Feeds:
Posts
Comments

A User Interface Management System (UIMS) is a mechanism for cleanly separating process or business logic from Graphical user interface (GUI) code in a computer program. UIMS are designed to support N-tier architectures by strictly defining and enforcing the boundary between the business logic and the GUI. A fairly rigid Software architecture is nearly always implied by the UIMS, and most often only one paradigm of separation is supported in a single UIMS. A UIMS may also have libraries and systems such as graphical tools for the creation of user interface resources or data stores.

Generally, you cannot easily use multiple UIMS systems at the same time, so choosing the correct model for your UIMS is a critical design decision in any project. The choice of system is dependent upon the system(s) you wish to create user interfaces for, and the general style of your application. For example, if you want to create a web based front end, or just a standalone application or both that would be an important factor in choosing. If you want to deploy to the Macintosh, Windows and Linux, that would further influence your choice of a UIMS system.

The event, “Google Presents User Experience & Mobile Apps, Google user experience designer Leland Rechis started his talk by re-iterating Google’s mission: Organize the world’s information and make it universally accessible and useful. Rechis added that mobility is fast-becoming the key to making information “universally accessible,” but he warned that without a solid user experience, there is no way mobile applications can be useful.

Rechis said that when Google plans to launch a mobile application, it looks at the potential app through six layers:

1. Understanding users, anywhere, anytime

2. Fits in your pocket

3. More personal than the PC

4. Consistency across modes

5. Localization is intensified

6. Integrated devices, modes, products

Rechis then broke out the company’s mobile development and optimization strategy by each level.

Understanding users, anywhere, anytime

Rechis said that Google breaks down mobile users into three behavior groups:

A. “Repetitive now”
B. “Bored now”
C. “Urgent now”

The “repetitive now” user is someone checking for the same piece of information over and over again, like checking the same stock quotes or weather. Google uses cookies to help cater to mobile users who check and recheck the same data points.

The “bored now” are users who have time on their hands. People on trains or waiting in airports or sitting in cafes. Mobile users in this behavior group look a lot more like casual Web surfers, but mobile phones don’t offer the robust user input of a desktop, so the applications have to be tailored.

The “urgent now” is a request to find something specific fast, like the location of a bakery or directions to the airport. Since a lot of these questions are location-aware, Google tries to build location into the mobile versions of these queries.

Fits in your pocket

Rechis stressed the limitations of mobile phones. He pointed out that any mobile application has to be able to fit on a small screen and cannot require complicated text input. Also, since the third screen has no X-axis, layout has to clean, simple, but maintain the basic usability of the parent desktop application. Rechis also stressed that the “density of information” changes on a mobile phone, requiring designers to identify only the most essential parts of any given application. Obviously, juggling all this isn’t easy.

In order to achieve usable mobile applications, Fechis reminded the audience that they have to be willing to test and re-test applications with users. Otherwise you can’t get it right.

Also, building successful mobile apps requires developers and user experience people who are passionate about their subjects. He pointed out one Google employee who went to great pains to make sure that Google Maps gave directions correctly for Japan. Since street signs and markers in Japan are different than in the West, this employee had to go to great lengths to make sure that the app rendered maps and gave directions in ways that are useful for that country.

Consistency

Google always strives to keep the look and feel of any Google application consistent, both within the type of function (i.e. all blog search results look different than map search results) and on devices (a map search on a desktop looks and feels like a map search on a mobile phone and vice versa). If mobile applications are to be universal, then developers have to maintain patterns and designs across all screens.

What is Strategy

Before we define User Experience Strategy, lets define Strategy. Answers.com says
“Management plan or method for completing objectives; plan of procedures to be implemented, to do something.”

That’s a bit vague, so lets try to get some handle here. Strategy is the path between Vision and executing vision or in other words a vehicle to realize vision. hmm so it’s not just a tool but has great importance. It’s a 3 step dance:

Vision > Execution Strategy > Execution

Many organizations tend to go directly from vision to execution, missing this important step in between, perhaps most important one as it is allows for energies and resources to be canalized in the right direction.

Vision

For this article I’ll equate Vision to goals even though that’s not entirely correct. But you’ll see why I am doing this.
Goals that an organization has are more or less a variation of:

  • Increase Revenues
  • Reduce Costs
  • Increase Profits
  • Increase customer base
  • Improve brand image

 

You need to figure out what variation of which goal do you want focus on in the solution you are building.

Strategy

 

So now that some context is set for what strategy is and role it plays, Lets dig deeper into it. Strategy can apply to anything with a vision from building a house to marketing a product to anything. So there can be :

  • Marketing Strategy
  • Brand Strategy
  • Pricing Strategy
  • Product Strategy
  • Experience Strategy
  • Innovation Strategy
  • Coding Strategy
  • Combat Strategy

 

… this list can go on and on..

Important thing here is to understand that more than one kind of strategy can be applied to reach the goals.

Lets take an example – Microsoft v/s Apple – both would have had similar goals, but applied different kind of strategies, Needless to say but Microsoft focused a greater effort on marketing strategy and less on experience strategy, Apple was opposite.

Lets take another example – Google v/s Microsoft (can’t resist this one). If you look at it Google is NOT a search company, it’s brand stands for innovation , that’s the reason we just absorb “any” product they launch.. everyone has to have an account with new products from Google.

A non-tech example would be airlines – Jet blue had experience strategy, they had well developed systems (in non-technical sense) to ‘institutionalize’ ability to provide superior experience

So User Experience Strategy is one of the many that an organization can choose from. Each strategy has a cost and value that it delivers. Also strategy does is relative not absolute. It depends on time, market, and competition.

How to decide on the strategy? Here are some tips, (but this is a subject that deserves a separate article):

  1. Vision: This of course is the starting point, strategy must align with vision.
  2. Industry Direction: Take an example of Hotel industry, the base direction it is taking is experience strategy, which is good, but question to be asked is if you can differentiate yourself on same strategy or something else is needed. Consider Yahoo – it has opened yahoo products like a development platform, because even though industry is moving towards Innovation Strategy, they cannot generate enough innovation in house.
  3. Socio-Economic Situation: Back in 1940-50s airline prices were regulated by government, given this airlines could only differentiate based on service and experience they provide. Once that regulation was removed, price wars started and strategy changed.
  4. Competitive Landscape: This is very much of like Industry, however in case you have specific competitors you are going after, looking at Industry direction alone would not be enough, you competitor might be doing something that changes Industry direction
  5. Your offerings: Last but not the least your capabilities. Sony is putting a great deal of resources on Blue Ray disc (one of the two HD DVD Formats being released). This has resulted in them selling new Playstation boxes at a loss because Blue Ray drives are being shipped in new PS and have added significantly to costs. But with competition from X-Box they cannot increase prices. So look at where is the strength in our offering and adopt the right kind of strategy.

 

User Experience

Okay, let me take a parallel road and look at User Experience at very high level, and then we’ll converge it with Strategy discussion.

So what is User Experience? Answers.com does not even tries to answer this, so lets take it from Wikipedia:

“User experience is a term used to describe the overall experience and satisfaction a user has when using a product or system.” We should change ‘system’ to service.

In more materialistic terms I would say User Experience is essentially something that resides in User’s long-term memory and has a bearing on decision to transact with the company in future. This could be positive or negative.

You need to ask following questions, and these will map you to User’s experience life-cycle:

a. How do users come to know of their need?
b. How do they find the right product/service?
c. How do they make a decision on that product/service?
d. How do they order it?
e. How does it get delivered?
f. How does it get installed?
g. How are problems with product and service resolved?
h. How is it disposed?

Am sure some questions here are new and do not form a part of current experience design discussions, but all are important opportunities.

Now map your user’s path across these stages and rate your and competition’s performance at each stage. I like to follow a 5-point scale as it brings enough granularity, and at the same time has limited subjectivity. I do not recommend using 1 to 5 scale, instead use (-) 2 to (+) 2, i.e. –2, -1, 0, +1, +2

-2 Significant problems with experience
-1 Mild problems with experience
0 As expected
+1 Mild improvements to expected experience
+2 Significant improvements to expected experience

So now you have some assessment of User Experience at high level

Bringing the two together

 

So now you know which places the experience fails. Next Step is to “Identify Critical moments”. These are moments where users decide to move to next step or not. For e.g. lets say you are doing this for Parking Garage and experience of finding the garage was significantly negative, but once they find the garage they might go ahead if other parameters are fine. But if at this stage attendant’s approach is not right and if customer place high value on attendant’s attitude making it “critical” for customer, she might decide to look further.

So identify such critical moments and those are where you start to focus on. With this you have now narrowed on 2-3 such critical points and start to go deeper.

How do you find what’s critical and what’s not – User Observations are the most reliable method. Go in the field see what goes on and you’ll know what’s important what’s not. In addition talk to people. Do this for your product/service as well as competition product/service

A general principle for all user interface design is to go through all of your design elements and remove them one at a time. If the design works as well without a certain design element, kill it.   — Jakob Nielsen, author and consultant on user interfaces

A good website should have at least the usability and usefulness of a good book. But, although rarely fully exploited, it has the potential to be far more usable, largely because of the availability of hyperlinking.   — a Bellevue Linux Users Group member, August 2005

A well-designed and humane interface does not need to be split into beginner and expert subsystems.   — Jef Raskin, human-computer interface expert and a designer of the first Macintosh

Computer science departments have always considered ‘user interface’ research to be sissy work.   — Nicholas Negroponte, founder and director of the Massachusetts Institute of Technology’s Media Laboratory

Computing has gone from something tiny and specialized to something that affects every walk of life. It doesn’t make sense anymore to think of it as just one discipline. I expect to see separate departments of user interface, for example, to start emerging at universities.   — Nathan Myhrvold, former Microsoft executive

Don’t make me think.   — Steve Krug, usability expert

If the user can’t use it, it doesn’t work.   — Susan Dray, usability consultant

Most websites today fail basic tests of usability.   — Forrester Research

No matter how good your backend systems are, the users will only remember your front end. Fail there and you will fail, period.   — Tristan Louis, writer about the Internet

The Interface is the system.   — unknown

The only ‘intuitive’ interface is the nipple. After that, it’s all learned.   — unknown (but often attributed to a Bruce Ediger)

Usability cost-benefit data shows that including usability in product development actually cuts the time to market and increases sales because usability and ease of use build quality into products and catch many expensive problems early on in the cycle when they can be addressed at lower cost. Finally, working with users from the beginning of a product cycle ensures that the product is being designed so that users will be satisfied.   — Claire Marie Karat, human-computer interface researcher at IBM

Usability is critical for any application, but for mass-market software, usability spells success or failure more clearly than any other feature.   — Jerrold Grochow, Chief Technology Officer, American Management Systems

Usability really just means making sure that something works well: that a person of average (or even below average) ability and experience can use the thing – whether it’s a web site, remote control, or revolving door – for its intended purpose without getting hopelessly frustrated.   — Steve Krug

Usability rules the Web. Simply stated, if the customer can’t find a product, then he or she will not buy it.   — Jakob Nielsen

User interfaces have to do with people, and computer scientists don’t like to work on problems involving people. The classic work on user interfaces that sets the current paradigm was invented outside of universities in industrial research laboratories and government-funded institutes.   — Stuart Card, interface researcher at Xerox PARC

… when folks read news online, their eyes go for text first, particularly captions and summaries, and graphics only later.   — Bryan & Jeff Eisenberg, usability consultants and authors

Rapid Prototyping

 A prototype is a model of something to be further developed. The higher the fidelity the more representative is the prototype. Rapid prototyping implies that there is a short time between conceiving an initial notion and modeling it in physical form and between successive iterations. A popular method is to use paper to create the prototype (Snyder 2003) which can be done without programming skills and which has the look of work in progress thus encouraging users to comment on it. Software prototypes can then be developed when the ideas have been thought through and tested on paper. These can then be used for usability testing.

The reasons of Rapid Prototyping are

  • To increase effective communication.

  • To decrease development time.

  • To decrease costly mistakes.

  • To minimize sustaining engineering changes

  • To extend product lifetime by adding necessary features and eliminating redundant features early in the design.

Appropriate Uses

Rapid prototyping can be used for a number of purposes:

  • To be creative: the prototype can be developed in a workshop setting as part of the creative process in developing system ideas, functions and user interfaces.

  • As a basis for evaluation: the developed prototype (on paper or in software) can be tested for usability or usefulness with real users.

  • For communication: the prototype can be used promote a design idea or to support a request for a design requirement.

Costs and Scalability

Paper prototyping can be carried out by human factors or usability specialists with the support of domain experts and users. No special equipment is required.

Software prototyping also requires someone with knowledge of the prototyping tool being used.

Interaction design is the branch of user experience design that illuminates the relationship between people and the interactive products they use. While interaction design has a firm foundation in the theory, practice, and methodology of traditional user interface design, its focus is on defining the complex dialogues that occur between people and interactive devices of many types—from computers to mobile communications devices to appliances.

Understanding Interaction Design
Interaction designers strive to create useful and usable products and services. Following the fundamental tenets of user-centered design, the practice of interaction design is grounded in an understanding of real users—their goals, tasks, experiences, needs, and wants. Approaching design from a user-centered perspective, while endeavoring to balance users’ needs with business goals and technological capabilities, interaction designers provide solutions to complex design challenges, and define new and evolving interactive products and services.The success of products in the marketplace depends on the design of high-quality, engaging interactive experiences. Good interaction design
  • effectively communicates a system’s interactivity and functionality
  • defines behaviors that communicate a system’s responses to user interactions
  • reveals both simple and complex workflows
  • informs users about system state changes
  • prevents user error While interaction designers often work closely with specialists in visual design, information architecture, industrial design, user research, or usability, and may even provide some of these services themselves, their primary focus is on defining interactivity.The discipline of interaction design produces products and services that satisfy specific user needs, business goals, and technical constraints. Interaction designers advance their discipline by exploring innovative design paradigms and technological opportunities. As the capabilities of interactive devices evolve and their complexity increases, practitioners of the discipline of interaction design will play an increasingly important role in ensuring that technology serves people’s needs.
  • Summary
    Interaction design defines the structure and behaviors of interactive products and services and user interactions with those products and services

    In recent years, user exprience process has become T-shaped, in part due to the gentle jabs of Peter Boersma, but mostly as a result of the fit between my expertise and the needs of my clients.

    In the first phase, user research (the three circles) and work define a user experience strategy. This narrative expression provides a necessary but insufficient platform for design.

    T-Shaped Consulting

    Figure 1. The T-Shaped Consulting Framework

    In the second phase, the information architecture, which requires specifying the structure and behavior of a web site, software product, or interactive service, so that users can achieve goals, complete tasks, and find the needs.

    And, it’s this tangible expression of strategy, in the form of wireframes, sketches, and prototypes, that reliably translates an abstract vision into a well-grounded, actionable blueprint for design. Without that structural foundation, the strategy just hangs in space.

    Frame Analysis

    But this article is not about information architecture. Rather, it’s an investigation of user experience strategy, a novel phrase that’s crept into our vocabulary and is shaping our future. Let me explain.

    The words we use to describe or frame our roles, our teams, and ourselves influence our own perceptions and the ways we are perceived by others. As George Lakoff explains in Don’t Think of an Elephant:

    Frames are mental structures that shape the way we see the world. As a result, they shape the goals we seek, the plans we make, the way we act, and what counts as a good or bad outcome of our actions…Because language activates frames, new language is required for new frames. Thinking differently requires speaking differently.

    In other words, user experience strategy is a term whose time has come, and while it leads us to better design, it also obscures our vision.

    Don’t Think of an Experience

    As an information architect, I’m sensitive to the fact that quite often the last thing users want is an experience. In many contexts, usability and findability simply outweigh desirability. Users want to find it, use it, and move on. The best experience is invisible.

    In other contexts, we must beware the lure of end-to-end control invoked by user experience design. As Mark Weiser forewarned, seamlessness impedes invention. It’s seamful design that affords appropriation, co-creation, mashups, swarming, and other elegant hacks.

    Of course, all terms have limits. Information architects must stay social and be wary of infoprefixation. And, interaction designers must heed the hyperbole that in design, interaction is the last resort. But these dangers don’t negate the real value that new terms deliver by helping us to think and act differently in unfamiliar terrain.

    From Design to Strategy

    Jesse James Garrett famously defined user experience design in a great diagram and an even better book:

    Businesses have now come to recognize that providing a quality user experience is an essential, sustainable competitive advantage. It is user experience that forms the customer’s impression of the company’s offerings, it is user experience that differentiates the company from its competitors, and it is user experience that determines whether your customer will ever come back.

    Similarly, Jakob Nielsen and Don Norman explain that user experience design “encompasses all aspects of the end-user’s interaction with the company, its services, and its products.” And, Nathan Shedroff positions user experience design as “an approach to creating successful experiences for people in any medium.”

    A great deal has been written about user experience design but only recently has much ink been spilled on the subject of user experience strategy. I suspect there are a couple of reasons for the new focus. First, the elevated stature of user experience and design thinking in the business world have opened doors in the executive suite. Designers have a real opportunity to influence strategy. Second, we’re nearing an inflection point in an expanding set of markets, beyond which traditional product design is rendered obsolete.

    Experience Ecologies

    As we’re increasingly able to embed information and intelligence in physical objects connected via ubiquitous wireless networks, such concepts as open source, open APIs, mashups, co-creation, and findability are rapidly and irrevocably escaping the confines of the Web.

    Adam Greenfield encapsulates the ensuing erosion of distinctions between “product” and “service” and the importance of “beautiful seams” in On the Ground Running, a brilliant piece that explores and eviscerates the iPod, Nike+, and Amtrak Acela ecologies.

    Peter Merholz offers a valuable and complementary perspective in Experience IS the Product, and his partner Jesse James Garret, in a mesmerizing podcast on Experience Strategies, drives home the absolute imperative of designing from the outside-in.

    Jared Spool positions what’s going on as a simple progression toward market maturity from technology to features to experience to integration. I’m sure Jared’s right, but this framing misses the real story. The way we conceptualize products, services, and brands is changing. We can glimpse the destination in Bruce Sterling’s spime and Julian Bleecker’s blogjects, but the journey has already begun, which is why we’re talking so much about user experience strategy.

    Experience Executives

    In the past, I’ve used the following quote to introduce the complex, intimate relationship between strategy and tactics:

    In strategy, surprise becomes more feasible the closer it occurs to the tactical realm. – Carl von Clausewitz, 1832

    Good strategy requires awareness of the full range of possible tactics. Richard Dalton captures this nicely in the Forces of User Experience, though I’ll never know why he chose a rainbow over a honeycomb.

    The User Experience Strategy Honeycomb

    Figure 2. The User Experience Strategy Honeycomb

    The key point is that within an increasing number of markets, executives can no longer afford to formulate strategy without embracing user experience, and to the extent their offerings include web sites, software products, and interactive services, these leaders (or their successors) must understand the complex interplay between strategy, scope, structure, semantics, skeleton, and surface. They must become experience executives, in concept if not in name.

    It’s About Futurity

    As Michael Raynor explains in The Strategy Paradox, strategy and futurity are inextricably bound together:

    Most strategies are built on specific beliefs about the future. Unfortunately, the future is deeply unpredictable. Worse, the requirements of breakthrough success demand implementing strategy in ways that make it impossible to adapt should the future not turn out as expected. The result is the Strategy Paradox: strategies with the greatest possibility of success also have the greatest possibility of failure. Resolving this paradox requires a new way of thinking about strategy and uncertainty.

    Raynor argues that to manage uncertainty, companies must build scenarios of the future, and identify strategies and strategic options for each possible future. I’d argue that those who develop user experience strategy would do well to embrace this framing in futurity.

    For while our work certainly supports incremental progress towards better usability, findability, and credibility, user experience methods are equally well-suited to disruptive innovation. In the deep dives of design research, we gain insight into the latent needs of users, and with our sketches, mental models, and prototypes we bring greater richness and depth to the exploration of possible, probable, and preferable futures.

    In short, we are futurists.

    So, what about that empty cell in the honeycomb? Well, like our understanding of user experience strategy, the hive remains unfinished. We don’t have all the answers, at least not individually.

    Perhaps we can fill in the gaps together, tomorrow.

    Peter Morville  post

    Summary:

    Application usability is enhanced when users know how to operate the UI
    and it guides them through the workflow. Violating common guidelines
    prevents both.

    It’s hard to write a general article about application design mistakes because the very worst mistakes are domain-specific and idiosyncratic. Usually, applications fail because they (a) solve the wrong problem, (b) have the wrong features for the right problem, or (c) make the right features too complicated for users to understand.

    Any of these three mistakes will doom your app, and yet I still can’t
    tell you what to do. What’s the right problem? What are the right
    features? What complicating curlicues can safely be cut from those
    features? For each domain and user category, these questions have
    specific and very different answers.

    The only generalizable advice is this: rather than rely on your own best guesses, base your decisions on user research:

    • Conduct field studies and task analysis before deciding what your app should do.
    • Paper prototype
      your initial ideas before doing any detailed design — and definitely
      before wasting resources implementing something you’d have to change as
      soon as you get user feedback.
    • Design iteratively, conducting many rounds of quick user testing as you refine your features.

    Of course, people don’t want to hear me say that they need to test
    their UI. And they definitely don’t want to hear that they have to
    actually move their precious butts to a customer location to watch real
    people do the work the application is supposed to support.

    The general idea seems to be that real programmers can’t be let out
    of their cages. My view is just the opposite: no one should be allowed
    to work on an application unless they’ve spent a day observing a few
    end users.

    (Whatever you do, at least promise me this: Don’t just
    implement feature requests from “user representatives” or “business
    analysts.” The most common way to get usability wrong is to listen to what users say rather than actually watching what they do. Requirement specifications are always wrong. You must prototype the requirements quickly and show users something concrete to find out what they really need.)

    All that said, there are still plenty of general guidelines for
    application UIs — so many, in fact, that we have a hard time cramming
    the most important into our two-day course.
    Here’s my list of 10 usability violations that are both particularly
    egregious and often seen in a wide variety of applications.

    1. Non-Standard GUI Controls

    Basic GUI widgets — command links and buttons, radio buttons and checkboxes, scrollbars, close boxes, and so on — are the lexical units that form dialog design’s vocabulary.
    If you change the appearance or behavior of these units, it’s like
    suddenly injecting foreign words into a natural-language communication.
    Det vil gøre læserne forvirrede (or, to revert to English: Doing so will confuse readers).

    For some reason, homemade design’s most common victims are scrollbars. For years, we’ve encountered non-standard scrollbars in our studies, and they almost always cause users to overlook some of their options. We’re seeing this again this year, in the studies we’re conducting to update our course on Fundamental Guidelines for Web Usability. (The linked article includes screenshots of offending scroll controls.)

    Some of the world’s best interaction designers have refined the
    standard look-and-feel of GUI controls over 30 years, supported by
    thousands of user-testing hours. It’s unlikely that you’ll invent a
    better button over the weekend.

    But even if your homemade design, seen in isolation, were hypothetically better than the standard, it’s never seen in isolation in the real world. Your dialog controls will be used by people with years of experience operating standard GUIs.

    If Jakob’s Law is “users spend most of their time on other websites,” then Jakob’s Second Law
    is even more critical: “Users have several thousand times more
    experience with standard GUI controls than with any individual new
    design.”

    Users will most likely fail if you deviate from expectations on
    something as basic as the controls to operate a UI. And, even if they
    don’t fail, they’ll expend substantial brainpower trying to operate
    something that shouldn’t require a second thought. Users’ cognitive
    resources are better spent understanding how your application’s
    features can help them achieve their goals.

    1.a. Looking Like a GUI Control Without Being One

    The
    opposite problem — having something that looks like a GUI control when
    it isn’t one — can reduce usability even more. We often see text and
    headlines that look like links (by being colored or underlined,
    for example) but aren’t clickable. When users click these look-alikes
    and nothing happens, they think the site is broken. (So please comply
    with guidelines for visualizing links.)

    A similar problem occurs when something looks like a button but doesn’t initiate an action, or looks like a radio button but isn’t a choice. We found an example of this in our current round of studies.

    To design a custom-tailored shirt on Liste Rouge Paris, you must
    provide your measurements. As the following screenshot shows, there are
    two different paths through the application here, depending on whether
    your measurements are already on file with the tailor.

    Partial screenshot of ordering process for custom-tailored shirts at www.listerouge-paris.com

    Our test user clicked incessantly on the New Customer
    button to indicate that he was indeed a new customer. Unfortunately,
    this screen element was not a button at all, but rather a non-clickable
    heading.

    He was the only user to test this site because he encountered
    it during a task in which users could choose a site to visit (usually
    from a search listing). In this case, the user eventually overcame the
    confusion and proceeded to enter his measurements. If we had tested
    more users, a small percentage would have likely failed at this point.
    Each small error in dialog design reduces usage only by a small amount,
    but most UIs contain bundles of errors, and the number of lost customers adds up.

    As an aside, this screen also uses radio buttons incorrectly. In
    theory, all five choices are mutually exclusive, which does call for
    radio buttons. But in the user’s mental model of the workflow, there
    are actually two issues
    here: (a) new vs. old customers, and (b) how to provide the
    measurements for your situation. You should use a single set of radio
    buttons only when users will choose between options for a single issue.

    So, in the case above, a better design would first ask users to
    decide the new/existing customer question, and then reveal the relevant
    radio buttons for the option they choose.

    2. Inconsistency

    Non-standard GUI controls are a special case of the general problem of inconsistent design.

    Confusion results when applications use different words or commands
    for the same thing, or when they use the same word for multiple
    concepts in different parts of the application. Similarly, users are
    confused when things move around, violating display inertia.

    Using the same name for the same thing in the same place makes things easy.

    Remember the double-D rule: differences are difficult.

    Another example from our current study: Expedia pops up a two-month
    calendar view when users specify the departure or return date for a
    trip. The composite screenshot below was taken in February and shows
    what happens when you want to book a trip that starts on March 10 and
    ends on March 15.

    Two screenshots of date-selection widget (calendar) at Expedia.com

    In the second pop-up, the month of March has moved to the left,
    leaving room for April to appear on the right. This may seem like a
    convenient shortcut, since there’s no way the user would want a
    February return date when traveling out in March.

    In reality, however, the user is looking for March 15 in the
    same spot where it appeared in the first pop-up calendar: in the
    right-most column.

    In our testing, the inconsistent placement of the months in the
    second pop-up caused confusion and delays, but users ultimately figured
    it out. We tested only a few users with this site, but if you observe
    this kind of almost-miss error in user testing, it’s usually a sign that a few users will make the mistake for real during actual use.

    Booking the wrong return date can have disastrous consequences —
    customers could arrive at the airport without a ticket for their
    expected flight. If a site has good confirmation emails,
    users might discover the problem before departure, but even that will
    cause aggravation and expensive customer support calls to resolve the
    situation.

    Even if people eventually use the calendar correctly, it takes more time to ponder the inconsistent design than the time users save by not having to click the next-month button for April departures.

    The shortcut that moves the months around saves time only for
    very frequent users who learn how to efficiently operate this part of
    the UI. So, an application for professional travel agents should
    probably use Expedia’s calendar design. A site targeting average
    consumers should not.

    3. No Perceived Affordance

    “Affordance” means what you can do to an object. For example, a
    checkbox affords turning on and off, and a slider affords moving up or
    down. “Perceived affordances” are actions you understand just by looking
    at the object, before you start using it (or feeling it, if it’s a
    physical device rather than an on-screen UI element). All of this is
    discussed in Don Norman’s book The Design of Everyday Things

    .

    Perceived affordances are especially important in UI design,
    because all screen pixels afford clicking — even though nothing usually
    happens if you click. There are so many visible things on a computer
    screen that users don’t have time for a mine sweeping game, clicking around hoping to find something actionable. (Exception: small children sometimes like to explore screens by clicking around.)

    Drag-and-drop designs are often the worst offenders
    when it’s not apparent that something can be dragged or where something
    can be dropped. (Or what will happen if you do drag or drop.) In
    contrast, simple checkboxes and command buttons usually make it
    painfully obvious what you can click.

    Common symptoms of the lack of perceived affordances are:

    • Users say, “What do I do here?”
    • Users don’t go near a feature that would help them.
    • A profusion of screen text tries to overcome these two
      problems. (Even worse are verbose, multi-stage instructions that
      disappear after you perform the first of several actions.)

    When I tested some of the first Macintosh applications in
    the mid-1980s, users were often stumped by the empty screen that
    appeared when they launched, say, MacWrite. What do I do here,
    indeed. The first step was supposed to be to create a new document, but
    that command was not shown anywhere in the otherwise highly visible
    Macintosh UI unless you happened to pull down the File menu.
    Later application releases opened up with a blank document on the
    screen, complete with an inviting, blinking insertion point that
    provided the perceived affordance for “start typing.”

    3.a. Tiny Click Targets

    An associated problem here is click
    targets that are so small that users miss and click outside the active
    area. Even if they originally perceived the associated affordance
    correctly, users often change their mind and start believing that
    something isn’t actionable because they think they clicked it and
    nothing happened.

    (Small click zones are a particular problem for old users and users with motor skill disabilities.)

    4. No Feedback

    One of the most basic guidelines for improving a dialog’s usability is to provide feedback:

    • Show users the system’s current state.
    • Tell users how their commands have been interpreted.
    • Tell users what’s happening.

    Sites that keep quiet leave users guessing. Often, they guess wrong.

    (For an example of the problems with poor feedback, see the screenshot of VW’s car configurator toward the bottom of my recent article reporting on our current round of testing: Because users couldn’t tell which tire was selected, they had trouble designing their preferred car.)

    4.a. Out to Lunch Without a Progress Indicator

    A variant on
    lack of feedback is when a system fails to notify users that it’s
    taking a long time to complete an action. Users often think that the
    application is broken, or they start clicking on new actions.

    If you can’t meet the recommended response time limits, say so, and keep users informed about what’s going on:

    • If a command takes more than 1 second, show the “busy” cursor. This tells users to hold their horses and not click on anything else until the normal cursor returns.
    • If a command takes more than 10 seconds, put up an explicit progress bar, preferably as a percent-done indicator (unless you truly can’t predict how much work is left until the operation is done).

    5. Bad Error Messages

    Error messages are a special form of feedback: they tell users that something has gone wrong. We’ve known the guidelines for error messages for almost 30 years, and yet many applications still violate them.

    The most common guideline violation is when an error message simply says something is wrong, without explaining why and how the user can fix the problem. Such messages leave users stranded.

    Informative error messages not only help users fix their current problems, they can also serve as a teachable moment.
    Typically, users won’t invest time in reading and learning about
    features, but they will spend the time to understand an error situation
    if you explain it clearly, because they want to overcome the error.

    On the Web, there’s a second common problem with error
    messages: people overlook them on most Web pages because they’re buried
    in masses of junk. Obviously, having simpler pages is one way to
    alleviate this problem, but it’s also necessary to make error messages more prominent in Web-based UIs.

    6. Asking for the Same Info Twice

    Users shouldn’t have to enter the same information more than once.
    After all, computers are pretty good at remembering data. The only
    reason users have to repeat themselves is because programmers get lazy
    and don’t transfer the answers from one part of the app to another.

    7. No Default Values

    Defaults help users in many ways. Most importantly, defaults can:

    • speed up the interaction by freeing users from having to specify a value if the default is acceptable;
    • teach, by example, the type of answer that is appropriate for the question; and
    • direct novice users toward a safe or common outcome, by letting them accept the default if they don’t know what else to do.

    Because I used Liste Rouge Paris as a bad example under
    Mistake #1a, I thought I’d play nice and use them as a good example
    here. The tailor offers 15 different collar styles (among many other
    options) for people ordering custom-designed shirts. Luckily, they also
    provide good defaults for each of the many choices. In testing, this
    proved helpful to our first-time user, because the defaults steered him
    toward the most common or appropriate options when he didn’t have a
    particular preference.

    Partial screenshot of customization screen in the shirt design application on www.listerouge-paris.com

    Dialog to specify your shirt’s collar on www.listerouge-paris.com (3 of 15 styles shown).

    8. Dumping Users into the App

    Most Web-based applications are ephemeral applications
    that users encounter as a by-product of their surfing. Even if users
    deliberately seek out a new app, they often approach it without a conceptual model
    of how it works. People don’t know the workflow or the steps, they
    don’t know the expected outcome, and they don’t know the basic concepts
    that they’ll be manipulating.

    For traditional applications, this is less of a problem. Even if
    someone has never used PowerPoint, they’ve probably seen a slide
    presentation. Thus, a new PowerPoint user will typically have at least
    a bare-bones understanding of the application before double-clicking
    the icon for the first time.

    For mission-critical applications, you can often assume that
    most users have tried the app many times before. You can also often
    assume that new users will get some training before seeing the UI on
    their own. At the minimum, they’ll usually have nearby colleagues who
    can give them a few pointers on the basics. And a good boss will give
    new hires some background info as to why they’re being asked to use the application and what they’re supposed to accomplish with it.

    Sadly, none of these aides to understanding apply for most Web-based applications. They don’t even apply for many ephemeral intranet applications.

    Usability suffers when users are dumped directly into an application’s
    guts without any set-up to give them an idea of what’s going to happen.
    Unfortunately, most users won’t read
    a lot of upfront instructions, so you might have to offer them in a
    short bulleted list or through a single image that lets them grok the
    application’s main point in one view.

    As an example, our test user who was trying to order a
    custom-tailored shirt was highly confused when the first screen in
    Hamilton Shirts’ “Create Your Shirt” process displayed a fully designed
    shirt with an “Add to Bag” button. This screen mixed two metaphors: a
    configurator and an e-commerce product screen.

    Screenshot of the upper part of the screen for the first step of Hamilton's shirt-design application

    This is a case where a default value isn’t helpful: people who want
    to design their own shirt are unlikely to want to buy a pre-designed
    shirt on the first screen.

    (This screen also suffers from Mistake #1: non-standard GUI
    controls. In addition to its non-standard drop-down selection menus in
    a tabbed dialog that doesn’t look enough like tabs,
    the screen has a non-standard way of paging through additional fabric
    swatches. Users are less likely to understand how to select fabrics
    when the controls are presented in this manner.)

    Our test user never understood the process of designing his own shirt on this site and ultimately took his business elsewhere.

    9. Not Indicating How Info Will Be Used

    The worst instance
    of forcing users through a workflow without making the outcome clear is
    worth singling out as a separate mistake: Asking users to enter
    information without telling them what you’ll use it for.

    A classic example is the “nickname” field in the registration
    process for a bulletin board application. Many users don’t realize the
    nickname will be used to identify them in their postings for the rest
    of eternity — so they often enter something inappropriate.

    As another example, we once tested an e-commerce site that
    smacked users with a demand for their ZIP code before they could view
    product pages. This was a big turn-off and many users left the site due
    to privacy concerns. People hate snoopy sites. An alternative design
    worked much better: It explained that the site needed to know the
    user’s location so it could state shipping charges for the very heavy
    products in question.

    10. System-Centric Features

    Too many applications expose
    their dirty laundry, offering features that reflect the system’s
    internal view of the data rather than users’ understanding of the
    problem space.

    In our current study, one user wanted to reallocate her retirement
    savings among various investments offered by her company’s plan (for
    example, to invest more in bonds and less in stocks). She thought she
    did this correctly, but in fact she had changed only the allocation of future additions to her retirement account. Her existing investments remained unchanged.

    As far as the mutual funds company is concerned, new investments and
    current investments are treated differently. Reallocating future
    additions means changing the funds they’ll buy when the employer
    transfers money into the account. Reallocating current investments
    means selling some of the holdings in existing mutual funds and using
    the proceeds to buy into other funds.

    The key insights here?

    • Our test user didn’t have this distinction between new and old
      money; she simply wanted her retirement savings allocated according to
      her revised investment strategy.
    • Even users who understand the distinction between new and old
      money might prefer to treat their retirement savings as a single unit
      rather than make separate decisions (and issue separate commands) for
      the new and old money.

    It would probably be better to offer a prominent feature for changing the entire account’s allocation, and use progressive disclosure to reveal expert settings for users who want to make the more detailed distinction between the two classes of money.

    Bonus Mistake: Reset Button on Web Forms

    This mistake relates to Web forms, but because so many applications are rich in forms, I’ll mention it here: It’s almost always wrong to have a Reset button on a Web form

    .

    The reset button clears the user’s entire input and returns the form
    to its pristine state. Users would want that only if they’re repeatedly
    completing the same form with completely different data, which almost
    never happens on websites. (Call center operators are a different
    matter.)

    Making it easy for users to destroy their work in a single click
    violates one of the most basic usability principles, which is to
    respect and protect the user’s work at almost any cost. (That’s why you
    need confirmation dialogs for the most destructive actions.)

    1. Motivate
      Design your site to meet specific user needs and goals. Use motivators to draw different user “personae” into specific parts of your site.
    2. User task flow
      Who are your users? What are their tasks and online environment? For a site to be usable, page flow must match workflow.
    3. Architecture – it’s 80% of usability
      Build an efficient navigational structure. Remember – if they can’t find it in 3 clicks, they’re gone.
    4. Affordance means obvious
      Make controls understandable. Avoid confusion between emblems, banners, and buttons.
    5. Replicate
      Why reinvent the wheel? Use ergonomically designed templates for the most common 8-12 pages.
    6. Usability test along the way
      Test early in design using low-fidelity prototypes. Don’t wait until the end when it’s too late.Know the technology limitations Identify and optimize for target browsers and user hardware. Test HTML, JavaScript, etc. for compatibility.
    7. Know the technology limitations
      Identify and optimize for target browsers and user hardware.Test HTML, JavaScript, etc for compatibility.
    8. Know user tolerances
      Users are impatient. Design for a 2-10 second maximum download. Reuse header graphics so they can load from cache. Avoid excessive scrolling.
    9. Multimedia – be discriminating
      Good animation attracts attention to specific information, then stops. Too much movement distracts, slowing reading and comprehension.
    10. Use a stats package
      Monitor traffic through your site. Which pages pique user interest? Which pages make users leave? Adjust your site accordingly.

    User-centered design (UCD) is an approach to design that grounds the process in information about the people who will use the product. UCD processes focus on users through the planning, design and development of a product.

    An International Standard

    There is an international standard that is the basis for many UCD methodologies. This standard (ISO 13407: Human-centred design process) defines a general process for including human-centered activities throughout a development life-cycle, but does not specify exact methods.

     

    In this model, once the need to use a human centered design process has been identified, four activities form the main cycle of work:

    1. Specify the context of use
      Identify the people who will use the product, what they will use it for, and under what conditions they will use it.
    2. Specify requirements
      Identify any business requirements or user goals that must be met for the product to be successful.
    3. Create design solutions
      This part of the process may be done in stages, building from a rough concept to a complete design.
    4. Evaluate designs
      The most important part of this process is that evaluation – ideally through usability testing with actual users – is as integral as quality testing is to good software development.

    The process ends – and the product can be released – once the requirements are met.

    A Typical UCD Methodology

    Most user-centered design methodologies are more detailed in suggesting specific activities, and the time within a process when they should be completed. The UPA publishes a poster, Designing the User Experience, showing a typical UCD process.

    In this version, the UCD activities are broken down into four phases: Analysis, Design, Implementation and Deployment, with suggested activities for each phase. They are:

    Analysis Phase

    • Meet with key stakeholders to set vision
    • Include usability tasks in the project plan
    • Assemble a multidisciplinary team to ensure complete expertise
    • Develop usability goals and objectives
    • Conduct field studies
    • Look at competitive products
    • Create user profiles
    • Develop a task analysis
    • Document user scenarios
    • Document user performance requirements

    Design Phase

    • Begin to brainstorm design concepts and metaphors
    • Develop screen flow and navigation model
    • Do walkthroughs of design concepts
    • Begin design with paper and pencil
    • Create low-fidelity prototypes
    • Conduct usability testing on low-fidelity prototypes
    • Create high-fidelity detailed design
    • Do usability testing again
    • Document standards and guidelines
    • Create a design specification

    Implementation Phase

    • Do ongoing heuristic evaluations
    • Work closely with delivery team as design is implemented
    • Conduct usability testing as soon as possible

    Deployment Phase

    • Use surveys to get user feedback
    • Conduct field studies to get info about actual use
    • Check objectives using usability testing

    “Usability testing” appears several times throughout the process, from the first phase to the last.

    Providing a great user experience is an ongoing process.

     

    « Newer Posts - Older Posts »