS files ( print, tablet, and desktop ) are still being downloaded in case they're needed later, but with" Lowest" priority.

    Before rendering can begin, the browser will need to download and parse the CSS file when using bundled CSS.

    While, as noted, with the CSS separated into different files linked and marked up with the relevant media attribute, the browser can prioritize the files it currently needs. Using closed media query ranges allows the browser to do this at all widths, as opposed to classic mobile-first min-width queries, where the desktop browser would have to download all the CSS with Highest priority. We can’t assume that desktop users always have a fast connection. For instance, in many rural areas, internet connection speeds are still slow. 

    Depending on project requirements, the media queries and the number of separate CSS files will vary from project to project, but the example below might look similar.

    CSS is bundled



    This single file contains all the CSS, including all media queries, and it will be downloaded with Highest priority.

    Separated CSS



    Separating the CSS and specifying a media attribute value on each link tag allows the browser to prioritize what it currently needs. Out of the five files listed above, two will be downloaded with Highest priority: the default file, and the file that matches the current media query. The others will be downloaded with Lowest priority.

    Depending on the project’s deployment strategy, a change to one file (mobile.css, for example) would only require the QA team to regression test on devices in that specific media query range. Compare that to the prospect of deploying the single bundled site.css file, an approach that would normally trigger a full regression test.

    Moving on

    The adoption of mobile-first CSS was a significant development milestone because it allowed front-end developers to concentrate on mobile web applications rather than creating websites for desktop use and attempting to retrofit them to work on other devices.

    I don't think anyone wants to return to that development model again, but it's important we don't lose sight of the issue it highlighted: that things can easily get convoluted and less efficient if we prioritize one particular device—any device—over others. For this reason, it seems natural to concentrate on the CSS in its own right, always mindful of what is the default setting and what constitutes an exception, as a result. I've started to notice subtle simplifications in the CSS I write for myself as well as other developers, and that the testing and maintenance work is also a little more organized and effective.

    In general, simplifying CSS rule creation whenever we can is ultimately a cleaner approach than going around in circles of overrides. However, whatever method you use, it must be appropriate for the project. Mobile-first may turn out to be the best option for the situation at hand or not, but first you need to fully comprehend the trade-offs you're entering.

  • User Research Is Storytelling

    User Research Is Storytelling

    Ever since I was a boy, I’ve been fascinated with movies. I loved the characters and the excitement—but most of all the stories. I wanted to be an actor. And I believed that I’d get to do the things that Indiana Jones did and go on exciting adventures. I even dreamed up ideas for movies that my friends and I could make and star in. But they never went any further. I did, however, end up working in user experience (UX). Now, I realize that there’s an element of theater to UX—I hadn’t really considered it before, but user research is storytelling. And to get the most out of user research, you need to tell a good story where you bring stakeholders—the product team and decision makers—along and get them interested in learning more.

    Think of your favorite movie. More than likely it follows a three-act structure that’s commonly seen in storytelling: the setup, the conflict, and the resolution. The first act shows what exists today, and it helps you get to know the characters and the challenges and problems that they face. Act two introduces the conflict, where the action is. Here, problems grow or get worse. And the third and final act is the resolution. This is where the issues are resolved and the characters learn and change. I believe that this structure is also a great way to think about user research, and I think that it can be especially helpful in explaining user research to others.

    Use storytelling as a structure to do research

    It’s sad to say, but many have come to see research as being expendable. If budgets or timelines are tight, research tends to be one of the first things to go. Instead of investing in research, some product managers rely on designers or—worse—their own opinion to make the “right” choices for users based on their experience or accepted best practices. That may get teams some of the way, but that approach can so easily miss out on solving users’ real problems. To remain user-centered, this is something we should avoid. User research elevates design. It keeps it on track, pointing to problems and opportunities. Being aware of the issues with your product and reacting to them can help you stay ahead of your competitors.

    In the three-act structure, each act corresponds to a part of the process, and each part is critical to telling the whole story. Let’s look at the different acts and how they align with user research.

    Act one: setup

    The setup is all about understanding the background, and that’s where foundational research comes in. Foundational research (also called generative, discovery, or initial research) helps you understand users and identify their problems. You’re learning about what exists today, the challenges users have, and how the challenges affect them—just like in the movies. To do foundational research, you can conduct contextual inquiries or diary studies (or both!), which can help you start to identify problems as well as opportunities. It doesn’t need to be a huge investment in time or money.

    Erika Hall writes about minimum viable ethnography, which can be as simple as spending 15 minutes with a user and asking them one thing: “‘Walk me through your day yesterday.’ That’s it. Present that one request. Shut up and listen to them for 15 minutes. Do your damndest to keep yourself and your interests out of it. Bam, you’re doing ethnography.” According to Hall, [This] will probably prove quite illuminating. In the highly unlikely case that you didn’t learn anything new or useful, carry on with enhanced confidence in your direction.”  

    This makes total sense to me. And I love that this makes user research so accessible. You don’t need to prepare a lot of documentation; you can just recruit participants and do it! This can yield a wealth of information about your users, and it’ll help you better understand them and what’s going on in their lives. That’s really what act one is all about: understanding where users are coming from. 

    Jared Spool talks about the importance of foundational research and how it should form the bulk of your research. If you can draw from any additional user data that you can get your hands on, such as surveys or analytics, that can supplement what you’ve heard in the foundational studies or even point to areas that need further investigation. Together, all this data paints a clearer picture of the state of things and all its shortcomings. And that’s the beginning of a compelling story. 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. Like in the movies, this is where you start to build empathy for the characters and root for them to succeed. And hopefully stakeholders are now doing the same. Their sympathy may be with their business, which could be losing money because users can’t complete certain tasks. Or maybe they do empathize with users’ struggles. Either way, act one is your initial hook to get the stakeholders interested and invested.

    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 guide product teams toward being more user-centered. This benefits everyone—users, the product, and stakeholders. It’s like winning an Oscar in movie terms—it often leads to your product being well received and successful. And this can be an incentive for stakeholders to repeat this process with other products. Storytelling is the key to this process, and knowing how to tell a good story is the only way to get stakeholders to really care about doing 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 digging deeper into the problems that you identified in act one. 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. The issues could include unmet needs or problems with a flow or process that’s tripping users up. Like act two in a movie, more issues will crop up along the way. It’s here that you learn more about the characters as they grow and develop through this act. 

    Usability tests should typically include around five participants according to Jakob Nielsen, who found that that number of users can usually identify most of the problems: “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 parallels with storytelling here too; if you try to tell a story with too many characters, the plot may get 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 convey the issues that need to be addressed while also highlighting the value of doing the research in the first place.

    Researchers have run usability tests in person for decades, but you can also conduct usability tests remotely using tools like Microsoft Teams, Zoom, or other teleconferencing software. This approach has become increasingly popular since the beginning of the pandemic, and it works well. You can think of in-person usability tests like going to a play and remote sessions as more like watching a movie. There are advantages and disadvantages to each. In-person usability research is a much richer experience. Stakeholders can experience the sessions with other stakeholders. You also get real-time reactions—including surprise, agreement, disagreement, 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 in-person usability testing is like watching a play—staged and controlled—then conducting usability testing in the field is like immersive theater where any two sessions might be very different from one another. You can take usability testing into the field by creating a replica of the space where users interact with the product and then conduct your research there. Or you can go out to meet users at their location to do your research. With either option, you get to see how things work in context, things come up that wouldn’t have in a lab environment—and conversion can shift in entirely different directions. As researchers, you have less control over how these sessions go, but this can sometimes help you understand users even better. 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 provide another level of detail that’s often missing from remote usability tests. 

    That’s not to say that the “movies”—remote sessions—aren’t a good option. Remote sessions can reach a wider audience. They allow a lot more stakeholders to be involved in the research and to see what’s going on. And they open the doors to a much wider geographical pool 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. 

    The benefit of usability testing, whether remote or in person, is that you get to see real users interact with the designs in real time, and you can ask them questions to understand their thought processes and grasp of the solution. This can help you not only identify problems but also glean why they’re problems in the first place. Furthermore, you can test hypotheses and gauge whether your thinking is correct. By the end of the sessions, you’ll have a much clearer picture of how usable the designs are and whether they work for their intended purposes. Act two is the heart of the story—where the excitement is—but there can be surprises too. This is equally true of usability tests. Often, participants will say unexpected things, which change the way that you look at things—and these twists in the story can move things in new directions. 

    Unfortunately, user research is sometimes seen as expendable. And too often usability testing is the only research process that some stakeholders think that they ever need. In fact, if the designs that you’re evaluating in the usability test aren’t grounded in a solid understanding of your users (foundational research), there’s not much to be gained by doing usability testing in the first place. That’s because you’re narrowing the focus of what you’re getting feedback on, without understanding the users’ needs. As a result, there’s no way of knowing whether the designs might solve a problem that users have. It’s only feedback on a particular design in the context of a usability test.  

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

    In act two, stakeholders will—hopefully—get to watch the story unfold in the user sessions, which creates the conflict and tension in the current design by surfacing their highs and lows. And in turn, this can help motivate stakeholders to address the issues that come up.

    Act three: resolution

    While the first two acts are about understanding the background and the tensions that can propel stakeholders into action, the third part is about resolving the problems from the first two acts. While it’s important to have an audience for the first two acts, it’s crucial that they stick around 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 whole team to hear users’ feedback together, ask questions, and discuss what’s possible within the project’s constraints. And it lets the UX research and design teams clarify, suggest alternatives, or give more context behind their decisions. So you can get everyone on the same page and get agreement on the way forward.

    This act is mostly told in voiceover with some audience participation. The researcher is the narrator, who paints a picture of the issues and what the future of the product could look like given the things that the team has learned. They give the stakeholders their recommendations and their guidance on creating this vision.

    Nancy Duarte in the Harvard Business Review offers an approach to structuring presentations that follow a persuasive story. “The most effective presenters use the same techniques as great storytellers: By reminding people of the status quo and then revealing the path to a better way, they set up a conflict that needs to be resolved,” writes Duarte. “That tension helps them persuade the audience to adopt a new mindset or behave differently.”

    This type of structure aligns well with research results, and particularly results from usability tests. It provides evidence for “what is”—the problems that you’ve identified. And “what could be”—your recommendations on how to address them. And so on and so 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 mockups of how a new design could look that solves a problem. These can help generate 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 part where you reiterate the main themes or problems and what they mean for the product—the denouement of the story. This stage gives stakeholders the next steps and hopefully the momentum 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. All the elements of a good story are there in the three-act structure of user research: 

    • Act one: You meet the protagonists (the users) and the antagonists (the problems affecting users). This is the beginning of the plot. In act one, researchers might use methods including contextual inquiry, ethnography, diary studies, surveys, and analytics. The output of these methods can include personas, empathy maps, user journeys, and analytics dashboards.
    • Act two: Next, there’s character development. There’s conflict and tension as the protagonists encounter problems and challenges, which they must overcome. In act two, researchers might use methods including usability testing, competitive benchmarking, and heuristics evaluation. The output of these can include usability findings reports, UX strategy documents, usability guidelines, and best practices.
    • Act three: The protagonists triumph and you see what a better future looks like. In act three, researchers may use methods including presentation decks, storytelling, and digital media. The output of these can be: presentation decks, video clips, audio clips, and pictures. 

    The researcher has multiple roles: they’re the storyteller, the director, and the producer. The participants have a small role, but they are significant characters (in the research). And the stakeholders are the audience. But the most important thing is to get the story right and to use storytelling to tell users’ stories through research. By the end, the stakeholders should walk away with a purpose and an eagerness to resolve the product’s ills. 

    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. Ultimately, user research is a win-win for everyone, and you just need to get stakeholders interested in how the story ends.

  • To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    This is in the photo. You’ve joined a club at your business that’s designing innovative product features with an focus on technology or AI. Or perhaps your business only started using a personalization website. Either way, you’re designing with information. What’s next? When it comes to designing for personalization, there are many warning stories, no immediately achievement, and some guidelines for the baffled.

    The personalization gap is real, between the dream of getting it right and the worry of it going wrong ( like when we encounter “persofails” similar to a company’s repeated pleas for more toilet seats from regular people ). It’s an particularly confusing place to be a modern professional without a map, a map, or a strategy.

    There are no Lonely Planet and some tour guides for those of you who want to personalize because successful personalization depends so much on each group’s talent, technology, and market position.

    But you can ensure that your group has packed its carriers reasonably.

    There’s a DIY method to increase your chances for victory. You’ll at least at least disarm your boss ‘ irrational exuberance. Before the group you’ll need to properly plan.

    We refer to it as prepersonalization.

    Behind the audio

    Take into account the DJ have on Spotify, which was introduced last month.

    We’re used to seeing the polished final outcome of a personalization have. A personal have had to be developed, budgeted, and given priority before the year-end prize, the making-of-backstory, or the behind-the-scenes success chest. Before any customisation have goes live in your product or service, it lives amid a delay of valuable ideas for expressing consumer experiences more automatically.

    How do you decide where to position personalisation wagers? How do you design regular interactions that didn’t journey up users or—worse—breed mistrust? We’ve discovered that several budgeted programs second required one or more workshops to join key stakeholders and domestic customers of the technology in order to justify their continuing investments. Make it matter.

    We’ve closely observed the same evolution with our consumers, from major software to young companies. In our experience with working on small and large personalization work, a program’s best monitor record—and its capacity to weather tough questions, work steadily toward shared answers, and manage its design and engineering efforts—turns on how successfully these prepersonalization activities play out.

    Successful seminars consistently separate successful future endeavors from ineffective ones, saving many hours of time, resources, and overall well-being.

    A personalization training involves a protracted work of testing and function development. Your technical load is not experiencing a switch-flip. It’s ideal managed as a delay that usually evolves through three actions:

    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 democratic personalization platform and why we’re field-testing an following deck of cards: we believe that there’s a foundation grammar, a set of “nouns and verbs” that your organization can use to style experiences that are customized, personalized, or automated. These cards are not necessary for you. But we strongly recommend that you create something similar, whether that might be digital or physical.

    Set the timer for your kitchen.

    How long does it take to cook up a prepersonalization workshop? The activities we suggest including during the assessment can ( and frequently do ) last for weeks. For the core workshop, we recommend aiming for two to three days. Here are a summary of our broad approach and information on the most crucial first-day activities.

    The full arc of the wider workshop is threefold:

      Kickstart: This specifies the terms of your engagement as you concentrate on both your team’s and your team’s readiness and drive.
    1. 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.
    2. Work your plan: This stage essentially entails creating a competitive environment in which team members can individually present 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: Apt your appetite

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

    Create a conversation by mentioning consumer 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. These cards contain a catalog, which we have. Here’s a list of 142 different interactions to jog your thinking.

    It’s all about setting the tone. What are the possible paths for the practice in your organization? Here’s a long-form primer and a strategic framework for a broad perspective.

    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 break down connected experiences into five categories: functions, features, experiences, complete products, and portfolios. Size your own build here. This will help to draw attention to the benefits of ongoing investment as well as the difference between what you currently offer and what you intend to offer 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 crucial because it emphasizes how personalization can affect your own ways of working as well as your external customers. 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 decide where their focus should be placed for your product or service. Naturally, you can’t prioritize all of them. Here, the goal is to show how various departments may view their own benefits from the effort, which can vary from one department 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 filling in the personalization gap. Is your customer journey well documented? Will compliance with data and privacy be a significant challenge? Do you have content metadata needs that you have to address? It’s just a matter of acknowledging the magnitude of that need and finding a solution ( we’re fairly certain that you do ). In our cards, we’ve noted a number of program risks, including common team dispositions. For instance, our Detractor card lists six intractable stakeholder attitudes that prevent progress.

    Effectively collaborating and managing expectations is critical to your success. Consider the potential obstacles to your upcoming progress. Press the participants to name specific steps to overcome or mitigate those barriers in your organization. As research has shown, personalization initiatives face a number of common obstacles.

    At this point, you’ve hopefully discussed sample interactions, emphasized a key area of benefit, and flagged key gaps? Good, you’re all set to go on.

    Hit that test kitchen

    Next, let’s take a look at what you’ll need to create personalization recipes. Personalization engines, which are robust software suites for automating and expressing dynamic content, can intimidate new customers. They give you a variety of options for how your organization can conduct its activities because of their broad and potent capabilities. This presents the question: Where do you begin when you’re configuring a connected experience?

    The key here is to avoid treating the installed software like some imagined kitchen from a fantasy remodeling project ( as one of our client executives humorously 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.

    Over the course of the workshop, the ultimate menu of the prioritized backlog will come together. 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.

    Recipes have ingredients in them, and those recipes have ingredients.

    Verify your ingredients

    Like a good product manager, you’ll make sure you have everything you need to make your desired interaction ( or that you can figure out what needs to be added to your pantry ) and that you validate with the right stakeholders present. 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.

    Not just discovering requirements, it is. Documenting your personalizations as a series of if-then statements lets the team:

    1. compare findings to a common strategy for developing features, similar to how artists paint with the same color palette,
    2. specify a consistent set of interactions that users find uniform or familiar,
    3. and establish parity between all important performance indicators and performance metrics.

    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.

    Create a recipe.

    What ingredients are important to you? Consider the construct “what-what-when-why”

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

    Five years ago, we developed these cards and card categories for the first time. We regularly play-test their fit with conference audiences and clients. And we still come across fresh possibilities. But they all follow an underlying who-what-when-why logic.

    In the cards in the accompanying photo below, you can typically follow along with right to left in three examples of subscription-based reading apps.

    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: An email is sent when a new user registers to highlight the breadth of the content catalog and convert them to happy subscribers.
    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.

    We’ve also found that cocreating the recipes themselves can sometimes be the most effective way to start brainstorming about what these cards might be for your organization. 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.

    The workshop’s later stages could be characterized as shifting from focusing on a cookbook to 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 architecture is necessary for better kitchens.

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

    When a team is overfitting, it’s because they aren’t designing with their best data, which is why personalization turns into a laugh line. Like a sparse pantry, every organization has metadata debt to go along with its technical debt, and this creates a drag on personalization effectiveness. For instance, your AI’s output quality is in fact impacted 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 withstand the heat without a doubt.

    Personalization technology opens a doorway into a confounding ocean of possible designs. Only a disciplined and highly collaborative approach will produce the necessary concentration and intention for success. So banish the dream kitchen. Instead, head to the test kitchen to save time, preserve job security, and avoid imagining the creative concepts that come from the doers in your organization. There are meals to serve and mouths to feed.

    You have a better chance of lasting success and sound beginnings with this workshop framework. Wiring up your information layer isn’t an overnight affair. However, if you use the same cookbook and the same recipe combination, you’ll have solid ground for success. We designed these activities to make your organization’s needs concrete and clear, long before the hazards pile up.

    Although there are associated costs associated with purchasing this kind of technology and product design, your time well spent is on sizing up and confronting your unique situation and digital skills. Don’t squander it. The pudding is the proof, as they say.