Got Game? - AnswerLab
Transcription
Got Game? - AnswerLab
Your Trusted User Experience Research Partner. Got Game? Creative UX Research Approaches for Winning Insights Chris Holmes | February 26, 2014 Companies we work with Recognition 2 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 3 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 E: [email protected] T: @Chris_Holmes_UX AnswerLab 15 W 26th Street Suite 200 New York, NY 10010 4 Who is Chris Holmes? •Qualitative UX researcher •Brooklyn, NY •Half Aust., half NZ = ‘Quassi’ •Lead guitar, 80’s hair metal •Los Angeles, CA •Alcoholic Madman 5 What is UX Research? 6 What is UX 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 Reasons Why We Don’t Do Research 9 “Users are idiots!” 10 This guy… 11 This guy… “If I had asked my customers what they want, they would have said a faster horse.” 12 …and this guy. 13 …and this guy. “It’s not the customers’ job to know what they want.” 14 Image source: http://www.scs.ryerson.ca/~cps613/References/UsabilityEngineering/ 15 What is Exploratory UX Research? 16 Why it Matters to Companies 17 Evolution of UX Research. Validate Refine Understand Live Product Prototypes Pre-product Right Way? 2000 2005 Right Product? 2011 18 19 It’s about context… Opportunity Gaps Environment CONTEXT Interaction Modes & Use Cases Understanding of Audience 20 Innovation Games for Exploratory UX Research 21 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. 22 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. 23 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 24 Innovation Games Case Studies 25 Innovation Game Case Studies – Conceptual Product Productopia 26 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 27 How We Did It Round 1: AnswerLab designed a pretask homework exercise to understand pain points associated with a recent bigticket purchase. 28 How We Did It 29 How We Did It Round 2: AnswerLab conducted two innovation game groups to explore the pain points identified in the homework exercise. 30 How We Did It AnswerLab led a series of innovation games groups involving creating the ideal human shopping assistant 31 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. 32 The AnswerLab Impact • • • • Returns process, e.g. when a recently purchased item went on sale. Users wanted to manage most of the post-purchase process themselves. Service component and educational component. One bad customer experience is all it takes. 33 Innovation Game Case Studies – Prototype product PayPal 34 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 35 How We Did It Round 1: AnswerLab transformed PayPal’s usability lab into a mock retail store environment to conduct mobile “shop-alongs” 36 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 37 How We Did It Round 3: AnswerLab led a series of innovation games groups involving creating the ideal human shopping assistant 38 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 39 You Will Receive These Resources 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 40 Thank You. For follow-up questions about AnswerLab user experience research services, contact: [email protected] Your Trusted User Experience Research Partner
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