Friday 16 December 2011

Imaginary customers

Designing a successful user experience requires a clear understanding of your audience –their wants, needs, likes, dislikes and likely behaviours. Put together, this information forms a user profile.

If your project has sufficient time and budget, a range of focus groups composed of people who fit the user profile (and there may be more than one) can be used to inform your initial designs and then test each stage of design development. Insights from focus group testing can be used to refine the design and make sure that it resonates with your target audience.

However, if time and budget are unavailable, even a little audience research goes a long way. One of the simplest and cost-effective ways of gaining insight into your audience is to use an imaginary user profile, or persona, created from desk research, project knowledge and a little common sense.

The level of detail that is required will vary depending on the nature of your project, but creating a relevant persona means that you and your team always have a touchpoint to refer to when designing. This helps make sure that design decisions remain in line with the needs and expectations of your audience.

The idea is to be able to imagine how a particular user will interact with your design. So if your audience has been identified as a young people not in employment, education or training (NEETs), your persona will outline their likely personality attributes, esteem, sense of belonging, security, and physical needs (based on Maslow’s hierarchy of needs).

  • Identify the main audience types by talking to your client and researching their customer base at the start of the project.
  • Create a shortlist of attributes including demographics (age, education, gender, location, profession) and psychology (attitude, interests, lifestyle, personality).
  • Encourage empathy by giving each persona a name (and a stock photo also helps to bring it to life).
  • Share the user profiles with your client and project team.

This fictional user profile represents your audience, and depending on the type of project, you may need three, four or five personas that reflect the range of your audience.

You can now imagine how your personas would interact with a piece of information and use the insight gained to help refine your design and make sure it meets the needs of your audience.

Tuesday 6 December 2011

Behavioural science

Behavioural science and behavioural economics show us that, very often, we do not behave in ways we would expect to if we were perfectly ‘rational’ human beings. Many of us still have not insulated our lofts, despite the fact that doing so will reduce our energy bills; we very rarely switch our bank accounts, despite the fact that we may benefit from higher saving rates elsewhere; and we may not yet have committed to becoming an organ donor, despite the fact that the majority of us would be willing to do so if asked.

Many of today’s issues have a strong behavioural component. From tackling anti-social behaviour, to education and health – our behaviours as citizens, parents and neighbours significantly affect the quality of our lives and that of others.

We can influence people’s behaviour in a number of different ways. Tough laws can be made, with fines for those who fail to comply with new legislation, or bans can be introduced that prevent people from eating certain types of food or engaging in particular types of activities.

This is where advertising and design can make a difference. We can give citizens more or better information. We can prompt people to make choices that are in line with their underlying motivations. And we can help to encourage social norms around healthier behaviours in ways that avoid inadvertently communicating that the ‘problem behaviour’ – rioting or driving whilst using a mobile phone or dropping litter – is relatively widespread.

And, if we know anything from behavioural science, it is that behaviour is strongly influenced by what we think others are up to.

Governments, businesses and charities are using the behavioural change MINDSPACE framework to support advertising and design decision-making that impacts upon the behaviour of citizens.

M I N D S P A C E
Messenger  – We are heavily influenced by who communicates information
Incentives -– Our responses to incentives are shaped by predictable mental shortcuts such as strongly avoiding losses
Norms – We are strongly influenced by what others do
Defaults – We ‘go with the flow’ of pre-set options
Salience – Our attention is drawn to what is novel and seems relevant to us
Priming – Our acts are often influenced by subconscious cues
Affect – Our emotional associations can powerfully shape our actions
Commitment – We seek to be consistent with our public promises, and reciprocate acts
Ego – We act in ways that make us feel better about ourselves

For example, exercise is strongly affected by our tendency to discount future
gains, such as being fit and feeling good, relative to short-term pains. Turn this
problem around, such as by introducing an immediate pleasure through the fun of
the Stockholm Metro piano stairs (affect and salience). Making the stairs
eye-catching and fun to climb also had a motivating effect, in that once more people started taking the stairs, others tended to follow.

Or by changing the social norm around exercise with the London city bike hire scheme Seeing more people cycle creates a new social norm and visual prompt, encouraging more people to want to cycle.

In most cases, success will not come from a single design intervention. Instead it will come from a combined approach between many partners – local communities, professionals, businesses and citizens themselves.

A key objective is to try out a range of behavioural approaches – to experiment at local level – to find the most effective ways communicating and of ‘nudging’ citizens lifestyles in ways that make it easy for them to adopt 'good' behaviours.