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USER EXPERIENCE 
I S E V E R Y O N E ’ S 
RESPONSIBILITY 
Simon Norris 
Hi, I’m Simon from Nomensa. 
This is my presentation User experience is everyone’s 
responsibility from Interact London 2014. 
More and more organisations are realising the importance 
of user experience (UX) and the value it can leverage in 
delivering more engaging, personalised and meaningful 
interactions. 
However, many of the most successful companies do not 
place enough importance on UX and much more needs to 
be done. UX is not the responsibility of the online team or 
marketing department alone - it should be considered an 
organisational effort. 
The presentation will explore the thinking, governance and 
tools that can be used to culturally embed UX into an 
organisation. In a nutshell, learn how to create a 'Digital 
First' strategy and philosophy.
It’s not just the digital department, the whole world is 
becoming increasingly digital and organisations need to 
adopt a digital first philosophy. 
The products we use are part of our lives. We use them to 
find our way, to talk with our friends and family and to 
share our thoughts. Separating the product from the 
experience can be very difficult when the user experience 
has been well crafted. 
Simon Norris
The digital world can hard to separate from the physical 
world. If I ask the question “where is the store”?, is it out 
there on the high street or on my phone or is it in my 
head? 
It’s in all of these places and devices…and more yet to be 
designed and therefore realised. Experience is literally 
everything…and everywhere! 
Simon Norris
User experience can be deceivingly complex! If we take 
Google and type in ‘User Experience’ we get 110 million 
results - now that result is not simple, not by any measure. 
Yes the search is simple but the result well, I question the 
value of presenting such an unfathomable number as a 
good user experience!
The Iceberg Model of Meaning. 
At one end of the meaning continuum you have surface 
meaning and the other end the deeper meaning. As 
designer we are shaping the surface meaning, the code, 
visual patterns and composition. 
If we get that right we can influence the deeper meaning 
we experience. The surface meaning is the path to create 
more engaging and meaningful experiences. 
Simon Norris
The experiences we are designing or shaping to be more 
specific are becoming incredibly more sophisticated. How 
far can we take it? Let’s take a glimpse at a possible near 
future from Microsoft. 
Simon Norris
Experience, our actual day to day, moment to moment 
experience is composed of many moments of average, we 
could even say mundane.
Yet our experience can also be punctuated by the 
sublime.
Sometimes the sublime moments are obvious, however sometimes they can just strike - that’s what 
makes experience and trying to shape (design) it so very interesting. Doing email can be mundane yet 
it can also be sublime if the email is to learn you have a new job at Nomensa for example.
A heavyweight German philosopher with some interesting ideas we can apply to frame how we shape 
(design) user experience. We can often think or talk about user experience in very broad and almost 
vague ways. We need to be able to deconstruct user experience.
Two of Heidegger’s ideas are ‘Ready to 
hand’ and ‘Present at hand’. We can 
deconstruct experience even further by 
representing ‘Ready to hand’ and 
‘Present at hand’ as poles on a 
continuum.
• Crossing thresholds 
• Testing the boundaries 
• Managing crises 
Moments of truth: require us to make an 
active choice, e.g. paying for something 
online which we may want the user to 
consider.
SIGNATURE 
MOMENTS 
Personality Difference 
Signature moments: the moments that 
allow you to show off your brand or a 
little interaction magic that allows you to 
stand out!
SIGNATURE 
MOMENTS 
DELIGHTFUL 
MOMENTS 
• Anticipating needs 
• Unexpected extras 
• Cool Factor 
Delightful moments: unexpected 
moments that add a little cool factor to 
your user experience.
SIGNATURE 
MOMENTS 
DELIGHTFUL 
MOMENTS 
INVISIBLE 
MOMENTS 
1000’s of micro 
interactions 
Invisible moments: the flow of invisible 
(micro) interactions that happen when 
we use a product.
EXPERIENTIAL 
GESTALT 
Simon Norris 
All the moments described create the user experience. Yet, they are more than the sum 
of their parts and we should think of them as an Experiential Gestalt.
To understand user experience we have to think in terms 
of ‘the micro-macro’. Many individual Lego pieces are just 
a collection of Lego pieces. 
Simon Norris
However, the Lego pieces can be made into something 
more than the sum of their pieces. In this case a Lego 
model of the Sydney Opera House. Understanding the 
relationship between the micro-macro is understanding the 
importance of Experiential Gestalts.
MOUNTAIN 
Simon Norris 
User experience is not just that amazing moment or ‘view 
from the top of the mountain’. I call this the fallacy of the 
immediate - we are not just designing moments of the 
sublime - we also design average and mundane moments. 
The moments of the sublime have to punctuate and 
compliment the mundane moments so that we can craft a 
user experience that is meaningful and reflects our 
cognitive and emotional capabilities.
Every experience we feel is connected in the past. 
Experience is a journey. 
Simon Norris
The journey to the top of the mountain can be long and 
composed of many different journeys. 
Simon Norris
Simon Norris 
The journey to the top of the mountain may even start 
looking at the mountain range on a laptop.
To understand user experience we need to fly at the right 
height. If we fly too high we’ll miss all the detail and if we 
fly too low we’ll lose perspective. 
FLYING AT THE 
RIGHT HEIGHT 
Simon Norris
Experiences can be micro.
Experience can also be macro. To understand user 
experience we have to understand the elements and how 
those elements are composed.
Part of the Amazon river looks curvy from a certain 
perspective. 
Simon Norris
However, when we zoom out even further the 
river can look an arcing line even though it 
has many curves. Different perspectives can 
change what we think. 
Shaping (designing) user experience is no 
different. We need to fly at the right height to 
understand the relationship between the 
micro-macro elements. 
Simon Norris
OPS SALES MARKETING I.T. HR 
DIGITAL 
In the very beginning of the digital era ‘digital’ typically sat underneath IT 
or marketing.
As digital became more significant it became a ‘silo’ in its own right. 
DIGITAL OPS SALES MARKETING I.T. HR
DIGITAL 
In a digital first organisation digital runs through the whole organisation 
with every department having a say in how they apply digital. 
OPS SALES MARKETING I.T. HR
Simon Norris 
Buying a car is more than merely looking on a 
website. We may look on a website and we 
may visit a showroom as well. Yet the whole 
experience from website to factory and the 
finishing product (driving experience) is more 
than one type of experience. 
They are many experiences - we don’t even 
have language for this design-stuff yet it’s real - 
it’s why digital, UX and IA are hard or as I like to 
say complex, interesting and fun.
We have to understand all the moments and find 
meaningful patterns that links them together.
From user journeys (services) we need to join 
the dots to understand the journeys we want our 
customers to experience.
However, it is not enough to think in terms of 
user journeys or service design. We have to 
develop Ecological Thinking. Organisations are 
providing ecosystems. Here’s Apple’s.
Here’s Netflix. Ecological thinking is where we 
need to be headed as designers.
Ecological design recognises many journeys 
criss-crossing, so the idea of a start or a finish 
becomes less important and the user 
experience becomes The Thing and not just the 
journey or the service.
My colleague, Jon Fisher developed Meaning 
maps to helps us understand the interactions 
between channels within an ecology.
User experience is a journey that everyone takes 
whether they are users or employees. 
Everyone, has a part to play in 
the shaping of experience. 
In fact, in a digital first organisation 
everyone has a part to play. 
Simon Norris 
User experience is a journey that everyone 
takes whether they are users or employees. 
Everyone, has a part to play in the shaping of 
experience. 
In fact, in a digital first organisation everyone 
has a part to play.
EXPERIENTIAL GESTALT 
To recap we have to: 
- Think in terms of gestalts 
(see the bigger picture / be strategic) 
Join the dots (understand the many journeys 
customers/people can take) 
- Appreciate the micro-macro nature of 
experience/ behaviour /nature 
- Map meaning and interactions across 
channels, services, and devices 
These are the tools we need to use to become 
digital-first. To appreciate the role and importance 
of experience as a company activity. The 
designing of user experience requires everyone, 
and it more than just understanding the customer. 
That was stage 1. Digital First is the next stage, 
stage 2.
One of my hero’s Sir Henry Royce. 
“Strive for perfection in everything we do. Take 
the best that exists and make it better. When it 
doesn’t exist design it”.
THANK YOU

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User experience is everyone's responsibility

  • 1. USER EXPERIENCE I S E V E R Y O N E ’ S RESPONSIBILITY Simon Norris Hi, I’m Simon from Nomensa. This is my presentation User experience is everyone’s responsibility from Interact London 2014. More and more organisations are realising the importance of user experience (UX) and the value it can leverage in delivering more engaging, personalised and meaningful interactions. However, many of the most successful companies do not place enough importance on UX and much more needs to be done. UX is not the responsibility of the online team or marketing department alone - it should be considered an organisational effort. The presentation will explore the thinking, governance and tools that can be used to culturally embed UX into an organisation. In a nutshell, learn how to create a 'Digital First' strategy and philosophy.
  • 2. It’s not just the digital department, the whole world is becoming increasingly digital and organisations need to adopt a digital first philosophy. The products we use are part of our lives. We use them to find our way, to talk with our friends and family and to share our thoughts. Separating the product from the experience can be very difficult when the user experience has been well crafted. Simon Norris
  • 3. The digital world can hard to separate from the physical world. If I ask the question “where is the store”?, is it out there on the high street or on my phone or is it in my head? It’s in all of these places and devices…and more yet to be designed and therefore realised. Experience is literally everything…and everywhere! Simon Norris
  • 4. User experience can be deceivingly complex! If we take Google and type in ‘User Experience’ we get 110 million results - now that result is not simple, not by any measure. Yes the search is simple but the result well, I question the value of presenting such an unfathomable number as a good user experience!
  • 5. The Iceberg Model of Meaning. At one end of the meaning continuum you have surface meaning and the other end the deeper meaning. As designer we are shaping the surface meaning, the code, visual patterns and composition. If we get that right we can influence the deeper meaning we experience. The surface meaning is the path to create more engaging and meaningful experiences. Simon Norris
  • 6. The experiences we are designing or shaping to be more specific are becoming incredibly more sophisticated. How far can we take it? Let’s take a glimpse at a possible near future from Microsoft. Simon Norris
  • 7. Experience, our actual day to day, moment to moment experience is composed of many moments of average, we could even say mundane.
  • 8. Yet our experience can also be punctuated by the sublime.
  • 9. Sometimes the sublime moments are obvious, however sometimes they can just strike - that’s what makes experience and trying to shape (design) it so very interesting. Doing email can be mundane yet it can also be sublime if the email is to learn you have a new job at Nomensa for example.
  • 10. A heavyweight German philosopher with some interesting ideas we can apply to frame how we shape (design) user experience. We can often think or talk about user experience in very broad and almost vague ways. We need to be able to deconstruct user experience.
  • 11. Two of Heidegger’s ideas are ‘Ready to hand’ and ‘Present at hand’. We can deconstruct experience even further by representing ‘Ready to hand’ and ‘Present at hand’ as poles on a continuum.
  • 12. • Crossing thresholds • Testing the boundaries • Managing crises Moments of truth: require us to make an active choice, e.g. paying for something online which we may want the user to consider.
  • 13. SIGNATURE MOMENTS Personality Difference Signature moments: the moments that allow you to show off your brand or a little interaction magic that allows you to stand out!
  • 14. SIGNATURE MOMENTS DELIGHTFUL MOMENTS • Anticipating needs • Unexpected extras • Cool Factor Delightful moments: unexpected moments that add a little cool factor to your user experience.
  • 15. SIGNATURE MOMENTS DELIGHTFUL MOMENTS INVISIBLE MOMENTS 1000’s of micro interactions Invisible moments: the flow of invisible (micro) interactions that happen when we use a product.
  • 16. EXPERIENTIAL GESTALT Simon Norris All the moments described create the user experience. Yet, they are more than the sum of their parts and we should think of them as an Experiential Gestalt.
  • 17. To understand user experience we have to think in terms of ‘the micro-macro’. Many individual Lego pieces are just a collection of Lego pieces. Simon Norris
  • 18. However, the Lego pieces can be made into something more than the sum of their pieces. In this case a Lego model of the Sydney Opera House. Understanding the relationship between the micro-macro is understanding the importance of Experiential Gestalts.
  • 19. MOUNTAIN Simon Norris User experience is not just that amazing moment or ‘view from the top of the mountain’. I call this the fallacy of the immediate - we are not just designing moments of the sublime - we also design average and mundane moments. The moments of the sublime have to punctuate and compliment the mundane moments so that we can craft a user experience that is meaningful and reflects our cognitive and emotional capabilities.
  • 20. Every experience we feel is connected in the past. Experience is a journey. Simon Norris
  • 21. The journey to the top of the mountain can be long and composed of many different journeys. Simon Norris
  • 22. Simon Norris The journey to the top of the mountain may even start looking at the mountain range on a laptop.
  • 23. To understand user experience we need to fly at the right height. If we fly too high we’ll miss all the detail and if we fly too low we’ll lose perspective. FLYING AT THE RIGHT HEIGHT Simon Norris
  • 25. Experience can also be macro. To understand user experience we have to understand the elements and how those elements are composed.
  • 26. Part of the Amazon river looks curvy from a certain perspective. Simon Norris
  • 27. However, when we zoom out even further the river can look an arcing line even though it has many curves. Different perspectives can change what we think. Shaping (designing) user experience is no different. We need to fly at the right height to understand the relationship between the micro-macro elements. Simon Norris
  • 28. OPS SALES MARKETING I.T. HR DIGITAL In the very beginning of the digital era ‘digital’ typically sat underneath IT or marketing.
  • 29. As digital became more significant it became a ‘silo’ in its own right. DIGITAL OPS SALES MARKETING I.T. HR
  • 30. DIGITAL In a digital first organisation digital runs through the whole organisation with every department having a say in how they apply digital. OPS SALES MARKETING I.T. HR
  • 31. Simon Norris Buying a car is more than merely looking on a website. We may look on a website and we may visit a showroom as well. Yet the whole experience from website to factory and the finishing product (driving experience) is more than one type of experience. They are many experiences - we don’t even have language for this design-stuff yet it’s real - it’s why digital, UX and IA are hard or as I like to say complex, interesting and fun.
  • 32. We have to understand all the moments and find meaningful patterns that links them together.
  • 33. From user journeys (services) we need to join the dots to understand the journeys we want our customers to experience.
  • 34. However, it is not enough to think in terms of user journeys or service design. We have to develop Ecological Thinking. Organisations are providing ecosystems. Here’s Apple’s.
  • 35. Here’s Netflix. Ecological thinking is where we need to be headed as designers.
  • 36. Ecological design recognises many journeys criss-crossing, so the idea of a start or a finish becomes less important and the user experience becomes The Thing and not just the journey or the service.
  • 37. My colleague, Jon Fisher developed Meaning maps to helps us understand the interactions between channels within an ecology.
  • 38. User experience is a journey that everyone takes whether they are users or employees. Everyone, has a part to play in the shaping of experience. In fact, in a digital first organisation everyone has a part to play. Simon Norris User experience is a journey that everyone takes whether they are users or employees. Everyone, has a part to play in the shaping of experience. In fact, in a digital first organisation everyone has a part to play.
  • 39. EXPERIENTIAL GESTALT To recap we have to: - Think in terms of gestalts (see the bigger picture / be strategic) Join the dots (understand the many journeys customers/people can take) - Appreciate the micro-macro nature of experience/ behaviour /nature - Map meaning and interactions across channels, services, and devices These are the tools we need to use to become digital-first. To appreciate the role and importance of experience as a company activity. The designing of user experience requires everyone, and it more than just understanding the customer. That was stage 1. Digital First is the next stage, stage 2.
  • 40. One of my hero’s Sir Henry Royce. “Strive for perfection in everything we do. Take the best that exists and make it better. When it doesn’t exist design it”.

Notas do Editor

  1. It’s not just the digital department, the world is becoming increasingly digital and organisations need to adopt a digital first philosophy.
  2. It’s not just the digital department, the world is becoming increasingly digital and organisations need to adopt a digital first philosophy. The products we use are part of our lives. We use they to find our way, to talk with our friends and family and to share our thoughts. Separating the product from the experience can be very difficult when the user experience has been well crafted.
  3. The digital world can hard to separate from the physical world. If I ask the question “where is the store”? Is it out there on the high street or on my phone or is it in my head? It’s in all of these places and devices…and more yet to be designed and therefore realised. Experience is literally everything…and everywhere!
  4. User experience can be deceivingly complex! If we take Google and type in ‘User Experience’ we get 110 million results - now that result is not simple, not by any measure. Yes the search is simple but the result well, I question the value of presenting such an unfathomable number as a good user experience!
  5. The Iceberg Model of Meaning. At one end of the meaning continuum you have surface meaning and the other end the deeper meaning. As designer we are shaping the surface meaning the code, visual patterns and composition. If we get that right we can influence the deeper meaning we experience. The surface meaning is the path to create more engaging and meaningful experiences.
  6. The experiences we are designing or shaping to be more specific are becoming incredibly more sophisticated. How far can we take it? Let’s take a glimpse at a possible near future from Microsoft.
  7. Experience, our actual day to day, moment to moment experience is composed of many moments of average, we could even say mundane.
  8. Yet our experience can also be punctuated by the sublime.
  9. Sometimes the sublime moments are obvious, however sometimes they can just strike - that’s what make experience and trying to shape (design) it so very interesting. Doing email can be mundane yet it can also be sublime if the email is to learn you have a new job at Nomensa for example.
  10. A heavyweight German philosopher with some interesting ideas we can apply to frame how we shape (design) user experience. We can often think or talk about user experience in very broad and almost vague ways. We need to be able to deconstruct user experience.
  11. Two of Heidegger’s ideas are ‘Ready to hand’ and ‘Present at hand’. We can deconstruct experience even further by representing ‘Ready to hand’ and ‘Present at hand’ as poles on a continuum.
  12. Moments of truth require us to make an active choice, e.g. paying for something online which we may want the user to consider.
  13. Signature moments: the moments that allow you to show off your brand or a little interaction magic that allow to stand out!
  14. Delightful moments: unexpected moments that add a little cool factor to your user experience.
  15. Invisible moments: the flow of invisible (micro) interactions that happen when we use a product.
  16. All the moments described create the user experience. Yet, they are more than the sum of their parts and we should think of them as an Experiential Gestalt.
  17. To understand user experience we have to think in terms of ‘the micro-macro’. Many individual Lego pieces are just a collection of Lego pieces.
  18. However, the lego pieces can be made into something more than the sum of their pieces. In this case a lego model of the Sydney Opera House. Understanding the relationship between the micro-macro is understanding the importance of Experiential Gestalts.
  19. User experience is not just that amazing moment or ‘view from the top of the mountain’. I call this the fallacy of the immediate - we are not just designing moments of the sublime - we are also design average and mundane moments. The moments of the sublime have to punctuate and compliment the mundane moments so we can craft a user experience that is meaningful and reflects our cognitive and emotional capabilities.
  20. Every experience we feel is connected in the past. Experience is a journey.
  21. The journey to the top of the mountain can long and composed of many different journeys.
  22. The journey to the top of the mountain may even start looking at the mountain range on a laptop.
  23. To understand user experience we need to fly at the right height. If we fly too high we’ll miss all the detail and if we fly too low we’ll lose perspective.
  24. Experiences can be micro.
  25. Experience can also be macro. To understand user experience we have to understand the elements and how those elements are composed.
  26. Part of the Amazon river looks curvy from a certain perspective.
  27. However, when we zoom out even further the river can look an arcing line even though it has many curves. Different perspectives can change what we think. Shaping (designing) user experience is no different. We need to fly at the right height to understand the relationship between the micro-macro elements.
  28. In the very beginning of the digital era ‘digital’ typically sat underneath IT or marketing.
  29. As digital became more significant it became a ‘silo’ in its own right.
  30. In a digital first organisation digital runs through the whole organisation with every department having a say in how they apply digital.
  31. Buying a car is more than merely looking on a website. We may look on a website and we may visit a showroom as well. Yet the whole experience from website to factory and the finishing product (driving experience) is more than one type of experience. They are many experiences - we don’t even have language for this design-stuff yet it’s real - it’s why digital, UX and IA are hard or as I like to say complex, interesting and fun.
  32. We have to understand all the moments and find meaningful patterns that links them together.
  33. From user journeys (services) we need to join the dots to understand the journeys we want our customers to experience.
  34. However, it is not enough to think in terms of user journeys or service design. We have to develop Ecological Thinking. Organisations are providing ecosystems. Here’s Apple’s.
  35. Here’s Netflix. Ecological thinking is where we need to be headed as designers.
  36. Ecological design recognises many journeys criss-crossing, so the idea of a start or a finish becomes less important and the user experience becomes The Thing and not just the journey or the service.
  37. My colleague, Jon Fisher developed Meaning maps to helps us understand the interactions between channels within an ecology.
  38. User experience is a journey that everyone takes whether they are users or employees. Everyone, has a part to play in the shaping of experience. In fact, in a digital first organisation everyone has a part to play.
  39. To recap we have to: Think in terms of gestalts (see the bigger picture / be strategic) Join the dots (understand the many journeys customers/people can take) Appreciate the micro-macro nature of experience/behaviour/nature) Map meaning and interactions across channels, services, and devices These are the tools we need to use to become digital-first. To appreciate the role and importance of experience as a company activity. The designing of user experience requires everyone, and it more than just understanding the customer. That was stage 1. Digital First is the next stage, stage 2.
  40. One of my hero’s Sir Henry Royce. Strive for perfection in everything we do. Take the best that exists and make it better. When it doesn’t exist make it better.