Toolkit for Fun/Sexy/Cool User Experiences
I read a lot of information architectecture and user experience design blogs, articles, books and subscribe to every related mailing list I can find, but I still can't recall a good discussion about this topic.
As our little discipline has evolved, we've developed a fairly common toolkit for creating useful and usable experiences. We have a delightful collection of things like ethnographic research (and other various flavors of research), card sorting, site maps, wireframes, usability testing, and all the rest.
Where I work we've suddenly gone from producing task-oriented, content rich, fairly conservative corporate sites over 3 month to one year timeframes, to producing small, nearly task-free, content light, visual design heavy sites over a two to six week timeframe. All of these newer sites have been Flash-based.
Suddenly I find myself somewhat outside the process. My tools and methods don't offer enough return on the investment they take. But I want to play too.
Now, I'm not looking for what not to do, or looking to just add to the usability of these sites. I realize there are plenty of usability guidelines, dire warnings and no-no's out there regarding Flash. They are useful and important. I also realize there are still tasks to perform on these sites; content to be located, things to sign up for--and am comfortable using familiar methods--wireframes, sitemaps, standing behind the designer and asking if the text could be just a bit bigger--to accomplish those.
But the main point of these sites is not to be easy to use. It's to let the user forge some sort of emotional connection with the (young, hip, cool) brand.
So, what I want to know is:
- What are the methods or deliverables that allow us to create a compelling experience for the site's users?
- How do I go beyond usability to surprise and delight and fun and humor?
- How make sure our very talented designers go beyond what 'looks cool' to them, and really make something that really is 'cool' for the user?
- What methods, tools and techniques allow us to produce fun, sexy, cool, delightful, as well as still easy to use?
- And how to do this when the timeframe on these projects is literally a few weeks?
If I had the answers I'd love to write the article! But I need some help from all of you first. I've been poking around game design theory for starters, but am along way from a useful set of tools or methods. Do I look to how advertisers do their work? Are my current tools still useful, I'm just thinking about them wrong?
I always enjoy Nathan Shedroff's thoughts--he's been thinking well beyond usable for a good long time, it seems to me. Check out his article here. Not a lot of actionable methods here though. I also suspect IDEO may have a handle on this, and am curious about their Method Cards, but still need some 'on the cheap' type approaches.
As our little discipline has evolved, we've developed a fairly common toolkit for creating useful and usable experiences. We have a delightful collection of things like ethnographic research (and other various flavors of research), card sorting, site maps, wireframes, usability testing, and all the rest.
Where I work we've suddenly gone from producing task-oriented, content rich, fairly conservative corporate sites over 3 month to one year timeframes, to producing small, nearly task-free, content light, visual design heavy sites over a two to six week timeframe. All of these newer sites have been Flash-based.
Suddenly I find myself somewhat outside the process. My tools and methods don't offer enough return on the investment they take. But I want to play too.
Now, I'm not looking for what not to do, or looking to just add to the usability of these sites. I realize there are plenty of usability guidelines, dire warnings and no-no's out there regarding Flash. They are useful and important. I also realize there are still tasks to perform on these sites; content to be located, things to sign up for--and am comfortable using familiar methods--wireframes, sitemaps, standing behind the designer and asking if the text could be just a bit bigger--to accomplish those.
But the main point of these sites is not to be easy to use. It's to let the user forge some sort of emotional connection with the (young, hip, cool) brand.
So, what I want to know is:
- What are the methods or deliverables that allow us to create a compelling experience for the site's users?
- How do I go beyond usability to surprise and delight and fun and humor?
- How make sure our very talented designers go beyond what 'looks cool' to them, and really make something that really is 'cool' for the user?
- What methods, tools and techniques allow us to produce fun, sexy, cool, delightful, as well as still easy to use?
- And how to do this when the timeframe on these projects is literally a few weeks?
If I had the answers I'd love to write the article! But I need some help from all of you first. I've been poking around game design theory for starters, but am along way from a useful set of tools or methods. Do I look to how advertisers do their work? Are my current tools still useful, I'm just thinking about them wrong?
I always enjoy Nathan Shedroff's thoughts--he's been thinking well beyond usable for a good long time, it seems to me. Check out his article here. Not a lot of actionable methods here though. I also suspect IDEO may have a handle on this, and am curious about their Method Cards, but still need some 'on the cheap' type approaches.

