midwest ux mobile workshop 2012

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A mobile app ideation workshop DESIGNING FOR SOCIAL INNOVATION [email protected] @haigarmen Sunday, 3 June, 12

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This workshop focuses on social responsibility and includes an intense lineup of participatory design exercises that touch on a series of methods for designing compelling user experiences. Participants are introduced to psychological and business model concepts to help teams craft unique mobile engagement and experiences. Working through user motivations, perceived abilities and discovering opportune moments for triggering habit changing actions, teams will explore applying behavioural psychology to empathize and connect with intended mobile users.

TRANSCRIPT

Page 1: Midwest UX Mobile Workshop 2012

A mobile app ideation workshop

DESIGNING FOR SOCIAL INNOVATION

[email protected] @haigarmen

Sunday, 3 June, 12

Page 2: Midwest UX Mobile Workshop 2012

BUT FIRST,

A BIT ABOUT ME

Professor of DesignEmily Carr University of Art + Design

Founder & Creative DirectorLift Studios - Interaction Design Agency

Studied

Architecture,Jazz Performance& Composition

Sunday, 3 June, 12

Page 3: Midwest UX Mobile Workshop 2012

WHAT WE’LL DO

ideation BusinessModel

userexperience

1 2 3

AppPresentations

4

PSYCHOLOGY HAIG T

ALKS:

BUSINESSMODELGENERATION

EXERC

ISES:

UX FLOWS &WIREFRAMES

10

MINU

TES:

25 10 25 10 25 25

YES, T

HERE’S

A BRE

AK

Sunday, 3 June, 12

Page 4: Midwest UX Mobile Workshop 2012

• a playful way to conceptualize(come up with your own sandbox)

• introduce some great design tools

• integrate psychology, business strategy & user experience

WHY WE’RE DOING THIS?

Sunday, 3 June, 12

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A. Brainstorm ideas and write a brief (25min) B. Business Model Generation (25min)C. Sketch out the user flow and wireframes (25min)

targetAudience

behaviourarea

socialFeatureS

1 2 3

An overview of your cards

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How does psychology inform our

designs?

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ethics actionmind the gap

Good design is design that changes behavior for the better.

Jon Kolko

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TriggersM

otiv

atio

n

Ability

INFLUENTIAL FACTORS OF BEHAVIOR CHANGEBJ Fogg’s Behavior Model

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SENSATION

pleasure pain

ANTICIPATION

hope fear

SOCIAL COHESION

acceptance rejection

3 CORE MOTIVATORS

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Knowledge Build awareness, form mental models

Attitudes & Emotions Connect to emotions & values

Desire Appeal to & satisfy needs

FearsAcknowledge & defuse fears and the unknown

Social Norms Use or shift contexts

MOTIVATION FACTORS

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Mind TrainingCultivate Mindfulness & willpower

Goal setting Support visioning, goals, planning

Strengthen self-efficacyModel the behavior, afford successes, forgive failures, defuse guilt & frustration

Make it easy Train, improve usability & resources

Shape new habits(Floss one tooth a day) - Repetition until automatic

ABILITY

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Opportune MomentsProviding a catalyst when people are motivated, ableand have the opportunity to act.

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TRIGGER TYPES

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TRIGGER

promptcall to action

request offer

cue

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Mobility Devices on your person during a behaviour changing opportunity

Intimacy Relationship with people’s existing technology

Connectivity Access to networks allow access to data & people.

Non-disruptive Using technology with taking user out of their natural flow

Culturally Ready Social acceptance & technologies are here

OPPORTUNITIES IN MOBILE

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targetAudience

behaviourarea

socialFeatureS

1 1 3

concept exercise

A. Brainstorm ideas and write a brief (25min) B. Business Model Generation (25min)C. Sketch out the user flow and wireframes (25min)

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Microphone

Location Services

Camera

(stills & video)

Push

Notifications

Text Messaging

Contacts

Phone Services

Vibration

Accelerometer

Media Library

Bluetooth

TECHNOLOGY AT YOUR FINGERTIPS

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Page 20: Midwest UX Mobile Workshop 2012

concept exercise

10 minutes 15 minutes

- 25 minutes -

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Season Two of Arrested Development

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A business model describes the rationale of how an organization creates, delivers, and captures value.

BUSINESS MODEL

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Possible Business Models

ProductRevenue

unique service,gaming & UX app sales

Freemium content-drivenservice/content

free & premium apps

In AppAdvertising

content/service free but with ads

advertiserspay flat fee

In AppPurchasing

Modular Appswith growth

app is free,pay for features

Subscription High-qualitydynamic content

end user paysperiodically

business model value proposition revenue stream

Sunday, 3 June, 12

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targetAudience

behaviourarea

socialFeatureS

1 1 3

business model exercise

A. Brainstorm ideas and write a brief (25min) B. Business Model Generation (25min)C. Sketch out the user flow and wireframes (25min)

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business model

15 minutes

- 25 minutes -

evaluate, vote and decideon one conceptwrite your elevator pitch

10 minutes

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is the task the right one?

content navigation

decision making

how does it compare to theirmental model?

USER WORKFLOWS

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Rapid idea generation & testing of assumptions

WireframesSunday, 3 June, 12

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targetAudience

behaviourarea

socialFeatureS

1 1 3

User Flows & Wireframes

A. Brainstorm ideas and write a brief (25min) B. Business Model Generation (25min)C. Sketch out the user flow and wireframes (25min)

Sunday, 3 June, 12

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Your cards: Audience & Behaviour

State the Brief

Explain your business model

Walk through the app screens and describe the user journey

You have 5 minutes

presentation format

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www.getmentalnotes.com

www.thegamecrafter.comSearch for “Social Mania”

CREDITS

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www.businessmodelgeneration.comwww.businessmodelgeneration.comSunday, 3 June, 12

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Thank youfor participating

[email protected] @haigarmen

Sunday, 3 June, 12