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USING DESIGN EXPERIMENTS TO KICKSTART STRATEGY Ha Phan @hpdailyrant Principal UX Designer, GoPro Software & Services

UX STRAT USA: Ha Phan, "Using Design Experiments as a Springboard for Strategy"

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USING DESIGN EXPERIMENTS TO KICKSTART STRATEGY Ha Phan @hpdailyrant Principal UX Designer, GoPro Software & Services

The Promise of Storytelling

The Problem of Over Capture

Finding a Point of View

Case Study: 3 experiments for Storytelling

Outcome and Guiding Principles

when people think of GoPro …

the promise of storytelling

capture storytelling

2015GoPro Mobile App

Control. Trim & Share

UX didn’t exist in GoPro Software & Services until mid 2014

2016GoPro Desktop App

offload. edit. share.

Keep your camera happy

the problem of over capture

living the moment curating

real life example

5 minutes of editing

how do we get there?

Editing is hard & time consumingThe landscape of video editing is fraught with controls and a steep learning curve.

Adobe Premiere

iMovie

The black box of good storytellingYou know it when you see it, but you can’t deconstruct it. You don’t know how to get there.

“I know what a good video looks like, but I don’t have the skills to make them look that way.” Josh

How might weenable users to create an emotional storyand make storytelling quick, easy and fun?

EXPERIENCE

tech innovationsexplorations

CORE PRINCIPLES | POV

exploratory researchmetricsexperiments

ASSUMPTIONS

Every product has to have a foundation — core principles supported by insights.

e

mental models INFORMATION ARCHITECTURE

INSIGHTS

foundation

EXPERIENCE

tech innovationsexplorations

CORE PRINCIPLES | POV

experiments

ASSUMPTIONS

What trade offs are users willing to make in a given context ?

e

mental models INFORMATION ARCHITECTURE

INSIGHTS

experiments

exploratory researchmetrics

trade off pay off

control automation

moments synched to emotional moments in music

Process

BUILDFunctional prototypes for diverging behaviors

experiment cycle

SYNTHESIZE / LEARNmental model,

motivations

TESTQualitative A/B Testing

Explorations & HypothesisTHINK

test behaviors not solutions

hypothesis mental modelmotivation

behavior 2

behav

ior 1

prototype to learn, evangelize to align

prototype 5 prototype 15 prototype 25 prototype 35

e e e

synthesisroadshow

synthesisroadshow

synthesisroadshow

authentic contentOver 150 GB of user submitted video

capture behaviorProvides clarity into what users are capturing and how they’re capturing.

understanding context

1. trim vs HiLight

2. linear timeline vs smart storyboard

3. music discovery

3 key experiments

research protocol

TOPIC TIME

Introduction 3 min

Exploratory Warm Up 5 min

Prototype 1 and 2(alternate between starting with each model)

40 min

Q&A from Observation Room 2 min

experiment 1

trim vs hilight

Cardiff by the Sea, CA - June 2015

Selecting a moment as the first step of video editing is more engaging and quicker than the traditional trim model (selecting ins and outs), even if it means giving up control.

experiment 1: trim vs hilight

HYPOTHESIS

model 1: trim (selecting ins and outs) model 2: HiLight (moment selection)

experiment 2: trim to clip vs HiLight

evangelize to align

prototype 5 prototype 15 prototype 25 prototype 35

e

synthesisroadshow

Story Expectationsclip lengths (3 - 5 secs)

good stories are short

flows and synchs to music

aspire to look like GoPro videos online

Moment Discoveryspeed over control

helps users find their narrative

scrubbing is fun, easy recovery

Focus on moments vs time promotes play over work

experiment 2linear timeline vs smart storyboard

model 1: linear timeline model 2: smart storyboard

experiment 2: linear timeline vs smart storyboard

experiment 2: linear timeline vs smart storyboard

linear model

time is infinite

clips and music are unhinged

smart storyboard

music is the story

clips expands and contracts to fit music

Adding moments to dynamically fill and synch to a predefined music duration will be quicker and easier for users to tell their GoPro story than a linear timeline.

experiment 2: linear timeline vs smart storyboard

HYPOTHESIS

Reachinggood-enough in least amount of time

Fast and synch to music is more important than control EFFORT / TIME

SATI

SFA

CTI

ON

effort : satisfaction

evangelize to align

prototype 5 prototype 15 prototype 25 prototype 35

e e e

synthesisroadshow

synthesisroadshow

synthesisroadshow

Effort vs Satisfactionfast over perfectautomated over controluser feels empowered

Music Synching feels magicalplayful and fun

experiment 3music discovery

Sampling from a short list and previewing music alongside story will push users to complete their story quicker vs. using controls to filter from a large list.

experiment 3: music discovery

HYPOTHESIS

model 1: short list model 2: filtered list

experiment 3: music discovery

evangelize to align

prototype 5 prototype 15 prototype 25 prototype 35

e e e

synthesisroadshow

synthesisroadshow

synthesisroadshow

Music Samplinghypothesis was wrong

music sampling along side preview is the pervasive behavior

music has to match the mood or intent of story

drives narrative

The interplay of narrative (content) and tone (music)

define narrativeserendipitously finding

moments

Identifying the Ending

Discover Moments

Reorder Moments Sample & preview

matching the feelingcompare possibilities

music discovery helps users find their narrative

music associationevokes story elements

moment discoveryto match music

Movement

Punctuate a Moment

Activity

Mood orFeelingAttitude

or Tone

Discover More Moments

outcome & core principles

EXPERIENCE

tech innovations

assumptionsexplorations

CORE PRINCIPLES | POV

exploratory researchmetricsexperiments

EXPLORATIONS

moments not time, are building blocks of story / memory

IP: music events as story structure e

mental models INFORMATION ARCHITECTURE

INSIGHTS

built foundation

“Houston, we have a point of view.”

we know what we don’t know

demonstrate critical micro-interactions

identify opportunities for IP investment

derive guiding principles for experience & strategy

evangelize design thinking & process

outcome

A good story …

matches the mood the user has in mind

about a topic or an eventhas a good ending

is short (less than 1 min, “people get bored”)

flows and synchs to musichas quick cuts or varied clip lengths

includes best moments (action, emotion, humor, interest point, what matters or is relevant to me)

activity

scene placement

image Quality

emotion

relevance / context

the atomic momentthe smallest emotional trigger

Guiding Principles

MAGICAL

MOMENT-FOCUSED EMPOWERINGMAGICALLIGHTWEIGHT

HiLight focused vs. tweaking and synching time

Simple, get to “good enough” with few

controls

It just knows. Minimal time investment with

delightful returns.

Makes the user feel like they’re better than they are. Builds them into better storytellers.

EXPERIENCE“You solve one problem and you solve the next one.

And if you solve enough problems you get to go home.”