UXPERIENCE DESIGN: A FRAMEWORK FOR ENGAGEMENT C A C ARINE WARSAWSKI
1 What t is is UX? UX? • Offers a feeling • How we deliberately create experiences to elicit a certain response from the audience.
User first. (this is a drill bit)
“People don’t want to buy a quarter-inch drill. They want a quarter-inch hole.” THEODORE LEVITT
2 Don Don’t t de desi sign a a pr prog ogram am. De Desi sign an an iti tinerar ary
Create an arc of touchpoints Middle End Beginning
Create an arc of touchpoints The Jewish goodbye! Get ppl excited! OFFRAMP ONRAMP
Itinerary Planning 101 PEAK! AIRPORT G Cool sites o o d f o o d DEPARTURE ORIENTATION PRETRIP POST - TRIP DEPTH
3 People judge an experience based on a peak moment and the end, rather than the total sum.
Insight Realize something new about ourselves or the environment
PRIDE Capture us at our best moments. Make people feel good about being there. Accomplish something together.
Elevation Break the script. Boost sensory pleasures, add elements of surprise.
Connection The experience or moment is strengthened because you’re sharing it with people around you, forming new relationships.
Journey Mapping ALL FOUR! ELEVATION PRIDE, I N S I G H T PRIDE S CONNECTION INSIGHTS CONNECTION ELEVATION
4 Intelligent design
Be Realistic: Pick 2 INTERACTIVE quick deep
IQD: Intelligent Design I INTERACTIVE. Be sensory. Q QUICK. Do you RLY need an hour? D DEEP. Needs time to breathe.
Interactive + quick = fun Interactive + deep = longer quick + deep = meaningful
5 STAY ORGANIZED. CHOREOGRAPH.
SUMMARY 1. Be more than a ¼ ” hole. 2. Don’t design a program. Design an itinerary. 3. Peak-End Rule + 4 Pillars 4. IQD 5. Choreograph.
Elevation C A C A R I N E W A R S A W S K I c a c a r i n e @ t @ t r y b a l g a t h e h e r i n g s . c o c o m
Recommend
More recommend