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  • 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!

  • 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 wonderful, 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 practice for so long, make a lot of sense:

    Development order. A good development hierarchy is something you can definitely expect from mobile-first; you simply concentrate on the mobile 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 smart watch is the simplest and perhaps the most crucial because it covers all of the crucial user journeys and frequently accounts for more user visits ( depending on the project ) in terms of both simple and crucial aspects.

    Inhibits desktop-centric growth. It can be tempting to first focus on the desktop perspective because enhancement is done using pc servers. 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 higher breakpoints and therefore overwritten at higher breakpoints:

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

    higher CSS precision Styles that have been returned to the default value in a class name charter then have a higher sensitivity. 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 fashion ).

    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 value issue is overruled by the issue.

    There is nothing intrinsically wrong with overwriting beliefs, CSS was designed to do just that. Even so, inheriting wrong principles can be laborious and ineffective. When you have to replace styles to restore them to their defaults, which may cause issues after, especially if you are using a combination of bespoke CSS and power classes, it can also lead to more fashion precision. We won’t be able to use a utility class for a style that has been reset with a higher specificity.

    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 breakpoint as a blank slate, this approach opens up some opportunities. It’s acceptable and can be coded in the default style sheet if a component’s layout appears to be based on Flexbox at all breakpoints. But if it looks like Grid would be much better for large screens and Flexbox for mobile, these can both be done entirely independently when the CSS is put into closed media query ranges. Additionally, developing simultaneously requires you to have a thorough understanding of any given component in all breakpoints right away. This can help identify design flaws earlier in the development process. We don’t want to get stuck down a rabbit hole building a complex component for mobile, and then get the designs for desktop and find they are equally complex and incompatible with the HTML we created for the mobile view!

    Although this strategy won’t work for everyone, I urge you to try it. There are plenty of tools 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 classic mobile-first CSS, but we can prevent this by using media query ranges. 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

    Back in the day, keeping the number of requests to a minimum was very important because the browser's concurrent request limit (typically around six ) was high. In consequence, using image sprites and CSS bundling was the norm, with all 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. This enables us to use a media query to break CSS into multiple 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 your browser's dev tools 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.

    Also, if your website is still using HTTP/1... WHHY!! What are you waiting for? Excellent user support exists for HTTP/2.

    CSS should be split.

    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.

    bundled CSS



    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 milestone in web development 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, keeping an eye on both the default setting and the exceptions. I've started to notice subtle simplifications in both the CSS of my own and that of other developers, and that testing and maintenance work is also a little more effective and streamlined.

    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 fit 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.

  • Designers, (Re)define Success First

    Designers, (Re)define Success First

    About two and a half years before, I introduced the concept of normal social style. 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 architecturally 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 combine morality. Yes, I did discover some tools in other projects that had worked well for me, such as using checklists, notion 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 a deeper investigation into the causes of business failure that prevent us from practicing social pattern every day. Today, after much research and experimentation, I believe that I’ve found the code that will let us functionally combine morality. And it’s unexpectedly easy! However, we must first focus out to understand what we’re up against.

    Control the structure

    Unfortunately, we are confined to a capitalist system that fosters consumerism and inequality and is obsessed with the utopian dream of infinite growth. 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 mentality 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. Yet with our best motives, and despite the fact that we like to claim that we provide solutions for people, we’re a part of the issue.

    What can we do to alter this?

    We can begin by acting on the appropriate level of the system. A system intellectual named Donna H. Meadows after outlined ways to influence a system in order of success. When you apply these to architecture, you get:

      You can change figures like functionality results or the number of layout critiques 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.
    • A business can improve its ability to achieve its goals by concentrating instead on managing control, employee recognition, or design-system opportunities. But that doesn’t alter the goals themselves, which means that the business may also work against your ethical-design ideals.
    • The change of honest methods, toolkits, articles, conferences, workshops, and other topics are what most ethical-design initiatives are currently focusing on at the next level, details flows. This is also where social style has remained largely theoretical. We’ve been focusing on the wrong level of the system all this day.
    • Consider rules, for instance; they consistently defeat 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 established energy is extremely difficult. That’s why the next stage is so 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, wealth inequality, and climate change.
    • But objectives and metrics are even more powerful than self-organization. Our companies want to make more money, which means that everything and everyone in the company does their best to… make the company more money. And once I realized that profit is nothing more than a measurement, I understood how crucial a very specific, defined metric can be toward pushing a company in a certain 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 functional. So a more realistic representation might look like this:

    The means are feasibility and desire, while viability is the objective. 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: Italian speakers are completely unaware of the distinction between feasibility and viability; both terms 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 it comes to a product’s usability, such as user satisfaction or conversion, don’t take into account whether it is good for people. 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, and calm. 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 well as racial justice and economic equality. We listen to local culture, communities, and those we affect.

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

    We create products and services that reward sufficiency and reusability. Our solutions promote the circular economy by generating value from waste, reusing products, and giving priority to sustainable choices. 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.

    In this overview, you can use examples of metrics 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. This example was once provided by Donella Meadows:

    ” 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 metrics for ( digital ) well-being, like ( 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 provides a lot of focus and clarity.

    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.

    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” becomes a matter of using your imagination and sifting through 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 brief illustration suffice, or should you go with that enticing video? Which typeface is the most calm and inclusive? What fresh techniques and tools 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?

    The definition of success will fundamentally alter what doing good design entails.

    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 had an online kickoff meeting with the client, a subject matter expert, and two other designers for a recent freelance project that aimed to create a digital platform that facilitates the documentation and communication of US student advisors. 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’s crucial to reach an understanding of what success means at this early stage because you can depend 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

    A number of my coworkers have questioned me over the past year,” Where do I begin with ethical design?” 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’s 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 understand how your industry influences consumerism and inequality, how finance drives business, and how to think creatively about how to use the most powerful tools to 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 to set design goals for sustainability, well-being, and equity. Engage your stakeholders in a workshop and challenge them to think of ways to achieve and measure those ethical goals. Give them their opinions, clarify them, and demand their consent.

    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’s a tempting thought, isn’t it? 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.

    That’s not enough, according to systems theory. 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 continue to live in the design-for-designers bubble and enjoy our privileged working-from-home environment without access to the real world. 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 when starting each design project, identify the appropriate metrics, and acknowledge that we already have everything in place. 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.

  • 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 common for a UX expert to be asked to create a personal digital experience, whether it be a common website, consumer portal, or native application. But 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 general objectives can be compared to the Personalization Pyramid, a design-focused design. By using this strategy, you will be able to understand the core elements of a modern, UX-driven personalization system ( or at the very least know 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 projects in this field can take a variety of forms, they frequently begin with identical starting points.

    Common scenarios for starting a personalisation task:

    • Your business or client made a purchase to support personalization with a content management system ( CMS ), marketing automation platform ( MAP ), or other related technology.
    • The CMO, CDO, or CIO has identified customisation 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 building 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 you get a customized experience?
    3. Contexts and Campaigns: What personalization information does the person view?
    4. What makes up a distinct, useable market according to consumer segments?
    5. Actionable information: What dependable and credible information is captured by our professional platform to generate personalization?
    6. Natural Data: What wider set of data is conceivable ( now in our environment ) to allow you to optimize?

    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

    What overall goal do you have with your personalization system ( big or small ) is a northern star. The North Star defines the (one ) overall mission of the personalization program. What are your goals, exactly? North Stars cast a ghost. The darkness is bigger the sun, the star, and so on. Example of North Starts may incorporate:

      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 person experiences across a range of consumer flows and interactions. 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 experience 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, new targets may be suitable. The most important thing to keep in mind is that personalisation is not a desired outcome. Popular targets include:

    • Conversion
    • Time spent on work
    • Net promoter score ( NPS)
    • Satisfaction of the customers

    Touchpoints

    Touchpoints are where the personalisation happens. This will be one of your biggest areas of responsibility as a UX custom. 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 ), as well as more specific ( web banner, web pop-up, etc. ). Voici some illustrations:

    Channel-level touchpoints

    • 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, context, 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 to specific user segments programmatically, as defined by user data. At this stage, we find it helpful to consider two separate models: a context model and a content model. The context helps you consider the user’s level of engagement at the personalization moment, such as when they are casually browsing information or deep-dive. Think of it in terms of information retrieval behaviors. The content model can then guide you in deciding which personalization to use in terms of the context ( for instance, an” Enrich” campaign that features related articles might be a good substitute for extant content ).

    Personalization Context Model:

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

    Personalization Content Model

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

    If you’d like to read more about each of these models, 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 information

    Every organization with any digital presence has data. It’s a matter of examining what user data you can ethically collect, its inherent reliability and value, and how you can use it ( sometimes referred to as “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 for the user experience, 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. Voici some illustrations:

    There is a progression of profiling when it comes to recognizing and making decisioning about different audiences and their signals. As user data volume and time and confidence increase, it varies more granularly to more precise constructs about ever-smaller cohorts of users.

    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 content repository and data backbone. 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 important 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 scalable, multi-faceted approach to profiling.

    Pulling it Together

    The cards serve as a starting point for an inventory of sorts ( we offer blanks for you to customize your own ), a set of potential levers and motivations for the 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 serves as the foundation for the workshops that both co-authors have conducted to build a program backlog, which would make a good article topic.

    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

    Any effective personalization strategy must take into account near, middle, and long-term objectives. 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, all personalization activities follow a common grammar, similar to how every sentence contains nouns and verbs. These cards attempt to map that territory.

  • To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    Image this. 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 statistics. What then? 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 constant plea to regular people to purchase additional bathroom seats ). It’s an particularly confusing place to be a modern professional without a map, a map, or a strategy.

    Because successful personalization is so dependent on each group’s skill, technology, and market position, there are no Lonely Planet and some tour guides for those of you who want to personalize.

    But you can ensure that your group has packed its bags rationally.

    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 year.

    We’re used to seeing the polished final outcome of a personalization function. A personal have had to be conceived, budgeted, and prioritized 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 customisation wagers? How do you design regular interactions that didn’t journey up users or—worse—breed mistrust? We’ve discovered that several budgeted programs foremost needed one or more workshops to join key stakeholders and domestic customers of the technology to justify their continuing investments. Make it count.

    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.

    Effective workshops consistently distinguish successful future endeavors from unsuccessful ones, saving countless hours of time, resources, and overall well-being in the process.

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

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

    This is why we created our progressive personalization framework and why we’re field-testing an accompanying deck of cards: we believe that there’s a base grammar, a set of “nouns and verbs” that your organization can use to design experiences that are customized, personalized, or automated. 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 the 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’s a summary of our more general approach as well as information on the crucial first-day activities.

    The full arc of the wider workshop is threefold:

      Kickstart: This specifies the terms of engagement as you concentrate on both the potential and the team’s and leadership’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 company. A connected experience, in our parlance, is any UX requiring the orchestration of multiple systems of record on the backend. A marketing-automation platform and a content-management system could be used together. It could be a digital-asset manager combined with a customer-data platform.

    Give examples of connected experience interactions that you admire, find familiar, or even dislike, as examples of consumer and business-to-business examples. This should cover a representative range of personalization patterns, including automated app-based interactions ( such as onboarding sequences or wizards ), notifications, and recommenders. These are in the cards, which we have a catalog of. 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 deliver right now and what you want to deliver in the future.

    Next, have your team plot each idea on the following 2×2 grid, which lays out the four enduring arguments for a personalized experience. This is 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 ensuring data and privacy is a major challenge too much? Do you have content metadata needs that you have to address? ( We’re pretty sure you do; it’s just a matter of acknowledging the magnitude of that need and finding a solution. ) In our cards, we’ve noted a number of program risks, including common team dispositions. For instance, our Detractor card lists six intractable behaviors that prevent progress.

    Effectively collaborating and managing expectations is critical to your success. Consider the potential obstacles to your progress in the future. Press the participants to name specific steps to overcome or mitigate those barriers in your organization. According to research, 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.

    The dishes will be made using recipes that have predetermined ingredients.

    Verify your ingredients

    Like a good product manager, you’ll make sure you have everything ready to cook up your desired interaction ( or 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 method 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 among performance indicators and key performance indicators as well.

    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 a who-what-when-why construct:

    • 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 there are still 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 to a newly registered user 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.

    A good preworkshop activity might be to consider a first draft of what these cards might be for your organization, though we’ve also found that cocreating the recipes themselves can sometimes help this process. 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 later stages of the workshop could be characterized as moving 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 required for better kitchens.

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

    When a team overfits: they aren’t designing with their best data, personalization turns into a laughing 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 can achieve the necessary concentration and intention. 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 your organization’s masters. 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, you’ll have solid ground for success if you use the same cookbook and the same recipes. 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.

  • The Wax and the Wane of the Web

    The Wax and the Wane of the Web

    When you begin to believe you have all figured out, everyone does change, in my experience. Simply as you start to get the hang of injections, diapers, and ordinary sleep, it’s time for solid foods, potty training, and nighttime sleep. When you figure those over, it’s time for some short breaks for nap and school. The cycle goes on and on.

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

    How we got below

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

    the development of internet requirements

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

    Server-side language like PHP, Java, and.NET took Perl as the primary back-end computers, and the cgi-bin was tossed in the garbage bin. With these improved server-side equipment, the first period of internet programs started with content-management methods (especially those used in blogs like Blogger, Grey Matter, Movable Type, and WordPress ) In the mid-2000s, AJAX opened gates for sequential interaction between the front end and back close. Pages was now revise their content without having to reload it. A grain of Script frameworks like Prototype, YUI, and ruby arose to aid developers develop more credible client-side conversation across browsers that had wildly varying levels of standards support. Techniques like photo alternative enable skilled manufacturers and designers to use fonts of their choosing. And technologies like Flash made it possible to add animations, games, and even more interactivity.

    The industry was reenergized by these new tools, standards, and methods in many ways. Web design flourished as designers and developers explored more diverse styles and layouts. However, we still relied heavily on hacks. Early CSS was a huge improvement over table-based layouts when it came to basic layout and text styling, but its limitations at the time meant that designers and developers still relied heavily on images for complex shapes ( such as rounded or angled corners ) and tiled backgrounds for the appearance of full-length columns (among other hacks ). All kinds of nested floats or absolute positioning were required for complicated layouts ( or both ). Flash and image replacement for custom fonts was a great start toward varying the typefaces from the big five, but both hacks introduced accessibility and performance problems. And JavaScript libraries made it simple for anyone to add a dash of interaction to pages, even at the expense of double, even quadrupling, the download size of basic websites.

    The web as software platform

    The interplay between the front end and the back end continued to grow, which led to the development of the current era of modern web applications. Between expanded server-side programming languages ( which kept growing to include Ruby, Python, Go, and others ) and newer front-end tools like React, Vue, and Angular, we could build fully capable software on the web. Along with these tools, there were additional options, such as collaborative build automation, collaborative version control, and shared package libraries. What was once primarily an environment for linked documents became a realm of infinite possibilities.

    Mobile devices increased in their capabilities as well, and they gave us access to the internet in our pockets at the same time. Mobile apps and responsive design opened up opportunities for new interactions anywhere and any time.

    This fusion of potent mobile devices and potent development tools contributed to the growth of social media and other centralized tools for people to use and interact with. As it became easier and more common to connect with others directly on Twitter, Facebook, and even Slack, the desire for hosted personal sites waned. Social media provided connections on a global scale, with both the positive and negative effects.

    Want a much more extensive history of how we got here, with some other takes on ways that we can improve? ” Of Time and the Web” was written by Jeremy Keith. Or check out the” Web Design History Timeline” at the Web Design Museum. A fun tour through” Internet Artifacts” is also provided by Neal Agarwal.

    Where we are now

    It seems like we’ve reached yet another significant turning point in recent years. As social-media platforms fracture and wane, there’s been a growing interest in owning our own content again. There are many different ways to create a website, from the tried-and-true classic of hosting plain HTML files to static site generators to content management systems of all varieties. The fracturing of social media also comes with a cost: we lose crucial infrastructure for discovery and connection. The IndieWeb‘s Webmentions, RSS, ActivityPub, and other tools can assist with this, but they’re still largely underdeveloped and difficult to use for the less geeky. We can build amazing personal websites and add to them regularly, but without discovery and connection, it can sometimes feel like we may as well be shouting into the void.

    Browser support for CSS, JavaScript, and other web components has increased, particularly with initiatives like Interop. New technologies gain support across the board in a fraction of the time that they used to. I frequently find out about a new feature and check its browser support only to discover that its coverage is already over 80 %. Nowadays, the barrier to using newer techniques often isn’t browser support but simply the limits of how quickly designers and developers can learn what’s available and how to adopt it.

    We can now prototype almost any idea with just a few commands and a few lines of code. All the tools that we now have available make it easier than ever to start something new. However, as we upgrade and maintain these frameworks, we eventually pay the upfront costs that these frameworks may initially save in terms of our technical debt.

    If we rely on third-party frameworks, adopting new standards can sometimes take longer since we may have to wait for those frameworks to adopt those standards. These frameworks, which previously made it easier to adopt new techniques sooner, have since evolved into obstacles. These same frameworks often come with performance costs too, forcing users to wait for scripts to load before they can read or interact with pages. And when scripts fail ( whether due to poor code, network issues, or other environmental factors ), users frequently have no choice but to use blank or broken pages.

    Where do we go from here?

    Hacks of today help to shape standards for tomorrow. And there’s nothing inherently wrong with embracing hacks —for now—to move the present forward. Problems only arise when we refuse to acknowledge that they are hacks or when we choose not to replace them. So what can we do to create the future we want for the web?

    Build for the long haul. Optimize for performance, for accessibility, and for the user. weigh the price of those user-friendly tools. They may make your job a little easier today, but how do they affect everything else? What is the cost to the users? To future developers? To adoption of standards? Sometimes the convenience may be worth it. Sometimes it’s just a hack that you’ve gotten used to. And sometimes it’s holding you back from even better options.

    Start with the basics. Standards continue to evolve over time, but browsers have done a remarkably good job of continuing to support older standards. The same holds true for third-party frameworks, though. Sites built with even the hackiest of HTML from the’ 90s still work just fine today. The same can’t be said about websites created with frameworks even after a few years.

    Design with care. Consider the effects of each choice, whether your craft is code, pixels, or processes. The convenience of many a modern tool comes at the cost of not always understanding the underlying decisions that have led to its design and not always considering the impact that those decisions can have. Use the time saved by modern tools to consider more carefully and design with consideration rather than rush to “move fast and break things”

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

    Play, experiment, and be weird! This website we created is the most incredible experiment. It’s the single largest human endeavor in history, and yet each of us can create our own pocket within it. Be brave and try something new. Build a playground for ideas. In your own bizarre science lab, perform bizarre experiments. Start your own small business. There is no better place for being more creative, risk-taking, and expressing our creativity.

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

    Make a move and make it happen.

    As designers and developers for the web ( and beyond ), we’re responsible for building the future every day, whether that may take the shape of personal websites, social media tools used by billions, or anything in between. Let’s incorporate our values into the products we produce, and let’s improve the world for everyone. Create that thing that only you are uniquely qualified to make. Then, share it, improve it, re-create it, or create something new. Learn. Make. Share. Grow. Rinse and repeat. Everything will change whenever you believe you’ve mastered the web.

  • Opportunities for AI in Accessibility

    Opportunities for AI in Accessibility

    I was completely moved by Joe Dolson’s subsequent article on the crossroads of AI and convenience, both in terms of the suspicion he has regarding AI in general and how many people have been using it. In fact, I’m very skeptical of AI myself, despite my role at Microsoft as an accessibility technology strategist who helps manage the AI for Accessibility award program. As with any device, AI can be used in very positive, equitable, and available ways, as well as in destructive, unique, and harmful ways. Additionally, there are a bit of uses in the subpar center as well.

    I’d like you to consider this a “yes … and” piece to complement Joe’s post. I’m not trying to reject any of what he’s saying, but rather to give some context to initiatives and options where AI may produce real, positive impacts on people with disabilities. I want to take some time to talk about what’s possible in hope that we’ll get there one day. I’m no saying that there aren’t real challenges or pressing problems with AI that need to be addressed; there are.

    Other words

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

    As Joe points out, far text editing via human-in-the-loop should be a given. And if AI can intervene to provide a starting place for alt text, even if the rapid might say What is this BS? That’s certainly correct at all … Let me try to offer a starting point— I think that’s a win.

    If we can specifically teach a design to consider image usage in context, it might be able to help us more swiftly distinguish between images that are likely to be beautiful and those that are more descriptive. That will clarify which situations require image descriptions, and it will increase authors ‘ effectiveness in making their sites more visible.

    While complex images—like graphs and charts—are challenging to describe in any sort of succinct way ( even for humans ), the image example shared in the GPT4 announcement points to an interesting opportunity as well. Let’s say you came across a map that was simply the name of the table and the type of visualization it was: Pie table comparing smartphone use to have phone use among US households making under$ 30, 000 annually. ( That would be a pretty bad alt text for a chart because it frequently leaves many unanswered questions about the data, but let’s just assume that was the description in place. ) If your website knew that that picture was a pie chart ( because an onboard model concluded this ), imagine a world where people could ask questions like these about the creative:

    • Do more people use smartphones or other types of smartphones?
    • How many more?
    • Is there a group of people that don’t fall into either of these buckets?
    • What number is that?

    For a moment, the chance to learn more about images and data in this way could be revolutionary for people with low vision and blindness as well as for those with various forms of color blindness, cognitive disabilities, and other issues. It could also be useful in educational contexts to help people who can see these charts, as is, to understand the data in the charts.

    What if you could ask your browser to make a complicated chart simpler? What if you asked it to separate a single line from a line graph? What if you could ask your browser to transpose the colors of the different lines to work better for form of color blindness you have? What if you asked it to switch colors in favor of patterns? That seems like a possibility given the chat-based interfaces and our current ability to manipulate images in today’s AI tools.

    Now imagine a purpose-built model that could extract the information from that chart and convert it to another format. Perhaps it could convert that pie chart (or, better yet, a series of pie charts ) into more usable ( and useful ) formats, like spreadsheets, for instance. That would be incredible!

    Matching algorithms

    When Safiya Umoja Noble chose to call her book Algorithms of Oppression, she hit the nail on the head. Although her book focused on how search engines can foster racism, I believe it’s equally true that all computer models have the potential to foster conflict, prejudice, and intolerance. Whether it’s Twitter always showing you the latest tweet from a bored billionaire, YouTube sending us into a Q-hole, or Instagram warping our ideas of what natural bodies look like, we know that poorly authored and maintained algorithms are incredibly harmful. Many of these are the result of a lack of diversity in the people who create and build them. There is real potential for algorithm development when these platforms are built with inclusive features in, though.

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

    More people with disabilities can be used to create algorithms, which can lessen the likelihood that they will harm their communities. Diverse teams are crucial because of this.

    Imagine that a social media company’s recommendation engine was tuned to analyze who you’re following and if it was tuned to prioritize follow recommendations for people who talked about similar things but who were different in some key ways from your existing sphere of influence. For instance, if you were to follow a group of non-disabled white male academics who talk about AI, it might be advisable to follow those who are disabled, aren’t white, or aren’t men who also talk about AI. If you followed its advice, you might gain a more in-depth and nuanced understanding of what’s happening in the AI field. These same systems should also use their understanding of biases about particular communities—including, for instance, the disability community—to make sure that they aren’t recommending any of their users follow accounts that perpetuate biases against (or, worse, spewing hate toward ) those groups.

    Other ways that AI can assist people with disabilities

    I’m sure I could go on and on about using AI to assist people with disabilities, but I’m going to make this last section into a bit of a lightning round. In no particular order:

      preservation of voice You might have heard about the voice-preserve offerings from Microsoft, Acapela, or others, or have seen the VALL-E paper or Apple’s Global Accessibility Awareness Day announcement. It’s possible to train an AI model to replicate your voice, which can be a tremendous boon for people who have ALS ( Lou Gehrig’s disease ) or motor-neuron disease or other medical conditions that can lead to an inability to talk. This technology can also be used to create audio deepfakes, so we need to approach it responsibly, but the technology has truly transformative potential.
    • voice recognition is. Researchers like those in the Speech Accessibility Project are paying people with disabilities for their help in collecting recordings of people with atypical speech. As I type, they are actively recruiting people with Parkinson’s and related conditions, and they intend to expand this to other conditions as the project develops. More people with disabilities will be able to use voice assistants, dictation software, and voice-response services, as well as to use only their voices to control computers and other devices, according to this research.
    • Text transformation. The most recent generation of LLMs is capable of altering already-existing text without giving off hallucinations. This is incredibly empowering for those who have cognitive disabilities and who may benefit from text summaries or simplified versions, or even text that has been prepared for bionic reading.

    The importance of diverse teams and data

    Our differences must be acknowledged as important. The intersections of the identities that we exist in have an impact on our lived experiences. These lived experiences—with all their complexities ( and joys and pain ) —are valuable inputs to the software, services, and societies that we shape. Our differences must be reflected in the data we use to develop new models, and those who provide it need to be compensated for doing so. More robust models are produced by inclusive data sets, which promote more justifiable outcomes.

    Want a model that doesn’t demean or patronize or objectify people with disabilities? Make sure that you include information about disabilities that is written by people who have a range of disabilities and that is well represented in the training data.

    Want a model that doesn’t speak in ableist language? You may be able to use existing data sets to build a filter that can intercept and remediate ableist language before it reaches readers. Despite this, AI models won’t be replacing human copy editors anytime soon when it comes to sensitivity reading.

    Want a copilot for coding that provides recomprehensible recommendations after the jump? Train it on code that you know to be accessible.


    I have no doubts about how dangerous AI can and will be for people today, tomorrow, and for the rest of the world. However, I think we should also acknowledge this and make thoughtful, thoughtful, and intentional changes to our approaches to AI that will also reduce harm over time with an emphasis on accessibility ( and, in general, inclusion ). Today, tomorrow, and well into the future.


    Many thanks to Kartik Sawhney for supporting the development of this article, Ashley Bischoff for providing me with invaluable editorial support, and of course, Joe Dolson for the prompt.

  • I am a creative.

    I am a creative.

    I have a creative side. What I do is alchemy. It is a secret. Instead of letting it get done by me, I do it.

    I am imaginative. This brand is not appropriate for all creatives. Not all people see themselves in this manner. Some innovative individuals practice technology in their work. That is the way they are, and I take that into account. Perhaps I also have a small envy for them. However, my thinking and being are unique.

    Apologizing and qualifying in progress is a diversion. My brain uses that to destroy me. I put it off for the moment. I may forgive and be qualified at any time. After I’ve said what I should have. Which is too difficult.

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

    Sometimes it does. Maybe what I need to make arrives in a flash. When I say something at that moment, I’ve learned not to say it because people often don’t work hard enough to acknowledge that the idea is the best idea even when you know it’s the best idea.

    Maybe I just keep working until the thought strikes me. Maybe it arrives right away, but I don’t remind people for three days. Maybe I get so excited about something that just happened that I blurt it out and didn’t stop myself. like a child who discovered a medal in one of his Cracker Jacks. I occasionally manage to get away with this. Yes, that is the best plan, per some observers. They don’t usually, and I regret losing my joy.

    Passion should only be saved for the meet, when it matters. Certainly the informal get-together that comes before that meeting with two more discussions. Nobody understands why these discussions occur. We keep saying we’re getting rid of them, but we keep discovering new ways to get them. They occasionally yet are good. But occasionally they are a hindrance to the actual labor. Depending on what you do and where you do it, the ratio between when conferences are valuable and when they are a sad distraction vary. also who you are and what you do. I’ll go over it once more. I have a creative side. That is the design.

    Sometimes, despite many hours of diligent effort, someone is hardly useful. Often I have to accept that and move on to the next task.

    Don’t inquire about the procedure. I have a creative side.

    I am imaginative. I have no control over my desires. And I have no control over my best tips.

    I can nail ahead, fill in the blanks, or use images or information, which occasionally works. I can go for a move, which occasionally works. There is a Eureka that has nothing to do with sizzling fuel and flowing pots. I may be making dinner. I frequently know what to do when I awaken. The idea that may have saved me disappears almost as frequently as I become aware and a part of the world once more as a thoughtless wind of oblivion. For imagination, in my opinion, comes from that other planet. the one that we enter in ambitions and, possibly, before and after dying. But writers should be asking this, and I am not one of them. I have a creative side. Theologians are encouraged to build massive armies in their artistic globe, which they insist is real. But that is yet another diversion. And it’s miserable. Whether or not I am innovative or not, this may be on a much larger issue. But that’s also a step backwards from what I’m trying to say.

    Often the outcome is mitigation. also suffering. You are familiar with the adage” the tortured designer”? Even when the artist ( this place that noun in quotes ) attempts to write a sweet drink jingle, a call in a worn-out comedy, or a budget ask, it’s true.

    Some individuals who detest being called artistic perhaps been closeted artists, but that’s between them and their gods. No offence here. Yours is also real. My needs are own, though.

    Designers acknowledge their work.

    Disadvantages know cons, just like real rappers recognize true rappers, just like queers recognize queers. People have a lot of regard for designers. We revere, follow, and nearly deify the great types. Of course, deifying any person is a horrible error. We’ve been given a warning. We are more knowledgeable. We are aware of this. They argue, they are depressed, they regret their most important choices, they are weak and hungry, they can be violent, and they can be as terrible as we can because they are clay, just like us. But. But. However, they produce this incredible issue. They give birth to something that may not exist before them and couldn’t exist without. They are thought’s founders. And I suppose I should add that they are the mother of technology because it’s just lying it. Ba ho backside! That’s done, I suppose. Continue.

    Because we compare our personal small accomplishments to those of the great ones, artists denigrate them. Wonderful video I‘m not Miyazaki, though. That is glory right now. That is brilliance straight out of the Bible. I created this drained tiny thing. It essentially fell off the pumpkin vehicle. The carrots weren’t actually new, either.

    Artists is aware that they are at best Salieri. That is what Mozart’s artists do, actually.

    I am imaginative. I haven’t worked in advertising in 30 years, but my former artistic managers have been the ones who make my decisions. And they are correct to do so. When it really counts, my mind goes flat because I am too lazy and simplistic. No medication is available to treat artistic difficulties.

    I am imaginative. Every project I create has a goal that makes Indiana Jones appear to be a retiree snoring in a balcony head. The more I pursue creativity, the faster I can complete my work, and the longer I obsess over my ideas and whizz around in circles before I can complete that task.

    I can move ten times more quickly than those who aren’t imaginative, those who have just been creative for a short while, and those who have just had a short time of creative work. Only that I spend twice as long as they do putting the job away before I work ten times as quickly as they do. When I put my mind to it, I am so confident in my ability to do a wonderful career. I have an addiction to the delay jump. I’m still so frightened of jumping.

    I don’t create anything.

    I am imaginative. hardly a musician. Though as a boy, I had a dream that I would one day become that. Some of us criticize our abilities and like our own selves because we are not Michelangelos and Warhols. That is narcissism, but at least we don’t practice elections.

    I am imaginative. Despite my belief in reason and science, my decisions are based on my own senses. And bear witness to what comes next, both the successes and the calamities.

    I am imaginative. Every term I’ve said these may irritate another artists who have different viewpoints. Ask a question to two designers, and you’ll find three responses. No matter how we does think about it, our debate, our passion for it, and our responsibility to our own truth, at least in my opinion, are the best indications that we are creative.

    I am imaginative. I lament my lack of taste in the areas of human knowledge that I know quite small, that is to say about everything. And I put my ego before everything else in the places that are most important to me, or perhaps more precisely, to my passions. Without my passions, I may probably have to spend time staring living in the eye, which almost none of us can do for very long. No actually. Actually, not. Because a lot of career is intolerable if you really look at it.

    I am imaginative. I think that when I’m gone, some of the good parts of me will stay in the head of at least one additional person, just like a family does.

    Working frees me from worrying about my job.

    I am imaginative. I fear that my little product will disappear.

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

    I am imaginative. I think that method is the greatest secret. I think I have to consider it so strongly that I actually made the foolish decision to publish an essay I wrote without having to go through or edit. I swear I didn’t accomplish this frequently. But I did it right away because I was even more frightened of forgetting what I was saying because I was afraid of you seeing through my sad movements toward the beautiful.

    There. I believe I’ve said it.

  • Humility: An Essential Value

    Humility: An Essential Value

    Humility, a writer’s most important quality, has a great circle to it. What about sincerity, an business manager’s important value? Or a doctor’s? Or a teacher’s? They all have excellent sounding voices. When humility is our guiding light, the course is usually available for fulfillment, development, relation, and commitment. We’re going to discuss why in this section.

    That said, this is a guide for developers, and to that conclusion, I’d like to begin with a story—well, a voyage, actually. It’s a private one, and I’m going to make myself a little prone along the way. I call it:

    The Absurd Pate of Justin: The Tale of Justin

    When I was coming out of arts school, a long-haired, goateed novice, write was a known quantity to me, design on the web, however, was riddled with complexities to understand and learn, a problem to be solved. Although I had formal training in typography, layout, and creative design, how could these fundamental skills be applied to a developing electric landscape was what piqued my interest. This theme may eventually form the rest of my profession.

    But I drained HTML and JavaScript novels into the wee hours of the morning and self-taught myself how to code during my freshman year rather than student and go into print like many of my companions. I wanted—nay, needed—to better understand the underlying relevance of what my design decisions may think when rendered in a website.

    The so-called” Wild West” of website layout existed in the late 1990s and early 2000s. Manufacturers at the time were all figuring out how to use layout and visual connection to the online environment. What were the guidelines? How may we break them and also engage, entertain, and present information? How could my values, which include value, humility, and relation, go along with that on a more general degree? I was eager to find out.

    Even though I’m referring to a different time, those are amazing factors between non-career relationships and the world of layout. What are your main passions, or ideals, that elevate medium? The main themes remain the same, much like the clear parallels between what fulfills you, who is independent of the physical or digital worlds.

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

    For instance, this iteration of my personal portfolio site (” the pseudoroom” ) from that time was experimental if not a little overt in terms of visualizing how the idea of a living sketchbook was conveyed. Quite skeuomorphic. This one involved sketching and then passing a Photoshop file back and forth to experiment with various customer interactions with fellow artist and dear companion Marc Clancy, who is now a co-founder of the creative task organizing app Milanote. Finally, I’d break it down and script it into a modern layout.

    Along with pattern book pieces, the site even offered free downloads for Mac OS customizations: pc wallpapers that were successfully design experimentation, custom-designed typefaces, and desktop icons.

    GUI Galaxy was a design, pixel art, and Mac-centric news portal that graphic designer friends and I developed from the beginning.

    Design news portals were incredibly popular at the time, and they now accept tweet-sized, small-format excerpts from relevant news from the categories I previously covered. 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 changed and developed a bandwidth-sensitive, award-winning, much more accessibility-conscious website. Still ripe with experimentation, yet more mindful of equitable engagement. Below are some content panes that show general news (tech, design ) and news centered on Mac. 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 presentation layer consists of international design, illustration, and news author collaboration, and the backbone of the website was a homegrown CMS. And the collaboration effort here, in addition to experimentation on a’ brand’ and content delivery, was hitting my core. We were creating a global audience by creating something bigger than just one of us.

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

    Why am I taking you on this journey of design memory lane, now? Two reasons.

    First of all, there’s a reason for the nostalgia for the” Wild West” era of design that so many personal portfolio and design portals sprang from the past. Ultra-finely detailed pixel art UI, custom illustration, bespoke vector graphics, all underpinned by a strong design community.

    The web design industry has experienced a period of stagnation in recent years. 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. Perhaps an icon library is used with selections that only vaguely relate to their respective content is used.

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

    Pixel Issues

    Websites during this period were often designed and built on Macs whose OS and desktops looked something like this. Although Mac OS 7.5 is available, 8 and 9 are not very different.

    How could any single icon, at any point, stand out and grab my attention? This fascinated me. In this example, the user’s desktop is tidy, but think of a more realistic example with icon pandemonium. Or, let’s say an icon was a part of a larger system grouping ( fonts, extensions, control panels ): how did it maintain cohesion within a group as well?

    These were 32 x 32 pixel creations, utilizing a 256-color palette, designed pixel-by-pixel as mini mosaics. Under such absurd constraints, this seemed to me to be the embodiment of digital visual communication. And often, ridiculous restrictions can yield the purification of concept and theme.

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

    I wanted to see how I could use that 256-color palette to push the boundaries of a 32×32 pixel grid, expanding upon the idea of exploration. Those ridiculous constraints forced a clarity of concept and presentation that I found incredibly appealing. I was thrown the digital gauntlet, and that challenge fueled my determination. And so, in my dorm room into the wee hours of the morning, I toiled away, bringing conceptual sketches into mini mosaic fruition.

    These are some of my creations that made use of ResEdit, the only program I had at the time, to create icons. ResEdit was a clunky, built-in Mac OS utility not really made for exactly what we were using it for. Research is at the center of all of this endeavor. Challenge. solving problems. 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.

    Kaliber 1000 is short for K10k. 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, attention to detail paid to every aspect of every detail, and many of the more well-known 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. K10k eventually figured out that I was one of their very limited group of news writers who could contribute content to the website.

    Amongst my personal work and side projects —and now with this inclusion—in the design community, this put me on the map. Additionally, my design work has started to appear on other design news portals, as well as be published in various printed collections, in domestic and international magazines, and in various printed collections. With that degree of success while in my early twenties, something else happened:

    I actually changed into a massive asshole in about a year of high school, not less. The press and the praise became what fulfilled me, and they went straight to my head. My ego was inflated by them. I actually felt somewhat superior to my fellow designers.

    The victims? My design stagnated. My evolution has stagnated, as is my evolution.

    I felt so supremely confident in my abilities that I effectively stopped researching and discovering. When I used to lead sketch concepts or iterations as my first instinctive step, I instead leaped right into Photoshop. I drew my inspiration from the smallest of sources ( and with blinders on ). Any criticism of my work from my fellow students was frequently vehemently dissented. The most tragic loss: I had lost touch with my values.

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

    It’s true, I initially didn’t accept it, but after much reflection, I was able to accept it. I was soon able to accept, and process, and course correct. Although the realization made me feel uneasy, the re-awakening was necessary. I let go of the “reward” of adulation and re-centered upon what stoked the fire for me in art school. Most importantly, I regained my fundamental values.

    Always Students

    Following that temporary regression, I was able to advance in both my personal and professional design. And I could self-reflect as I got older to facilitate further growth and course correction as needed.

    Let’s use the Large Hadron Collider as an example. 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”. Thank you, 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 depiction of what is actually happening inside the Collider during any given particle collision event and are frequently regarded as works of art by 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. In order to accomplish this, in this role,

    I cut my teeth on usability testing, working with the Fermilab team to iterate and improve the interface. To me, their language and the topics they discussed seemed to me to be foreign languages. 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 the opportunity to observe the physicists ‘ use of the tool in their own homes, on their own terminals, during my first ethnographic observation. 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. They were able to focus on their eyes while working during the day while poring over enormous amounts of data. And Fermilab and CERN are government entities with rigorous accessibility standards, so my knowledge in that realm also grew. Another crucial form of communication was the barrier-free design.

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

    An evergreen willingness to listen, learn, understand, grow, evolve, and connect yields our best work. I want to pay attention to the words “grow” and “evolve” in particular 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 practical design experience under our belt. Or the focused lab sessions from a UX bootcamp. Or the monogrammed portfolio of our creative work. Or, ultimately, decades of a career behind us.

    However, with all that being said, “experience” does not equate to “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 creator who we can be will never be there.

  • User Research Is Storytelling

    User Research Is Storytelling

    I’ve been fascinated by movies since I was a child. I loved the heroes and the excitement—but most of all the stories. I aspired to be an artist. And I believed that I’d get to do the things that Indiana Jones did and go on fascinating experiences. Yet my friends and I had movie ideas to make and sun in. But they never went any farther. However, I did end up in the user experience ( UX) field. Today, I realize that there’s an element of drama to UX— I hadn’t actually considered it before, but consumer analysis is story. And to get the most out of customer studies, you must tell a compelling story that involves stakeholders, including the product team and decision-makers, and piques their interest in learning more.

    Think of your favorite film. It probably follows a three-act narrative architecture: the layout, the conflict, and the resolution, which is prevalent in literature. The second act shows what exists now, and it helps you get to know the figures and the challenges and problems that they face. Act two sets the scene for the fight and the activity begins. Here, issues grow or get worse. The solution is the third and final work. This is where the issues are resolved and the figures learn and change. This structure, in my opinion, is also a fantastic way to think about customer research, and I think it can be particularly useful for explaining consumer research to others.

    Use story as a framework for conducting analysis

    It’s sad to say, but many have come to see studies as being inconsequential. Research is frequently one of the first things to go when finances or deadlines are tight. Instead of investing in study, some goods professionals rely on manufacturers or—worse—their personal judgment to make the “right” options for users based on their experience or accepted best practices. That may lead some groups, but that approach can so easily miss the chance to solve people ‘ real issues. To be user-centered, this is something we really avoid. User study improves style. It keeps it on trail, pointing to problems and opportunities. Being aware of the problems with your goods and taking action can help you be ahead of your competition.

    In the three-act structure, each action corresponds to a part of the process, and each part is important to telling the whole story. Let’s take a look at the various functions and how they relate to consumer research.

    Act one: installation

    Fundamental analysis comes in handy because the layout is all about comprehending the background. Basic research ( also called relational, discovery, or preliminary research ) helps you understand people and identify their problems. Just like in the movies, you’re learning about the difficulties customers face, what options are available, and how those challenges impact them. To do basic research, you may conduct situational inquiries or journal studies ( or both! ), which may assist you in identifying both challenges and options. It doesn’t need to be a great investment in time or money.

    Erika Hall discusses the most effective anthropology, which can be as straightforward as spending 15 hours with a customer and asking them to” Walk me through your morning yesterday.” That’s it. Provide that one ask. Locked up and listen to them for 15 days. Do everything in your power to protect both your objectives and yourself. Bam, you’re doing ethnography”. According to Hall, “[This ] will probably prove quite fascinating. In the very unlikely event that you didn’t learn anything new or helpful, carry on with increased confidence in your way”.

    I think this makes sense. And I love that this makes consumer research so visible. You can simply attract individuals and carry out the recruitment process without having to make a lot of paperwork! This can offer a wealth of knowledge about your customers, and it’ll help you better understand them and what’s going on in their life. That’s what work one is really all about: understanding where people are coming from.

    Maybe Spool talks about the importance of basic research and how it may type the bulk of your research. If you can supplement what you’ve heard in the fundamental studies by using any more user data that you can obtain, such as surveys or analytics, to make recommendations that may need to be investigated further, you might as well use those that can be drawn from those that you can obtain. Together, all this information creates a clearer picture of the state of things and all its inadequacies. And that’s the start of a gripping tale. It’s the place in the story where you realize that the principal characters—or the people in this case—are facing issues that they need to conquer. This is where you begin to develop compassion for the characters and support their success, much like in films. And finally partners are now doing the same. Their business may lose money because users didn’t finish particular tasks, which may be their love. Or probably they do connect with customers ‘ problems. In either case, action one serves as your main strategy to pique the interest and interest of the participants.

    When partners begin to understand the value of basic research, that is open doors to more opportunities that involve users in the decision-making approach. And that can help goods team become more user-centric. This gains everyone—users, the goods, and partners. It’s similar to winning an Oscar in terms of filmmaking because it frequently results in your item receiving good reviews and success. And this can be an opportunity for participants to repeat this process with different products. The secret to this approach is storytelling, and knowing how to tell a compelling story is the only way to entice partners to do more research.

    This brings us to work two, where you incrementally review a design or idea to see whether it addresses the problems.

    Act two: fight

    Act two is all about digging deeper into the issues that you identified in action one. This typically involves conducting lateral study, such as accessibility tests, where you evaluate a potential solution ( such as a design ) to see if it addresses the problems you identified. The issues may include unfulfilled needs or problems with a circulation or procedure that’s tripping users off. More issues may come up in the process, much like in action two of a movie. It’s here that you learn more about the figures as they grow and develop through this work.

    According to Jakob Nielsen, five users should be normally in usability tests, which means that this number of users can generally identify the majority of the issues:” As you add more and more users, you learn less and less because you will keep seeing the same things again and again… After the second user, you are wasting your time by observing the same findings consistently 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. With fewer participants, each user’s struggles will be more memorable and accessible to other parties when presenting 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.

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

    If conducting usability testing in the field is like watching a play that is staged and controlled, where any two sessions may be very different from one another. You can 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 meet users at their location to conduct 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. You have less control over how these sessions end as researchers, but this can occasionally 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. Usability tests in person offer a level of detail that is frequently absent from remote testing.

    That’s not to say that the “movies” —remote sessions—aren’t a good option. A wider audience can be reached through remote sessions. They allow a lot more stakeholders to be involved in the research and to see what’s going on. Additionally, they make access to a much wider user base geographically. But with any remote session there is the potential of time wasted if participants can’t log in or get their microphone working.

    You can ask real users questions to understand their thoughts and understanding of the solution as a result of usability testing, whether it is done remotely or in person. This can help you not only identify problems but also glean why they’re problems in the first place. Additionally, you can test your own hypotheses and determine whether your reasoning 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. The excitement centers on Act 2, but there are also potential surprises in that Act. This is equally true of usability tests. Sometimes, participants will say unexpected things that alter the way you look at them, which can lead to unexpected turns in the story.

    Unfortunately, user research is sometimes seen as expendable. Usability testing is often the only method of research that some stakeholders believe they ever need, especially in this regard. 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 down the area of focus on without considering the needs of the users. As a result, there’s no way of knowing whether the designs might solve a problem that users have. In the context of a usability test, it’s only feedback on a particular design.

    On the other hand, if you only do foundational research, 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 demonstrates the value of conducting both directional and foundational 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 encourage stakeholders to take action on the issues raised.

    Act three: resolution

    The third act is about resolving the issues from the first two acts, while the first two acts are about understanding the background and the tensions that can compel stakeholders to take action. While it’s important to have an audience for the first two acts, it’s crucial that they stick around for the final act. That includes all members of the product team, including developers, UX experts, business analysts, delivery managers, product managers, and any other interested parties. It allows the whole team to hear users ‘ feedback together, ask questions, and discuss what’s possible within the project’s constraints. And it gives the UX design and research teams more time to clarify, suggest alternatives, or provide more context for their choices. So you can get everyone on the same page and get agreement on the way forward.

    This act is primarily told through 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 offer the stakeholders their suggestions and suggestions for how to create this vision.

    Nancy Duarte in the Harvard Business Review offers an approach to structuring presentations that follow a persuasive story. The most effective presenters employ the same methods as great storytellers: they create a conflict that needs to be settled by reminding people of the status quo and then revealing a better way, according to 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 proof for “what is “—the issues you’ve identified. And “what could be “—your recommendations on how to address them. And so forth and forth.

    You can reinforce your recommendations with examples of things that competitors are doing that could address these issues or with examples where competitors are gaining an edge. Or they can be as visual as quick sketches of a potential solution to a problem. These can help generate conversation and momentum. And this continues until the session is over when you’ve concluded everything by summarizing the key points and offering suggestions for a solution. This is the part where you reiterate the main themes or problems and what they mean for the product—the denouement of the story. The stakeholders will now have the opportunity to take the next steps, and hopefully the will-power to do so!

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

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

    The researcher performs a number of tasks: they are the producer, the director, and the storyteller. The participants have a small role, but they are significant characters ( in the research ). And the audience are the stakeholders. 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 parties should have a goal and a desire to solve the product’s flaws.

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