Slide 1: Design for Strangers: Effective User Experience Design When Your Users are on Another Continent
Rashmi Sinha Jonathan Boutelle Uzanto Consulting
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Slide 2: Structure of workshop
Introduction Evaluating Systems (Morning session)
Overview of evaluation Heuristic Evaluation Usability Testing GOMS
Understanding users (Afternoon session)
Personas and Scenarios Mental Models and Information Architecture Business of Usability (time permitting)
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Slide 3: Evaluating systems: Available data streams
Different data streams yield different types of metrics Heuristic Evaluation Usability Testing
Remote Usability Testing
Server Logs or Transaction Logs Satisfaction Data Page Level Ratings GOMS
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Slide 4: Heuristic Evaluation
Using heuristics (or rules of thumb) for evaluating systems.
Expert analyze degree to which system complies with rules Keep user informed of system status Speak the user’s language
Heuristics such as
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Slide 5: Usability Tests
Test with users Very useful for design purposes
But software must be built before it can be tested
Difficult to use to convince management Often conducted in artificial scenarios
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Slide 6: Remote Usability Testing
Advantages
Large Sample Size Cost Most of the usual disadvantages of usability testing
Disadvantages
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Slide 7: Server and Transaction Logs
Can give an accurate view of site activity Can give detailed view of site activity – possible to drill down Hard to relate to user experience and user goals Hard to understand – massive reams of data Often used by corporations to roughly track user experience
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Slide 8: Satisfaction Ratings
Give an overall view of the site Such ratings often have business buy-in Very difficult to move such numbers
Might not relate to specific aspects of the site
Make effort not to let the satisfaction levels fall
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Slide 9: GOMS
Can help track the complexity of an interface
How much work it will take to complete a task
Might not tell you what real users will do Very helpful in comparing interfaces Can be used with interfaces that have not been implemented yet
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Slide 10: What Data Streams to Use
What does it measure
User Behavior (navigation paths, errors) or User Attitudes (user loyalty, satisfaction)?
Gap between reported and actual behavior. Recommendation: Have at least one data stream of each.
How comprehensive is the coverage?
how much of the site is covered the frequency of measurement How sensitive is data stream to changes in the user experience
Sensitivity of measurement:
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Slide 11: What Data Streams to Use continued
•
•
Sampling Bias: Every data stream comes with its own set of sampling biases. The economics of measurement will determine what types of data are practical to collect.
• • •
Initial cost Ongoing cost Cost of increasing sample size
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Slide 12: Structure of workshop
Introduction Evaluating Systems (Morning session)
Overview of evaluation
Heuristic Evaluation
Usability Testing GOMS
Understanding users (Afternoon session)
Personas and Scenarios Mental Models and Information Architecture Business of Usability (time permitting)
Design for Strangers Workshop
Uzanto Consulting
Slide 13: Heuristic Evaluation
Developed by Jakob Nielsen Helps find usability problems in a UI design Small set (3-5) of evaluators examine UI
independently check for compliance with usability principles (“heuristics”) different evaluators will find different problems evaluators only communicate afterwards
findings are then aggregated
Can perform on working UI or on prototypes or designs
Slide 14: What are heuristics?
Simple easy rules of thumbs for enhancing usability For example:
Have simple and natural dialog
Speak the users’ language
Slide 15: Heuristic Evaluation Process
Evaluators go through UI several times
inspect various dialogue elements compare with list of usability principles consider other principles/results that come to mind Nielsen’s “heuristics” supplementary list of category-specific heuristics
Usability principles
competitive analysis & user testing of existing products
Use violations to redesign/fix problems
From Jakob Neilsen
Slide 16: Heuristic 1: Visibility of system status
searching database for matches
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
Slide 17: Visibility of system status (cont)
Response Time parameters
0.1 sec: no special indicators needed, why? 1.0 sec: user tends to lose track of data 10 sec: max. duration if user to stay focused on action for longer delays, use percent-done progress bars
Slide 18: Heuristic 2: Match between system & real world
• The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. • Follow real-world conventions, making information appear in a natural and logical order.
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Slide 19: Use User’s language, not developer’s language
There should be a match between system & real world
follow real world conventions
Slide 20: Heuristic 3: User Control and Freedom
Provide ways for users to backtrack when they make mistakes. Have clearly labeled exits allowing users to backtrack without an extended interaction. Support undo and redo.
Slide 21: User Freedom Heuristics (cont.)
H2-3: User control & freedom
“exits” for mistaken choices, undo, redo don’t force down fixed paths
Wizards
must respond to Q before going to next Should be easy to good for beginners
have 2 versions (WinZip)
Slide 22: Heuristic 4: Consistency and Standards
Use a consistent look and feel. Do not confuse users by changing platform conventions.
Slide 23: Consistency (cont.)
Is this confusing?
Slide 24: Heuristic 5: Error Prevention
Even better than good error messages is a careful design which prevents a problem from occurring in the first place.
Example: If user is asked to spell something, e.g. file names, it might be easier to give them a menu from which they can choose the files. Example: Modes When the same action leads to different consequences in different states. For example in older word processors, there was an insert and edit modes. The same key press in the different modes would lead to different outcomes.
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Slide 25: Heuristic 6: Recognition rather than recall
Make objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Computers good at remembering things, human beings are not. Computer should display dialog elements to the user, and have them make a choice. During web navigation, remind users where they are currently.
Slide 26: Heuristic 7: Flexibility & efficiency of use
Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
Slide 27: Flexibility (cont.)
Edit Cut Copy Paste
Ctrl-X OR Ctrl-C Ctrl-V
accelerators for experts (e.g., gestures, kb shortcuts) allow users to tailor frequent actions (e.g., macros)
Slide 28: Heuristic 8: Aesthetic and minimalist design
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
Slide 29: Heuristic 9: Help users recognize, diagnose, and recover from errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
Slide 30: Heuristic 10: Help and documentation
•It is better if the system can be used without documentation, but it may be necessary to provide help and documentation. •Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
Slide 31: Phases of Heuristic Evaluation
Pre-evaluation training
give evaluators needed domain knowledge and information on the scenario individuals evaluate and then aggregate results determine how severe each problem is (priority)
Evaluation
Severity rating
can do this first individually and then as a group
Debriefing
discuss the outcome with design team
Slide 32: How to Perform Evaluation
At least two passes for each evaluator
first to get feel for flow and scope of system second to focus on specific elements
If system is walk-up-and-use or evaluators are domain experts, no assistance needed
otherwise might supply evaluators with scenarios explain why with reference to heuristic or other information be specific and list each problem separately
Each evaluator produces list of problems
Slide 33: Examples
Can’t copy info from one window to another
violates “Minimize the users’ memory load” (H1-3) fix: allow copying
Typography uses mix of upper/lower case formats and fonts
violates “Consistency and standards” (H2-4) slows users down probably wouldn’t be found by user testing fix: pick a single format for entire interface
Slide 34: Severity Rating
Used to allocate resources to fix problems Estimates of need for more usability efforts Combination of
frequency impact persistence (one time or repeating)
Should be calculated after all evals. are in Should be done independently by all judges Severity Ratings
0 - don’t agree that this is a usability problem 1 - cosmetic problem 2 - minor usability problem 3 - major usability problem; important to fix 4 - usability catastrophe; imperative to fix
Slide 35: Debriefing
Conduct with evaluators, observers, and development team members Discuss general characteristics of UI Suggest potential improvements to address major usability problems Dev. team rates how hard things are to fix Make it a brainstorming session
little criticism until end of session
Slide 36: Results of Using HE
Single evaluator achieves poor results
only finds 35% of usability problems 5 evaluators find ~ 75% of usability problems why not more evaluators???? 10? 20?
adding evaluators costs more many evaluators won’t find many more problems
Slide 37: Summary
Heuristic evaluation is a discount method Have evaluators go through the UI twice Ask them to see if it complies with heuristics
note where it doesn’t and say why
Combine the findings from 3 to 5 evaluators Have evaluators independently rate severity Discuss problems with design team Alternate with user testing
Slide 38: Heuristic Evaluation Exercise
Split into two groups Conduct Heuristic Evaluation as a group (Create list of heuristic violation) Each person within group provides a severity rating for each heuristic violation (eliminate redundancies) Average severity for each group Present back to larger group
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Slide 39: Structure of workshop
Introduction Evaluating Systems (Morning session)
Overview of evaluation Heuristic Evaluation
Usability Testing
GOMS
Understanding users (Afternoon session)
Personas and Scenarios Mental Models and Information Architecture Business of Usability (time permitting)
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Slide 40: Overview of user testing
Why do user testing? Choosing participants Designing the test Collecting data Analyzing the data
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Slide 41: Why do User Testing?
Can’t tell how good or bad UI is until
people use it! may know too much may not know enough (about tasks, etc.)
Other methods are based on evaluators who?
Summary: Hard to predict what real users will do
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Slide 42: Choosing Participants
Representative of eventual users in terms of
job-specific vocabulary / knowledge tasks system intended for doctors
If you can’t get real users, get approximation
get medical students get engineering students
system intended for electrical engineers
Use incentives to get participants
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Slide 43: Ethical Considerations
Sometimes tests can be distressing
users have left in tears users can be embarrassed by mistakes make voluntary with informed consent avoid pressure to participate let them know they can stop at any time [Gomoll] stress that you are testing the system, not them make collected data as anonymous as possible
You have a responsibility to alleviate this
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Slide 44: User Test Proposal
A report that contains
objective description of system being testing task environment & materials participants methodology tasks test measures
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Slide 45: Selecting Tasks
Should reflect what real tasks will be like Tasks from analysis & design can be used
may need to shorten if
they take too long require background that test user won’t have
Avoid bending tasks in direction of what your design best supports Don’t choose tasks that are too fragmented
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Slide 46: Deciding on Data to Collect
Two types of data
process data
observations of what users are doing & thinking summary of what happened (time, errors, success…) i.e., the dependent variables
bottom-line data
Focus on process data first
gives good overview of where problems are just says: “too slow”, “too many errors”, etc. need many users for statistical significance (don’t bother unless needed)
Bottom-line doesn’t tell you where to fix
Hard to get reliable bottom-line results
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Slide 47: The “Thinking Aloud” Method
Need to know what users are thinking, not just what they are doing Ask users to talk while performing tasks
tell us what they are thinking tell us what they are trying to do tell us questions that arise as they work tell us things they read make sure you can tell what they were doing
Make a recording or take good notes
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Slide 48: Thinking Aloud (cont.)
Prompt the user to keep talking
“tell me what you are thinking” keep track of anything you do give help on use a digital watch/clock take notes, plus if possible
Only help on things you have pre-decided
Recording
record audio and video (or even event logs)
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Slide 49: Using the Test Results
Summarize the data
make a list of all critical incidents (CI)
positive: something they liked or worked well negative: difficulties with the UI
include references back to original data try to judge why each difficulty occurred UI work the way you thought it would?
What does data tell you?
consistent with heuristic evaluation users take approaches you expected?
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Slide 50: Using the Results (cont.)
Update task analysis and rethink design
rate severity & ease of fixing CI’s fix both severe problems & make the easy fixes not always if you ask a question, people will always give an answer, even it is has nothing to do with the facts try to avoid specific questions
Will thinking aloud give the right answers?
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Slide 51: Measuring Bottom-Line Usability
Situations in which numbers are useful
time requirements for task completion successful task completion compare two designs on speed or # of errors talking can affect speed and accuracy (neg. & pos.)
Do not combine with thinking-aloud
Time is easy to record Error or successful completion is harder
define in advance what these mean
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Slide 52: Analyzing the Numbers
Example: trying to get task time <=30 min.
test gives: 20, 15, 40, 90, 10, 5 mean (average) = 30 median (middle) = 17.5 looks good! wrong answer, not certain of anything small number of test users (n = 6) results are very variable (standard deviation = 32)
Factors contributing to our uncertainty
std. dev. measures dispersal from the mean
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Slide 53: Measuring User Preference
How much users like or dislike the system
can ask them to rate on a scale of 1 to 10 or have them choose among statements
“best UI I’ve ever…”, “better than average”… novelty of UI, feelings, not realistic setting, etc.
hard to be sure what data will mean
If many give you low ratings, you are in trouble Can get some useful data by asking
what they liked, disliked, where they had trouble, best part, worst part, etc. (redundant questions)
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Slide 54: User Testing: Cultural Issues
Are users the same all over
Obviously not Getting users that are as similar as possible to your real users is important Probably not for things that are culturally specific
Can you test on users from another country?
Entertainment marketing-ware Generic business software
Yes for applications targeted at specialists with strong international work cultures
Doctors Software engineers
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Slide 55: Testing Details
Order of tasks
choose one simple order (simple -> complex) depends on how real system will be used assign very large time & large # of errors helps you fix problems with the study do twice, first with colleagues, then with real users
Training
What if someone doesn’t finish
Pilot study
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Slide 56: Instructions to Participants
Describe the purpose of the evaluation
“I’m testing the product; I’m not testing you”
Tell them they can quit at any time Demonstrate the equipment Explain how to think aloud Explain that you will not provide help Describe the task
give written instructions
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Slide 57: Details (cont.)
Keeping variability down
recruit test users with similar background brief users to bring them to common level perform the test the same way every time
don’t help some more than others (plan in advance)
make instructions clear often don’t remember, so show video segments ask for comments on specific features
Debriefing test users
show them screen (online or on paper)
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Slide 58: Summary
User testing is important, but takes time & effort Early testing can be done on a mock-ups (low-fi) Use real tasks & representative participants Be ethical & treat your participants well Want to know what people are doing & why
i.e., collect process data
Using bottom line data requires more users to get statistically reliable results
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Slide 59: User Testing Exercise
Divide into groups Each group devise a test plan
2 tasks, where to get users from, who to test
Test someone from the other group Note findings
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Slide 60: Structure of workshop
Introduction Evaluating Systems (Morning session)
Overview of evaluation Heuristic Evaluation Usability Testing
GOMS
Understanding users (Afternoon session)
Personas and Scenarios Mental Models and Information Architecture Business of Usability (time permitting)
Uzanto Consulting
Design for Strangers Workshop
Slide 61: GOMS
Can help track the complexity of an interface
How much work it will take to complete a task
Might not tell you what real users will do Very helpful in comparing interfaces Can be used with interfaces that have not been implemented yet
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Slide 62: GOMS Overview
Goals, Objects, Methods, Selection Rules A way of measuring how much work it takes to do something using a given information system
System doesn’t have to exist yet
Many GOMS variants: most are quite complex and difficult to implement A simplified version of Keystroke-Level GOMS will be presented today
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Slide 63: GOMS Keystroke Actions
The actions
K (Click, Keying): .2 Seconds M (mentally preparing): 1.35 Seconds P (pointing): 1.1 Seconds H (homing) (move hand between keyboard and pointing device) .4 Second R (system responding): varies by system / action Useless for predicting how much time a task will take Thinking doesn’t always take 1.35 second Pointing time varies with size of target and distance from current location (Fitt’s law) Yet valid on a comparative basis if two designs / systems are analyzed using the same technique
Very approximate estimates of time to do task
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Slide 64: EZ-GOMS Calculation
Explicitly specify a task
Typically many potential paths through a given design, optional fields etc: get explicit Consider using ranges (minimum, maximum, typical) to get a better sense of best / worst case scenarios
Calculate all the actions that will be taken to perform that task Add M (mental preparation) in using this rules
In front of all clicking In front of all pointing
Remove “M”s using these rules (you’ll do this automatically after a little practice)
Remove anticipated “M”s (M P M K-> M P K) Remove “M”s within cognitive units (“fred”-> MKMKMKMK->MKKKK) Remove overlapping “M”s (adjacent to Rs)
Remove “M”s before consecutive terminators }} Remove “M”s that are terminators of commands
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Slide 65: EZ-GOMS Example
Sign in to Yahoo!
Yahoo! ID: Yahoo! Password: Remember my ID & Password
Sign in
Need help signing in?
H M P K H (select name text box) M K K K K K K (enter name) H M P K H (select password text box) M K K K K K K (enter password) H M P K (click “sign in” button) R (waiting for the server to respond)
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Slide 66: Understanding User Needs Afternoon Session
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Slide 67: Structure of workshop
Introduction Evaluating Systems (Morning session)
Overview of evaluation Heuristic Evaluation Usability Testing GOMS
Understanding users (Afternoon session) Personas and Scenarios
Mental Models and Information Architecture Business of Usability (time permitting)
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Slide 68: Problem with traditional user research methods
Long sessions of observing users or interviewing them or participatory design.
Appropriate in face to face interaction situations. Methods work well in designing for easy to access audiences. Difficult to use for remote users. Difficult to use when designing for global audiences. Also difficult to use such methods to make business case since numbers are small and data is qualitative.
So what is the answer?
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Slide 69: Semi-structured user research methods
Using mostly phone and online surveys Complementary with, rather than an alternative to open-ended methods Can work for information-rich domains
Help understand information representations in user’s minds. e.g. design of navigation for cell phone.
Work well in remote situations
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Slide 70: Two types of user research methods
Part 1: User information needs
What user needs are important? Can users be differentiated into groups on the basis of such needs? Can this grouping be used to form personas? Scope & boundaries of information domain Structure of information domain Differences between groups of people (different user groups, different cultures, stakeholders)
Part 2: User Categorizations
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Slide 71: Part 1: Understanding user needs, creating scenarios & personas remotely
Why persona based design
One of the problems in design is that it is very hard to visualize an abstract “USER” and what he / she might want
• Develop one or two persona of the typical “user” from interviews with many users
Many potential users
• Persona is made up person, your so called “typical user”. • Should be based on your experiences with actual users in the interview stage.
Fromfor Strangers Workshop Design Alan Cooper
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Slide 72: Persona based Design Process
Persona:
The archetypical user Goals of the persona in using the software Specific steps needed to accomplish goal. The usage scenario, the whole incident of software usage
Goals
Tasks
Scenario
From Alan Cooper
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Slide 73: Characteristics of Personas (from Cooper)
“Hypothetical Archetypes”
Archetype:
An original model after which other similar things are patterned; a prototype
A precise description of a user and what they want to accomplish
Imaginary, but precise Specific, but stereotyped
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Slide 74: Targeted Design with Personas
Describe a person in terms of their
Goals in life (especially relating to this project) Capabilities, inclinations, and background
People have a “visceral” ability to generalize about real and fictional people
They won’t be 100% accurate, but it feels natural to think about people this way
Why use personas If you try to satisfy everyone, you end up satisfying no one. A compromise design pleases no-one From all your interviews etc.,
decide what is your typical user / users, create a specific persona then try to please that that persona 100% of the time.
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Slide 75: Advantages of Personas
Targeted Design Works Better
Example: Roller suitcases
Was designed specifically for airline employees, pilots, airhostesses etc. Has become popular with all classes of people
In order to do good design you need to have a specific person in mind, and think in terms of that person every time a design decision needs to be made
Puts an end to feature debates
Makes hypothetical arguments less hypothetical
Q: “What if the user wants to print this out?” Typical discussion “The user will / wiil not want to print often.” “Given her tasks, and Emilee won’t want to print often.”
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Slide 76: Case Study using Personas
Primary Persona
Joe, the executive
Make him happy 100% of the time
Secondary Persona
Dan, the traveler
Try to take care of his needs as well
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Slide 77: Developing Personas cont.
Joe: The busy traveling executive from a multinational company. He is on the road about 10 days a month.
He is very fond of food but is afraid to explore in strange cities, and prefers restaurants which serve good, but not exotic food. He is also fond of a beer with his meal. He does not like to travel far for food, prefers to walk or hop into a cab for a short ride
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Slide 78: Developing Personas cont.
Dan: Driving his car across the country after graduating. Gets to a different city every night and finds a hotel and a restaurant.
He wants to explore the town, find the local hangouts, understand the town’s culture.
He likes to try different kinds of food.
He prefers restaurant in the middle of the town.
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Slide 79: Goals and Tasks of Users
Goals are larger functions that the user is hoping to satisfy
Get acquainted with the city, discover its special cuisine Not have to travel too much for food Relax after a hard day’s work / driving
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Slide 80: Tasks of users
Tasks are the specific steps that the user has to go through in order to accomplish his goals. Asks include the usage of the software.
Find information about various restaurants Decide on the one based on factors such as price, cuisine, serves alcohol or not/ distance from location Get to the restaurant Eat Pay for meal
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Slide 81: Development of Scenarios
Primary Persona: Joe, the executive Make him happy 100% of the time
•Scenario: Joe’s company has tied up with some Delhi IT company, and he is visiting Delhi for the first time. •He is staying somewhere near South Ex. •He needs to find a restaurant to eat at. •He is not feeling adventerous, so not Dosa! Just some safe Burger and Fries. •So Joe turns to his trusted Palm
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Slide 82: Development of Scenarios
Joe needs to input his location into his palm. Input what kind of food he wants or the program can use defaults
The information returned: list of possible restaurants along with their relevant details, kinds of food etc. More details about each on request: details such as the availability of beer, if they take credit cards, links to reviews etc.
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Slide 83: Development of Scenarios The information returned to Joe needs to be broad (offer a number of options) and deep (offer more details upon request)
Location Information is another concern of Joe’s. Ideally he wants exact distance & directions to restaurant. Not possible, not live website
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Slide 84: Development of Scenarios Compromise: Tag restaurants in terms of neighborhoods. Joe can give current neighborhood. Can be shown map with neighborhoods marked out & approximate distances. What else does Joe need? To mark restaurants that he liked. Lets think more…
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Slide 85: Our secondary Persona
Does this design make Dan happy? Designing for one specific user often makes other users happy as well.
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Slide 86: Aspects of Scenarios
Daily Use
Fast to learn Shortcuts and customization after more use Infrequent but required Nothing fancy needed Ignore or save for version 2
Necessary Use
Edge Cases
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Slide 87: Personas and Market Segmentation
Uses of Market Segmentation
Used to identify clusters of people product can appeal to.
Using demographics or using attitudinal/psychological/psychographic variables.
what do you think of vanilla coke or green Heinz ketchup?
Questions focus on like / dislike of product concept
Forecasts marketplace acceptance of products. Helps convince executives to build product. Not helpful for defining and designing product.
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Slide 88: Reconciling personas and market segments
Build personas on top of segments
Ground the personas in reality. Define a persona for each main segment
Focus on goals and behaviors of users. Advantages:
Easy to get buy-in for personas from management, engineering etc.
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Slide 89: Persona building method
Method
Conduct secondary research
Examine existing market segments
Conduct interviews with various stakeholders, including multiple users Conduct online survey if users are remote. Find patterns. Pick nugget and interesting tidbit and build persona around it.
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Slide 90: Conduct secondary research
Examine existing market segments
What type of user population is product/site targeting
How should you identify current segments?
Easier for demographic segments More difficult for attitudinal segments
What type of population characteristics are useful for design purposes? Example: Segments for Palm based restaurant finder
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Slide 91: Stakeholder and user interviews
Can be in person or on phone
Semi-structured interviews:
Decide on few questions before-hand leaving room for change.
Ask about scenarios of usage: e.g., last time they used product.
Go through steps of usage, exact context, motivations etc.
Tape interview if possible or keep a phone log. Interview people from each user segment. Ask for a few ratings on a five-point scale.
Aggregate rating information for sake of comparison.
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Slide 92: Online survey of user needs (optional)
Important for remote users or if there are many types of users Example
Conduct online survey on factors used in finding restaurants for travelers.
Identified factors important in choosing restaurants. e.g., Food quality, décor, wine selection, cuisine, service. Ask for importance ratings (on 5-point scale) of factors.
Tie response to behavior: Asked respondents to recall a specific incident of choosing a restaurant, rather than answer questions in an abstract fashion. Option: Ask about several scenarios of usage from same person. e.g., One restaurant visit with business colleagues, another with friends.
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Slide 93: Personas Exercise
Divide into groups
Craft a primary and secondary persona for your product Think of all that you know about your users
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Slide 94: Structure of workshop
Introduction Evaluating Systems (Morning session)
Overview of evaluation Heuristic Evaluation Usability Testing GOMS
Understanding users (Afternoon session)
Personas and Scenarios
Mental Models and Information Architecture
Business of Usability (time permitting)
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Slide 95: Understanding User categorizations
Overview
Why people categorize? The structure of semantic memory Is understanding user categorization important for design? Free-listing. Types of Card Sorting. Testing information architecture.
Methods
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Slide 96: Is understanding categorization useful for design?
Direct use: when user categorization informs design, such as that of menus or of navigation design. Often referred to as information architecture (IA). Indirect use: good to have broad understanding how users think about product even when user categorization does not directly inform IA. Important to remember:
Categorization is not static. People are good at learning new categories. If you provide the context and the right examples, they can learn new categories or alter boundaries of old categories.
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Slide 97: Should interfaces always reflect user categories faithfully?
No.
Categorization is far too important to depend only on what user thinks. Should also be influenced by business proposition, strategy, brand etc.
Different user groups might differ in their perception of domain. No one scheme can serve them all perfectly. User research can provide several alternative categorization schemes, allowing designers the freedom to make choices.
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Slide 98: Do categorizations work across culture
Research shows
the structure of categories can be similar across cultures, though content of categories might not be. Enough similarity for successful design.
The net generation shares a lot of culture Cross-cultural design has been happening anyway.
Japanese cars Italian fashion Swiss chocolates Indian ???
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Slide 99: Free-listing methods for understanding scope and boundary of domain
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Slide 100: Free-listing to explore domain scope and boundaries
Goals
Explore boundaries and scope of domain across a group of people. Gain familiarity with user vocabulary for the domain. Use as a precursor to card-sorting, to define and limit the domain, and frame card items in the user’s language. Can be conducted as part of interview, or as written exercise Ask respondent, “Name all the x's you know.” Give sufficient time to do so. How many respondents?
Method
Depends on how much agreement there is about the domain. more agreement > fewer respondents.
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Slide 101: Free-listing menu for Mc Donald’s
User No 1 French fries Cheese burger Shake Hamburger French fries Chicken sandwich Chicken Mcnuggets Fish sandwich Shake Hamburger User No 2 French fries Chicken Cheese burger Shake User No 3 Hamburger Cheese burger French fries Mc rib Chicken sandwich User No 4 Chicken Mcnuggets Cheese burger Bacon cheese burger French fries User No 5 Hamburger Quarter pounder Big mac Chicken fajita French fries Apple pie
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Slide 102: Analyzing free-listing data
Create a list of all items, sorted by their average rank (of being listed by a respondent). Examine how that rank order changes with the addition of each new respondent. If the ranks are relatively stable, then you can stop adding new respondents. Items
Cheese burger Chicken Mcnuggets Chicken sandwich Fish sandwich French fries Shake
Listed by % participants
60% 70% 40% 40% 100% 30%
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Slide 103: Concept structure
–Plot items according to frequency of mention
% of times items were mentioned
40 35 30 25 20 15 10 5 0
I t e ms
•Divide items into 3 concentric circles (use your own break points):
Periphery Middle Core
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Slide 104: Other uses for free-listing
Comparing cultural or other group differences
How do two groups perceive the same domain? How does perception of McDonald’s menu compare with Wendy’s?
Comparing two domains
Segment respondents into types based on familiarity:
Find respondents with greater domain familiarity or those who perceive domain in idiosyncratic fashion?
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Slide 105: Card-sorting and other methods for designing information architecture
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Slide 106: Case Study: Design of online travel guide
Example: Designing an online travel guide to help users plan trips. Purpose of card sort:
to structure the website for helping users find travel information, and create personalized travel guides. lodging, entertainment, local information, When to Go, Travel by Car/Air/Bus, Music Events, Hiking, Day Trips, Skiing, Diving, Golf, Emergency Info.
Items include
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Slide 107: Open card-sorting
Goal: to understand the overall categorization scheme Method: Open card sort
Users given items. Asked to create categories Provide total number of categories to be created (avoid problems with splitters and lumpers) Successive card sorts to create taxonomies It is ok to put one card in multiple groups Ask for labels for each grouping
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Options:
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Slide 108: Cluster Analysis for card-sorting data
Hotels Bed and Breakfast Restaurants Hostels Emergency Info Currency Camping Hiking Day Trips Skiing Diving Surfing Mountain Climbing Biking
Cluster Analysis
Suggests a structural solution. Easy to translate into design.
Challenge: How to reconcile multiple schemes?
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Slide 109: Closed card-sorting to design an IA
Goal: to understand goodness of existing information architecture and labels Method: Closed card sort
Users given items and category labels. Asked to place each item in a category. Do not allow creation of a miscellaneous category. Understanding user categorizations when category labels are a given Refining existing categorization scheme. Allowing items to belong to multiple categories. Providing category descriptions rather than category labels.
Useful for:
Options:
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Slide 110: Doing closed card-sorting online
User works with given categories Each item (card) occupies a row Each category is represented by a column An “Other” category catches items that do not fit in
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Slide 111: Comparing card-sorts for different user types
Very useful for understanding differences in mental maps of various groups Can help understand differences between user groups, different cultures etc. Try to create consensus maps to reconcile differences between different groups.
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Slide 112: Practical exercise
Using the RUMM (Rapid User Mental Modeling) method.
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Slide 113: Structure of workshop
Introduction Evaluating Systems (Morning session)
Overview of evaluation Heuristic Evaluation Usability Testing GOMS
Understanding users (Afternoon session)
Personas and Scenarios Mental Models and Information Architecture Business of Usability (time permitting)
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Slide 114: Swimming with Sharks: The Business of Usability
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Slide 115: What we’ll cover
Stakeholder analysis for fun and profit Making a business case for a User Experience project Test out the ideas with a sample project
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Slide 116: Stakeholder Analysis
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Slide 117: Who are stakeholders and why should we analyze them?
Stakeholder: Anyone who is affected by, or can affect, your project Goals of understanding stakeholders
Make your design better, by getting important information about the business context Identify potential obstacles ahead of time so you can deal with them
Change design to address the issues raised by stakeholders Marshal evidence to counter their objections
Neutralize resistance by making stakeholders feel heard
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Slide 118: Putting Stakeholders into context
It does not matter how good the design is if it is not approved by management and actually put into operation A given project isn’t necessarily in everybody’s best interest This isn’t about playing politics: this is about the institutional decision making process.
People represent different organizations within an enterprise If a project is seen as a big negative by various organizations, it should either address the concerns raised or justify itself strongly in order to be approved
Stakeholders as another class of users who design should satisfy
A real person you can talk to Goals are typically very concrete and business-metrics oriented.
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Slide 119: Understanding Who’s Who in an Organization
Org charts don’t tell the whole story Detective work needed to sort out
Motive Influence Indirect
How to do?
Watch for “Influence Tells” “What are the organizational challenges?”
Direct
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Slide 120: The Interview
Ask semi-structured questions about the product in general
What group of users is least well-served? What one change would impact profits the most? Where do you see <<product>> in 5 years? What might happen if this project went well? What are some risks associated with this project?
Find out what their conception of your project is
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Slide 121: Remote Interviews
Online Survey
Ask same questions as in face-to-face interview Limit to 5 minutes of work Follow-up on survey answers: clarify answers, try to get a sense of a concerns Less emotional connection Even more necessary (remoteness means you know even less about stakeholders and their concerns)
Phone Interviews
Compared to face-to-face interview
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Slide 122: Recording your understanding
Table 1: Stakeholder Perspectives Stakeholders Position Influence Interest in Goals Project Andre Agassi CEO 10 High Estimates quarterly estimates for next 4 quarters Chris Evert Product Manager 6 Medium Increase % of company revenue generated by this product Get noticed by Andre
Objections to Project Seems like iSeems like it w on’t pay off in the time frame he’s most concerned about Will it reduce number of sales?
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Slide 123: Prioritizing Stakeholders
High Influence Low Influence
Sandeep Andre Chris Anu
Low Interest
• • • •
High Interest
High Influence / High Interest: Engage Low Influence / High Interest: Use as Information Source High Influence / Low Interest: Broadly Satisfy Low Influence / Low Interest: Avoid
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Slide 124: An organizational dilemma
Usability often an Independent Business Unit
IBUs provide “accountability”, make measurement easier
Engineering is responsible for paying for usability services Engineering measured on the basis of
Schedule Feature checklists # bugs
Marketing/Sales measured on the basis of Sales Engineering invests in usability
Money, Time
but Marketing / Sales reap the benefits! Solution: tie engineering compensation to usability metrics
Good luck
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Slide 125: Building a Business Case for Usability
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Slide 126: ROI of Usability: Previous work
Cost – Justifying Usability (Bias & Mayhew)
Cost (employees,subjects,equipment) Benefit (task speed, user errors, late design changes, increased sales)
Internal vs. external Internal benefits increase with # users and frequency of use External benefits increase with development budget, large base of sales
Usability Return on Investment (Nielson Norman Group)
“Usability Projects have an ROI of 150 %” Measured by
sales conversions Traffic / Visitor Count User performance / productivity Uzanto Consulting
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Slide 127: Myths of Usability ROI*
Generalizing ROI estimates Assuming improvements are due to usability Benefits to customer booked as benefits to software company
Support, training are profit centers in enterprise software! How does usability increase revenue?
Win/loss reports for enterprise software sales User research to determine buying reasons for shrink-wrap software registration / shopping cart behavior for ecommerce
Ignores competitive landscape
Being the “overall best choice” in your niche wins you the sale Usability may play a greater or lesser role in determining this
Ignores potential negative business impact of changes that enhance usability
Marketing vs. User Experience in ecommerce “Should the project be approved? Yes, because NPV is positive.”
Ignoring opportunity costs
*Rosenberg, BayCHI 2003 Uzanto Consulting
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Slide 128: Building a Business Case *
Understand your business,
The financial levers for the company The competitive environment that company operates in Understand Project Approval Process
Who has say, what are the stages of project approval What metrics the enterprise cares about
Understand threats and opportunities from UX perspective
User and Stakeholder Research Find areas where user and business interests are in tandem Risk low, payoff high (it is all about risk) Chances of success are high Estimate Costs: Development,Negative Revenue Impact, Opportunity Cost Estimate Benefit (be conservative) Follow up: track successes and failures. Be accountable. *reference: Herman,J. CHI 2004
Try to frame UX projects such that
Estimate ROI
After the project
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Slide 129: Key Points
Not every project will be justifiable
ROI for some projects will be huge Different companies care about different “financial levers” (business metrics) Make your case on the basis of those numbers
Ultimate proof is in “moving the needle”
For example, # Registrations, % successful registrations, support calls per customer, average sale size
Management doesn’t care about methodology
Don’t justify methodology
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Slide 130: Key Points (cont.)
UX practitioners should understand business levers and incorporate them into design at a core level
Post-hoc justification is not enough Project selection and design should be informed by business metrics
Some UX practitioners should learn about business analysis Take a process oriented approach
Evolve a process that takes into account the various interests and goals within an organization
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Slide 131: Example Situations: ROI in an ecommerce Context
Context: Online book seller is planning to improve the checkout process Metrics:
Number of shopping cart bailouts Performance on usability test
It is easy to justify ROI of shopping cart improvement since fewer bailouts means more sales.
Design should focus on reducing bailouts
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Slide 132: Example Situations: ROI in a Customer Service Context
Context: Bank is planning to two projects to reduce call volume (a) let users look at their account balance, and (b) let users update their contact information. Metrics
Call volume metrics (overall # of calls, per task # of calls) # Online Transactions (that plausibly replaced calls) Performance on usability test
It is easier to justify ROI of updating contact information than of looking at their account balance
Updating of contact information plausibly replaces a phone call Looking at account balance does NOT plausibly replace a phone call.
Did they even care, or are they just browsing? Even if they did care, benefit is more diffuse (customer convenience -> loyalty)
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Slide 133: Crossing the Chasm
Where in the technology adoption life cycle does usability matter?
Ear Inno Ear Late ly M vato ly Ad Maj ajor rs apto ority ity rs
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Slide 134: Revised technology life-cycle
bowling alley main street chasm tornado
Inno Ear Ear Late Lag ly A ly M vato gar Maj dap ds ajor rs ority tors ity
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Slide 135: ROI of UX in an Outsourcing context
Software Services -> Software Products
Product development requires understanding users on a deeper level Good times ahead? It depends on the situation of your customer Your ROI of designing systems that satisfy your customer is huge (duh) But your customer is hardly ever the user So it depends on the business situation of your client What kind of clients would care about usability?
For Services
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Slide 136: What kind of clients care about usability?
Clients who’s customers have low switching costs
Money Time Expertise Business success comes from making the buyer happy: if the buyer is the user, usability plays a bigger role The better your competition is, the better you have to be to win a sale Usability is one dimension by which products can be better Trying to cross the chasm? Content Ecommerce Desktop Enterprise
Clients where the buyer=the user
Clients operating in a fiercely competitive landscape
Clients making very high quality products
Four types of contexts
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Slide 137: What’s Next
Where do we go from here?
Can engineers do usability work on their own products? Are usability specialists needed? What kind of processes / corporate structures will facilitate usability work in software companies?
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Slide 138: Thank you
jon@uzanto.com rashmi@uzanto.com
slides and other material will be posted at www.uzanto.com/papers/ indiamar04
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