"user experience" entries
The O'Reilly Radar Podcast: Cait O'Riordan on Shazam's predictive analytics, and Francine Bennett on using data for evil.
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In this week’s Radar Podcast, I chat with Cait O’Riordan, VP of product, music and platforms at Shazam. She talks about the current state of predictive analytics and how Shazam is able to predict the success of a song, often in the first few hours after its release. We also talk about the Internet of Things and how products like the Apple Watch affect Shazam’s product life cycles as well as the behaviors of their users.
Predicting the next pop hit
Shazam has more than 100 million monthly active users, and its users Shazam more than 20 million times per day. This, of course, generates a ton of data that Shazam uses in myriad ways, not the least of which is to predict the success of a song. O’Riordan explained how they approach their user data and how they’re able to accurately predict pop hits (and misses):
What’s interesting from a data perspective is when someone takes their phone out of their pocket, unlocks it, finds the Shazam app, and hits the big blue button, they’re not just saying, “I want to know the name of this song.” They’re saying, “I like this song sufficiently to do that.” There’s an amount of effort there that implies some level of liking. That’s really interesting, because you combine that really interesting intention on the part of the user plus the massive data set, you can cut that in lots and lots of different ways. We use it for lots of different things.
At the most basic level, we’re looking at what songs are going to be popular. We can predict, with a relative amount of accuracy, what will hit the Top 100 Billboard Chart 33 days out, roughly. We can look at that in lots of different territories as well. We can also look and see, in the first few hours of a track, whether a big track is going to go on to be successful. We can look at which particular part of the track is encouraging people to Shazam and what makes a popular hit. We know that, for example, for a big pop hit, you’ve got about 10 seconds to convince somebody to find the Shazam app and press that button. There are lots of different ways that we can look at that data, going right into the details of a particular song, zooming out worldwide, or looking in different territories just due to that big worldwide and very engaged audience.
The O'Reilly Radar Podcast: Andy Budd on the rising value of design, the bright future of agencies, and designers on the brink.
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This week on the Radar Podcast, O’Reilly’s Mary Treseler chats with Andy Budd, a partner and UX designer at Clearleft. Their wide-ranging conversation circles around lessons learned at Clearleft, understanding who your user really is, and why design agencies have a bright future. Budd also offers some insight into the people and projects he’s keeping an eye on, or rather, as he explains, keeping a look out for — the next big things probably aren’t yet on our radar, he says.
As Clearleft, a user-experience design consultancy, has matured over its 10 or so years, Budd says they’ve gotten a lot more interested in the psychology and philosophy behind design, how designers’ actions affect the world and society in general. The value of design, Budd notes, has been increasing over the past few years, becoming equal to — or even beginning to surpass — the prominence technology has traditionally enjoyed:
When I used to go to technology conferences, six, seven, eight years ago, the general narrative was around actual technology. It was around the developers as heroes around the technical stack being the main differentiator. Design was often lost in the conversation. Now, I think that’s changed. I think in the last three or four years, actually the technology stack, and the technology in general, has become a lot more commoditized, with the rise of rapid prototyping tools, with the rises of libraries and frameworks, and also just the general maturation of products. I think it’s very rare nowadays that a startup or product company will have, particularly in the Web space, will have a massive competitive advantage, just through technology alone. Read more…
Understanding is what designers should be striving for as the backdrop for products.
Editor’s note: this post originally published on Medium; this lightly edited version is republished here with permission.
About 10 years ago, I worked on a project for a new system for people with diabetes. We talked with many people who had diabetes or who helped educate diabetics. I even wore an insulin pump around for several days. In short, we were building up subject matter knowledge and empathy for the people we were designing for. During this user research phase, many of us (myself included) started to have actual nightmares that we had diabetes. I remember once looking at my toes, wondering if the tingling I was feeling was the onset of diabetes. (It wasn’t — probably just my foot was asleep.) We’d empathized to the point where we really identified with diabetics and their problems, which are considerable. We had so much empathy for them, in fact, that for several weeks, we couldn’t solve the problem. It seemed intractable, given what we knew about the condition and the state of technology at the time.
It wasn’t until we were able to step away from the diabetics’ perspective and become less empathetic that we were able to come up with a product concept. We needed distance — a psychic removal — in order to really assess the problem and take action to change it. In other words, we had to act like designers, which meant we had to be more objective, to sit outside and to the left of the problem space. As this experience taught me, too much empathy can be as crippling as too little.
Our biggest opportunities as designers and product creators lie in a context-driven approach to designing user experiences.
Editor’s note: This is an excerpt from our recent book Designing Multi-Device Experiences, by Michal Levin. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Experience Design ebook here.We have entered a world of multi-device experiences. Our lives have become a series of interactions with multiple digital devices, enabling each of us to learn, buy, compare, search, navigate, connect, and manage every aspect of modern life.
Consider the hours we spend with devices every day — interacting with our smartphones, working on our laptops, engaging with our tablets, watching shows on television, playing with our video game consoles, and tracking steps on our fitness wristbands. For many of us, the following are true:
- We spend more time interacting with devices than with people.
- We often interact with more than one device at a time.
The number of connected devices has officially exceeded the seven-billion mark, outnumbering people (and toothbrushes) on the planet. By 2020, this number is expected to pass 24 billion. This inconceivable quantity not only attests to the growing role of these devices in our digital lives, but also signals an increasing number of devices per person. Many individuals now own multiple connected devices — PCs, smartphones, tablets, TVs, and more — and they are already using them together, switching between them, in order to accomplish their goals. Ninety percent of consumers use multiple devices to complete a task over time (PDF). For example, shopping for an item might entail (1) searching and exploring options at home on the PC, (2) checking product information and comparing prices in-store using your smartphone, and (3) writing product reviews on a tablet. Eighty-six percent of consumers use their smartphones while engaging with other devices and during other media consumption activities. Read more…
Behavioral design strategies provide high-level direction for how a product should be designed.
Editor’s note: This is an excerpt from our recent book Designing for Behavior Change, by Steve Wendel. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Experience Design ebook here.How can a product help its users pass all the way through the Action Funnel and actually take action? There are three big strategies that a company can choose from to change behavior and help users take action. Two of them come straight from the research literature and from the difference between deliberative and intuitive actions. The third is less obvious, but immensely powerful — it’s called cheating.
The conscious, deliberative route is the one that most of us are familiar with already — it entails encouraging people to take action, and them consciously deciding to do it. Users have to pass through all five stages of the Action Funnel, and often spend considerable time on the conscious evaluation stage.
The intuitive route is a bit more complex. Recall from Chapter 1 that our lightning-fast, automatic, and intuitive reactions arise from a mix of various elements: associations we’ve learned between things, specific habits we’ve built up, our current mindset, and a myriad of built-in shortcuts (heuristics) that save our minds work but can lead us astray. Of these, habits are the most promising route to developing a sustainable path to behavior change because there are clear, systematic ways to form them. And once they are formed, they allow the user to pass effortlessly through two of the stages of the Action Funnel — the conscious evaluation and the assessment of the right timing for action. Read more…
Tom Greever talks about the evolution of experience design and the challenges — and opportunities — facing designers today.
It’s no secret that design is playing a more prominent role within many organizations. Designers are becoming fundamentally linked to the development and success of products and services versus their more historical role polishing the appearance of those products and services. I recently sat down with Tom Greever, UX Director at Bitovi, to talk about the evolution of UX design, challenges that design professionals face today, and some of the keys to the success of the modern UX designer. Greever describes the evolution:
“Traditionally, the only problem we were trying to solve was to make something look better. It was a problem of just aesthetics, but now our designs have to solve for things like ease of use, or conversion, or user engagement. We’re solving business problems. We’re helping businesses achieve their goals through design, and if we can’t do that, then our designs aren’t any good. We’re not creating the right experience. They’re not providing value.”
Uber has built a great service. Why do they feel the need to use dirty tricks to succeed?
Tim O’Reilly has said that Uber is an example of designing for how the world ought to be. Their app works well, their cars are clean, their drivers are pleasant, and they usually arrive quickly. But more goes into the experience of a company than just an app. Corporate behavior is also part of the company’s design; perhaps not as noticeable as their Android or iPhone app, but a very real part. That’s where Uber falls down. They have increasingly been a bad actor, on many counts:
- Coercing their black car (Uber) drivers into driving for the low cost UberX service, which is much less profitable.
- Being disingenuous about the economics of driving for them. Justin Singer does an excellent job of deconstructing their claims. $90,000/year for a 40-hour work week? Think $40K. For a 70-hour work week.
- Badmouthing a competitor (Lyft) that is raising capital. As Fred Wilson says, this practice may be common, but it’s unethical and unproductive.
- Predatory (“surge”) pricing during peak hours, as much as seven times normal prices.
- Playing fast and loose with drivers’ background checks.
- And now one of their senior VPs has suggested researching and exposing the private lives of reporters who criticize them. He’s apologized, and said he never meant anything of the sort. Right. It’s not what you apologize for that counts; it’s not doing stuff you need to apologize for in the first place.
Mary Treseler talks about O'Reilly's new design investigation, and Trina Chiasson talks about typography and visualization.
In this week’s Radar Podcast episode, I talk with Mary Treseler, director of strategic content at O’Reilly, about our new investigation into experience design and how it’s shaping our future. Treseler notes a couple of key factors driving the investigation:
“What I’m seeing here and what I’ve been watching is the focus move from technology to design. Experience design or interaction design has always been around, but there are a couple of factors that are really pushing it into the spotlight. One being that we’re seeing more widespread support of design as a corporate asset, as something that could be a competitive advantage to businesses. The other is the Internet of Things, looking at the convergence of the digital and physical worlds, and what that means for designers and how they can impact the future.”
Even if you are familiar with embedded device and networking tech, you might not have considered the way it shapes UX.
Editor’s note: this is an excerpt from our forthcoming book Designing Connected Products; it is part of a free curated collection of chapters from the O’Reilly Design library — download a free copy of the Experience Design ebook here.
Designing for IoT comes with a bunch of challenges that will be new to designers accustomed to pure digital services. How tricky these challenges prove will depend on:
- The maturity of the technology you’re working with
- The context of use or expectations your users have of the system
- The complexity of your service (e.g. how many devices the user has to interact with).
Below is a summary of the key differences between UX for IoT and UX for digital services. Some of these are a direct result of the technology of embedded devices and networking. But even if you are already familiar with embedded device and networking technology, you might not have considered the way it shapes the UX. Read more…
You need to understand users to create engaging experiences that add value.
“[Jeff Sussna says in his blog post Empathy: The Essence of DevOps]: ‘It’s not about making developers and sysadmins report to the same VP. It’s not about automating all your configuration procedures. It’s not about tipping up a Jenkins server, or running your applications in the cloud, or releasing your code on GitHub. It’s not even about letting your developers deploy their code to a PaaS. The true essence of DevOps is empathy.’
“Understanding the other people that you work with and how you’re going to work together more effectively — that word ‘empathy’ struck me and it made me connect the world of DevOps with the world of user experience design.”
In the design community, empathy is at the heart of delivering excellent user experiences. Read more…