Paul Adams: How to Design Social Experiences from Interaction Design Association on Vimeo.
“Mobile is not about phones it’s about commerce and society”
Information has become what we’re eating, who we’re with, where we are. We have access to information almost anywhere at anytime.
ME US EVERYONE
(identity) (groups) (connections)
ME-Help people tell the story of their lives
US-Help people build relationships with people they know
EVERYONE-Help people connect with new people
Relationships tend to be built and maintained over many lightweight interactions over time. People talk about things that generate feelings and emotions not facts. For example, the most shared information over Facebook in 2011 was the before and after photos after the Tsunami. Content needs to be about feeling and emotion not facts.
1. Explicitly design for personal identity or social identity (pick one)
2. Show people the things they have in common with others (surface them)
3. Design lightweight ways for people to interact. Ask yourself if it’s something someone would say in a physical social situation. (examples Like button, Lays recipe contest)
4. Design for feelings not facts
5. Give suggestions for who to communicate with (people don’t comprehend how far their network reaches)
6. Design the feed story first (the web is evolving with tiny snippets). Design the story first then reverse engineer the system that makes it happen.
7. Design the ‘friends’ experience. Don’t just design for a person because that’s not how the world works. Friends are part of your experience and friends of friends.
General HCI Design PROCESS:
1. Contextual Research
4. Specify (iterative testing)
5. Build and launch
General Social Design PROCESS: (designing for human to human interaction)
1. Build a hypothesis based on social science research (look at what’s already there/do literature reviews)
2. Build a simple product as fast as possible
3. Launch it so that people can use their real identity and real friends to test it out
4. Measure, iterate, look at analytics, primary research
5. Push code daily and weekly for variations and testing
Specific UX Design PROCESS:
1. Research (whats out there) Best practices (what works well)
2. Analysis (what does it all mean)
3. Current scenarios to map out what the current situation is and what the problems are.
4. User expectations and needs
5. Personas (map the data into personas so that its relatable)
So now we have the data, the problems, and the kind of people that run into these problems
5. UX goals, UX demands
6. Usability goals, Usability demands
7. Brainstorming(try brainstorming in context) and participatory design (involve users in the design process for example have them sketch what facebook looks like to them, or have them sketch the steps they take to receive healthcare, pay attention to how they perceive experience, involve the expert, they have workarounds)
11. Key players
13. User Flow
14. Schematic Design
15. Lo fi prototypes (paper prototypes)
16. User testing
17. Hi fi prototypes (AB testing)
18. User testing