About the creative process within user experience design

I have always struggled with the discord between creative design and user centred design.

I went to design school and learned colour, form, typography, layout, flow and how use visuals to capture the imagination of the audience. Over the years working in tech it got hammered out of me because software was built by engineers, then after a while it was designed by researchers. My problem is that empirical always trumped creativity and there is room for both, not one hiding behind the other. Yes, UCD is creative in the problem solving side of things and this is extremely important but the creative is devalued unless it’s championed by a visionary. That so many UXers have a creative and visual design background is important to note, a dirty secret that I think needs to be aired. We do, and we are good at what we do and we can make up well considered stuff in the absence of research and its ok.

Until now I couldn’t quite articulate the creative value of design in technology, usually falling back on feeling left behind, misunderstood or just some hand wavy “some of us have intuitive skills” (intuition being highly refined skills crafted after years of experience).

This was really causing me a serious amount of professional and then also, personal depression. I kept upping my workload, hoping I’d find that missing spark in the next job – that moment when you hear the brief and get really excited about the potential – but of course, with even less time to do anything, it just got worse and worse. Also, working in a scientific research company, it’s really hard to communicate any kind of user research unless it’s published or attached to PhD. My attempts at talking their language fell on hard ground and I found that leveraging creativity got me way more traction.

So I dropped a whole bunch of projects to focus on one large one (as well as manage and grow a design team).

Meanwhile…

A weird series of events occurred. Sitting in my department director’s office, where I have sat many days each week, in the same chair, I spotted for the first time Design Driven Innovation” by Roberto Verganti, and asked to borrow it. “Yes!” he said, “Tell me what you think, I dunno about it.”

I started reading it, and after just the first chapter it all clicked totally into place. I finally felt permission to be the creative leaning UX designer I am, using UCD activities as well. I felt validated that I deep think, work immersively and reframe, and because there is precedent for it. I only have to adjust my skills slightly, not re-learn extensively and can now refer to an established document to back up my approaches.

A few days later, the head of the Machine Learning research group who is very encouraging of UX and who graciously shares his ideas with me sent me an email suggesting I read a book, which he had found an electronic copy of and attached for me. Same book.

Late that week, I was involved in an experimental workshop, hosted at our lab which challenged (successfully, I’ll add) the traditional way Government will develop a particular digital solution. After the first day I went home and decided to step away from the entire days work and think about the “meaning” of the work we were doing. How humans as community and messy creatures might handle the issue in an non-technical way. How geographical information and community updates are linked, and how to get away from bureaucratic procedure and the feeling of surveillance by “big brother” governmental mindsets. (Unfortunately I can’t share the details in full.)

I pitched the idea to the organisers and the next day we created a splinter group to examine and create a pitch for the new idea. The reframing and alignment of human meaning to an incredibly boring and laborious task was immediately taken up with excitement when I presented it to the senior executives in the room and created quite a buzz around the potential. The preceding two solutions also pitched which we had all worked on and while they were extremely well considered and quite achievable, they were met with challenging questions and a bit less enthusiasm.

I’ve used this approach many times, not knowing there was a name for it in most of my work and the times it’s failed is when I am unfamiliar with the domain, when I’ve relied too much on asking user’s what they want/need and when I am unclear of the meaningfulness and hoped someone could provide this for me (either as their vision or from research). When I redesigned iView, in 2010, I used this approached. It tested well and had incredible uptake. (Since then it has been redesigned).

Approaching digital solutions with mindset of an artist is really freeing. It is why in my hiring and building out the UX team at NICTA that I look for people who have non-performance type creative and artistic pursuits outside of work. Ego can get in the way of performance artists, while solo creative pursuits are more suited to deep thinking and exploration.

In deep research driven tech, I find the best starting point is examining and structuring a proposed workflow that makes sense using the tech and data; then observe the actual operators and beneficiaries of the current tech workflow practices and tool chains. From there we can “imagineer” potential solutions to then test against. Because it’s really hard to interview users about what they want and/or need in emerging, deliberately disruptive tech. They respond with conventional mindsets and speak in conventional solutions. I think this can “dumb down” the final results which as we all know suffer enough compromises as it is. Using a design driven approach frees up the the limitations and steps back to behavioural observations.

This now leads back to software no longer being a tool but an ecosystem. Read more here: Software Isn’t A Tool

 

User Experience Storytelling – Grab their imaginations!

Problem: Effectively communicating NICTA productisation work fitting with real people in their real situations to researchers and software engineers  

Solution: Highly visual, short and entertaining comics


I attended Webstock earlier this year, intending to find inspiration for more creative approaches to my work.

Now, I have a creative background, UX is something I learned on the job over the years and I worked hard to conform to the data driven (and somewhat dry) approaches used to communicate the work we do.

I always felt I failed to deliver the impact UX documentation is supposed to. We all know no-one reads it.

After a great deal of consideration, I figured it was time to reignite my creative skills – stop being ashamed of my visual design background and start using those particular skills in my own way to solve this design problem.

What I came home from Webstock with was a great rush of excitement and a galvanised idea that gave me some direction on how to capture the imaginations of my colleagues. Stop creating heavy boring UX documents and create comics that told a story instead!

Its not a ground breaking idea, story telling, but the results at NICTA have been spectacular.

Because I am surrounded by researchers and scientists, I had been trying extensively to court their interest and educate using user research and scientific language (eg “hypothesis”, “experiments”, “validation”) and still do, and it works to a point.

So the idea of creating comics, was a great left turn – they all got it right away, it created buzz and excitement about the industry focussed work we are doing beyond the want for a pretty presentation layer.

So I spent a few weeks translating some more developed projects into a highly visual story, it breaks down pretty neatly in this:

  • Primary use case = story line
  • Context = story line
  • Personas = characters
  • Environment = panel illustrations
  • Pain points = drama or the villain
  • Solution = the hero or hero super power
  • Collaborative methods = team and production credits

…and then chucked in a bunch of stupid stuff that I found personally amusing (eg aliens, egg timers…).

Then I posted them up on the walls in the kitchen at NICTA…..

Comics on display in the main kitchen entrance
Comics on display in the main kitchen entrance

The CEO specifically found me out to tell me how much he loved them, then requested one for his pet project (he got the above mentioned alien character in his)

Feel free to download them and check them out, these are all real projects that I have worked on providing a full range of UX and UI work for.

These are hard work, no software will write a story for you, but as a uxer, that part shouldn’t be too difficult. I looked at a few programs to short cut the illustration work – I can draw but I don’t have the time – and decided on Comic Life 3

It takes me about 10 hours to produce each one (on the train commute each day) and they require image sourcing and go through many layouts to find the right flow. Some flowed really well and others I needed to write a script and even scrap earlier completed versions.

I found being a comic book fan, it was quite easy to use a traditional comic book style with a “villain” (usually a situation, not a persona) and a “hero” (main persona) using a “superpower” (the software) who saves the day. Also, I am highly visual so the layouts weren’t hard so much, more I had too many ideas in my head and ended up not using a lot of stuff.

To help with the internal communications issue, I created an overarching idea of a “NICTA Jam” (participatory or collaborative design) to hold together the series I was creating, which explained that all this is only achievable when good people work together understanding and including the audience.

The last point, which I anticipated having to be clear about and said “no” to a couple of requests, is these are NOT external product marketing brochures. They need to be approached as internal communications designed to illustrate the work. This was hard as the interest in them is  high and its easy to see the application to a market. The difference is subtle but it’s important.

To be honest a couple do work in a marketing communication sense but when the work is directed specifically for an external audience with a marketing voice, the original purpose is lost because internal teams feel they are being sold and idea, and not included in it.

Wanna learn more? It was Erika Hall‘s workshop at Webstock that really dropped the penny for me, her blog and books are good reading. And there is a workshop at UX Australia by Dave Malouf this year on storytelling, I highly recommend attending if you want to sharpen these skills.

 

Hackdays.

I’ve been a “participant” at hackathons since my Yahoo! days. Back then I would help out with the very occasional interaction design solution or a bit a fancying up an otherwise average looking dev built UI.

Sadly, this hasn’t really changed despite best efforts, so I’m really thinking UX has no place in hackathons… actually neither does a UI specialist.

Hackathons, or hack days, as far as I can see are one or both of these:

  1. Get a quick and dirty build going to test a product idea
  2. Get a quick and dirty build going to experiment with data

Now, it’s realistic not to expect customer interviews or testing. But you’d think some kind of UX would fit into each of these but in reality no-one wants to include any kind of UX activities despite the obvious ones of proposition, task fulfilment or just basic heuristics in the UI.

Actually, the only thing I get asked for to help out with hack days is a quick and dirty logo design.

It’s not that UX isn’t done, its just that a specialist isn’t needed.

User Experience at hack days is automatically within the team. They are the user group, because they are generally solving a problem they are familiar with as subject matter experts. When it comes to validation, its a great way to knock up that solution as an early prototype to get folks playing with it. Just like with startups, a UX practitioner isn’t considered necessary because everyone is holding UX as a frame of mind. As they should 🙂

In the case of the data experiment, any conversations of the “who is going to use this” type are just going to get in the way. It’s entirely inappropriate to set customer/audience needs down during these kinds of hacks. If a user type or scenario is presented it seems to be reverse engineered for the end-of-day-pitch.

I know at times it doesn’t feel like it but we’ve all such done a brilliant job of evangelising UX, that hack day participants automatically consider, at the very least, the basic ideas of another person using their thing.

So from what I’ve experienced and observed, the best we can do to help out is:

  • At a hack day any UX work needs to be done prior in preparation and presented as an optional inclusion because the main obstacle for UXers at hack days is of course is lack of time.
  • Designers can also supply recommendations for development libraries or frameworks that have solutions in place for interactions and front end assets.
  • Take time to examine the data and the hack days goals. If there is a competition, consider the criteria for qualifying. In some cases the audience isn’t someone unknown group of customers but the judges.

UX activities in Australian startups (Tech23)

Event: Tech23
Collection date: Oct 29, 2013

Objective

My aim was to gain a better understanding of the amount of customer/audience engagement done by startups, before and during development, as well as exploring the move towards creating “hackable” platforms rather that direct products or services.

My hunches

  • Most are platform style business models (either on purpose to provide early entry to market or because they’re developer driven, most likely both)
  • Most are heavily domain expertise driven
  • Very little customer or audience investigation is done prior to development
  • Most consider customers as marketing reference
  • Lean startup methods are used

Survey

18 results were collected asking sex, age, platform/product and then open notes taken about the proposition, project history and user engagement activities.  These results were collected info from one-on-one coversations (4) with the demonstrators and from watching the pitches presented (14).

No notes were taken on the quality of the demonstrations or pitches, nor results of the day’s voting.

Backgrounds

  • Strong technical domain expertise,
  • Years in dev in other forms or in other products
  • Majority male, between 25-34 [Male = 15, Female = 3]
  • Many had experiences either running a previous small company or large team

Results

  • 40% propositions are inspired by direct experiences, felt by the founders (naturally)
  • 40% propositions are an extension of an existing business or activity
  • 90% would best be described as a platform offering (contributers and consumers + api’s and/or app facilitiation)
  • All were SaaS, cloud or web based solutions
  • Specialist technical driven solutions (data scientist, robotics, computer vision, machine learning)
  • End users were considered in reference to marketing and commercialisation (as part of the sales story)
  • Propositions were rarely articulated in a neat summary sentence, but mainly communicated by attempts to immerse the audience in the situation by sharing the founder’s story of initial frustration (“I was stuck in a cab…”) or imagining an generalised problem (“who here has a mortgage…?”).
  • Australia is a suitable customer testbed for global aspirations
  • One company mentioned the Lean Startup model during questions from the panel

UX specific

  • During the onstage product pitches, there were very limited mentions of customer engagement (far less than I would have expected). They were referenced as informal or quite specific to a particular customer as part of the development tradeoff. The exception were two medical devices (i. respirator; ii. robot assisted disability) who did extensive end user research.
  • During the one-one interviews there were very limited mentions of customer engagement (far less than I would have expected). They were referenced as informal or quite specific to a particular customer as part of the development tradeoff.
  • No mentions of formal usability testing except in the two medical device cases mentioned above, which would be required as part of fomalised standards to be met.
    • One medical device company engaged the target users and community groups extensively
    • One medical device is about to enter clinical trials
    • Two devices for elderly health monitoring systems were pitched with a glaring lack consideration for the wearers of the devices or any research into why the past 15 years of attempts have failed.
  • Only one demonstrator mentioned “Intuitive interface” with no references to testing.
  • Lots of prototyping in the wild, gathering feedback from various informal methods like feedback invitations.
  • No mentions of metrix from launched offerings
  • No mention of observed testing sessions
  • One entertainment offering was live and downloadable during the presentation
  • One construction offering overcame a large mental model hurdle using a very simple and clever demo where their project management software was used to build with a small project out of lego.
  • One offering has now engaged a UX designer in short bursts to assist the development priorities

Conclusion

  • The lack of UX mentions does not mean UX activities aren’t done, but it does show that it’s not considered a worthwhile topic to discuss in either a pitch or a conversation with potential investors or partners.
  • People are fixing problems they identify strongly with and then find a market for it (bias).
  • No one just wakes up with a good idea and makes it happen, these projects take years to reach the market – there were clear distinctions between the folks who’ve gotten something (anything) out and iterated, and the ones just pitching an idea.

My professional opinion

The offerings were very diverse and each situation has it’s own design problems and approaches.

Generally speaking, MVP’s and prototyping in the wild are valid approaches and I support them, as nothing beats getting your products into the hands of users to stress test the offering.

However I do wonder about the “failure” rate, and associated cost of effort. Without further interviews, I can’t comment.

Notes on reducing failure

Fit for purpose doesn’t equal useful. Failures can be mitigated and both of these can be brought down by at least some minimal UX activities, including:

  1. proposition development – develop a clear hypothesis
  2. talking to customers early – find out their real needs, do they match the hypothesis?
  3. usability testing prior to launch to check for basic failings that may impact adoption despite the offering being fit for purpose. More on this here: uxmyths.com/post/3086989914/ by Zoltán Gócza

Domain expertise can account for the proposition being fit for purpose, and customer feedback direct from the released build can account for feature requests, fixes, bugs, real world use (stress testing).

But what happens if you’re sure it’s right and you’re listening to your customers, and it still fails? Maybe it’s the workflow, or content, information heirachy, discoverability, integration with other services, device design…

The very minimum that can be done to sanity check for these less obvious issues is usability testing with the appropriate customer/audience:

  • UX design assistance offers holistic fixes because attending to bugs or feature builds alone will break other workflows
  • Talk to customers to find out if fit for purpose is also attending to a need… how many maps apps do you need? Is your differentiator really that compelling?

My year in review

It’s been about 13 months since I started at NICTA. Yesterday was our team offsite and I was reflecting about the time I’ve spent here so far. Thought I might put it down in writing.

In that time I’ve worked on 17 projects, across 4 business teams and in a range of capacities that fully reach into every corner of my career experience.

I’ve had to learn fast about machine learning, big data, the cloud, algorithms. That coding languages are fashionable and cyclical and how patents work. I’ve been exposed to amazing information and had to get up to speed on genetics, geothermal, business rules, transport infrastructure, radiology, performance assurance, forensic video and the health of structures like bridges.

I assist in defining product propositions and put a usable interface onto emerging technologies so NICTA can go to industry with working prototypes that not only work for real, but also help to showcase the technologies used, to assist and influence change in industry. These then spin-out into fully fledge products and companies. Just like a startup incubator.

Some of the projects have been full end-to-end ux, interaction design and ui design right up to visual design and review; others have been simple consultations advising and/or directing developers on best practises or assisting in proposition development. And there has been a broad range of all in-between including art direction for video clips and brand designs.

The methodologies for each project have also varied and include full agile, “agile-but”, and the deliverables up front approach – all with the same thing in common, deep collaborative engagement with the full team to produce a viable product.

I work everyday with people who are deeply passionate about their projects, there is almost no ego and there is a genuine dedication to their work that I’ve not seen before anywhere I’ve worked.

They are seriously, the smartest people I’ve ever met and I constantly oscillate between mind boggling awe of their awesomely cool work and feeling like an ant surrounded by giants.

And they really like my work. So I am humbled and honoured and have to say it’s been the best move I ever made.

All those things you hear from the mass “Why isn’t there thing that does such-and-such?” “You think someone would come up with a better whatsy”

Well these people are building those things and more.