Exploring Experience Design - Ezra Schwartz - E-Book

Exploring Experience Design E-Book

Ezra Schwartz

0,0
31,19 €

-100%
Sammeln Sie Punkte in unserem Gutscheinprogramm und kaufen Sie E-Books und Hörbücher mit bis zu 100% Rabatt.

Mehr erfahren.
Beschreibung

We live in an experience economy in which interaction with products is valued more than owning them. Products are expected to engage and delight in order to form the emotional bonds that forge long-term customer loyalty:

Products need to anticipate our needs and perform tasks for us: refrigerators order food, homes monitor energy, and cars drive autonomously; they track our vitals, sleep, location, finances, interactions, and content use; recognize our biometric signatures, chat with us, understand and motivate us. Beautiful and easy to use, products have to be fully customizable to match our personal preferences.

Accomplishing these feats is easier said than done, but a solution has emerged in the form of Experience design (XD), the unifying approach to fusing business, technology and design around a user-centered philosophy.

This book explores key dimensions of XD: Close collaboration among interdisciplinary teams, rapid iteration and ongoing user validation. We cover the processes, methodologies, tools, techniques and best-practices practitioners use throughout the entire product development life-cycle, as ideas are transformed to into positive experiences which lead to perpetual customer engagement and brand loyalty.

Das E-Book können Sie in Legimi-Apps oder einer beliebigen App lesen, die das folgende Format unterstützen:

EPUB
MOBI

Seitenzahl: 533

Veröffentlichungsjahr: 2017

Bewertungen
0,0
0
0
0
0
0
Mehr Informationen
Mehr Informationen
Legimi prüft nicht, ob Rezensionen von Nutzern stammen, die den betreffenden Titel tatsächlich gekauft oder gelesen/gehört haben. Wir entfernen aber gefälschte Rezensionen.



Exploring Experience Design
Fusing business, tech, and design to shape customer engagement
Ezra Schwartz

BIRMINGHAM - MUMBAI

 

Exploring Experience Design

Copyright © 2017 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

 

First published: August 2017

 

Production reference: 1290817

 

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.
ISBN 978-1-78712-244-4

www.packtpub.com

Credits

Author

Ezra Schwartz

Copy Editors

Dhanya Baburaj

Safis Editing

Reviewers

Oz Chen

Scott Faranello

Ran Liron

Project Coordinator

Ritika Manoj

Commissioning Editor

 

Ashwin Nair

Proofreader

Safis Editing

Acquisition Editor

Reshma Raman

Indexer

Mariammal Chettiyar

ContentDevelopmentEditor

Mohammed Yusuf Imaratwale

Graphics

Jason Monteiro

Technical Editor

Murtaza Tinwala

Production Coordinator

Shraddha Falebhai

About the Author

Ezra Schwartz is a multidisciplinary design leader with a holistic approach to experience strategy and design.  He led projects in diverse settings, from Fortune 50 companies to start-ups in finance, healthcare, aviation, manufacturing, education, research, and other industries, and is the author of two books on prototyping.

Throughout his career, Ezra has been devising and refining qualitative and quantitative design methods, advancing rapid interactive prototyping techniques, streamlining iterative design guided by continuous user feedback, advocating for accessible design, and mentoring junior practitioners. 

Ezra lives in Hyde Park, Chicago, where he draws serenity and often conceives design solutions while running along the shores of the magnificent Lake Michigan. 

Acknowledgements

Many of my colleagues, family, and friends have contributed directly or indirectly to this book--I wish I could mention you all. I would like to extend my special thanks to Ruth and Doron Blatt, Mary Burton, Ritch Macefield, Marci Campbell, Dino Eliopulos, Julia and Eitan Gauchman, Hedva Golan, Jim Carleton, Caroline Harney, Christine and Scott Marriott, Ayelet and Alon Fishbach, Galila Spharim, and Yigal Bronner, for their support and encouragement over the years.

I would like to acknowledge the remarkable fellow practitioners who responded so generously to my request to share their personal journeys in Chapter 7, The Design Team--Marlys Caceres, Eddie Chen, Dino Eliopulos, Jay Kaufmann, Ritch Macefield, Saikat Mandal, Christine Marriott, Ross Riechardt, Derik Schneider, Ginger Shepard, Courtney Skulley, Ken Stern, John Tinman, and Richard Tsai.

Kudos to my friends and colleagues at TandemSeven who provided numerous opportunities to engage in insightful conversations on various topics covered in the book and beyond.

To my wife Orit, who helped me shape many rough ideas, for her insights, expert contribution to Chapter 5, Experience - Perception, Emotions, and Cognition and thoughtful edits of the final draft.

I am grateful to Scott Faranello and Oz Chen who reviewed early drafts of this book; Ran Liron, for his detailed, honest, knowledgeable, thoughtful, and generous comments; and Marlys Caceres for her assistance with images.

Last but not least, I want to thank the people who are behind the scenes of this book--the editors and staff at Packt Publishing, and especially Reshma Raman, Mohammed Yusuf Imaratwale, Murtaza Tinwala, Ashwin Nair, and Narendrakumar Tripathi for their patience and continuous encouragement throughout this project.

About the Reviewers

Oz Chen is an experience designer who works with start-ups and companies with a mission to create a social impact. In 2013, he founded UXBEGINNER.COM (http://www.uxbeginner.com/) to help students transition into the field of user experience design. When he's not designing for clients, publishing content, or mentoring designers, Oz loves to travel, practice Spanish, and attend life-changing festivals.

To my mom, my benevolent creator, thank you, with deep love.

 

 

Scott Faranello is a usability expert with over 15 years of experience in product design, web production, product strategy, and quantitative measuring of user behavior. Having worked closely with a wide and diverse array of clients and teams over the years, he has focused on delivering valuable and predictable outcomes that satisfy both end users and business goals. Scott is the author of two books published by Packt: Practical UX Design and Balsamiq Wireframes Quickstart Guide. He currently resides in CT with his wife and two boys.

 

 

Ran Liron is a veteran UX leader, operating in Israel. He has more than 20 years of hands-on experience, balancing considerations of users' needs, technical limitations, and business objectives. Ran has planned and executed a wide variety of projects for all types of clients and markets, including large international corporations and start-ups, such as B2B and B2C, finance, cyber-security, government, military, e-commerce, IT, telecom, insurance, health, education, social networks, and advertising. Ran is very passionate about evangelizing UX best practice and methodology, in organizations he had worked for, in the IT community, and as a mentor in Google's Launchpad for start-ups.

www.PacktPub.com

For support files and downloads related to your book, please visit www.PacktPub.com.

Did you know that Packt offers eBook versions of every book published, with PDF and ePub files available? You can upgrade to the eBook version at www.PacktPub.com and as a print book customer, you are entitled to a discount on the eBook copy. Get in touch with us at [email protected] for more details.

At www.PacktPub.com, you can also read a collection of free technical articles, sign up for a range of free newsletters and receive exclusive discounts and offers on Packt books and eBooks.

https://www.packtpub.com/mapt

Get the most in-demand software skills with Mapt. Mapt gives you full access to all Packt books and video courses, as well as industry-leading tools to help you plan your personal development and advance your career.

Why subscribe?

Fully searchable across every book published by Packt

Copy and paste, print, and bookmark content

On demand and accessible via a web browser

Customer Feedback

Thanks for purchasing this Packt book. At Packt, quality is at the heart of our editorial process. To help us improve, please leave us an honest review on this book's Amazon page at https://www.amazon.com/dp/1787122441.

If you'd like to join our team of regular reviewers, you can e-mail us at [email protected]. We award our regular reviewers with free eBooks and videos in exchange for their valuable feedback. Help us be relentless in improving our products!

To my mother, Eda Schwartz, and to the memory of my father, Zeev, for their sacrifices and for exemplifying the power of determination and optimism  
To my wife Orit for being my loving partner throughout our joint life-journey
To my sons Ben and Yoav for showing me how talent and creativity evolve
To Tsippi and Shlomo Bobbe for their love, support, and inspiration

Table of Contents

Preface

What this book covers

Who this book is for

Reader feedback

Customer support

Downloading the color images of this book 

Errata

Piracy

Questions

Experience Design - Overview

A day in the life and experiences of M

The importance of usability 

Less can be more 

Task density

Evolution of Design

Summary

The Experience Design Process

Processes and change

Evolving roles and processes

Early models of design process

Design, process, and the internet

Browsers, search, and design

From eye candy to user experience

Needs to roles to processes

Unified design process - experience is the product

Unified experience design process model

Summary

Business and Audience Context

Defining the business context

Business needs - research activities

Stakeholder and subject-matter expert interviews

Product expert reviews

Competitive research and analysis

Defining the product - audience context

Features versus experience

Audience Research

Audience segments and their characteristics

Audience needs - research activities

Online surveys

Survey examples

Summary

The User and Context of Use

Thinking about user needs and desires

User research

Card sorting

Why use it in experience design?

How to use it in experience design

Pros

Cons

Contextual inquiries (CI)

Why use it in experience design?

How to use it in experience design?

Pros

Cons

The diary or log method

Why use it in experience design?

How to use it in experience design?

Pros

Cons

Focus groups and visioning workshops

Why use it in experience design?

How to use it in experience design?

Pros

Cons

Surveys

Why use it in experience design?

How to use it in experience design?

Pros

Cons

Web analytics and customer support logs

Why use it in experience design?

Pros

Cons

Establishing the context of use

Personas

Persona development workshops

Task Analysis

Scenarios and user stories

Journey mapping

Journey mapping workshops

Summary

Experience - Perception, Emotions, and Cognition

The senses

Vision and visual perception

Expressions

Gestures

From seeing to making meaning

Hearing and sound

The power of sound

Touch - The tactile sense

Touch and texture

Time

Emotions and executive functions

Individual and social

Summary

Experience Design Disciplines

Mapping the disciplines

Mapping common design themes

Form and function

Needs, function, and form

Science fiction reality

2D surfaces and meaning

Exterior and interior spaces - architecture

Clothes, fabrics, and fashion

Human factors (ergonomics)

Time-based design disciplines

Engineering and science in Experience Design

Summary

The Design Team

Role of the designer

The relationship designer

Team configurations

Meet an experience design practitioner

Marlys Caceres - Visual Designer

Eddie Chen - UX Engagement Lead

About my work

Dino Eliopulos - Design Leader

Advice to those who consider a career in design

How do you see the evolution of XD in general?

Jay Kaufmann - Design Manager

A career found me

Management brought it together

The work - designing design

The profession - paying it forward

Ritch Macefield, PhD - UX and IT Consultant

The present

The future

Saikat Mandal - Architect, Experience Designer

Christine Marriott, PhD - Architect

Ross Riechardt - UX Designer

Just start

Derik Schneider - UI/UX Artist/Designer/Developer

Young professional lone wolf

Solid foundations and learning experiences

Things have changed

The degrees

Wrap up

Ginger Shepard - Product Manager

Key activities

Courtney Skulley - Visual Designer

Key activities

Artifacts

Advice to those who consider a career in visual design

Ken Stern, PhD - User Research Practice Lead

Advice to someone who considers a career in experience design

John Tinman - UX Designer

My design process and key activities

My advice and where I see this profession evolving

Richard Tsai - UX Architect

Summary

Delight and Engagement

Overview

Functional and emotional design

Visual and auditory experiences

Visual design trends

Skeuomorphic design

Sequencing and directions

Grabbing attention

Data visualization

Shaping experiences

Conversational experiences

The power of context

Motivation

Summary

Tying It All Together - From Concept to Design

Design philosophy 

The past and future

First impressions

The "cookie cutter"

Accessible design

Concept development

Activities

Sketching

Mind mapping

Storyboards

Designer versus collaborative design

Refining concepts

Prototyping

Summary

Design Testing

Why test?

R.T.G.D.M?

Testing prototypes

Hi-fidelity and low-fidelity prototypes

Who should facilitate?

Planning usability tests

The test

Test objectives

The testing scenario

Screen 1

Screen 2

Documenting test responses

Recruiting participants

The screener

Introduction

Validation and vetting

Additional information and confirmation

Testing considerations

Fee versus free

Insiders versus impartial

Casual versus power users

Test settings

Moderated versus unmoderated

Lab versus field testing

Summary

The Design Continuum

Design continuity

Experience platforms

Design systems

Wrapping up

Preface

For as long as I can remember, I've been designing one thing or another. My earliest recollection is of a newspaper my friends and I put together during summer break before third grade. That publication lasted only for a couple of limited-edition issues; limited, because, in addition to writing articles about soccer, my job was to design the paper. This meant that I had to come up with a head mast, writing the few articles we put together neatly, tracing photos into a simple layout, and finally, manually copying each issue a few times. Altogether, this was a tedious, time-consuming effort, which took a while to compete, since we were lured into playing soccer outside. Yet, the joy of turning a blank sheet of paper into a meaningful product, which we distributed (handed out) to our beloved family members for money to buy an ice cream, planted the seeds that eventually blossomed to become my lifelong career in design.

Over the past three decades, I have made my living as a professional designer of a wide array of products. I designed physical objects, such as print publications, including magazines, books, advertisements, and posters; exhibition booths and gallery exhibits; time-based content, such as interactive learning materials and animated films; and eventually, moved to design user interfaces for desktop applications, websites, and apps.

Experienced designers arrive at their careers by a variety of paths. Some go to school to study one of the design disciplines, whereas others learn on the job by observation, trial, and error. Some designers plan and premap their career, whereas others more or less stumble upon it and are drawn by the interesting challenges and creative opportunities of design work. Experience design attracts practitioners from diverse educational and professional background, who are united not by a single skill set, but rather through their shared interest in multidisciplinary exploration, problem-solving, and creative team work.

The time spent on writing this book has often felt like building a sandcastle on the beach. I spent long pleasant moments pouring sand, shaping it, creating and fortifying the structure. All the while, I imagined that the castle and its formidable walls can withstand the approaching tide, but I accepted the inevitable--the entire construction would be gone in the morning. What's left is the anticipation and excitement of starting over, constructing a new castle--better than the preceding one. It is difficult to define experience design neatly and precisely. I have tried to construct a clearly organized and comprehensive description of what is experience design, the concepts underlying this field of practice, and the processes it typically utilizes. However, experience design is an evolving field, and the structure of its "castle" is in constant flux--definitions, practices, strategies, and tools are evolving continuously.

This book is my attempt to present what I see as the foundation of experience design, which, despite the inevitable waves of change, has an interesting history, a solid structure, and certainly an intriguing future.

I wrote this book for those who are curious about experience design and seek a general understanding of its evolving multifaceted nature. This is not exclusively a prescriptive set of answers. In fact, the central themes of this book are interesting questions, which are yet to be answered--how does an impersonal relationship between companies and market audiences turn into a very personal product experience? What is the role of design and designers in fusing intangible motivations, needs, and emotions of companies and people with concrete products, to form a strong, lasting emotional connection between an individual and a product or brand? 

The discovery process undertaken in this book involves forming a historical perspective. I reviewed relevant milestones throughout human evolution, which are like the lights marking a runway for a safe landing on a dark night. The seeds of much of what is done today, while appearing to be taken right off the pages of a science fiction book, have been planted a long time ago. Other important topics include the stakeholders, processes, methods, and tools that are involved in the practical, day-to-day activity of product design.

Finally, this book is also about the notion that while constant change, uncertainty, and ambiguity can be unnerving, these aspects of experience design are countered by opportunities for open-mindedness, curiosity, and creativity.

 

Due to space limitation, I can list only a few of the works that inspired and shaped my thinking over the years here: Daniel Kahneman’s "Thinking Fast and Slow", Richard Thaler’s "Nudge", Atul Gawande’s "The Checklist Manifesto", Don Norman's "Design of Everyday Things", Ross King’s "Michelangelo and the Pope’s Ceiling", Fredrick Brooks's "The Mythical Man-Month", Ken Albala’s "Food: A Cultural Culinary History", Jacques Pepin’s "The Apprentice", Anthony Gotlieb’s "The Dream of Reason", Edward Humes "Door to Door", Nassim Taleb's "The Black Swan", Robert Cialdini "Influence", Stanley Milgram’s "Obedience to Authority", Dan Ariely’s "Predictably Irrational", Maryanne Wolf’s "Proust and the Squid", Steven Levitt and Stephen Dunbar’s "Freakonomics", Steven Pinker "The Language Instinct", James Gleick's "The Information", and Paul Walker’s "The Feud that Sparked the Renaissance".

What this book covers

Chapter 1, Experience Design - Overview, introduces the reader to the emerging field of experience design (XD) and its evolution, by demonstrating the manifestations of XD in everyday life using contemporary and historical examples.

Chapter 2, The Experience Design Process, is a journey through the evolution of the product design process and the changing dynamics between its core entities--business, products, customers, technology, and design.

Chapter 3, Business and Audience Context, explores motivations, vision, and constraints that influence a product’s experience strategy from a business perspective.

Chapter 4, The User and Context of Use, describes qualitative and quantitative research methods and modeling tools, such as personas and journey maps, that XD practitioners use to research the needs, desires, and expectations of their intended users.

Chapter 5, Experience - Perception, Emotions, and Cognition, is a panoramic, very high-level pan over key physiological and psychological building blocks of human experience, and also includes a discussion of how designers fuse sensory inputs with cognitive processes to build desired emotional experiences.

Chapter 6, Experience Design Disciplines, dives into the evolution of disciplines that specialize in designing surface, space, time, motion, and virtual product experience.

Chapter 7, The Design Team, covers the multidisciplinary nature of XD through an overview of professions and roles that originate in the various design domains. At the heart of the chapter, practitioners share their personal journeys through a career in design.

Chapter 8, Delight and Engagement, explores the characteristics of great experience, which amplify a product’s desirability, engagement, conversion, retention, and reputation.

Chapter 9, Tying It All Together - From Concept to Design, is a sweep through concept development and the techniques that help designers communicate the design to stakeholders and validate their approach with target users.

Chapter 10, Design Testing, focuses on the important phase of testing to confirm that the experience meets the needs of the business and users.

Chapter 11, The Design Continuum, concludes the book with a focus on managing design, from an evolutionary refinement through governance to revolutionary overhauls that unseat traditions.

Who this book is for

This book does not assume any prerequisite training in or knowledge of design, business, or technology. I wrote this with the following audiences in mind:

General readers who heard about experience design (XD) through the media and are interested to learn more about it

High school students who are researching inspiring careers in technology and design

Readers who wish to enter the field of XD, but want to understand which of the many possible specializations might best align with their interests, current skills, and training needs

Organizations that want to build internal awareness among leadership and employees around core concepts of XD

Non-designers who want to get a

big picture

of XD and collaborative design models that involve developers throughout the design process, not just at the end

Anyone who wants to understand the differences between XD and UX, CX, IxD, IA, SD, VD, PD, and more importantly, their convergence in XD

Reader feedback

Feedback from our readers is always welcome. Let us know what you think about this book-what you liked or disliked. Reader feedback is important to us as it helps us develop titles that you will really get the most out of.

To send us general feedback, simply email [email protected], and mention the book's title in the subject of your message.

If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide at www.packtpub.com/authors.

Customer support

Thank you for purchasing this Packt book. We strive to do our best to ensure that you get the most from your purchase:

Downloading the color images of this book 

We also provide you with a PDF file that has color images of the screenshots/diagrams used in this book. The color images will help you better understand the changes in the output. You can download this file from https://www.packtpub.com/sites/default/files/downloads/ExploringExperienceDesign_ColorImages.pdf.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books-maybe a mistake in the text or the code--we would be grateful if you could report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/submit-errata, selecting your book, clicking on the Errata Submission Form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website or added to any list of existing errata under the Errata section of that title.

To view the previously submitted errata, go to https://www.packtpub.com/books/content/support and enter the name of the book in the search field. The required information will appear under the Errata section.

Piracy

Piracy of copyrighted material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works in any form on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.

Please contact us at [email protected] with a link to the suspected pirated material.

We appreciate your help in protecting our authors and our ability to bring you valuable content.

Questions

If you have a problem with any aspect of this book, you can contact us at [email protected], and we will do our best to address the problem.

Experience Design - Overview

"The only source of knowledge is experience."
- Albert Einstein

What is experience design, and why does it matter?

To find something about anything, many begin by Googling it, as over a trillion Google searches in 2016 alone suggest. The results for "experience design", for example, appear almost instantly, and a discreet grey line at the top of the results list indicates "about 1,270,000,000 results (1.03 seconds)". So many results, in so little time, with so little effort on my part--what an awesome user experience!

On second thought, spending just one minute to evaluate each result would take anyone interested in doing this over 200 years, working 24 hours a day. So, perhaps, so many results are useless and the experience is not that awesome?

On the first results page, the fifth listing is a link to Wikipedia, which many consider to be a trusted source of information. Google's algorithm not only finds an enormous set of results, it also ranks them, placing results it considers to be most relevant higher on the results list. This saves the user a lot of time. So, perhaps the experience is pretty good after all!

Except that occupying the most valuable real-estate on the page are the four results above Wikipedia. These are paid ads with links to commercial products. The highest bidders for the keywords that make up the search term win the top-most ranking. That's how Google makes money off the free search service it offers, and the user experience it provides prioritizes Google's needs above user needs. This situation is very different from the company's original approach.

In the late 1990s, Google, a small, new, and unknown company, entered the highly competitive internet-search market. Within a few short years, the company took over decisively as the global leader in search. In the process, Google eliminated or greatly diminished most of its rivals because its search experience was second to none. To find out how this happened, we need to step back in time. 

It may be hard to believe today that back in the 1990s, search was generally the domain of experts such as reference librarians and professional researchers. It was nothing like the almost trivial activity performed by the general public worldwide billions of times each day. Back then, the search experience was technical and frustrating--one had to create a "query" by typing keywords into specialized search fields and use logic terms to expand or restrict the search. Even when done well, one often ended up with no results, or with the task of sifting through irrelevant results in search of a relevant one.

Internet search companies' approach to solving this experience problem was to reduce the need for user-run search altogether. Instead they offered curated links to popular categories, such as travel, sports, health, and many others. The assumption was that, since people were not used to search, clicking through ready-made links to useful search result pages would shield users from having to perform searches and provide instead an easy, satisfying browsing experience.

Consequently, home pages featured a plethora of links while obscuring the search field. Users often clicked through a sequence of links that ended in a dead-end. Links that worked well were usually limited to those curated by the search companies, but user-initiated searches were often a mixed bag of irrelevant results.

 

From the get-go, Google's search user experience offered a dramatic departure from prevailing conventions. Instead of a busy screen saturated with links, the user was presented with an almost empty, pristine white screen that featured a single search field and two buttons: Google Search and I'm Feeling Lucky.

User-initiated search was the only option Google offered. Moreover, astonished users quickly found out that typing in what they were looking for, immediately yielded relevant links on the first page of the results, often close to its top. Soon after, Google introduced features such as Did you mean, which resolved major search frustrations caused by misspellings of the search term, and "type ahead", which suggested possible search terms while the user typed in the search field.

Google revolutionized the search experience by placing the user in charge of search and demonstrating that search can be easy, fast, and productive. Fast forward to the present. The growing unease about how Google uses the personal information it collects from search activity has shifted the context of the search experience and created an opening for alternatives to Google. For example, DuckDuckGo, maker of a search engine of the same name, assures its users that it does not collect or share any personal information, does not store search history, and therefore has nothing to sell to advertisers that track users activity on the internet.

DuckDuckGo and other contemporary search engines have access to fewer resources than Google and lack its advantages in search technology. Yet, as previously suggested, millions of links to a search are useless. Ultimately, informed users assess a search engine's user experience by considering both the quality of its first results page and the extent of lost privacy.

As illustrated in preceding screenshot, searching experience design with DuckDuckGo places the link to Wikipedia at the top of the search results page. Isn't this experience better than Google's?

The brief journey through the maturation of internet search illustrates the evolution of product experience in the context of competition and the intersection of personal and commercial interests. The main thrust of this book, is the attempt to piece together the intricate puzzle of motivations and perspectives that shape product design, either physical or virtual. What makes this an exciting and perhaps futile effort, is the fact that the number and shape of the puzzle pieces constantly changes, and the number of possible images tor the assembled puzzle is infinite.

Nowadays, many people are getting increasingly cozy about holding a conversation with their devices-- talking to Siri, Alexa, Assistant, or Cortana. Such conversational interfaces represent an emerging experience that, until very recently, has been confined to the realm of science fiction. In fact, as more products are becoming "smart" thanks to embedded processors, artificial intelligence, and ubiquitous hi-speed network connectivity, the sun seems to be setting on the beige box and monitor known as a personal computer and the experiences that gave raise to existing technology giants such as Google.

This is a perfects segue to the Wikipedia entry for "Experience design". The Wikipedia page, as viewed in early August 2017, is curiously short. The definition is reproduced here verbatim:

Experience design (XD) is the practice of designing products, processes, services, events, omnichannel journeys, and environments with a focus placed on the quality of the user experience and culturally relevant solutions. An emerging discipline, experience design draws from many other disciplines including cognitive psychology and perceptual psychology, linguistics, cognitive science, architecture and environmental, haptics, hazard analysis, product design, theatre, information design, information architecture, ethnography, brand strategy, interaction design, service design, storytelling, heuristics, technical communication, and design thinking.
- Wikipedia

A few additional paragraphs discuss various aspects of experience design. Overall, though, this is what we learn about XD:

A highly interdisciplinary, collaborative and iterative approach to product design

What is being designed is defined very broadly, ranging from physical to digital, from material objects such as buildings and devices to non-material entities such as processes and journeys

Understanding, predicting, anticipating, nudging, influencing and ultimately changing user behavior through engaging product experiences is what binds business, technology and design.

As of August 2017, the search for more specific and authoritative definitions of experience design has not yielded reliable results. There are scores of personal opinions, musings, and debates. Many of the results point to related terms, such as "user experience design". Perhaps this limited range of findings reflects the fact that currently, only a handful of academic settings offer programs in experience design. It is worth noting, though, that programs that teach the key components of XD exist under various other titles.

For example, the Illinois Institute of Design in Chicago (IIT) is a graduate design school. One of its programs, a Masters of Design, lists the wide-ranging backgrounds of the 2015/16 student body on the program's overview page for 2017/18 prospectives:

Architecture

Business consulting

Chemical engineering

Communication design

Computer science

English literature

Economics and finance

Education

Fine arts

Humanities

Industrial design

Interaction design

Marketing

Mechanical engineering

Non-for-profit management

Philosophy

The page then lists a sample of the careers and professional directions pursued by program alumni:

Brand strategist

Planner/strategist

Innovation methods

Interaction design

Product development

Strategy and new business development

User research

Information architect

Innovation strategist

UX designer

Similar programs across the country and the world share comparable interdisciplinary characteristics. Of course, people enter the field of experience design in a wide variety of ways, and many deliberately skip formal academic training, preferring instead to gain hands-on experience in any of the diverse opportunities offered by this emerging domain.

A day in the life and experiences of M

Experience design is concerned with developing a holistic understanding of the relationships between person and product over time--meeting needs and exceeding expectations in ways which users perceive as valuable, effortless, and emotionally satisfying. Key to an emotionally satisfying user experience is the speed of need fulfillment--a product's ability to meet needs as soon as possible, or better yet--anticipate needs before they arise.

To illustrate the evolving nature of experience design and the role it plays in the life of individuals, this section presents a few highlights from a day in the life of M, told as a series of positive and negative experience touch-points with products and technologies. Some of these are probably familiar. Note how your experiences with these touch-points are similar to or different from M's. 

Similarities and variations in individuals' experience highlight an essential aspect of experience design--it transforms simple daily activities most would consider both trivial and intimately personal, into a shared social and commercial experience. When we engage with our smart products throughout our daily routines, our interactions and experiences generate a new type of industrial raw material: Data, lots of it. Our individual data is transmitted, and aggregated with data from millions of other users, to reveal common patterns and trends.

And so, the following examples focus on typical mundane activities we perform routinely, activities that feel almost automatic. But, are they really almost automatic? As you read about M's experiences and compare them to yours, think about the subtle but powerful ways in which product experiences can effect behavioral and emotional change, what might explain this power, and what are its limitations.

The importance of usability 

M wakes up at 6 am every morning and drinks a glass of filtered water from a refrigerator that was purchased less than a year ago. A prominent digital display on the freezer door informs M about the temperatures inside the refrigerator and freezer compartments, and the status of the replaceable air and water filters. These indicators turn from green to orange when it is time to order new filters, and to red when the filters need to be replaced. The refrigerator can order these filters automatically from Amazon, but M is not yet comfortable with having a kitchen appliance make purchasing decisions.

In fact, M is disappointed with the expensive refrigerator. The external water/ice dispenser was the key feature that led M to choose this particular model because M is concerned about of the quality of tap water in the residence, and all members of the household drink a lot of water throughout the day. In the refrigerator models that feature water dispensers, many are internal. The users have to keep the refrigerator door open while pouring water into a glass or water bottle. The model M selected was one of the few with an external dispenser, promising convenient and energy-saving access to filtered water.

As it turned out, filling water bottles from the refrigerator water dispenser is difficult and messy due to a design flaw. The plastic nozzle from which water is dispensed is hidden from sight, making it difficult to align the opening of the water bottle with the nozzle. The result is spilled water. Everyone in M's family refills their bottles with water several times a day. Water spills, the kitchen floor gets messy, and someone has to mop a few times a day.

Design flaws in product features that are frequently used become amplified by repeated experience of the adverse consequences. M's positive opinion about the refrigerator's brand, based on 15 years of satisfying use with the previous refrigerator owned by the family, has now turned less favorable. While the old model did not feature a fancy digital display, its water/ice dispenser worked flawlessly.

Less can be more 

M boils water for coffee in a recently purchased electric kettle. Inexpensive and easy to use, M's previous kettle was safe and easy to use. It had a single-purpose function, time-to-boil was fast, and the appliance automatically turned off once the water boiled, or when it was nearly empty. After several years of frequent daily use, the kettle malfunctioned.

Captivated by the latest generation of kettles, M had a hard time selecting a replacement among models with features such as precise temperature control, adjustable temperature control, multi-temperature control, keep-warm controls, and remote control via wireless smartphone app. Moreover, the prices of advanced kettles seemed reasonable given the added capabilities, and yet, they were twice or three times more expensive than the single feature kettle. M wondered whether the swell of technology features was an overkill for the task of boiling water. 

M settled on a cordless model with pleasantly glowing blue buttons, keep-warm feature, and precise multi-temperature controls. The kettle's options included boiling the water or heating the water to lower temperatures recommended for white, green, or black tea. The appliance's price was triple that of a simple boil-the-water electric kettle. 

Although M and family members frequently drink tea, they don't bother with the various tea-related temperature settings on the kettle. M is concerned about the energy wasted when the kettle is set to keep-warm and so this feature is also rarely used. However, the layout of the multi-temperature buttons is confusing and often M and other family members unintentional switch from boiling to a lower temperature setting. As a result, they end up with a luke-warm beverage and find this very annoying.

At home, M likes to drink instant coffee which, despite the popularity of home roasting, grinding, and brewing of coffee beans, accounts for half the sales of coffee worldwide. M prefers instant because:

It is easy and fast to prepare

No special equipment is needed

M

has full control over how strong is his coffee

Each cup is fresh

M

finds the warmth of the drink pleasurable

M

happens to like the flavor and taste

M

likes coffee, but is not fussy about it

M

has been drinking instant coffee since youth and is emotionally and sentimentally attached to the beverage

This is M's list and it cannot explain why M's good friend A takes an opposite approach to coffee. A roasts small batches of raw beans in an artisanal roaster, grinds a few beans for each cup in a high-end burr grinder for ultimate freshness, aroma, and flavor, and makes the coffee with a high-end Italian espresso machine. It may seem irrational to use this expensive and time consuming process for each cup of coffee. Compared to M's, A's coffee is:

Not easy to prepare

Requires special equipment 

Time consuming

To understand the motivation behind A's coffee-making efforts, let's look back at M's list of reasons for preferring his instant alternative. Asking A's opinion about items six through eight on M's list would reveal that:

A

does not care for instant coffee

A

is very particular about coffee

As a young person,

A

also drank instant coffee, but he never liked the taste and was happy to discover other coffee options.

A also greatly enjoys having full control over the coffee-making process and he enjoys experimenting and tweaking its various aspect. The end result is extremely satisfying to A, as are the complements received from family and friends. Seen from A's perspective, expensive and effortful coffee making is completely rational.

Across town, M's brother and sister-in-law just stick a cartridge of high-quality coffee into an espresso maker that they keep in their bedroom. Like M, they want to minimize the time and effort involved in the preparation of their morning cup and, like A, they appreciate excellent coffee and dislike instant.

M's colleague, G prepares coffee using a simple aluminum stove-top espresso maker, a coffee making method favored in Italy. G uses roasted beans purchased from a local coffee house that takes pride in its freshly roasted, high quality, fair trade beans. It took a little time to figure out the stove-top coffee pot, but after that, G's coffee making has been a fast and easy process.

We saw four different ways to make coffee. Each choice and process drives an industry geared toward offering consumers a product that responds to needs, desires and preferences more complex than the basic act of preparing and drinking coffee. 

 

What we learn from this example is that:

People are distributed across a wide spectrum of innate preferences and attitudes towards the experiences that satisfying their needs. Some examples are:

From artisanal, do-it-yourself users to those who prefer ready-made solutions

From casual users of a product, to power users

From a desire to tinker, tweak, and customize every aspect of a product to being complete oblivious to how it functions

From prioritizing price and value to prioritizing aesthetics and experience

From being influenced by fashion and social trends to strongly individualistic choices

The importance of recognizing the motivations and preferences of individual users:

Members of 

M's social circle

 share many demographic traits, such as education, income level, the type of neighborhood where they live, and so on. Yet even with relatively homogeneous groups, paying attention to individual variations and unique characteristics, helps designers create product experiences that better meet users' needs and desires.

Task density

One morning, M noticed that coffee will probably run out by the end of the week. Within seconds, M switches from skimming an article in a newspaper app, to the Amazon app. M scans the coffee jar's bar-code, selects the matching product in the search results, and uses the 1-Click purchase option to pay. A new package of coffee will be delivered the next day and M is back to the newspaper, waiting for the water in the kettle to boil.

M is not an impatient or impulsive person, and yet, when it comes to spontaneous purchases that occur at a point of need, M has a propensity for bypassing more rational and economical ways to purchase goods. These include options such as combining multiple items in a single order, price comparison, and exploration of new options--the type of actions that characterized M's shopping behavior only a few years ago.

Grocery shopping, which for M used to be a time-consuming weekend activity that included preparing a shopping list and making trips to several stores, has now blended flawlessly into M's daily bursts of atomic online purchases, often of a single item.

In fact, during the 10 minutes that pass between waking up and taking a sip from the first coffee of the day, M completes numerous tasks, some compound, other micro-tasks, some sequential and other simultaneous. Here's a partial list: 

M

is brushing teeth while scanning the news, Skype, and WhatsApp notifications that popped overnight on

M

's smartphone's screen

M

is filling the kettle with water, turning it on, and adding a teaspoon of instant coffee to a coffee cup, al the while scanning the list of unread email

While waiting for the water in the kettle to boil,

M

is deleting unwanted email, reading new email, ordering coffee online, responding to emails when a brief response appropriate, and scanning the breaking news section on a newspaper app

As soon as the kettle beeps,

M

is getting the milk out of the refrigerator, pouring boiling water into the cup and adding the milk. These activities are done using the left hand, because the right is holding the phone so that

M

 can continue reading the news

While drinking this first cup of coffee,

M

is quickly checking the weather app, then switching back to the news and beginning to prepare a second cup of coffee

While all of this is happening,

M

 is thinking about the day ahead -- meetings and deadlines at work, evening plans with the family, and the contents of the emails and news scanned earlier

Just reading the list is exhausting, and yet M makes no mental effort to perform so many simultaneous tasks in rapid succession.

Experience designers spend a lot of time understanding tasks in order to optimize, simplify, and if possible, eliminate extraneous aspects. Tasks can be prioritized by the frequency of their occurrence, how dependent they are on other tasks, whether they take precedence over other tasks, their complexity, and so on:

Tasks that require multi-step processes and take longer to complete are divided into subtasks

Bursts of independent tasks are squeezed into available slots between the subtasks of multi-step ones

Many subtasks are more demanding then they appear to be. For example, pouring boiling water into a cup requires coordination and care to avoid bodily injury, and sorting through a list of work-related emails requires concentration and snap judgment.

Another observation about the sequence of tasks M completes in the morning, is how unique it is to our times. M's primary activity is preparing and drinking coffee--an experience that is centuries old. Interspersing morning coffee with a complex array of personal and work related tasks performed in quick succession--this reflects a behavioral change enabled by the fusion of technology and experience design.

The availability of all manner of content on demand - anytime, anywhere - is powerful. Our habits and behavioral patterns change as we fold into our lives the devices and activities that deliver this rich access at a relatively low cost. We adapt and learn to fill the gaps between life-sustaining activities with bursts of new activities.

And so, M can accomplish a lot while idling. Throughout the day M keeps checking news and other social network sites regularly. Various apps send notifications to M's phone, which can be accessed from M's laptop, phone, and iPad. M still subscribes to the home delivery of the Sunday edition of the New York Times. It used to be an anticipated weekend leisure activity, but the truth is that nowadays, M never finds the time to sit down and enjoy the paper. In fact, M begins to feel stressed from the intense and seemingly never-ending interaction with technology. Technology, which was supposed to save time and money, seems to be all consuming and, micro transaction by micro transaction, also expensive.

In recognition of user fatigue and mental overload, experience designers must develop and continually evolve engagement strategies that deal with task fragmentation and shorter attention spans.

Evolution of Design

There are many examples of animals that build amazingly intricate structures--honeybees, birds, and termites come to mind. We don not know whether the animals have an aesthetic appreciation of their designs, but repeating patterns suggest that they follow some internal instinct. We also do not know why humans create art or attempt to infuse products with aesthetic value, but there is ample evidence dating back to prehistoric times to suggest that design is an innate human trait.

Archeological remains and historical documents capture an essential aspect of design patterns: They are the outcome of continuous cycles of refinement, evolution, decay, and revival. The diagram above illustrates the journey of the book from clay tablets used thousands of years ago by the ancient Egyptians to the Kindle, an electronic tablet that echoes the stone version. Of course, we now have even more ways to experience books, including audio books, books in Braille, and interactive digital books.

Despite the significant evolutionary and revolutionary changes in the book-reading experience, three fundamental dimensions have been preserved during thousands of years of change:

Sensory dimension

: The book experienced through the physical features that address the senses--format, size, material, weight, tactile quality, typography, and visual imagery. Audio books are experienced through the sound of the narration, and Braille books, by touch.

Temporal dimension

: The book experienced through the duration of engagement (reading, listening, looking at pictures) and the impact of the ongoing interaction with the book on cognitions, emotions, moods, and mental perceptions.

Content dimension

: The book experienced through the information it contains (fiction, non fiction, poetry, and so on)--understanding, contextualizing and responding to the content.

The three dimensions of experience are not limited to books. For any product, the intersection of the physical, temporal and content dimensions creates a unique experience signature that binds a particular person to a particular product. When a single product supports multiple experience signatures, the products is transformed from a mass-produced item into an object of personal significance. This does not happen to every person with every product, but experience designers strive to achieve this type of emotional attachment as frequently as possible.

Experience design seeks to transform mundane ingredients, such as business requirements, budgets, release schedules, and deadlines, into experiences that create an enduring emotional attachment to a product. To make this possible, the processes, methodologies, tools, and techniques of experience design draw from a wide variety of disciplines.

There are dozens of specialized design disciplines today. Each one has come into being in response to emerging needs. Some disciplines, like architecture and tool making, go back thousands of years, while others, like sound or game design, are very recent. The boundaries between these disciplines are not as clearly defined as their title suggest. Automotive design, for example, includes the design of both exterior and interior of the vehicle.

The interior include seats, which are furniture, and sophisticated dashboards, which are essentially computers.

The division of various disciplines into sub-specialties reflected a need for subject-matter expertise and specialized design approaches to address design challenges and opportunities in highly specific situations. The automotive dashboard design is a good example. Experience design, on the other hand, emerged in response to the converging needs of multiple product categories. The fusion of physical, digital, mobile, and virtual experiences within a single product, requires close multi-disciplinary collaboration. Since many of the specialized design categories share similar approaches to design methods, it is possible to envision them folded into a single unified discipline of experience design. These changes in disciplinary boundaries reflect a number of fast moving trends in the global and social economy.

Computing

: Significant advances in computing performance at much reduced costs to companies and consumers; including hardware, software, data centers, and so on.

Manufacturing

: Advanced materials, miniaturization at the atomic level, 3D printing, and other innovations in manufacturing technology.

Global shift to mobile computing

: Aided by inexpensive smart devices, affordable hi-speed broadband and wireless networks, and high-precision global GPS coverage.

The logistics revolution

: The invention of the shipping container, fleets of mega container ships, and the complex operations that make it possible to scale manufacturing capacity to vendors all over the world, maintain low inventories with on-demand assembly, and move massive amounts of products around the world fast and reliably.

The democratizations of the means of production

: The creation and distribution of products and content is now within reach of individuals and companies regardless of size. Social networks and the emergence of a new type of user, who is activity engaged on a global level by creating and publishing content, from blogs to feature films.

The Internet of Things

: Billions of embedded chips in a wide verity of products and objects collect and transmit continuous streams of data. This data, aggregated and processed

in real-time

, reveals patterns that help develop insights about people and societies on scales never imagined before.

Artificial intelligence

: AI endows systems and devices with reliable cognitive capabilities, such as correct interpretation of human communication and decision-making, leading to new types of sensory experiences with sensory and conversational interfaces; complementing, and potentially phasing-out the need for manual input 

These trends open up tremendous opportunities for individuals and companies, who can tap into the vast and relatively inexpensive design and development space, and dream up product experiences that respond to demand for engaging productivity, content, and entertainment. Experience design is no longer regarded as a non-essential "creative" sub-activity that is relegated to specialists.

Summary

Experience design means different things to different people, and a profusion of acronyms and passionate opinions regarding their exact scope and meaning further complicates things: CX, HCI, IA, IXA, PD, SD, UCD, UEA, UI, UX, UXA, VD and XD, to name a few. Additionally, changes in the industry are so rapid, that even during the year in which this book has been written, new experience trends have emerged, existing one solidified, and others faded out. Striving to capture an enduring snapshot of experience design, the following themes are revisited throughout the book:

Scope

: Experience design is not limited to websites, apps, or mobile devices. Rather, it is an attempt to consider the entire spectrum of manufactured experiences, from architecture to products and services.

Historical perspective

: "I

nnovation" seems to be applied indiscriminately and trivially these days. This diminishes the value of true 

achievements. 

We explore experience design as a point in a continuum going back thousands of years, providing context and linkage.

Diversity

: Many established disciplines originating in academia, business, design, and technology, contribute to what is still an evolving approach to the creation of product experience.

Art versus design

: Art for art's sake is beyond the scope of this book primarily because the underlying motivations, approaches, and techniques in art as such are usually different from those found in the experience design disciplines.

Privacy

: For the first time in history, intimate behavioral, physiological, and social details about hundreds of millions of individuals are captured continuously and in great detail by numerous corporations: what we eat, our sleep patterns, exercise routines and associated vitals, multitude of our personal preferences, who we talk to, what we say, and much more.

Inter-connected world

: Billions of devices that make up the "Internet of Things" are connected to the network, tracking vehicles, homes, devices, conditions on Earth and in pace, as well as individuals.

Data science

: Data is a raw natural resource. Processing it makes

new services and products possible, such as a

nalysis of past events and predictions of future trends. Insights from matching data patterns reveal potential affinity clusters, which connect individuals to other people, companies or organizations.

Artificial intelligence

: Great advances in artificial intelligence are impacting human decision support processes and infusing predictive guidance based on statistical probabilities derived from vast data collections.

Taking over

: Product designers use technology, data and design to drive the simplest, easiest interaction paths for users, reducing the need for learning and decision making. increasingly, humans are being replaced altogether by products that perform autonomously--from vacuum cleaners to cars and airplanes.

The recognition that experience design is an emerging discipline calls for embracing its fast evolving nature. While no one knows the full potential of XD domain, science fiction and dystopian visions provide a wide range of scenarios from hopeful to dire.

And yet every day, experience design work is being done. Multi-disciplinary teams are assembled, strategies are set, research conducted, requirements gathered, concepts developed and tested, and products released to market. While shaping our world and being shaped by it, time-tested methods and tools are being used, while new ones are introduced to meet changing needs. A journey through the experience design process is presented in the next chapter.

The Experience Design Process

"Do the difficult things while they are easy, and do the great things while they are small."
- Lao Tzu

This chapter addresses the following questions:

What is the experience design process?

How does experience design fit into the broader product development process?

We tend to think of processes as linear entities, just like stories--with a beginning, an arc of action, and an end--in our case, a successful finished product. Indeed, from a bird's eye view, experience design fits this model well, neatly positioned as the middle phase of the overall product development process:

Define > Design > Build

There is practically an endless variety of products in the world--physical, digital, and hybrids. Zooming in on each phase of the overall development process reveals a spectrum of variation just as wide. The fact is that a single unifying approach to design process does not, and probably cannot, exist. Understanding how experience design processes fit into the flow of product design is like putting together an intricate puzzle—arranging an interplay of motivations, objectives, constraints, stakeholders, practitioners, users, methodologies, and tools--in and across phases.

There are, however, common approaches and methods that evolved over time, and have been continuously refined and reinvented by each generation of designers. Without this vitality, mass production would not be possible. Still, participants in the design process often feel as if they are the first ones to go through the journey. The reason for this is that in product design, doing everything right has never guaranteed product success, just as doing things wrong has not necessarily negated the possibility of big commercial success for a poorly designed product. Of course, this contradicts the basic premise according to which repeating a process formula should lead to consistent outcomes. The following key points should be kept in mind while exploring the evolution of design as a function of product development:

Design processes have evolved over millennia, both instigating and in direct response to major social and technological changes, such as the agricultural, industrial, and information revolutions.

Changes that took decades or even centuries to take effect can now occur in months and weeks. To keep up and, better yet, to thrive, product owners, designers, and developers are motivated to experiment and evolve their methods and processes.

The faster the process, the more critical it is for all participants in the process to collaborate effectively. This drives the formation of multi-disciplinary teams and rapid iterative design processes, which are informed by continuous team communication and ongoing feedback from real users.

Although this chapter looks at physical products, many of the events and examples described here are equally relevant for experience design of software-driven tech products. Technological innovations have increased the significance of experience in the products they made possible in the past as well as recently, as is the case with the internet and smart mobile devices. As a consequence Design has emerged as a critical element that unifies the entire lifecycle of a product.

Processes and change

The design of products and experiences is closely connected to the processes underlying user-product interaction, which in turn are influenced by ongoing social and technological changes. In this section, we will explore the relationship between the evolution of products and changes to the nature of the user experience they engender.