SLIDE 1 Everything Speaks -
Designing Touchpoints for Everyday Experiences
Jamie Good - Tuesday, June 16’2020 at CPSI Virtual
SLIDE 2
Why: ‘Everything Speaks’?
SLIDE 3 TOUCHPOINT
SPRINT 1 JOURNEY
TOUCHPOINT
WHAT? HOW?
TOUCHPOINT
SPRINT 2 TOUCHPOINT
TOUCHPOINT
SPRINT 4 DESIGN
TOUCHPOINT
Q&A + NEXT
TOUCHPOINT
SPRINT 3 FRICTION
SLIDE 4 WHAT? HOW?
Interaction & Discussion:
- Polls
- Questions
- Breakout Rooms
- Presentations
Explore & Discover:
- 4 x Sprints:
- Content + Poll
- Breakout Room + Presentation
- Reset/Return
- Q&A
SLIDE 5
Start with Empathy
SLIDE 6
SLIDE 7
Why this Experience?
SLIDE 8 ‘POV’ statement = take the identified needs & potential
insights and create an actionable problem statement
...needs to... [user’s need]
What does your participant need to do?
“[User]...
Who will participate in your designed experience?
...because….” [surprising insight]
Why do they need to do this?
d.school
SLIDE 9 What’s the ‘POV’ for CPSI?
Write what you feel is a good POV for CPSI in the chat! Format = “[User] needs to [user’s need] because [surprising insight].”
Example POV for a Lady Gaga concert: “My fans need to feel special, entertained and loved by me at tonight’s concert because they are coming to be part of the Little Monsters’ community and feel like they belong.”
SLIDE 10 Poll #1
Q: If you are designing a virtual conference, which of the following must be considered part of the journey, and therefore ‘designed for optimal experience’?:
- Promotion + registration
- Registration + attending the virtual conference
- Attending the virtual conference
- Attending the virtual conference sessions + providing feedback
- Promotion + registration + attending + providing feedback + receiving follow-up emails
SLIDE 11 JOURNEY = the ‘whole experience’ a participant will have with the experience you have designed for them including before, during and after
- a participant’s interaction and relationship
with the designed experience ‘hopefully’ from beginning to end (and often beyond)
SLIDE 12 AFTER
How do you prompt & encourage reflection?
DURING
How do you encourage & sustain participation?
BEFORE
How do you build anticipation?
SLIDE 13 AFTER
How might CPSI
encourage reflection?
DURING
How are CPSI
& sustaining participation?
BEFORE
How did CPSI organizers build anticipation?
SLIDE 14 Sprint 1 - JOURNEY
- In your Breakout Room, discuss the ‘whole experience’ journey a participant takes in
your scenario in terms of before, during, after:
- What interactions build anticipation? Encourage and sustain participation?
Provide reflection?
- What might you add to the journey to build anticipation, encourage and sustain
participation and provide reflection?
- What might happen if one of the 3 steps of the journey is not intentionally designed?
- Choose one person to present your findings in 90 seconds.
SLIDE 15 Sprint 1 - JOURNEY
- One person to present your findings in 90 seconds:
- What parts of your journey might build anticipation,
encourage participation and provide reflection?
- What might your group like to add to the current
journey to improve the ‘whole experience’?
- What might happen if we don’t intentionally design
the experience?
SLIDE 16 Poll #2
Q: If a ‘touchpoint’ is any way a participant interacts with an experience - whether it be person-to-person, through a website, an app or any form of communication - which of the following touchpoints have been part of your CPSI experience so far?:
- Registering for the CPSI Virtual Conference
- Receiving a confirmation email
- Downloading Zoom
- Reading my session description
- Finding a spot to participate uninterrupted
- All of the Above
SLIDE 17
TOUCHPOINT = any way a participant interacts with an experience -, whether it be person-to-person, through a website, an app or any form of communication (Wikipedia) = represents a specific time and place during an experience in which a participant interacts with designed experience elements (Rossman & Duerden)
SLIDE 18 TOUCHPOINT
Consider:
- A touchpoint is a ‘microexperience’ within your designed
‘macroexperience’
- Your design is how you’ll sequence the touchpoints so
they lead participants on a journey to the desired
SLIDE 19 AFTER
- Filling out a survey
- Receiving thank you email
- Receiving request to
become a member
- Telling friends about the
experience
learned
DURING
- Attending webinar session
- Interacting with other
attendees
- Interacting with presenters
- Asking questions of CPSI
team
- Zoom not working properly
BEFORE
- Spotting social media post
- Registering for conference
- Receiving confirmation
email
- Downloading Zoom
- Telling colleagues
SLIDE 20 TOUCHPOINTS + EMOTIONS
POSITIVE
Q: Which touchpoints have triggered positive emotions? NEGATIVE
- Audio not working during a session
Q: Which touchpoints have triggered negative emotions?
SLIDE 21 Sprint 2 - TOUCHPOINTS
- In your Breakout Room, discuss and list all the touchpoints
(interactions) involved in your assigned experience - before, during, after.
- Categorize the touchpoints according to positive or negative
emotional states.
- Choose one person to present your findings in 90 seconds.
SLIDE 22 Sprint 2 - TOUCHPOINTS
- One person to present your findings in 90 seconds:
- 1 negative touchpoint for each of the 3 segments of
your journey (before, during, after)
- 1 positive touchpoint for each of the 3 segments of your
journey
SLIDE 23
How might we ensure that the sequence of touchpoints in our designed experience will lead to our desired outcome?
SLIDE 24 Poll #3
Q: In Experience Design terms, if friction can be defined as interactions that inhibit participants from intuitively and painlessly achieving their goals within an experience, which of the following fit that definition when visiting a national park?:
- “We couldn’t find a parking spot!”
- “It was cloudy during our visit so my photos aren’t great.”
- “I didn’t find a trash can for my garbage I brought back from my hike.”
- “People on the trail were noisy and hogged the path!”
- “It took me more than 5 minutes to find opening hours on the website.”
- All of the above
SLIDE 25 FRICTION = interactions that inhibit participants from intuitively and painlessly achieving their goals within an experience (Victoria Young) = anything that prevents users from accomplishing their goals or getting things done. It’s the opposite of intuitive and effortless, the
- pposite of “Don’t make me think.” (Zoltan Kollin)
SLIDE 26
TAKING PUBLIC TRANSIT
Q: What might be examples of friction you experience when taking public transit?
SLIDE 27 ‘GOOD’ FRICTION?
- Forcing a participant to slow down to prevent mistakes
- ‘Are you sure you want to delete this file?’
- Multi-step authentication
- 140 character limit on Twitter
SLIDE 28 Sprint 3 - FRICTION
- In your Breakout Room, discuss existing friction - interactions that
inhibit participants from intuitively and painlessly achieving their goals - in the before, during and after segments of your assigned experience:
- Which of the examples of friction you’ve listed would make you
‘exit’ the experience early and/or disengage?
- How might you insert ‘good’ friction into the experience, and for
what benefit?
- Choose one person to present your findings in 90 seconds.
SLIDE 29 Sprint 3 - FRICTION
- One person to present your findings in 90 seconds:
- What examples of friction exist in your group’s
‘macroexperience’?
- Which of these examples of friction would cause
disengagement?
- How might you insert ‘good’ friction into your experience?
SLIDE 30 CLARIFY
Identify challenge
IDEATE
Generate ideas
DEVELOP
Develop solution
IMPLEMENT
Formulate plan
THE CREATIVE PROBLEM-SOLVING (CPS) PROCESS
SLIDE 31
During which stage(s) of the CPS process - ideate, clarify, develop, implement - might we seek to identify and remove friction?
SLIDE 32 Poll #4
Q: When designing experiences, where do you feel most of the effort is usually focused?:
- the ‘before’ part of the journey
- the ‘during’ part of the journey
- the ‘after’ part of the journey
SLIDE 33 Consider: Frontstage & Backstage Contributors
Frontstage = the people and things that participants will interact with during a touchpoint
- CPSI website
- CPSI presenters
- Zoom platform
- Registration
Backstage = the people and things that participants won’t interact with but are needed to make the touchpoint happen
- Sched platform developers
- Volunteers
- Internet service providers
- Presenters’ home or office
SLIDE 34 CPSI IMPROV SHOW
A casual, fun and creative evening
- f performance and laughter for
CPSI attendees. “We believe laughter forges connections -- join us and get your giggle on!”
SLIDE 35 Sprint 4 - DESIGN
- In Breakout Rooms, design a CPSI Improv Show experience.
- Include before, during, after touchpoints in the journey.
- List frontstage and backstage contributors you might need.
- When you spot ‘bad’ friction and negative touchpoints, keep
track of them and how you solved for them.
- Consider: clarify (identify challenge), ideate (generate ideas),
develop (develop solution), implement (formulate plan)
SLIDE 36 Sprint 4 - DESIGN
- What’s happening before?
- What’s happening during?
- What’s happening after?
- Who’s needed frontstage? And backstage?
- What friction and negative touchpoints did you remove?
SLIDE 37
How might we apply what we’ve learned today?
SLIDE 38
Questions and Thanks!
hello@thejamiegood.com