Chapter 9. Modeling Modalities and Mapping User Experiences

“Don’t design things. Design behaviors.”

NAOTO FUKASAWA

HOW IS IT THAT one person may thrive by doing several things simultaneously and then barely stay awake doing only one? How can people struggle to stay in their seat during a meeting, but be glued to their sofa during a Netflix binge? Paying attention can be effortless or exhausting. Some activities require deep focus on one thing, while some require distributing attention across a few. Some activities heighten the senses, while some dull or confuse them. Focus is critical to difficult activities like brain surgery, rocket science, or driving with kids and dogs in the backseat. Distraction can be dangerous, and interruption is becoming a growing issue with the quality of experiences and life in general.

Multimodal product design emphasizes focus, behavior, and context to enable users to accomplish their goals. Product experiences should enable the right level of focus, provide the right functionality or information to support user activity, or simply get out of the way, depending on the situation. Understanding how perception and cognition contribute to those experiences is an important step in the process.

Multimodal experiences have many intangible layers, like user behaviors, contextual factors, and cross-modal transitions. These aspects of product design are perhaps not as concrete or as easily valued as that slick new locking hinge mechanism that uses supermagnets. They are all the more necessary to understand because they can be so elusive, nuanced, and complex. The design of multimodal interactions is a form of systems design, which tends to be used in a more open-ended and flexible way. There are generally also a lot more moving parts to the experience.

These kinds of interactions are responsive to ever-changing dynamics across context, user need, and real-time events. To design for them requires a shift, similar to that described by Donella H. Meadows and Diana Wright in their introduction to systems thinking: “Dynamic systems studies usually are not designed to predict what will happen. Rather, they’re designed to explore what would happen, if a number of driving factors unfold in a range of different ways.”1 To be able to provide the range of interactions, it’s important for designers to be able to identify the driving factors and how they will converge during an experience. Multimodal designers do so much more than simply decide whether people hear, see, or touch a user interface. They need to think about what experiences are most likely and why, and then determine which modes will be most appropriate across several possible use cases.

Behaviors Shared Between Users and Devices

With assistant-style applications, automated functionality, and the conversational nature of speech recognition and other modalities, our devices behave more responsively. To design responsiveness, rules must be established and documented. And like many other things, rules are designed. They aren’t just procedural triggers for interactions; they can express empathy to the user and earn trust for a device. It’s kind of like setting up a good working relationship or service.

The expanding physical presence of connected devices also means that environmental and physical factors, such as those typically addressed in industrial design or architecture, must also be considered for interaction design. At a high level, well-integrated behavioral and context models help identify, integrate, and prioritize these factors with UI considerations and apply them to solutions.

The dynamics between modalities, contexts, device activities, and user goals are key to creating multimodal experiences that work. Models and diagrams illustrate these kinds of dynamics and systemic considerations and can play a larger role in specifying multimodal experiences than other forms of interaction design. They help teams identify design considerations, ask the right questions, establish priorities, and structure experiences.

Because too many details can sometimes defeat the purpose of clear team communication, different types of diagrams focus on particular aspects of the experience. Sequential activities are often shown with journey or experience maps, while focus and input/output diagrams can help make human and device factors easier to understand and to keep top of mind.

Demanding Contexts and Complex Interactions Call for Alignment

Take the GoPro. The tiny, sturdy camera has been taken on a space jump, a Formula 1 race, and to the top of Mt. Everest. Its designers build simple, rugged interfaces that can even be used with gloves. These unpredictable contexts require the same level of industrial design that allowed, say, the Hasselblad camera to take pictures on the moon during the Apollo missions. Space is an unforgiving environment to design for, but extreme sports enthusiasts can be pretty tough on their gear, too.

Other examples abound. The greater connectivity offered these days means that a multimodal interaction can take place across several devices working together. For example, smart locks and the location-based protocol, iBeacon, work together with a user’s smartphone to determine their proximity, and then respond appropriately based on a number of different factors and the availability of certain kinds of customer data. Depending on settings and conditions, a smart lock may prompt someone for a code to unlock the door or simply open by itself when it senses the homeowner. The iBeacon does things like sending you location-based marketing messages when you’re near the right store in the mall.

Interactions may be between devices that all belong to a single user, among several users, or between users and a multichannel brand or service. The interface of a shared device must accommodate multiple users, or multiple devices must work together. Social interactions require a nuanced understanding of fluid social relationships, dynamics, and communication, and often entail systems designing around permissions, privacy, roles, and turn taking. Mapping the sharing, networking, users, and systems to each other requires planning and coordination that can be difficult to do at the interface level.

Payment technologies enabled with near-field communication (NFC) sometimes allow a specific physical gesture to replace a heavily secured multistep authentication and financial transaction. While there has yet to be one common default gesture, explorations of “bumping” or waving to pay have been used.

It’s easy to see how teams working on products like these need ways to keep all that interactivity straight. Done right, the process of mapping draws teams together to share insight and vision, as well as align on common goals. This book supplements common design models with additional factors based on the needs of multimodal product design and introduces a few new ones.

Experience Maps and Models for Multimodality

It’s a good idea to enter the mapping or modeling process with a clear, shared objective in mind, at least for what you’re hoping to address. How much of the user experience, device activity, or extended network resources are you hoping to capture in the map?

Different Maps Cover Different Scopes and Details

The difference between types of maps is often a question of story, scope, and fidelity. What is the experience you’re describing, how much detail is helpful, and which variables are most important to the experience? The following are common ways to map user experiences that are also used in multimodal design, with a few variations. Multimodality calls for a few additional facets to be incorporated, kind of like additional pins or layers on a Google map.

Some design maps and models don’t change very much and should be familiar. The following can be used for multimodal interactions in the same way they would normally be used, with the addition of some multimodal considerations. Multimodal design adds a few others that aren’t as commonly used (see Table 9-1).

FAMILIAR MODELS
TYPES PURPOSE MULTIMODAL CONSIDERATIONS
Scenarios, treatments and user stories (“happy” and “exception” paths are sometimes broken out individually) Vignettes to identify user needs, and to explore opportunities for a product to help fulfill them User goals, requirements, and behaviors, as well as environmental contexts and conditions, with attention to multimodality.
Storyboards Image-based flows that show the story of product use, illustrating contexts, goals, and meaningful moments.

Narrative structure and event quality from the user’s point of view

Focus requirements: focal, peripheral, interruptive, and filtered modalities, etc.

Modality characteristics: sequence; continuity; interruptions or distractions, etc.

Multimodal user behaviors: sensing, understanding, deciding, acting

Multimodal product behaviors: monitor, analyze, decide, respond and control

Experience map (also journey map) Understand a user’s experience over time to identify relevant goals, hurdles, decisions, and attitudes.

Align product and user behavior to reach goals, from a bird’s eye view

Focus requirements: focal, peripheral, interruptive, and filtered modalities

Modality characteristics: sequence; continuity; interruptions or distractions, etc.

Multimodal user behaviors: sensing, understanding, deciding, acting

Multimodal product behaviors: monitor, analyze, decide, respond, and control

Ecosystem maps Maps interdependencies between device, information, social, physical, and other systems that are relevant to the experience. Used to inform technology, device, platform, information, service, and other architectures. Contextual considerations, including environments, infrastructures, norms, user segmentation, and other shared resources, standards, or characteristics
Decision trees Capture all meaningful possibilities and paths to ensure comprehensive designs. Mainly used as reference, not for communicating vision or user empathy. Shifts in agency, contextual interaction triggers, how transitions and interruptions are managed
MULTIMODAL-SPECIFIC MODELS
TYPES PURPOSE
Context map Understand physical, social and institutional, and device and information contexts. May be about one or all of these, or other type of context when deemed important.
Keyframes or animatics Show significant moments and transitions within an experience to understand a flow, without having to yet fill in all the dots. Include user building blocks: sensing, understanding, deciding, acting, and device building blocks: monitor, analyze, decide, respond and control.
Focus model Assess where a user’s concentration lies and depth of engagement, throughout an experience and how it needs to be supported. Prioritize focal, peripheral, substitute, interruptive, and filtered stimuli.
Input/output map Asses all input and output modalities, noting focal, peripheral, substitute, interruptive, and filtered stimuli.

Key Considerations of Multimodal Design

Modeling product experiences with a multimodal approach will usually contain several important differences, mostly rooted in the senses and how we use them. The following are some of the design factors that may need to be understood when constructing a model or map of a multimodal user experience.

Modalities and Senses

What are the modalities of an experience or activity and which are dominant at any given point? Knowing this can tell you a lot about user expectations, habits, as well as what is needed to support the experience. We can start to think about the category of activity, like whether it is orientative, social, athletic, expressive, or analytical. Those are non-exclusive categories, and you may go much further in your definitions of them, but starting high level and then digging deeper is often a good way to proceed.

Focus

What is the most important sense or cognitive activity occurring? How do you manage the amount of information, choice, or activity possible? What are the consequences of minor or major disruptions? If a typist loses track of what they were typing, they might lose an elusive thought; but if a driver loses track of the road and cars around them, they might just lose their life. Whether the interface itself should be the focal point of an experience becomes one of the most important questions a designer should ask. It’s a profound shift from designing for engagement or “stickiness.”

Despite designing some of the most iconic objects of the 20th century, Dieter Rams believed that, “Space does not exist for objects, space exists for people.” We can apply the same humanist principle to preserving mental space.

Level of Focus and Engagement Depth

Every type of product requires varied depths of engagement. At the dead simple end, it’s just on and off, engaged or disengaged. On the more complex end of the spectrum, there are always-on devices, ready to subtly adjust their contribution and accommodate varied user engagement. Their useful presence may shift from ambient to deeply engaging, depending on the moment’s needs.

Even the dead simple end has a twist: when someone is using a product for the first time, and learning how to use it. Take a hammer. Most people get that you hold it from the light end and whack things with the heavy end. It still takes a little time to figure out the right swing. For more complex products, the learning curve can be steeper and require even more consideration. It might be worth modeling this learning curve as a way of understanding and possibly reducing the initial complexity.

Where will the high and low points for your product engagement occur? What kind of attention does each state call for from the user, and in which modalities will they occur? Are there points where the user will be have difficulty keeping focus, and is this caused by internal or external factors? What are the demands on a user’s attention at the deep end? Will they need to stop whatever else they are doing? Will the engagement require focus throughout product use, or can it become a more routine and effortless habit over time? This is often the case with tasks like setting preferences, initiating activities like phone calls, or deciding which music to play. Hence the popularity of default settings, stored phone numbers, and playlists or automatic music stations: they ease some of that cognitive load, and thus the strain of engagement depth.

Continuity

A sense of continuity, that sequential events are tied together, is essential to most experiences. It helps us feel in control and allows us to focus within our thoughts and activities. Causality, an understanding of why and how events unfold, contributes to continuity by assembling information into events and events into narratives. When experience counters expectation, we may feel surprised or disoriented and have difficulty responding appropriately. Repeated disruptions to continuity can cause a person to abandon an experience.

Sequence

As we’ve seen, a baseball pitcher executing a standard pitch follows a sequence of windup, early cocking, late cocking, acceleration, and follow-through. As with a pitch, the sequence of activities in many multimodal experiences is important. One step leads to the other, especially in that realm between mental and physical, where habits and non-aware activities (“muscle memory”) reside. In these kinds of procedural activities, later steps depend on those that came before them to make sense or work effectively.

Shifts

When circumstances call for changes in focus, it’s known as a shift. Providing ways to mentally or physically shift out of a sequence, and back in, can reduce friction enormously. Even though shifts occur naturally, and more frequently in our era of connected distractions, it’s not ideal. Attention switching has costs. “A state of continual partial attention is basically a state of reduced cognitive activity, and that has a large cognitive cost,” notes professor of computer science and author Cal Newport, whose work has focused recently on “deep thinking” and how to overcome distractions.

Flow and Habits

Flow is the state of being immersed and focused on an activity. Habits are how people approach an activity in repeatable ways so that doing them becomes nearly automatic. How much does your device support an activity that is likely to be best experienced as a flow? One main determinant is how expert the user already is or will become. If they are already expert, or have strongly developed habits, it may be important to consider how willing and able a person might be to change existing behaviors. It’s true what they say: old habits die hard.

Interruptions

Sequences may be disrupted beyond the user’s ability to shift smoothly in and out of them. Required sensory input may be impeded, or events requiring attention may pop up. The user might remember something suddenly or simply become tired and unable to maintain a flow state. Whether from external factors or from the internal state of the user, unexpected breaks in a product experience call for smooth recovery, exit, and re-entry. In some cases of surprise or danger, this smoothness is not just a buffer for the quality of the experience. It can help reduce certain kinds of startle response, allowing users to respond to sudden change in a calmer and more rational way.

Substitutions

There are many cases where the most common way to interact in an experience may not be available. Situational, temporary, and permanent disabilities are experienced in one form or another by everyone fairly regularly. A person’s hands are filled with groceries. The majority of people have some form of vision loss. We all need alternative methods of doing things when we hit up against our own limitations or when contextual factors are working against us. Anticipating these kinds of experience blockages, designers can create options to provide flexibility and avoid complete disruption. Many devices handle this by creating redundancy of information: flashing alerts and buzzers; a vibration, screen message, and alert sound. (That last triple threat can sometimes be an interruption more than a substitution.)

In many cases, a well-developed substitution strategy can address both variations in preferences and situational, temporary, and permanent disability. This hybrid approach is especially useful for products with large and diverse user groups. Closed captioning works great whether you can’t hear your favorite show because the upstairs neighbors started tap dancing, or because your ears have been damaged from too much rock ’n roll, or because of permanent hearing loss. The discoverability of alternative modalities can prove challenging, depending on how often it is needed by varying user groups.

Specialized Integration

There are special combinations of multiple modalities that are well understood and are deeply innate to human behaviors. There are also specific categories of activity that call for unique modality combinations. In these combinations, like audiovisual, or haptic tool use, the way that sensory information, decision making, and action are so tightly interwoven means they need to be considered together. Take the example of language—some people mouth words while they are reading or writing, which enhances comprehension. Taste and smell combine to create our experience of flavor. Our sense of touch extends into tools when we use them frequently.

This integration can often occur on a non-aware level—especially around highly developed skills, which can also be difficult for people to describe, separate, or even remember correctly. This can require user research techniques that learn more heavily on observatoin than on self-assessment, like surveys or interviews.

Knowledge and Skill

Is there any special knowledge or skill necessary to perform a task in the experience? Is the device designed to accommodate all level of expertise, or does it bias toward a certain range? Are there different products altogether for the novice and expert? Does it reward improvement or reflect growing expertise by unlocking additional possibilities or removing some guidance? If it was made for users who are already experts, what are their habits, preferences, unique skills, and expectations?

Key Contexts in Multimodal Experiences

Context is a broad concept, and it’s up to designers and their teams to understand which part of any situation is relevant to a product experience. It can be helpful to think about context as layers of an experience. Designers often need to consider physical and environmental contexts, social and institutional ones, and device and information ones.

Physical and environmental context

Put simply, the senses exist as a way to know where we are and what’s happening in and around us. Supporting them in that capacity, as well as considering how any change in contexts might affect how they function, is important.

A voice-based interface is designed much differently for indoor and mobile usage. Indoors is relatively quiet and power is readily available, supporting the always on, always listening mode. If it is portable and intended to be used outside in crowded places, always on would drain the battery, and the noise might cause mistaken commands and interruptions.

Social and institutional context

We are social beings, and our technologies are also—and they are becoming more so. Designing products encodes a host of assumptions, expectations, and behaviors that are shaped by, and in turn affect, social norms. When a product is released and put into use, we often see very quickly if it has risen to the occasion or not, so spending time to get that right beforehand is useful. Pundits may debate why Google Glass seemed to fail, but it’s no surprise that a hidden camera focused straight on you in any context would be at least a little awkward. The SnapChat Spectacles, on the other hand, were less visibly high-tech and more playful and toy-like in their design.

Settings like households, offices, and public spaces all have different social structures and expectations. Outside of personal zones, more social interactions happen, intended or not, and that’s an important consideration for safety and privacy. In addition, those people around the experience, with no direct interaction, may also be impacted.

How much privacy should any participant in a particular setting expect, and does the device affect that? There are laws and practices that address these questions in different settings. Are you an employer making a recording of employees? Video might be legal, but sound recording probably isn’t. Interactivity often carries norms and regulations, software encodes them, and devices physically embody them. Knowing the expectations for any setting is a good practice.

Device and information context

Which other devices, information, and processing resources are a part of the experience? While still somewhat choppy because of permissions, network reliability, and the explosive proliferation of devices and their smart apps, interaction between devices is becoming more common, and user expectations of a smooth experience are higher than ever. We want our wireless speaker system to sync with our smartphone, our television, and even our shopping list. The chain of connectivity and dependencies is steadily growing longer.

Mapping diagrams are unlikely to illustrate all of the information in an experience, but they should highlight the important ones, as well as drawing out key user or device needs, based on time, context, and coordination. The point is to get those important factors in mind for thinking and discussion. If the experience might unfold in more complex ways based on multiple factors, other documents like business rules can describe that complexity in detail.

Example Maps and Models

Because the range of experiences and interactions covered by multimodal design is so broad, the diagrams a design team requires will vary. We’ve included some broad types and examples here.

Experience Map: Transitional Flow

When there is are transitions between modalities, a diagram of those transitions is helpful. This is a time-based, sequential map. Task modalities can appear as swim lanes, with the main types of sensory data feeding them as the user moves through the experience. Your device may or may not be in all the swim lanes; it might be the star at any moment, or it might not, as it might play different roles at different times, allowing people to focus on aspects of the task they perform alone and those which are supported by the device. A tighter variation on this is an internal map, which describes a user’s decision points. This could also be a starting point from which a more comprehensive map is built that also reflects external factors (see Figure 9-2).

Ecosystem Map

When it’s important to get a sense of the information, processing, devices, and other kinds of resources utilized in the experience, an ecosystem map can help make those very clear (see Figure 9-3). The important goal is to illustrate a functional symbiosis, in this case drawing out dependencies and information flow. These are sometimes drawn similarly to architectural programs, mapping the key systems resources and user needs and behaviors to each other. These focus less on designing multimodal experience, but are used to help inform device, platform, or service architectures of multimodal experiences.

Context Map

A context map is a way of visualizing and resolving the dynamic external factors in which your product may operate (see Figure 9-4). At the start of this chapter we listed some key contexts, including physical, social and institutional, and device and information contexts. Depending on what you’re hoping to illustrate, you might include one or more of these. One might play a stronger more prominent role than another in shaping the experience. For instance, resources needed and their availability spans both device and physical contexts. Does your device require a regular recharge? How will that work? Are you making a device that includes voice commands? How will that work in different physical contexts? Will people feel awkward engaging that function with others around them? Will those others around them feel put upon?

Focus Model

Where is a person’s attention within an experience, and what are the details of the senses they are using to achieve that focus? The dimensionality, range, and resolution of the senses, as described in Chapter 2, are important points to consider for the practicalities of a focused sense experience. It is equally important to document the points of focus necessary to achieve the overall goals of an experience, even when they don’t align exactly with your product. In other words, if it’s crucial for a user to stay focused on a separate task, either fully or intermittently, then charting just what they need to focus on will help you best understand your device’s part of the experience and its restraints (see Figure 9-5). Early makers of mobile apps were probably not considering what happens when someone wanted to use their app while driving. But as they grew in popularity, it became clear that they were likely to be used by drivers.

Experience map
Figure 9-2. Experience map

Ecosystem map
Figure 9-3. Ecosystem map

Context map
Figure 9-4. Context map

Focus model
Figure 9-5. Focus model

Storyboards and Keyframing

Used during the process of creating films, storyboarding gained popularity as interactions became more complex and were expected to maintain a fluidity that matches real life. It’s even been adapted by software designers using Agile methodology as a way of capturing interaction nuance that user stories don’t allow. It’s basically like a comic, and it can be as detailed or sketchy as required. Ideally it is image-based, but it may start out with some words. The way that stories are told has a strong relationship with the way that we perceive meaningful events; storyboards can help “block” the pieces of your experience appropriately and really help develop the user’s point of view and sometimes even the device’s itself.

What we’re talking about isn’t filmmaking; you won’t have dialogue between superheroes and villains in bubble quotes. For multimodal design, storyboard annotations include technical details as well as the sensory and interaction dependencies that underpin each part of the story. The idea is to bring your vision of an experience to life in a way that communicates both the user’s intention and the thought behind the product’s affordances. Noting the user’s modality and focus—as well as why, when, and how those shift—is important.

Cognitive scientist and comic author Neil Cohn blends cognitive event models with visual storytelling techniques, which we have adapted for design storyboarding:

Orienter

  • Provides setting information, like location and time

Establisher

  • Sets up the users and their relationships

Initial

  • Introduces the conditions and needs of the user that drive the interaction

Prolongation

  • Focuses on a moment within the interaction to more fully explore it. This may include emotional states of the user, like a sense of anticipation, excitement, hesitation, or concern; reactions to interruptions or changes in contextual conditions; shifts or transitions in modality and how it changes a user’s engagement. These allow a “beat” to create empathy for the user.

Peak

  • Delineates the interaction, demonstrating the behaviors required of the user and product

Release

  • Illustrates the effects of the interaction, demonstrating how it fulfills the user’s need, and addresses the contextual and conditional requirements

Cohn’s work suggests that like speaking and writing, visual language has a grammar that is structured similarly to the way our minds understand events. This approach to storyboarding, using the elements that Cohn identifies helps designers ensure that the interaction both fulfills user needs and follows an event model that users can recognize, easily learn, and remember.

Keyframes focus on describing important events to quickly get a larger story across, and to identify phases rather than individual events. They often include several interdependent interactions, rather than focusing on just one (see Figure 9-6). These accented moments give a sense of the important moments of a flow, but without having to connect all the dots. It’s a lot like outlining a story or essay: it lets you make sure you’re getting the point across and pulling the users along for the ride. This kind of document also emerged from filmmaking, to show key moments of character development or plot. They are used to inventory and sequence multiple interactions or events. Once the order and number of keyframe events is right, they can be fleshed out into storyboards, which provide more detail about each interaction and the details that will make them effective.

Keyframes
Figure 9-6. Keyframes

Update as Needed

The artifacts of the design process should always be looked at as provisional. This is especially true at the beginning of the process: the activity of diagramming expected uses, and possibly working with others on the team to workshop, enhance, and align will undoubtedly spur more and better thinking, as will testing your assumptions through prototyping activities. Never be so impressed with your map that you become precious with it: remember it’s just a tool.

Summary

Creating models of user experiences allows designers to use understanding, empathy, and imagination to better understand how design will come together. Different types of models can be created, depending on product functionality and user needs. Those models include customer journeys, decision trees, ecosystem maps, focus models, and storyboards. The user factors of sensing, deciding, understanding, and acting are important to keep track of in most models, since they are so fundamental to multimodal experience, and because they are each so intertwined.

1 Donella H. Meadows and Diana Wright, Thinking in Systems: A Primer, p. 46.

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