UIEtips: Designing with Scenarios – Putting Personas to Work

Jared Spool

May 16th, 2012

Storytelling is a natural form of expression. We’ve all been telling stories from a very young age. In the design process, personas become the tool we use to tell our users’ stories. And with good personas in place, usage scenarios can become the micro-stories that drive your design decisions.

Kim Goodwin tells us that scenarios put the design into the context of how and why the user will interact with it. In 2011 Kim presented a UIE Virtual Seminar, Designing with Scenarios: Putting Your Personas to Work.

Today’s UIEtips article is based on a discussion UIE’s Adam Churchill had with Kim. It’s based on two questions from the seminar: Do you need data to effectively do scenarios, and what’s the difference between scenarios and storyboarding?

Read the article Designing with Scenarios: Putting Personas to Work.

Since personas are a tool and not your goal, there are lots of useful things you can do with them. In our May 22 Next Step Virtual Seminar, The Characteristics of Effective Personas, Whitney Quesenbery will show you more clever ways to make your personas actionable and weave them into your work.

What’s your experience with scenarios? Are you using data when developing them? Share your thoughts with us below.

Do A/B Tests Focus Us On The Wrong Problems?

Jared Spool

May 14th, 2012

Last week, I attended a conference presentation where a team presented findings from their A/B Testing efforts. It was a cute presentation where they posted the control and test variants, then asked the audience to pick which one “won” the A/B test. They compared the audience answer to the variant that demonstrated the best increase in the conversion rate (sometimes as little as 0.9%, which the presenters declared as a “huge increase”). For dramatic effect, the variant that won often broke many commonly accepted design principles, supporting their case that A/B testing trumps our traditional rules of good design.

Maybe so. Yet, that wasn’t the part that interested me the most. What interested me was something completely different.

A few months ago, I had conducted usability tests on the online service produced by the presenters’ company’s — the very one they showed in their presentation. Our study looked at several sites, asking shoppers to buy the products and services offered, looking for what each site does well and where their weaknesses were. It was really insightful on many different levels.

In our study, we watched more than a dozen of the presenters’ company’s own customers attempt to buy products. While many were successful, a surprising number weren’t, even though this company is the biggest in its industry (and hailed by many as the most successful). Their site looks slick, but when folks sat down to use it for its primary goal, it’s design put up a ton of frustrating obstacles.

In many cases, the users thought they ordered the product they wanted, only to discover upon receipt that it wasn’t at all what they wanted. As we watched those shoppers make their orders, we could see that they would not get what they wanted. Yet, the design of the site was so convoluted and confusing that the shopper never detected the problem until it was too late.

That’s why, when I was sitting in the conference presentation, I was quite surprised by what the presenters showed. All the examples were not things that made the shopping experience difficult. They were not things that were giving their customers problems. They were little things that, if dramatically improved, wouldn’t, in my opinion, affect the overall experience of the site or the satisfaction of customers buying their products.

I get that the presenters probably didn’t want to reveal their secret sauce to an audience of a hundred or so user experience professionals who might (like me) be working for their competitors. Maybe they were also working on the problems I saw in our study, but didn’t want to talk about that publicly.

However, the A/B tests they presented showed they were applying a ton of effort to optimize things that weren’t close to the things we saw preventing sales on their site. If the message was that A/B testing helps, I didn’t get that because I saw them futzing around with tweaking insignificant button text when there were huge deficiencies in the design that they still haven’t resolved.

Maybe the presenter’s team is working on these things that are wrecking their shopping experience? Maybe they aren’t using A/B tests for these hard problems? I don’t know.

Yet I’ve seen this before: A/B tests are fun and they easily become part of the dog-and-pony show. They give numbers and a clear, easy-to-see winner. They get execs and stakeholders excited, because “improvement” is easy to spot. But are we doing damage to our mission when we give so much attention to these tests of trivial design changes?

Part of this might be because the presenters were determining their winners by using the wrong measure. Conversion rate has lots of problems as a measure of success, but its big crime is that it focuses purely on the pressing of the purchase button. It doesn’t measure whether the users are happy with that purchase or whether they are delighted with the product they finally received and the way they received it. It’s easy to optimize for conversion while sacrificing a great experience. Conversion ≠ Delight.

We should be careful about how we show off tools like A/B tests. Someone might think we don’t actually care about the users’ experiences, as we optimize for overly simplistic measurements.

Brian Suda – Designing with Data

Sean Carmichael

May 14th, 2012

Play

[ Transcript Coming Soon! ]

A data visualization, when done well, can be an incredibly powerful way to communicate information. It ultimately boils down to the choices you make in how to design and present the data. If you make the wrong choice you can run the risk of not accurately displaying the data or struggling to effectively tell its story.

Brian Suda, author of A Practical Guide to Designing with Data, believes experimentation is a big part of arriving at the right choices. As ideas end up on the cutting room floor, not only do you arrive at a great visualization, but you’re building your toolbox along the way. This practice and experimentation leaves you with a template to apply to future projects.

Essentially, arriving at the right choices now allows you to make better choices later. If you learn the best ways to represent different types of data, you can then apply that knowledge to any data sets you may have to visualize.

Brian will be sharing his insights on data visualizations in his virtual seminar, The Design Choices You Make for Information: How to Create Great Data Visualizations, on Thursday, May 17. You won’t want to miss out on Brian’s pragmatic tips and techniques. Save your spot in Brian’s seminar.

As always, we love to hear what you’re thinking. Share your thoughts with us in our comments section.

Recorded: May, 2012
[ Subscribe to our podcast via Use iTunes to subscribe to UIE's RSS feed. ←This link will launch the iTunes application.]
[ Subscribe with other podcast applications.]

Read the rest of this entry »

UIEtips: Five Factors for Successful Persona Projects

Jared Spool

May 8th, 2012

Personas are one of the most controversial tools in the professional UX toolbox. People either swear by them or swear at them. When they work, they are awesome, but when they fail, well, they fail gloriously.

For the past few years, we’ve been researching why so many persona projects have such dismal results. We discovered there are basic factors that are critical for a project’s success, yet most teams ignored them.

In today’s UIEtips, I look back at an article that discusses five of these factors. We look at the role of research, who should be involved in the personas, and other essentials that differentiates between a successful persona project and a failed one. I’m sure you’ll find it helpful for planning your projects.

Read the article: Five Factors for Successful Persona Projects

If you’re looking to get more out of personas, you’ll want to tune in to Whitney Quesenbery’s May 22 Next Step virtual seminar, 7 things You Can Do with Your Personas. Whitney will tell you the 7 characteristics of effective personas and describe how to use them for improving user experiences. Learn more about this virtual seminar.

Have you tried to use personas in your projects? What have you found to be the keys to your project’s success (or the reason for your project’s demise)? We’d love to hear your thoughts below.

Self Design And The Out-Of-Box Experience

Jared Spool

May 5th, 2012

For many projects, self design works great. By designing for our own use, we can optimize the user’s experience to be smooth and seamless.

A while back, I wrote about the advantages of self design and the alternatives to self design. Of course, to be successful at self design, you have to use your design practically every day and you have to have a base of people just like you that’s big enough to support whatever business model pays for your work. That way, when something in annoying in the design, you’ll discover it quickly. And when you fix it for yourself, you’re also fixing it for a large enough user base.

A big problem with self design is that it doesn’t deal with things that you won’t do frequently with the design. One of those things is using the design for the first time, because, well, you can only do that once.

You see this in a lot of self-designed products: the initial user experience is rough, never explaining why you’d use any of the key functions, and hardly ever giving the user a great way to get started. Because self-designers rarely are working from a blank slate, the initial process of populating the application with data is not as smooth as the usage patterns once you get going. The entire getting-started process is really difficult.

While self design can help work out the rough edges of daily use effectively, design teams need to step away from the self-design approach to something more activity-focused for that out-of-box experience. Creating a process that usability tests with people new to the design will help keep things balanced.

With frequent and regular usability testing, you can answer questions like “Do people understand what this is for?” “Do they see how it can help them?” “Do they know how to get started?” “Are they overwhelmed by the functionality or choices?”

It’s ok to use self design to move a project along. It’s best to combine it with other types of decision styles, such as activity-focused design. This will keep the project balanced.

UIEtips: The Magical Short-Form Creative Brief

Jared Spool

May 3rd, 2012

Small is good. We love small products. Why not small processes?

Mobile phones used to be big and bulky. Then we found ways to make them smaller and pack more stuff into them. Now we walk around with multi-purpose computers in our pockets. And guess what? We use them more than ever for things we never imagined we could do.

What if we did that same thing for our UX processes? What if we could “smallify” important artifacts to make them easier to carry around? Would we use them more for things we can’t imagine?

In this week’s UIEtips, I talk about the Short-Form Creative Brief – a compact design artifact we found in use by a team we’ve been working with. This tiny little document, which is small enough to carry around and pull out when needed, has changed how the team creates designs. It can change your life too.

Read the article, The Magical Short-Form Creative Brief

What do you do to keep your team on the same page during your design meetings? What design artifacts have you made smaller and easier to use? We’d love to learn from your experiences. Leave a comment below.

Discovering the Right Tasks Using an Interview-based Approach

Jared Spool

April 30th, 2012

The other day, I wrote about how choosing the right words in your tasks makes a critical difference to the outcome of your user research. Mike Pauley wrote a comment, asking how to make sure you’ve got the right words:

Great timing on this, as I am dealing with the same issue with a test I’m currently running. Do you have any guidelines for how to approach question wording? Other than running the same test multiple times with different wording, how do you know when task failure is the fault of your IA or the way the question is worded?

A great technique is to adopt an interview-based task design approach. You start by interviewing your participants to ask them about their previous experiences and current needs.

For example, if we were testing the IKEA site for it’s navigation, we’d recruit people who either have purchased IKEA furniture or are likely to do so in the near future. Then, during the first 15 to 25 minutes of the session, we’d interview them about their furniture buying process and desires.

In that interview, we’d get them to use all their own terms and define their own tasks. If it’s something they’ve done in the past, we ask them to re-enact it for us. If it’s something they’re planning in the near future, we look for them to show us how they think they’ll do it.

The trick is that we let them tell us the words they use. After you’ve done this with a few users, it’s likely you’ll hone in on some generic ways to formulate the tasks that don’t influence the tasks’ outcome as directly.

Back in 2006, I wrote about interview-based tasks and recorded a podcast about how to do them. Interview-based tasks have become a very important part of our usability toolbox, specifically to deal with this problem.

Guess What?!? Task Design is Critically Important! – A hard-learned lesson

Jared Spool

April 27th, 2012

Years ago, we were watching people try to find products on IKEA.com. (Not for IKEA, but for our other nefarious purposes.) We took several stabs at our study because, well, the first ones seemed fishy to us.

Our initial stab had simple tasks. One of them was “Find a bookcase for your living room that can hold 200 books.” Seems straightforward and nearly everyone completed the task easily. In fact, it seemed too easy.

It turned out that after reading the task instructions (we often write them on paper instead of delivering them orally, so the participant can refer back), every participant did exactly the same thing. They clicked in the search box on the IKEA home page and typed Bookcases. From here, it was pretty easy to get to the right product.

Yet, it was because everyone did the exact same behavior that made the UX hairs on the back of our neck tingle. That didn’t seem right.

In a second round of studies, we changed the task description to something more context-rich, avoiding any clues as to what to type in to the search engine. We ended up with:

“You’ve just moved into a new place with a living room that you love because of its expansive walls. Now, you just need someplace to put those 200 prized books that you’ve had in boxes forever. How would you do that?”

As we suspected, our participants’ behaviors changed. A couple folks typed bookcase into the search box. Others typed shelves, book shelves, book shelf, and one shelves for books. And others didn’t type anything into the search box, but clicked on the navigation links on the page, including storage systems. Most (but not all) found success using their own strategies.

What was happening was that we had guided the users with the wording of our task. By changing the wording, we saw different usability results. The design was the same, yet the results changed because of what we asked the users to do.

The wording we choose for our tasks is a critical component of the research we do, yet we hardly ever see any discussion of how to do it right or what happens when we get it wrong. If we want to make sure we’re guiding our teams in the right direction, we definitely need to nail the right research at the start.

UIE Tips: What Goes into a Well-Done Critique?

Jared Spool

April 24th, 2012

Probably more used than any other tool in the toolbox, the critique is the lost orphan of the user experience world. There are books written about usability testing, endless debates on the validity of heuristic evaluations, and hours of lectures on persona development. But, when it comes to developing the essential skills for a good critique, the UX world falls silent.

Yet how often do we hear, “Could you give me some feedback on this design I’ve been working on?” It’s likely to be the most requested activity, but we do little to get better at it. Good critique skills are to be revered, but many of us haven’t learned what it takes, putting our projects at risk and driving walls between team members.

Recently, I’ve been discussing critique skills with some clients and it reminded me of an article we published back in September 2008, What Goes into a Well-Done Critique. It’s an important topic that doesn’t get a lot of attention. So I thought it was worth a second look. After studying the practices of design teams, we noticed that there are specific elements always present in a well-performed critique. Today’s article describes what we’ve seen in our travels.

And, as it turns out, this Thursday’s UIE Virtual Seminar given by Adam Connor is Discussing Design: The Art of Critique. Adam will describe how to give, receive, and act upon feedback while confidently guiding your projects through beneficial feedback loops. Learn more about Adam’s seminar here.

Read the article, What Goes into a Well-Done Critique?

What elements do you think make a great critique? How has your team incorporated them into regular practice? We’d love to hear your stories and thoughts. Leave us your thoughts below

Steph Hay – Writing Content for Usability

Sean Carmichael

April 20th, 2012

Play

[ Transcript Available ]

Content is everywhere. With the amount of content users are confronted with everyday it can be challenging to garner their attention. Compounding this problem is the fact that designers and developers are often tasked with writing content that end users see. This can be an intimidating prospect if you’re unaccustomed to crafting copy.

Luckily, Steph Hay, Co-Founder of FastCustomer comes to the rescue in her virtual seminar, Writing Content for Usability, full of her tips for writing compelling content. She explains that choosing the right words and tone are essential to getting users to take action. The audience asked a bunch of great questions during the live seminar and Steph joins Adam Churchill to address the ones that we didn’t have time for in the podcast.

Here’s an excerpt from the podcast.

“…focusing on a very specific audience is really the first step of writing compelling content. Then really considering that medium that you’re going to be using to communicate with that audience is the second step. How are you going to communicate on a homepage or a website or on Twitter or on a blog?

And then, how can you also use additional media, email for example, to help tell a story and compliment your message, which really takes some of the pressure off of you having to write everything you could possibly write for that audience in that one little spot that you’re probably writing content for.

Then, finally, when it came to focus, considering that network of folks around you who are going to help influence your message really needs to be a part of your defining focus, but at the very start before you write a single word on content. That first step of focus then leads into the compelling content. Compelling content that has these four characteristics really actually helps a user make the decision to take an action…”

Tune in to the podcast to hear Steph answer these questions: