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There is no ‘i’ in UX, but 
maybe there should be.
I don’t know who you are…
Quadrant Chart 
An Iceberg 
A Colourful Diagram 
Badly taken Phone Images 
Boring References to UX in Everyday Life 
A Unicorn 
Screen Shots
UX in Everyday Life.
The biometric scanner 
is always glitchy… or not.
Shucks, which entrance 
does this scanner activate!?
Those damn 
self-service kiosks…
Bad UX means 
having to 
pay this lady
The Kano Model. 
How to measure the investment of improving customer satisfaction. 
Delighters. 
Frustraters. 
Investment. 
User Satisfaction.
The Kano Model. 
How to measure the investment of improving customer satisfaction. 
Delighters. 
Frustraters. 
Investment. 
Basic Expectations. 
User Satisfaction.
The Kano Model. 
How to measure the investment of improving customer satisfaction. 
Delighters. 
User Satisfaction. If the goal is satisfaction we 
Frustraters. 
Investment. 
can never delight. 
We can however mess this up. 
Basic Expectations.
We Have Basic Expectations. 
Don’t fix what’s broken, just add another feature. 
Let’s talk about my stay at Holiday Express. 
• Couldn’t pay with my card to by snacks. 
• Lift didn’t work. 
• Wifi was fickle. 
Lady asks me: “Did you enjoy your stay sir?” 
I replied: “It was ok.” 
Ok, is the problem. Ok isn’t bringing anyone back anytime 
soon.
We Have Basic Expectations. 
? 
. . 
( 
. . 
. . 
( 
Delightful Experiences. 
Frustrating Experiences. 
–
We Have Basic Expectations. 
. . 
( 
. . 
. . 
( 
Delightful Experiences. 
Frustrating Experiences. 
– 
Usable Experiences.
Not creating an experience 
that is sucky, is still not 
creating an experience that 
is delightful.
Why does the average 
user sometimes seem to 
be dumb or drunk?
User’s Aren’t Drunk Or Dumb. 
The strange thing is most people use interfaces like they’re 
drunk, but they’re not. 
Most people engage with something like they’re dumb, but 
they’re not. 
So what the heck is going on!? 
Unlike you, they’re not in love with the interface they’re 
busy doing other things as well as checking out your 
interface for the 1st time.
Do we really know 
what an MVP is?
Delighters vs. Frustraters. 
Don’t fix what’s broken, just add another feature. 
Feature 1. 
Checkout 
sucks. 
Feature 3. 
Feature 2. 
Feature 4. 
vs.
You can’t move on 
until your MVP is 
delightful, not just 
satisfactory.
“Start the product 
process by saying no.” 
– Jason Fried, 37 Signals
Release 1.0 
Feature 1. Feature 2. Feature 3.
Release 5.0 
Feature 1. Feature 2. Feature 3. 
Feature 5. Feature 6. Feature 7. 
Feature 9. Feature 10. Feature 11. 
Feature 4. 
Feature 8. 
Feature 12.
Release 5.0 
Feature 1. Feature 2. Feature 3. 
Experience Rot. 
Feature 5. Feature 6. Feature 7. 
Feature 9. Feature 10. Feature 11. 
Feature 4. 
Feature 8. 
Feature 12.
Release 5.0 
Feature 1. Feature 2. Feature 3. 
So what do we do!? 
Feature 5. Feature 6. Feature 7. 
Feature 9. Feature 10. Feature 11. 
Feature 4. 
Feature 8. 
Feature 12.
Release 5.0 
Feature 1. Feature 2. Feature 3. 
Feature 5. Feature 6. Feature 7. 
Feature 9. Feature 10. Feature 11. 
Feature 4. 
Feature 8. 
Feature 12.
Release 5.0 
Feature 5. 
Feature 10. 
Feature 4. 
Feature 7.
Release 6.0 
Feature 5. Feature 10. Feature 7. Feature 4.
Basic Expectations. 
I met with Discovery. And they’re a little freaked out by the bad press from their new Drive 
Challenge App.
Basic Expectations. 
Problems with accuracy of maps & calculations, bugs and battery life drainer.
UX Strategy Basic Expectations. 
• Beware the death of a thousand cuts. 
• Don’t ignore consistent bad feedback. 
• Missing a basic expectation causes extreme frustration. 
• More you don’t deliver, the more it opens the door to 
competitors.
The Kano Model. 
How to measure the investment of improving customer satisfaction. 
Delighters. 
Frustraters. 
Investment. 
Basic Expectations. 
User Satisfaction.
The Kano Model. 
How to measure the investment of improving customer satisfaction. 
Delighters. 
Frustraters. 
Investment. 
Excitement 
Generators 
User Satisfaction. 
Basic Expectations.
Excitement Generators. 
Pleasure. 
Flow. 
Meaning. 
Excitement Generators 
Dana Chisnell’s 3 Approaches to Delight.
Designing for Pleasure. 
Great copy and content strategy is often key here, but sometimes you can even add 
pleasure with a How-To screen. 
vs
Designing for Pleasure.
Designing for Pleasure.
Designing for Pleasure.
Designing for Pleasure.
Designing for Pleasure.
Designing for Pleasure.
Designing for Pleasure.
Designing for Pleasure. 
Apple’s built in video clip editor.
Designing for Pleasure. 
Spark’s app.
Designing for Flow. 
Providing clarity and reducing steps where possible. That’s right forms and check-out 
processes is where it hurts the most.
Designing for Flow.
Designing for Flow.
Designing for Flow.
Designing for Flow.
Designing for Flow. 
Eeeek!
Meaning. 
Hands down the best, most effective and meaningful user experiences are the ones 
that feel invisible.
The Kano Model. 
Excitement generators tend to move towards basic expectations. 
Delighters. 
Frustraters. 
Investment. 
Basic Expectations. 
User Satisfaction. 
Excitement 
Generators
A Stellar Kano Model UX Strategy. 
You haven’t achieved anything by meeting a users basic expectations, 
however if you don’t they’re gone. 
Be reluctant to just add features and keep pruning those features back 
to prevent feature rot. 
Get to creating delightful experiences through pleasure, flow & 
meaning. 
Remember delighters now, become basic expectations in the future.
Cool, that doesn’t seem 
like rocket science, why 
then is UX such a 
contentious topic?
The UX Iceberg.
The UX Iceberg. 
What is known. 
What is assumed. 
What is unkown.
The Spectrum of UX, Chart.
Sorry, but UX is not one 
person’s job. 
It’s the coming together of 
many disciplines to solve a 
common problem.
The mythological creature 
that is the UX Designer.
Most of us who practice it agree on the 
goals of UX Design (happy users) 
and even the methods we use to get there 
(contextual inquiries, user journey maps, 
wireframes, usability studies, etc). 
But defining “the thing itself” continues to 
baffle us.
The UX Designer Power Cards. 
What a UX Designer should be able to do.
The UX Disciplines. 
How can we expect one person to where all these hats? 
UI Designer 
Information Architect Content Strategist Developer Product Manager
Small tight teams that have the 
authority to turn ideas around 
are by far the most successful 
in this iterative age. 
We believe UX is still in it’s 
infancy and look forward to 
what the future holds.
Thanks ; )

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There is no 'i' in UX.

  • 1. There is no ‘i’ in UX, but maybe there should be.
  • 2. I don’t know who you are…
  • 3. Quadrant Chart An Iceberg A Colourful Diagram Badly taken Phone Images Boring References to UX in Everyday Life A Unicorn Screen Shots
  • 5. The biometric scanner is always glitchy… or not.
  • 6.
  • 7.
  • 8. Shucks, which entrance does this scanner activate!?
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16. Bad UX means having to pay this lady
  • 17.
  • 18. The Kano Model. How to measure the investment of improving customer satisfaction. Delighters. Frustraters. Investment. User Satisfaction.
  • 19. The Kano Model. How to measure the investment of improving customer satisfaction. Delighters. Frustraters. Investment. Basic Expectations. User Satisfaction.
  • 20. The Kano Model. How to measure the investment of improving customer satisfaction. Delighters. User Satisfaction. If the goal is satisfaction we Frustraters. Investment. can never delight. We can however mess this up. Basic Expectations.
  • 21. We Have Basic Expectations. Don’t fix what’s broken, just add another feature. Let’s talk about my stay at Holiday Express. • Couldn’t pay with my card to by snacks. • Lift didn’t work. • Wifi was fickle. Lady asks me: “Did you enjoy your stay sir?” I replied: “It was ok.” Ok, is the problem. Ok isn’t bringing anyone back anytime soon.
  • 22. We Have Basic Expectations. ? . . ( . . . . ( Delightful Experiences. Frustrating Experiences. –
  • 23. We Have Basic Expectations. . . ( . . . . ( Delightful Experiences. Frustrating Experiences. – Usable Experiences.
  • 24. Not creating an experience that is sucky, is still not creating an experience that is delightful.
  • 25. Why does the average user sometimes seem to be dumb or drunk?
  • 26. User’s Aren’t Drunk Or Dumb. The strange thing is most people use interfaces like they’re drunk, but they’re not. Most people engage with something like they’re dumb, but they’re not. So what the heck is going on!? Unlike you, they’re not in love with the interface they’re busy doing other things as well as checking out your interface for the 1st time.
  • 27. Do we really know what an MVP is?
  • 28. Delighters vs. Frustraters. Don’t fix what’s broken, just add another feature. Feature 1. Checkout sucks. Feature 3. Feature 2. Feature 4. vs.
  • 29. You can’t move on until your MVP is delightful, not just satisfactory.
  • 30. “Start the product process by saying no.” – Jason Fried, 37 Signals
  • 31. Release 1.0 Feature 1. Feature 2. Feature 3.
  • 32. Release 5.0 Feature 1. Feature 2. Feature 3. Feature 5. Feature 6. Feature 7. Feature 9. Feature 10. Feature 11. Feature 4. Feature 8. Feature 12.
  • 33. Release 5.0 Feature 1. Feature 2. Feature 3. Experience Rot. Feature 5. Feature 6. Feature 7. Feature 9. Feature 10. Feature 11. Feature 4. Feature 8. Feature 12.
  • 34. Release 5.0 Feature 1. Feature 2. Feature 3. So what do we do!? Feature 5. Feature 6. Feature 7. Feature 9. Feature 10. Feature 11. Feature 4. Feature 8. Feature 12.
  • 35. Release 5.0 Feature 1. Feature 2. Feature 3. Feature 5. Feature 6. Feature 7. Feature 9. Feature 10. Feature 11. Feature 4. Feature 8. Feature 12.
  • 36. Release 5.0 Feature 5. Feature 10. Feature 4. Feature 7.
  • 37. Release 6.0 Feature 5. Feature 10. Feature 7. Feature 4.
  • 38. Basic Expectations. I met with Discovery. And they’re a little freaked out by the bad press from their new Drive Challenge App.
  • 39. Basic Expectations. Problems with accuracy of maps & calculations, bugs and battery life drainer.
  • 40. UX Strategy Basic Expectations. • Beware the death of a thousand cuts. • Don’t ignore consistent bad feedback. • Missing a basic expectation causes extreme frustration. • More you don’t deliver, the more it opens the door to competitors.
  • 41. The Kano Model. How to measure the investment of improving customer satisfaction. Delighters. Frustraters. Investment. Basic Expectations. User Satisfaction.
  • 42. The Kano Model. How to measure the investment of improving customer satisfaction. Delighters. Frustraters. Investment. Excitement Generators User Satisfaction. Basic Expectations.
  • 43. Excitement Generators. Pleasure. Flow. Meaning. Excitement Generators Dana Chisnell’s 3 Approaches to Delight.
  • 44. Designing for Pleasure. Great copy and content strategy is often key here, but sometimes you can even add pleasure with a How-To screen. vs
  • 52. Designing for Pleasure. Apple’s built in video clip editor.
  • 53. Designing for Pleasure. Spark’s app.
  • 54. Designing for Flow. Providing clarity and reducing steps where possible. That’s right forms and check-out processes is where it hurts the most.
  • 60. Meaning. Hands down the best, most effective and meaningful user experiences are the ones that feel invisible.
  • 61. The Kano Model. Excitement generators tend to move towards basic expectations. Delighters. Frustraters. Investment. Basic Expectations. User Satisfaction. Excitement Generators
  • 62. A Stellar Kano Model UX Strategy. You haven’t achieved anything by meeting a users basic expectations, however if you don’t they’re gone. Be reluctant to just add features and keep pruning those features back to prevent feature rot. Get to creating delightful experiences through pleasure, flow & meaning. Remember delighters now, become basic expectations in the future.
  • 63. Cool, that doesn’t seem like rocket science, why then is UX such a contentious topic?
  • 65. The UX Iceberg. What is known. What is assumed. What is unkown.
  • 66. The Spectrum of UX, Chart.
  • 67. Sorry, but UX is not one person’s job. It’s the coming together of many disciplines to solve a common problem.
  • 68. The mythological creature that is the UX Designer.
  • 69. Most of us who practice it agree on the goals of UX Design (happy users) and even the methods we use to get there (contextual inquiries, user journey maps, wireframes, usability studies, etc). But defining “the thing itself” continues to baffle us.
  • 70. The UX Designer Power Cards. What a UX Designer should be able to do.
  • 71. The UX Disciplines. How can we expect one person to where all these hats? UI Designer Information Architect Content Strategist Developer Product Manager
  • 72. Small tight teams that have the authority to turn ideas around are by far the most successful in this iterative age. We believe UX is still in it’s infancy and look forward to what the future holds.