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My name is Dan Willis and I’m here to talk about the future of UX, but to do that, 
we should first take a quick look at the past. 
If, like me, you’ve been involved with UX work for more than 
a few years, then you’ve taken part in some fraudulent activities. 
See, as an industry, we got really good at selling our services, 
convincing folks that we were designing full-blown, holistic user 
experiences. But in reality, we only delivered tiny sections of 
those sprawling experiences. 
Don’t get me wrong, our 
intentions were good. We 
found that when we focused 
only on our organization’s 
needs for whatever we 
were building, we delivered 
products and services that 
didn’t do very well in the 
market. If, instead, we built 
based on the needs of the 
people using the stuff we 
created, we were much more 
successful. 
But we were wearing 
blinders the whole time. 
Those blinders blocked 
out the parts of the experience not directly related to the 
organizations paying the bills. We fooled no one more than we 
fooled ourselves. We believed our own hype, convinced that we 
were delivering much more than we actually were. 
Back in the day, we didn’t actually deliver 
on the promise of designing holistic user 
experiences. 
Above left and cover: Trippple Nippples performing at the 2012 Walk the Line 
Festival, photo by Maurice (Flickr). Right: Image pilfered completely without 
permission from a Finnish Viking Line Cruises ad. 
NOT Dan Willis. 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 2
But all that was before these little 
buggers came along ... 
... and before phone shadows became 
a fashion statement 
... and before we started bringing 
our own devices to work. 
Top: Phone images swiped from manufacture Web sites. Above: Photo and butt by Jencu (Flickr). Right: Photo by NEC Corporation of America (Flickr) 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 3
That was before this kind of 
behavior seemed normal ... 
... and before we lived our life like this. 
Top: Photo by FaceMePLS (Flickr). Bottom: Photo by ClearFrost (Flickr). 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 4
That was before a celebrity 
sighting transformed fans into 
paparazzi ... 
... and before protests looked like this. 
Top: Rabid One Direction fans in Sydney, photo by Nina Matthews Photography (Flickr). Bottom: Pro-democracy protesters in Hong Kong, photo by EPA. 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 5
you usually bought your plane ticket 
by phone. Or you talked to that one 
administrative assistant who had mastered 
the mystical arts required to get third party 
travel agents to book the right flights. 
If you did buy your ticket online, you went 
directly to each 
potential airline, 
each at their own 
level of e-commerce 
competence. 
Between leaving the office 
and arriving at the airport, 
you experienced something 
that no longer exists, a 
bubble. Inside that bubble, 
no one tried to contact you. 
You floated, disconnected 
from work. At the airport, you sought out the arrival/departure boards that 
today are just part of travel-data noise. Back then, those boards 
were the authority on air traffic. 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 6 
A decade ago, if you 
traveled on business, 
Top: Southwest Airlines home page, 2004 (WayBack Machine). Middle: Photo by Jeff 
Kubina (Flickr). Bottom: Source unknown.
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 7 
Kiosks existed at the airport 
10 years ago, but you 
probably wouldn’t have used 
them. The first generation 
versions required that you 
had no luggage to check 
and that you fit their one 
and only use case. And 
even if you trusted those 
early kiosks, airline 
personnel didn’t. 
So you invested all your travel hopes and dreams in the people standing 
at the other side of the airline counter. They banged away at huge dumb 
terminals, wielding their awesome idiosyncratic powers for good if you 
charmed them and for evil if you had offended them. 
Every step of the business travel experience stood alone, each step a silo.
Mobile isn’t really a thing. 
It’s not a platform, it’s not a kind of design, 
it’s not an industry. That junk is all hype. 
But the way we have come 
to use mobile devices is 
profoundly significant. 
Photo by Steve Davidson (Flickr). 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 8
Mobile devices stitch together the 
elements of experiences in ways that 
were impossible 10 years ago. 
A business traveler today doesn’t need a magician to find 
and book the most appropriate flights. They log-in (frequently 
with the help of a third party that manages their profile for 
multiple applications) to digital products that aggregate flight 
information. 
As soon as they book a flight, the traveler is instantly 
connected to their own data. They can use tablets and phones to 
track flight status, to identify the best seats based on the model of 
airplane, to get alerts for delays and weather updates. 
Information envelops the traveler as they enter the 
airport and they step into that environment with their 
personal devices in-hand, constantly connected to 
their travel data. Dozens of screens surround them at 
the counter. Kiosks take care of their every traveling 
need and they don’t even have to use paper boarding 
passes anymore. 
The folks on the other side of the counter have 
changed as well. The need for arcane green-screen 
science is gone. Sometimes, that means the airline 
personnel do little more than move suitcases from 
weight scale to conveyer belt. When they do need to 
get involved with a traveler’s needs, they do it with 
their own devices and they leverage their own digital 
sophistication. 
They are digitally empowered. 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 9
It turns out that when you take 
into account the broader scope 
of a true user experience, 
even a simple one like a traveler going from point 
A to point B, things get complex quickly (as in the 
example on this page). 
And complexity isn’t the only implication that emerges when you 
break down those silos ... 
Mapping Implications 
We need to map all of the experience, but we can only hope 
to influence a tiny portion of it. Otherwise, we’re putting those 
blinders right back on. Some organizations are already asking 
how they gain control of these connected experiences. That’s 
the wrong question. Controlling so many device-interface-provider 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 10 
combinations 
is impossible. 
Instead, we 
have to devise 
business 
View the video of 
this simple air travel 
experience: 
http://vimeo. 
com/109945267
plans based on influencing just one percent of 
the experience here and a couple of percents over 
there. (Hey, some have figured out how to make a 
go of $.99 app downloads, so there are precedents 
for this kind of thing.) 
Scope Implications 
We must design for experiences that stumble 
through time and space. This will take awhile for us to truly 
master. Real travel experiences occur over hundreds or 
thousands of miles. Imagine health care experiences with the 
silos stitched together: A single use case might last months. 
Implications for Services 
We must design both services and pixels, and they’re 
intertwined now. Some service design experts get a bit sniffy 
about all these people messing with their field, arguing that 
service design requires unique skills and techniques. You 
know what? They’re right. Even folks with the strongest UX 
backgrounds are behind when it comes to services. (Myself 
included.) 
We’ve got a lot to learn, but we must step up because there 
really is no way to separate services out of the overall experience 
in order to outsource it to established specialists. 
Design Implications 
We must bring everyone into the design process. We always 
bitch that everybody thinks they’re a designer and now we are the 
ones that have to figure out how to make that actually happen. 
Designing connected experiences will require more expertise 
than any designer can provide on their own. The key is going 
View the video of this simple air travel experience: http://vimeo.com/109945267 
to be inviting everybody into the process while still protecting 
individual expertise. (Otherwise we’re going to end up with 
ROI-challenged business plans as well as designs that rely on 
carousels and hamburger menus.) 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 11
Cross-Channel and Multi-Device Implications 
We must design across both channels and devices. Some 
folks have already made progress on this. Michal Levin’s 3Cs 
framework defines three models for devices working together: 
CONSISTENT DESIGN 
With consistent design, the same 
information is delivered to multiple devices. 
This is the easiest model for organizations 
to grasp (which means we’ll need to watch 
out for it being used inappropriately.) 
“Designing Multi-Device 
Experiences” by Michal 
Levin 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 12
Cross-Channel and Multi-Device Implications 
CONTINUOUS DESIGN 
Continuous design allows steps in a process to occur across 
devices. Users can start 
a task on any device and 
complete it on any other 
device without disruption. 
“Designing Multi-Device 
Experiences” by Michal 
Levin 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 13
COMPLEMENTARY DESIGN 
An experience on one device is enhanced or directed from another device. 
Cross-Channel and Multi-Device Implications 
“Designing Multi-Device Experiences” by Michal Levin 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 14
Public Privacy Implications 
We must deal with the use of private data in very public places. 
It turns out that designing for smaller screens was the easy part. 
Displays will go larger as well and as soon as you go larger, the 
need for multiple people having multi-touch experiences will 
emerge. Big, high definition screens are popular with museums 
already, but they will catch on everywhere and e-commerce will 
be the driver. 
In its “A Day Made of Glass” video, Corning imagineers public multi-touch devices 
that interact with users’ private information. 
Cleveland Museum of Art’s 40-foot multi-touch wall features over 4,100 works of art. Larger screens are only going to get more popular. 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 15
By far the most significant implication of designing fully connected experiences 
is that it forces us to reconsider what elements we are actually designing. 
Every experience will require the integration of multiple 
systems. The things we designed in the past (affordances, content 
models, forms, taxonomies, typography, etc.) will be just as 
relevant and essential as ever because we will use them to design 
within each system. 
But that won’t be enough. 
Andrea Resmini and Luca Rosati have suggested that complex 
experiences require a “pervasive, ever-present layer that holds 
the pieces together.” A pervasive information architecture 
provides a sense of place, maintains logic across channels, adapts 
to specific users, minimizes the stress on the user of so much 
information flying around and suggests connections between 
elements. 
We have design within systems well in hand and Resmini 
and Rosati have given us an excellent start on designing across 
systems. The third and least explored challenge we have in 
designing true user experiences is our need to design between 
systems. 
“Pervasive Information 
Architecture” by Andrea 
Resmini and Luca Rosati 
describes a layer that 
supports all the systems 
involved with a complex 
user experience. 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 16
Design Between Systems 
Equipped with our smart mobile devices, data constantly 
floats around us as we move about. Emerging systems will utilize 
that data as we travel through physical space just as traditional 
systems have in the virtual space of the Internet. Our traveling 
data comes in three flavors: 
• Implicit data based on our actions 
• Explicit data based on what we’ve entered or shared 
• Creepy implicit data* 
The combination of these 
three flavors of data form a 
profile for each digital user.** 
Designing between systems 
will depend on matching up 
some of the data points within 
profiles with the content 
and services available from 
systems. 
Some suggestions follow for 
the kinds of things we might 
design to support complex, 
cross-channel, multi-device 
user experiences. 
* The creepy kind of data is, at this point, unavoidable and it has only just begun. 
The scope and scale of data harvesting will continue to expand. More and more 
organizations will increase their investment in the classification of human beings 
based on harvested data. 
** Some organizations take a greedy approach to profiles, convinced that the more 
data points they collect for a profile, the greater their chance of success. But success 
is made more likely when an organization’s business model aligns with small and 
specific clusters of a profile’s data points. 
The opening credits of the 2000 film “Bedazzled” features data floating around 
people’s heads. We are now developing systems that can make use of similar data. 
Systems contain content and services that are particularly relevant to some profiles’ 
specific data points. Designing between systems will depend on those relationships. 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 17
He downloaded a Fred Astaire e-book; she 
viewed dance videos and installed a tango-themed 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 18 
wallpaper. We could cluster 
information that has a better-than-random 
chance to interest people who 
have taken similar actions. 
The example here includes Livingsocial 
coupons, but don’t let that mislead you into associating this kind 
of design with commerce. The real 
target is providing value to the profiled 
users, regardless of the source of the content and services. 
Implicit clusters should look familiar as they are most like the 
things we have designed in the past. These clusters would be 
dropped into the paths between systems where the appropriate 
Photo by www.audio-luci-store.it (Flickr). profiled users have a better-than-random chance to travel.
DESIGN BETWEEN SYSTEMS 
EXPLICIT CLUSTERS 
She searched for “Chucks customized”; he signed up for 
sporting goods coupons. We could cluster content and services 
to attract people like this who are actively 
foraging. The goal is to optimize value for 
profiled users. 
Keep in mind that we are not designing 
a destination, but rather the content and 
services that travel with 
the profiled users from 
one system to another. 
Upon arrival, the cluster 
would be delivered in a 
fashion appropriate for 
that system. 
Left: Photo by Richard foster (Flickr). Right: Photo by Jason Rogers (Flickr). 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 19
DESIGN BETWEEN SYSTEMS 
TRIGGERS 
One of these gentlemen has 
shopped for appliances on a tablet 
and had extended interactions 
with painters on the Angie’s List 
Web site. We could design a trigger 
that provides the opportunity for 
meaningful interaction with a real 
estate professional based on the 
combination of the two types of 
actions. 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 20
Resmini and Rosati point out the 
importance of minimizing the inherently 
high volume of information people have 
to deal with in complex experiences. 
When the couple in this scenario 
send invitations to an engagement 
party, we could design a throttle that 
reduces a set of content and services by 
focusing on wedding-related subjects. 
When the couple then registers online 
and in-person at a few high-end stores, 
the throttle further reduces the load by 
removing inexpensive providers. When 
the couple tries on rings only at the 
Tiffany’s in Midtown New York City, the 
throttle removes mid-priced providers as 
well. 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 21 
Photo by Kelly Prizel (kellyprizel.com)
Will clusters, triggers and throttles be the 
primary elements we design for complex 
experiences going forward? 
I like to think I’ve defined some winners here, but there’s no 
way to tell. They are a good start. 
I think if this presentation inspires you to come up with your 
own ideas of what we should 
design to support people as 
they travel between systems, I 
will consider it a wild success. 
I think that everything 
we’ve gone through over the 
last ten years turns out to be 
absolutely essential to doing 
the work we’ll be doing for the 
next ten. I believe the design 
of stitched together, complex, 
cross-channel, multi-device 
experiences will come to 
define us as an industry. 
I believe that we will still 
need to provide high quality 
solutions to well-defined 
problems as we design within 
systems. 
Additionally, I believe it is 
on us to transform the concept 
of pervasive information 
architecture into a practical 
approach to designing across systems. 
Finally, I think we must master the design of data experiences. 
These data experiences will be based on profiles, formed by 
content and services, but not tied to a specific system, channel or 
device. We must be the ones to figure out how to design between 
systems because everything we’ve learned as an industry makes 
us best qualified to take on this daunting, brain-imploding, 
motengator-of-a-challenge. 
The challenges of the last 10 years have prepared us nicely for the work of the next 10. 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 22
Dan Willis, UX Consultant 
Equally skilled at motivating CEOs as he is 
manipulating pixels, Dan Willis offers clients broad 
digital product design expertise. Successes include: 
Transforming Marriott’s mobile design 
practice. 
Establishing washingtonpost.com’s first 
user experience team 
Leading discovery for AMNH’s first 
wayfinding app 
Designing and launching Tribune’s first 
digital classified advertising products 
Implementing PBS’ first enterprise-wide 
Web analytics system 
Dan Willis is co-author and illustrator of 
Designing the Conversation: Techniques for 
Successful Facilitation 
For case studies and more information about hiring Dan Willis, please see dswillis.com 
dan@dswillis.com www.linkedin.com/in/uxcrank @uxcrank 
This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 23 
Photo by Gary Barber (Flickr)

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The Future of UX: Designing Data Experiences

  • 1.
  • 2. My name is Dan Willis and I’m here to talk about the future of UX, but to do that, we should first take a quick look at the past. If, like me, you’ve been involved with UX work for more than a few years, then you’ve taken part in some fraudulent activities. See, as an industry, we got really good at selling our services, convincing folks that we were designing full-blown, holistic user experiences. But in reality, we only delivered tiny sections of those sprawling experiences. Don’t get me wrong, our intentions were good. We found that when we focused only on our organization’s needs for whatever we were building, we delivered products and services that didn’t do very well in the market. If, instead, we built based on the needs of the people using the stuff we created, we were much more successful. But we were wearing blinders the whole time. Those blinders blocked out the parts of the experience not directly related to the organizations paying the bills. We fooled no one more than we fooled ourselves. We believed our own hype, convinced that we were delivering much more than we actually were. Back in the day, we didn’t actually deliver on the promise of designing holistic user experiences. Above left and cover: Trippple Nippples performing at the 2012 Walk the Line Festival, photo by Maurice (Flickr). Right: Image pilfered completely without permission from a Finnish Viking Line Cruises ad. NOT Dan Willis. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 2
  • 3. But all that was before these little buggers came along ... ... and before phone shadows became a fashion statement ... and before we started bringing our own devices to work. Top: Phone images swiped from manufacture Web sites. Above: Photo and butt by Jencu (Flickr). Right: Photo by NEC Corporation of America (Flickr) This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 3
  • 4. That was before this kind of behavior seemed normal ... ... and before we lived our life like this. Top: Photo by FaceMePLS (Flickr). Bottom: Photo by ClearFrost (Flickr). This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 4
  • 5. That was before a celebrity sighting transformed fans into paparazzi ... ... and before protests looked like this. Top: Rabid One Direction fans in Sydney, photo by Nina Matthews Photography (Flickr). Bottom: Pro-democracy protesters in Hong Kong, photo by EPA. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 5
  • 6. you usually bought your plane ticket by phone. Or you talked to that one administrative assistant who had mastered the mystical arts required to get third party travel agents to book the right flights. If you did buy your ticket online, you went directly to each potential airline, each at their own level of e-commerce competence. Between leaving the office and arriving at the airport, you experienced something that no longer exists, a bubble. Inside that bubble, no one tried to contact you. You floated, disconnected from work. At the airport, you sought out the arrival/departure boards that today are just part of travel-data noise. Back then, those boards were the authority on air traffic. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 6 A decade ago, if you traveled on business, Top: Southwest Airlines home page, 2004 (WayBack Machine). Middle: Photo by Jeff Kubina (Flickr). Bottom: Source unknown.
  • 7. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 7 Kiosks existed at the airport 10 years ago, but you probably wouldn’t have used them. The first generation versions required that you had no luggage to check and that you fit their one and only use case. And even if you trusted those early kiosks, airline personnel didn’t. So you invested all your travel hopes and dreams in the people standing at the other side of the airline counter. They banged away at huge dumb terminals, wielding their awesome idiosyncratic powers for good if you charmed them and for evil if you had offended them. Every step of the business travel experience stood alone, each step a silo.
  • 8. Mobile isn’t really a thing. It’s not a platform, it’s not a kind of design, it’s not an industry. That junk is all hype. But the way we have come to use mobile devices is profoundly significant. Photo by Steve Davidson (Flickr). This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 8
  • 9. Mobile devices stitch together the elements of experiences in ways that were impossible 10 years ago. A business traveler today doesn’t need a magician to find and book the most appropriate flights. They log-in (frequently with the help of a third party that manages their profile for multiple applications) to digital products that aggregate flight information. As soon as they book a flight, the traveler is instantly connected to their own data. They can use tablets and phones to track flight status, to identify the best seats based on the model of airplane, to get alerts for delays and weather updates. Information envelops the traveler as they enter the airport and they step into that environment with their personal devices in-hand, constantly connected to their travel data. Dozens of screens surround them at the counter. Kiosks take care of their every traveling need and they don’t even have to use paper boarding passes anymore. The folks on the other side of the counter have changed as well. The need for arcane green-screen science is gone. Sometimes, that means the airline personnel do little more than move suitcases from weight scale to conveyer belt. When they do need to get involved with a traveler’s needs, they do it with their own devices and they leverage their own digital sophistication. They are digitally empowered. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 9
  • 10. It turns out that when you take into account the broader scope of a true user experience, even a simple one like a traveler going from point A to point B, things get complex quickly (as in the example on this page). And complexity isn’t the only implication that emerges when you break down those silos ... Mapping Implications We need to map all of the experience, but we can only hope to influence a tiny portion of it. Otherwise, we’re putting those blinders right back on. Some organizations are already asking how they gain control of these connected experiences. That’s the wrong question. Controlling so many device-interface-provider This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 10 combinations is impossible. Instead, we have to devise business View the video of this simple air travel experience: http://vimeo. com/109945267
  • 11. plans based on influencing just one percent of the experience here and a couple of percents over there. (Hey, some have figured out how to make a go of $.99 app downloads, so there are precedents for this kind of thing.) Scope Implications We must design for experiences that stumble through time and space. This will take awhile for us to truly master. Real travel experiences occur over hundreds or thousands of miles. Imagine health care experiences with the silos stitched together: A single use case might last months. Implications for Services We must design both services and pixels, and they’re intertwined now. Some service design experts get a bit sniffy about all these people messing with their field, arguing that service design requires unique skills and techniques. You know what? They’re right. Even folks with the strongest UX backgrounds are behind when it comes to services. (Myself included.) We’ve got a lot to learn, but we must step up because there really is no way to separate services out of the overall experience in order to outsource it to established specialists. Design Implications We must bring everyone into the design process. We always bitch that everybody thinks they’re a designer and now we are the ones that have to figure out how to make that actually happen. Designing connected experiences will require more expertise than any designer can provide on their own. The key is going View the video of this simple air travel experience: http://vimeo.com/109945267 to be inviting everybody into the process while still protecting individual expertise. (Otherwise we’re going to end up with ROI-challenged business plans as well as designs that rely on carousels and hamburger menus.) This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 11
  • 12. Cross-Channel and Multi-Device Implications We must design across both channels and devices. Some folks have already made progress on this. Michal Levin’s 3Cs framework defines three models for devices working together: CONSISTENT DESIGN With consistent design, the same information is delivered to multiple devices. This is the easiest model for organizations to grasp (which means we’ll need to watch out for it being used inappropriately.) “Designing Multi-Device Experiences” by Michal Levin This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 12
  • 13. Cross-Channel and Multi-Device Implications CONTINUOUS DESIGN Continuous design allows steps in a process to occur across devices. Users can start a task on any device and complete it on any other device without disruption. “Designing Multi-Device Experiences” by Michal Levin This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 13
  • 14. COMPLEMENTARY DESIGN An experience on one device is enhanced or directed from another device. Cross-Channel and Multi-Device Implications “Designing Multi-Device Experiences” by Michal Levin This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 14
  • 15. Public Privacy Implications We must deal with the use of private data in very public places. It turns out that designing for smaller screens was the easy part. Displays will go larger as well and as soon as you go larger, the need for multiple people having multi-touch experiences will emerge. Big, high definition screens are popular with museums already, but they will catch on everywhere and e-commerce will be the driver. In its “A Day Made of Glass” video, Corning imagineers public multi-touch devices that interact with users’ private information. Cleveland Museum of Art’s 40-foot multi-touch wall features over 4,100 works of art. Larger screens are only going to get more popular. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 15
  • 16. By far the most significant implication of designing fully connected experiences is that it forces us to reconsider what elements we are actually designing. Every experience will require the integration of multiple systems. The things we designed in the past (affordances, content models, forms, taxonomies, typography, etc.) will be just as relevant and essential as ever because we will use them to design within each system. But that won’t be enough. Andrea Resmini and Luca Rosati have suggested that complex experiences require a “pervasive, ever-present layer that holds the pieces together.” A pervasive information architecture provides a sense of place, maintains logic across channels, adapts to specific users, minimizes the stress on the user of so much information flying around and suggests connections between elements. We have design within systems well in hand and Resmini and Rosati have given us an excellent start on designing across systems. The third and least explored challenge we have in designing true user experiences is our need to design between systems. “Pervasive Information Architecture” by Andrea Resmini and Luca Rosati describes a layer that supports all the systems involved with a complex user experience. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 16
  • 17. Design Between Systems Equipped with our smart mobile devices, data constantly floats around us as we move about. Emerging systems will utilize that data as we travel through physical space just as traditional systems have in the virtual space of the Internet. Our traveling data comes in three flavors: • Implicit data based on our actions • Explicit data based on what we’ve entered or shared • Creepy implicit data* The combination of these three flavors of data form a profile for each digital user.** Designing between systems will depend on matching up some of the data points within profiles with the content and services available from systems. Some suggestions follow for the kinds of things we might design to support complex, cross-channel, multi-device user experiences. * The creepy kind of data is, at this point, unavoidable and it has only just begun. The scope and scale of data harvesting will continue to expand. More and more organizations will increase their investment in the classification of human beings based on harvested data. ** Some organizations take a greedy approach to profiles, convinced that the more data points they collect for a profile, the greater their chance of success. But success is made more likely when an organization’s business model aligns with small and specific clusters of a profile’s data points. The opening credits of the 2000 film “Bedazzled” features data floating around people’s heads. We are now developing systems that can make use of similar data. Systems contain content and services that are particularly relevant to some profiles’ specific data points. Designing between systems will depend on those relationships. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 17
  • 18. He downloaded a Fred Astaire e-book; she viewed dance videos and installed a tango-themed This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 18 wallpaper. We could cluster information that has a better-than-random chance to interest people who have taken similar actions. The example here includes Livingsocial coupons, but don’t let that mislead you into associating this kind of design with commerce. The real target is providing value to the profiled users, regardless of the source of the content and services. Implicit clusters should look familiar as they are most like the things we have designed in the past. These clusters would be dropped into the paths between systems where the appropriate Photo by www.audio-luci-store.it (Flickr). profiled users have a better-than-random chance to travel.
  • 19. DESIGN BETWEEN SYSTEMS EXPLICIT CLUSTERS She searched for “Chucks customized”; he signed up for sporting goods coupons. We could cluster content and services to attract people like this who are actively foraging. The goal is to optimize value for profiled users. Keep in mind that we are not designing a destination, but rather the content and services that travel with the profiled users from one system to another. Upon arrival, the cluster would be delivered in a fashion appropriate for that system. Left: Photo by Richard foster (Flickr). Right: Photo by Jason Rogers (Flickr). This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 19
  • 20. DESIGN BETWEEN SYSTEMS TRIGGERS One of these gentlemen has shopped for appliances on a tablet and had extended interactions with painters on the Angie’s List Web site. We could design a trigger that provides the opportunity for meaningful interaction with a real estate professional based on the combination of the two types of actions. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 20
  • 21. Resmini and Rosati point out the importance of minimizing the inherently high volume of information people have to deal with in complex experiences. When the couple in this scenario send invitations to an engagement party, we could design a throttle that reduces a set of content and services by focusing on wedding-related subjects. When the couple then registers online and in-person at a few high-end stores, the throttle further reduces the load by removing inexpensive providers. When the couple tries on rings only at the Tiffany’s in Midtown New York City, the throttle removes mid-priced providers as well. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 21 Photo by Kelly Prizel (kellyprizel.com)
  • 22. Will clusters, triggers and throttles be the primary elements we design for complex experiences going forward? I like to think I’ve defined some winners here, but there’s no way to tell. They are a good start. I think if this presentation inspires you to come up with your own ideas of what we should design to support people as they travel between systems, I will consider it a wild success. I think that everything we’ve gone through over the last ten years turns out to be absolutely essential to doing the work we’ll be doing for the next ten. I believe the design of stitched together, complex, cross-channel, multi-device experiences will come to define us as an industry. I believe that we will still need to provide high quality solutions to well-defined problems as we design within systems. Additionally, I believe it is on us to transform the concept of pervasive information architecture into a practical approach to designing across systems. Finally, I think we must master the design of data experiences. These data experiences will be based on profiles, formed by content and services, but not tied to a specific system, channel or device. We must be the ones to figure out how to design between systems because everything we’ve learned as an industry makes us best qualified to take on this daunting, brain-imploding, motengator-of-a-challenge. The challenges of the last 10 years have prepared us nicely for the work of the next 10. This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 22
  • 23. Dan Willis, UX Consultant Equally skilled at motivating CEOs as he is manipulating pixels, Dan Willis offers clients broad digital product design expertise. Successes include: Transforming Marriott’s mobile design practice. Establishing washingtonpost.com’s first user experience team Leading discovery for AMNH’s first wayfinding app Designing and launching Tribune’s first digital classified advertising products Implementing PBS’ first enterprise-wide Web analytics system Dan Willis is co-author and illustrator of Designing the Conversation: Techniques for Successful Facilitation For case studies and more information about hiring Dan Willis, please see dswillis.com dan@dswillis.com www.linkedin.com/in/uxcrank @uxcrank This document is based on a UserFocus 2014 talk by Dan Willis (@uxcrank), see dswillis.com for more information. Page 23 Photo by Gary Barber (Flickr)