While many people are focused on the testing/ feedback tools, there are other tools that user experience designers/ service designers use to collaborate and plan within teams. These tools can be broadly broken down into tools/ processes that help shape a project (i.e. expand ideas) and ones that refine a project (solidify an idea). The ideal project uses a balance of tools from all four quadrants of the diagram.
What are Personas?
Personas are sketches of sample users that help designers plan products in user-centered ways. Research can be hard to understand. Numbers are not warm and fuzzy, for example. Turning research into an idealized person makes it digestible across the team. The final personal is like an anonymized, fictionalized version of your research.
Creating personas usually requires the following steps:
- start by determining the users
- perform research on a set of users
- develop generalizations and conclusions based on the research (surveys, focus groups, and/ or interviews)
- writing a set of stories about a set of mock people.
Working with personas helps the whole team create a shared focus, i.e. a tangible client. In the end, you will find that using personas will help your team surface latent ideas. Also, personas are a wonderful benchmarking tool that helps your team stay on track throughout the project.
What are the components of the Persona?
Personas are like a snapshot of an idealized person.
Personas vary considerably but always include:
- Start with some demographics like age, marital status, and education level. Your set of personas should touch all the key demographics your project hopes to affect.
- A description of the person’s interests and dislikes
- A photograph or drawing of the “person”
Personas should also include statements related to the project, like their feelings and behaviors about museums, for example. Include non-museum behaviors as needed, like leisure behaviors or attitudes towards technology.
How can I make the perfect Personas?
Personas are essential to user-centered work. Here are five tips to succeed in creating perfect personas:
- Turn research into characters: Each part of your persona should draw from research but don’t keep it dry. Imagine the person who makes up that data point.
- Short and Sweet is Key: Personas are sketches not finished portraits. These personas will help guide your work to ensure that they are easy to use by keeping them succinct.
- Feelings, ideas, and details: Good personas touch on motivations, pain points, and behaviors. But, the special details are what make stellar personas, such as categories like triggers, goals, wow factors, and/ or dreams.
- Stay objective: Personas need to be completely objective. Don’t draw on real people. Take care to avoid personal biases.
- Doll them up: Before sharing your personas with your team, create one-page, designed documents with photographs of the “person”. There are plenty of templates online. The designed persona will feel more concrete.
While there are many User Experience and Service design tools, people are often most interested in the tools that help solicit customer feedback. These tools are essential in human-centered design, of course. How do you know which tool to use when? This grid helps make sense of the tools. An ideal study balances behavioral and attitudinal research, as you need to not only know how people interact with a product/experience but why they act this way. Quantitative research can be quicker and less costly, but the feedback will not be as rich as qualitative research. In the end, your timeline and budget will impact how many tools you can use.
Many Design tools are often about collaborating to create the best solution for the customer. What professional doesn’t want that? The challenge, however, comes when trying to think out how to use these tools in your workday. These tools and systems can be broken down into many different ways. But, one useful way to consider these tools is to think about learning styles. Most of us work in places that preference textual communication. Textual communication has drawbacks. Not everyone has the same level of verbal competency. Written and spoken language has limitations. For example, certain feelings are hard to verbalize, like think of verbalizing the feelings you get when your favorite food hits your tongue.
Sketching and drawing out ideas is a useful way to communicate across individuals. Many people fear drawing, particularly those who feel uncertain about their skills. In collaborative drawing sessions, consider using a scribe who is a terrible, but unashamed sketcher. Invite them to use simple shapes. Remind them this is not art. Sketching is a means to an end. When would you use this? If your team is tasked with planning the customer experience, you can collaborative sketch parts of the experience
Storyboarding is a set of sketches that show a sequence. Many people have played with storyboarding in school when working on creative writing. In the work situation, you are storyboarding a sequence of parts of an experience. The ideal storyboard combines pictures, annotations of those pictures, and text describing the moment. When would you use this? If your team is tasked with planning the best program ever, you can sketch the event from signing up to leaving.
Mapping is a broad category of tools. Journey mapping is a common tool that user experience designers employ to show the steps in using a product. Empathy mapping is used to describe the feelings associated with an experience. When would you use this? Every museum customer experience would be improved if they mapped the feelings people have from entering the building to leaving.
Card sorting is a feedback tool where people rate topics on cards. Placing the cards in order is a different form of meaning-making than surveying or rating, for example. When would you use this? When your internal team is trying to find consensus about ideas associated with a new space, card sorting can help surface major trends. This is a particularly useful tool in teams with many introverted members.
Prototypes can be high-tech or low. They can be refined or guerilla. However, all prototypes are useful for making ideas seem concrete. Some people can’t really understand an idea until they see it. When would you use this? You are trying to figure out the right types of signs for a new installation. Put up samples and solicit feedback.
Mapping can be considered kinesthetic, in that teams need to walk around to create their maps.
All of these tools have an aspect of aural learning. Encourage everyone to talk out the ideas that come up as they use these tools. You will find that many of these ideas would have remained hidden if they hadn’t used the processes.
User-Design and Service Design continue to grow closer together as disciplines. There are many process and tools associated with both fields. It can be challenging to keep each of these processes straight, as well as understand how they play out in each discipline. This cheat sheet helps make sense of some of the most common tools.
Design is about solutions. Many different design fields have systems that help practitioners efficiently and effectively find solutions.
Why systematic solutions?
Think of houses. There are many types of houses, but they are all basically four (or more) exterior walls and something on top. But, that said, even the most cookie-cutter neighborhood has differences between houses. Systems don’t close down creativity. Instead, they help designers maintain their creativity while sidestepping pitfalls/ or requiring wasted-time.
Why so many types of design?
Existence is complicated, and designers need to solve for all those complications. Most design practices come out of a need. Industrial design, for example, came out of solving problems encountered thanks to the industrial revolution. In recent years, human-centered design has been discussed in many different fields. Human-centered design is a practice that overlaps many design fields. HCD can be applied to industrial design, for example, HCD car design. By practice, service design and user-experience design are naturally human-centered.
User-Experience Design is more product-focused, partly due to its origins. User-Experience Design comes out of technology, with designers focusing historically on user interfaces. Historically, UXD used quantitative and qualitative data to help designers develop more user-centered products.
Service Design is focused on the experience, by looking holistically at touchpoints through the process. SD uses qualitative data to understand how an experience plays out over time. Unlike UXD, Service designers often focus on the broader environment and the processes that occur within those environments.
An analogy might be that the UX designer bakes the wedding cake that is best for the bride, and the service designer is the wedding planner to develop the best wedding for all. Both are important and connected, but slightly different in their approach and output.
What is the relationship between SD, CX, and UXD?
While SD and UX have been different fields, where do they fit intellectually? Some scholars see them as partially overlapping fields. Other scholars and practitioners, like myself, see UX as a subset of SD. UX is product related, which is used by people in spaces (Customer Experience) which occurs in environments (SD). Go back to the wedding metaphor. The wedding cake is a product people at the wedding eat; that relationship is not unlike someone using an app on a phone (perhaps less sweet). The interior design is about the space of the wedding. The look is modified to develop a certain feel in the space; this is exactly what customer experience designers consider. The person who deals with the overall experience is the wedding planner. They don’t have one product or feeling, but instead ensure all of the wedding works. Service design is similar, it is about everyone coming together for the customer.
As the world moves from products to services/ experiences, UXD and SD are moving closer together. Both fields are higher orders of design, as defined by Richard Buchanan in his 1992 book Wicked Problems in Design Thinking. According to Buchanan, UXD and SD are focused on interactions, not just objects or users, and as such are higher order designs. Many tools like the SD blueprint, mapping an experience over time, has become valued by UX Designers.
For Thursday, we will look into different practices to consider how museum professionals can use them.
Working towards equality in society requires many skills, not the least of which is the desire and ability to challenge one’s assumptions and beliefs. Many people think they are flexible thinkers. However, their flexibility usually has limits. Most our cognitive flexibility is tested in neutral or non-emotional settings. Think of the 21st-century skills like critical thinking and problem-solving. Each of those skills requires mental flexibility. But, most of the problems we solve don’t touch our core ideas of identity. Truly working on improving equity in society is beyond thinking outside the box. It is about realizing the box is not a box at all.
Equity is being used here to cover issues related to diversity, access, and inclusion in order to create a society in which all people are treated fairly respective of who they are. All people have beliefs and assumptions that are biased. Many people are learning to reconsider some of their biases. But, they often only focus on conscious assumptions.
For example, they might learn that certain terminology they have been using is wrong, like Transgendered is not the correct term. But, many people don’t dig into the underlying unconscious feelings they may have. In this case, transgendered is grammatically incorrect just as Italianed-American is incorrect. However, the phrase transgendered sounds as if the state of being trans was an action or a choice. Being trans is neither just as being female is not a choice for people who identify as such. For many people, intellectually changing terms is easier than actually facing their underlying assumptions. Therefore, someone who might use the word trans can still act in ways that are inadvertently or intentionally anti-trans. Most people have many unconscious assumptions about gender that are intertwined with their own identity. Being able to act in ways that are truly trans-supportive requires unpacking and facing these assumptions.
How do you do this? Firstly, seeing that your ideas are biased is essential. Comparing your assumptions with a contrary idea (i.e. an idea disruptor) is an important way to be able to face your biases. The contrary idea creates an unpleasant feeling and results in changes in attitude and beliefs, i.e. a cognitive dissonance. Without changing these underlying assumptions, you often still act in the same way you would have before facing an idea disruptor.
Most diversity, equity, accessibility, and inclusion training focuses on superficial ideas, and therefore does not result in changed actions. That is partly because facing one’s underlying assumptions cannot occur via external action. You need to do the work yourself. But, when you do, your actions towards equity will be transformed.
Recently, I was asked about how to help someone grow their understanding of equity. Many people of color have been doing this work since birth. White people need to choose to do this work, as our society has been formed to center and support whiteness. The work of transforming everything you believe about your society is not easy.
First, you need to accept that everything you believe is wrong. Shaking one’s foundations is unsettling, to say the least. But, cracking those innate assumptions is essential, so that the new ideas about our society have space to take root.
Every once in a while, someone tells something that creates profound cognitive dissonance. Recently, on a trip to England, my young daughter was asking me what we would see Native American art at the National Gallery, London. In the end, I came to understand that she wasn’t asking if we would see work from the tribes of the Americas. She was asking if we would see work of the indigenous people of the British Isles. There I was on the escalators in the Tube, leagues, or so, under London, realizing that indigenous and person of color were synonymous in my daughter’s mind. The conversation has stuck with me partly as it illustrates how many coded ideas are imbued in every word we use. Those codes remain invisible unless you are forced to reconsider those ideas. Once you see the codes, you can never un-see them. Think of coded language as a sort of optical illusion. Once your eyes see the trick, you always see it. So, how do you ensure you can “see” social inequity in all its myriad forms?
Placing yourself in moments of cognitive dissonance is essential to being about to transform your world view. You need to be proactive finding ideas and situations that break you out of your norms. You need to challenge yourself to see the world differently. You are the only one who can transform your vision of society.
So, where do you start? Reconsidering the fundamentals of your world is a good place to start. Look at ideas and concepts that you face every day. Break down your assumptions about those ideas.
Family is a particularly interesting one. Even those who aren’t close to their family face the concept constantly.
Take this situation. You walk into a coffee shop to look for a seat. You scan the room and find no tables available. You buy your coffee to go. By the time you leave, you have seen dozens of people. As you scanned the table, you likely unconsciously judged the relationship between the people at the tables. Everyone unconsciously makes hundreds of snap judgments, making images with frames of understanding, every day. Your brain decided on the relationship between people, even if you didn’t consciously realize this. The challenge is that your unconscious ideas are often biased.
American society was founded with the idea of the family being heterosexual with natural-born children and married adults. The idea of 2.5 children in the home of their birth parents is pervasive in our collective subconscious. Family has been transformed considerably in the last fifty years. Interracial relationships are at an all-time high. The state of marriage is no longer defined by gender.
Yet, many people still have innate, unconscious ideas about family. In that coffee shop, if there was a table with a black man and two white children, would you have said family? What about an old Filipino woman and two white children? A white woman and two black children? Two white men and one black boy? All of those groups might define themselves as family. They might not be related. They might. They might family friends, big brothers, foster parents, neighbors, nannies, families by choice, or blood relatives. But, they might all say they are family.
Family is defined individually not from the outside. The idea that family isn’t about blood or marriage breaks many of the unconscious ideas you might hold. You might know this intellectually, but I challenge you to find ways to short-circuit your unconscious frames of reference about family. Next time you are scanning a crowd force yourself to stop and question the groups you didn’t see as family.
This is part of an ongoing series about small actions you can do to increase your ability to increase equity in society.
Augmented Reality (AR) and Virtual Reality (VR) are tantalizing prospects for museums. These technologies offer museums a chance to engage visitors differently, while at the same time appearing cutting-edge.
In early September, the American Alliance of Museums and the Knight Foundation fostered a conversation about immersion. Museum professionals along with practitioners discussed AR, VR, and Immersion. Their conversations touched on some of the tensions that museum professionals feel about this new technology.
Cost was foremost amongst people’s concerns. Museums consistently feel the pinch of tight budgets. New technology can be a chance to gain additional funding, through grants. These grants might mean that the project costs are separate from the operating budget, but the organization can still be taxed. New projects pull capacity from existing projects.
Staff also feared the motivations and effects of implementing such projects. Many organizations might jump into “shiny new” projects without shoring up their internal capacity and infrastructure. Managers often lack the knowledge to make good decisions about digital. As a result, projects can fail even before they are launched.
These challenges are valid. AR and VR remain newer technology. Their impact on the museum-goers remains somewhat uncertain. Without clear impact studies, implementation costs can be hard to justify. The risks seem enormous.
However, the gains are greater. Immersion offers visitors new ways to engage. Both technology and non-technology immersion are becoming an important form of engagement throughout society. Museums risk more by not considering AR, VR, and immersion. The tools might not be right for all museums, but its imperative for museum professionals to understand immersive tools well enough to make informed decisions for their constituencies.
Ideally, museum professionals start by focusing on the visitor experience (VX) as a big picture. Everything within the institution should connect to their overall VX strategy. Then, they need to take stock of their internal abilities, both interpretive and technological. This step is essential but also challenging. Museums are often unable to assess holes in their capacity. Consultants can be helpful in lending an outside eye to determine the state of things. This foundation is essential before moving forward on any AR/VR project.
With the price tag in mind, museums might invest in AR/VR projects with permanency in mind. This approach is foolhardy. Instead, museums should go in planning obsolesce. Ignoring change will not make the pace of technological evolution slow. Focusing on the content can help stem some of the fear of investing in ephemeral technology. The ideas content will be evergreen even if the technology changes.
If AR or VR is the right tool for the ideas and the audience, the museum should develop processes that foster experimentation and iteration. Ideal processes should involve research, not just testing. Staff from many departments should be involved and make an impact on the project, not solely senior executives or tech staff. Early in the project the whole team should confirm the goals, outcomes, and define a common language.
AR and VR can be extraordinary or unnecessary, with the difference being the implementation. All engagement fails when it is produced thoughtlessly. Museum AR and VR projects will fail if they focus on the technology rather than the ideas. However, focusing on ideas alone is not enough. The organization has to be ready to launch such projects. Most museums require internal growth and planning to be able to develop successful AR and VR projects. But, these changes can reap huge benefits in meeting visitors in new, exciting ways.
In early September, the Knight Foundation sponsored an event at the Detroit Institute of Arts called Immersion in Museums: AR, VR or Just Plain R?. Here are some reflections from the day.
Waning attendance has museum professionals seeking novel ways to increase audiences. Many institutions are looking to immersive technology as salvation for their visitation woes. Technology alone, however, will not ensure the future of museum attendance. Museums need to develop engaging, immersive experiences to buoy to transform their attendance.
Museums, Technology, and Immersion Now
Technology appeals to museum executives hoping to counteract criticism of being stodgy or old-fashioned. While a decade ago museums often placed technology in sequestered spaces creating an immersive environment by virtue of their physical installation, the most successful recent technology projects are informational rather than immersive. San Francisco Museum of Modern Art gained wide notoriety for their SendMe SFMOMA project, where users could text words to receive corresponding objects. The millions of users increased their awareness of SFMOMAs collection through short, transactional moments. SendMeSFMOMA’s success was predicated on employing mainstream tools to deliver surprising content. Akron Art Museum’s Dot Chatbot is like a virtual educator, answering questions in real time.
At the same time, museums are in the midst of a non-technology immersion trend. Yayoi Kusuma’s exhibition, Infinite Mirrors, invites people to walk into transformative spaces, many employing mirrors to heighten the effect. The exhibition sold out in venues across the country, with second-party sellers asking hundreds of dollars for a single ticket. While Kusuma’s earliest rooms date to the 1960s, her work’s popularity increased exponentially, thanks to cell phones and social media. Celebrities like Beyonce and Ivanka Trump proudly posted pictures of themselves in her Infinite Mirrors exhibition on their Instagram. The success of the exhibition can be seen as due to the popular zeitgeist rather than the immersive qualities of the works. Visitors want to visit the rooms to photograph themselves in the space.
However, Kusuma’s recent spike in popularity has spawned many immersive museum experiences. The Museum of Ice Cream, the Museum of Selfies, and the Color Factory are examples of immersive spaces. Rather than looking at collections, visitors play in installations. The most successful built immersive experience is not a museum at all, but the artist-made space, MeowWolf, in Santa Fe, New Mexico. Artists Golda Blaise and Vince Kadlubek, in collaboration with a larger team, turned an abandoned bowling alley into an interactive artwork. Speaking in Detroit, Kadlubek noted that immersive experiences allow people the agency to drive their engagement. In the MeowWolf experience, visitors are awarded for their curiosity with sensory excess and pleasure. Immersion is a positive feedback loop that drives the enjoyment.
Low-tech immersion has a long history in museums. Specimens and artworks from the world over flooded into Western collections displayed to quell the voracious European intellectual interests. Beginning in 1812, John Soane, an early prophet of museums, filled his London home with his collection of 45,000 objects. Visitors today, like those of Soane’s time, can be awed, inspired, and even overwhelmed by Soane’s collecting prowess. Public museums in the 19th century continued Soane’s practice of displaying objects in dense groupings. Salon hanging, or hanging works in multiple stacked tiers, was common practice for most major art collections well into the 20th century. The sheer volume of art in one space inspired delight and wonder in visitors. Everyone could find something that appealed.
The physical space of the early museums were also immersive environments. Most early museums included fine details throughout from detailed floors, vaulted ceilings, and adorned exterior architecture. This attention to detail was meant to elicit specific feelings in visitors. Consider the fine exterior courtyard of the Victoria and Albert Museum, with its extraordinary mosaic tile scenes depicting artisans in action. Visitors, then and now, feel the transformative effect of spending a few minutes cosseted from the hubbub of London street, seated on the cool grass, surrounded by the awe-inspiring built environment.
Museum practices have moved away from chock-a-block installations and baroque spaces in the two hundred years since Soane’s time. American museums particularly have moved towards thinned out galleries surrounded by empty wall space. Museum professionals often suggest sparse installations allow visitors the chance to examine collections closely.
Immersion in Society
As museum practice has become more rarified, everyday life has become more immersive. Most visitors walking into museums have experienced some form of brand immersion. Most stores have a music playlist carefully chosen to project their company culture. Walking through the aisles, the shopper is unconsciously being immersed into the feel of their brand.
Explicitly immersive experiences are big business, as well. Disney makes billions annually on visitors hoping to escape into a different reality. Disney draws on decades of immersive education to deliver seamless experiences to visitors by blending built space with technology. Most visitors notice the attention to detail in the built space that makes fictional spaces manifest. However, Disney also exemplifies the hallmark of immersive experiences. Heightened experiences require playing with multiple senses. Disney subtly controls every sense in their spaces, including smell. With the mechanics hidden, the Disney visitor can be transformed into worlds that never existed.
Successful experiences do not need built space to be immersed. Video games are a $108.9 billion industry partly thanks to their highly immersive nature. Setting aside virtual reality and augmented reality for the moment, most video games have all the hallmarks of immersive experiences. Games are designed to make players feel as if they have entered the world of the game. The effect is so compelling that players often lose all sense of time as they become subsumed by the experience. People playing games feel empathy for their digital simulacrum in the game. The immersive nature of video games, like in Disney, is a carefully manufactured effect. Designers craft compelling storylines and build out complex digital spaces complete auditory effects and sounds. Players respond by feeling completely transported to the game world.
The appetite for immersive leisure has fueled intense interest in virtual reality and augmented reality. Virtual reality is a technology tool, usually accessed through a visor-headset, let’s users explore a world in 360-degrees. Augmented reality adds a virtual layer to reality, say through using a mobile app that combines input from a camera with digital content. Virtual reality uses technology to take people to new places, while augmented reality brings new places into people’s current reality.
These technologies remain in their pioneer phase. Consumer behaviors will help the scale of success and diffusion of VR and AR. Pokemon Go is oft noted as being the first successful AR game. In the game, players capture figures who seemingly appear in their actual surroundings, as pictured in the app. The player’s wonderment and delight are predicated on the juxtapositions between their world and another reality. The New York Times, under Maureen Towey, has been producing virtual reality videos that use cell phones and Google Cardboard. Towey noted at the Detroit convening that this medium allows people to explore in 360 degrees just as they view their real world. The NYTimesVR endeavor is seen as an extension of their existing work. These short videos are framed to tell immersive stories. Through experiencing video of the Land of Salt and Fire, for example, consumers delve into a story about Ethiopia’s Afar people.
Consumer behavior outside the museum sphere affects their desires for institutions. The trend for immersive exhibitions, therefore, is as much a product of the appetite for immersive games as an interest in being able to take trendy social media photographs. Therefore, museums would be remiss to ignore immersion as a form of visitor engagement. Immersive engagement is within the museum’s historical underpinnings.
Museums and the Future of Immersion
A few museums have had real success using technology to enhance reality. The Canadian Human Rights Museum had a well-reviewed virtual reality experience helping patrons understand the lives of Guatemalan women. The Knight Foundation-funded Detroit Institute of Art’s Lumin experience uses AR to deliver interpretation about the collection. While there are differences between these experiences, an important similarity connects them—they are visually-driven technology-mediated interpretive tools. Technology allows museums to break away from textual interpretation. Engaging patrons using other senses and forms of meaning-making is an important step in diversifying audiences.
These early museum AR/VR projects, though, only hint at the future of museum immersion. For the possibilities to come to fruition, however, the field needs to transform many of its processes. Immersion requires placing visitor experience above content goals. For museums, moving towards a human-centered design can be challenging. Museums are more comfortable at broadcasting information based on their internal, curatorial goals. This status quo is antithetical to the ideal processes needed to create compelling, immersive experiences. However, if museums are willing to move towards visitor-centered experience design, their audience and reach will expand greatly. The trade-off is the long run is a worthy one. Immersive experiences offer museums a future where huge audiences are a reality.