Get your story straight

This was found in a good article on pricing and selling strategies

…things-with-stories sell faster than things-without-stories. How much faster depends on the story.

The value of an item – in the mind of a consumer – is simply the difference between the anticipated price and the price on the tag. When the anticipated price is higher than the price tag, it’s a “good value.” When the anticipated price is lower than the price tag, it’s a bad value. Good stories raise the anticipated price.

I would also add that good stories get repeated.

Speaking of good stories, below are some from my reading list, via Good Reads (I’ve tried most of the competitors and this was my fave). I need a new book, so I would love to get your recommendations.

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You press the button, we do the rest

Kodak

This SlideShare presentation by Peter Merholz of Adaptive Path is mandatory viewing for anyone interested in product design and marketing strategy.

My take aways:

  • Why user experience is the differentiator
  • Experience first, then features, then technology
  • A real vision focuses on the user experience
  • The value curve of the Wii vs. Xbox and PS3 proves: experience matters, technology doesn’t
  • Leverage the system, place functionality where appropriate in the ecosystem
  • Products are people – what kind of person is your product?

Share and share I like

I’ve been loving Slideshare. It’s an extremely useful tool that makes it dead easy and actually fun to share presentations online. It’s bringing to the surface some outstanding expertise. I’ve collected quite few goodies in my Slideshare favorites. Below are some presentations that are particularly relevant to my most recent slides.

Agile Usability Testing


10 Lessons from the design of Slideshare (the slides don’t get interesting until slide 25)


Usability Analysis of Wordpress


The customer isn’t always right


Waterfall bad, washing machine good

Xero Agility

Last month I did my soap boxing tour and Queenstown junket, talking about our design and development process at Xero. Here are my slides

After seeing my talk somebody pointed me to this video: “The Science and Art of User Experience at Google”. It’s a presentation by Jen Fitzpatrick, manager of the user experience team at Google, talking about their interaction design process. She shares some really interesting examples of how they collect user feedback, particularly how they track usage patterns and monitor support queries.

A usability note on the actual video file: it contains a caption overlay, which is really useful, but it would be much more useful if that text was available to read/search/copy!

Soap Boxing

DATE CORRECTION FOR WELLINGTON:
The Xero UPA presentation in Wellington is happening on Tuesday 7 August.

I’ve been invited to speak next month at UPA events in Wellington and later in Auckland.

I’ll be talking about and showing the interaction design process used to create Xero, providing some insights into the different design techniques used to build a complex online application quickly, yet effectively. I will also discuss how those techniques are evolving as the company and the software grows.

Wellington details:

What
Xero Interaction Design Case Study
(there will also be a presentation on the recent UPA conference held in Austin)
When
Tuesday 7th August, 12pm - 1:30pm, 2007
Where
Statistics NZ House, The Boulevard, Harbour Quays (across from the Railway Station on the waterfront)

Auckland details:

What
Xero Interaction Design Case Study
When
Tuesday 28th August, 6pm - 8pm, 2007
Where
Bank of New Zealand, 3rd floor, 125 Queen Street, Auckland


Web 2.0 debate

Last month, I participated on a panel debate at Webstock, arguing the merits of Web 2.0. I thought about making my presentation silly, but I couldn’t help myself and ended up creating a genuine analysis of what Web 2.0 is really all about, what makes it so significant, and why it’s important to understand. I think my slides do explain it pretty well.

I have to admit that our opponents did a much better job of making their case, using their rye cynical wit and deft charisma. Their tactics were extremely effective, but ultimately they were fighting a hopeless cause.

You can watch the full antics here.

Lessons from building world’s largest social music platform

My favorite bits:

  • involve users in your web application’s story
  • make growth a social aim for existing users
  • talk to your users (bad news > no news) … more likely to tolerate growing pains
  • embed your service in others

(thanks Adam)

Shift Happens

Found via (via Edurev via Reemer)

Here is the back story and source of the video. They’re currently making an updated version and they want you to contribute your thoughts and questions.

XERO SPECS. The key to rapid design and development.

Sticky notes

When I first started working on Xero, I used sticky notes to help me get a sense of what it would take for us to build an online accounting system. After working on those sticky notes for about two weeks, we felt comfortable that we had a good foundation for the product architecture. Two weeks might seem like a long time to spend scribbling on sticky notes. But it was worth it. Those sticky notes are still a point of reference for us to this day – they still reflect the overall product structure and the product roadmap.

From our earliest plans we mapped out two major milestones: having a beta ready by November 2006 and having the product released by April 2007. We had a vague feeling that those two targets were theoretically do-able under ideal circumstances, but we all knew from our past experiences that theory and reality never align, and ideal circumstances only happen in theory.

That’s why I am so amazed that we pulled it off – hitting both targets to the day! Besides working with an amazing team of talented people, with all the hard work and some good luck, I think one of the most important factors that enabled us to make those targets has been our commitment to an agile design and development process.

If we would have done “proper” software specs for Xero we’d still be bogged down writing and arguing over use cases and flow diagrams to this day. Nothing would have even gotten designed or built yet. Instead, our specs process generally involves an hour at the whiteboard identifying the core requirements for an entire piece of functionality. From there, I go straight into prototyping.

Whiteboard

My method for prototyping is doing rough screenflows. These are intentionally rough so that we don’t burn our time on low-level visual details, when we just need to sort out the high-level functional concepts. I quickly mock up screen layouts for each transaction in a typical user scenario, from the start of a task to the end, hitting every transaction along the way. It’s like storyboards for movies, scene by scene you see the plot unfold. I can build these prototypes very quickly, generating lots of ideas as I iterate through dozens of different designs in a few hours.

Screenflow sample

View an example screenflow prototype from Xero
To step through the screens first click on the Flash document, then use the left and right arrows

The screenflow prototypes are done as black-and-white outlines, similar to traditional wireframes. Except you move through it like a slideshow, seeing how one thing leads to the next, getting a feel for how it all flows. Traditional wireframes and written specs take a lot more time to create, plus they force you to intellectually resolve how it all works together in your head, instead of seeing how it flows on screen. Having to work it out in your head, instead of seeing it in action, leaves too many things open to misinterpretation, causing major confusion and delays.

With the screenflow prototypes we quickly evaluate what’s right and wrong about a design, what’s missing and what needs to be ripped out. We put the prototypes in front of users to get their feedback, which quickly gives us a good indication if we’re on the right track or not, and it provides us with some insights on how to make it better. Then we do more iterations.

This passage from an article written by the head of IDEO Tim Brown describes what I’m talking about really well:

People need to have a visceral understanding — an image in their minds — of why you’ve chosen a certain strategy and what you’re attempting to create with it.

Because it’s pictorial, design describes the world in a way that’s not open to many interpretations. Designers, by making a film, scenario, or prototype, can help people experience the thing that the strategy seeks to describe.

Build to Think

Design thinking is inherently a prototyping process. Once you spot a promising idea, you build it. The prototype is typically a drawing, model, or film that describes a product, system, or service. We build these models very quickly; they’re rough, ready, and not at all elegant, but they work. The goal isn’t to create a close approximation of the finished product or process; the goal is to elicit feedback that helps us work through the problem we’re trying to solve. In a sense, we build to think.

When you rapidly prototype, you’re actually beginning to build the strategy itself. And you’re doing so very early in the innovation cycle. This enables you to unlock one of your organization’s most valuable assets: people’s intuitions. When you sit down with your senior team and show them prototypes of the products and services you want to put out in two years’ time, you get their intuitive feel for whether you’re headed in the right direction. It’s a process of enlightened trial and error: Observe the world, identify patterns of behavior, generate ideas, get feedback, repeat the process, and keep refining until you’re ready to bring the thing to market.

The Prototype Tells a Story

Prototyping is simultaneously an evaluative process — it generates feedback and enables you to make midflight corrections — and a storytelling process. It’s a way of visually and viscerally describing your strategy.

Google On Holiday

Google Beach

The What’s UP 2007 event was good fun. I met some really nice, well clued-up people. Here are the slides from my predictions (use the < > keys to navigate). The day after UP, I headed out on our family summer holiday.

As I write, I’m in the exquisite Northland region of NZ (in Oakura Bay to be precise). It’s been ideal in every way. Swimming, kayaking, bbq-ing, reading and sleeping. It’s warm here day and night, and there’s no wind. It’s really been making us question why people (us included) live in Wellington.

At the holiday house I perused the book shelf and noticed The Google Story. I tend to have a strong aversion to business books. However, I’ve really been enjoying it. It’s a good piece of storytelling. The thing that’s sticking out for me is how Larry and Sergey have always had the tenacity to do things their way, along with the perseverance to execute first and foremost. Ultimately, it’s really about having the conviction to relentlessly pursue what you believe is best and have fun doing it.

At the UP event, I noted that several of my predicted future platforms could easily be generated out of NZ. Foo Camp is coming up this weekend and I’m really hoping to see strong evidence of that same type of tenacity, conviction, guts, plus the ambition to build something big and important and useful from this beautiful country, something that the world needs and NZ can deliver. Peter Jackson did that for the film industry. Who will do it for ICT?

Lego Star Wars: How Do I Love Thee.

I’m no hardcore gamer. That said, I do love a good video game. As a lad, I certainly spent a fair few quarters and hours at the arcade. I’ve even had a few game systems over the years.

Emory and I are currently playing our way through Lego Star Wars II. We’ve been eagerly awaiting the game, ever since completing Lego Star Wars I, last year. It’s easily one of the best games I’ve ever played.

What’s so great about Lego Star Wars? And what can an interaction designer learn from the game?

  • Drop-in / drop-out co-op. This ought to be a required feature for all games. When two people are playing together their characters must combine abilities and coordinate movements to solve problems and access new areas. That level of cooperation is fun and clever. Better still, either one of the players can casually drop-in or drop-out of the game at any time - there is no frustration, absolutely no interruption of game play. It’s absurd that no other game offers that functionality.
  • UX Lessons: There are important advantages to collaboration, but it should always be easy and painless to participate, or not participate, whenever you want.

  • Character switching. The game provides great replay value since you have to complete every level several times, in different ways, with different characters. This may sound dull - it’s anything but. You can switch between a range of different characters, on the fly. In fact, in order to access different areas and solve puzzles you need to switch characters, using each of the different characters’ different abilities when and where appropriate.
  • UX Lessons: Different roles have different strengths, cater to those strengths when and where appropriate.

  • Flying and driving. In the new game, the flying experience is really thrilling, intense, and varied.
  • UX Lessons: Being in the driver’s seat is fun and powerful.

  • Comic book experience. The beauty of playing Star Wars as Lego pieces is that it has a comic book quality. Instead of judging the realism, you simply enjoy the play. It’s a true comic book adventure. That’s far more in tune with the spirit of the original movies than any other Star Wars game ever produced before. Most games fall into the age old trap of focusing on special effects, at the expense of the story.
  • UX Lessons: Spirit and personality are way more important than looks.

  • The environments are rich in depth and texture. Despite the relatively blocky and crude Lego character graphics, the environments have layers of depth and texture that make it really compelling to explore. The fact that they’re familiar from the movies also makes it special and fun. You feel like you’re living in a movie or a dream.
  • UX Lessons: Looks do matter - symbolism, familiarity, and visual texture give an experience deep resonance.

  • It’s easy, but the trick is learning to make connections. It’s always pretty obvious when there’s something you need to do or find. There are a variety of visual and audio cues attracting your attention and prompting your reaction. The trick is to learn the meaning behind the clues. You need to know when and how to apply your different character abilities, partially based on your previous experiences, and partially based on your imagination. It’s most fun when you have to use your imagination to solve a problem.
  • UX Lessons: You can lead a horse to water, but people eventually have to apply their own creativity and imagination. Find ways to support and encourage creativity.

  • The essence of wit. There is cheeky humor spun throughout the game. The cut scenes are clever and silly. And all of the characters do an occasional silly maneuver or have a goofy pratfall. It’s really cute and endearing, sometimes hilarious.
  • UX Lessons: There is soul behind a smile - giving people something to smile about builds trust and compassion.

If you want some more evidence of the passion that the game inspires, just read some passages from Emory’s school journal.