Archive for the ‘User-centered Design’ Category
Tuesday, April 30th, 2013
“There is no Average Joe Bloggs” – reads the copy on the billboard advertisement of an insurance company. I couldn’t agree more with this, especially in the context of designing and developing new products for end users. No matter how much I like Statistics, we just cannot apply it to all things in our personal and professional lives. While its good to be number-savvy, we need to balance the quantitative with qualitative aspects, to get it right. More so in the case of product design and development, the “law of averages” doesn’t quite contribute to the successful product development. We are all familiar with the concept of user profiles and personas used in the design and development of products. These help a great deal in understanding the real needs and goals of your target audience. In this post, I will dwell on why designing for average users is a misconception and how we can make use of user profiles and personas in developing successful products.
All customers are not users
This is the biggest notion among my clients that customers are well, users of the products. Not always true! The good thing is that both customers and users are both people, the similarities end there. I think that “Customers” is a favourite term for Marketers whereas Designers and User Experience professionals connect better with the term “Users”. Customers are the people who purchase your products and services, while consumers or users use these. In some cases or well, most cases customers and consumers are the same. As in the case of some daily use products, white goods, FMCG, customers and users are the same i.e., people who buy your products use them as well. But in the case of high-end products, enterprise applications and productivity solutions, buyers could be different from consumers. For instance, office supplies, financial services, technology products like computers etc., the people who pay are different from those who suggest. These in turn are different from the people who decide and yes, the people who actually use the products or services could be completely different from the above groups.
First, know your Users
Knowing your users is the most important step in the approach to developing great products. By knowing your users, I mean to say that you must understand the goals and needs of the users. This understanding will help you in shaping your product or service, make it more suitable and appealing for the users. You can’t just create a product in thin air and then retro-fit it to the benefit of some people. As they say, the most important question in any business is asking “whose needs is the idea/concept/product going to solve?” . Texavi’s Unified Experience Framework has a whole phase dedicated to help you get to this. The “Know the Needs of your Users” phase has all the tools, techniques and technologies to ensure that we understand the real needs of the users. These are often unwritten, untold, unexpressed and even unknown to the very users. So, its a big challenge to get to the real needs of the users.

User profiling holds the key
It doesn’t make sense to design and develop your products for all the people in the whole world. There is a danger of missing out on most people, as they think it doesn’t suit their specific needs and goals. Also, on the extreme end, it doesn’t make sense to design your products for one or two users. This argument lends weight for some people to think the middle path and rely on the law of averages. So, they think that the best path is to design and develop for average user. But hold on, what is an average user? How can you get to that person and define the characteristics of average user? The answer to this question lies in the user profiles and personas. User profiles are essentially the characteristic grouping of users based on various properties, traits and behaviours. This doesn’t mean that you are defining an average user. Instead, you are trying to understand the essential aspects of your users. Using the profiles and personas helps the team to have a common language of understanding. This not only helps them in having a good picture of the end users, but also gives them a great affinity to the users, because of the name, form and physical characteristics.

Personas – archetypes not stereotypes
You might have heard of the term “persona” used in the context of marketing, research and product design. A persona is a representative user from amongst the group, but does not point to one user from within the group. It is a powerful design tool that helps the design and development teams and client relate to the target audience. Persona is not a stereotype of the users, but rather an archetype from the user group. In a persona, you give a form, a name and a picture to the representative users, so that all the team members and concerned people can relate to that person more effectively and easily.

Benefits of user profiles and personas
While there are many benefits of using the user profiles and personas in the product development life cycle, I list below a few of them that really stand out.
- Understand the real users who you should target from amongst the many people in the population
- Help prioritise the target segments within the groups of people
- Know the real needs and goals of the target audience
- Support in connecting and relating to the real needs of the users
- Design, develop the products in a more practical and pragmatic manner
- Evaluate and test the products, keeping the real users in mind
- Minimise the effort, time and cost of development and rework
Hope you agree with me now that the average user is a myth and acknowledge the power of profiles and personas. Please keep writing in with your suggestions and comments. Till the next post, ciao!
Tags: Consumers, customers, design, development, innovation, Innovative, marketing, Pardha Mantravadi, personas, products, profiles, services, software, solutions, texavi, Texavi Innovative Solutions, Unified Experience Framework, usability, user experience, users, ux
Posted in Behavior Modeling & Design, Business Analysis, Interaction Design, Product Development, Requirements Development, User Analysis, User Experience, User Studies, User-centered Design | 3 Comments »
Friday, March 29th, 2013
Today our lives revolve around the mobile, agile and social aspects that have global appeal along with local flavours. Their impact factors could be attributed to the surge in various platforms, channels and devices that we use for both professional and personal lives. The PCs of the 90s are now complemented with the handy Smart Phones, ubiquitous Tablets and numerous trendy gadgets. Post (Snail mail) is giving way to Email, which in turn is waning in popularity compared to chatting, texting and gaming. There has been a massive shift in the roles of technology, business, products and services. Nowadays, there is one thing on the top of mind for clients, product designers and developers. No prizes for guessing the answer…Responsive Design! How can we deliver similar, if not identical experiences to our customers and users, despite the varied number and nature of the things around us? In this post, I will touch upon Responsive Design, as I see it in the light of delivering consistent and unified experiences.
The case for Responsive Design
Let us try and look at this from a technology perspective, especially computing technology at that. Till the late 90′s we were all familiar with the PC as an alternative to the manual operations. Back then there were only 3 major types – Windows, Mac and the more Open Source flavour – Unix. Applications and programmes had to be written specifically for 2 major mainstream platforms – Windows and Mac. Since the execution of the programmes depended completely on the underlying Operating System (O.S.), these had to be written and deployed specifically for these two platforms separately and explicitly. However with the advent of Java programming language, came the paradigm shift – “Write once, run anywhere”. In the early years of 21st century, Microsoft aggressively pushed its Dot Net platform and associated languages such as C-sharp. Both these were successful in ensuring the universal delivery and adoption of programmes and applications that were platform-agnostic.

New Technologies, same old problems
When the PC domination was waning, the cross-platform problem only got aggravated in exponential proportions. Thanks to the explosive usage of laptops in the early part of the 21st century, computing has gone mobile and portable. But this didn’t create many problems to the application and technology product vendors. Largely it was only the foot-print or size of the application that got impacted due to the new addition to the PCs. Following some other innovations in the programming and scripting languages, developers had some respite from grappling with re-writing massive applications to suit for multiple platforms. But it didn’t solve the problem completely. It only took a new shape with the onset of different browsers and their versions, numerous sizes, resolutions and vendors.
Solution to “the problem of plenty”
The good old sayings – “Variety is the spice of life” and “More the merrier” are applicable to most business scenarios and our own lives. However, with the advent of Internet and adoption of Smart Phones and Tablets, customers and consumers today are faced with the “problem of plenty”. This can be witnessed in the exponentially increasing numbers, varieties and ranges of platforms, operating systems, channels and devices. These are all increasing at such an alarming rate that often customers are pushed to the brink of confusion, chaos and frustration. But don’t lose your heart yet, there is a good news – the effective solution for these problems is a comprehensive methodology that comprises the approach, tools, techniques and resources. You can now analyse, design,develop, deliver and support solutions, products, applications for multiple platforms, channels, devices and browsers. In the following sections, we will look at how we can approach Responsive Design through the Unified Experience framework.
What is Responsive Design really
Design, by definition needs to meet the needs of the user in the right place, right time and right manner, of course, for the right users. Essentially, it is about creating products, applications and services that work and look the same across all systems, platforms and devices. While there are lot of definitions for Responsive Design, I would define it simply as designing, developing and delivering “Unified Experience“. Whether it is a product or service, the objective for product vendors is to deliver consistent, panoramic and unified experiences to their customers and users. Irrespective of the platforms, devices, underlying operating systems, numerous channels.

What makes a Design, Responsive Design
In the context of technology and programming, there had been a perennial debate on graceful degradation versus progressive enhancement. Despite the growing number of platforms, operating systems and devices, users want consistent experience. This consistent experience can be delivered only when you take care of the underlying navigation, content, presentation, functionality and interactions. Don’t forget that the customers and users are the same, their profiles and personas are not varying across the different platforms or devices. The first step in this approach is to identify, specify and communicate clearly the problems, opportunities and needs. Then the the conception, conceptualisation and implementation of suitable solution will follow through smoothly and in a structured manner.
How to create Responsive Design – Tips & tricks
I give below a few guidelines to get it right with minimal rework, redesign and repurposing. When implemented initially in the development cycle of any product or application, these would help achieve the responsive design and offer optimal experience to your users.
- Think ahead, far and wide
- Build eco-systems not just stand-alone products and tools
- Consider all possible options – short term, medium term and long term
- Go beyond technologies, assess real business needs and goals
- Use minimally the platform-specific services and components
Hope you got some insights about Responsive Design that you can take away and implement practically. Love to hear from you on how we can improve the Blog. Until next time, ciao and yes, Happy Easter!
Tags: agile, Apple, applications, Apps, browsers, computer, customers, design, development, Dot Net, Innovative, Internet, Java, Mac, Mobile, Pardha Mantravadi, PC, platforms, products, responsive design, sites, smart phones, solutions, Tablets, technology, texavi, Unified Experience, users, web design, Windows
Posted in Agile Development, Information Technology, Product Development, User Experience, User-centered Design | No Comments »
Thursday, February 28th, 2013
When I talk to my clients about developing great products that offer fantastic User Experience, many of them ask me why, when and how to go about doing it. The most frequently asked question from customers is “what is that one thing that makes or breaks great user experience?”. My consistent response to them has always been one simple word that truly wields the real power. Yes, it is “Consistency”. That is the mantra for creating great products and services that stand the test of time, offering delightful experiences to customers and users! However, this by no means is a quick-fix, short-cut approach to creating successful products and services. In this post, I shall touch upon the important role consistency plays in offering compelling experiences to your customers and users.
Think different, but be consistent
In the constantly changing business and technology landscape that we are living in today, it is imperative that you have to stand out from the competitive me-too products and services in the crowded market place. There is a growing need for businesses and individuals to think and act different. This also works when you wish to develop a new product, concept or idea and especially with the start-ups. It is indeed the hallmark of good startups to be able to think differently from the others to cut the clutter and make their presence felt. However over a period of time, the product or service gets adopted and it gains sufficient market penetration and user acceptance. At that stage, having consistency in presentation and overall experience becomes critical for the long term success of the product.
Consistency – experience and expectations
What does consistency mean in a product development context? Does it mean repetition, cliche and mimicking the same, always and in all ways? No, on the contrary being consistent helps your users to focus on the right areas in your products so that they derive optimal usage experience. Consistency can be seen as an antidote to monotony and often the positives of being consistent far outweighs the negatives of being routine and repetitive. Do not restrict consistency to just one specific product of yours, but broad-basing it across the products in a product line would help your customers and users. Consistency though largely is a broader concept, does vary to some extent based on the users’ culture and geography. The concept of “business” has remained the same all through the centuries. Customers and clients raise a PO (Purchase order) and vendors propose and offer their products /services and then raise an invoice/bill towards the products or services offered. Customers then make payments to vendors against these invoices. This is a consistent way of engaging in business and doesn’t vary from country to country and also does not change with the times.
Sample this as a proof of why I think that consistency is of a great help to delivering great experience. People from across the different parts of the world have been driving cars over the last few decades. There have been a lot of variants like petrol and diesel, differences in engine capacity and volumes. Cars do come in different models, sizes and shapes - sedans, SUVs, hatchbacks and so on. They also differ in the transmissions like manual and automatic. The steering wheel could be on the left or right side of the car, depending on which country you drive. However, no matter where you are driving, what type, model, size or shape of the car, the pedals for brake, clutch and accelerator (also called gas) are always in the same place and in the same order. From left to right, it will be clutch, brake and accelerator and its no doubt that this is what simplifies the driving experience for most of the car drivers in any part of the world. This is just one example of how being consistent helps the users to adopt the products quickly to their context, expectations and experiences formed.
Why be consistent?
Consistency when used in the right manner has the power of giving freedom to your users. It ensures that your users put their focus on the goal rather than the medium. I like to draw an analogy for this with the cinema screen and the projected movie. Consistency in your products is akin to audience watching the movie and enjoying themselves without getting distracted and disillusioned looking at the screen beneath the movie. It makes the experience smooth and lends flow and fluency to what the users look, learn and do within the product.
Let us look at some of the benefits of consistency
- Is shaped on the prior experiences of users
- Helps direct users’ attention
- Sets the expectations of users
- Delivers stability and safety of users, in a few instances
- Aids users in strong brand and product association
Consistency doesn’t kill creativity
Quite a few people think that consistency kills the creativity and new ideas. I would argue that consistency doesn’t affect the innovative or imaginative thinking. Innovative product companies like Apple, Google implement consistency across their entire set of offerings. You can use standards and design principles as the basis for your product. These are the foundation based on which you should architect, design and develop the product. These are often sacrosanct and non-negotiable. Next in the order of priority are guidelines which are like rules of thumb. They are not prescriptive, but provide direction to what should be incorporated and how. But compelling user experience doesn’t stop at this level. Only when you start referring to heuristics and patterns, can the product start delivering delightful and superlative experiences to users. I drew the diagram below to bring out the main points.

How to incorporate consistency
In the context of product development, consistency translates into the overall user experience and not just the superficial visual design. You need to look at all the various dimensions that contribute to the overall experience and delight of users. The following diagram sums up how you can lend your product a consistent experience…

Through the optimal use of consistency, user should be able to feel that he/she knows:
- What I can do with this product
- Where I am now, where I can go from here and how I can go
- Why something works the way it does
- What a particular element means when it is in of a certain colour, shape and size
- How I can press, click, tap an element to get what I want it to do
Hope you find this post helpful. As always, please feel free to drop in your comments to help improve the quality and usability of my blog posts. Until next time, ciao!
Tags: Apple, business, cars, consistency, creativity, customer experience, design, Different, Google, guidelines, heuristics, ID, ideas, innovation, interaction, navigation, Pardha Mantravadi, patterns, presentation, products, services, standards, SUV, technology, texavi, Texavi Innovative Solutions, usability, user experience, ux
Posted in Business Analysis, Information Technology, Innovation, Interaction Design, Product Development, User Experience, User-centered Design | 1 Comment »
Saturday, December 22nd, 2012
For the nth time, I am mentioning this, at the risk of sounding cliched, “User Experience is not the same as Marketing”. This is more true in the context of referring to customer and user research. While some terms and activities such as profiles, personas and interviews do happen to be common to both User Experience, that does not give us a blanket permission to assume that they both are one and the same. The very use of the words “Customers” and “Users” says it all – marketing is all about customers and prospects, whereas User Experience is well, about “users”. The importance of this topic came into the fore once again, thanks to a recent conversation with one of my clients. In this post, I wish to draw the main differences between User Experience and Marketing/Sales. Hope what you read and see below, will help shatter a few myths and misconceptions out there in most people’s minds.
Marketing helps build brands
I am not Philip Kotler to define what Marketing is. However, to my mind, Marketing is about the planning, activities and the outcomes related to understanding the needs of customers. The function of marketing helps organisations to create products, services and offerings to meet the needs of the existing and potential customers. And yes, marketing is about the brand that encompasses Marketing is a function of the 4Ps – Product, Price, Place and Promotion. And of course a fifth P was later added, which stands for Positioning. But I would say why stop at 5Ps? The sixth P that I would add for Marketing is “People”.

User Experience helps create Products
Like Marketing, User Experience is also about people and understanding their needs. However, as the words have it all it is about “users” and usage experience and not customers or prospects. However the focus for UX is on the consumers of the products and services more than anything else. It tries to look at the various elements of the experience such as satisfaction speed of performing the tasks. The 5E model of User Experience focuses on Ease of use, Easy to learn, Effectiveness, Efficiency and Error-free nature of the products and services. Over the years, UX has been catering to products more than services.

Similarities between Marketing and User Experience
While most of the other disciplines help provide the perspectives internal to the organisation. These range from operations, administration, finance and other support processes etc. Whereas Marketing, Sales and User Experience offer an external perspective on the organisation, brand, products and services. Both Marketing and User Experience are cost centres. Both of these rely extensively on quantitative and qualitative data. They use similar tools and techniques such as interviews, discussions, tests, among others. Both can be used to test the concepts, ideas and new products in their early stages. In marketing, you call it as Market Testing or test marketing, whereas in User Experience, we refer to it as User Testing.

Differences in Marketing/Sales and User Experience
I give below a table with the differences between Marketing and User Experience, for your quick reference. After all, its important for me to market my User experience skills

Hope this post is helpful to you. As always, I welcome your feedback for the improvement of the blog content and coverage.
Merry Christmas and a Happy New Year, 2013! Happy Holidays
Tags: 4Ps, 5Es, brands, Consumers, customers, ease of use, effectiveness, efficiency, innovation, marketing, Organisations, Pardha Mantravadi, Place, Positioning, Price, products, Promotions, services, texavi, Texavi Innovative Solutions, usability, usage, user experience, users, ux
Posted in Business Analysis, Business Case, Information Technology, Product Development, User Experience, User-centered Design | No Comments »
Friday, November 2nd, 2012
This post walks you through with an overview of Texavi, what we do, who we are and where we serve. You will also get to see the core services and offerings, practices and focus areas of Texavi. With this presentation, you will know how we can help you and the benefits for you, working with us.
- Team Texavi
Tags: agile, Apps, behaviour, behaviours, BlackBerry, business analysis, clients, cloud, company, computing, conferences, consulting, Corporate, habits, ICT, India, innovation, iOS, IT, London, media, Microsoft, Mobile, Mumbai, new age, Overview, Pardha Mantravadi, partners, presentation, publishing, retail, social, social business, social media, solutions, STM, Tablet, technology, texavi, Texavi Innovative Solutions, training, UK, usability, user experience, workshops
Posted in Agile Development, Behavior Modeling & Design, Business Analysis, Business Case, Information Technology, Innovation, Interaction Design, Product Development, Social business, Social Technologies, User Experience, User-centered Design | No Comments »
Tuesday, December 20th, 2011
Google recently announced the official withdrawal (or some would say the unfortunate death) of a few products which could not deliver their promise. These include but are not limited to Google Wave and Google Buzz, which failed to create the waves and the buzz in the market. Remember, these came from the stable of none other than Google, which is a leading product vendor renowned for innovation, simplicity and user experience. Why then, do you think they could not measure up and survive? I think one of the main reasons is that they failed the litmus test. And the real litmus test for your products is when they reach the real users who use them to address their needs. Popularly called as usability testing, the user testing of your product reveals a lot of insights into the success or failure of the features you have created newly or changed in your products. In this post, I wish to touch upon a few key aspects of Usability testing that you must know, but that is difficult to know!

Why usability testing
Usability tests help the product owners and developers to understand the performance of the product from the user’s needs, goals and tasks. It helps validate and verify the structure, layout, navigation,interaction and overall experience. Also, they help in identifying the task related details:
- Tasks to achieve their goals
- Time taken to perform the tasks
- Challenges in completing the tasks
- Breakdown areas/points in the performance tasks
- Confusing or ambiguous areas on the interface of product
User testing methods – Similarities & differences
I often hear people referring the terms usability testing, user acceptance testing (aka UAT) and accessibility testing in the same vein. While all of these may be related to product, and most often involve users and/or customers, they are different in their objectives, scope, and target audience as well. In this post, I wish to dwell upon the user testing which is also known as usability testing, and bring to fore its importance and the key differences between user testing, user acceptance testing and also market testing. Usability testing is often confused and compared with UAT( User Acceptance Testing). Sometimes people do compare with several marketing related activities. I give below a table comparing and contrasting among these various methodologies. I am sure this will be a handy reference for you, when in doubt.

Engage and test with users early
Defects and mistakes are like cubs, the younger you catch them, the better and quicker, you are at taming them. The later they are identified and closed in the product life cycle, they will turn into wild tigers and pounce upon the functionality, resulting in the failure of the products. Same with usability testing as well. UT can be done at various phases, across the development cycle of the product. Most product companies do realize the importance of involving users in the product development, but often this realization dawns upon them much later than required. There is not much use in testing the product with users, after it is all set to be delivered in a few days. You really cannot do much to rectify the defects identified, as the time to fix is less and the pressure to deliver is more.
So, a smarter step is to start testing the product earlier in the cycle for the user experience. This would help immensely with ample time to fix the defects and ensuring that they don’t grow too big to solve, much like taming the younger cubs. There is a second advantage to testing early, and that is to enable users to have a go at the product early on and this gives them a feeling of getting engaged with the product development. This in turn makes them feel that they do have a stake in the product and that they are being cared for and listened to. Another big advantage with the early testing is to do with the development team’s readiness to accept the changes and make them quickly. This is because they did not put in a great effort to churn out the artefact and so, they are far more willing to accept changes and rework, as compared to the later stages.
Secret of success – test more!
Testing early does help in identifying and resolving the defects to settle down, but it does not mean that there will be absolutely no defects coming later into the product. Well, the fact remains that the numbers might be minimized thanks due to the early testing, but still defects and erratic decisions do seep in due to various other factors. The only way to ensure that these are identified and resolved asap is by testing more of the product with the users. Most people have this question hovering in their mind as to how much of the product really needs to be tested with users. Well, the more the merrier. The more areas, functionality, modules and dimensions you test in your product, the better for you and your product.
Note that what you are going to test for, differ from time to time, and the level of completeness of the artefact. For instance during the early stages when you test the wireframes with your users, you might be looking for an assessment of the broad level concepts. As you move on into the product life cycle and test a complete, fully functional module of the product, you might be looking up to users for validating the interaction, information architecture etc. I give below the the areas you can focus on while testing the product at various stages in the life cycle.

Hope this post helped you in getting the facts right about usability testing. Don’t hesitate to write back your comments/queries. Until next post, ciao!
Tags: applications, buzz, experience, functionality, Google, Information, Innovative, interaction, mantravadi, marketing, navigation, Pardha, Performance, presentation, products, prototyping, Saradhi, software, solutions, technologies, test, testing, texavi, usability, user, ux, Wave, wireframes
Posted in Information Technology, Product Development, Usability Testing, User Experience, User Testing, User-centered Design | 2 Comments »
Wednesday, November 30th, 2011
There is one news item that I have been following very keenly in the evening newspaper , going back home from work, daily. It caught my attention a week ago and ever since, it has been on my radar. The news is not related to the bad state of economy, nor connected with sports , movies or music. It is the ‘Get London Reading’ news story published on the front page of London Evening Standard newspaper. This caught my attention because of the very title of the campaign and the positive vibes being generated and the potential impact and change it would create. The very title of this initiative is a great example of a behavior definition, nevertheless if it is a tad bit broad and ambitious, if not ambiguous.

Behavior change is possible
In my last post, we looked at what behaviors are and the main types of behaviors. Some people actually asked me the difference between a behavior, goal and task. When I have seen the ‘Get London Reading’ campaign, it instantly occurred to me as an example to help clarify this. A quick look at the campaign page hosted online will give you an indication why I refer to this as an exemplary behavior change programme. Well, in this post , let us take the next step and understand the Behavior Model touching upon the relationship between motivation, ability and triggers. I wish to draw some insights from Fogg Behavior Model (aka FBM) proposed by Prof. B.J.Fogg, using my examples.
The Poppy Appeal – Persuasion success story
A couple weeks ago, people in the UK observed Remembrance Sunday paying tributes to the armed forces personnel who sacrificed their lives in the line of service. People from all walks of life came forward to commemorate the bravery of soldiers in various ways. There were donations collected in different forms , the most visible of them being the Web site making the ‘poppy appeal’ and of course, the sale of poppies on the roads. You would have seen many people in London and other cities wearing and flaunting these poppies proudly, to show their support to the Royal British Legion. The poppy appeal program is a massive hit, garnering generous amounts of funds, besides all the attention. I wish to take the poppy appeal case as a success s story to elaborate my case about persuasion and behavior change.

Will do -> Want to do + can do
Let us consider a case when somebody comes and asks you to donate funds for the cause of soldiers. How many people will donate the money? Notice that some people do want to donate, because it is serving the noble cause of helping the defence services personnel, albeit in a small way. But not always do you find that all these motivated people can actually give. So, it is not enough to want to give funds, but most importantly, people should also have the ability to donate amounts. Great, so you found some people who want to and also who can donate. Is the job done? Not exactly. They need to be asked, reminded and provided with ways to donate . These are all the various triggers used to facilitate these motivated and able people to take the step and donate the amounts. Then and only then, would the motivated and able people come forward to donate.
Fogg Behavior Model (FBM)
So, from the above example, let us try and generalize this using the Behavior Model proposed by Prof. B.J.Fogg, Director of Persuasive Technologies Lab, Stanford University. You would have understood that people will do a task, not only when they are motivated but also when they have the ability. In other words, the first step in the process of behavior change is to identify those people who have high motivation. The next step is to simplify the task or process, or to increase their ability to do the task.

However, it does not always happen that these people actually do the tasks, until they are triggered with the right call to action. These triggers have to be placed on the journeys or paths of these people, at the right time, in the right place and with the right visibility. That’s the secret behind many successful products and services, which have been able to bring about a behavior change in their users.
Change is in the air – Lean & agile
You would have seen that this persuasion and behavior modeling is all about change, but change of a different kind. Organizations and products have been trying to induce the behavior change in the people. The beauty of this model is that it perfectly aligns with the spirit of other successful contemporary models for change management . These include but not limited to Agile product development and lean startup. All these models and schools of thought have an almost similar ideology. Agile product development is about identifying and responding and managing changes with the right people, tools and techniques. Lean startup embraces the philosophy of doing something in a small way leading up to a gradual and sustainable growth model. The behavior model encompassing behavior modeling, behavior change and persuasive design combines the best practices from psychology, change management, design and product engineering areas.
Mantras for changing behaviors
FBM is a powerful model which is applicable across different industries, product lines and market segments. It is very apt in the scenarios where you wish to make a long term behavior change, with an aim to make a positive habit among your customers and users. Here are some tips and guidelines, given by Prof. Fogg, based on the points discussed in this post.
- Behavior depends on how motivated users are, their ability and response to the right triggers for action
- People’s behaviors can be changed by motivating them, making it simple and/or inciting them to act
- Place triggers on the paths of motivated people who are able to do the behaviors
- Habits can be formed in people through behavior change
- Focus on increasing ability by making tasks easier for users
- Help people do what they already want to do
Hope you enjoyed reading this post and it is as helpful to you as the previous ones. Until next post, ciao!
Tags: agile, appeal, behavior, British, campaign, change, design, development, Get, Innovative, lean, Legion, London, mantra, mantravadi, model, Pardha, persuasion, poppy, product, Prof. B.J.Fogg, Reading, Royal, Saradhi, solutions, Stanford, startup, texavi, University
Posted in Agile Development, Behavior Modeling & Design, Business Analysis, Innovation, Product Development, User Analysis, User Experience, User-centered Design | 2 Comments »
Tuesday, November 22nd, 2011
In 2006, Apple and Nike joined hands to develop Nike+iPod, that changed not only the way people listen to music on the move, but also the way they manage their fitness and in effect, their health and lifestyle. Just about the same time, Nintendo launched Wii, that changed the way people play games from being passive to an active, out-of-your-couch experience . A decade ago, Google changed the way people navigated by shifting their focus from browsing to searching and now Facebook has changed the way people stay connected. All these products, beyond doubt, set out to change the behaviors of people who are motivated (I am not quite there yet:-) and are capable, if they are provided with the right resources.

You can change people’s behaviors
All the companies and products I mentioned above, proved that it is possible to use behavior modeling and design to effectively persuade people to do something positive. In this post and a few upcoming posts, I will touch upon how these companies and others have been successful in using the power of persuasion and behavior design. They have been effective not just in creating great products and services, but also in persuading and changing the behaviors of millions of customers and users, worldwide. Let us analyze and understand how they could do it and what really is the secret behind their success. In doing this, I draw my insights from Prof. B.J.Fogg’s Behavior Model (a.k.a FBM) to explain the relationship among behavior, motivation, ability and triggers. But first, let us understand persuasion and behaviors, in detail, in this post.
Persuasion as an art and science
Persuasion has been an art we have all been familiar with and it definitely is not new to us, human beings . Right from the time we are born and as we grow up into being professionals, we have been using different persuasive techniques to deal with family, friends, colleagues and customers. Marketers and advertisers, through the ages, have been successful in persuading us to look at, buy and use products and services. Its only recently that product companies have been looking at using persuasion and changing customers’ behaviors through structured and proven methodologies. More recently product companies like Fit Bit and DailyFeats-Jawbone launched wearable devices that help track your movements and proactively suggest ways to improve your fitness and health. Both these devices have been designed to persuade people to change their behavior, from a passive to a more active lifestyle. The key here is they have been successful in implementing the Persuasion and design and develop products to help change behaviors in a pragmatic manner.

What is a behavior
We keep hearing about goals, needs, tasks and activities, being used in our professional and personal spheres. Now you might be wondering how behaviors are different from these. Behaviors are perhaps more fundamentally ‘human’ and ingrained in us as human beings, than say, tasks or activities. No wonder then that behaviors could be separated from the other superficial aspects, such as activities and tasks . This is how I look at behaviors and I am not taking this from any specific source or resource. The personality of an individual can be dependent on both her attitude and behaviors. There are numerous theories suggesting ways to bring about attitude change. But as Prof. B.J.Fogg suggests, behaviors are better separated from attitudes for a clear definition and a focused approach to behavior change. So, I will follow the same approach and focus merely on defining target behaviors and bringing about the desired changes in behaviors of people.
Creating habits, not just products
Behaviors can come in different shapes and sizes. You might want to classify behaviors into different types based on the longevity or duration of their occurrence.
- Get people engaged in a one-time behavior Eg., Replace all bulbs in house with eco-friendly energy-saving ones
- Do it over some duration or for a defined period. Eg., Take bus/train to go to office, 3 days in a week
- Do it continuously over a long term, almost as a habit. Eg., Use hand-sanitizers to keep hands safe from viruses
It is in the last category, lies the interest of most organizations and products. Which company wouldn’t like to have customers using their product on a continual basis? Or better still getting habituated to using the product to the extent of forming an addiction. Recent examples for this have been Google, Facebook and Twitter…all of them did implement this long term behavior change in a smart way by creating habits in people, successfully. Google created searching as a habit by replacing it with the browsing navigation. Facebook created the habit of checking out what your friends are up to and sharing with your friends your recent escapades. Twitter provided a way for people to express and update their activities in a short sentence. If you want to be successful in your business, then start looking beyond your product’s features and users’ needs. It is time, you looked at making positive behavioral changes to your users in different contexts.

Behaviors and their flavors
Behaviors can also be looked at from the perspective of what you like to do to them. Some times, you may want to induce new behaviors, while in other instances, you want to change the existing behaviors – increase, decrease, or altogether stop them.
- New behaviors can be imparted to people. Eg., flossing teeth is new, compared to brushing
- Increase existing behaviors. Eg., Brush teeth twice a day, instead of once
- Decrease existing behaviors. Eg. Take less quantity of fatty food during dinner
- Stop existing behaviors. Eg., Stop smoking (hmm…this is tricky:-)
Now that we have covered the basics of behaviors, we are now geared to get into the details. In the next posts, I shall explain, taking help from Prof.B.J.Fogg’s Behavior Model, how you can be more persuasive in designing and developing your products. Until then, ciao!
Tags: advertisements, Apple, B.J.Fogg, behavior, change, DailyFeats, design, experience, Facebook, FBM, FitBit, fitness, Google, habits, health, Innovative, iPod, JawBone, mantravadi, model, Nike, NikePlus, Pardha, people, persuasion, products, Saradhi, services, solutions, texavi, twitter, user
Posted in Behavior Modeling & Design, Information Technology, Interaction Design, Product Development, User Experience, User-centered Design | 2 Comments »
Saturday, November 12th, 2011
Behavior change it is, if you are wondering what’s hot in the consumer space. I see this as a game changer , with organizations now looking beyond satisfying the explicit needs of users. Simply put, as a product or a services company, you have the power to change the behavior of your users. Apple, Google and Facebook are great examples of how well they understood the behavior modeling and persuasive design and successfully applied it in their products. Numerous products such as FitBit and DailyFeats-Jawbone UP use similar concepts to make people fit and healthy, bringing about a change in their long term habits, resulting in better health and lifestyles. We will talk about these products in the coming posts, in detail, but in this post I focus on the ‘persuasion and behavior design’ boot camp that I attended recently.

Persuasion and Behavior Design Boot Camp by Prof. B.J.Fogg
Last week I participated in the 2-day Persuasion Boot Camp held at San Francisco, USA. The workshop was conducted by Prof. B.J.Fogg, Director of Persuasive Technologies Lab, Stanford University. It was a great experience, learning directly from Prof.Fogg, who is an eminent thought-leader on this subject. In this post, I will briefly touch upon the next 2 paragraphs with my views and then give a few snippets and key takeaways from the workshop. I wish to share with you the learning from this workshop and also my experience applying it. Watch this space for interesting stuff to come in the future posts. For complete set of photos from this workshop, please visit www.facebook.com/texavi
Essence of Boot Camp in few words
I give below a few points briefly on how the workshop was conducted, why I think its different from others and the important takeaways from the boot camp. To start with, the following one-liners summarize the learning.
- Its all about users’ behaviors, not just product’s features
- Solutions, not just problems
- Focus on creating solutions quickly
- Ideate, initiate & Iterate
- This model aligns with the agile development and lean startup
Myths and misconceptions, shattered
The workshop helped address a few myths that we have about product design, development, human psychology and behavior design. I mention below a few misconceptions prevalent in the industry that we should be wary of .
- Blind trust in excessive academic research
- Focus on features is important for products
- Attempts to motivating people on a continuous basis without simplifying the tasks
- Focusing on attitudes, instead of behaviors.
- Everything big is good – big ideas and big initiatives are always successful
- Its difficult to make people adopt to new behaviors
Great content and context
The workshop was refreshingly different not only in the content but also in the context and delivery. Open-house discussions and interactive brain-storming replaced the more traditional ways of presentations. I can say that the highlight of the boot camp was that there was little or almost no usage of computers and Powerpoint presentations. Going by its apt title, the boot camp did its job aiming to make the participants experts in the specific areas. Prof. Fogg chose the topics very carefully and was even more meticulous in their delivery. He ensured that the core concepts are registered in the minds of boot campers using intensive hands-on sessions and role-plays rather than relying on typical pedagogic methodology.

Nice ambiance and a perfect setting
Far from the maddening buzz of the urban landscape, the workshop was conducted in serene ambience. Held in a beautiful guest house located by the riverside, the place was the best fit for learning and sharing . Also Healdsburg is a place surrounded with fertile land and so there is no dearth of natural vegetation. Every household here grows vegetables and fruits and no wonder you get the best quality natural products, direct from nature. This place also boasts of some fine vineyards and wineries around. All of these provide a great backdrop and a wonderful setting for the workshop.

And to wrap it up…
- Good use of different rooms and sometimes outdoors kept the workshop alive and participants active
- Outdoor activities and exercises were nice, thanks to the pleasant weather
- Perfect blend of individual and group exercises made the sessions insightful and interactive, as well
- Assignments right after discussions ensured that we applied the concepts to understand better
- Interactions with alumni and previous bootcampers helped understand the value of the boot camp
- Last but not the least, nice food and to top it all, a grand dinner arranged by the local wine trader
In the next few posts, I shall write more on the behavior model and how you can use the behavior design to create persuasive products and services. Hope you enjoyed reading this post. Until next one, ciao!
Tags: Apple, behavior, BJ, bootcamp, change, design, exercises, experience, Facebook, FitBit, Fogg, Google, habits, Healdsburg, health, Innovative, JawBone, Lab, modeling, Pardha Saradhi Mantravadi, persuasion, product, Prof, psychology, San Francisco, solutions, Stanford, technologies, texavi, training, University, Up, users, workshop
Posted in Behavior Modeling & Design, Innovation, Product Development, User Experience, User-centered Design | 4 Comments »
Saturday, September 24th, 2011
Whenever we start working on a new product or project, we are often rushed into creating ‘the solution’. Pressure builds up from all directions and we are but forced to start delivering the solution from the day one. This is where my problem lies…not being able to work on and understand the problem itself, but still trying to solve it. For instance, whenever you go to a doctor with an ailment or complaint, he does not give you treatment straight away. The physician asks you a set of questions, listens to your responses, understands what your problems are and then starts giving you the correct treatment. They call it ‘diagnosis’ and we all are happy to be diagnosed without asking any question to anybody, including ourselves. Then why is the resistance to adopt the same approach in other spheres of our work and life? Taking specifically the case of you, me and all of us, IT professionals and experts, I write this post to highlight the approach we should adopt to understand, define and communicate the problems before resorting to solutions.
Problems, needs, challenges & opportunities
Most of us use the terms problems and needs interchangeably in varying contexts. I am not too tied down to using any one terminology over the other. Bottom line is that we have to make an effort to identify them, define correctly, and strive to solve the problems or fulfill the needs. Some people also use opportunities in the same vein to convey that these have to be understood, pursued and addressed. You might have also come across the suggestion to replace the negative connotation of problems with its more positive and pragmatic counterpart, challenges. As I said, I am flexible on this and you can choose whatever you might like among the four terms problems, needs, challenges and opportunities. However, from a product manager’s perspective, my personal preference is to use the terms problems or needs, because they convey some sense of urgency and cry for addressing them and solving them at the earliest
Texavi’s Model for Problems and Solutions
I would like to touch upon briefly the model I evolved at Texavi to have a better handle at problems and solutions. The image below provides a clear distinction between problem space and solution space. As you can see, focus on the problem domain first helps us understand the WHAT and WHY which enable us to get to define the TO-BE WHAT and HOW to reach there. Also, this platform independent model lets you apply the methods and rules to any platform, technology. I shall discuss more on this in a separate blog post.

Problems drive solutions
Yes, problems do drive solutions and not vice versa. It is imperative to specify the problems first and then accordingly, direct our attention to the solutions. I would like to take the analogy of train and engine to put forward my point about problems and solutions. My fascination for trains and being a son of a Railways employee, I couldn’t but think of a better example. A train is driven by the engine and not by the bogies attached to it. No matter whether the engine is placed in the front or back of the train, it still powers the train and makes it move. Similarly, understanding the problems always helps us to find the correct solutions to tackle those problems.

How do you get to the problems
Well, by now you might have been convinced that problems are as important as, if not more important than solutions. The next obvious question that might come to your mind is how we can identify the problems, in the first place. From experience, I realized that problem solving is best when it is solved where it has come from. To be able to spot the problems in the correct way, we need to really have an open mind, with an inquisitive approach leading to exploration and discovery. This is quite different when you approach the solutions, which might need a one-pointed focus, with deep dive approach leading to generation of ideas and implementation of solution.
I follow a set of unwritten rules when trying to work in the problem space. These facilitate me by providing the right directions for the flow of my thinking. You can find the following pointers helpful in structuring your thoughts and approach to problem identification:
- What are the problems?
- Whose problems am I trying to solve?
- Why are these problems existing in the first place?
- Where can I start with my solution? Which problems need my attention, first?
- When can these problems said to be solved?
- How can I solve these problems?
My mantra for problems and solutions
Based on my experience as an analyst over the years, trying to find problems and solve them, I created a small mantra to help myself. This helps me focus and leverage the powerful relationship between problems and solutions. It is applicable to most situations, and helps all of us in any sphere of work and life. In fact, this entire post is based on this one and I would urge you, especially the product managers and business analysts among you to note it well and try and put into practice.
Know problems…know solutions
No problems…no solutions!
I hope that you find this post helpful to set the direction and help change your views about the problems and solutions. I will cover more details on the proven methodologies that we evolved at Texavi Innovative Solutions. As always, your feedback is welcome. Until next post, Ciao!
Tags: analysis, business, design, doctor, engine, innovation, IT, knowledge, mantra, mantravadi, Pardha, platform, problems, products, Saradhi, solutions, technology, texavi, Train
Posted in Business Analysis, Business Case, Product Development, User Analysis, User-centered Design | 7 Comments »