Reflecting on Steve Jobs & Apple’s Approach to User Experience

(An article I recently wrote for the Objective Digital blog)

It was sad news that Steve Jobs lost his fight with Pancreatic Cancer last week. We wanted to take this opportunity to reflect on some of the things that Jobs (and Apple) brought to usability and customer experience.

It is widely agreed that Steve Jobs designed “insanely great products”, many of which have revolutionised the way in which we interact with technology and create and consume digital content today. Many of these products could be described as ‘disruptive technologies’ i.e. technologies that were game changers disrupting existing markets. For example, the popularisation of the ipod and iTunes changing how we consume music, the Apple LaserWriter printer combined with true type fonts and PageMaker software (made by Aldus, now Adobe) started desktop publishing, making the mobile web accessible and sticky through it’s applications for the masses through the iphone etc. Apple products may not have always been the first of their kind but they were usually the first of their kind that were both easy to use and widely purchased. Whilst there were many engineers involved in the creation and design of Apple products, there can be no debate that Steve Jobs was an influential force in Apple’s successes.

In 1984 Jobs unveiled the Macintosh computer to a very excited audience which fast became the first commercially successful small computer with a graphical user interface and a mouse.

 

The Macintosh computer through its use of a graphical user interface and a mouse provided people with a mental model to understand how to use it through it’s metaphor of a desktop, folders and icons etc. It should be acknowledged that this new interface within the early Apple products revolutionised the usability of computers exponentially. Whilst many other engineers were solely focused on the technology, Jobs understood the value of considering the people you are designing technology for.This sentiment can be seen by the promotional material for The Lisa, the predecessor of the Macintosh, as “the personal computer that works the way you do”. From the iPad, to the iPhone, to the iPod, Jobs and Apple continuously delivered products that were easy to use and easy to love.

Jobs also understood the value of creating exceptional customer experiences. He infused Apple with a culture that valued design and cared about the details. According to Jobs: Design is not just what it looks like and feels like. Design is how it works.

This consideration of how things worked went beyond the design of products. Not only did Apple focus on the design of exceptional products, they also considered every part of the purchasing process, both before and after you open the beautifully designed box. Apple’s retail service has been meticulously considered and designed across the entire customer life-cycle. Got a problem with your Apple device? Make an appointment with the Genius bar where an Apple Genius will assist you. Need some help with how to use your new Macs’ inbuilt movie making software? Book in for some training. (NB The inclusion of software with computers too was an early Apple innovation). If you ring technical support and give them your serial number they will know your name and when your warranty expires. The personal service you get when you go to an Apple store and talk to a customer representative about your needs gives you confidence that you are investing in the right solution for you. It’s this understanding on the entire customer experience, the focus on ‘details’ and ‘how things work’ that make customers feel valued and create customer advocacy. Apple makes buying their easy to use products easy.

This holistic approach can also be seen by Apples’ investment and evolution of iTunes and it’s associated services and sister products. Through iTunes, Apple was able to develop a content and product eco-system (a Product-Service-System) combining their products with services, creating a lucrative business model which others are trying to emulate. Through a tightly coupled integration between multiple hardware devices, media storage, indexing, acquisition and consumption, Apple has all bases covered. With iTunes and it’s associated devices one can discover, purchase, download and then consume content in minutes, on one device without leaving your armchair. The fact that you can even purchase and consume media through iTunes on your PC is testimony to the fact that they think beyond just their products.

This meticulous attention to detail, a focus on how thing work, the requirement for well designed products, and the intentional design of customer interactions across multiple touch-points all contribute to superior customer experiences and unprecedented customer advocacy for Apple. Further, we can all thank Steve Jobs for popularising the idea amongst his business contemporaries that better design makes both sense and cents (well more like dollars)!

Steve Jobs was a true innovator, a brilliant designer who really understood what people need and a remarkable entrepreneur. Thank you Steve, you will be missed.

Video: ILUVUXDESIGN

I love this video….so cute and really captures what UX design is about.

EU pushes design led innovation

I recently spotted a report done by the commissions of the European communities called “Design as a driver of user-centered innovation

“The working hypothesis of this document is that design is a driver and tool for user-centred and sustainable innovation and differentiation, complementary to technological R&D, and that increased use of design could increase European competitiveness. The objective of the document is to provide an analysis on the importance and potential of design as a tool for innovation, on the rationale for making design an integral part of European innovation policy, and to provide a basis for a public consultation to take place in 2009, the European Year of Creativity and Innovation. The results of the public consultation will feed into the new European innovation plan.”

In alignment with this initiative, in October the European Commission set up the Innovation Union which will use public funding to help stimulate private sector  innovation within Europe. There is a video about this on their site and a  press release of the launch.

Interestingly as well, the UK Design Council seems to have a similar agenda.

Their site outlines it’s aim:

Helping Britain use design to build a stronger economy and improve everyday life
We are a centre of new thinking and insight into new ways to do business. Our work shows how design can tackle big challengesand improve everyday life. We run practical demonstrations and support programmes for private industry and the public sector. And we invest in the future of UK design.

The UK Design Council too have quite a videos on their own YouTube Channel

The video entitled Design’s Role in Innovation shows some speakers who took part on their The Big Rethink conference held earlier this year. This event was held in collaboration with The Economist earlier this year.  (There is also another one scheduled for March 2011). There are illustrations of the talks from this event and audio of the presentations are available as well.

Further there is another UK government resource (Business Link) linked from the UK Design Council with resources for small and large businesses about how to become more design-led with a large section all about User Centered Design. (Other topics include sustainable design, working with designers, branding etc.)

What a great resource for businesses!

Design quotes

I have been working on a short animation about Design Thinking with a friend and have collected some quotes about design from a variety of sources…. Some food for thought.

[de·sign   [dih-zahyn] ]

Design is defined as both a verb and a noun, it refers to both a thing and an activity.

It comes from the Latin word ‘designare’  which means ”mark out, devise,”

It can be defined as:

- verb

to plan the form and structure of

to plan and fashion artistically or skillfully

to intend for a definite purpose:

-noun

to plan and fashion the form and structure of an object, work of art, decorative scheme, etc.

intention; purpose

 

David Kelly of IDEO

“The only thing that’s not designed by us is nature. “

Dan Pink

“Design is a high-concept aptitude that is difficult to outsource of automate – and that increasingly confers a competitive advantage in business”

Steve Jobs

“design is the soul of a man made creation”

Dan Brown

“Design is an agent of change that enables us to understand complex changes and problems, and to turn them into something useful.”

Herbert Simon

“changing existing situations to preferred ones”

Donald Schon

“a dynamic knowing process”

Buchanan, Richard

“the subject matter of design is potentially universal in scope”

D.H. Lawrence

Design in art, is a recognition of the relation between various things, various elements in the creative flux. You can’t invent a design. You recognize it, in the fourth dimension. That is, with your blood and your bones, as well as with your eyes.

Santiago Borray

Design is like a mom, nobody noticed when she’ s around, but everyone misses her when she us not

Joe Sporano

“Good design is obvious. Great design is transparent.”

Issey Miyake

“Design is not for philosophy — it’s for life.”

Usability is about context

Great preso acknowledging the important of CONTEXT to usability and the inter-dependencies between online services and different devices….the web is everywhere and we need to design with this in mind. And when designing we can not for one moment forget to consider the who? and the where? And not forgetting the social context of use as well as how that device may interact/interface with other devices out in the real world. Devices can be personalised depending on context and can also now be more location and context aware. Devices are becoming social in a sense as well!

“UX is not just about building huge coherent web architectures. We have become digital nomads – building tents, rather than building houses, in environments that suit our needs. People no longer inhabit worlds built by designers, but in worlds built by themselves.

Increasingly it is about building applications and understanding how applications interact with each other and their embedded environment. It is about forging relevant links with technologies that are appropriate. Relevance has surpassed usability as the most important factor of web strategy and web design.”

Transcript of this preso called “Usability is Dead” by James Kelway

Apple design process

There is an article from Business Week: Apple’s design process about a presentation given at SXSW by Michael Lopp, senior engineering manage from Apple about their internal design process.

I liked the idea about paired meetings where each week they have 2 meetings.
- One is a free for all – a meeting to innovate with no constraints….totally blue sky. (FORM)

- The 2nd is a meeting that is more structured , and where constraints are considered…..where the how and the feasibility is really worked out. (FUNCTION)
Tim Brown and Barry Katz in Change by Design discuss a similar approach whereby they maintain that both divergent and convergent thinking are required for innovative design and problem solving. (p68)

Convergent thinking drives us to solutions (left brain thinking)

Divergent (right brain thinking)

“The process of the design thinker, rather, looks like a rhythmic exchange between the divergent and convergent phases, with each subsequent iteration less broad and more detailed than the previous ones. In the divergent phase, new options emerge. In the convergent phase it is just the reverse: now it’s time to eliminate options and make choices.”

Ponderings on design research data

I was having a chat with my lead designer at work today.
We recently conducted some user testing with sample users testing three alternative look and feels for a new web service we are building for a client.
These tests were done online via a questionnaire.

Whilst we constructed a report of this data for the client, I gave both the report as well as the raw data to the designer for her review.

In reviewing some amendments of the design today it was extremely interesting to here the designer refer to statements made by users (I hate that word!) with-in the testing data.
She verbatim quoted data from the tests when explaining her design rationale.

We talked a bit about this and she said that she was really excited to be given the raw data as it really informed her understanding of the research significantly more effectively than did the report/research analysis.

Just a note about this…..more fuel for my thinking about design and design research…..and feeding designers design knowledge.

User Experience, Design and Research

I have been doing a lot of reading lately for my university literature review and have been thinking a lot about the relationship between user experience, design and research.

These are some rough notes which are influencing my current, and continually evolving thinking on this topic.
As my paper gets written, I will share more of my thoughts about these topics….

Some factors informing my current thinking about this topic include:

- Experience by definition is subjective
- A users experience is holistic
- Experience is always influenced by context
- You can not design for user experience without some kind of research
- In considering the user experience of ubiquitous devices context is incredible important but so is the recognition and consideration of the social dimension of a users experience – which is also a very dynamic thing

HENCE user experience is increasingly becoming a very complex thing to research!

ALSO

Research and design involve different ways of thinking.
How can we meld these two perspectives during idea-tion, and the design phase.
As an aside, when I refer to design I am referring to much more than the look and feel of the product.
I refer to the design and selection of features for inclusion, layout, information architecture, the workflow required by various features of the product, content relationships etc.

ANOTHER QUESTION:
Research needs to inform design….
but can design also inform research?

Additionally, designers being associative thinkers and usually quite visual, what are the best ways to communicate design research to designers?

These are a few of uni related questions on my mind…..

User Stories – strategic value?

I recently read a fantastic post by Penny Hagen and Michelle Gilmore about utilising user stories as a strategic design tool.

I currently work for a small digital consultancy within a not-for-profit organisation called the Inspire Foundation. As mentioned within the post, we have had the opportunity to work with Penny on some of our projects as well as assisting us with defining our evolving methodology.

We use agile and Scrum for our development work and also have a very dedicated UX research stream.  Our philiosophy is grounded in evidence based research and consequently UX research and the users perspective is highly valued.

I wanted to post a link to a post by Michelle Gilmore and Penny Hagen called User Stories: a stretegic design tool which discusses the strategic value of user stories. This article discusses how user stories can also be used during the initial design and research phases of the project.

User stories are a single sentence that name the user and the goal they are trying to achieve. For example as a visitor, I can find information about the organisation. They concisely express objectives from a users perspective.

User stories are used within the agile development methodology. Within agile development, these user stories tend to be very granular and functional in emphasis.

This article explores the value of using high level user stories for project definition and describes how to achieve this.

The strategic value: from a user-centerd design perspective, high level user stories can be used to help see themes and to help define the service. Their format enables a users perspective to be clearly expressed and results in the capturing of users needs and objectives. In a collaborative environment with a cross-functional team, and the involvement of real users, authoring these user stories could yield very effective high level requirements.

SRC: User Stories: a stretegic design tool

During the initial phases of a project these stories should be high level and more strategic in focus. As the project progresses however, particularly during the development phase, these user stories can evolve to become more granular and functional in focus. For example, as a site administrator I can edit and delete a comment a  member leaves on a blog post.

My experience with this: Within my organisation, during development, user stories are the common currency between the client, development and project management team, and are used as a way of prioritisation, and scheduling development and tracking progress of the project. (Read more about agile and user stories). Hence as a consequence of using agile, our client and project team is very familiar with the use of user stories.

What really stands out for me: (and what I think is very clearly expressed in this post) is the value of using user stories in the strategic phases AS WELL AS the development phases of the project. Doing this creates a real sense of continuity, whereby the strategic, high level user stories, can easily evolve into more granular functional user stories during development. They can also function as tools to communicate the projects objectives throughout the development life-cycle whereby high level user experience objectives, can fragment and evolve to turn into specific user stories describing features further down the track. They really help focus the project team, through utilising a shared communication device, putting everybody on the same page.

If you think this approach sounds interesting, read the post to find out how and give it a go! Also get in touch if you want more information about our experience with this process.

Designers as Psychologists

I love this presentation by Joshua Porter called Designing with Psychology in Mind.
It is very clever and well put together.

I love the idea that designers are in the business of changing behaviour as are psychologists so we as designers may need to add another skill to our arsenal, that of psychologist.

Picture 12

Also the need to consider human psychology and “human-ness” is so integral to the design process.

This presentation references leading psychology thought and authors in the UX field. Joshua refers to Flow: The Psychology of Optimal Experience
by Mihaly Csikszentmihalyi
– an excellent book.
He suggests that using his recommendations for creating flow as guides to help design user experience….and acknowledges the need to balance challenge with skill (existing)…

This is a bit similar to the notion of balancing familiarity and innovation (I will blog about this another time)