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UXA2023 Emily Underwood and Eilish Out-O'Reilly - Designing for the overlooked user we will all become

UXA2023 Emily Underwood and Eilish Out-O'Reilly - Designing for the overlooked user we will all become

We crave connection at every age – including our golden years. Technology has amplified our ability to connect on a global scale, but older users have been largely left behind. We’ll share what Ryman Healthcare and Journey Digital learnt when designing an app for a diverse group of users with an average age of 80.

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August 24, 2023
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  1. Note that this is an unedited transcript of a live event and therefore may contain errors. This transcript is the
    joint property of CaptionsLIVE and the authorised party responsible for payment and may not be copied or
    used by any other party without authorisation.
    www.captionslive.au | [email protected] | 0447 904 255
    UX Australia
    UX Australia 2023
    Thursday, 24 August 2023
    Captioned by: Bernadette McGoldrick & Kasey Allen

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    Page 42
    useful. So, that's that one. OK! Our next talk, we've got Emily and Eilish
    joining us on stage. There they are - hello! Come on up. They're gonna be
    talking through a case study on something that they designed for people
    with an average age - or with an age of, sort of, 80 years of age!
    Awesome. Welcome. (APPLAUSE)
    EMILY UNDERWOOD: Awesome. Morning. Can you hear us OK? Test run?
    Hello! Yes? Good. Awesome. Thank you so much. And also thank you to
    Alina for starting that up about talking about inclusive design, because
    we'll be touching on that as well. But like Steve said, slightly different, a
    bit of a use case of what we have been doing. My name is Emily
    Underwood. I'm the UX UI design lead at Ryman Healthcare.
    EILISH OUT-O'REILLY: And I'm Eilish Out-O'Reilly. I'm a senior UX
    designer who has recently made the move across the ditch. But before
    that, I spent four years at Journey Digital. We have been working
    together for the last two years now and would love to tell you what we
    have been up to. Our focus has been on elevating the independent
    resident experience. Independent residents are one of the many groups
    that Ryman cater for across their retirement villages in New Zealand but
    also here in Australia. Our goal has been to improve their sense of
    freedom, connection, and wellness. Doing so by helping them keep
    informed about the goings-on in their village, engage about the activities
    and events that we put on for them. Through this, we have created many
    products and processes, all with this goal of enabling them to get the
    most out of village life. Along this journey, we have learnt a lot, and it has
    prompted us to reflect on our design processes and practices, and that's
    what we want to share with you today. Our three key takeaways for
    designing for the overlooked user, that all of us will eventually become.

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    Page 43
    EMILY UNDERWOOD: Might need to do a bit of moving around! So, let's
    start with the importance of building trust through rapport. So,
    independent residents live in our Ryman villages, either in townhouses or
    apartments. They might still work and volunteer in the community, have
    active social lives, drive their own cars, and kind of get up to their own
    thing outside of the village. The minimum age to move in is 70 but the
    average age is more like 80, maybe even a bit higher. So, if they want to,
    they've got their active social lives outside, but if they want to, there's a
    lot of activities that Ryman puts on for them as well. Things like dance
    classes or men's carpentry workshops, outings to wineries, or even trips
    to go jump off the Sky Tower - New Zealand's tallest building.
    (LAUGHTER) So, they can take advantage of the comfort, convenience
    and connection of village life but have peace of mind that they can move
    on within the village, should their needs change. So, think of someone
    you know who's 80 or older, a grandparent, maybe, and what it might be
    like designing a digital product for them. This is what we have been
    doing. This is probably the most removed from a user group that we have
    ever been. Us, still kind of young, who grew up using technology, social
    media, the internet, and couldn't imagine a day without our devices.
    Compared to our residents, many of whom only got a smartphone during
    COVID so that they could use the COVID Tracer app or FaceTime their
    family. They grew up using forms of technology that are now largely
    outdated. Think about entertainment, banking, communication - so much
    of that is now digital. And many older people feel like digital has replaced
    perfectly fine ways of doing things. And often the needs of the people in
    this age group haven't been considered when developing these new
    services. They feel like their only choice is to get with it or be left behind.
    So, our starting point was to really bridge that gap between us and them.

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    Page 44
    It was important for us to really understand what their needs were, so we
    could better understand how we could design a tool for them. We wanted
    to build up that trust and make sure that we could really show them that
    we cared. When we first started the project and went into villages to do
    our research, residents often didn't really know what we were there to do.
    Some used the opportunity to ask for help because they thought we were
    tech support. (LAUGHTER) And many others took one look at us and
    thought, "They're young, they won't get it, they won't listen." They felt
    vulnerable because they thought that we were coming in to test their
    abilities and test how good they were with using technology. So, the
    normal niceties of saying things like, "We're testing our designs or ideas
    or our concepts here, and not you," just wasn't going to cut it. So, our
    starting point was to really bridge that gap between us and them. We had
    to find a way to help them to open up so we could better understand their
    needs and show that we cared.
    EILISH OUT-O'REILLY: For older people, time is care. It's not what you
    talk about with your grandma when you ring that matters, but it's the fact
    that you do every Thursday, that you show up. With this in mind, we
    learnt the benefit of a good yarn. We worked long user testing sessions
    with 20, 30 minutes built in to cover a range of topics - none of which
    were overly related to our tasks or agendas. I'm talking broad. COVID,
    baking, Jacinda, a bit of knitting, the vaccine, some of what should
    probably be avoided at most dinner parties! We went off on tangents and
    we didn't attempt to reel our residents back in. Believe it or not, listening
    to Barry tell me how important it is that lawn bowls greens remain even
    was important! Going off topic was OK. It told us that our vulnerable
    audience was opening up and letting us in, and that could only be a good
    thing. Being less rigid allowed us to navigate some pretty tricky territory.

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    Page 45
    We had to balance not overestimating, nor underestimating, our
    audience. Placed early on in the chat, a question of, "Do you know what
    this is?" in regards to a push notification, could either get a confused and
    intimidated response from a resident, or a scoff at how ignorant we were
    for thinking that older people don't know how to use phones! So, we kind
    of changed up. We placed it earlier or further down in the chat, based on
    the person.
    Reading the room and adjusting on the fly were important. By
    reordering our tasks and questions to flow with conversation, it allowed us
    to be far less clinical and way more natural. I think we need to be careful
    not to get caught up in this fear of being biased and forget to be human.
    You know, scripts and testing are here to help us, not hinder us, so if it's
    not working, improvise. Remember, we're here to get to know our
    audience, not perform a rigorous test.
    EMILY UNDERWOOD: Only genuine attention can really help build up that
    kind of rapport. It takes time and there are no short cuts. You might be a
    highly qualified UX researcher or designer, up-to-date with the most
    recent methodologies, but if you go in and you're more focused on the
    method rather than the purpose, you might come across as somebody
    who thinks that they know better, who isn't listening, which for vulnerable
    audiences is often all too familiar. So, that's why it's important to start by
    building up this trust and rapport. Oh, sorry!
    EILISH OUT-O'REILLY: Next up, we'll be talking about going beyond the
    interface. For this project, we had a really nerdy design challenge on our
    hands. Part one was navigating the intricacies of AAA. We wanted to
    create something that wasn't a symbol of fragility just because the
    contrast was higher or the text was bigger. We were determined for it to

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    Page 46
    not look like one big "I'm old" sticker. Part 2 was designing to a varying
    exposure to patterns. Some used Instagram, like one of my mates, others
    didn't know what the word was. This variation meant a lot of the tools in
    our tool kit were gone, which admittedly, up until this point, didn't quite
    realise how much we used them. We got genuine questions, such as,
    "What's an app? What's an Android? Is it a robot? What's a device?" Fair,
    if you haven't really interacted with technology. I think sometimes we
    forget that the patterns and language we use are intuitive because they're
    familiar, not because they're inherently logical. So, as soon as we kind of
    remove that familiarity, it really meant that everything was up for grabs.
    I've never had to consider what icon to use to represent location, but the
    blank stares at happy hour when we put the pin one up told us that we
    probably had to. We validated everything from the ground up, taking kind
    of nothing as given - I'm talking scrolling, tapping, opening, closing,
    everything. We wanted to test what was familiar - sorry, not what was
    familiar but what was logical. Often, we did our design decisions on more,
    like, analogue ways of working that kind of resonated a little bit better
    with the audience. After the design phase, we moved into pilot with this
    lovely group of residents up here. We had weekly sessions to learn and
    gather feedback. We were excited but a bit nervous. I feel like there was
    a bit of pride on the line on whether you did a good job or not. And,
    ironically, the feedback we got wasn't about the interface at all. The AAA
    intuitive design only got us table stakes. Yes, it was simple, but so it
    should be. That didn't make it valuable, it just made it not a terrible
    experience.
    EMILY UNDERWOOD: Yep! We realised it was the content that was letting
    us down. So, our pilot group were getting frustrated that things like
    activities' descriptions were wrong, the timings weren't accurate, or

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    Page 47
    activities weren't on the calendar in the first place. Or information like
    pool closures weren't being posted in the app. So, whilst we were piloting,
    it was also the first time that the activities teams were using the new
    system. And they were keeping both the old and new processes going at
    the same time, and so often couldn't get around to updating things just
    for our small pilot group. But we knew, moving forwards, that residents
    were going to have to rely on this app and product to plan their days. So,
    for example, if the schedule in the app was wrong, and Margaret missed
    the bus trip to the shops, she would miss out on the ability to go to the
    supermarket, do her own groceries, which was something that she
    enjoyed but also that kept her independent, and that was what we
    ultimately were trying to encourage. So, if the introduction of the app
    made the village team's lives harder, and made residents feel like they
    couldn't trust the information in it, this just wasn't going to work. So, we
    shifted focus. We invested more resources and energy into the design of
    the portal, the CMS that powers and populates the app. We reduced the
    load on staff and minimised the effort is takes to create that content.
    Ultimately, we were competing with previously used paper
    processes - flyers, printouts - and if it was going to be easier for our
    teams to just revert back to that, then the whole app would fail. We really
    needed to simplify the processes for our residents but really also for our
    village teams. We learnt the hard way that usability testing might show
    that your product or design is useable, but that doesn't mean it will be
    used. The information going into residents' hands also needed to be
    useful and, of course, accurate so that they could continue to rely on it
    and plan their days and time. We had to make sure that our incredible
    village teams, who are critical to the success of the app, were also
    prioritised. Only this would allow us to impact the overall resident
    experience.

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    Page 48
    EILISH OUT-O'REILLY: At the end of the day, Margaret won't remember
    the location icon that I spent hours designing! (LAUGHTER) It will allow
    her to use the app but it won't be what impacts her life at the village. The
    app we designed is a small part in facilitating a much larger resident
    experience. It's about her looking at activities and getting excited about
    what's gonna come up in her month, it's about her not feeling nervous
    that her dietary requirements won't be catered for, it's about her sipping
    a glass of wine, eating salmon, and having a great time with her mates.
    That's what we should focus on, elevating that. Doing so will not only
    allow us to create great interfaces but experiences. I think we need to
    ensure, as designers, that we don't get caught up in ourselves and what
    challenges us and what makes us tick, in favour of what has real impact
    for our users. That's easier said than done. I think we could have easily
    got swept up in, like, the cool challenge of designing for an app for
    80-year-olds and, kind of, the uniqueness of that, and forgotten about the
    admin tool. But that, in itself, the admin tool, was so vital to facilitating
    the experience that we wanted to target. And I think, if we had done that,
    it would have been something that was user-friendly but again not
    something that was used, and certainly not something that had impact on
    their lives. We need to look broader to create that transformational
    change.
    EMILY UNDERWOOD: And that's what we mean by going beyond the
    interface and the importance of looking at the wider system that it sits in.
    So, now let's take it a step further and think about solving the whole, or
    the bigger, problem. When we started talking to residents about the idea
    of an app that could help them manage their village lives, we got quite
    the range of responses. (LAUGHTER) Yep. Uh, so some really embraced

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    Page 49
    this idea of change, and others really not so much! We never kid
    ourselves that all of our residents would choose to get the app. It's
    unrealistic, when you look at our current demographic, although, of
    course, we know that people become more comfortable using technology
    as the population ages. But it was important for us to make that barrier to
    entry as low as possible. We wanted the app to be easy for novices but
    also engaging for those who were more tech-savvy, so that if anyone
    wanted to give it a go, they could. But giving it a go was also going to
    take a bit of encouragement for some. Like we said earlier, this audience
    is wary. Those who haven't embraced digital tools might resent being
    designed out of society. They feel like technology isn't for them and it's a
    young person's game. They might think, "If I'm going to fail, why bother?
    At my age, might as well just save myself that embarrassment." But
    through getting to know them and building up that rapport that we were
    talking about earlier, we realised that a large part of that resistance was
    actually a lack of confidence. They often knew how to do something but
    just weren't really comfortable doing it on their own. So, we wanted to
    help build up that confidence. But as we saw with our usability testing,
    and there was often instant dismissal of what we were saying because we
    weren't like them. It's simple for us to say, "Oh, it's quite easy," but that
    wasn't speaking their language, we were just kind of telling them. They
    didn't want that.
    So, when we launched at villages, we opted to rope in their peers.
    Fellow residents who had also been a bit hesitant about the app originally
    but then became app champions, to share their stories and experiences,
    and we played these at the launches. So, here's a little snippet of
    Margaret. Hopefully the video will work.
    (VIDEO PLAYS)

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    Page 50
    MARGARET: Initially, I thought what a great idea. And I still think it's a
    great idea because it reminds us of what's coming up for the week and it
    reminds us on the day, and it even reminds us half an hour beforehand.
    It's very, very clever. You can't be nervous because you can't do anything
    wrong with it. When you're learning things, you do have to fiddle a bit.
    But if you can't - you can't delete it. I don't think you can! (LAUGHS)
    (LAUGHTER)
    EILISH OUT-O'REILLY: We sat down with every resident to onboard them,
    one-to-one, face-to-face. Again, taking that time to get to know them,
    easing them into a largely unfamiliar environment. And it paid off. We
    initially had the target of 40% uptake in villages, and I'm pretty stoked to
    say that we're sitting around at 70% currently. 70% means we've started
    to chip away at that novice category and been successful in lowering the
    barrier to entry and encouraging those who are new to technology to give
    it a go, which is a massive win. However, we're not Superman either and
    we can't lower the barrier to entry to someone who doesn't have a phone.
    So, what happens to them? This was a really large fear. It came up again
    and again from staff but also from residents, often the most tech-savvy
    ones. They were worried about what was gonna happen to their
    neighbour. It was pretty amazing to have our audience really, like,
    champion inclusivity - it was awesome. We found ourselves constantly
    reassuring them that we wanted to do the opposite of what they were
    used to. We didn't want to design them out of an experience or out of a
    community.
    EMILY UNDERWOOD: So, instead of taking away the current paper-based

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    Page 51
    processes that residents were familiar with, we opted to position the app
    as a valuable alternative and not a forced replacement. The admin portal
    was key here. We utilised the database of information that powered and
    populated the app to also generate physical outputs, like a printed
    calendar. We also trialled things like a TV info channel, or voice
    interfaces, for making information available in other ways. This allows
    residents who don't have the app to also stay in the loop, but it also
    means that the activities team don't have to populate multiple different
    formats. We knew that better access to village information would lead to
    residents feeling more connected, which would help retain their sense of
    independence, and this was our overall goal, not to simply design an app.
    EILISH OUT-O'REILLY: If we want to be inclusive, we need to consider the
    idea that one solution might not fit all, and that's OK. 70% uptake of the
    app doesn't mean that it wasn't a good design or that we didn't do a good
    job. I think sometimes we overestimate what good interface design can
    do, especially in an audience like ours. We need to consider a range of
    approaches that can bring us closer to solving the whole problem. To
    wrap up, to design, we must understand our audience. We all know that.
    When doing so for typically overlooked users, we need to invest
    significant time into building rapport. More than we may even feel
    necessary. Building trust allows our audience to open up. This will help us
    gain that deeper understanding off their lives that are so crucial for us to
    design for. We also need to ensure that, as designers, we don't lose sight
    of the bigger picture. I think sometimes we have to pull ourselves out of
    the details that we are so passionate about in order to transform the
    experiences that truly impact our users. And this transformation might
    not be entirely digital either, and that's OK. It could be a group of
    solutions and processes that, together, allow us to, you know, impact the

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    Page 52
    lives of our users, and that should always be our focus.
    EMILY UNDERWOOD: So, these learnings are applicable to designing for
    older adults, or products that they might be using. But also it could be
    applied to designing for many other overlooked user groups. Think about
    the next billion users who are coming online now from developing
    countries. Similar to our residents, they haven't grown up using
    technology, and patterns that are so familiar to us here in the room,
    they're not recognisable. Or those who have different access needs, who
    are often overlooked just because they aren't the majority. We really
    need to adapt our design and research processes to make sure that these
    diverse user groups also feel heard.
    EILISH OUT-O'REILLY: We need to remember that best practices and
    guidelines are just that. They should serve as a starting point but they
    aren't the law and we don't need to be a stickler for the rules, especially
    in discovery. We should be open to doing things a little differently. If we
    focus on prioritising understanding and experience first, and design our
    processes and practices around that, that's how we'll create truly
    transformational change. Thank you very much.
    EMILY UNDERWOOD: Thank you. (APPLAUSE)
    STEVE BATY: Thank you so much. Wonderful.

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