Why Digital Products Need UX Writing More Than Ever

We all know those attractive people who immediately capture our attention. They appear almost too perfect — until they begin to speak. Suddenly, they become dull and uninspiring, making us wish we’d never started the conversation. Or perhaps, they’re excellent conversationalists, but something about them is disconcerting, leaving us feeling uneasy and eager to escape.

Imagine digital products as good-looking people. While it’s the looks that make us engage with them in the first place, in the long run it’s about how these products interact with us. 

If they are uninspiring and complicated to use, we will turn them down forever. However, if they are simple and helpful, we will stick around. And if they empower and delight us? Well, that’s when we’re truly hooked. 

UX Writing and Unique User Experiences are Inseparable Twins

But how do you get your users hooked? Actually, you need to create the perfect interplay of stunning visual design, smooth navigation, and compelling UX writing. UX writing is all about helping users complete a task and providing copy that meets their needs. 

That’s why a UX writer must also be a design thinker and an integral part of the product team, iterating and testing the product.

Think of design and copy as interwoven elements that are mutually dependent. Ideally, the text will emphasize what is shown, making the visuals and navigation even more powerful.

However, if the words don’t mesh seamlessly, that could be an indication that you need to revise the design first.

Understanding Comes Before Writing

That said, UX writing is more than polished words that sound good. UX writing is more than verbal bling, bling. Instead, UX writers need to put themselves in their users’ shoes. Before they write, they need to understand what’s on their users’ minds. What they want to accomplish. What might be holding them back. It’s all about empathy. 

A good UX writer anticipates users’ needs and takes away their fears. A good UX writer is their loyal, verbal companion whose presence is useful and fun.

A good UX writer prevents stumbling, hesitating, or guessing. Instead, they show what to expect by being clear. They provide just the right information at the right time. It’s both simple, difficult, and — beautiful.

UX Writing is Addictive

When done right, UX writing is a multi-sided addiction. Between UX writers and their users. Between users and the product. Between UX writers and language. Yes, UX writing is indeed highly addictive. Because you want to make users happy. You want to come up with the best possible way to explain something. You want to share your passion for language. No matter if it’s a button, an entry screen, or a logout page. Because just as much as you care for your users you care for words, and you know how powerful they are.

You know how the wrong words can ruin it all, whereas the right words can do magic.

For More Wow in Your Products

While it’s true that UX writing principles can help other team members write decent UX copy over time, why would you entrust writing to someone who isn’t used to it or isn’t passionate about it? You wouldn’t turn to a UX writer for nifty visualizations, would you? 

There’s a reason UX writers chose their profession. Because they take the utmost care with words. Because they’re well-versed in the nuances of language. After all, words have been their dearest friends for as long as they can think. And that will pay off. Because their words will flow in the user experience as smooth as silk or as edgy as a pouting teenager if required. 

Users feel when everything is exactly where it should be and makes them think Wow and Oh and Love it! Aren’t we all looking for more wow in our lives? In an app? On a website? So let’s start listening. And get the right words out there.

Data-Driven Design–Designing with Data in a User-Centric Way

We talked to Marie Bossecker, Senior Experience Strategist at think moto, about Data-driven Design. She has many years of experience in combining data, strategy and design in such a way that they form the basis for development processes for digital products and services. We asked Marie what data-driven design actually is, how data-based design and creativity are connected, and how innovation gains quality through user data.

Data-driven design is radically user-centric and derives from design thinking. The first step, even before the strategy and design process begins, is an extensive collection of real user data that reflects the current behavior of the user group. Together with further data collection during the process, they form the basis for the development of new approaches in strategy and design.

„Data-driven design means making design decisions based on prior research and data analysis.“

The term data encompasses both the results from qualitative research, such as interviews, and quantitative research, such as surveys or tracking data.

What is the Data-driven Design process?

As with many design approaches, there is no clear process template. The steps presented here are a framework that can be used as is or modified slightly. As a structural basis, the 5 steps of Design Thinking serve: Empathize, Define, Ideate, Design and Test.

1. Data collection & analysis

Data can be collected using various methods, e.g., qualitative user interviews or quantitative data collection. Tools that anonymously query or record user behavior, such as in-page surveys, heat and click maps, or eye tracking, can be used for this purpose.

Data analysis is the task of the strategists. They interpret the data and filter out the problematic interfaces. Many modern tools for data analysis can help to identify conspicuous features and hierarchies that promote or negatively influence the performance of a website.

2. Definition

The task now is to react to the findings and assumptions made. This phase is accompanied by extensive research and, if necessary, user tests to re-examine the assumptions. There are many inclinations in the market that can affect user behavior. For example, the pandemic. User behavior has changed extremely as a result. These external influences and trends are highlighted and analyzed in the definition phase.

„Does a better conversion rate mean we’ve had success, or are there perhaps other movements in the market or in the target group that are influencing this result?“

3. Strategy

In this stage of research, a strategy/concept is developed based on the previous steps, which addresses the identified problems and includes possible solutions. As a rule, several approaches are developed here, which must prove themselves in the course of the further process or are just discarded.

4. Design & Implement

Based on the strategy, conceptual and design measures result, which are implemented by the designers. These are then implemented in the existing website. But the job is not done after that.

5. Test

After implementation, a test phase is carried out again to check how successful a measure was. The data obtained can then be used in turn to draw lessons and develop a revised strategy. This cycle is also known as „customer journey optimization“.

What role do strategists play in the data-driven design process, and how do they differentiate themselves from data analysts?

In quantitative methods, data analysts are primarily responsible for enabling data collection, i.e., creating an interface between the platform and the analysis tool, storing the data, and making it available to strategists in accessible dashboards. Interfaces, such as Google Analytics, hotjar or VWO, make the collection and transmission of data possible in the first place. In order to better evaluate the generated data, it is translated into dashboards and presented in an understandable way using data visualization. The strategists gain access to the data and can now evaluate it. Their task is to analyze and interpret the collected data, define measures, accompanied by extensive research, and then develop a strategy.

In qualitative methods of data collection, for example interviews or focus groups, strategists can be involved from the beginning. They develop the study, define aims and set the framework. After data collection, they then also evaluate the data.

What is the added value from combining strategy and data analysis in the design process?

With the flood of digital offerings, those who know their users best and create the best experience for them will prevail. The short attention span of users has made it all the more important to present relevant content in the most accessible way possible. The better the experience is tailored to the user and their needs, the longer their stay and the higher the likelihood of a „conversion,“ such as a purchase or download.

It is almost impossible for designers today to include all the needs of potential user groups in design decisions. Some use the website very frequently, others only drop by occasionally. There are digitally affine personalities and those who need more assistance. That’s why it’s important for designers to draw on previous, data-based research. These show the current, real-world behavior of active user groups.

„You can’t know as a designer what your users really do or need without prior, data-based research. That’s where the clear difference lies between having some opinion and having some knowledge.“

Where does our Branded Interactions design process link to the Data-driven Design approach?

Data analysis can be well integrated in all phases of the branded interactions design process. It depends on the project and the industry of the customer how intensively the analysis of user data can be applied. Data collection is particularly helpful on websites with high traffic, where many users come together, such as in a large e-commerce store. Chatbots and their interfaces also provide a good basis for increasing performance through data in the long term. Qualitative data collection, on the other hand, can also support pure branding projects and MVBs and help to better understand the user group from the beginning through interviews and other research methods.

„Especially in the first two phases, Discovery and Define, data-driven strategy can be linked to the Branded Interactions design process. In Phase 5, Distribute, likewise, as the goal then is to evolve what has been implemented.“

Doesn’t creative freedom get lost if you always refer to data?

Real user data should not be a restriction on design freedom, but should serve as a support in the development of new design approaches. The data shows designers which approaches are already working well and which are not working at all. This allows them to focus on the essential pain points and create solutions where they are really needed. There are no limits to creativity itself.

Continuous analysis of user behavior helps us to optimize what we already have and adapt it to users in the best possible way. In order to develop new, innovative approaches, you have to keep questioning your previous knowledge to see what might work even better. Innovative design approaches can also be improved again and again through user testing and research.

What challenges do trends and technologies from the fields of tracking and data analysis bring for the combination of data and design?

In addition to external factors, such as pandemics, climate change or sustainability, current trends play a decisive role in how we behave online. For example, video content currently works much better than static content, as platforms like TikTok or Instagram guide. The need to be treated as an individual also has an impact on what we demand from our online experiences.

 „When it’s my birthday, I expect a fat voucher from the brand I’ve already left hundreds of euros with.“

The line between personalizing content and manipulating buyers can be very thin. Every click and every text written reveals more about what we like and even how we feel right now. In parallel to the real personality, we also have a virtual one, which analytics tools build from our behavior, our data, and then feed us the content that best suits us.

„I believe that in the future, the line between manipulation and personalization will become narrower. The question is, after all, where do we draw the line? What is exploitation, what is convenience? As designers, we have a supporting responsibility to position ourselves.“

Want to learn more about the design process at think moto? You can read all about it in the book Branded Interactions by our founders. Also check out our project portfolio on thinkmoto.com to learn more about our work.

How cultural probes make your user research even better

A deeper insight into users’ lives for a better understanding

When we developed ideas for future-oriented services for one of our clients last summer, an important part of the work began a few weeks earlier.
For a user-centric vision, we wanted to get an insight into the real world of our users, their behaviour, motivations and expectations, in order to develop a real understanding on an emotional level. For this reason, we decided to use cultural probes in combination with in-depth interviews as the research methods of our choice.

What are cultural probes?

Cultural probes — often also called diary study — are a research method that helps to understand the everyday challenges, goals and needs of users at the beginning of a design process. Participants document and reflect on certain aspects of their lives over a longer period of time. Since this method allows them to capture their real behavior themselves, you gain largely unbiased insights from their perspective, which makes cultural probes particularly valuable for an early inspiration phase.

How did we use cultural probes?

As already mentioned, our goal in using cultural probes was to get an insight into the lives of the participants and in particular into their relationships with brands and people. Based on our client’s key questions, we wanted to understand what drives people to regularly use certain brands and products and what creates an emotional relationship with them. In this context, we were not only interested in the brand context, but also in the relationship with their favourite neighbour or their bookseller of trust in order to be able to make analogies.

On this basis, we developed a set of activities for the twelve participants to work on for one week. The activities in our case did not relate to topics such as the documentation of public transport use or food purchases, which are often recorded by means of cultural probes. Instead, our interest was to sensitize the participants to their relationships, routines and expectations by asking more and more in-depth questions, so that they could increasingly immerse themselves in our field of interest over the course of the week. This meant that the activities were partly, but not always related to the day’s experiences.

In order to increase the fun factor and thus the motivation of the participants through variety, we added additional materials to the activity cards such as lottery tickets and emoji stickers, which were part of the individual tasks.

We deliberately designed the kit to be analogue rather than digital to ensure that the participants would really be able to concentrate on their tasks without being distracted or interrupted by digital notifications and the like.

This decision was rewarded by the participants, who were happy to take their pencils and paper for a change after a long working day at the computer, and who also noticed the loving design.

“The study inspired me to keep a diary again!”

About a week before the start of the study, we assigned the Swiss startup TestingTime to recruit the twelve participants. We carefully considered which criteria our participants should meet and tried to achieve a balance between factors such as age, place of residence and other living conditions. Within a few days, suitable participants appeared in TestingTime’s online lineup and we were able to contact them directly.

Before shipping, we test the kit in several rounds with colleagues and friends to ensure that the tasks are properly understood by all and bring the desired results. This gave us valuable hints, which we were able to implement before the start of the study, and also meant that the participants had no further questions after a short introduction and that we got back the activity cards filled out in line with our ideas at the end of the seven days.

The next step was to cluster the information, evaluate it and identify patterns in order to validate and deepen them in the subsequent interviews.
Especially in combination with the personal conversations, in which we talked more concretely about the product of our customer, the true value of this combination of methods became apparent — as you can read in the following.

How did the cultural probes help us in the end?

Cultural probes provide an insight into the participants’ world of life.
The cultural probes created an understanding of the behaviour and needs of the participants in their everyday lives. Through self-documentation, the insights were more personal and concrete than observations, more honest than interview responses, and documented a longer period of time.

Cultural probes put the participants in the right mood.
The cultural probes kit prompted the participants to deal with their behavior and needs for several days before the interview. In this way, they were mentally prepared for our conversation and the corresponding topics were more ‘present’.

Cultural probes create a personal atmosphere.
The cultural probes kit gave us the opportunity to introduce ourselves and involve the participants in our work. This promoted an open and trusting atmosphere during the interview and increased the motivation of the participants to contribute to a valuable result.

Cultural probes provide a starting point for conversations.
The results of the cultural probes were the basis for discussions again and again and helped us to quickly get to the relevant points in the interview. Specific statements could be better pinned down and validated against the background of the general needs and expectations of the participants.

Our conclusion

In our project, the combination of cultural probes and in-depth interviews has led to very good results and we plan to use them in the same or a similar way in the future.

It enabled a deeper relationship with the participants and created even better insights. It also allowed us to integrate the results optimally into our further work — the development of new services — as we now have the users with their environments and challenges much more present and lively in front of our eyes.

Want to learn more?

If you’d like to become an expert in UX Design, Design Thinking, UI Design, or another related design topic, then consider to take an online UX course from the Interaction Design Foundation. For example, Design ThinkingBecome a UX Designer from ScratchConducting Usability Testing or User Research — Methods and Best Practices. Good luck on your learning journey!

Dream vs. reality–A Beginner’s Guide to User Interfaces in XR

Five years after the arrival of VR technologies in our technology-centric society, extended realities are still a red-hot topic. The possibilities still seem limitless.

As an experienced digital brand agency, we are always expanding our in-house realities and can assure you that it is far from too late to jump in. Therefore, we would like to share with you some learnings as orientation, inspiration and good practices. Here are our golden rules for designing user interfaces for XR applications.

Learn from conventional media

As a pioneer in an extremely young and at least equally unexplored terrain, one naturally likes to rely on the familiar and one’s own experience from less immersive and more conventional media.

In Dead Space 3, the glowing spine indexes the damage taken, while the weapon displays the remaining ammo via hologram. Image source: dreamdawn.com

Game design is the ideal source of inspiration, as three-dimensional user interfaces have been explored there for decades. Since the days of the first consoles, game designers have been looking for ways to embed their user interfaces into the setting and narrative of their creations to maximize immersion.

While this is not true for all games, role-playing games in particular are based on the principle of immersing the user as much as possible in the virtual world.

Star Citizen not only presents the UI in a believable way, but also makes it visible to other players. Image source: vrnerds.de

Unbelievable interfaces create a disturbing dissonance here, which can quickly lead to the loss of the player’s attention. A central aspect that must also be avoided in XR applications in order to achieve the greatest possible immersion for the user.

Dirt Rally offers only authentic speedometer and cockpit displays for orientation. Image source: uploadvr.com

The solution is the diegetic UI, i.e. a user interface that exploits the spatiality of the application as well as the narrative and the setting in order to provide the user with credible information. This can be, for example, the clock on the protagonist’s arm, to which attention must be paid at regular intervals so as not to miss important events, or the dashboard in the cockpit of a vehicle, which can be used to read off speeds and other parameters.

More about UI in video games in this artikel of Anthony Stonehouse.

Choose the right interface concept

Probably the most important aspect for all design in XR is to always be aware of the aim and nature of the project. For example, a minimalist AR companion for concertgoers does not need to be absolutely immersive. Authenticity may not be the primary focus in such meta-interfaces. In this example, Diegetic UI is not superior to a regular, static interface, but only complicates the user experience unnecessarily.

Overall, user interfaces can be divided into three categories. Static UI, places information as a static overlay over the user’s field of view (this method is most popular with AR apps). In comparison, Spatial UI uses the three-dimensional environment to position the interface, such as a floating menu that curves around the user. Finally, there is Diegetic UI, based on which one does not break with the narrative of the application and the authenticity of the setting, and renders user-relevant information through believable shapes (a working clock on the wall, the display of a virtual smartphone, etc.). Before starting any project, it is therefore particularly relevant to weigh the pros and cons of the different platforms, as well as the different UI methods, and find the most effective solution for this project.

Design cross-platform and in patterns

The biggest challenge of Extended Realities – and also the biggest difference to conventional media – is the diversity of interaction design. The various disciplines could not be more different: While one application is controlled via motion tracking through gestures and hand movements, the next uses exclusively controllers and buttons, whereas another works only via gaze control.

This rich fauna of interaction possibilities requires strong design patterns and pattern libraries, especially for projects across multiple XR platforms, so that the user journey and user experience remain as consistent and user-friendly as possible.

Guide the user – gently and cautiously

Good UI: Clean, crisp and comprehensive. Image source: aixlab.com.

In the same vein, interface density is something to consider. Popups and crowded interfaces are already confusing on two-dimensional media and cause some headaches, but in XR – especially when you are positioned in the middle of the UI – chaotic and crowded UI has a claustrophobic effect.

Therefore, it is recommended to keep your distance first, let the user approach the virtual environment, and only then interact.

Final Thoughts

In any sense, one should not be put off by XR and its associated complexity. As a trailblazer, new aspects are explored every day and the opportunity to pioneer new niches is hardly so close in any other field. Thanks to open source software such as Unity and Blender, the entry threshold is extremely low and even laymen can build prototypes within a very short time. Go explore!

Pattern Libraries for Extended Realities

All over the world, designers and developers are working on new extended realities applications. In contrast to web or mobile applications, however, there are as yet no established UX patterns that designers can fall back on to make it easier for users to get started or to create recognition value in the sense of the brand. If good examples of user experience and visual design emerge in XR projects (design patterns), it is worth documenting them in a dedicated online library. In this way, future XR projects can be developed much faster.

Benefits of pattern libraries for XR

A pattern library makes it possible to move XR projects forward more quickly because applications do not have to be developed from scratch. Instead, designers and developers can use existing patterns for user experience and visual design or develop new patterns based on them.

The existing patterns also ensure consistent design. This is particularly important in extended realities projects, as applications are developed for very different viewing situations (screen, VR, Hololens) and interaction possibilities (touch, controller, gauze, gesture) within the same brand.

In XR, a brand is allowed to be much more innovative and courageous, in line with user expectations, and to combine familiar elements with something new. The entire corporate design can benefit from these new impulses and adopt new design aspects.

Working on the pattern library also helps to establish a structured design process. The design patterns are processed in a structured manner according to their prioritization and supplemented in a sensible, forward-looking manner.

How To

A company-wide pattern library can only be developed on the basis of real projects that involve real requirements. It is important that the basic conditions of the design work are right: work must be consistently user-centered, in the sense of the brand, and with a constant view of the various requirements. If the conditions are right, a consistent and sustainable pattern library will emerge step by step.

A stable foundation for this is the brand strategy. The Branded Interactions Design process has also proven itself in extended realities projects: design principles for the various design disciplines, such as look & feel and user guidance, are developed in accordance with the brand values. These can be extended to include XR-specific aspects such as environment, force feedback or sound. On this basis, a mood board is developed that shows the cornerstone for the general look & feel.

In einem gemeinsamen Workshop mit dem Product-Team werden die benötigten Patterns für die anstehenden Projekte zusammengetragen und ggfs. zusätzliche Patterns definiert, die in zukünftigen Projekten benötigt werden. Alle Patterns werden in ein Backlog übertragen und priorisiert.

The design team can now work through the design patterns in individual sprints.

Ideally, each new pattern is elaborated directly for the different technologies so that developers and designers can later use them in corresponding projects.

At the end of each sprint, the resulting patterns are entered as a draft in the online pattern library – for example in Frontify – so that the coordination with the product owner can take place directly there. After the coordination, the patterns are finally made available to the other teams.

A pattern library can only function if it is viewed as a flexible and living document that is continuously developed further through input from new projects and feedback from users and designers.

Controls

When developing design patterns, designers should consider the different interaction possibilities and plan and develop patterns with foresight.

Touch Screen

In screen-based augmented reality, the user moves the mobile or tablet device to discover the augmented reality and interacts using touch gestures.

Gaze

Gaze control tracks the position of the headset. A ‚reticle‘ – a kind of virtual crosshair – is used to target and select objects.

Gaze and Commit

Gaze and Commit combines gaze controls for selection with the simplicity of gesture controls to interact with virtual objects.

Gesture

Users can see a virtual version of their hands in VR and interact with objects, the environment and navigation elements using gestures.

Controller

Controllers are familiar to most people from the gaming world and allow users to perform complex tasks in VR.

Structure for a Pattern Library

Due to the different technologies, an XR pattern library can become very extensive. A well thought-out structure at an early stage helps designers, developers and product owners to find the right patterns for their project.

In principle, the patterns should be sorted by controls. Within these supercategories, the patterns can be structured like this, for example:

– Usability Essentials
– Design Basics

Design Patterns

General Style and Behaviour
Behaviour of Interactive Elements
Transitions
Reticle
Interacting with the Application
Splash Screen
Loader
Hints
Menu

Interacting with Objects

Selecting Objects
Positioning Objects
Hotspots
Text
Layer

Interacting with the Environment

Scanning for Space
Changing the Environment

Interaktive Augmented Reality Installation

Tolle Augmented Reality Installation auf ein Architektur Modell! Visualisiert werden verschiedene Tagessistuation (Nacht, Tag, Schatten, Sonnenverlauf), aber auch Informationszonen (Grüne Bereiche, Transport etc.).

Die Projektion wird u.a. mit einem einfachen iPad Interface gesteuert. Technisch wurden u.a. 44 dimmbare Dali Lampen, 6 DMX Lampen (LED Lampen), 6 Mac Minis, 9 Full HD Beamer, ein iPad, ein Touchscreen und ein Audio System verwendet.

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