Holtzblatt PDF
Holtzblatt PDF
Holtzblatt PDF
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1946-7680
1946-7680
1946-7680
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John
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JohnM.
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SeriesEditor
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Contextual Design
Evolved
iii
Synthesis Lectures on
Human-Centered Informatics
Editor
John M. Carroll, Penn State University
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or
transmitted in any form or by any meanselectronic, mechanical, photocopy, recording, or any
other except for brief quotations in printed reviews, without the prior permission of the publisher.
DOI 10.2200/S00597ED1V01Y201409HCI024
Contextual Design
Evolved
M
&C MORGAN & CLAYPOOL PUBLISHERS
x
ABSTRACT
Contextual Design is a user-centered design process that uses in-depth field re-
search to drive innovative design. Contextual Design was first invented in 1988
and has since been used in a wide variety of industries and taught in universities
all over the world. It is a complete front-end design process rooted in Contextual
Inquiry, the widespread, industry-standard field data gathering technique. Contex-
tual Design adds techniques to analyze and present user data, drive ideation from
data, design specific product solutions, and iterate those solutions with customers.
In 2013, we overhauled the method to account for the way that technology
has radically changed peoples lives since the invention of the touchscreen phones
and other always-on, always-connected, and always-carried devices. This book
describes the new Contextual Design, evolved to help teams design for the way
technology now fits into peoples lives. We briefly describe the steps of the latest
version of Contextual Design and show how they create a continual immersion in
the world of the user for the purpose of innovative product design.
KEYWORDS
contextual design, CD, HCI, contextual inquiry, field research
xi
Contents
1 Introduction 1
6 Conclusion 73
References 75
CHAPTER1
Introduction
Contextual Design is a user-centered design process that uses in-depth field re-
search to drive innovative design. Contextual Design was first invented in 1988
and has since been used in a wide variety of industries and taught in universities
all over the world. It is a complete front-end design process rooted in Contextual
Inquiry, the widespread, industry-standard field data gathering technique. Contex-
tual Design adds techniques to analyze and present user data, drive ideation from
data, design specific product solutions, and iterate those solutions with customers.
In 2013, we overhauled the method to account for the way that tech-nology has
radically changed peoples lives since the invention of the touch-screen phones
and other always-on, always-connected, and always-carried devices. This book
describes the new Contextual Design, evolved to help teams design for the way
technology now fits into peoples lives.
Contextual Design is a step-by-step process for collecting field data and
using it to design any sort of technical product (as first described in Contextual
Design [1] and then Rapid Contextual Design [2]). It has been used to design
business systems, websites, mobile devices, mobile apps, medical devices, cloud-
based solutions, consumer electronics, automotive electronics, and more. There are
three phases to Contextual Design. First, the team immerses itself in the life of
individual users through field visits and interprets the data using models to show
a big picture of the whole market. Second, the team uses that big picture to drive
ideation, inventing new product concepts from the user data. Third, these product
concepts are designed with concrete user interfaces and behavior, which are tested
and iterated with users. Contextual Design can be used to refine or extend existing
products, design for new markets, or drive longer-term product roadmaps. It has
been used as part of many requirements and software develop-ment processes,
including Agile.
2 1. INTRODUCTION
*
Even Agile! Agile Development merely assumes that direction is available from a customer
rolewhich is informed by Contextual Design.
INTRODUCTION 3
CHAPTER2
on hold during a phone call. A work task may be started over breakfast at home
on a tablet, continued at traffic lights during the commute on a touch phone, and
wrapped up in the office on a desktop machine. Today, the context of use for what
used to be a single, coherent task includes all these placesflowing across place,
time, and devices.
Successful design means going far beyond understanding the cognitive
load or steps of a taskbuzzwords from a previous generation of user-centered
design. Transformative products now help us get our life done and celebrate our
accomplishments, connect to the people who matter to us, express the core ele-
ments of our identities, and create moments of surprise and sensory delightall
in a product that just works, like magic, with no hassle or learning required. That
is a tall order, and means that designers must understand a much wider life context
than they ever had to before.
When the iPhone and then Android phones came out, we noticed that the
way they integrated into peoples lives radically changed from older technology.
The language people used was, This is so cool! We recognized that something
fundamental had changed in the way that people related to technology, and we
wanted to understand it. So we started our Cool Project in hopes of uncovering
the core of the cool user experience.
We went out in the field and talked with more than 60 consumers between
15 and 60 years old about what makes things cool for them. We asked people to
show us products with some technical component that they experienced as cool.
Then we talked with them about their experience, watched them use the products,
and discussed how they transformed their lives. We didnt try to define cool for
them. Instead, we let them define it by showing us the products they thought were
cool. Then we then turned to 30 enterprise workers to see if these same experiences
were relevant for workersand they were. The seven Cool Concepts emerged
from our analysis of this data.
Later, we partnered with SAP to develop a way to measure these concepts.
The Cool Metric is a set of 40 questions that have been validated with over 2000
people worldwide [3]. The metric can differentiate coolness between different
2. DESIGN FOR LIFE 7
kinds of consumer and business software and between devices. It can be used to
compare scores across competitors, or to focus an initial market study. It can be
used in between rounds of iteration to see how the team is doing as it develops
new product concepts and tests them with users. It works in the lab, in the field,
and with a large population survey. Together with the design principles measured
by the metric and associated with each Cool Concept we can help our clients move
the dial on their products coolness.
The Cool Project revealed that we must now design for core human motives
and the whole of the way an activity fits into life on the goor what we call the
unstoppable momentum of life. Therefore, we have had to evolve Contextual Design
itself with new data collection techniques, new models to represent the data, new
ideation techniques, and new design principles. That evolution is what we describe
in this book.
The Cool Concepts are broken into two components. The Wheel of Joy in Life
organizes the four Cool Concepts that define the way cool products touch our core
human motives.
Figure 2.1: The Wheel of Joy in Life describes how a product creates joy by enhancing
users lives.
The Cool Concepts we identified from this project are central to under-
standing what is needed to design for life, and central to designing a product users
8 2. DESIGN FOR LIFE
will experience as cool. The four Cool Concepts of the Wheel of Joy show how
products enhance the joy of life, how they make our lives richer and more fulfilling:
Accomplishment: Empower users to achieve all the intents of their life,
work and personal, wherever they are in whatever amount of time they have, across
place, time, and platform. Support the unstoppable momentum of life by helping
users fill every moment of dead time with useful or amusing activities. Design with
the expectation that users will be distracted, splitting their attention across multi-
ple activities. Accomplishment in life is the main driver of the cool experience in
the Wheel of Joy in Life.
Connection: Increase the intimacy and collaboration of users real rela-
tionships. Help them make frequent contact, have something mutually valued
to talk about and share, and find things to do together as everyone pursues their
separate lives. Foster real connection in business relationships as well as personal
relationships. Communities of interestonline or in personwill produce real
relationships and a sense of connection if they support frequent contact, provide
conversational content, and promote shared activities.
Identity: Support users sense of core self and enable them to express that
sense of self in what they do and how they show up to others. Identify the core
identity elements associated with the activity being supported by a product and
deliver value that increases the users sense of being their best selves. If people are
taking on a new identity, help them create that identity through examples of what
others like them do and by checking with friends or trusted colleagues to deter-
mine if their behaviors, choices, and values are appropriate. Features that support
success in activities core to the persons identity increase the overall value of the
product.
Sensation: Provide the user with pleasurable moments of sensual delight
through color, sound, movement, and animation. Modern aesthetic design is
expected by users todayadd appropriate stimulation, graphics, and animation
to enhance interaction and create products that evoke a smile. But dont add gra-
tuitous or distracting graphics or animationthat just annoys users and reduces
2. DESIGN FOR LIFE 9
cool. Sensation augments the value of any product, but is the core product focus
for games, entertainment systems, music, and sensory-centered product genres.
Figure 2.2: The Triangle of Joy in Use describes the impact of using the product itself.
The three Cool Concepts of the Triangle of Joy in Use show how the de-
sign of the product itself can enhance (or detract from) the joy of use by creating
moments of magic or by eliminating the hassle people have come to expect from
technology:
Direct into Action: Provide immediate, simple fulfillment of core intents: I
think of what I want, I get the solutionwith no thought, no figuring, no decid-
ing. It just happens like magic. Think for megive me what I want without my
having to ask for it, just as Pandora did for music when it first came out. Produce
the desired result with little or no direction from me. Of the Cool Concepts in the
Triangle of Joy in Use, Direct into Action has the most impact on the user joy in
the use of the product. Direct into action calls for much more than good usability
and fewer clicks; it calls for true instant into action so that achieving an intent in
moments is possible.
The Hassle Factor: Remove all inconveniences, set-up, plugging in, logging
in, boxes, customization and technology hassles from the product. Create joy by
removing all the glitches and inconveniences that interrupt the flow of life. A
10 2. DESIGN FOR LIFE
good enough user experience is no longer good enough. Users no longer tolerate
technical hassles and no longer value new function if it is not instant into action.
The Hassle Factor combines with Direct into Action in the Cool Metric to create
one powerful design focus for creating joy in product use.
The Learning Delta: Reduce the time it takes to learn the tool as close as
possible to zero by building on known interaction paradigms and natural inter-
actions like touch and voice. Nudge the user into use with tiny hints. Reduce
complexity; reduce the number of things the user has to know and places the user
has to go to use the product. Avoid designing in actions and options that increase
complexity. Make product use so direct that theres nothing to learn.
This is the age of the ascendency of UX. Good UX and UI design are no
longer just nice to havethey can determine whether your product is cool or not,
valued or not, bought or not. Even a product that is cool in concept can become
uncool if its use is not Direct into Action.
This is as true of business products as it is of commercial products. The
term the consumerization of business products describes how users expectations,
driven by consumer products, are now affecting their approach to business prod-
ucts. Business products also must be designed for life: fit into the places and times
life is lived, support connection to people that matter, enable users professional
identity, and provide appropriate sensory fun.
The insights from the Cool Project require changes to Contextual Design
itself. A design team needs to recognize and collect new types of user data on core
human motives and behaviors, on wider dimensions of life, and on how the whole
of the users integrated life fits together. So we extended Contextual Design to col-
lect wider data about the whole of life experience, and have added new models to
represent this wider view. We also added design principles and ideation activities,
all to ensure that the design thinking of the team is focused on the right dimen-
sions of a product to ensure success. Lets now look at Contextual Design evolved.
11
CHAPTER3
Field Research:
Data Collection and Interpretation
The first phase of Contextual Design guides a team through gathering field data
and interpreting it as a team. By capturing issues and modeling each individual
users experience the team records the data that will later be consolidated to build
a coherent view of the practices and experiences of the whole user population. This
phase is about getting the best design data while involving and immersing the
team in the lives of their users.
counts of things that happened in the recent past, people can stick with the details
of specific cases using artifacts and reenactments to remind them of what hap-
pened. Contextual Inquiry immerses designers in the users whole lifeincluding
those aspects which the user doesnt know how to articulate.
Figure 3.1: Contextual interviews in different life contexts: work, home, and car. Inter-
views are conducted wherever the activities of interest take place.
3.1 CONTEXTUAL INQUIRY 13
Any Contextual Design project starts with a project focus. When in the field with
the user, designers need to know what to pay attention toof all the overwhelm-
ing detail available, what matters for the design problem at hand? Before starting
a project, the team defines the problem to be solved, the users who are affected, the
users activities and tasks that matter, and the situations and locations that are rel-
evant. This project focus extends and refines the core focus on work and life prac-
tice given by Contextual Design and the Cool Concepts. It guides how the user
interviews are set up and what the designers pay attention to during the interview.
In a Contextual Design project, a cross-functional team carries out the work.
Team members conduct field interviews with users wherever they live and work,
focusing on the aspects of the practice that matter for the project scope. The typical
Contextual Interview lasts 12 hours and is based on four principles that guide
how to run the interview:
Context: While people do their life and work activities, observe and discuss
what they are doing and why. Use artifactsthe things they create or work with
to ground the interview in actual instances. Use retrospective accountsdetailed
re-telling of specific events in the recent pastto learn about important events
that happened outside the interview window. Pay attention to the larger context
of life, relationship, and self into which any task fits.
Partnership: Collaborate with users to understand their motivations and
strategies; let them lead the interview by doing their own activities and comment-
ing on them. Share the power to direct the interviewthe interviewer follows the
users lead and asks about what they are observing. Do not come with planned
questions. Instead, use the project focus to guide the conversation towards the
most important aspects of their lives.
Interpretation: Determine the meaning of the users words, emotions, and
actions together with the user by sharing your interpretations and letting the user
respondtuning and correcting your understanding along the way. Co-interpret
to produce an understanding of how users do the targeted activities, but also how
14 3. FIELD RESEARCH: DATA COLLECTION AND INTERPRETATION
they contribute to their overall life. When immersed in the context of their real
life, people will remember what matters. They will not let you mis-construe their
motivations.
Focus: Steer the conversation to meaningful topics by paying attention
to what falls within project scope and ignoring things that are outside of it. Use
insights into life from the Cool Concepts and the Contextual Design models to
focus yourself on relevant detail. Let users know the focus so they can steer, too.
A Contextual Interview starts like a conventional interview, with intro-duc-
tions and an overview of the users situation. At this point we also probe to dis-
cover elements of identity important to the user to raise them to awareness and
discussion throughout the interview. We then transition to ongoing observation
and discussion with the user about that part of the practice that is relevant to
the design focus. We watch the users actions, verbal clues, and body language.
We listen for the role of relationships in this activity, collaborations, hassles, and
aspects of tools that evoke or reduce joy. We share our insights, understandings,
and confusions with users in the moment, inviting the user into a conversation
about what is happening, why, and what that implies for any supporting product.
As much as possible we keep the user grounded in current activity, but also use
artifacts to trigger memories of recent activities. If an interesting event happened
in the recent past, we re-tell the story of that event, re-enacting it if possible and
using artifacts to help recall details.
Throughout the interview, the Cool Concepts augment the focus of the
interview. Each Concept suggests aspects of life that may matter for design. In ad-
dition to this general focus, the interviewer guides the user through some directed
tasks to reveal key information related to the concepts:
Accomplishment: The interviewer listens for how tasks are split across
time, place, and device. If a task is done at the office, is any part of it ever done
elsewhere? Research for it done at home? Coordination done with calls from the
car? Do users interrupt themselves at points in the task to get a mental break? De-
signers can no longer assume that a task is done in one sit-down, focused session.
3.1 CONTEXTUAL INQUIRY 15
To see how life and work interleave throughout the day, at some point in the
interview the interviewer and user walk through one or more of the users specific
past days, discussing what happened at each point in the day and how the users
technology enabled (or inhibited) doing the tasks of work and life. Interviewers
pay special attention to how activities are broken up into chunks of time and get
done across platforms and with mobile devices, when the users attention is split
between activities, and the content they access at each point.
Connection: The interviewer always listens for how other people play a
part in the users life and the level of emotional connection the user has with that
person. If work or life activities involve collaboration with others the interviewer
listens for how that collaboration takes place. In addition, once the interviewer has
heard enough to know some of the people important to the target activities, they
chart out those relationships with the user (see Figure 3.2). The user talks about
how close they feel each person is and what their role is in the activity, and adds
additional people as prompted by the discussion. In the remainder of the inter-
view, more people may be added as they come up. The interviewer may also draw
small collaboration models (see Figure 3.3) to make the collaboration around a
task plain.
Identity: In the introduction, the interviewer probes to understand the users
sense of self relative to the project focus. Throughout the interview, the user may
reveal behaviors, values, or accomplishments that they attach pride to or that are
important to their sense of self. When this happens, the interviewer raises them
up for discussion. Together, they develop a shared understanding of how those
experiences reveal an identity element and try to name it. The focus is on finding
the sources of pride and self-image relevant to the target activity.
Sensation: The interviewer looks for sensation elements throughout the in-
terview. This usually shows up as an emotional response from the usera spark of
delight or fun or a pause to enjoy an interaction. We even observe users stroking
their devices as an expression of their attachment to it. The interviewer talks about
what they saw as an emotional response to an element of sensation and lets the
user respond.
16 3. FIELD RESEARCH: DATA COLLECTION AND INTERPRETATION
Figure 3.2: Relationship information captured during an interview. U04 is the user
code assigned to the interviewee. Higher layers, farther from the user, show more emo-
tional distance. The interviewer and user worked together to decide where the various
people in the users life should go to illustrate closeness.
The Triangle: Identifying issues raised by the Triangle of Joy in Use requires
continual attention throughout the interview. The interviewer watches tool inter-
action closely to identify issues of Direct into Action and Hassle, and pauses to
discuss their impact on the activity and tool experience. They may suggest design
ideas to help verify their understanding: What if the product just gave you that
result without your having to ask? It is relatively easy to see problems and is-
suesthe interviewer may have to look carefully to see what is already working.
Capturing what is already direct is important because it allows designer to know
what not to changeand how to fix hassles in a way that further supports good
3.1 CONTEXTUAL INQUIRY 17
aspects of current practice. In the same way, interviewers look for learning issues
and complexity and probe them when they find them.
interviewer in the fullness of the users life so he can embody the users perspective
and represent it to the team.
Figure 3.4: Interpretation session notes are captured in a document. Each note captures
one key point from the interview and is self-containedit can be understood without
reference to the notes on either side.
sonably detailed. Team members ask questions about the interview, drawing out
details that the interviewer might have overlooked and indicate what is important
to capture. One person acts as recorder, typing notes in a document. Other partici-
pants capture Contextual Design models, representing the life and work context of
the user. When the discussion sparks design ideas, they are captured in the notes.
The notes are displayed so that everyone can see them. They capture key
practice issues, identity and cultural observations, tool and activity successes and
breakdowns, task patterns, the use of time, place and different devices, design
ideas, and any other issues that have relevance to the project. Later these notes are
transferred to sticky notes and used to build the Affinity Diagram.
Simultaneously, other team members capture the structure of the users ac-
tivities at work and for life on the Contextual Design models, adding to the model
as they hear relevant elements revealed by the interviewer. Each model is a simple
representation of one aspect of the users practice.
The Day in the Life model shows the different places in the users life, the
activities undertaken in that place, the devices which support the activities, and
the content accessed there.
The Relationship model shows the important relationships in the users life
as it relates to the target activityits a cleaned up version of the model captured
in the interview.
The Collaboration model shows each collaboration event discovered during
the interview, including who interacted with whom to achieve what and what was
shared, done or discussed.
The Identity model shows the different observations of sources of pride,
self-esteem, and value that emerged during the interview. As the team sees these
observations cluster they may start to come up with names for coherent identity
elements that are relevant to the project focus.
The Sequence model lists the detailed steps the user took to accomplish a task.
Multiple sequence models may be captured.
The exact models to capture vary based on project focus. The above models
are generally useful, but if the project seeks to support decision making, the team
20 3. FIELD RESEARCH: DATA COLLECTION AND INTERPRETATION
may capture a Decision Point model * to show the factors working for and against a
particular decision. And if a particular physical environment is especially import-
ant (such as the interior of a car when analyzing automotive information systems)
the team may do a rough sketch of the environment in a Physical model.
Capturing these models in the interpretation session make it possible for the
team to describe and analyze aspects of the user work practice in a concrete, shared,
tangible way. They also automatically teach the design team how to see more when
in the field, and this expanded focus helps them avoid overwhelm or focusing only
on problems during the field interview.
Because technology has made participating remotely so easy, interpretation
sessions may be distributed. Remote participation is a way to involve interested
parties who are not local so that they can touch the detailed user experience as it
is collectedanother immersion opportunity.
Every designer in the room has a job to do, so each has to process the data
and think about its implications. This combination of listening, inquiring, think-
ing, and drawing or writing the implications creates the immersion in the data that
results in real understanding and insight. By the end of the interpretation session,
all participants own the data and have incorporated it into their view of the user
and the project.
*
The Decision Point model is a variant of Contextual Designs original Cultural model. We find
this useful for products looking at buying or choosing as a primary focus. The Artifact model
may still be useful, but as paper artifacts were transformed and put online over the years we find
that use of this model became rare.
21
CHAPTER4
of an existing product is still best served by understanding the activities and lives of
the target customers holistically so that the next release can make the most impact.
Effective design depends on the UX professionals ability to communicate
the customer data and insights in a way that is consumable and relevant for the
people in the design process. Communication design, the intentional creation of
artifacts that communicate the data, is a necessary design step and an important
skill for all UX professionals [4]. Communication design is built into this part of
Contextual Design, the bridge from data to design action. Communication design
has its own set of principles that make it work; well illustrate them below.
The graphical models of Contextual Design are designed to help people in-
ternalize the world of their users. Design teams have always been able to walk the
Affinity Diagram and use Sequence models to drive design. But some of the other
models in Contextual Design, like the Flow model, are more difficult to build and
use. So when we set out to design new models like the Day-in-the-Life Model,
which represents how devices, place, and time are used in life, we took a step back
to re-think how we present this complex data so that it can be consumed by teams
easily. The new Contextual Design models described below have been created and
iterated to ensure that they work well as a bridge to design.
Along with the models, we use a facilitated workshop to guide the team
through using the data for generating new product concepts. These workshops
create another immersion experience for the team. Interviews and interpretation
sessions immersed researchers (and helpers) in the lives of users; now the rest of
the product team needs to be immersed in the data as well. When the team does a
Wall Walk of the consolidated data they steep themselves in the world of the user.
Then with this knowledge the Visioning Session leads a team through group story-
telling that embodies new product concepts. Together, they form a reliable bridge
to design that has stood the test of time.
With the introduction of the Cool Concepts we have added a second work-
shop, the Cool Drilldown. In these four days the team further refines the initial
product concepts using the design principles associated with each Cool Concept.
4.1 DATA CONSOLIDATION 23
As with the Visioning session, in the Cool Drilldown each sub-team goes back to
the user data before pushing the product concept further based on cool principles.
Since both workshops continuously use and reuse the consolidated data, the
team practices making the bridge from data to design and internalizes the data as
they do so. Our work with teams has shown that these three steps are extremely
effective in producing an initial set of market-relevant, transformative product
concepts which can then be defined and validated in more detail.
Below we describe the consolidation process and show examples of model
communication. Then we describe the steps of ideation used in Contextual Design.
ordination and roles. These are more detailed models. The Identity, Relationship,
and Sensation models reveal targeted customer motives, feelings, and values. Each
model focuses the team on one point of view of the users experience.
Contextual Designs multiple models allow the rich field data to be struc-
tured into multiple views so that complexity is manageable. Each model shows
different points of view on the users worldpoints of view that we have found to
be particularly helpful for driving design thinking. Once consolidated, the team
can see what is going on in their market from each perspective and derive insight.
Then they can design the best way to represent that data so that it will drive ide-
ation. Communication designthe intentional creation of diagrams and pictures to
communicate datais an essential skill. Good communication design ensures that
the data and its insights can be used by the team to drive innovation.
arranges the notes in a facilitated process that takes two or three days depending
on the number of notes and the size of the team. The notes are grouped on a wall
to reveal distinctions relevant to the design problem: each grouping describes a
single issue or a point. Groups are kept small, four to six notes in a group. When
there is a lot of data on a point, this forces the team to find more groups and
therefore more issues and more insights. Groups are not predefinedthey emerge
from the data and are specific to the data. Finally, the groups are labeled with blue
sticky notes to characterize the point made by the group. The blue labels are then
organized into larger areas of interest under pink labels, and the pink labels are
grouped under green labels to show whole themes.
Building the Affinity forces the team members to deal with each specific
observation from the field data and think about what it tells them about the users
world. Assigning this activity to one or even two people would be overwhelming,
but building it as a team over a few days is manageable and provides another
immersion experience. Building the data is already a bridge to the design process.
The affinity is built from the bottom up, grouping notes into themes one
at a time. The result is a single hierarchical structure that tells the story of the
issues across the whole user population when read from the top down. The final
affinity is easy to read and interpreta designer can simply read through it like a
story, starting with a green and then reading down through the pinks and blues,
sampling individual notes to get a full picture of the data. If done right, a design
team can understand all that matters for the market simply by reading the labels.
The affinity structure simplifies the complexity of the data without losing the rich
detail which is still available in the individual notes.
The Affinity Diagram is a good example of effective communication design.
It presents a meaningful structure, our first principle of communication design. The
hierarchical structure is familiar to everyone and naturally chunks lots of data into
smaller groupings; groupings represent coherent themes and contain yet smaller
chunks, each of which can be consumed one at a time. The resulting structure is
easy to read, rendering the complexity of field data consumable.
26 4. CONSOLIDATION AND IDEATION: THE BRIDGE TO DESIGN
Figure 4.2: An Affinity Diagram during construction, showing how notes and pictures
from individual interviews (the yellow notes) are grouped into a hierarchical structure
(the blue, pink, and green notes). Note that photos taken during interviews are integrated
into the affinity wherever appropriate.
The group labels are written in story language, from the point of view of the
user talking directly to the team. This is our second principle of communication
design. Humans are storytellers. User data that is expressed as story can be read
and understood intuitively. The reader is hooked in emotionally as well as intellec-
tually. This makes the communication more direct, immediate, and impactful. Sto-
ries create a visceral experience making the users world real to the designersand
so more likely to stimulate design ideas.
4.1 DATA CONSOLIDATION 27
Figure 4.3: A section of Affinity after it has been put online, showing how yellow sticky
notes from individual interviews group into blues and pinks revealing issues and themes.
Note that the blues and pinks are written in the voice of the user.
Finally, the Affinity supports interaction with the data. The Affinity Wall
Walk (described below) encourages designers to engage with and interact with the
data. Interaction is important: any presentation of the data that lets the team get
28 4. CONSOLIDATION AND IDEATION: THE BRIDGE TO DESIGN
away with being passive and receptive will not help the team go from the data to
design. To truly incorporate new information, people need to manipulate it and
interact with it in ways that stimulate design ideas.
The Affinity is a model of good communication design (which is why it is
so popular): the structure chunks relevant themes into manageable sections which
lead the team through the data; the story language in the labels and individual
notes evokes users experience, which stimulates design ideas relevant to the point
of view of the model. Together, they give designers a way in to understand the data
and to interact with it with design implications.
The Affinity Diagram has been used and loved by design teams as a way
to capture information and present it to others for a long time. Any project will
benefit from building an Affinity Diagram. This data can usefully be revisited
throughout the project, by other teams, and in the future. Its worth putting online
so that it can be more easily shared.
The challenge of communicating field data is to make complexity manage-
able and consumable. The Affinity Diagram does this well, so the elements which
make it successful provided us a guide for understanding how to help teams use
data. Below we discuss how we used these principles of communication design for
other models.
The Day in the Life model (Figure 4.4) is brought together to show the overall
structure of users days and how work and home tasks fit into time throughout the
day, supported by mobile and non-mobile technology. To recognize the common
pattern across users for the this model, the observations that matter are the small,
focused activities which occur throughout the day in different places, at different
times, on different platforms, which work together to get larger activities done.
Figure 4.4: A full Day in the Life model. This model shows the three primary areas of
interest for travelat home and work prior to the trip, getting to the vacation location,
and activities during the trip itself. Activities, issues, and device use are shown in each
location.
For example, when studying travel planning, the team saw a user pass the
time waiting for her sons swim lesson to be over by researching possible destina-
tions on her iPhone. This is a small, self-contained activity, easy to interrupt and
30 4. CONSOLIDATION AND IDEATION: THE BRIDGE TO DESIGN
easy to pick up again, which might happen at many points throughout the day. It
was brought together with other occasions of quick research done while waiting.
Looking at the part of the model shown in Figure 4.5, this insight is represented as
a rectangle within the orange home bubble labeled while waiting. This shows
that one key part of travel planning happens at moments, with partial attention,
and may be interrupted at any time. Any design should support this context of
use by being quick to pick up and get into, simple enough to work despite partial
attention, and hold the users place when they are interrupted. The story text on the
model captures the essence of the user exper-ience. The model does not attempt
to cover all instances observedinstead, it provides a characteristic example to
communicate the behavior.
The overall structure of the Day in the Life model is designed to evoke the
experience of time, place, and movement. The grey panels make it immediately
apparent that there are three major contexts for the team to consider, each with
its own issues: planning, which takes place around home and work; getting to the
vacation location; and enjoying the vacation itselfwhich includes planning and
research, although at a lower level. The large white arrows show that there is a flow
from planning to the location and back again. The use of space and the amount of
content in each part of the model makes scanning and focusing possible. Graphic
elements are deliberately selected to draw the eye to distinctions the team wants
to communicate.
We find that nearly any kind of work or life activity can use a similar struc-
ture, with modifications based on the exact situation. The big cycle represented
by the white arrows show the flow through the day; the place and time contexts
represented by the gray panels might be home, work, and third places (offsite
meetings, coffee shops, and so forth).
The text blocks on the model present the users lived experience, highlight-
ing key issues in small, easy-to-consume chunks. Each chunk can be scanned in a
moment and invites reflection right then on what the design might do to respond
to this issue. They are presented in personal, story languageFigure 4.5 shows one
part of the planning phase, including doing research during the sons swim lesson
4.2 CONTEXTUAL DESIGN MODELS 31
mentioned above. This vignette from the actual data makes the data real and helps
the designer connect to the experience represented by the model at an emotional
and intuitive level.
Figure 4.5: A portion of a Day in the Life model showing how travel planning fits into
life, in different locations and on a range of devices.
about the implications of the data, highlighting what the team thinks matters to
the design. From there, designers can jump off to thinking about other implica-
tionsand they can ignore the questions entirely if they wish. But the question
bubbles stand as an example of how to use the data. We have found that the simple
addition of these questions has drastically increased the number of design ideas
generated for each model.*
The Identity Model (Figure 4.6) is built using a similar process. The obser-
vations about identity elements and personal values captured during interpretation
sessions are collected together across users into potential identity elements: sources
of pride, self-esteem, or value as relevant to a target activity. Any identity element
names captured during interviews and interpretation sessions become the starting
point for grouping the observations meaningfully to represent different aspects of
self that matter for the project focus. Then, looking at the whole collection, the
team agrees on the important identity elements and what they represent. They
pick the best stories to express this inner experience in a consumable way to the
design team.
Figure 4.6: A full Identity model for travel showing the three sections I am, I plan,
and I like
*
The final design of each of the graphics for the Contextual Design models was iterated with
users in Visioning Sessions. After their early use we talked about what worked and didnt, where
participants were confused, and what models prompted the most design ideas. The structures of
the models we present as a standard part of Contextual Design have stood the test of successful
use.
4.2 CONTEXTUAL DESIGN MODELS 33
Figure 4.7: One identity element from the travel Identity model. The Give Me design
ideas act as starting points for the teams own design thinking.
Once identified, similar identity elements are grouped together into sec-
tions. The sections vary by project, showing how the user sees themselves in re-
lation to the activities addressed by the project. In Figure 4.6, I plan represents
34 4. CONSOLIDATION AND IDEATION: THE BRIDGE TO DESIGN
steps can be changed. Finally, breakdownsthe boxes marked with red zigzags
show problems that should be solved in a redesign. The Sequence Model has a
classic linear structure, but the activities break it into manageable chunks and the
breakdowns and intents provide a way in.
Figure 4.8: A Relationship model for travel, showing the important people involved in
the travel story and how close they are to the user.
36 4. CONSOLIDATION AND IDEATION: THE BRIDGE TO DESIGN
Figure 4.9: A Collaboration model for travel. The yellow sticky notes attached to the
model are the result of a Wall Walk, described in the next section.
miliar and serve as a good starting point for understanding who was interviewed
by the team.
Figure 4.10: One part of a consolidated Sequence model showing how people plan for
travel. Note the multiple branches, showing different possibilities found in the actual data.
The Sensation model is treated a little differently because it helps guide visual
and industrial designers in the overall aesthetic of the product rather than de-
fining what the product should do. Our experience with these designers shows
that they can more easily design for an overarching emotional experience if
they have a visual stimulus and a list of key focusing words rather than a text-
heavy model. Traditionally, visual and industrial designers create a set of words
and pictures which communicate the overall feeling and emotional experience
the product is supposed to create. Often these mood boards are created by
38 4. CONSOLIDATION AND IDEATION: THE BRIDGE TO DESIGN
teams generating words based on a brand goal or their own ideas. The Sensation
model is a data-based mood board built using similar principles as the other
consolidated models.
Figure 4.11: A persona developed during the Cool Project characterizing one type of
mobile device user. All information in the persona was collected during user interviews.
A Sensation model is created by walking the user data looking for evocative
words, user quotes and implied emotional experience and desires associated with
the target activity. These observations are gathered from the consolidated Affinity
and other models, ensuring that the Sensation model represents the experience of
4.2 CONTEXTUAL DESIGN MODELS 39
the market. Then the quotes and words are organized into themes and combined
with images that evoke each theme. The images are chosen to be emotionally evoc-
ative of the experience desired by users and the words are chosen to express that
experience. Together they provide the way in for the aesthetic designers. All is then
assembled into the final Sensation model that shows the experience in images.
Figure 4.12: Full Sensation model showing the different aspects of sensation that affect
the travel experience.
40 4. CONSOLIDATION AND IDEATION: THE BRIDGE TO DESIGN
Figure 4.13: One panel from a Sensation model for travel showing one aspect of sen-
sation. The images are chosen to communicate the emotional experience of travelers in
ways words cannot.
*
Industries undergoing disintermediation, such as publishing, experience such major disruption.
Major platform changes such as that introduced by the iPhone also cause such disruption.
4.3 IDEATION 41
in the direction suggested by the Cool Concepts. They truly form a bridge to
invention and a way to bring the team into a shared understanding of the users
world and so to the best design solution for their company.
4.3 IDEATION
The problem of design is not just that of specifying a technical systemit is the
reinvention of life, from the most global elements to the most detailed. New tech-
nology changes how people approach their work and how they live their lives; that
is why it is attractive. A Design for Life perspective ensures that those changes are
desirable and valued by users.
To do such design successfully, designers need a deep understanding of the
life of the users so that their re-invention of life will be valued. The goal of dis-
ruptive technology is to transform life in a desirable direction for peoplenot
to disrupt the ability to get life done enjoyably! For great designers, immersion
in users lives has always been the trigger for creative, new invention. The details
of lifecore motives, life structures, challenges, issues, problems, desires, and so
onfeed design action.
But this is only true if the designers know what technology can do. They
need to be masters of the materials of design for their domain. User data may pro-
vide the inspiration, but it is the materials of design that are used and recombined
to create something transformative. The materials of design include everything
that can be brought to bear on the problem. Knowledge of apps, responsive design
for different screen sizes, appropriate paradigms for presenting information and
functions on different devices, use of location information, tracking user actions,
active learning, machine learning, accessing cloud data to make the users data
available, UI layouts and graphic design trendsthese are just some of the mate-
rials of design necessary for successful products today.
When technology changesas it did with the introduction of the win-
dow/mouse interface, and again with the Web, and again with touchscreens on
smartphonesthe materials of design change too. Designers have to re-learn the
materials to stay current. As a community, we also invent new materials and ex-
42 4. CONSOLIDATION AND IDEATION: THE BRIDGE TO DESIGN
pectations for what is modern. Whereas once a tree structure UI was innovative, it
became dated and old. Whereas users once expected to fill out forms to tell appli-
cations their preferences, today they expect products to figure out what they want
through their actions. Without a thorough grounding in the materials of design
at every level, designers cannot create appropriate products for their markets; they
must have these ideas and concepts at their fingertips while they are immersed in
the users world so that they can respond creatively with invention, while building
on modern standards.
Contextual Design supports ideation through two team-based workshops:
the Visioning Workshop (3 days) and the Cool Drilldown Workshop (34 days). To-
gether, they form a facilitated process for immersing teams in the users world by
walking them through the consolidated data, generating scenarios exploring how
technology can enhance users life and work, and driving the implications of the
Cool Concepts into the emerging product concepts. These workshops assume that
the participants know their materialsif not, you may need to run pre-workshop
sessions to educate participants. These workshops produce innovative product con-
cepts honed by the Cool Concepts, delivering a modern experience that enables
technology to transform daily life for the better.
The Wall Walk is an individual, silent experience. Each person reads the
Affinity Diagram like a story, top-down. Each top-level section of the Affinity
communicates an issue through the language of the green label; lower-level labels
present the organized user data with detail about the issue. Each team member
thinks about design implications and writes design ideas on sticky notes, posting
them next to the data in the Affinity they are responding to. As they read and re-
spond to more and more individual issues, the designers ideas naturally get more
holistic and complete. This interactive process of reading, writing, and posting
grounds designers in the users practice and helps them make the leap from facts
about the work to design implications for the product. This interactive step of the
Wall Walk starts to pull designers across the bridge from data to design.
After walking the Affinity the facilitator makes a list of the issues that the
group thinks must be addressed to have a successful product. Anyone with an
issue voices it and it is captured. In this way the group hears what matters to each
other, creating a shared understanding in moments. Following this, the facilitator
captures a list of hot ideas: design ideas that have the potential to spark a holistic
solution. Hot ideas are written on a flip chart and grouped by the facilitator into
themes that can be used as starting points for the visioning session.
Figure 4.14: The beginnings of a hot ideas list captured from the team after walking the
wall.
After walking the Affinity the facilitator introduces each of the Contextual
Design models and participants read them in turn, individually or in pairs. They
think about the implications of the data and post design ideas responding to it.
Because each model presents a different aspect of the users practice it prompts a
different way of thinking about solutions for the design. The Identity model, for
44 4. CONSOLIDATION AND IDEATION: THE BRIDGE TO DESIGN
example, makes the users self-image explicit and invites designers to think about
how product features and overall product design can promote or violate the users
sense of self. The Day in the Life model promotes thinking about how an activity
flows through place, time, and technology devicesa very different set of issues.
After walking each set of models, the team adds to their lists of issues and hot
ideas.
The Wall Walk provides an opportunity for individuals to dialog with the
data and form an initial design response, getting ready for the visioning session.
This interactive process focuses team members on how their design ideas respond
to the users world. Walking the data in a facilitated group process creates a time-
bound, interactive event producing a tangible result focused on creating new
product concepts.
The design ideas the team posts on the Affinity and on models are uncom-
mitted, spur-of-the-moment ideas; Contextual Design does not encourage the
team to get overly attached to them. But much of creativity comes through the
recombination of existing parts. These ideas will be available to the team for reuse
during the Visioning Session. Capturing the most systemic ideas in a list is an easy
way for the team to share first ideas without committing to building anything
and without having to argue about whose idea is best. The bridge to design has to
work not just for individual designers, but to bring the whole team together in a
shared direction, without overly constraining design thinking or converging on a
single solution too quickly. The Contextual Design ideation workshops are struc-
tured to do just that.
The Wall Walk is an immersion experience that can be used over and over
with different teams for different purposes. Most complex products comprise
multiple teams working on different parts; explicit consolidated data allows the
different teams to walk the data and vision solutions for their own part of the
problem. Because every team is responding to the same data, they are more likely
to deliver a coherent response.
The Visioning Session. The Contextual Design Visioning Session is a facil-
itated workshop that generates a coherent design response to the user data. It is
4.3 IDEATION 45
Vision evaluation: Once the team completes visioning they can bring their
evaluative thinking to bear on the emerging design ideas as a separate step. This
is itself a design stepidentifying aspects of a vision that dont work prompts the
team to generate new design solutions that work better. On the flip side, identify-
ing what is working makes good ideas explicit, ensuring they are not lost and that
everyone on the team understands why they matter.
The critique in vision evaluation is tightly structured. There are only three
valid issues with a vision: lack of fit to user practice, technical difficulty, and in-
compatibility with the business mission. In evaluation, the team first lists all the
aspects of the vision that work (they fit user practice, are easy to do technically,
or fit the business mission), then the issues and problems. As they list problems,
they are encouraged to suggest design ideas to address them. In this way, the team
implicitly prioritizes what they want to take forward and what they want to let go
from their initial design thinking without having to have a heavyweight prioriti-
zation process.
Identifying product concepts: The vision stories imply new product concepts.
Any significant product is composed of feature sets, app suites, and related services
that work together. The visions contain these concepts within a story of to-be use.
But they will be developed and delivered as coherent product elements that have
to hang together coherently. Each product concept holds together and could (in
theory) be delivered as its own product. If the teams only view of their design is
as a set of scenarios, they will only see the featuresthey will not see how the
concepts have their own structure, relationships, and coherence.
The final step of the Visioning Session is to identify the product concepts
explicitly. Each vision suggests product concepts that may have been built up
across other visions. The vision evaluation makes it easier to identify the coherent
product concepts because the evaluation focuses on the vision elements, not the
entire scenario. For example, in our travel project the team identified a research
tool, with a collection area for ideas and an app for in-the-moment research; a
planning tool for laying out the trip and making sure all logistics have been con-
sidered; and an app for taking on the trip to record and share memorable events.
4.3 IDEATION 49
These product concepts work together as a whole solution, but each can be thought
about and refined on its own.*
The team draws each product concept separately, pulling the best ideas for
that concept from all the visions, using the design ideas and vision elements from
one vision to solve problems identified in another. This process encourages the
team to think of each vision not as a monolithic whole, but as a grab-bag of parts
that can be recombined and repurposed to both solve the users problem and bring
value to the business organization. These high-level product concepts feed the next
phase of ideation. This is also a good time to share the vision with management
stakeholders to check direction.
on one new product concept and one Cool Concept at a time. The team works in
small groups in parallel, so they can move very quickly. Designers become more
aware of the design principles for cool and produce enriched product concepts in
a reasonable length of time.
In the Cool Drilldown workshop, the team starts by identifying the product
concepts they want to cover, usually about 46 concepts. Taking each product
concept in turn, they break into sub-teams. Each sub-team focuses on a different
Cool Concept. Using the 810 design principles associated with each concept,
individual sub-teams optimize the same product concept according to the design
principles associated with their Cool Concept. They use the data on the Affinity
and Contextual Design models to feed their more detailed thinking with the
actual customer data; then they brainstorm and sketch additions to the product
concept that will enhance the cool user experience based on principles for their
Cool Concept. This focused design process is another way of bridging from data
to design, using design principles important for creating a transformative user
experience.
Each subteam does this same drilldown on a different Cool Concept in
parallel. In this way a single product concept is simultaneously enhanced to get
the flow of life done better (Accomplishment), make connections to people that
matter easier (Connection), support identity elements explicitly (Identity), create
delightful and useful graphics and animation (Sensation), provide more direct
interaction (Direct/Hassle), and eliminate learning as a task (Learning Delta).
But now each subteam has developed ideas independently, so the product concept
is no longer coherent. So after the subteams do their work, all these independent
enhancements to the product concept are brought back together in a full team
review session and reconciled into a single, revised design concept incorporating
the best parts of all drilldowns. The result is a product design that addresses more
of the Cool Concepts and addresses them better, and therefore is more effective
and desirable.
Each product concept is addressed in this way, resulting in a richer set of
high-level designs. Subteams shift from one Cool Concept to another as they
4.3 IDEATION 51
optimize different product concepts so they get familiar with all of them. In this
way, they learn how to design for cool without getting overwhelmed. At the end of
the workshop the team has internalized the customer data, has experience working
with the cool principles, and has a shared understanding of what they would like
to build in the future.
Now, with a sound conceptual design in hand, the team is poised to develop
real function and a designed UI. That is the province of the third part of Contex-
tual Design.
53
CHAPTER5
Designs steps this way. But remember in the sections that follow, that these layers
are not addressed purely sequentially, one after another, as if this were a waterfall
model. That doesnt work. Not only would it require a long design phaseanath-
ema to Agile developmentbut the layers inform each other. If designers know
that infinite scrolling (a low-level interaction paradigm) is available, it will change
how they think about higher layers of the design. So in each iteration each layer
of design is touched lightly to produce a provisional design for the product. User
feedback usually addresses all layers at once, because users see the product ho-
listically. But when designers can see and think structurally they can focus early
feedback on validating the structure and product concept, saving UI details for
later iterations when the structure is stable.
In Contextual Design, the design phase comprises three primary layers. The
first is practice design: figuring out how the user moves through the system in the
course of their activity (even if it is spread out over time, place, and device), with
the right function and information available at every point. Its where the life of
the user meets the functionality and structure of the product. Practice design de-
fines virtual places that support the different parts of the overall activity cleanly:
everything necessary and nothing extra. Practice design includes the behavior of
the system, including adaptive algorithms such as learning the users preferences
by example. Practice design does not worry about how places and functions show
up visuallythats a concern for the lower layers of design (remembering always
that layers are not cleanly separated in time).
Practice design uses scenarios, use cases, and user stories to explore the
different tasks, activities, and situations the user may encounter and how the prod-
uct will support them. When your user data shows that people have to go to 87
separate places to do their job (a real example, from the insurance industry), you
know already that your system has problems. Contextual Design uses storyboards
to ensure that the scenarios of use are coherent. Storyboards make the team think
through the practice coherently, ensuring the user experience makes sense.
Practice design is where true, game-changing innovation happens. This is
where the new product concepts from ideation are made real. Innovation at lower
5. DETAILED DESIGN AND VALIDATION 55
layers of design can improve the product, but doesnt introduce fundamental im-
provements in how activities are done or the important goals of life are supported.
That kind of transformation of life has to happen here; support of the Wheel of
Joy in Life happens here. We emphasize this because this is also the easiest layer
to skipits seductive to jump right into sketching out UIs and designing pages.
You can even get away with it, in that youll still have a product at the end. But
you wont have the innovation you might have had if you had looked at practice
redesign first.
The next layer we identify in Contextual Design is interaction design. Its an
overused term, but useful: by it we mean designing the layout of the screens and
the users basic interaction with them, independent of the specific graphical look.
Interaction design might specify a top navigation bar for a specific purpose, and an
area to display the primary content. It might specify infinite scrolling, expand-in-
place, and swipe-sideways for the content area. It would not specify font, color, or
graphical decoration on any of those parts. Good interaction design ensures that
each place defined in practice design has a layout that clearly presents the purpose
and function available in that placeeven a good design can be destroyed by in-
teraction design that obscures the purpose of the place. Creating a real Direct into
Action user experience happens here; a central concern at this layer is to support
the concepts in the Triangle of Joy in Use.
There are two structural elements for designers to focus on during interac-
tion design. The first is the structure of the screen itself, independent of specific
elements on that screen. A clean screen structure is easy for the user to make sense
of. The second is the consistency of screen structure across the design, so that as
the user moves from screen to screenand device to devicethe basic structure
is consistent, familiar, and comfortable.
Interaction design also covers the design of the content being presented.
Access to informationcontentis a critical part of many products supporting
connected lives. How content can be found and scanned, how different content
elements relate to each other, the tone in which it is writtenthese are complex
56 5. DETAILED DESIGN AND VALIDATION
issues (check Amazon to appreciate how complex) and need to be designed ex-
plicitly.
The final layer we define is the visual design, in which the graphical treat-
ment, colors, branding, animation, and details of interaction are defined. Visual
design structures the users experience by what it emphases, how it uses graphical
elements and white space to draw the eye and lead it through the page, and how it
uses interactions to guide the user. (An example of the last is the bounce intro-
duced by the iPhone to show that the user has reached the end of a scrolling list.)
Well done, the visual design reinforces and emphasizes the purpose and structure
designed by higher layers of the design process.
Visual design has its own structural aspect. It has to ensure consistency of
look and experience across the whole product, regardless of platform. This is where
the Sensation Model helps the designer determine what tone, brand, feel they
want to communicate. Aesthetic design contributes to the cool user experience of
any product. But as we found in the Cool Concept of Sensation, people expect a
modern, well-done visual design; delivering anything less reduces the experience
of cool. Gratuitous animation, abrasive sounds, or unappealing color undermines
that experience. Getting the visual design right matters and enhances productsif
good practice and interaction design are already in place.
So design is a layered activity, with a natural sequence to the layers, each
layer having its own concerns and its own issues and requiring somewhat different
expertise. Visual designers need to understand graphics and color; UX designers
need to understand how users approach systems. Yet the layers are also interdepen-
dent, and in an iterative process design at the different layers proceeds in parallel.
Managing this design conversation is hard. Its easy to get lost in the layersif a
designer objects to a button, are they objecting to the button itself, its look? Or are
they objecting to the function the button represents? Or merely its place on the
page? When different roles, such as user researcher, interaction designer, and visual
designer, with different skills and language, are all on the team together the con-
versation gets even more complex. Contextual Design helps a team separate the
5. DETAILED DESIGN AND VALIDATION 57
*
This is a similar approach to that advocated by Lean Designget quickly to a prototype good
enough to test your key design questions and no more. When those questions are answered, then
youre ready for the next level of detail.
58 5. DETAILED DESIGN AND VALIDATION
Validation testing. We will discuss each in turn, but remember throughout that in
practice they happen in parallel and continuously interact with each other.
Figure 5.1: An interaction pattern analysis of a website showing the primary components
of the screen.
the design they are creating without getting caught up in lower-level and graphical
details. This step ensures that the design team stops to think about what consti-
tutes a modern design and what techniques and trends of interaction design are
important to their situation. Seeing how others have approached designs similar to
their own product concept widens the teams vision of what is possibleespecially
when they look to other domains and types of products. It enhances the teams
knowledge of interaction design materials. This is not mere copying: this analysis
jump-starts the designers own creativity by giving them a set of options and a
starting point. And since most designers are visual thinkers, having such a visual
representation is an important aid to creativity.
To generate these preliminary interaction design patterns, the team starts
with the sketches of the product concepts from the Cool Drilldown. While these
sketches will not define all function and every page, the central areas and most
important function to be designed will be represented. These are the places and
interactions the team has to think about and define interaction patters for.
The team then explores how other products have approached similar prob-
lems. They deliberately choose sites and products that will challenge their entering
assumptions about how such an interface should be structured. Business applica-
tions can benefit from looking at consumer products for hints on creating modern
interfaces.
For modern interface design, materials include design elements such as
carousels that show lots of information in a small space, responsive nav bars that
orient the user as well as showing available options, buttons that appear and over-
lay content only when needed, and teaser content that expands in place to show a
full article, to name just a few. Such interaction elements have come to be expected
by users and must be at the designers fingertips so that they can be incorporated
into a design. But interaction design technologies and industry trends advance and
change. Continuously re-familiarizing a team with modern design practices is the
best way to ensure they are designing with the latest materials. Then the team can
recombine and change mechanisms from sites they analyze, adding new elements,
to come up with their own preliminary interaction design structure.
60 5. DETAILED DESIGN AND VALIDATION
Figure 5.2: An interaction design pattern for collecting content across the Web, showing
the primary screen areas that support the overall task. The level of detail in this pattern is
typical of one created prior to UI design; prior to storyboarding there may be less detail.
The team creates an interaction design pattern for each major screen in the
design, as identified in the Cool Drilldown. They use ideas from the comparative
sites as appropriate, thereby building on users expectations in this domain, but
modify and revise as needed for their own design problem. The interaction patterns
depend on the platform (phone, tablet, desktop), in which case a pattern is created
for each platform. The team also has to have a concept of how pages might work
on a touch vs. computer interfaceand if interactions such as disclosure of hidden
content will operate by different mechanisms on different devices. Each platform
has its own interaction standards to take into consideration and steal from. It is
5.2 STORYBOARDING 61
never too early to get the team to think cross-platform so that they will take that
breadth of thinking into storyboarding.
The interaction design patterns act as a framework for designers, focusing
them on the structure of the page and the structure of the system from a UI
perspective. The patterns focus the team on thinking structurally about the user
interface, which moves them away from thinking only about functions or look of
the page. Pushing the team to think structurally ensures greater consistency within
and across the system. And by starting the team with these initial interaction pat-
terns the team simultaneously uses modern design approaches and principles while
they are reinventing the practice.
As we said above, the layers inform each other. Creating these initial interac-
tion patterns helps designers imagine a user interacting with them, using functions
suggested by the patterns, as they follow the scenarios fleshed out in storyboarding.
These interaction patterns will change as the team works through the low-level
design, but they provide a concrete starting point. They introduce less experienced
teams to design possibilities already out in the world which they can use as-is or
revise for their own purposes. Experienced teams use them to think about what
they will add to push the envelope, guided by the Cool Design principles.
5.2 STORYBOARDING
Storyboards help the team work out how specific user activities and situations
will be handled by the new design. They sketch the sequence of events as a story,
drawing each step to show users, screens, and their interactions on each platform.
A storyboard ensures that the work and life of the user are supported by the new
product. Storyboards work through different cases, tasks, and situations to define
how the new design will support them. They work much like storyboards for a
movie, which show what happens in each scene without going into too much de-
tail about any scene. Its easy to break the users existing practice by jumping from
the big new idea to low-level user interface and implementation design without
con-sidering the impact it has on the flow of the users activities. As soon as de-
62 5. DETAILED DESIGN AND VALIDATION
signers start focusing on technology, technology and its problems become their
central design concern. Storyboards work against this tendency.
Storyboards also limit the level of detail at this point in the design process.
A storyboard cell can only hold so much; a drawing of a UI within a cell can only
describe so much detail. The preliminary interaction patterns suggest structure
and function without pushing the team into too much detail. All this helps keep
designers from diving down into the small details of their design before the overall
product structure has been settled. Especially when a design addresses multiple
platforms, the team needs to see the overall coherence of the activity as it moves
across time, place, and platform before being caught up in the many details of each
platforms UI.
Figure 5.3: A storyboard working out the steps of one interaction with the system. The
story is fed by the consolidated Sequence models and by the vision. Elements of the
screens drawn in storyboard cells are suggested by the initial interaction design patterns.
5.2 STORYBOARDING 63
Storyboards encourage the team to use story thinking, designing the whole
flow of life to show how the user will move through time and place to get their
activities done. Then, when they have finished the primary scenarios of use, they
can look across their storyboards and optimize how the system hangs together as
a product offering. Only then do they worry about how to structure the product
appropriately for each platform. Optimizing an interface for one scenario will not
yield an optimized system or suite of apps, so its essential to get the practice right
before settling on any system or UI structure.
The process of storyboarding keeps the team honest and the design clean.
Guided by the affinity diagram and consolidated models, the product concepts
are made real in these stories. Storyboards ensure that the team does not overlook
any intents or steps that are critical to the users practice. Even when the design
changes the practice, designers have to think through the details of how it will be
changed to ensure that the new approach works and adoption is easy. The consol-
idated field data and Contextual Design models help focus the team on the world
they are designing for so they can get real about what they are doing to the user.
Storyboards flesh out the product concepts by grounding them in the stories
and motives of users lives. They are guided by the consolidated models, which
describe how users have different identities, relationships, patterns of life, and
collaboration stylesall of which need to be accounted for in the storyboards.
If different users approach a task different ways, a storyboard is created for each
different way to show how the new product will work in that situation. The team
uses the storyboards to invent the right function and the right product structure
to support each user situation.
Separate storyboards are created for each main task and each main user sit-
uation. A team might start with a happy path storyboard showing the user doing
the task in the simple case where everything works, designing places and functions
as they are needed. They follow the Day-In-Life model scenario showing the how
the product will support the activity when the work starts at home, is interrupted,
continues during the users commute on their mobile device, and is finished during
a break at workreflecting how people use devices now. They draw storyboard
64 5. DETAILED DESIGN AND VALIDATION
cells showing manual steps, rough user interface components, movement through
the world, app and device use, and system activity and automation.
But then the team needs to create a range of storyboards to explore the
dif-ferent issues important to this particular design. So after the happy path case,
they do variants showing different problems and difficult user situations found in
the data. The team uses storyboards to explore design for different platforms: how
the activities of the task to be supported will be accessed through different plat-
forms, what to provide on each platform, and how to keep the activity coherent
across devices. The team designs for time, how useful things will get done in mo-
ments, and for relationships, supporting meaningful connection in the context of
the activity at hand. Overall, the team generates the key scenarios they must walk
through to have a complete designall guided by the user data.
After each task has been thought through and sketched, the team reviews
it to ensure that it remains true to the customer data and the Cool Concepts.
This ensures that the design accounts for the users strategies, tasks, and issues
and that new inventions either support the users practice or give them a better
way to approach it. A design might change all the existing steps of an activity and
even eliminate whole activities altogether; as long as people can still achieve their
fundamental intents, the change will work. When teams forget or ignore the users
intent, the design is in trouble.
Design with storyboards ensures the design accounts for the context of use.
But the context is not just the task being supported, or how features are structured
and grouped in a product; the context that matters is the overall life of the user
and the way any activity fits into that life. Storyboarding brings this context into
focus for the team during the detailed design process.
thinking, then organizing the parts of the system structurally to see what they
imply, which is structural thinking. Contextual Design provides the User Envi-
ronment Design (UED) to show basic structure and function (Figure 26). The
UED can be used to design a new product, show additions to an existing product,
or represent a suite of apps and products that share data in a mobile world. Just as
architects draw floor plans to see the structure and flow of a house, the UED shows
designers the virtual floor plan of their new system.
The UED shows the structure of a product as a set of focus areas, places
within the system that provide support for coherent activities. A focus area might
be a window, web page, or screen. The UED shows each part of the systemhow
it supports the users activities, exactly what function is available in that part, how
it is organized in an interaction design pattern, and how the user gets to and from
other parts of the system. When complete, the UED breaks the function and
content of the system into coherent places that work to support all the scenarios
of use.
Figure 5.4: A single focus area (left) and interaction design pattern (right). The focus
area defines what happens in the place; the design pattern provides the basic layout for
presentation of the place.
Each focus area in the final UED is associated with an interaction design
pattern to be used to present the function. The organization of content and func-
tion within a focus area is another aspect of structural design: the structure of the
interface. Structural design of the interface looks at the organization of the focus
66 5. DETAILED DESIGN AND VALIDATION
areas and communication between them, the layout of each focus areas interface,
and how a person interacts with it.
If a design supports multiple devices, focus areas in the UED may be spe-
cific to a device. The UED needs to show how an activity flows across devices,
supported by the system. This is best done by showing interfaces on different
devices as separate focus areas, even when the function overlaps significantly. The
interaction design patterns associated with each focus area allow the team to scan
across the system and ensure that the interaction is consistent everywhere. Its best
to print out the focus areas and spread them out on a table or wallthis allows
the designers to scan across the whole system easily. Then they can redesign and
tune the system structure and interaction design patterns used across the system
for optimal use both in each focus area and across the system. It allows developers
to look at the functions of each focus areas to be sure they can deliver the function,
automation, and data needed to support that place.
Figure 5.5: A UED for an online grocery shopping system. This UED map shows just
the focus areas and connections between them supporting flow through the system.
To create a UED, the team walks the storyboards and pulls out the impli-
cations of what the system needs to do to support each cell, defining focus areas
and functions as they go. As the implications of storyboard after storyboard are
rolled into the UED, the team starts to see the best way to structure the system
5.4 TESTING AND ITERATION 67
whether delivered on the Web or on the desktop, as a set mobile apps or one
monolithic system. When storyboards show activities crossing different platforms,
the UED reveals how each platform may share structure and function with other
platforms or may provide unique variants suitable to that platform.
Documenting the product design with the UED provides a roadmap that
can laterafter validationbe used to create Agile releases, user stories, prioritize
roll out over multiple product versions, or hand off to different groups to work in
parallel.
users knowledge of their own work is tacit. However, users can interact with a user
interface mockup and talk about their reactions. If the product is a device, they
can hold it in their hands and experience the form factor. So to test ideas, a team
moves quickly through initial storyboarding, UED, and UI design, and produces
a rough user interface as soon as possible. This rough user interface is mocked up
and tested with users. Typically, the time from ideation to mockup interview is
only a few weeks.
Mockup interviews help designers understand why design elements work or
fail and help to identify needed new function, especially latent needs that could
not be discovered until the user started interacting with the design. This iterative
testing starts with rough mockups built using ordinary stationery supplies (Figure
5.6). Rough prototypes provide several advantages: they are quick to build; they
communicate to the user that the design is incomplete and invite feedback; they
are easy to modify during the prototype interview to instantly try out changes and
new design ideas; and they focus users and designers on the fundamental struc-
ture, high-level interaction pattern, and top function of the prototype, rather than
low-level details of the user interface. And they can quickly represent the product
function across multiple platforms.
The prototype is built so that it tests the most important issues of the design.
(Lean UX embodies the same philosophy: identify and test critical points early.)
If the design is to work on mobile devices, the prototype may be implemented as
smartphone-sized cards to test whether it can be useful in that size and in real life
contexts. We test such designs with people while they are on the go, not just in
their homes or offices. If the product collects and presents information, as many
task support systems do, real content is developed and embedded in the prototype
so that users can experience having such content available at the moment of need.
This helps us test content tone, length, clarity, and structure.
A mockup interview is based on the principles of Contextual Inquiry de-
scribed earlier: We test with users in their contexts to keep them grounded in their
real practices. Users interact with the prototype by playing out their own activities
within the mock-up manipulating and modifying the prototype directly. The part-
5.4 TESTING AND ITERATION 69
nership is one of co-design: as the user works with the prototype, performing a task
they need to do or did in the recent past, the user and designer uncover what works
and delightsand they uncover problems and adjust the prototype to fix them.
Together the user and interviewer interpret what is going on in the usage and come
up with alternative designs. The overall focus of the interview is to understand what
works and what doesnt in the prototypeand whether there is perceived value.
The team may decide to administer the Cool Metric as part of evaluating
how they are doing during each round of iteration. The Cool Metric is presented
at the end of the interview, after the user has experienced the product idea and so
can give a meaningful score. This measurement tool allows the team to get a quick
read on their new designhow well are they supporting the Cool Concepts? How
much of an improvement is it? And where is it weak so there are opportunities for
improvement? The score points to strengths and weaknesses to be addressed in the
next round of redesign.
The context of the interview is designed to mimic as closely as possible the
context of real use. For example, when making new interfaces for automobiles, one
team put mockups on the dashboard of the users own car and played pre-recorded
audio from an iPod and mini speaker. In the test, they drove with users in their
cars, imitating the verbal and visual messages of the new system. In this way the
design team saw the users actual response in their car while driving. They dis-
cussed the users reaction with them and, co-designing, determined the best way
to communicate to a driver. In the same way, mockups for mobile devices can be
presented as cards on the target device itself, so designers can see how the device
affects user interaction.
After the design has been tested with four to six users (depending on the
scope of the project), the team redesigns to reflect the feedback. The Cool Metric
score (if used) and design principles from the Cool Concepts inform the redesign.
Multiple rounds of mockup interviews and iteration allow design and testing in
increasing levels of detail. Over the course of the rounds of mockup interviews the
team moves from rough representations to wireframes with increasing detail, to
70 5. DETAILED DESIGN AND VALIDATION
In an Agile process the third round of design may overlap with the first
round of developmentthe online prototype may in fact be the first iteration of
development work. From that point forward the UX designers and coders should
work in a tight partnership, with the developers passing working code to UX
designers and UX designers passing feedback and new designs to developers [8].
Figure 5.6: A sample paper prototype. Parts of the UI are differentiated with sticky
notes; information is hand-written so it can be added to or changed with users on the fly.
Note that the popup leaves space for adding or changing information in the moment.
72 5. DETAILED DESIGN AND VALIDATION
CHAPTER6
Conclusion
Contextual Design encourages holistic, systemic design, looking at the whole work
and life context of use and responding with an integrated design that broadly
supports user activities. From visioning through validation the team takes a large,
loose product concept and turns it into a detailed design that can guide product
specification and rollout planning. With customer data documented and at hand,
and with the UED and UI specifications written down and tested with users,
product managers and design teams can plan their development rollout using
whatever methodology the company prefers. Contextual Design produces the
product concepts needed for the next step of development, whether that is to write
product requirement documents, functional specifications, Agile user stories, or
something else. Contextual Design drives these concepts from a deep understand-
ing of the users and supports the design team with design processes that keep that
user focus front and center.
Good design has always been difficult. With the introduction of mobile
devices, always on and always connected, design has only gotten more difficult
and more exciting. The potential impact of a new product on human lives is more
profound and more valuable than ever. But to do it right, teams need a design pro-
cess that is sensitive to the larger world of the user, steeps them in that world, and
guides them to use what they have learned to produce products that are successful.
The context of use today is much richer and more complex than ever before; the
impact on peoples lives is much more profound, and the technological possibilities
are much deeper and more wide-ranging.
In our industry, the design processes we use must grow to meet these new
challenges. Whereas it used to be merely desirable to immerse designers in the
users context, a deep understanding of the users lives is now critical to developing
a successful product at all. Designers need not only a process for going into the
74 6. CONCLUSION
field and finding out about users, but also a conceptual framework for making
sense of what they discover. They need a way to use that data for the purpose of
innovation and a set of design principles that will drive them to meet the chal-
lenges of modern product design
Contextual Design, augmented by the insights of The Cool Project, has met
these new challenges with new concepts, models, and activities needed to develop
a modern design. We hope that this discussion has provided some insight into
what these new challenges are and how they may be successfully met by the pro-
cesses our industry uses.
75
References
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Systems, Morgan Kaufmann Publishers Inc., San Francisco, 1997.
[2] Holtzblatt, K., Wendell, J., and Wood, S. Rapid Contextual Design: A How-to
Guide to Key Techniques for User-Centered Design, Morgan Kaufmann
Publishers, San Francisco, CA, 2005. DOI: 10.1145/1066322.1066325.
[4] Cooper, A. The Inmates Are Running the Asylum: Why High Tech Products Drive
Us Crazy and How to Restore the Sanity, Sams Publishing, Indiana, 1997.
[5] Beck, K. and Andres, C. Extreme Programming Explained: Embrace Change, 2nd
ed., Addison-Wesley, 2005.
[6] Schwaber, K. and Sutherland, J. Software in 30 Days: How Agile Managers Beat
the Odds, Delight Their Customers, And Leave Competitors In the Dust, John
Wiley & Sons, 2012.
[7] Gothelf, J. and Seiden, J. Lean UX: Applying Lean Principles to Improve User
Experience. OReilly Media, Incorporated, 2013.
[8] Beyer, H. User-Centered Agile Methods, Morgan & Claypool Publishers, 2010.
DOI: 10.2200/S00286ED1V01Y201002HCI010.
AUTHOR BIOGRAPHIES 77
Author Biographies
Karen Holtzblatt, CEO and Co-founder of
InContext, is the visionary behind InContexts
unique customer-centered design approach, Con-
textual Design. Karens combination of techno-
logical and psychological expertise provides the
creative framework for driving the development,
innovative designs, and design processes.
Recognized as a leader in requirements and
design, Karen has pioneered transformative ideas
and design approaches throughout her career.
Most recently, Karen initiated the Cool Project
to explore users experience of cool products. The November issue of Interactions
showcases the core factors affecting the cool user experience in the cover story,
What Makes Things Cool? http://see.sc/x5v1cz3os.
Karen introduced Contextual Inquiry, now the industry standard for gath-
ering field data to understand how technology impacts the way people work.
Contextual Inquiry and the design processes based on it provide a revolutionary
approach for designing new products and systems based on a deep understanding
of the context of use. Contextual Inquiry forms the base of Contextual Design,
InContexts full customer-centered design process.
Karen co-founded InContext Design in 1992 to use Contextual Design
techniques to coach product teams and deliver market data and design solutions
to businesses across multiple industries. The books, Contextual Design: Defining
Customer Centered Systems and Rapid Contextual Design, are used by companies
and universities worldwide. As a member of ACM CHI (the association for com-
puter-human interaction), Karen was awarded membership to the CHI Academy,
78 AUTHOR BIOGRAPHIES
a gathering of significant contributors, and received the first Lifetime Award for
Practice, presented to her in 2010, for her impact on the field.
Karen has more than 25 years of teaching experience, both professionally
and in university settings. She holds a doctorate in applied psychology from the
University of Toronto.
Hugh Beyer has more than 20 years of
experience building and designing applications,
systems, and tools. He is co-founder of InContext
Design, a user-centered design firm using Contex-
tual Designs user-centered techniques to deliver
data and design solutions with client teams across
multiple industries. Hugh has designed solutions
in the automotive, health care, security, call center,
financial, and insurance industries.
Hugh provides the technical expertise and
Agile know-how behind InContexts offerings. He
works closely with clients engineering and design teams to mesh often opposing
points of view and build innovative solutions in virtually any development envi-
ronment. Hughs extensive understanding of the unique and varied capabilities
of a wide range of technical platforms enables InContext to design innovative
solutions. Hugh also works directly with InContexts design teams and coaches
client teams in the Contextual Design process. He has pioneered the integration
of customer-centered techniques into traditional development, using them to su-
percharge the Rational Unified Process, object-oriented design, and Agile. Hugh
is the co-author of Contextual Design: Defining Customer Centered Systems which
is used by companies and universities worldwide. Hughs latest publication is Us-
er-Centered Agile Methods, which bridges the gap between the Agile development
and UX communities.
Before co-founding InContext, Hugh acted as lead developer and architect
in a range of systems at Digital Equipment Corp. His domains of experience in-
clude object-oriented repositories, databases, and integrated software development
AUTHOR BIOGRAPHIES 79
environments. Since starting InContext, Hugh has overseen the design of appli-
cations from desktop to Web to mobile, and from enterprise to small business to
consumers in the wide variety of industries supported by InContext.
He holds a B.S. degree in applied mathematics from Harvard.