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        <article-title>The early phases of UX: Why they are important (more than evaluation), and what they are?</article-title>
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      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Timo Jokela</string-name>
          <email>timo.jokela@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Joticon Oy and Aalto University Helsinki</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Evaluation is a key activity in developing high level UX. This paper argues, however, that the early phases form the basis for UX, and evaluation should be seen only as a supportive role in ensuring UX. Four (4) main early activities are identified and their challenges briefly discussed.</p>
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      <p>EVALUATION IS ALWAYS A LATE, REACTIVE ACTIVITY
Before any evaluation can be made, some design solutions
need to be produced. Moreover, the design solutions need
typically be developed to be ‘working ones’ in the sense
that a user can try to use them.</p>
      <p>The only way to make evaluation effective is to make
changes to the design solutions, based on the results of the
evaluation.</p>
      <p>Making changes to design solutions is always a reactive
activity where resources are needed. The more and bigger
problems are found in the design solutions, the more work
is needed for redesign and possibly for many sets of
iterative design – evaluate cycles.</p>
      <p>
        Further, as Cooper
        <xref ref-type="bibr" rid="ref2">(Cooper, 2003)</xref>
        argues, evaluation is
useful for correcting small problems. If major design
problems are found, their redesign is always a big
challenge.
      </p>
      <p>If the product has ambitious UX targets, the less effective
evaluation-driven development will be. The author argues
that in-depth ‘thinking’ is needed for the generation of
design solutions with high level UX. Evaluations reveal
which design solutions work and which do not; but
evaluations are not ‘design solution generators’.</p>
      <p>Overall, it is more effective if the design solutions would be
of ‘good quality’ before any UX evaluation is started. This
would lead to less need for changes and redesign during
evaluation.</p>
      <p>Well-thought and elaborated design solutions reduce the
need for redesign. But how one can achieve high-level
design solutions, before evaluation? In the following, key
activities are identified.</p>
      <p>KEY PRE-EVALUATION ACTIVITIES OF UX
What should then be done, to produce design solutions of
good quality form the beginning, before any UX
evaluation?
In the following, four interrelated early activities are
identified that can, and should be done. But each of them is
challenging.
1. Defining the desired business impact of UX
This is a key, fundamental activity. Before any project
starts, one should define what do we want to achieve with
good UX in the first place? What is the desired business
impact of UX?
This is a business issue, and is dependent on the specific
business context of the product/ system. The desired UX
impact should be defined in a measurable way.</p>
      <p>As an example, in one of the author’s projects, a desired
usability impact was defined as to reduce 90% of users’
support calls, compared with the old system.</p>
      <p>
        The author argues that similar impact targets should be
defined for UX, too. As said, this activity is very much
business related: the appropriate impact measures and target
values are business related and a business decision.
This is an important activity for guiding and resourcing UX
work. The more important UX is for business, the more
resources one can be expect from the business management
for UX work.
2. Understanding the system’s and users’ world
Understanding users’ world is a well-known activity. It is
called the definition of context of use in ISO 9241-210:
know users’ goals, tasks and environments of use.
Wellknown techniques for understanding user’s world (work)
are interviews and contextual inquiry
        <xref ref-type="bibr" rid="ref3">(Holzblatt, 1993)</xref>
        .
This is naturally an important activity.
      </p>
      <p>The author introduces another, complementary activity:
defining system’s world. This is even a more profound one
to be defined. System’s world is about defining what is to
be built.</p>
      <p>The background for this activity is the author’s experience
in consulting work. When joining system development
projects and trying to understand ‘what system’ is to be
built, the case is always that no one in the project team can
explain it in a systematic and analytical manner. Not even
persons who have worked in the domain for many years.
The author argues – although has not done literature studies
or such – that this important activity is not generally
recognized. In this paper, the author does not give a more
elaborated definition for what is ‘system’s world’ – because
the author does not have it. The author has experience on
carrying out this activity and modeling the results (system’s
world), with absolute excellent customer feedback. But
when asking the customers to describe, “what did we
exactly produce”, they cannot find any name or term to
describe it.</p>
      <p>It is obvious that the designers need to understand ‘what is
to be developed’ to be able to produce good design
solutions. If this knowledge is weak, it is likely that the
design solutions include (major) problems.
3. Defining measurable UX targets and giving incentives
for achieving them
This activity is to define ‘how good UX’ we want to
achieve. This activity transforms the desired UX business
impact and the understanding of users’ and system’s world
into concrete, measurable UX design targets.</p>
      <p>Further, it is useful if the design team gets some incentives
for achieving the defined UX targets. The more challenging
the targets are, the higher incentives the business
management should consider.</p>
      <p>
        The usefulness of UX targets with incentives is that the
targets drive the design team for good solutions from the
very beginning of the project (project teams anyway always
have limited budgets and tight time scales). If the UX
targets are ambitious, the design team knows from the
beginning that ‘any design’ would not be acceptable.
For measurable UX targets, one needs to define what is the
measure, what is the measuring instrument, and what is the
target value. For example, a measure may be a SUS
(System Usability Scale
        <xref ref-type="bibr" rid="ref1">(Brooke, 1986)</xref>
        ). Measuring
instrument defines how SUS evaluation is exactly
conducted (e.g. with how many and what kind of users, and
in what kind of context). The target value defines the
desired level of UX, e.g. the target may be ‘90’ of the
average SUS results.
      </p>
      <p>A key challenge here is: how to define the appropriate UX
measures and target values?
4. Designing high-quality design solutions
This is the ultimate and decisive activity. The designers
need to transform their in-depth knowledge of users’ world
(activity 2) into design solutions that meet the UX targets
(activity 3).</p>
      <p>This is obviously dependent on the designers’ talents,
creativity and knowledge of HCI. But at more detailed
level, the big question is, how to do this? How to transfer a
UX target such as “the average SUS score must be at least
90” into a design solution?
The “trial and error” – i.e. design and evaluate with users
approach might work. But the author has a hypothesis – but
no evidence - that in-depth ‘thinking’ when creating the
design solutions before evaluations, is required as a basis.
IMPLICATIONS FOR RESEARCH
The author’s understanding is that these four activities are
remarkably less in the focus in UX research than UX
evaluation.</p>
      <p>The author has some experience and solutions for these
activities in cases where usability has been in the
development focus. The challenge is not easy, and for
developing good UX the challenge may be even more
demanding.</p>
      <p>The activity 2 – understanding the system’s and users’
world – probably is quite the same, no matter whether
usability or UX is the design focus. But defining valid
measures for the UX business case, and valid measurable
UX targets may be very challenging.</p>
      <p>In summary, the author proposes that following activities
are key ones for designing good UX, and more research is
needed for how to do these in an effective and efficient
way:
1.</p>
      <p>How to define the desired business impact of UX?
How to get an understanding on the system’s and
users’ world?
How to define UX targets for design?</p>
      <p>How to transform this knowledge into design
solutions?</p>
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