Externalization in UX/UI Design

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What is Externalization in UX/UI Design?

Externalization is a set of techniques for boosting creativity and is the process of expressing tacit ideas to identify and use them better. Designers use externalization to access their hidden knowledge and make it identifiable and useful for design work. It can involve activities such as sketching or writing.‍

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    What I want to focus is four different reasons for why externalization can be powerful.  Some of you might remember – this was quite a few years ago now, so some of you might be too young to remember, but during the war in Afghanistan Rumsfeld talked about three kinds of knowns. He talked about the *known knowns*:

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    the things you know you know; the *known unknowns*: the things you know you don't know, and the *unknown unknowns*: the things you don't know – you don't even know that you don't know them. Now, Rumsfeld's answer to the last of these was just to blow everyone to pieces. We're not going to suggest this as a general  user experience and user interface design strategy. However, what I want to focus is – he mentioned three things here, and there's a missing one. So, we have the known knowns,

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    the known unknowns,  the unknown unknowns, what about *unknown knowns*? Now, I'm going to say these are the most interesting things. These are things you know – you or perhaps people you're working with know – *tacit things*, but they *aren't aware that you know*. So, this is true of your own understanding of a problem area. Or it might be true as you talk to your users or your stakeholders or your clients,

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    to actually uncover the things that they know and yet don't know that they know. And externalization is about that process that takes the unknown knowns *and turns them into known knowns*. There's all sorts of different kinds of externalization used in design, ways we put our knowledge into the world. There's – I mean, classic is *drawing and sketches*. You can have *models* and actually models in multiple senses

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    – models in the sense of physical models of buildings and things like that, but also mathematical models and models of that kind; *diagrams*, formal diagrams; *mathematical formulae* – again, I mentioned before my first love was mathematics, so I like my formulae; *spoken words* – so, things we say; criteria words, dimension words, abstract ideas – sort of adjectives often, even, or adverbs. People will use those words to talk about their area, but not

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    – if you ask them what are the critical features, what are the critical criteria, they wouldn't necessarily be able to name them. So, often the words we speak externalize things; so, listening to other people. Also learning to listen to yourself – often easier with *written words*, whether again it's your own or somebody else's because then you can analyze this. It's a classic thing to do, for traditionally in requirements engineering but also for working out what – to understand a new situation is to look at the written documentation, the manuals,

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    the procedures – perhaps things that have been written about an area. And people often do things like noun-verb analysis, of pulling out, trying to pull out critical things. Do that to your own writing about something in order to try and understand what you know about it. *Computer programs*, software embodies tacit knowledge in physical things or at least digital things that you can analyze. *Acting out* – talking about the sort of internet-enabled Swiss Army Knife,

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    and it was only as I acted that I made it external, did something physically, that I saw there was a problem with covering where you might decide to put your little screen. So, why are you doing this? I've sort of already given this a little bit away with the Rumsfeld one, but I'm going to give you four different reasons for why externalization can be powerful. So, we're going to talk about the *informational use*, which is about existing ideas; *formational use* – the way that externalization creates new ideas;

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    *transformational*, which is actually using the external thing to do stuff; and in the end *transcendental*, but not necessarily in the way that you might hear the word 'transcendental' used. So, first of all, *informational*. Now, the informational way of using ideas is, shall we say, the *classic* form of externalization. I've got books behind me, so I'm going to pull a book off the shelf. So, this is *Human-Computer Interaction* by Dix, Finlay, Abowd and Beale.

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    So, the informational model is probably  the way you'd normally think about writing. You know – we knew things about human-computer interaction. We wrote them into the book; people buy the book; people read the book, and then  into their heads... human-computer interaction. So, an idea in this person's head – the person on the left here is our

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    font of knowledge on the subject; writes it down in some way, and then the person on the right reads or sees that, or it may be a video lecture like this – it doesn't have to be necessarily written. And the information is passed on. You notice I've drawn them slightly  different in each state because typically when things pass on, the idea that gets written  down may be not quite the abstract thought in the head, and what the person understands when they read what's written down

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    may be different again. But the idea is that you're passing knowledge from mind to mind. There are the things I know and then I want to pass on to you. That's a classic model of information transfer model of stuff. So, that happens – you know – so, that is a thing that occurs. And in some sense that's what I'm doing here. I've thought about these issues; I've drawn slides. So, probably things are happening dynamically, but a lot of it I knew already;

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    I've transferred into slides, into ideas that I'm going to pass on and talking to them. So, that's the informational model, a classic model of what you do with external representations. However, if as a designer you've sketched things, if you've ever done creative writing and you've had a character, you know it's not all that. So... you sort of want the character to do something and you can't get the character to do something, because  you know the character wouldn't do it that way.

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    Suddenly, as things flow out, they become more  concrete, more clear, more explicit. So, as you draw your sketch of that user interface, you suddenly start – things become clearer that before were very sort of fuzzy in your head. You sort of half knew them, and the act of putting them out there makes them explicit. So, when you – even in something  like this video, I've drawn slides for it, and in drawing those slides I have made my thoughts much more explicit.

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    You've probably been in that situation where you write something down and then you suddenly think, 'I didn't know that before.' Perhaps you notice afterwards; you've  written it down; you read it back and you think, 'Did I write that? I didn't know that.' A classic thing – I said, talk to any writer, but you'll have almost certainly experienced it yourself during your design in sketching or whatever if you're more of a

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    graphic designer, if you're an interaction designer, the way you've done it. So, here what's happening is you've  got this fuzzy thought in your head; you externalize it in some way – you write it down, and during that process of externalization, you're forced to both think about the idea and make it more explicit, more concrete. So, actually what's happening is the idea in your head is being transformed from something a bit fuzzy to being something that you've actually got a bit more of a handle on.

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    So, that's *formational understanding* coming through externalization. So, let's go one step further – *transformational*. So, having externalized... and during that process almost certainly made some of your thoughts much more concrete and explicit, can you use those materials to do stuff? One that I've been using recently which is in this – that is using again the *physical representation*

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    as a way of *thinking* about stuff is with  producing slides for talks and for videos. So, what I've been doing is I'll print out  my initial ideas of slides. So, what I then do is – I normally do this with scissors and I forgot to bring my scissors with me into the... perhaps I'll tear it and hopefully tear  it without... and on the line; I'll tear it again. So, I end up with each slide on a piece of paper. And in true Blue Peter fashion...  

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    here are some I prepared earlier. And then what I find is that when I've done that, it's much easier – I certainly find it  easier to spread them all out on the table top and then sort them in and put  them into different categories. And then, once I'm sort of satisfied with them, I might – and I was trying to see if any of these

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    have got notes on – I might write little notes on them. I'm just thumbing through to see if I can find one with a note on – like there, I've scribbled some notes and comments into that one. Sometimes, I'll (inaudible) – I might cut out a few blank ones, and if there are gaps, I might write some notes for a new slide to go in there, put them into there, or once I've organized them, put them into little packets like this, and suddenly now I have my talk all organized. I know what I've got; I know where the  gaps are. I don't feel worried about slides

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    that I think I might use, because if they're sitting at the side of the table, I've not lost them, even if I decide not to put them in. Very powerful – well, I find it powerful: *reasoning using the physical representation*, chopping it up. Now, in principle, I could do this all in PowerPoint. I could pull slides around, sort them around. But there's something about having them there that certainly makes it feel easier to do and for a lot of purposes. So, you're thinking actually physically  using the materials

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    in order to do stuff. So, that's *transformational use of externalization*. Oh yes, that's right – I almost forgot; you might have heard – if not, I'll explain it to you then the ideas of *external distributed cognition*. Some people talk about *embodied thinking*  or *embodied cognition*: the idea that when we think, our thoughts are part of the world *outside*; they're not just in our heads. They're part of our interactions with the world.  Now, that's something important as a designer, to think about in relation to your users – you know – that they're not necessarily

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    a pure cognitive creature. They're a creature with hands and arms, and there's a world they're living in. And we often *offload* – people talk about 'offloading cognition'. Sometimes that's about *memory*: you know – the fact that you don't remember all your telephone numbers but they're in your telephone. Sometimes it's about offloading *thought processes*.  So, if I want to do a complex sum, I don't try and do it all in my head. It's complex. I write it down and scribble and draw,

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    sometimes draw little pictures and stuff like that. And so, effectively our cognition is not just in our head, but it's part of the way we relate to our environment. So, that's something to think about as a designer because your users are doing it, but also as *part of your design*. You are thinking externally embodied, and you can deliberately create techniques to help you do that.

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    So, the last kind of externalization we'll talk  about is *transcendental externalization*. So, the idea that the – well, actually, I say it's 'kind'; it's not 'kind', really – they're all different things that happen as we externalize. So, this is where our *internal* thoughts and ideas become the *object* of thought. By naming it, by being able to talk about it, suddenly now I can talk about that as an issue. If it's in graphic design, at the point at which you label it and you say, 'Oh, actually, the reason why

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    I find that's – I dislike that image, I don't find that a powerful one; the reason I like that one instead is because of *balance*.' Or... back to the HCI book. Now, when we were first shown the example cover for this book, it was identical, except that the hand was the other way around. So, I was going to get the right one here. So, the hand is doing... *that* is what you're seeing the hand do.

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    But actually it did it that way round and at a slight angle. And I remember looking at it and thinking... there was something wrong with it. It didn't *feel* right. But I realized one of the things I didn't like was the fact that because the hand did that, it was sort of pointing

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    bottom right towards top left. In Western tradition – I mean, I'm not sure how this looks to somebody whose writing goes the other way around, but certainly in left-to-right writing, things that go up like that are seen as  *dynamic* – going up, in fact. Things that do *that*.... And the arrow was sort of – I mean, it wasn't so much pointing down, but it was doing the wrong (inaud.). Having *articulated* that, was able to then take that  back to design.

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    But having been able to *articulate*, to *say*, to give a *name* to what was going on, it was about dynamism, it was about the left-to-right movement, then we were able to discuss it. Now, *I* wasn't able to produce a better cover, but the person – actually, or probably could have done this (inaud.); all the person did, I think, was do a mirror flip of the image. But it was the ability to articulate it. So, once that vague concept in your head that just didn't feel right

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    was *articulated*, then it was something you could communicate to others, you could think about yourself and  think about alternative ways of doing it. Now, those of you if you've... worked  in a sort of more ... a design area that isn't necessarily user experience design, you might have come across the writings of Schon, *The Reflective Practitioner*. So, Don Schon, I mean it's a classic in the design literature; he looked at a number of designers in different areas. There was sort of urban planning design,

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    architectural design. And in particular, some of this was about the relation with each other, but some of it was the relation with students, and the way in which really top-end designers were *reflective*; they didn't just say, 'Ah, that's a good idea,' but they said, 'This is good *because*'; 'There's a problem here *because*' and they were looking in at their own thinking and their own way they're working in order to

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    – partly, I said in a teaching concept, to be able to pass that on to a student, or possibly to be able to talk to others. But also, by being – and go for this word – 'Reflective Practitioners', looking in at their own practice, they were able also to be able to lift their own practice to a different level. They were able to think about what they were doing, about what was good about it, what was bad about it

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    to improve it, to be able to go to new situations and perhaps do a little bit more handle turning in the sense of saying, 'Have I thought about these issues?' But by being reflective, taking what had been a tacit, albeit successful practice and lifting it up to a higher plane.

Table of contents

‍How Can Externalization Help You Design Better?

In user experience (UX) design, externalization is a process you can use to tap your hidden reserves of designer know-how. You can use it to reach deep into your mind and pull out many other concepts and ideas, too. Externalization is not new; nor is it restricted to designing products or services. The practice of transposing internal thoughts, ideas and knowledge into a tangible or visible form goes back to earlier times. It’s helpful in addressing real-world problems across many disciplines. However, externalization is especially valuable in user experience design and addressing user problems. That’s because you want to find innovative ways to enhance the interactivity and functionality of designs that will truly resonate with users. 

Externalization can take a wide range of forms on the path to user-friendly design and software development. These include sketching out interface designs and information architecture, creating user flow diagrams, and writing down design concepts. The objective is to make the abstract concrete. When you externalize things, you turn nebulous thoughts into something more explicit and tangible. This practice can help you crystallize high-quality ideas. It can also make collaboration easier with other design team members, stakeholders, and users. It lets team members visualize, critique, and build upon each other's thoughts.

Professor Alan Dix, a renowned computer scientist and human-computer interaction expert, emphasizes the significance of externalization as a way to enhance creativity. According to Dix, by externalizing your thoughts, you as a designer can gain a different perspective. You can also engage in a more dynamic interaction with your ideas. Externalization lets you not only explore but also refine your thoughts. It’s a process that can lead to new insights and innovative solutions. So, it’s a great tool to break away from conventional design patterns. With it, you can explore novel, uncharted territories of creativity and design thinking.

Image of person thinking and writing at a computer.

Unlock the sheer creative power you possess, with externalization!

© George Milton, Fair Use

What Are the Benefits of Externalization?

Externalization can help you since it can:

Enhance Cognitive Processing

The act of externalization aids cognitive processing. You can offload mental work onto the physical world and see what’s going on far more clearly. Meanwhile, you have more capacity to handle what’s going on in your mind. So, when you externalize your ideas, you free up cognitive resources. This lets you engage in deeper, more complex thinking. From there, you can try for more innovative solutions that you may not have been able to access through internal thought processes alone.

Facilitate Collaborative Problem-Solving

Externalization also promotes collaborative problem-solving. By making ideas visible, it empowers you to share your thoughts with others. Because of our unique personalities and ways of seeing the world, ideas can be difficult to define and voice. So, if you can get your thoughts out in the open and clearly defined, you can invite feedback for them. At the same time, you’ll foster a collaborative design process. This collective brainstorming can lead you and your design team to develop more comprehensive and creative solutions. Best of all, these can cater to diverse user needs and expectations.

Enable Iterative Design

Another critical advantage of externalization in UX design is how it helps pave the way for iterative design. The tangible representations created through externalization—e.g., sketches—can serve as a starting point for successive design iterations. From there, you can continually refine and improve your design ideas based on user feedback and testing.

How Can You Use Externalization?

Alan Dix proposes four uses of externalization:

Informational Use

Here, you use external representations to store and retrieve information, such as notes, diagrams, and graphs. For example, a student reading a book can suddenly have virtually the same knowledge as the interaction designer who wrote it. It will manifest in a slightly different way. That’s due to the student’s unique interpretation of the concepts, but the knowledge will be there.

Diagram of Informational Use of Externalization.

With informational use, you transmit ideas simply and directly.

© Interaction Design Foundation, CC BY-SA 4.0

Formational Use

You can use external representations to help create or develop new ideas. It could involve writing something down, brainstorming, sketching, or prototyping. The point is, when you represent your ideas like this, you can come to realize something you were not previously aware of.

Diagram of Formational Use of Externalization.

With formational use, you realize knowledge that you set down before you.

© Interaction Design Foundation, CC BY-SA 4.0

Transformational Use 

You use external representations to transform or modify information. This could be editing text, manipulating images, or reorganizing data. For example, you might print out a page full of slides, cut and re-sort them into different categories and annotate them.

Here, it’s good to consider external distributed cognition. When we think, our thoughts are part of the world outside. In design, you can offload your cognition. This could be, for example, thought processes—like solving a problem on paper. So, you can sift and sort concepts to great effect when you get them out in front of you like this.

Diagram of Transformational Use of Externalization.

With transformational use, you can come to realize things in new ways by re-sorting them.

© Interaction Design Foundation, CC BY-SA 4.0

Transcendental Use

This is when you use external representations to help you understand abstract concepts or phenomena. Essentially, our internal thoughts and ideas become objects. You become more aware in the process. For instance, it’s often hard to pin down why you might feel that a design is good or not so good. By bringing it out via externalization, you can name the issue and talk about it. For example, you can state the actual reason that you prefer one image to another is its balance.

Diagram of Transcendental Use of Externalization.

With transcendental use, you can become aware of the sharper reasoning behind, e.g., feelings about a design.

© Interaction Design Foundation, CC BY-SA 4.0

How to Use Externalization: Best Practices and Tips

While externalization can significantly enhance creativity in UX design, its success hinges on how effectively you apply it. Here are some best practices and tips.

Start with Low-Fidelity Externalization

Begin with low-fidelity methods such as rough sketches. Doing this is easy and cheap. It can also help you overcome creative blocks. Even the scribbliest sketch might serve as the access road to help you explore and iterate on different possibilities. Soon, you might be well on the way towards a truly user-centered solution.

Image of person making a sketch.

For example, sketching is an easy way to get ideas out in the open.

© Karolina Grabowska, Fair Use

Use Diverse Externalization Methods

Don't limit yourself to one form of externalization. Use a combination of sketches, diagrams, physical models, written descriptions, and other methods to represent your ideas. Diverse externalization methods can capture different aspects of a design, providing a more holistic view of the concept.

Here are some ways to uncover your tacit knowledge:

1. Direct Externalization: Express your tacit knowledge using verbal or written communication. When you articulate your thoughts, experiences, and expertise, you can make them accessible to others and yourself. Use techniques such as storytelling, journaling, or creating diagrams and sketches.

2. Reflection and Sense-Making: Reflect on your experiences and engage in sense-making activities. It can help you uncover previously hidden tacit knowledge. This could take the form of analyzing past situations, identifying patterns, and extracting valuable insights. Techniques like self-reflection, group discussions, or journaling can facilitate this process.

3. Collaboration and Dialogue: Share and discuss your tacit knowledge with others. It can lead to new perspectives and insights. Collaborative activities, such as brainstorming, workshops, or team projects, are chances to get your thoughts out of your head. Then you can exchange them with others and co-create new knowledge. When you have dialogue with others, you can all explore different viewpoints and uncover hidden knowledge.

4. Observation and Modeling: Observe experts and model their behavior; it can help externalize tacit knowledge. So, closely watch and analyze how experts perform certain tasks or solve problems. You can identify and mimic their tacit knowledge. Try techniques like shadowing or using visualization tools to capture and represent expert behavior.

Diagram showing how divergence and convergence work in the creative process.

Externalization can be a powerful tool in the creative engine, especially given all the possibilities that creative problem-solving can present.

© Interaction Design Foundation, CC BY-SA 4.0

Embrace Curiosity

Stay curious about the world around you and continuously seek knowledge to fuel your learning and creativity. Namely:

1. Emphasize understanding over memorization: Instead of just memorizing facts, focus on understanding the underlying concepts. This will help you apply your knowledge in different contexts.

2. Embrace failure: Failure is an essential part of the learning process. Don't let setbacks discourage you; use them as opportunities to learn and grow. Treat them as case studies you can use to find more fertile ground.

3. Practice active learning: Actively engage with the material you are learning. Take notes, ask questions, and participate in discussions. This will help you retain information better.

4. Seek diverse perspectives: Expose yourself to a variety of viewpoints and perspectives. This will broaden your thinking and help you develop a more well-rounded understanding of the world.

5. Foster a growth mindset: Believe in your ability to learn and improve. Cultivate a positive attitude towards challenges and see them as opportunities for growth.

6. Develop strong problem-solving skills: Problem-solving is a vital skill in any field. Practice breaking down complex problems into smaller, manageable tasks and develop strategies to solve them.

7. Collaborate and communicate effectively: Learn to work well with others and communicate your ideas clearly. Collaboration can lead to innovative solutions far more easily, and foster a supportive learning environment.

8. Stay organized: Develop good organizational habits to manage your time and resources effectively. This will help you stay focused and productive.

9. Reflect on your learning: Take time to reflect on what you have learned. Analyze your strengths and weaknesses, identify areas for improvement, and set goals for your future learning endeavors.

Image of person with hand to ear, listening out.

Staying open and attentive to the outside world is just as important as flexing your creative muscles via externalization.

© Andrea Piacquadio, Fair Use

Incorporate User Feedback and Iterate and Refine

To ensure you’re on the right track with your externalized design ideas, get your users on board in user testing. When you involve them early on and throughout the iterative design cycle, you can gain valuable insights. When you gather feedback like this, you’ll notice how different it is from what you might hear from your design team and stakeholders.

This iterative feedback loop helps refine and validate design concepts. That will help you achieve more user-centered and successful products. Also, in the long term, it can take the pressure off the customer support for your product or service once it’s launched. That’s because you’ll have included your target audience from the earliest days.

So, use each externalization as a stepping stone for further idea development. Continually refine your designs based on usability testing and user feedback. Do that until your externalized ideas align with user needs and expectations.

Considerations and Risks of Externalization

While externalization can help supercharge creativity in UX design, it’s important to be aware of its challenges. Here are some potential drawbacks:

The risk of misinterpretation – as others may not fully understand your externalized representations. Remember, your way of seeing the world means you might express things in a way that won’t fit others’ view of the world. These idiosyncratic differences can cause confusion.

Becoming too attached to your ideas – This includes getting fixated on specific ideas so that you limit how you explore other potential solutions. It’s vital to stay open to other alternative concepts and approaches.

Avoid designing by committee. Strike a balance between collaboration and keeping a clear design direction – Too many opinions can dilute the design’s focus and coherence. It’s important to keep on a clear, user-focused design path. Don’t let the details of your “design council’s” visions bog you down.

Overall, externalization is a potent tool for supercharging you UX designer engines. Perhaps more importantly, it can help you as a life skill in general as well. With it,  you can recognize and articulate ideas and concepts that your mind had previously obscured. You can lift your knowledge base to a higher level. Likewise, you’ll be able to lift your design practice to a different, more relatable level too.

Learn More about Externalization

Take our course, Creativity: Methods to Design Better Products and Services.

See our piece, Externalization: 4 Ways and Methods to Uncover Your Tacit Knowledge, including a free template, for further insights.

Read Donald A. Schon’s book, The Reflective Practitioner: How Professionals Think In Action for deep insights.

Read this highly insightful article, Make It A Habit to Externalize Your Design Work | Dan Shilov.

Questions about Externalization

How does externalization help in understanding user needs?

Externalization helps you translate internal thoughts and processes into tangible, visible forms. You do this through various methods such as sketches, diagrams, prototypes, and verbal descriptions. Here's how externalization facilitates a deeper understanding of user needs:

1. Visual Clarification: Externalizing ideas through sketches or diagrams makes complex concepts more accessible and easier to comprehend. This clarity is crucial for you as a designer to accurately grasp and address user needs.

2. Enhanced Problem Solving: When you give form to abstract thoughts, externalization helps you identify and solve design problems. For example, mapping out user journeys can uncover pain points in the user experience.

3. Better Communication and Collaboration: Externalized ideas provide a common reference point for discussions, ensuring that all team members have a shared understanding of user needs. This is especially important in interdisciplinary teams where members may have different expertise.

4. Facilitating User Feedback: Prototypes, as a form of externalization, allow for testing with real users. This feedback is invaluable in refining designs to better meet user needs for a product or service.

5. Memory and Processing Aid: External representations serve as cognitive tools, aiding memory and understanding, particularly when dealing with complex user needs and behaviors.

How does externalization differ between individual and team environments?

Externalization in individual and team environments serves a common purpose: to make internal thoughts tangible and understandable. However, the approach and impact differ significantly between these two work environments.

In individual environments:

- Personal Reflection: Externalization lets individuals visually map out their thoughts, facilitating personal reflection and deeper understanding. This process is introspective, helping you as a designer clarify your own ideas and assumptions.

- Focus on Personal Creativity: Here, externalization is a tool for personal creativity and problem-solving. Individuals can freely explore and iterate on their designs without the need for consensus or collaboration.

- Customized Methods: Individuals can tailor externalization methods to their personal preferences, whether it's through sketching, writing, or digital tools, optimizing the process for their cognitive style.

In team environments:

- Collaborative Clarity: Externalization becomes a means of creating a shared understanding among team members. It helps in aligning diverse perspectives and ensuring that everyone is on the same page to work effectively.

- Enhanced Communication: It facilitates clearer communication, as visual or physical representations are often easier to discuss than abstract concepts. Successful teams build on higher levels to communicate effectively and pursue common goals.

- Collective Problem-Solving: In teams, externalization aids in collaborative problem-solving. Teams can collectively analyze, critique, and improve upon ideas, leading to more robust design solutions.

- Standardized Techniques: Teams might adopt more standardized or formal methods of externalization (like specific software tools or diagramming methods) to ensure consistency and mutual comprehensibility.

So, while individual externalization focuses on personal clarity and creativity, in teams, it emphasizes effective communication, collaboration, and collective problem-solving.

What role does externalization play in user research?

Externalization plays a critical role in user research. It enhances both the understanding and communication of user needs, behaviors, and experiences. Here's how it contributes to the process:

1. Visualizing User Data: Externalization helps translate user data into visual forms like personas, journey maps, and empathy maps. These tools allow researchers to capture and communicate complex user information in a clear, concise manner and so help design decisions.

2. Idea Generation and Concept Development: By externalizing thoughts through sketches or prototypes, researchers can explore a wide range of solutions to user problems. This process fosters creativity and innovation in responding to user needs for a product or service.

3. Facilitating Team Collaboration: In team settings, externalization provides a common language and reference point. This shared understanding is crucial when interpreting user research findings and deciding on design directions for a target audience.

4. Enhancing Empathy: Tools like empathy maps enable researchers to step into the users' shoes, externalizing their feelings, thoughts, and experiences. This deepens the team's empathy towards target users, leading to more user-centric design solutions.

5. Testing and Feedback: Prototypes, as external representations, are invaluable for user testing. They allow researchers to gather direct, real-life feedback on design concepts, informing iterations and improvements based on real user interactions.

6. Documenting and Sharing Insights: Externalization aids in documenting research findings in an accessible way. This ensures that team members can effectively communicate  insights and utilize them across different stages of the design process.

What are the best tools for externalization in digital product design?

In digital product design, the best tools for externalization are those that effectively translate abstract ideas into tangible forms. They facilitate understanding, collaboration, and decision-making. Here are some of the most effective tools:

1. Sketching and Wireframing Tools: Tools like Sketch, Adobe XD, and Balsamiq are excellent for quickly creating wireframes and visualizing ideas. These tools are user-friendly, allowing designers to externalize concepts with ease.

2. Prototyping Tools: Prototyping tools like InVision, Axure, and Figma offer advanced functionalities for creating interactive prototypes. These allow designers to simulate user interactions and gather feedback, making them invaluable for externalizing and testing design concepts.

3. User Journey Mapping Software: Tools like Miro and Lucidchart enable designers to create detailed user journey maps. These maps help in externalizing and understanding the user's experience, identifying pain points, and opportunities for improvement.

4. Persona Development Tools: Tools such as Xtensio and HubSpot's Make My Persona aid in creating user personas. These personas externalize key characteristics, needs, and behaviors of target user groups.

5. Collaboration and Feedback Tools: Collaboration tools like Slack, Microsoft Teams, and Zoom are essential for team-based externalization, facilitating communication and the sharing of ideas. Feedback tools like UserTesting and Lookback.io provide platforms for externalizing user feedback during testing phases.

6. Version Control and Documentation Tools: Version control systems like Git and documentation tools like Confluence help in externalizing the development process, keeping track of changes, and maintaining a clear history of the project evolution.

What are common methods of externalization in UX design?

Externalization in UX design refers to making internal thoughts, ideas, or processes visible or tangible. This is crucial in UX design as it enables designers to communicate abstract concepts, collaborate effectively, and test ideas with users. Here are common methods of externalization: 

1. Sketching and Wireframing: These are foundational tools in UX design. Sketching is the rapid creation of a rough drawing to communicate ideas, while wireframing is a more detailed, often digital, layout of a web page or app that shows content and functionality.

2. Prototyping: Prototypes are interactive representations of a design, used to test functionality and user interaction. They range from low-fidelity (paper prototypes) to high-fidelity (interactive digital models).

3. User Journey Maps: These visual representations illustrate a user's process or journey through a product, highlighting pain points, emotions, and key interactions. They help in understanding the user experience from the user's perspective.

4. Affinity Diagramming: This involves organizing and grouping information, ideas, and insights, often on sticky notes, to identify patterns and relationships. It's useful for synthesizing research data and brainstorming ideas.

5. Storyboarding: Storyboards visually predict and explore a user's experience with a product. They are narrative sequences of drawings or pictures, illustrating the user's interactions and environment.

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  1. 00:00:00 --> 00:00:31

    What I want to focus is four different reasons for why externalization can be powerful.  Some of you might remember – this was quite a few years ago now, so some of you might be too young to remember, but during the war in Afghanistan Rumsfeld talked about three kinds of knowns. He talked about the *known knowns*:

  2. 00:00:31 --> 00:01:04

    the things you know you know; the *known unknowns*: the things you know you don't know, and the *unknown unknowns*: the things you don't know – you don't even know that you don't know them. Now, Rumsfeld's answer to the last of these was just to blow everyone to pieces. We're not going to suggest this as a general  user experience and user interface design strategy. However, what I want to focus is – he mentioned three things here, and there's a missing one. So, we have the known knowns,

  3. 00:01:04 --> 00:01:31

    the known unknowns,  the unknown unknowns, what about *unknown knowns*? Now, I'm going to say these are the most interesting things. These are things you know – you or perhaps people you're working with know – *tacit things*, but they *aren't aware that you know*. So, this is true of your own understanding of a problem area. Or it might be true as you talk to your users or your stakeholders or your clients,

  4. 00:01:31 --> 00:02:00

    to actually uncover the things that they know and yet don't know that they know. And externalization is about that process that takes the unknown knowns *and turns them into known knowns*. There's all sorts of different kinds of externalization used in design, ways we put our knowledge into the world. There's – I mean, classic is *drawing and sketches*. You can have *models* and actually models in multiple senses

  5. 00:02:00 --> 00:02:32

    – models in the sense of physical models of buildings and things like that, but also mathematical models and models of that kind; *diagrams*, formal diagrams; *mathematical formulae* – again, I mentioned before my first love was mathematics, so I like my formulae; *spoken words* – so, things we say; criteria words, dimension words, abstract ideas – sort of adjectives often, even, or adverbs. People will use those words to talk about their area, but not

  6. 00:02:32 --> 00:03:01

    – if you ask them what are the critical features, what are the critical criteria, they wouldn't necessarily be able to name them. So, often the words we speak externalize things; so, listening to other people. Also learning to listen to yourself – often easier with *written words*, whether again it's your own or somebody else's because then you can analyze this. It's a classic thing to do, for traditionally in requirements engineering but also for working out what – to understand a new situation is to look at the written documentation, the manuals,

  7. 00:03:01 --> 00:03:30

    the procedures – perhaps things that have been written about an area. And people often do things like noun-verb analysis, of pulling out, trying to pull out critical things. Do that to your own writing about something in order to try and understand what you know about it. *Computer programs*, software embodies tacit knowledge in physical things or at least digital things that you can analyze. *Acting out* – talking about the sort of internet-enabled Swiss Army Knife,

  8. 00:03:30 --> 00:04:00

    and it was only as I acted that I made it external, did something physically, that I saw there was a problem with covering where you might decide to put your little screen. So, why are you doing this? I've sort of already given this a little bit away with the Rumsfeld one, but I'm going to give you four different reasons for why externalization can be powerful. So, we're going to talk about the *informational use*, which is about existing ideas; *formational use* – the way that externalization creates new ideas;

  9. 00:04:00 --> 00:04:30

    *transformational*, which is actually using the external thing to do stuff; and in the end *transcendental*, but not necessarily in the way that you might hear the word 'transcendental' used. So, first of all, *informational*. Now, the informational way of using ideas is, shall we say, the *classic* form of externalization. I've got books behind me, so I'm going to pull a book off the shelf. So, this is *Human-Computer Interaction* by Dix, Finlay, Abowd and Beale.

  10. 00:04:30 --> 00:05:00

    So, the informational model is probably  the way you'd normally think about writing. You know – we knew things about human-computer interaction. We wrote them into the book; people buy the book; people read the book, and then  into their heads... human-computer interaction. So, an idea in this person's head – the person on the left here is our

  11. 00:05:00 --> 00:05:31

    font of knowledge on the subject; writes it down in some way, and then the person on the right reads or sees that, or it may be a video lecture like this – it doesn't have to be necessarily written. And the information is passed on. You notice I've drawn them slightly  different in each state because typically when things pass on, the idea that gets written  down may be not quite the abstract thought in the head, and what the person understands when they read what's written down

  12. 00:05:31 --> 00:06:00

    may be different again. But the idea is that you're passing knowledge from mind to mind. There are the things I know and then I want to pass on to you. That's a classic model of information transfer model of stuff. So, that happens – you know – so, that is a thing that occurs. And in some sense that's what I'm doing here. I've thought about these issues; I've drawn slides. So, probably things are happening dynamically, but a lot of it I knew already;

  13. 00:06:00 --> 00:06:32

    I've transferred into slides, into ideas that I'm going to pass on and talking to them. So, that's the informational model, a classic model of what you do with external representations. However, if as a designer you've sketched things, if you've ever done creative writing and you've had a character, you know it's not all that. So... you sort of want the character to do something and you can't get the character to do something, because  you know the character wouldn't do it that way.

  14. 00:06:32 --> 00:07:05

    Suddenly, as things flow out, they become more  concrete, more clear, more explicit. So, as you draw your sketch of that user interface, you suddenly start – things become clearer that before were very sort of fuzzy in your head. You sort of half knew them, and the act of putting them out there makes them explicit. So, when you – even in something  like this video, I've drawn slides for it, and in drawing those slides I have made my thoughts much more explicit.

  15. 00:07:05 --> 00:07:31

    You've probably been in that situation where you write something down and then you suddenly think, 'I didn't know that before.' Perhaps you notice afterwards; you've  written it down; you read it back and you think, 'Did I write that? I didn't know that.' A classic thing – I said, talk to any writer, but you'll have almost certainly experienced it yourself during your design in sketching or whatever if you're more of a

  16. 00:07:31 --> 00:08:01

    graphic designer, if you're an interaction designer, the way you've done it. So, here what's happening is you've  got this fuzzy thought in your head; you externalize it in some way – you write it down, and during that process of externalization, you're forced to both think about the idea and make it more explicit, more concrete. So, actually what's happening is the idea in your head is being transformed from something a bit fuzzy to being something that you've actually got a bit more of a handle on.

  17. 00:08:01 --> 00:08:33

    So, that's *formational understanding* coming through externalization. So, let's go one step further – *transformational*. So, having externalized... and during that process almost certainly made some of your thoughts much more concrete and explicit, can you use those materials to do stuff? One that I've been using recently which is in this – that is using again the *physical representation*

  18. 00:08:33 --> 00:09:08

    as a way of *thinking* about stuff is with  producing slides for talks and for videos. So, what I've been doing is I'll print out  my initial ideas of slides. So, what I then do is – I normally do this with scissors and I forgot to bring my scissors with me into the... perhaps I'll tear it and hopefully tear  it without... and on the line; I'll tear it again. So, I end up with each slide on a piece of paper. And in true Blue Peter fashion...  

  19. 00:09:08 --> 00:09:30

    here are some I prepared earlier. And then what I find is that when I've done that, it's much easier – I certainly find it  easier to spread them all out on the table top and then sort them in and put  them into different categories. And then, once I'm sort of satisfied with them, I might – and I was trying to see if any of these

  20. 00:09:30 --> 00:10:03

    have got notes on – I might write little notes on them. I'm just thumbing through to see if I can find one with a note on – like there, I've scribbled some notes and comments into that one. Sometimes, I'll (inaudible) – I might cut out a few blank ones, and if there are gaps, I might write some notes for a new slide to go in there, put them into there, or once I've organized them, put them into little packets like this, and suddenly now I have my talk all organized. I know what I've got; I know where the  gaps are. I don't feel worried about slides

  21. 00:10:03 --> 00:10:32

    that I think I might use, because if they're sitting at the side of the table, I've not lost them, even if I decide not to put them in. Very powerful – well, I find it powerful: *reasoning using the physical representation*, chopping it up. Now, in principle, I could do this all in PowerPoint. I could pull slides around, sort them around. But there's something about having them there that certainly makes it feel easier to do and for a lot of purposes. So, you're thinking actually physically  using the materials

  22. 00:10:32 --> 00:11:04

    in order to do stuff. So, that's *transformational use of externalization*. Oh yes, that's right – I almost forgot; you might have heard – if not, I'll explain it to you then the ideas of *external distributed cognition*. Some people talk about *embodied thinking*  or *embodied cognition*: the idea that when we think, our thoughts are part of the world *outside*; they're not just in our heads. They're part of our interactions with the world.  Now, that's something important as a designer, to think about in relation to your users – you know – that they're not necessarily

  23. 00:11:04 --> 00:11:33

    a pure cognitive creature. They're a creature with hands and arms, and there's a world they're living in. And we often *offload* – people talk about 'offloading cognition'. Sometimes that's about *memory*: you know – the fact that you don't remember all your telephone numbers but they're in your telephone. Sometimes it's about offloading *thought processes*.  So, if I want to do a complex sum, I don't try and do it all in my head. It's complex. I write it down and scribble and draw,

  24. 00:11:33 --> 00:12:00

    sometimes draw little pictures and stuff like that. And so, effectively our cognition is not just in our head, but it's part of the way we relate to our environment. So, that's something to think about as a designer because your users are doing it, but also as *part of your design*. You are thinking externally embodied, and you can deliberately create techniques to help you do that.

  25. 00:12:00 --> 00:12:35

    So, the last kind of externalization we'll talk  about is *transcendental externalization*. So, the idea that the – well, actually, I say it's 'kind'; it's not 'kind', really – they're all different things that happen as we externalize. So, this is where our *internal* thoughts and ideas become the *object* of thought. By naming it, by being able to talk about it, suddenly now I can talk about that as an issue. If it's in graphic design, at the point at which you label it and you say, 'Oh, actually, the reason why

  26. 00:12:35 --> 00:13:05

    I find that's – I dislike that image, I don't find that a powerful one; the reason I like that one instead is because of *balance*.' Or... back to the HCI book. Now, when we were first shown the example cover for this book, it was identical, except that the hand was the other way around. So, I was going to get the right one here. So, the hand is doing... *that* is what you're seeing the hand do.

  27. 00:13:05 --> 00:13:30

    But actually it did it that way round and at a slight angle. And I remember looking at it and thinking... there was something wrong with it. It didn't *feel* right. But I realized one of the things I didn't like was the fact that because the hand did that, it was sort of pointing

  28. 00:13:30 --> 00:14:03

    bottom right towards top left. In Western tradition – I mean, I'm not sure how this looks to somebody whose writing goes the other way around, but certainly in left-to-right writing, things that go up like that are seen as  *dynamic* – going up, in fact. Things that do *that*.... And the arrow was sort of – I mean, it wasn't so much pointing down, but it was doing the wrong (inaud.). Having *articulated* that, was able to then take that  back to design.

  29. 00:14:03 --> 00:14:30

    But having been able to *articulate*, to *say*, to give a *name* to what was going on, it was about dynamism, it was about the left-to-right movement, then we were able to discuss it. Now, *I* wasn't able to produce a better cover, but the person – actually, or probably could have done this (inaud.); all the person did, I think, was do a mirror flip of the image. But it was the ability to articulate it. So, once that vague concept in your head that just didn't feel right

  30. 00:14:30 --> 00:15:03

    was *articulated*, then it was something you could communicate to others, you could think about yourself and  think about alternative ways of doing it. Now, those of you if you've... worked  in a sort of more ... a design area that isn't necessarily user experience design, you might have come across the writings of Schon, *The Reflective Practitioner*. So, Don Schon, I mean it's a classic in the design literature; he looked at a number of designers in different areas. There was sort of urban planning design,

  31. 00:15:03 --> 00:15:32

    architectural design. And in particular, some of this was about the relation with each other, but some of it was the relation with students, and the way in which really top-end designers were *reflective*; they didn't just say, 'Ah, that's a good idea,' but they said, 'This is good *because*'; 'There's a problem here *because*' and they were looking in at their own thinking and their own way they're working in order to

  32. 00:15:32 --> 00:16:00

    – partly, I said in a teaching concept, to be able to pass that on to a student, or possibly to be able to talk to others. But also, by being – and go for this word – 'Reflective Practitioners', looking in at their own practice, they were able also to be able to lift their own practice to a different level. They were able to think about what they were doing, about what was good about it, what was bad about it

  33. 00:16:00 --> 00:16:19

    to improve it, to be able to go to new situations and perhaps do a little bit more handle turning in the sense of saying, 'Have I thought about these issues?' But by being reflective, taking what had been a tacit, albeit successful practice and lifting it up to a higher plane.

This video, "Externalization: 4 Ways and Methods to Uncover User Needs in UX Design," delves into externalization techniques in UX design. It explores effective strategies to surface user needs, an essential component of designing user-centric products.

What are the challenges of externalization in remote design teams?

Externalization in remote design teams presents unique challenges. It’s primarily due to the lack of physical presence and direct interaction. Here are some key challenges:

1. Communication Barriers: Without face-to-face communication, conveying complex ideas and nuances becomes more challenging. Non-verbal cues get lost in remote settings, which can lead to misunderstandings or misinterpretations of externalized concepts.

2. Collaboration Difficulties: Synchronous collaboration on design tasks is harder to achieve in remote teams. Time zone differences and varying schedules can hinder real-time discussions and immediate feedback, which are essential for effective externalization.

3. Tool Limitations: While digital tools facilitate externalization, they may not fully replicate the flexibility and immediacy of physical tools like whiteboards or paper sketches. Learning curves and technical limitations of these tools can also be a barrier.

4. Documentation Overhead: Remote teams must rely more heavily on documentation to ensure that all team members can clearly understand externalized ideas. This can add significant overhead to the design process.

5. Maintaining Engagement: Keeping team members engaged and fostering a sense of collaboration can be challenging in remote environments. Without the organic interactions of a physical workspace, it takes extra effort to maintain enthusiasm and creative energy.

6. Ensuring Consistency: It can be hard to ensure that externalized concepts are consistently understood and applied across the team. Differences in interpretation can lead to inconsistencies in design outcomes.

To mitigate these challenges, remote teams often rely on a combination of synchronous and asynchronous communication tools, robust documentation practices, and regular check-ins to ensure alignment and effective externalization of design concepts.

Can externalization techniques improve client-designer communication?

Yes, externalization techniques can significantly improve communication between clients and designers. These techniques turn abstract ideas and concepts into tangible, visual formats that are easier to understand and discuss. Here’s how they enhance this communication:

1. Visual Clarity: Using sketches, wireframes, or prototypes, you as a designer can visually convey design concepts to clients. This visual representation often makes it easier for clients to grasp ideas.

2. Feedback and Iteration: Externalization gives a concrete basis for feedback. Clients can interact with prototypes or comment on wireframes, leading to more specific and actionable feedback.

3. Aligning Expectations: By externalizing ideas early and frequently, you can ensure that your vision aligns with the client’s expectations, reducing the likelihood of misunderstandings or misaligned objectives.

4. Facilitating Collaboration: Tools like digital whiteboards and collaborative design software enable real-time collaboration, allowing clients to be more involved in the design process. This participatory approach can lead to a more satisfying and effective design outcome.

5. Documenting Decisions: Externalization serves as a record of the design process, decisions made, and feedback received. This documentation is valuable for maintaining clarity and accountability throughout the project.

6. Building Trust: When clients can see their ideas and feedback being taken into account in visible forms, it builds trust and confidence in the design process.

What are some highly cited pieces of scientific research about externalization?

Convertino, G., Mentis, H.M., Rosson, M.B., Carroll, J.M., Slavkovic, A., Ganoe, C.H. (2008). Articulating common ground in cooperative work: content and process. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1637-1646).

This paper built on previous work to distinguish between content-level and process-level common ground. It examined how externalizations help establish common ground through an empirical study. The findings reveal different ways externalizations establish common ground and highlight their role in coordination. This has been an important paper in CSCW research on common ground.

What are some popular books about the subject of externalization?
Where to learn more about externalization?

You can sign up for our comprehensive course Creativity: Methods to Design Better Products and Services, to learn more about externalization. It equips you with skills and step-by-step methods to enhance your ability to generate innovative and valuable solutions. You will gain practical insights and tools to foster creativity in various workflows, programming algorithms, and professional settings.

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Literature on Externalization in UX/UI Design

Here's the entire UX literature on Externalization in UX/UI Design by the Interaction Design Foundation, collated in one place:

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We’re going to show you what creativity is as well as a wealth of ideation methods―both for generating new ideas and for developing your ideas further. You’ll learn skills and step-by-step methods you can use throughout the entire creative process. We’ll supply you with lots of templates and guides so by the end of the course you’ll have lots of hands-on methods you can use for your and your team’s ideation sessions. You’re also going to learn how to plan and time-manage a creative process effectively.

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