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user experience

 

Mmm, knowledge delivery pending

There's no feeling like the anticipation of a freshly-ordered Amazon delivery. The first half of our delivery just arrived but we couldn't hold it in any longer. The team's new reading list over the next month or so:

  1. Sketching user experiences. Getting the design right and the right design - Bill Buxton
  2. The Simplicity Shift: Innovative Design Tactics in a Corporate World - Scott Jenson
  3. Art & Fear. Observations on the Perils (and Rewards) of Artmaking - David Bayles
  4. About Face 3: The Essentials of Interaction Design - Alan Cooper
  5. The Design of Everyday Things - Don Norman

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If you've read these books, feel free to tell us what you thought.

 

Filed under  //   user experience  
Posted by Matt Shanks 

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Insights from a lunch meeting. Do your client a favour and say no.

Recently I had the pleasure of having lunch with the executive team from an NFP organisation we have been working with for nearly five years. The reason for the catch up primarily being to get together informally and talk about the previous twelve months, gauge how well we have been performing and to talk about the business and any big plans for the next year or so. Over the course of the lunch we discussed recently delivered projects and work in progress as well as deeper issues relating to how the organisation can become better at decision making when it comes to investing in digital.

Here are three key take-aways from the discussions and some thoughts on how to address them:

1. Rethink existing processes before digitising them

NFP's who have been around a while, and even newer businesses that grow quickly often start out doing things using non-digital, offline processes. We know from experience that simply taking non-digital processes and replicating them online never works very well. If a process is cumbersome and time consuming in the offline world there is no reason why just simply translating it into a digital process is going to solve the problem. In fact we have seen the reverse where processes can actually becomes more complex and time consuming once technology gets involved.

The challenge here for both the organisation and the agency is to work to gather to re-think the old ways of doing things and design new processes that take advantage of latest digital technologies. A word of caution here - sometimes this work can lead to tough decisions for the business, particularly when it involves staff restructures or changes to ancient workflows. It can be a case of one step back and two steps forward, buts its worth it if you’re client's goal is measurable success.

2. Talk to users about how they want to consume your content

As is the case with most successful NFP’s; passionate and informed people can be found behind everything they do. With organisations that do a lot of research to inform the programs and initiatives they produce, the focus tends to be very much on content - and quite rightly so given the social value of much of the work NFP's do. However, while informative and rich content can often be in an abundance, when it comes to digital content delivery, the biggest issue facing these types or organisations is getting content into a shape that will work in a digital context. All too often we see content that is written and organised for publishing in print get replicated verbatim on web pages. And who wants to read reams of dense text on screen? Not me.

When this situation arises what is needed is some dialogue with users to find out exactly how they would like to access content and in what formats they prefer to consume it. By taking a user centred approach, incorrect assumptions can be avoided and content can be reworked to satisfy real world user needs. The best time to do this is before any plans for the digital project are finalised. This ensures any decisions around information architecture and content are based on real world user needs and not assumptions. Over time, as deeper understanding develops around the needs of an online audience it may then be possible to innovate around the process of developing content for both on and offline publishing, so that further production efficiencies may be achieved.

3. Its ok to say no

If after taking a brief from a valued NFP client you feel that rethinking a set of processes is the better way to go than simply replicating them online, politely tell them so. Its what you are there for. Remind yourself that you have a duty of responsibility to work with your client to ensure they are not wasting their time and money in creating a system that will more of a beast than a beauty - so be bold. It may be tough trying to convince them that there are better alternatives. So don't go in cold. Be prepared. Your client will ultimately thank you and your relationship will be stronger for it

Filed under  //   Business   user centred design   user experience  
Posted by Surface Media 

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User-centred Ux documentation: Your Ux team are your users too

It's easy for us Interaction/Ux designers to forget how focused on the user we actually are. We know that the user should come first however when the person paying us just wants a website, it's hard to make them understand how important it is for the website to keep their customers happy too.

As Ux (User Experience) designers, we live in a world of sketches and wireframes. We understand technology, what it's capable of, how it works and when is the best time to use it. We have the ability to quickly sketch lo-fi screen designs and talk about how these screens would change based on user actions. We may choose to develop a prototype, we may not. Because of old-world development models, it was always a case of "Do as little HTML/CSS and actual design as possible until the site map and content is locked down. Otherwise we design a site whose content/sitemap will change and as a result, we'll have to re-do the design again and again." Hence, the rise of the wireframe. It was supposed to be the best way to show a client how their website will work without having to go through the iterative process of design. But after years of trying to make this work, what the Ux community (and us here at Surface Media) is finding is that a site wireframe may not be speaking the language of the client.

Sometimes, we're so focused on the end-user - our client's clients, that we forget that what we also need to do is communicate our interaction design solutions to the project team. We need to identify user groups within our own team and document our interaction design accordingly.

Communicating with business owners/project owners

Like we do with our client's clients, we should be asking: What is our client's background? Are they marketers? CEOs? Are they from IT, Architecture, Design disciplines? Once we establish this we need to decide how we communicate with them. A simple task-flow model might work well for those from a science/IT background, it's what they're used to seeing and can easily comprehend a user's decision process with boxes and arrows; but to a client with a marketing or design background, it looks like another boring flowchart and subsequent interest levels plummet to 0%. Conversely, a ux design comic used to communicate a user problem might get a laugh out of IT and be blown-off as just a silly story, but for someone in HR or a small business owner, it might just have them 100% thoroughly engaged and willing to participate in a user journey session to flesh the characters story and uncover hidden end-user needs.

Communicating with designers

Designers hate being told how to lay things out. It's what they are paid to do. If it's not their job to decide what colours, typography and visual heirarchy to use, the role of visual designer is degraded to a simple pixel-pusher. Not only is it a boring existence but it can hurt team morale. A high-fidelity digital wireframe/prototype then, with boxes laid out in a clickable interface ready for them to 'skin' is not the tool to communicate your interaction design with designers. We've been trialling a method in the studio where page functions are identified and priortised in a bullet list format. Give this to a designer and what you receive is something completely unexpected, but it still solves your problem and often, better than you could have articulated in a high-fidelity wireframe anyway.

Communicating with developers

Developers often don't have a designer's eye for how it looks. If it works, the job is done. Give a developer a series of photoshopped, high-fidelity designs and you won't get back the same thing without multiple meetings and frustrating iterations. However, arm a developer with a functional list; "User need to be able to do x" along with a set of photoshop files describing the user action, followed by the resulting system action (and some very low-fi prototypes for certain, more complex functions) and you're on your way to a 1st time functional product, and a happy developer.

It's pretty clear, after being exposed to the world of Ux design for so long now, that there's no one 'best approach' to communicating your interaction design to client and/or project team. However, by accepting this and working with it, it frees you up to take a more agile and less process-driven approach to your Ux documentation. Some clients like to read about website features as a 'functional list', others prefer to call them 'user stories' and respond better to them when they're related to a persona. For every client that understands a 'paper-protoype', there's another that can't understand why we're working on paper when we're building a digital artefact.

The lesson learned so far? There are no easy shortcuts to documenting interactions. Not only do clients and teams vary from project to project but so too do budgets and technology used. The trick is to stop trying to fit a square peg in to a round hole but to learn about the shape of the hole first, the background of the team, the language used by each client/organisation, and then wittle at your peg so it's a perfect fit everytime.

Filed under  //   user experience  
Posted by Matt Shanks 

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Wireframes for clients #wireframingforclients

Lately things have been pretty busy at Surface Media - probably the busiest we've ever been.  And I'm not complaining, as busy teams are happy teams (even if it does get a little intense at times). 

However during these times its not just our people that come under pressure. As our team grapples with a larger number of concurrent projects the successful and timely delivery of work depends more than ever on the performance of our processes and methodologies. As deadlines approach and dependencies collide, areas where things could be improved tend to get highlighted.

While its often not practical to break away from the tasks at hand and review processes whilst in the midst of a very busy patch, its well worth noting down any observations that you or your team make concerning the performance of processes during these times – even if its just so you can come back to them when things slow down a bit.

One such observation our UX team has been commenting of late relate to the effectiveness of communication of our old friend the wireframe.

Wikipedia defines wireframes as follows:

"A website wireframe (also "web wire frame", "web wireframe", "web wireframing") is a basic visual guide used in interface design to suggest the structure of a website and relationships between its pages. A webpage wireframe is a similar illustration of the layout of fundamental elements in the interface. Typically, wireframes are completed before any artwork is developed."

(http://en.wikipedia.org/wiki/Website_wireframe)

And this is a nice simple definition that we at Surface Media subscribe to. What we have been observing though recently is that quite often a client will approve a set of wireframes after much discussion only to be surprised by what they then see for the same set of pages after visual design (artwork) is applied.  Even when the visual designs show the positioning of elements in exactly the same places as the approved wires, it seems that as soon as graphics are applied many clients conclude their understanding of the meaning of certain elements within the wireframes was different to that intended by the designer when they were approved. While we are perfectly comfortable with the iterative process that occurs from this point, there is always a risk that the project could be derailed by these kinds of misunderstandings.

is there a better way to approach wireframing ?

There have been many suggestions by many very good UX people as to how to avoid, manage or at least minimise this sort of thing happening. From combining visual design with wireframes, to ditching them altogether to accepting that whether this problem arises is related to how good we are as UX professionals at communicating,

So lets have a discussion about it. I am interested to hear all your thoughts on this. 

Feel free to tweet to #wireframingforclients

Matt

Filed under  //   interaction design   usability   user experience  

User experience design doesn't stop on the web

It's no secret these days how important "User Experience" is in the design and development of online communications material and applications. But no matter how good your online product or service is, if this is not reflected in your business model at every consumer touch-point (in the bones of your business), no fancy/shmancy website can save you. 

For example, say you've built an online t-shirt store; it's set you back $25 000 AU but it's by far the market leader. You've performed extensive user testing, gap analysis, design and strategy work, paid for the fastest servers and best technology money can buy and the sales begin rolling in. However, you didn't plan for moving 4000 units in your first month, suddenly your shipping falls way behind and although you promised 'same-week' delivery with every order placed online - you simply can't keep up. Before long you find yourself being bombarded with emails and phone calls from customers asking for when their purchase is expected to arrive, some might simply ask for their money back. The old adage of "1 person tells 10 friends" about their experience still holds true however business is now faced with an even greater risk where one person's experience can reach tens of thousands of users instantly.

Although this can seem daunting, the rules are still the same as ever. Good service is imperative in assuring customer satisfaction, in retails it's called "customer service" - in the online space we've called it "user experience". Let's do a few more comparisons:

In the real world:
Can a user enter your store and find what they're looking for quickly and easily? If not, maybe the signs need re-arranging or the aisles need to be re-configured? 

In the digital world:
When a user gets to your website can they find the section they're looking for? Are the menus labelled correctly, are the call to actions big enough, bold enough, placed correctly in the user interface?

In the real world:
You can see your customer wandering around your store. They look lost, confused; you need a salesperson or some third party help like a customer assistant ready to help them out

In the digital world:
You can't actually see your customer perusing your items but on the chance that your website structure isn't obvious to them, you need some back-ups. How about search? Or product category filtering etc. Can they find the 'customer assistant' functionality in your website?

In the real world:
Your customer has found what they want, and they follow your customer assistant to the register clutching their new product with hope, excitement and a sense of achievement. They approach the counter, pay with cash or credit and they get their receipt as proof of purchase. Your customer assitant says "Have a nice day, please come again"... and because of the great service, the customer probably will.

In the digital world:
Because of your well-organised website, your online customer has found their product, added it to their cart and steps through your payment process. It's imperative that your customer gets all the feedback that they would expect in a real-world transaction. The ability to pay and have the result of their actions fed back to them - that they're payment was successful (via confirmation page) is obvious. The customer would also like to keep their reciept of the transaction so an email confirmation/receipt is often expected.

As you can see, the user/customer paradigm is interchangable. Although customer 'face-time' is drastically reduced in the online environment, the feeling, sentiment and process of purchasing or information gathering is still exactly the same. You need to address everything you would in a regular offline environment in the online environment because unless you do, you'll be offering your customer a poor 'user experience'... and who knows when (or more concerningly if) they'll return and who they will tell.

Filed under  //   user experience  
Posted by Matt Shanks 

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Is the semantic web a purely utopian vision?

Kate Ray, a PhD student at NYU, has interviewed a number of people involved in the semantic web and made this fantastic video . This is a brilliant piece that presents the issues surrounding the viability of a truly semantic internet. 

 

If you are wondering what the sematic web is all about this a must see.

Filed under  //   cool stuff   information architecture   user experience  
Posted by Surface Media 

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User research makes you bullet proof

Have you ever been in the following situation?

You've just spent weeks nutting out a content strategy and site map for your beloved employers brand new website. You and your colleagues have ground it out, meeting after meeting, and through draft revision after draft revision. At last, you feel like you've got the solution sorted. Only one thing left to do and that is to pitch it to the bosses.

Should be a snap, after all you know the project inside and out. You and your little web team have thought of everything – from what you your target audience needs from the site to the organisational goals of the business. So What could go wrong?

And then it happens. Your winding up your pitch and calling for questions from the room and someone drops the following bombshell on your big moment:

"That all sounds fab'o but I don't like the way the main menu is labelled, and.... (wait for it) wouldn't it be more logical if the page about 'blah blah' was under the main menu item labelled 'Blah'?"

Silence.  (Oh dear.)

In the seconds that follow you suddenly doubt whether "Um, because we have thought about this really, really hard for ages"  will be a sufficient enough response to halt this party pooper in their tracks. But you say it anyway.

What follows is a painful dismantling and reorganisation of your solution that sends you and your team back to the drawing board to ponder a way forward.

How could this have been avoided?

The answer is simple. User research. If your content strategy and site map solution is based on what you and your colleagues think is required, your only hope is that the people your pitching to take your word for it. There is no way to prove with any real clout that you know what your target users need if you haven't asked them. 

On the other hand if you can map your decisions about menu labels, site map structure and content back to real users needs, your response to that bombshell question might sound like this:

"Well [Insert part pooper's name], I'm glad you asked. After contextual interviews with members of our target audience who were interested in 'blah blah', we found out that 80% of those users would be more likely to look for this sort of content under a menu item labelled 'Blah'. The findings from our user research and subsequent recommendations for content and taxonomy can be found in Appendix A of the documents in front of you."

All of a sudden your bullet proof. Now wouldn't that be satisfying. So if your planning a website for the organisation you work for, or for a client, don't forget to talk to real users and factor their needs and requirements into your plans. 

Being able to logically map your strategic decisions back to key user needs will not only make you look good, it will ensure your website solution will work better for your business.

And the bosses will love you for that.

Filed under  //   information architecture   user experience  

Perils of an over prescriptive brief

One of the best ways to get the most value out of your digital agency is to ensure they are being briefed in early on in the project life cycle. 

When budgets are tight, it can be very tempting for businesses to themselves take on the task of defining the project brief – and even the solution to some extent –  before talking to the experts. I have seen this happen time and time again. The story goes something like this. Someone in the client team will reason that the business has enough internal skills, resources and time to devote to figuring out exactly what the project is about. Furthermore if we just hand over the brief along with a budget to squeeze it into, the agency will need to spend less time (read client money) thinking about the solution. My observation is that this sort of approach is often driven by a desire to keep project costs to a minimum.

The result of this kind of approach is what we often call the over prescriptive brief. Here is why I think they are false economy.

Its one thing for a business to get its key stakeholders together to talk about a new website or the streamlining of a business process. It's another thing however to then allocate human resources, time and capital to the task of making it happen. Most businesses simply don't have the time to fully flesh out a digital project strategy of their own, let alone roll out the solution itself. The truth is the people in these businesses are just too busy servicing their own clients and managing the day to day. Given these restraints, in the end there are real limitations to the amount, depth and quality of research and analysis a business is capable of on its own when preparing a digital project brief. 

Regardless of just how talented and enthusiastic the client team may be, it is highly likely that your digital agency has delivered a similar project before (if they are a good one that is). As a designer with over ten years experience I can tell you that the real value a good agency can offer your business lies in the ability of its team to see through to the big important questions and to assist your project team to explore and answer them. Having done it before, in most cases your agency is well positioned to do this work both more efficiently (saving time and resources) and to a higher standard (leading to more engaging outcomes).

The over prescriptive brief can catapult an agency down a narrower pathway than they might have taken had it been invited to engage in the process of enquiry and discovery at the outset. Often void of the scope to explore and challenge the clients proposed solution, this pathway often lacks the space for real creativity. This can result in uninspiring solutions requiring further strategising and development at further cost mid stream or down the track. Under these circumstances, the return on investment for the client is never going to be as great as it could be, no matter how much you've saved by doing the project planning yourself.

So its important to consider the following:

As a business do we have the time, resources, expertise and experience to define a project brief that will accurately prescribe a solution that will meet all our business and user requirements? 

If you answered no, and you've got a project burning a hole in your calendar, don't delay!
It's time to get your agency on the phone.

Filed under  //   design   user experience  

Commuters divided on Metro trains

Metro trains have a lot more than faulty brakes and scheduling debacles to deal with on their quest to become a more user friendly service. For commuters, just getting out of the station can be challenging.

Amazing. Have a look at the pictures below and revel in the user-centered thinking that is behind the placement of the card validator on this over crowded inner city train station.

  1. See how the clever siting of this device divides the line of commuters into two. But hang on there's not enough space between the wall and the device to allow two people to exit at the same time. But wait now I get it......you have to step through sideways. Pure genius!
  2. The lone guy in the white shirt had to wait until the entire platform had emptied before he could swipe his Myki. After about 3 minutes he gave up having not been able to get it to register. He swore loudly and walked off.

(download)

Filed under  //   user experience  
Posted from Seddon, Australia

Anyone for a website sandwich?

Recently I bought a new sandwich press for the studio. Now, I like to think the Surfacemedia staff are pretty savvy when it comes to technology. I mean they are generally pretty cool with really complex tasks like opening the kitchen fridge door and starting the microwave to warm their cup-o-noodles!

My decision to buy a relatively simple and basic sandwich press therefore wasn't based on my perception of whether or not my colleagues would find it easy to use. Rather, I bought a simple sandwich press because, as a designer, I am drawn to the aesthetic qualities of objects designed with simplicity in mind. So when I unpacked our shiny new sandwich press and found that it came with a detailed set of instructions on "How to Use" the thing, I was a little amused, i.e. I chuckled out loud. I mean,

HOW HARD IS IT TO USE A SANDWICH PRESS?

Surely everyone knows how to do this? Jokes aside for a minute though. Its fair to assume that different people may have different levels of experience using a sandwich press and indeed may have varying needs from the functionality of one, right? A commercial kitchen probably needs a press that can do more than one that is sufficient for a small design studio kitchen, and there would be levels in between. And one would expect to find increasingly thicker sets of instructions accompanying the more feature-rich models. This all seems to follow.

So why is it that on the internet websites generally don't come with usage instructions?

How is it possible then, that although a manufacturer feels it's necessary to include usage instructions with a simple sandwich press, usability experts can claim that its possible to design a website interface that is so intuitive that it doesn't require any instructions of use at all?

Is the experience of using a website for some reason more 'intuitive' than using a sandwich press? I doubt it.

While inclusion of instructions of use for even the most basic of appliances does remind us that manufacturers have legal obligations to inform consumers of the perils of misuse, it also reminds us that users are not all the same and that without even basic instructions some users simply do not cope. And it occurs to me that while I might laugh at the idea that instructions are needed to operate a basic sandwich press, it seems absurd that many websites demand that users have a much more than basic level of comprehension of interaction paradigms without providing any instructions at all. If there are people out there who struggle with a basic sandwich press, we have a long way to go with website design.

Anyway the interesting thing to me as a designer is that I bought a sandwich press that suits the need but looks great as well. I could have bought a more whiz bang one but they looked fussy and over-designed and I would probably have paid for features that I don't need and I would of had to spend time reading the instruction manual - which I find boring.

Sandwiches

Filed under  //   design   usability   user experience