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Viewpoints

Designing From the User’s Experience

 

By Peter H. Jones, Redesign Research

 

Peter H. Jones
Peter H. Jones

Analyzing customer needs and market trends are essential competencies for managing complex design projects. However, after confirming user needs through market research, design teams often focus on the product, neglecting users until completing the product, or at best, usability testing. From consumer goods to websites, many design-driven projects limit front-end analysis to market research, focus groups, or concept demonstrations. While these approaches are necessary, they overlook the opportunity for designing from understanding the user’s authentic experience.

 

Innovation emerges from truly understanding the fit between product and person. The understanding of real experience with a product and its fit to a lifestyle, affords insight into product and interaction design, feature priorities, and adoption cycles. For many years in the software product industry, we encouraged this type of research only in the form of early usability testing. As design and research methods have evolved, we now hear of user experience. People working in the field often suggest use of the more inclusive term “user experience” instead of “usability,” or “user-centered design.”

 

The notion of user experience has advanced quickly, encompassing multiple disciplines and interests. Some authors, such as McCarthy and Wright1, note how user experience has followed the usability tradition. That is, we have learned from usability to invest attention to the user’s total experience that includes the product, but is really centered on experience. “User experience” has arrived, survived its challenges, and is expanding its market. Hopefully we intend to really focus on our users and their experience, and not merely design products by adding some user involvement.

 

The recently organized UX Network (www.uxnet.org) articulates a clear definition, emphasizing the umbrella function offered by User Experience:

“User Experience (UX) is an emerging field concerned with improving the design of anything people experience: a web site, a toy, or a museum. UX is inherently interdisciplinary, synthesizing methods, techniques, and wisdom from many fields, ranging from brand design to ethnography to library science to architecture and more.”

Design managers may take pause at this description; after all, what is not included? I suggest we look beyond the inherent claim of UX being a “field,” with practitioners and degrees and skill sets. It may not be a field, with university programs in UX, but it is a practice. From a management viewpoint, it’s the UX perspective that counts. User experience represents a stance toward respecting the primacy of the individual’s experience with your products in their real world. In UX research, the user’s interpretation matters; features and even performance are interpreted from their perspective. Research that explores the richness of real-world experience, rather than usability, opens new avenues to innovation. Possibilities to enhance a person’s experience start showing up as “missing features,” new products, or services innovation. Psychology enhances product design.

 

Can we design a “user experience”?

The UX Network definition also emphasizes “anything people experience.” So what is “experience”? Experience is not a thing or a quality of a designed artifact; it is a subjective, conscious activity. Until we reflect on experience it remains transparent, invisible inside the performance of the activity.

 

When we talk about the user's experience, there is no experience "out there," instead it shows up "in here," inside the lives of people. We do not design an experience, unless it’s our own. People have an experience of a product, an artifact, an activity—but these experiences are not isolated examples of interaction. Our experience and “appreciation” of a product shows up within a larger context of activity. Experience is driven by motivations and goals (wanting to get a job done), and constrained or hemmed-in by many other factors (costs, time, workplace environment).

 

In the consumer or entertainment world, the product may be the experience. People seek out entertainment products for their experience, and people consume products for their satisfying experience. Where BMW’s historic tagline claims “the ultimate driving experience,” the driver is not a user, but a driver and experiencer. Imagine Nike designing for the “shoe user experience” instead of a specific athlete with specific goals. Industrial designers in these domains intimately know their end customer, their lifestyle, their objectives with the product. These are the types of experiences toward which we must learn to empathize to move design toward experience.

 

We can design for a type of experience. But the artifacts of even a well-designed, entertaining product or attraction are designed materials, not designed experiences. Product designers may already understand this perspective, but a key distinction should be made. As UX has expanded to become a recognized practice, we often hear of “experience design” or “designing the user’s experience.” Unless we are producing games or entertainment, this is not really the case. We are not attempting to direct people’s subjective experience, and we cannot control it if we tried. We design to and from the user’s experience.

 

We learn, understand, and interpret experience as a frame for designing and making design decisions. But most of the methods and means of user experience put the focus on product use. Yes, we want to know what people think of our products. But we locate experience in the person who owns the experience, in their work and life. Taking into account this essential context allows designing from authentic experience, allowing for empathy and meaningful integration of features and preferences in the designed artifact.

 

Extending our understanding of user

How do we understand people beyond their roles as users, even within the user experience framework? Design research shows several directions for extending the scope of the user. From an innovation management view, von Hippel2 describes users as “firms or individual consumers that expect to benefit from using a product or service.” Users as markets have multiple relationships to products—consumers and firms both use and produce innovations. However, only consumers can have “user experience.”

 

Users are also groups, participating in teams, organizations, and industries. We can extend the scope of inquiry by learning how people collaborate or share in product use. But the most critical extension is toward depth, to view users as full participants in their world, not just from our interest in their usage. We design products for people who have experiences, and these people lose their richness to the extent we consider them as “users.” We design for people that have certain kinds of activities and jobs to do, using our products for some of these jobs. Their activities, not the product, give meaning to our product’s role in their lives.

 

Compare the differences in depth of experience across product domains. In professional and business markets, people spend time in their work lives engaged in the activity to which you are designing. Perhaps they represent more than “users” in design research. In the professional workplace, we design to help people accomplish their work goals. While enjoyable and engaging user experiences are touted (by many) as an optimal design outcome, in complex work the dimensions of usability are tempered by other values, such as information clarity, efficiency, and adaptability. Professionals incur significant consequences when the product experience facilitates error. Attorneys may be sanctioned for missing the status of law, engineers may incorrectly specify a requirement for a sourced component, physicians or nurses may find it difficult to read the settings on a piece of electronic test equipment. A deep understanding of work practice is required to design in these domains; the skills and tools of user experience design are insufficient in themselves. A deeper respect for the user constituency is in order.

 

So rather than “observing experience,” we should aim to understand experience. While the traditions of market research are grounded in social science and business, and usability research draws from experimental psychology, this emerging research approach seeks a deeper understanding of individual experience. Whether its practitioners realize it or not, UX has been adopting a hermeneutic research approach3. This refers to a movement to understand lived experience through careful, almost empathetic interpretation of an individual’s culture and context of use. Given that significant attention is now being given to emotional factors in product design, a hermeneutic approach offers value by giving us tools for eliciting the meaning behind users’ verbal descriptions and emotional expressions. Rather than seeking “objectivity” and isolating variables in product research, UX seeks to understand the people we call users and identifying their unique approach to their world. User profile tools such as personas and scenarios are commonly used to build rich descriptions of typical customers and their culture and behaviors. A hermeneutic approach delves further by allowing us to see the product from the user’s own worldview and the culture where it will be seen as meaningful.

 

While user experience interpretations may not guide every product decision, they lead to deeper recognition of a product’s meaning to people, and show the drivers behind observed behavior and trends. In managing design research, we want valid user feedback to evaluate products. UX is highly pragmatic, and design managers may appreciate the actionable results from a UX research and design approach.

 

In summary, several guidelines are suggested from these points:

  • Consider whether UX makes sense in your environment and organization. Ask designers and researchers what they know of the concept, and what it means to your product design process.

  • Expand your concept of “user” to embrace the work practices and lifestyles of the customer for whom you are designing products. Invest in research that reveals their authentic experience. Use rapid ethnography, field research, and in-depth onsite evaluations to understand the context of work or engagement within which your product will be adopted.

  • Use research methods that fit your projects and organizations. Review the methods used by innovation leaders in your industry to advance your UX research practices. Select from these to inform product decisions during the design process (use brief, iterative phases or parallel customer research if necessary to manage scheduling).

  • Find ways to (simply) communicate the in-depth discoveries about your users and communities. Draw up personas (profiles), workflow scenarios, and rich pictures from your research findings. Build a user experience knowledge base that contributes to new design thinking from your team “living with” representations drawn from real user experience.

  • When researching user experience, consider all the touchpoints and interactions surrounding the product, including its initial discovery, the initial interpretations about its use, and the impact of brand on experience and perception. Learn about the full lifecycle of customer experience - how the product will be found, shared, reused, or returned to over time.

It takes time to introduce new approaches and absorb new methods and design languages such as those developed from UX. Learn what elicits the best results from your user constituency, Allow your teams time to integrate user experience approaches into processes and projects. A repeatable UX process specifically designed for your business needs becomes a powerful competitive advantage.

 

References:

1John McCarthy and Peter Wright, Technology as Experience, MIT Press, 2004.

2Eric von Hippel, Democratizing Innovation, MIT Press, 2005.

3Terry Winograd and Fernando Flores, Understanding Computers and Cognition: A New Foundation for Design, Ablex, 1996.

 

 

Peter H. Jones, Ph.D. is managing principal of Redesign Research, a practice for interactive product design, customer research and innovation strategy. As a design/research consultant for over 15 years, he has designed custom and commercial products, websites, and information services in the automotive, telecom, legal, scientific, and information services industries. Dr. Jones authored Team Design: A Practitioner’s Guide to Collaborative Innovation (2002) and publishes business and scientific articles as an independent researcher.

 

This article appeared in the August 2005 eBulletin.

 

Feedback on DMI Viewpoints and article proposals are always welcome! Please email jtobin@dmi.org.