Kelly Goto

Last updated
Kelly Goto
Kelly Goto.jpg
Born
Seattle, Washington
NationalityAmerican
Alma materUniversity of California, Los Angeles
Known forDesign Ethnography, User Experience, User Research, Universal and Inclusive Design

Kelly Goto is an American entrepreneur specializing in user experience design and contextual research. She was one of the first design researchers using design ethnography. She is the founder and principal at gotomedia and gotoresearch.

Contents

Education and early life

Goto was born in Seattle, Washington, and moved to Mercer Island, Washington in her early childhood. [1] She got her first freelance design contracts in fifth grade. [2] She studied radio, television and film at Northwestern University and obtained her bachelors of arts in communications from the University of California, Los Angeles in 1992. [3]

Career and research

Goto was hired as a senior producer of Warner Bros' online division in Los Angeles 1995, which was the first online presence of a major film studio. She moved to San Francisco, California in 1999 to become creative director at Red Eye Digital Media, which later became Idea Integration. [4] As creative director she became more interested in the intersection of user experience and design, [5] and was an early proponent of usability testing on the internet. [6] Goto founded gotomedia in 2001 in San Francisco, which initially focused on user experience on the web, and later expanded to mobile design and to multi-faceted user-design for technology, health care, education and other sectors. [3] [7] [1] [8] Goto was the president of the AIGA Brand Experience in 2006-2007. [9] She founded gotoresearch in 2015, which conducts user centered research based drawing from design thinking and ethnographic research methods. [10]

Goto is known for her book originally published in 2002 with collaborator Emily Cotler, Web Redesign: Workflow that Works. [11] [12] [13] The book, which has been translated into 14 languages and has used in university curricula, [14] argues that the creation of the ideal user experience is an iterative process, and provides practical advice on project workflow and redesign strategies.

Goto emphasizes diversity in her approach to user design research, focusing on both cross-cultural design [15] and universal and inclusive design, [16] [17] particularly focusing on how to understand and create the best user experiences for people of color, older people, women, and people with disabilities. [18] [19] [20] She was one of the earliest proponents of design ethnography, using methods such as diary studies, [21] and has spoken and written on this topic since the early 2000s. [22] [23] She also is involved in international and cross-national user design research and has led organizations around the world in design thinking workshops. [24]

Personal life

Kelly lives in a multigenerational Japanese-American household with her mother and two daughters in the Seattle area. [25]

Related Research Articles

<span class="mw-page-title-main">Design</span> Plan for the construction of an object or system

A design is a concept of either an object, a process, or a system that is specific and, in most cases, detailed. Design refers to something that is or has been intentionally created by a thinking agent, though it is sometimes used to refer to the nature of something. The verb to design expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design. The design usually has to satisfy certain goals and constraints; may take into account aesthetic, functional, economic, or socio-political considerations; and is expected to interact with a certain environment. Typical examples of designs include architectural and engineering drawings, circuit diagrams, sewing patterns and less tangible artefacts such as business process models.

Usability testing is a technique used in user-centered interaction design to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. It is more concerned with the design intuitiveness of the product and tested with users who have no prior exposure to it. Such testing is paramount to the success of an end product as a fully functioning application that creates confusion amongst its users will not last for long. This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users.

<span class="mw-page-title-main">Ethnography</span> Systematic study of people and cultures

Ethnography is a branch of anthropology and the systematic study of individual cultures. Ethnography explores cultural phenomena from the point of view of the subject of the study. Ethnography is also a type of social research that involves examining the behavior of the participants in a given social situation and understanding the group members' own interpretation of such behavior.

Computer-supported cooperative work (CSCW) is the study of how people utilize technology collaboratively, often towards a shared goal. CSCW addresses how computer systems can support collaborative activity and coordination. More specifically, the field of CSCW seeks to analyze and draw connections between currently understood human psychological and social behaviors and available collaborative tools, or groupware. Often the goal of CSCW is to help promote and utilize technology in a collaborative way, and help create new tools to succeed in that goal. These parallels allow CSCW research to inform future design patterns or assist in the development of entirely new tools.

A technical writer is a professional information communicator whose task is to transfer information between two or more parties, through any medium that best facilitates the transfer and comprehension of the information. Technical writers research and create information through a variety of delivery media. Example types of information include online help, manuals, white papers, design specifications, project plans, and software test plans. With the rise of e-learning, technical writers are increasingly becoming involved with creating online training material.

Technical communication is communication of technical subject matter such as engineering, science, or technology content. The largest part of it tends to be technical writing, though importantly it often requires aspects of visual communication. Technical communication also encompasses oral delivery modes such as presentations involving technical material. When technical communication occurs in workplace settings, it's considered a major branch of professional communication. In research or R&D contexts, it can overlap with scientific writing.

<span class="mw-page-title-main">Interactive media</span> Digital media which make use of moving images, animations, videos and audio

Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video and audio. Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction.

Service design is the activity of planning and arranging people, infrastructure, communication and material components of a service in order to improve its quality, and the interaction between the service provider and its users. Service design may function as a way to inform changes to an existing service or create a new service entirely.

<span class="mw-page-title-main">Parasocial interaction</span> Psychological relationship between audiences and celebrity personas through mass media

Parasocial interaction (PSI) refers to a kind of psychological relationship experienced by an audience in their mediated encounters with performers in the mass media, particularly on television and on online platforms. Viewers or listeners come to consider media personalities as friends, despite having no or limited interactions with them. PSI is described as an illusory experience, such that media audiences interact with personas as if they are engaged in a reciprocal relationship with them. The term was coined by Donald Horton and Richard Wohl in 1956.

User experience design is the process of defining the experience a user would go through when interacting with a company, its services, and its products. Design decisions in UX design are often driven by research, data analysis, and test results rather than aesthetic preferences and opinions. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance. UX design is also an element of the customer experience (CX), which encompasses all aspects and stages of a customer's experience and interaction with a company.

Contextual design (CD) is a user-centered design process developed by Hugh Beyer and Karen Holtzblatt. It incorporates ethnographic methods for gathering data relevant to the product via field studies, rationalizing workflows, and designing human–computer interfaces. In practice, this means that researchers aggregate data from customers in the field where people are living and applying these findings into a final product. Contextual design can be seen as an alternative to engineering and feature driven models of creating new systems.

Social viewing describes a recently developed practice revolving around the ability for multiple users to aggregate from multiple sources and view online videos together in a synchronized viewing experience.

Human-centered design is an approach to problem-solving commonly used in process, product, service and system design, management, and engineering frameworks that develops solutions to problems by involving the human perspective in all steps of the problem-solving process. Human involvement typically takes place in initially observing the problem within context, brainstorming, conceptualizing, developing of concepts and implementing the solution.

Content strategy is the planning, development, and management of content—written or in other media. The term has been particularly common in web development since the late 1990s. It is a recognized field in user experience design, and it also draws from adjacent disciplines such as information architecture, content management, business analysis, digital marketing, and technical communication.

Value sensitive design (VSD) is a theoretically grounded approach to the design of technology that accounts for human values in a principled and comprehensive manner. VSD originated within the field of information systems design and human-computer interaction to address design issues within the fields by emphasizing the ethical values of direct and indirect stakeholders. It was developed by Batya Friedman and Peter Kahn at the University of Washington starting in the late 1980s and early 1990s. Later, in 2019, Batya Friedman and David Hendry wrote a book on this topic called "Value Sensitive Design: Shaping Technology with Moral Imagination". Value Sensitive Design takes human values into account in a well-defined matter throughout the whole process. Designs are developed using an investigation consisting of three phases: conceptual, empirical and technological. These investigations are intended to be iterative, allowing the designer to modify the design continuously.

Victoria Bellotti is a Senior CI researcher in the Member Experience Team at Netflix. Previously, she was a user experience manager for growth at Lyft and a research fellow at the Palo Alto Research Center. She is known for her work in the area of personal information management and task management, but from 2010 to 2018 she began researching context-aware peer-to-peer transaction partner matching and motivations for using peer-to-peer marketplaces which led to her joining Lyft. Victoria also serves as an adjunct professor in the Jack Baskin School of Engineering at University of California Santa Cruz, on the editorial board of the Personal and Ubiquitous Computing and as an associate editor for the International Journal of HCI. She is a researcher in the Human–computer interaction community. In 2013 she was awarded membership of the ACM SIGCHI Academy for her contributions to the field and professional community of human computer interaction.

Shortcuts is a visual scripting application developed by Apple and provided on its iOS, iPadOS, macOS, and watchOS operating systems. It allows users to create macros for executing specific tasks on their device(s). These task sequences can be created by the user and shared online through iCloud. A number of curated shortcuts can also be downloaded from the integrated Gallery.

Feminist HCI is a subfield of human-computer interaction (HCI) that applies feminist theory, critical theory and philosophy to social topics in HCI, including scientific objectivity, ethical values, data collection, data interpretation, reflexivity, and unintended consequences of HCI software. The term was originally used in 2010 by Shaowen Bardzell, and although the concept and original publication are widely cited, as of 2020 Bardzell's proposed frameworks have been rarely used since.

Design culture is an organizational culture focused on approaches that improve customer experiences through design. In every firm, the design culture is of significance as it allows the company to understand users and their needs. Integration of design culture in any organisation aims at creating experiences that add value to their respective users. In general, design culture entails undertaking design as the forefront of every operation in the organisation, from strategy formulation to execution. Every organisation is responsible for ensuring a healthy design culture through the application of numerous strategies. For instance, an organisation should provide a platform that allows every stakeholder to engage in design recesses. Consequently, employees across the board need to incorporate design thinking, which is associated with innovation and critical thinking.

Kishonna L. Gray is an American communication and gender studies researcher based at the University of Kentucky College of Arts and Sciences. Gray is best known for her research on technology, gaming, race, and gender. As an expert in Women's and Communication Studies, she has written several articles for publications such as the New York Times. In the academic year 2016–2017, she was a Visiting Assistant Professor in the Martin Luther King, Jr. Visiting Professors and Scholars Program at the Massachusetts Institute of Technology, hosted by the Department of Women's and Gender Studies and the MIT Comparative Media Studies/Writing Program. She has also been a faculty visitor at the Berkman Klein Center for Internet & Society at Harvard University and at Microsoft Research.

References

  1. 1 2 Cotler, Emily (2012-03-03). "Kelly Goto: Studying You". Boom. 2 (1): 60–64. doi: 10.1525/boom.2012.2.1.60 . ISSN   2153-8018.
  2. "3 Women Entrepreneurs on What Inspired Them to Stay in Business". Business Class: Trends and Insights | American Express. Retrieved 2021-06-23.
  3. 1 2 International Council of Design. (2004). Kelly Goto: gotomedia. Design Graphics Australia, Number 108, 40-48.
  4. "Technology Briefs". Wall Street Journal. 2000-04-10. ISSN   0099-9660 . Retrieved 2021-06-23.
  5. Slatalla, Michelle (2001-04-19). "ONLINE SHOPPER; When Familiarity Breeds Temptation (Published 2001)". The New York Times. ISSN   0362-4331 . Retrieved 2020-12-12.
  6. Goto, Kelly (1999). "Usability Testing: Assess Your Site's Navigation & Structure" (PDF).
  7. Halvorson, Kristina (2010). "Intentional communication: expanding our definition of user experience design". Interactions. 17 (3): 75–77. doi:10.1145/1744161.1744178. ISSN   1072-5520. S2CID   23632399.
  8. Spencer, Stephan (2019-06-19). "Enrolling Customers through Great UX with Kelly Goto". Marketing Speak. Retrieved 2021-06-23.
  9. "Working Smarter, Not Harder". AIGA | the professional association for design. Retrieved 2020-12-12.
  10. Vijayakumar, Karthik (2017). "The Design Your Thinking Podcast: DYT 109 : Rapid UX Research Mindset | Kelly Goto on Apple Podcasts". Apple Podcasts. Retrieved 2021-06-23.
  11. Goto, Kelly. (2005). Web redesign 2.0 : workflow that works. Cotler, Emily. (2nd ed.). [Indianapolis, Ind.?]: New Riders. ISBN   0-7357-1433-9. OCLC   57641137.
  12. Mobley, Karen (2002-08-01). "Web Redesign: Workflow that Works. (Book Reviews)". Technical Communication. 49 (3): 353–355.
  13. Halvorson, Kristina (2010-05-01). "Intentional communication: expanding our definition of user experience design". Interactions. 17 (3): 75–77. doi:10.1145/1744161.1744178. ISSN   1072-5520. S2CID   23632399.
  14. Turnley, Melinda (2005-01-01). "Contextualized design: Teaching critical approaches to web authoring through redesign projects". Computers and Composition. 22 (2): 131–148. doi:10.1016/j.compcom.2005.02.007. ISSN   8755-4615.
  15. Goto, Kelly (2020). "Q&A #awareness #equity #respect: Two Black Designers Share Their Perspectives". Design Management Review. 31 (3): 4–9. doi:10.1111/drev.12235. ISSN   1557-0614. S2CID   225259291.
  16. Goto, Kelly (2019). "The Era of Adaptive Experiences: Rethinking Universal and Inclusive Design". Design Management Review. 30 (3): 28–33. doi:10.1111/drev.12186. ISSN   1557-0614. S2CID   208839766.
  17. "Design Critique: Products for People: DC143 Interview: Kelly Goto on Universal Design and More on Apple Podcasts". Apple Podcasts. Retrieved 2020-12-12.
  18. Pedro, Kelly. "Reimagine, rebirth: How businesses are changing a year into the pandemic". www.zeitspace.com. Retrieved 2021-06-23.
  19. Pedro, Kelly. "Rethinking adaptive experiences with universal design". www.zeitspace.com. Retrieved 2020-12-12.
  20. Keirnan, Timothy (2020). "Design Critique: Products for People on Apple Podcasts". Apple Podcasts. Retrieved 2021-06-23.
  21. MCCARTHY, KARI DEAN (2016). "A lifelong obsession with patterns and people". dscout.com. Retrieved 2021-06-23.
  22. "Jurors for March/April 2012". Communication Arts. Retrieved 2021-06-23.
  23. "Five Interactive Designers Share Their Treasured Finds". Communication Arts. 2016-02-29. Retrieved 2021-06-23.
  24. Cross-cultural design : 6th International Conference, CCD 2014, held as part of HCI International 2014, Heraklion, Crete, Greece, June 22-27, 2014. Proceedings. Rau, P. L. Patrick,, International Conference on Human-Computer Interaction (16th : 2014 : Ērakleion, Greece). Cham. 2 June 2014. ISBN   978-3-319-07308-8. OCLC   881443984.{{cite book}}: CS1 maint: location missing publisher (link) CS1 maint: others (link)
  25. Goto, Kelly (2020). "The "New-Normal" Life of a Sandwich Mom in a Sushi World". Design Management Review. 31 (3): 46–49. doi:10.1111/drev.12241. ISSN   1948-7169. S2CID   225322027.