Archive for September, 2008
Customer-centred thinking at Seedcamp?
Not all of Seedcamp's cutting edge entrepreneurs understood how to design for customers.
After last year's success, Flow was asked to come back to Seedcamp to mentor on the product and marketing day. I got the opportunity to go and talk with a range of people about how they conceptualise and design new services.
The keynote panel for the day focussed heavily on usability and user-centeredness - in that order. It seems that for most people, the route to user-centered thinking still sparks the notion of usability testing your service/product after build, squeezing it in at the end. Since the cost of changes to software can tend to increase exponentially as you get closer to launch, making changes at the end is not a great way for young businesses to conserve their limited cash.

Soup.io: One of Seedcamp's winners
But from usability, the discussion branched out into the notion that a user-centred approach to strategy early on in the process is much more valuable. This was really valuable for the competing teams. The feedback made it clear that most young entrepreneurs weren't thinking or developing around customer needs. In conversation most said the one thing they didn't have was a differentiated picture about who their users are or how a usable interface might look.
I worked with five of the finalist teams to see if I could help!
Social, efficient, usable
This year's winners seemed to follow a consistent theme: publishing better content, with less effort, and tying it into your social networks. That certainly seems like the mood of the moment on the web.
My favourite
A company called Uniki didn't make it into the final seven. But they were a personal favourite of mine, as an interaction designer. They've created a system to allow gestural interfaces for projected screen. So you can stand near a data projector, wave your hand and turn an on-screen page.

A uniki user gestures at the projected image of an old book to turn the page
Helping the BBC innovate for teenage users
The BBC used ethnographic research to inspire and inform their Audio & Music team, as they design new services for young people aged 13-18.
How do young people find new music? What do they do with it? What technology gets used and why? Rather than statistics or abstract trend statements, the BBC Future Media and Technology department wanted vivid examples and concrete insights about the user base they were designing for. They asked Flow to help them.
Learning about people's lives
We worked with four different target groups, which we named The Gamers, The Streetwise Teens, The Social DJs and the Indie Teens. Each group had three members – all close friends with each other.

We worked through 4 activities with them over the course of a few weeks:
- Group sessions
- Diaries
- Shadowing
- Follow-up interviews
Shadowing means spending time participating in each person’s day-to-day life. Our ethnographers enjoyed a night out in Camden with two 18 year-olds, some live gaming on the Xbox with a 14 year-old boy in his bedroom, gossiping with two 16 year-old girls at their home and a lesson about hip-hop dance from a 17 year-old dancer. The insights from experiences like this go much deeper than surveys and focus groups ever can.

Sharing what we learned
We had workshops with the BBC team all the way through the project. This let the team hear discoveries "as they happened" and be inspired to ask new questions. The research team were about to direct their enquiry towards the areas which our clients thought looked the most fruitful.
The final results were written up in a highly-visual, 80-page book. The goal was for people all over the BBC to engage with the study so we made sure that the results were presented in an interesting and visual way. The report was publicised in Ariel, the BBC’s internal newspaper.

Observations
I asked Jude Rattle, the lead consultant on the project, what she had learned from the study. “All sorts of things that you can’t mention in a blog post,” she told me. “But a few that you can.”
“Sharing music with friends is an important social activity. In the 70s and 80s young people made mix tapes. Now MP3s get swapped from phone to phone whenever people feel like it. But there’s a twist. The DRM mechanisms designed to stop digital piracy also stop people from engaging in that key social behaviour. So a lot of our participants had an added incentive to seek out pirate MP3s on Limewire: the file they got would be readily shareable.”
“People often think that young people are universally brilliant with technology, but they are not. In our study we found that teens will go to great lengths to use technology that does things that are important for them. But there are other things that older users might take for granted, which teens don’t know how to do. For example, some of our participants did not know how to burn a CD, even though they did know how to copy an MP3 onto a mobile phone’s memory card or Bluetooth it to a friend.”
Giving innovators an edge
Imagining the future is hard. Designing future products and services that will be discovered and adopted is harder still. In large organisations, design teams can easily become far removed from the people they are designing for. To stand a chance, they must have rich detail about what their target users actually do, what they like and what they need.
Ethnography helped the BBC to connect with teenagers as they consume music – and gave them practical insights that they can use as a basis for innovation.
No commentsFlow provides UX advice at Seedcamp 2008
Seedcamp is a week-long event where young entrepreneurs come together with advisors and investors to put together viable start-up businesses. Flow will be there to provide user experience advice to the teams.
Venture capitalists know a thing or two about investments. Which is why user experience is one of the factors involved in seedcamp. For interactive projects, user-centred design reduces risk and increases returns.

User centred design techniques dramatically reduce the risks associated with innovating and launching new products. After all, if you've worked with your target users throughout the design process, you should feel pretty comfortable that you've made something your customers will buy.
As well as reducing risk, designing a good user experience boosts returns.The effort and money you put into research, concept and design will be paid back many times over through increased conversion and usage, a stronger brand and reduced customer acquisition costs.
Some of the literature quotes typical returns on investment at several hundred percent. It's entirely believable. In some situations, a simple usability test, or a piece of insight from the field, can prevent a key problem that would stop users from adopting an new interactive product.
Shrink to fit
Start-up ventures don't have much to invest. That's ok: the process doesn't have to be difficult or expensive. User-centred design techniques shrink to fit. You can perform basic user research with friends and family. Sketch prototypes are easy to create with just a pen and paper. You can perform rapid iterative usability tests in just a few days. When Flow worked with Moo Print during its start-up phase, the team powered through five design iterations in a week.
The point is though, that like any investment if you put nothing in, you'll get nothing back.
So here's our investment advice for all 22 teams at seedcamp. Focus on understanding your users' needs, motivations and real-world behaviours. Then use your insights to help you design and deliver the right user experience. Payback won't be far behind.
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