Got Game? - AnswerLab
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Got Game? - AnswerLab
Your Trusted User Experience Research Partner. Got Game? Creative UX Research Approaches for Winning Insights Chris Holmes | January 14, 2014 Today’s AnswerLab Presenter • 10+ years of experience conducting UX research and design projects in Australia, Europe, UK and USA. • Consults with Fortune 500 technology, financial services, pharmaceutical, retail, insurance, travel, publishing and telecommunications clients, helping them help them build exceptional user experiences. • Lead researcher for innovative research methods, recently presented Agile Ethnography in New York’s Hidden Private Spaces at UX Australia 2013 conference. Chris Holmes Sr. User Experience Researcher Email: cholmes@answerlab.com AnswerLab 15 W 26th Street Suite 200 New York, NY 10010 2 Who is Chris Holmes? •Qualitative UX researcher •Brooklyn, NY •‘Quassi’ •Lead guitar, 80’s hair metal •Los Angeles, CA •Alcoholic douchebag 3 AnswerLab UX Research Solutions What is your business question? What Is The Channel? Web Mobile Website Tablet Website Mobile App Tablet App SMS/Text What Stage In The Product Development Process? Strategy & Planning Design & Specification Launch & Production Apply The Right Methodology Mobile Testing Eye-Tracking Remote Usability Lab-Based Usability Ethnographic Research Behavioral Tracking Intercept Surveys Beta Testing Focus Groups Heuristic Review Innovation Games Benchmarking 4 Agenda • What is UX Research? • What is Exploratory UX Research? • Innovation Games for Exploratory UX Research • Interactive Innovation Game • Innovation Game Case Studies: – Conceptual product: Productopia – Prototype product: PayPal 5 What is UX Research? 6 What is Research? Data and numbers and focus group facilities with bad food and dark rooms for long hours and surveys and usability testing and prototypes and boring moderators and stupid users and longass videos that no one will ever watch. 7 What is Research? Data and numbers and focus group facilities with bad food and dark rooms for long hours and surveys and usability testing and prototypes and boring moderators and stupid users and longass videos that no one will ever watch. 8 Why We Don’t Do Research 9 “Users are idiots!” 10 This f#@&ing guy… 11 This f#@&ing guy… “If I had asked my customers what they want, they would have said a faster horse.” 12 …and this f#@&ing guy. 13 …and this f#@&ing guy. “It’s not the customers’ job to know what they want.” 14 Remember the ROKR? 15 ROKR you like a hurricane. 16 Remember the ROKR? Image source: http://widefide.com/mobile/mobile-phone-industry-before-and-after-iphone-widefide 17 Remember the ROKR? Image source: http://widefide.com/mobile/mobile-phone-industry-before-and-after-iphone-widefide 18 It’s the age of big data, and we’re going to talk to six users and call it a day?” 19 How many users is enough? Source: http://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/ 20 Why We Should Do Research 21 22 23 24 Image source: http://www.scs.ryerson.ca/~cps613/References/UsabilityEngineering/ 25 What is Exploratory UX Research? 26 27 Why it Matters to Companies 28 Evolution of UX Research. Validate Refine Understand Live Product Prototypes Pre-product Right Way? 2000 2005 Right Product? 2011 29 What the Company Wants… What the Users Want… Image source: http://ndipat.org/blog/the-easiest-way-to-simplify-a-tv-remote-control/ 30 It’s about context… Opportunity Gaps Environment CONTEXT Interaction Modes & Use Cases Understanding of Audience 31 Agenda “We don’t know how to find out about things we don’t know about.” – Dana Chisnell, Convey UX 2013 32 What external factors influence her? What is she trying to accomplish? Where is the customer? Build the Right Thing Understand How does the customer feel about the brand? Is our product solving the right problems? Where are the gaps between product capabilities and customer activities? 33 What Pain Points Do They Experience? Innovation Games for Exploratory UX Research 35 Innovation Games Innovation Games are an open-ended, primary research process for unlocking people’s creative confidence through game play in order to generate ideas about a product or concept. 36 Pros & Cons of Innovation Games Delivers richer, more accurate information o usability results than traditional focus groups or in-depth interviews Doesn’t provide hard-and-fast behavioral or o Researcher experience & expertise: Participant engagement - game play is fun! o Requires complex analysis Alleviates participant fatigue o Requires researcher to set realistic Relieves pressure of coming up with “good” expectations and solicit participants' ideas or "right" answer Focuses on “real” situations desires and concerns o Generates a wealth of visual artifacts Recruiting must account for some level of creative thinking, willingness to cooperate o Prep time and materials 37 Innovation Game Idea Examples Identify Current Pain Points and Wants / Needs Product / Feature / Experience Generation Product / Feature Prioritization Speed Boat Gives participants a way to voice their frustrations about a product/service (without being influenced by a group mentality or a single dominant person) and identify the best opportunities to improve the product/service. Remember the Future This innovation game gets participants thinking beyond the present-day product and technology landscape and inventing truly novel product/service solutions Buy a Feature Participants buy and negotiate features given limited resources of play money to reveal their true valuation of product features. 38 Innovation Game: Speed Boat Business Objective: Identify Current Pain Points and Wants/Needs Props: • Whiteboard / flipchart • Post-its • Pens 39 Innovation Game: Remember the Future Business Objective: Product / Feature / Experience Generation Props: • Whiteboard / flipchart • Pens 40 Innovation Game: Buy a Feature Business Objective: Product / Feature Prioritization Props: • Play money • Feature price list 41 Interactive Innovation Game 42 Innovation Game Instructions Living in a city is hectic. We commute to and from work, attend social engagements, take care of our families, and participate in recreational activities. Somewhere in our busy schedules, we have to squeeze in all the things we need to do to keep our lives humming along. But the places and services we need aren’t always scheduled around our calendars. What if you had unlimited access to a personal assistant? Urban Innovation Game Challenge: • What would your personal assistant do to make your life easier? • When and how would this person assist you? • What would his/her personality be like? In small groups of 3-4, draw pictures, write sentences/lists – whatever is easiest for your group to communicate your thoughts and ideas. Be as creative and imaginative as you’d like! 43 Product & Service Innovations 44 Innovation Games Case Studies 45 Innovation Game Case Studies – Conceptual product Productopia 46 Case Study: Conceptual Product Productopia came to AnswerLab with the following objectives: • • • Validate hypotheses and identify additional pain points Prioritize pain points and identify which features or functionality would offer most value Uncover any additional insights to inform design strategy 47 How We Did It Round 1: AnswerLab designed a pretask homework exercise to understand pain points associated with a recent bigticket purchase. 48 How We Did It 49 How We Did It Round 2: AnswerLab conducted two focus groups to explore the pain points identified in the homework exercise by playing innovation games. 50 How We Did It AnswerLab led a series of innovation games groups involving creating the ideal human shopping assistant 51 How We Did It Round 3: AnswerLab conducted six one-on-one in-depth interviews to validate the pain points identified in the focus groups by playing innovation games. 52 Innovation Game Case Studies – Prototype product Paypal 53 Product Innovation: Case Study PayPal came to AnswerLab with the following objectives: • Test the new Digital Wallet concept • Gather user feedback to identify future mobile app features • Inform short- and long-term multichannel experience strategy 54 How We Did It Round 1: AnswerLab transformed PayPal’s usability lab into a mock retail store environment to conduct mobile “shop-alongs” 55 How We Did It Round 2: AnswerLab designed a pre-task creative exercise to understand pain points associated with the current end-to-end shopping experience 56 How We Did It Round 3: AnswerLab led a series of innovation games groups involving creating the ideal human shopping assistant 57 The AnswerLab Impact PayPal InStore Mobile App in the UK • Consumers receptive to location alerts for deals • Mobile app most desired at point-ofsale • Consumers comfortable with barcode scanners • Social pressures matter; – concerns about perceptions of line cutting and tipping for mobile pre-payment 58 Conduct research early Leverage exploratory methods Be a keen observer 59 More Resources Download these exploratory research resources and ensure your next digital product is groundbreaking: o Playing to Win – An innovation games case study, Quirk’s Marketing Research o Got Game? Creative UX Research Approaches For Winning Insights – AnswerLab presentation deck Answerlab.com/game 60 Thank You. For follow-up questions, contact: info@answerlab.com Your Trusted User Experience Research Partner 61
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