Chapter 1 - Introduction - 2012 - Observing The User Experience
Chapter 1 - Introduction - 2012 - Observing The User Experience
Chapter 1 - Introduction - 2012 - Observing The User Experience
Introduction
3
4 CHAPTER 1 Introduction
flow. But after that we did spend a lot of time on strategy, finding
out what is LEGO’s true identity. Things like, why do you exist?
What makes you unique?”
To find out what made LEGO unique, Knudstorp turned to user
research. Over the course of a year, LEGO sent user researchers—
who they called “anthros”—to observe families around the world.
These anthros focused on culture: the meanings that kids found in
favorite possessions; how, where, and why they played; and differ-
ences in parenting and play styles across the regions where LEGO
did most of its business: Asia, Europe, and the United States. They
went to kids’ homes and interviewed them, and then watched them
play—not just with LEGO products, but with all kinds of objects.
Through its research, LEGO arrived at a renewed understand-
ing of the meaning of play to children. Insights from the anthros’
visits had emphasized the way that toys fit into kids’ storytelling.
Fire trucks didn’t need to look outlandishly cool to be loved; they
needed to fit into kids’ existing stories about firefighters. Research
also led to an enhanced appreciation of cultural differences in play.
Japanese families, for example, tended to strictly separate education
and play; selling LEGO products as “educational” blurred that dif-
ference for parents, making them unsuitable either as toys or as
teaching devices. Boys in the United States, by contrast, were
highly supervised most of the time. For them, playing with LEGO
bricks was one of the few parent-approved activities that allowed
unstructured time alone.
Most importantly, the LEGO design team re-evaluated the
importance of difficulty. “You could say,” wrote Businessweek
reporter Brad Wieners, “a worn-out sneaker saved LEGO.” In the
early 2000s, the company had attributed its failures partially to the
popularity of electronic games. But what did kids see in these
games? For years, the company had believed that kids wanted a
“plug and play” experience: easier roads to speedy success. So they
simplified their models. The anthros came back from time spent
with kids telling a different story.
The head of LEGO Concept Lab told Businessweek, “We asked
an 11-year-old German boy, ‘What is your favorite possession?’
And he pointed to his shoes. But it wasn’t the brand of shoe that
made them special. When we asked him why these were so impor-
tant to him, he showed us how they were worn on the side and
6 CHAPTER 1 Introduction
bottom, and explained that his friends could tell from how they
were worn down that he had mastered a certain style of skateboard-
ing, even a specific trick.” The boys they had met, like the German
skater, were interested in experiences of “mastery”: learning skills
and, as with the worn-down sneaker, demonstrating that mastery to
others. Through observing kids play and talking to them about
their lives, LEGO designers realized that they had misunderstood
what computer games meant.
In response, the designers went back to the drawing board.
While obeying the mandate to reduce the number of different
pieces, designers also worked with researchers to support experi-
ences of mastery. Models might use fewer specialized components,
but they could still be satisfyingly challenging. Instead of aiming for
immediate gratification, the LEGO designers drew from notions of
progression built into computer games: winning points, leveling up,
and entering rankings. Designers also completely reworked their
LEGO City line. Out with the futuristic styling, in with fire trucks
that looked like, well, fire trucks.
But that’s not the whole story, though it’s a big part. At the
same time, LEGO also turned its attention to a large group of
devoted customers who hadn’t strayed: adults. Each individual adult
enthusiast spent far more on LEGO products in a year than most
kids would ever spend in a lifetime. However, the company’s reve-
nue overall overwhelmingly came from kids—boys ages 7 to 12, to
be exact. So most LEGO execs didn’t see any reason to cultivate
older customers (not to mention girls, but that’s a different story).
In fact, the company had notoriously kept adult fans at arms-length.
Communicating with older fans could inspire new product ideas…
and then invite lawsuits over the profits from those ideas. But the
problem with adult fans for LEGO management wasn’t just law-
suits. “The impression,” Jake McKee, a former LEGO Group com-
munity manager, bluntly told a conference audience in 2009, “was
that these guys are weird.”
“And yes,” McKee continued, “some of them were weird.” But
their exuberant love for LEGO kits, he pointed out, was bringing
the struggling company a lot of positive attention. On their own
initiative, adult fans built massive LEGO installations in shopping
malls, attracting attention from tens of thousands of kids. Their
efforts brought them stories on television and in newspapers. And
Learning from LEGO 7
LEGO Lessons
The problems you and your company need to address might not
be as all-encompassing as those faced by the LEGO Group, but
the toymaker’s story includes some important lessons for user
experience research that we want to emphasize. The obvious
lesson, of course, is that knowing your customers is important,
and that it takes work! That shouldn’t surprise anyone who’s
gotten this far into this book. But there are other, less obvious,
points.
for the specific tastes of their adult fans, an audience they had previ-
ously ignored.
not just the design of the product, but also the design of the
business itself.
And finally:
In Conclusion
This book is about the knowledge that will help you create and
sustain great product and service experiences. It will help you avoid
situations like that faced by the LEGO Group while retaining and
cultivating the creativity that leads to innovative, exciting, unique,
and profitable products and services. It provides a collection of user
experience research tools to help you explore how products and
services can engage with people’s desires and abilities.
Our philosophy is not about following strict procedures to
predictable solutions. It’s about defining (and redefining) specific
problems and opportunities—and then creatively responding to
them.The ultimate goal of these tools is not merely to make people
happy; it’s to make successful products and services by making people
happy. With a set of tools to help figure out how people view the
world, you are much more likely to create things that help people
solve problems they really care about, in ways that delight and
g ratify them.