Thursday, January 5, 2017

Instead of assuming that people are dumb, ignorant, and making mistakes, assume they are smart, doing their best, and that you lack context. (Nicholas Zakas)

Actually, I sometimes like to think that it’s the designer (or developer, or client, or HIPPO) who is dumb & ignorant. Needless to say, I also keep that strictly to myself.

Those are definitely my thoughts, though, whenever I hear someone put forth the traditional, “Where do you get these idiots from?” (or something along those lines). How I actually do respond is to point out these are our users, we used a 10-page screener and paid a recruiting agency $1000 to get ahold of them, and that not everyone out there is as smart and tech-savvy as you guys. 

So, that usually takes care of the “smart” part. As for the “doing their best,” we sometimes do have users who are just there for the money, but that’s extremely rare. It’s usually totally obvious to anyone observing that 99 out of 100 users are taking things seriously and are genuinely engaged.

Now, as for “context” … Hopefully, the design team had some exposure to that beforehand. Personas, journey maps, and all that other great upfront research can give the team some real feel for their users – what they do and don’t know, what they like and don’t like, what their goals and fears are – and how to design something just for them.

Even if there has been that exposure, though, I try to push testing as an excellent way to get even more context. Even the best upfront research can be incomplete, or neglected, or misapplied. Testing, though, is the chance to really check things out, to get that final word. The more sophisticated teams I work with have no problems understanding that, and often see testing in this regard as simply fine-tuning.

It’s those teams who don’t do any up-front work, and who can be totally blind-sided by things that happen in the lab, that I really worry about. Hopefully, though, these teams can use that experience to learn to emphasize with their users a little more – heck, maybe even do a little of that up-front research and avoid those uncomfortable situations in the first place.


Just in case you were wondering what a HIPPO is

Wednesday, December 14, 2016

My friends tell me I always point out problems but never offer a solution, but they never tell me what to do about it. (Dan Gilbert)

I see myself as a professional scab picker. If there is a problem with your design, I’m the one who’s going to pull that scab off and make it bleed. I can do that in an eval or – better yet – let your users do that for me in a test.

So, does that make me a popular person? Well, not exactly.

Are there some things I can do to make that hurt just a little bit less? Why, yes, there are.

One thing I always try to do is to provide good results as well as bad. I’ve already written a couple of posts that address that issue (Even developers have feelings …, Don’t fear mistakes …, A successful test is one that …). 

Another, though, is to offer some solutions. If I’ve spent hours upon hours preparing for this particular test, running it, watching the tapes, sifting through all the data, then summarizing it all up in a way that makes sense to anyone, chances are some ideas are already going to occur to me. And seeing as I’ve been doing this testing thing since practically the dawn of time, I may have already run across this problem and seen a decent solution to it already.  So, why the heck not share any possible solutions I may have come up with?

Now, at the same time, I am not a designer. I may also not be totally privy to what’s already been considered and thrown out, what might not work from a business standpoint, what our competitors happen to be doing, some elegant solution that someone on the team saw in a totally different context ... In other words, I really don’t expect my solution to be adopted without any further debate. 

That said, I have, over the years, been able to cut to the chase in a few rare situations and basically offer up something that the team can adopt pretty much ready-to-wear. Saves a lot of trouble. Definitely cuts down on wheel reinvention.

Overall, though, all I really want to do is just get the ball rolling. And that, in turn, is really just totally subsidiary to my real goal here – identifying what is an actual problem, why it’s a problem, and how seriously a problem is actually might be. 



I just can't tell if it's this guy ...



... or this guy

Tuesday, November 29, 2016

A user interface is like a joke. If you have to explain it, it’s not that good. (unknown)

I’ve been doing this UX thing for about 30 years now.  In the beginning, there was a lot of explaining.  Believe me, green-screen, mainframe systems needed it badly. Most of them came with a veritable library of manuals. In fact, that’s how I got my start in this business – writing paper manuals.

My next big thing, though, was online help. Now, that was a real step up from paper manuals. At the same time, though, I found there were two different styles of help – one that was really helpful and one that was basically just throwing a manual online. The helpful version made help contextual – for example, help for a particular field that was right next to that particular field, or help for a particular page that actually appeared on that page. The unhelpful version took the user to a totally separate system, where they had to browse through what was basically a table of contents, or to scan what was basically an index. 

As the industry matured and matured, moving from software to websites to apps, I noticed that things seemed to be getting simpler and simpler – and less and less in need of explanation. It appeared that we were finally and truly moving to that holy grail of “intuitive obviousness.” 

Recently, though, I’ve noticed things taking a step back, returning to the bad old days of explanation. What I’m talking about here specifically are things, which usually appear in apps, called “coachmarks.” They’re those little boxes that might appear when you first log in, with little arrows pointing to and explaining not-necessarily-totally-obvious features. 

Now, there are some good reasons for these. For one, small screens simply have a lot less space. And that means that there might not be enough room to spell everything out. We can hope that users will explore a little, but we can’t always count on it. So why not help out by exposing a few things, right?

There are, however, also some bad reasons. For example, some apps might be trying to do too many things, and simply need to be scaled back. Some might also have too heavy an emphasis on graphic design. Left to their own devices, I’ve noticed that graphic designers sometimes opt for the “cool” and “slick” over the explicit and obvious. “Affordance” probably needs to be more of a part of those designers’ vocabularies. 

This is especially a problem when design that works for the small screen is ported – pretty much without any translation – to larger and larger screens. For example, why use a “hamburger” menu when you’ve got plenty of room to actually spell it out? As Luke W (or was it Nielsen Norman?) pointed out, “It’s mobile first, but not mobile only.” But that’s a great topic for a whole other post.


It's like a mini manual!

Thursday, October 6, 2016

To err is human. To really foul things up, you need a computer. (Paul Ehrlich?)

This one dates all the way back to the 60s. I can picture it hanging on somebody’s cubicle – maybe somebody with a white short-sleeve shirt; tie; pocket protector; dark, chunky glasses; and a lame attempt at sideburns.

Sadly, it’s still pretty accurate. Yes, we’ve come a long way [baby], but there are a number of factors that probably mean that this one will be with us always.

First of all, humans are still a lot better at certain things than computers. Now, a computer might be quite good at searching a huge database, or crunching numbers, or analyzing chess moves. Humans, though, are equally good at nuance, and vagueness, and emotion, and a different kind of complexity. Yes, with AI and machine learning, this is rapidly changing, but when it comes to the Turing Test, my money is still on the human.

Second, we need to remind ourselves that humans are still largely in charge. And what that means is that they still do the coding, and the design, and the requirements, and the QA – and basically put the darn things together. So, there’s still plenty of room for these error-prone humans to leave things out, to add in bad things, and to generally screw up the interaction between human and computer. It’s how our field got started after all. And – once again – I don’t see this going anyway anytime soon.

Finally, it seems to me that computers may also have finally passed a certain threshold. To me at least, they appear to be too complex for us mere humans to predict what they will do, how we should interact with them, what can go wrong, and how to fix them. Theoretically, we can get to the bottom of it all, but there are typically so many things in play, that it may take a lot of effort – perhaps even an infinite amount of effort – to really figure it all out.

There’s actually a book out there that speaks very specifically to this.  It’s called Overcomplicated, and is by a Silicon-Valley-type named Samuel Arbesman. I haven’t gotten to it yet, but it’s #1 on my list. It promises to “offer a fresh, insightful field guide to living with complex technologies that defy human comprehension.” Can’t wait!


Love the sideburns!

Friday, September 2, 2016

Usability bugs don't crash the system; they crash the user. (Jurek Kirakowski)

I was lucky enough to get in on the ground floor in my profession. My grad school, Carnegie Mellon, can make a legitimate claim to having invented the think-aloud method. My first company out of school, Digital, was one of the first companies to really take usability seriously. It’s where Jared Spool, Steve Krug, Karen Holtzblatt, Dennis Wixon, and Chauncey Wilson all got their starts.

Unfortunately, Digital also famously bet against the PC. So, after five wonderful years there, I found myself in a wonderful city (Charlotte, NC), but one that was not exactly Boston, or Austin, or San Francisco when it came furthering my career. Wanting to stay, I took jobs as a tech writer and instructional designer, but was always on the lookout for my next usability gig.

Sadly, that involved many interviews where I had to explain exactly what usability was. In particular, I had to explain how it wasn’t QA. That was what most people were familiar with, so I typically had to tie the two together somehow to explain what it was I actually did. 

I usually made the point that QA usually looks for things that “crash the system.” Usability, on the other hand, finds things that don’t necessarily crash the system, but might as well have. In other words, if the user can’t find your link, or doesn’t understand what to put in a field, or never goes to the proper menu item because it’s worded wrong, the effect is the same – the user can’t complete their task; ergo, the system failed.

Unfortunately, having to offer this explanation was also a signal to me that this place might not be able to best use my skills. And what was particularly frustrating was when the job description included the word “usability” in it – without HR, or the hiring manager, or whoever actually knowing what they were really talking about.

Yes, this story does have a happy ending. I finally found someone who did know what a usability engineer was – and also needed one desperately. Happily, they were also one of the biggest banks in the country, and I started their usability practice. Interestingly, though, they also no longer exist either. Hmm, you don't think it’s me, do you?


Jurek Kirakowski - professor, author, father of SUMI, and fashion icon

Tuesday, August 16, 2016

We'd rather people are bored than confused. (Joe Lanman)

And that’s probably what makes usability engineers different from marketeers, or venture capitalists, or hot-shot designers, or budding entrepreneurs …

There is an incredible attraction to the bright, shiny object; to sizzle; to wowing and delighting your users; to making a splash in the marketplace. And there is definitely a place for that.

It is, however, a pretty high-stakes game. If you do it right, you might indeed achieve all those goals. If not, though, you might well fall flat on your face.

Now, here’s the rub … Not every user wants to be delighted or wowed, especially when they are simply trying to complete some basic task – buying something, looking up information, making a reservation, getting the balance on their bank account. Usually, they just want to get that task done, and without too much effort.

In that regard, boring can be a pretty good bet. Perhaps your interface doesn’t really need all those gizmos and gadgets and cool design trends you saw on those apps you and your friends were sharing the other day. 

Here’s the question you need to ask yourself … Are my innovations helping the user complete their task, or are they simply getting in the way?

Two great ways to accomplish the former are 1) to give the user functionality they never had before, and 2) to make your UI as clear and simple as possible. Examples of the former abound – Uber, eBay, Amazon, Venmo, Tinder … Examples of the latter are not as obvious, but there are still plenty out there (Google is always my favorite). In fact, a lot of real winners manage to do both at the same time.

On the other hand, one great way to get in the user’s way is to design your site, app, whatever around those gizmos and gadgets and cool design trends just because you think they’re innovative in themselves. They’re not. True innovation comes from solving user problems and then just simply getting out of the way.



Joe is an interaction designer for the UK Government

Monday, August 8, 2016

The test must go on. (Laura Klein)

What an incredible production a test can be. You’ve got to recruit the users, make sure the prototype is working, set up the meeting invites, get your test plan approved, reserve the lab, set up the technology, run your pilot, put your material together, get some water, get those gift cards ... 

It’s a lot like putting on a play. And, like a play, when the people start showing up (observers and users, in our case), there’s absolutely no backing out.

(Even when I’ve actually had my project team pull out [because of major switches in strategy, prototypes that just won’t work], I’ve still been able to get something out of it. Typically, I’ll turn it into an interview, or maybe a test of what some competitors offer, or maybe a test of something totally different. But with all the users recruited and paid for, you really need to do something.)

So, with all this complexity, it’s inevitable that something will go wrong. I don’t think I’ve ever had a prototype that hasn’t had some glitch in it. Heck, I’ve even had production systems go down on me. As for users, there will always be no-shows, or poor recruits, or late arrivals, or the ones who just won’t talk. On the technology side, cameras sometimes don’t work, feeds go black, and recording software crashes. And all that’s not even taking into consideration user error – i.e., the poor facilitator who’s trying to do a million things at once. 

The important thing to realize, though, is that every test is going to have some issue. At the same time, however, you will still get tons of great data. Now, some of that data might have to be thrown out, or some of it might have to be taken with a grain of salt, but it is truly amazing how much even the most imperfect of tests will give you.

The real challenge often is getting your observers to understand all this. And, sometimes, that starts right off the bat. One thing that I like to tell them is that “I’ll test whatever you can get me” and that “I can guarantee we’ll get something out of it.” Overall, though, my goal is to get them to relax, let the test happen, and concentrate on the results. 


Laura is the president of the wonderfully named Users Know, as well as the author of UX for Lean Startups and Build Better Products