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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:blogger="http://schemas.google.com/blogger/2008" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-3007870575670823002</atom:id><lastBuildDate>Wed, 24 Apr 2013 20:07:25 +0000</lastBuildDate><category>UX</category><category>prototyping</category><title>User Experience in ArnoLand</title><description>Reflections on the state of User Experience Design
(updated erratically, subscribe by email if you like this stuff.)</description><link>http://arnoland.blogspot.com/</link><managingEditor>noreply@blogger.com (Jonathan)</managingEditor><generator>Blogger</generator><openSearch:totalResults>21</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/blogspot/ukvX" /><feedburner:info uri="blogspot/ukvx" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><feedburner:emailServiceId>blogspot/ukvX</feedburner:emailServiceId><feedburner:feedburnerHostname>http://feedburner.google.com</feedburner:feedburnerHostname><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-3622711521209913257</guid><pubDate>Mon, 22 Mar 2010 08:00:00 +0000</pubDate><atom:updated>2010-03-22T01:03:16.273-07:00</atom:updated><title>Prototyping 3: What is a prototype, part 2 other dimensions</title><description>In Part 1 of what is a prototype we discussed many dimensions of what a prototype is, but this covers only part of the story, actually half there are many more layers of complexity and if you do not understand them, instead of controlling a prototype, the prototype will control you or worse victimize you. So let’s begin with some prototyping characteristics, for lack of a better term.&lt;br /&gt;&lt;h2&gt;Prototyping characteristics&lt;/h2&gt;&lt;br /&gt;Prototypes have many more important characteristics than just content and fidelity. Knowing what these characteristics are will also help you plan and execute the prototype to the right level of effort. Too numerous to name them all here, here are just a few examples:&lt;br /&gt;Longevity -- what is the lifecycle of the prototype. Is it something to be presented and thrown away, or is it part of an evolutionary prototyping design cycle? How long a prototype will continue to haunt you, should effect how much effort you are willing to put into it.&lt;br /&gt;Stage -- what stage of development is the product? Usually, the more mature the more detailed the prototype should be.&lt;br /&gt;Speed -- how much time do you have? If you have one week, it probably isn’t enough time to make as thorough a prototype as you would like, you may have to adjust your content-fidelity ambitions based on how fast you must work.&lt;br /&gt;Style -- will the prototype be narrative (e.g. demo’d) or interactive (e.g. used). Interactive prototypes are more difficult and time consuming than narrative ones.&lt;br /&gt;Medium -- will the prototype be in a digital media or physical, if digital will it be on the web, mobile or a desktop application, etc.&lt;br /&gt;Being aware of the characteristics of a prototype, empower you to make much more professional judgement as to what kind of prototype you can make.&lt;br /&gt;&lt;h2&gt;Defined audience (s)&lt;/h2&gt;&lt;br /&gt;Audience -- who is the the prototype for? Unlike the end product which is meant for an end user a prototype is meant for certain stakeholders, which may or may not include end users. The prototype should be designed to communicate clearly with the stakeholders. For example, this usually means that a prototype meant for the CEO of the company, will probably look different than a prototype meant for a domain expert&lt;br /&gt;&lt;h2&gt;Prototyping tool(s) &lt;/h2&gt;&lt;br /&gt;Prototyping tools are like tools of the trade, the more you know the better. Likewise for many the simplest software tools suffice for most purposes.&lt;br /&gt;There is no one single prototyping tool that can do everything. Prototyping tools are as varied as there are types of prototypes. Prototypes can just as easily be made in Excel, Powerpoint, Visio, even Word as they can be made in Axure, Dreamweaver, Visual Studio etc.&lt;br /&gt;The point is to match 2 things: First, match the prototyping characteristics with the right toolset. Secondly, of those tools, use the tools you know best. Chances are, your talents in software you know well will outstrip the added functionality of other software tools.&lt;br /&gt;Personally, I no longer use a single tool, but quickly jump between Graphics editors, html editors, scripting tools, layout tools, and yes the occasional prototyping tool.&lt;br /&gt;...but having said that there are some types of tools&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;dedicated prototyping tools&lt;br /&gt;&lt;li&gt;Programming tools with prototyping capabilities&lt;br /&gt;&lt;li&gt;graphical tools&lt;br /&gt;&lt;li&gt;layout tools&lt;br /&gt;&lt;li&gt;presentation tools&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;Dedicated prototyping tools, tools that are only for the creation of prototypes not working software or any other purpose. Examples:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Axure&lt;br /&gt;&lt;li&gt;Denim&lt;br /&gt;&lt;li&gt;Balsamiq &lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Programming tools with prototyping capabilities -- tools that can create full functioning software, but due to their efficient interfaces can allow users to also create prototypes. The theory, or rather myth is if a designer uses one of these tools, a programmer can take over the design and implement it without recreating it. This is rarely true as the html code, or programming code used by a designer (focusing on visualizing something) is completely different in nature to that of a programmer (focusing on implementing something). Examples:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Dreamweaver&lt;br /&gt;&lt;li&gt;Visual studio&lt;br /&gt;&lt;li&gt;Flash&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Graphical tools -- tools that help you create the visuals of an interface, ideal for wireframes. Sometimes these tools can also mimic interaction making them suitable for a variety of prototypes. Examples:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Photoshop&lt;br /&gt;&lt;li&gt;Fireworks&lt;br /&gt;&lt;li&gt;Paintshop pro&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Layout tools -- tools that help you layout content. Sometimes these tools include interactivity such as hyperlinks or programming scripts that help create a variety of prototypes.&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Word&lt;br /&gt;&lt;li&gt;Pages&lt;br /&gt;&lt;li&gt;Excel&lt;br /&gt;&lt;li&gt;Numbers&lt;br /&gt;&lt;li&gt;Visio&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Presentation tools -- tools that have some built in narrative capabilities that make it particularly (though not exclusively) suited for narrative prototypes.&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Powerpoint&lt;br /&gt;&lt;li&gt;Keynote&lt;br /&gt;&lt;li&gt;Acrobat&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;h2&gt;Method &lt;/h2&gt;&lt;br /&gt;Prototyping is much more than just wireframes or a ‘dumbed down’ version of real software. The Methods are many, and in addition to the methods below, there are all sorts of hybrid methods which combine features of other methods. Just to give you a flavor here are some examples of some of my favorite methods:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Wireframe Prototyping -- A wireframe is a narrative prototype, usually created in the beginning of the design process. This prototype shows high-level sketches, visualizing conceptual assumptions about the product structure and general interaction.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Storyboard Prototyping -- A storyboard is a narrative prototype, usually created in the early stages of the software-making process to articulate business and marketing requirements in the form of a usage scenario or story. These stories narrate the user actions needed to perform tasks as specified by marketplace, customer, and user requirements. &lt;/li&gt;&lt;br /&gt;&lt;li&gt;Paper Prototyping -- A paper prototype is an interactive prototype that consists of a paper mockup of the user interface. The interface is usually fully functional, even if all the functionality is mocked up on paper. Paper prototypes allow you to test a design with many different stakeholders, including end users. &lt;/li&gt;&lt;br /&gt;&lt;li&gt;Digital Prototyping -- A digital prototype is an interactive prototype that consists of a digital mockup of the user interface. The interface is usually partially functional, even if the functionality is implemented by hyperlinking, screen switching and other methods of mocking up actual interaction. Digital prototypes like paper prototypes allow you to test a design with many different stakeholders, including end users. Unlike paper prototypes, digital prototypes can be tested remotely. &lt;/li&gt;&lt;br /&gt;&lt;li&gt;Blank Model Prototyping -- Blank models are low-fidelity prototypes produced quickly by user study participants using readily available arts and crafts materials to represent their notions about what an intended hardware/software design could be like. This method is used in the early stages of product design to elicit user perceptions and mental models about hardware form factors and interaction controls in conjunction with a software user interface. &lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;And with the prototyping methods that covers the definition of a prototype. Now was that so painful? Now you understand at least to some degree the richness of prototyping. Instead of being victimized by these dimensions you should be wielding them like a weapon. So hopefully know you can understand the basic concepts of effective prototyping: that a prototype is:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;purpose&lt;br /&gt;&lt;li&gt;content &lt;br /&gt;&lt;li&gt;content fidelity&lt;br /&gt;&lt;li&gt;requirements and assumption&lt;br /&gt;&lt;li&gt;prototyping characteristics&lt;br /&gt;&lt;li&gt;defined audience (s)&lt;br /&gt;&lt;li&gt;toolset &lt;br /&gt;&lt;li&gt;method &lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;If any of these concepts are still not clear, I can discuss them in subsequent postings. Next week I will discuss the so-called benefits of prototyping, which probably could better be labelled: the myths of prototyping.&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/bEVfwoxKWsM" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/bEVfwoxKWsM/prototyping-3-what-is-prototype-part-2.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>3</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2010/03/prototyping-3-what-is-prototype-part-2.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-5860719437092462445</guid><pubDate>Tue, 16 Mar 2010 11:08:00 +0000</pubDate><atom:updated>2010-03-23T10:22:38.659-07:00</atom:updated><title>Prototyping 2: What is a prototype, part 1</title><description>In my last post I discussed what a prototype does. Now here comes a far trickier question: what is a prototype. A prototype turns out to be quite complex, and rightly so. Because to get the benefits of prototyping (the subject of my next post), a prototyper must understand these vital concepts, otherwise you are just shooting arrow into the air.&lt;br /&gt;&lt;br /&gt;A prototype is deservedly complex since it is by definition the coming together of many different disciplines. Whether you like it or not every prototype has an either implied or explicit:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;visual design&lt;br /&gt;&lt;li&gt;interaction design &lt;br /&gt;&lt;li&gt;technical implementation &lt;br /&gt;&lt;li&gt;information design &lt;br /&gt;&lt;li&gt;editorial content &lt;br /&gt;&lt;li&gt;and my personal favorite: a reason to exist&lt;/ul&gt;&lt;br /&gt;But those are all vague terms and do not really help you get control of your prototype. And getting control is the point of the definition of a prototype that I want to discuss. This definition will provide you with everything you need to control your prototype, so it does not control you. Likewise, for you non-prototypers, this will also give you enough information to fight what I call the razzle-dazzle effect: a prototyper who over-delivers a slick prototype and uses the wow factor to cover up a paucity of good ideas.&lt;br /&gt;&lt;br /&gt;To begin, we need a prototype definition that covers what are the parts that make up a prototype and not what a prototype does (that was covered in the last post).&lt;br /&gt;&lt;h3&gt;The Effective Prototyping definition of a prototype&lt;/h3&gt;&lt;br /&gt;A prototype is a model of a design that is:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;utilized for a specific planned purpose&lt;br /&gt;&lt;li&gt;illustrating specific content and fidelity&lt;br /&gt;&lt;li&gt;articulating defined requirements and assumption&lt;br /&gt;&lt;li&gt;specified with prototyping characteristics&lt;br /&gt;&lt;li&gt;customized for a specific audience(s)&lt;br /&gt;&lt;li&gt;created with a specific tool&lt;br /&gt;&lt;li&gt;performed in a specific method&lt;/ul&gt;&lt;br /&gt;Here is a less verbose but more specific version of the same definition:&lt;br /&gt;A prototype is a model of a design with:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;purpose&lt;br /&gt;&lt;li&gt;content &lt;br /&gt;&lt;li&gt;content fidelity&lt;br /&gt;&lt;li&gt;requirements and assumption&lt;br /&gt;&lt;li&gt;prototyping characteristics&lt;br /&gt;&lt;li&gt;defined audience (s)&lt;br /&gt;&lt;li&gt;toolset &lt;br /&gt;&lt;li&gt;method&lt;/ul&gt;&lt;br /&gt;Below we will discuss them briefly, for more thorough details, you can always consult the full book, &lt;a href="http://www.effectiveprototyping.com/ep_swmakers.shtml"&gt; Effective Prototyping for Software Makers &lt;/a&gt;.&lt;br /&gt;&lt;h3&gt;Purpose&lt;/h3&gt;&lt;br /&gt;A prototype will be created for a specific purpose. Whether it is a proof of concept, or a demonstration of a product’s interaction or a visual direction, it is important to know what the purpose(s) is (are).&lt;br /&gt;&lt;h3&gt;Content &lt;/h3&gt;&lt;br /&gt;Based on what the purpose of the prototype is, you will want to prioritize the content in the prototype.&lt;br /&gt;A prototype consists chiefly of 4 different types of content:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Interaction -- how a user will interact with it&lt;br /&gt;&lt;li&gt;Visual design -- how the prototype will visually appear&lt;br /&gt;&lt;li&gt;Editorial content -- what information will be on the prototype&lt;br /&gt;&lt;li&gt;Information Design/Architecture -- what will be the structure of the information&lt;/ul&gt;&lt;br /&gt;&lt;h3&gt;Fidelity&lt;/h3&gt;&lt;br /&gt;Generally, only in late stages do you want the content all at a high fidelity. Consequently, a prototyper will strategically set the fidelity of any given content higher or lower depending on what they want the prototype to focus on. The higher the fidelity, the more prominent the content. The lower the fidelity, the more the content will fade into the background.&lt;br /&gt;Setting the wrong level of fidelity is the most common error. It results in discussions getting bogged down on visual design, when in fact the interaction design was the only intended goal of the prototype.&lt;br /&gt;Contrary to what most prototyping texts state you can play with fidelity within a content type. For example you can raise the fidelity on the visual design for the chrome of an application and lower the fidelity of the content in order to discuss the visual structure of a given. You can also de-emphasize a content type completely, for example by showing all text in greeked text format you for your audience to concentrate on the visuals or interactions instead of trying to read editorial content which usually grabs their attention.&lt;br /&gt;However, the issue is more nuanced than it appears. For example, let’s say you want to test the interaction design. Then, if you set the visual design level to lowest and editorial content to lowest fidelity, it will be impossible to really test the interaction: you need just enough editorial and visual design content to test the interaction. Likewise, say for example, the visual design is already finished and agreed on by stakeholders, then there is no real reason not to use a high fidelity visual design.&lt;br /&gt;In general, the rule is, lower the fidelity of the content you are both less sure of and do not want to evaluate. At any rate a professional prototyper should be able to justify their choices.&lt;br /&gt;&lt;h3&gt;requirements and assumption&lt;/h3&gt;&lt;br /&gt;The whole point of a prototype, when used as part of a digital product or service creation process is to validate requirements, or rather separate the requirements from the assumptions. Requirements are some function or feature that is necessary for the success of the product or service. An assumption is something that is presupposed to be a requirement, but has never actually been proven or tested. A prototype usually consists of proven requirements, requirements to be validated in the current iteration and assumptions. In general, the higher the assumptions the more risky a prototype is. Whether something is a requirement or an assumption will help prioritize content and set its fidelity.&lt;br /&gt;I see know the post is over 1,000 words, so let’s stop here and resume with prototyping characteristics next week.&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/b2jLVxZN6Eo" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/b2jLVxZN6Eo/prototyping-2-what-is-prototype-part-1.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>5</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2010/03/prototyping-2-what-is-prototype-part-1.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-875528287198838902</guid><pubDate>Mon, 08 Mar 2010 07:51:00 +0000</pubDate><atom:updated>2010-03-07T23:56:53.605-08:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">prototyping</category><category domain="http://www.blogger.com/atom/ns#">UX</category><title>Prototyping 1: What does a prototype do</title><description>&lt;font class="Apple-style-span" size="medium"&gt;&lt;b&gt;A series on prototyping&lt;/b&gt;&lt;/font&gt;&lt;br /&gt;In the 4 years since our book on prototyping first came on the scene there was precious little written about the professional way to prototype. Today prototyping seems to be the hot topic, unfortunately most of the current stuff available on the internet only give an isolated tip or trick. What is especially harmful is that most of these articles rush into how to prototype without really understanding what it is. These works are rife with unquestioned assumptions and and uncritical approach to prototyping.&lt;div&gt;The book I co-wrote with Michael Arent and Nevin Berger remains still the only thorough attempt to understand prototyping. In the coming series of posts on prototyping, I want to make a compact discussion of what a prototype is and how it works from our book &lt;a href="http://www.effectiveprototyping.com/ep_swmakers.shtml"&gt; Effective Prototyping for Software Makers &lt;/a&gt;. This post will it a little more approachable and if you want the full details, by all means you can &lt;a href="http://www.amazon.com/gp/redirect.html?ie=UTF8&amp;location=http%3A%2F%2Fwww.amazon.com%2FEffective-Prototyping-Kaufmann-Interactive-Technologies%2Fdp%2F0120885689%2Fsr%3D1-1%2Fqid%3D1162743642%3Fie%3DUTF8%26s%3Dbooks&amp;tag=effectiprotot-20&amp;linkCode=ur2&amp;camp=1789&amp;creative=9325"&gt;buy the book&lt;/a&gt;&lt;img src="http://www.assoc-amazon.com/e/ir?t=effectiprotot-20&amp;amp;l=ur2&amp;amp;o=1" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /&gt;&lt;div&gt;In this series of posts I want to address 3 broad topics:&lt;br /&gt;&lt;ol&gt;&lt;li&gt;What does a prototype do&lt;/li&gt;&lt;li&gt;What is a prototype&lt;/li&gt;&lt;li&gt;Raising the bar in prototyping&lt;/li&gt;&lt;/ol&gt;In this first post I want to discuss what a prototype does. For that I want to use a definition of prototyping that restricts itself to what it does not what it is. For that I turn to a definition from the book “Universal Design Principles” by William Lidwell and others:&lt;br /&gt;&lt;blockquote&gt;A prototype is “The use of simplified and incomplete models of a design to explore ideas, elaborate requirements, refine specifications, and test functionality.”&lt;/blockquote&gt;For ease of discussion, I will break this definition down into its components. First, I will throw out the models business because that goes into what a prototype is, which will be the subject of the next post. That leaves us with the following uses of a prototype:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;to explore ideas&lt;/li&gt;&lt;li&gt;to elaborate requirements&lt;/li&gt;&lt;li&gt;to refine specifications&lt;/li&gt;&lt;li&gt;to test functionality&lt;/li&gt;&lt;/ul&gt;All prototypes attempt to do at least one of the above purposes and usually more than one simultaneously, often without the prototyper even being aware of it. What is essential to know is that the prototype is first and foremost a communication medium. A prototype communicates the above 4 concepts.&lt;br /&gt;&lt;h3&gt;Explores ideas&lt;/h3&gt;Here the accent is on if the idea is desirable. Prototypes are at their best when they explore abstract concepts or ideas and makes them concrete. It is easy enough for a group of technocrats to discuss their new idea for a killer document registration, yet being able to both rapidly and interactively visualize with a prototype makes the idea come alive and often inspires and informs the whole ideation process. Any software idea can be visualized with a prototype. But here are just a few examples (a fuller list comes in a future post discussing prototyping content):&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Interactions design&lt;/li&gt;&lt;li&gt;Application functionality&lt;/li&gt;&lt;li&gt;Visual design&lt;/li&gt;&lt;li&gt;Information design/architecture&lt;/li&gt;&lt;li&gt;Rough concepts and ideas&lt;/li&gt;&lt;/ul&gt;Among the many means of using prototyping to explore are:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;a single prototyper visualizes the idea&lt;/li&gt;&lt;li&gt;a group prototypes through participatory design practices&lt;/li&gt;&lt;li&gt;members of a group each sketch out their ideas as a group&lt;/li&gt;&lt;li&gt;a group brainstorms a prototype with a designer as facilitator&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Elaborates requirements&lt;/h3&gt;Here the accent is on, whether the prototype is possible. A prototype elaborates requirements by often illustrating what is necessary to actually put an idea into action. For example, and idea of having a running total in web interface when illustrated will make a developer realizes they need Web 2.0 technology. Or it could make the business analyst realize that discounts or other items that effect the total also need to be known upfront or somehow communicated to the end user. Once an idea is explored, software makers often look at a prototype differently. Among the types of requirements that are elaborated by a prototype include:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Business&lt;/li&gt;&lt;li&gt;Organizational&lt;/li&gt;&lt;li&gt;Functional&lt;/li&gt;&lt;li&gt;Technical&lt;/li&gt;&lt;li&gt;End user&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Refines specifications&lt;/h3&gt;Here the accent is on, whether the prototype is feasible and if so how. One the idea is desirable and deemed possible, then the detailed design comes in. A prototype is often a superior form of specification than a large paper document with lots of verbiage where the requirements are difficult to ascertain let alone visualize. Furthermore, the prototype speaks in the visual language of the product itself and cross cultural and language concerns are not so big an issue with today’s global development teams.&lt;br /&gt;A prototype can be stand alone documentation if it is a totally complete model. Otherwise, often some form of annotation or some lightweight document is needed to accompany it.&lt;br /&gt;&lt;h3&gt;Tests functionality&lt;/h3&gt;Here the accent is on evaluattion, for example whether the prototyped design is usable for the end user.&lt;br /&gt;A working prototype (paper, digital or whatever form) can be shown to stakeholders and they can test it to see if they can work with it. If it works the way it should or they way it needs to. This way corrections to the design will cost no redevelopment costs.&lt;br /&gt;&lt;h3&gt;Summary&lt;/h3&gt;So in a nutshell, this covers what a prototype does. In essence it communicates four things:&lt;br /&gt;&lt;ol&gt;&lt;li&gt;to explore ideas -- is it desirable?&lt;/li&gt;&lt;li&gt;to elaborate requirements -- is it possible?&lt;/li&gt;&lt;li&gt;to refine specifications -- how do we do it?&lt;/li&gt;&lt;li&gt;to test functionality -- does it work?&lt;/li&gt;&lt;/ol&gt;How and what it communicates will be discussed in my next post on what a prototype is. In that post I will discuss the characteristic parts of a prototype. Understanding these characteristic parts allows you to control how your prototype will come across to your audience.&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/zasuckokmRg" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/zasuckokmRg/prototyping-1-what-does-prototype-do.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>1</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2010/03/prototyping-1-what-does-prototype-do.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-733654788954602303</guid><pubDate>Tue, 02 Mar 2010 13:46:00 +0000</pubDate><atom:updated>2010-03-03T02:27:20.781-08:00</atom:updated><title>UX Strategy III: The UX Declaration of Independence from Engineering</title><description>&lt;i&gt;(Co-written by Thomas Jefferson, I hope my non-American friends will indulge an American metaphor of the declaration of independence.)&lt;/i&gt;&lt;p&gt;&lt;/p&gt; &lt;p&gt;When in the course of human events, it becomes necessary for one profession (UXD) to dissolve the bonds which have connected them with another profession (Software Engineering), and to assume their own powers, separate and equal from other professions to which the Laws of Nature entitle them. A decent respect to the opinions of software engineering requires that User Experience should declare the causes which impel them to the separation.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;We hold these truths to be self-evident, that all products are endowed by their creators with user experiences with certain unalienable Rights, that among these are usability, satisfaction,  and business feasibility. Furthermore the user has a right to a user experience which is derived from the entire company/organization not just what is technically feasible at a given moment.&lt;/p&gt;&lt;p&gt;That to secure these rights, User Experience professionals are engaged by companies and businesses. These professionals derive their just powers from a professional integrity that must not be compromised, otherwise the User Experience design loses whatever rights they have to exist.&lt;/p&gt;&lt;p&gt;Software Engineering as a process has had a tyrannical effect on the User Experience professional, forcing them to shorter and shorter deadlines with less and less available resources that the point is reached that UX Professionals often find themselves going through motions rather than truly designing professional products the way they are truly capable of creating them.&lt;/p&gt;&lt;p&gt;The history of Software Engineering processes are a history of repeated injuries and usurpations of UX terrain, all having in direct effect the establishment of an absolute Tyranny over this profession. To prove this, let Facts be submitted to a candid world:&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Development methods are continually shortening their design process and their delivery deadlines&lt;/li&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;This makes it impossible to do a thorough and adequate design process, forcing us to take all kinds of irresponsible and inappropriate short cuts.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;Specifically, Agile development processes attempt to preclude any upfront design or research as good UX processes demand&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;Development do not use UX metrics as a measure for their success&lt;/span&gt;&lt;/li&gt;&lt;ul&gt;&lt;li&gt;Consequently there is no business case for following UX best practices&lt;/li&gt; &lt;/ul&gt; &lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;Development keeps the UX bar purposefully low so that UX accountability is&lt;/span&gt;&lt;/li&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;non-existent --  even when it is clear that products are failing because of their poor user experiences&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;an afterthought -- the product is a success or failure and after the fact UX is blamed or ignored&lt;/span&gt;&lt;/li&gt;&lt;li&gt;an anecdote -- the arbitrary story or urban legend of use becomes definitional for the user experience&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;unprofessional -- as long as the bar is low, poor UX design will yield equal results making the establishment of UX best practices very difficult&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;Development’s near fetish-like fascination with a release puts artificial blinders on the UX processes, resulting in:&lt;/span&gt;&lt;/li&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;assuring structurally sub-optimal results&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;cutting corners when it really is not necessary&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;giving undue credence to an artificial argument against UX additional processes&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;obscuring the value of user experience design by forcing it into the release focus of software engineering.&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;UX quality is now reliant on the kindness of strangers, that will say the extent to which a Software Engineering team is or is not enlightened to the value and processes of User Experience Design.&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;span style="letter-spacing: 0.0px"&gt;We, therefore, the Representatives of the united User Experience Designers hold that instead of working under the hegemony of engineering, User Experience activities should work in coordination, not in tandem with Software Engineering.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="letter-spacing: 0.0px"&gt;Among the ongoing process which User Experience should be working on independent of Software Engineering include (partial list for the longer list of UX processes see the previous post in this blog):&lt;/span&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;User Research&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;Design Research&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;Requirements gathering (SE’s are needed for technical requirements but that is only one part of the whole requirements picture&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;Product design&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;Conceptual design which may cover multiple products/channels and multiple releases.&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;span style="letter-spacing: 0.0px"&gt;Places where software engineers and user experience should closely together is&lt;/span&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;translating a conceptual design to a specific product release cycle&lt;/span&gt;&lt;/li&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;product definition&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;product detailed design&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;product design reviews and iterations&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;mentoring developers through a product release&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;evaluating software engineer work for fidelity to UX concept using appropriate UX metrics&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="letter-spacing: 0.0px"&gt;release planning&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;span style="letter-spacing: 0.0px"&gt;Software engineering in turn should act as mentors in the UX processes assuring technical feasibility for short and medium term are tracked and noted. In this way Software Engineering, Product Management and User Experience are truly equal partners in the creation of great products and product experiences.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="letter-spacing: 0.0px"&gt;Signed 2 March 2010&lt;/span&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/auj1svXPMhQ" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/auj1svXPMhQ/ux-declaration-of-independence-from.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2010/03/ux-declaration-of-independence-from.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-4893438263051117009</guid><pubDate>Tue, 16 Feb 2010 14:53:00 +0000</pubDate><atom:updated>2010-02-17T02:01:56.087-08:00</atom:updated><title>UX Strategy II: About the iterative diagram: What is it?</title><description>In the second part of this Strategy discussion, I will concentrate on the Strategy diagram from the previous post. This post will cover what the diagram is and who is it for. There are more issues than that to be complete, but I can always add an additional post if there is a desire to read more detailed information about it. [Note this post, like all my posts are revised based on user comments or feedback.]&lt;br /&gt;&lt;br /&gt;Just to review from my previous presentation (see post below): this diagram is a way of anchoring the design process to key strategic activities thereby assuring both a true design process as well as a strategic execution of this User Experience design process. The alternatives that are in vogue now are either &lt;br /&gt;&lt;ul&gt;&lt;li&gt;seeing the User Experience as a bolt-on to engineering processes &lt;/li&gt;&lt;ul&gt;&lt;li&gt;'Bolt-on' being American for: just embedding a UX process in to a software engineering process&lt;/li&gt;&lt;li&gt;A software engineering process which is already cumbersome and unpredictable&lt;/li&gt;&lt;li&gt;In general adding design process to software engineering process is like forcing the square peg into a round hole.&lt;/li&gt; &lt;/ul&gt;&lt;li&gt;or at best its own independent process that mimics a software engineering process&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;Where the UX process eventually turns into something that looks like some variation of &lt;ul&gt;&lt;li&gt;a waterfall&lt;/li&gt;&lt;li&gt;incremental design&lt;/li&gt;&lt;li&gt;Some other variation of the straightest line between two points approach&lt;/li&gt; &lt;/ul&gt;&lt;br /&gt;The above points coupled with my belief that software engineering process is a contradiction in terms pleads for the necessity of this new diagram.&lt;br /&gt;&lt;br /&gt;Figure 1: the UX STrategy Iteration Diagram&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_s4fQcxnP6iw/S3qzi_8B3qI/AAAAAAAAAVc/UfLsseMTzh8/s1600-h/strategy+wheel.047.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="http://1.bp.blogspot.com/_s4fQcxnP6iw/S3qzi_8B3qI/AAAAAAAAAVc/UfLsseMTzh8/s400/strategy+wheel.047.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5438856913863433890" /&gt;&lt;/a&gt;&lt;br /&gt;In general terms you can think of the diagram as a planning tool one can talk over with a program manager or client or even all key stakeholders during a workshop. You can also think of it like a hula hoop, somewhere, anywhere in the hoop you can cut it flatten out and make a project manager or software engineer happy to see a simplified overview of what activities you are going to do for the current cycle.&lt;br /&gt;These diagrams can be stacked on top of each other and connected at key points to plan multiple user experiences among different channels, products or services. This would allow planning and illustrating hos a mobile product project can inform a web application project. Likewise a strategy iteration can inform a tactical one, etc.&lt;br /&gt;The strategy diagram and the planned activities should be revisited after each activity and see if it assumptions are still valid or if it is time to iterate the activities. In this way the very strategy is iterative just as the User Experience. But before going into too much details, I want to discuss two points here:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;What is the diagram&lt;/li&gt;&lt;li&gt;Who is the diagram for&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;h2&gt;What is this diagram&lt;/h2&gt;&lt;br /&gt;This diagram is an attempt to create a model for User Experience Strategy and in so doing create also an instrument for both:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;understanding User Experience Strategy&lt;/li&gt;&lt;li&gt;planning an User Experience project for your&lt;/li&gt;&lt;li&gt;company organization&lt;/li&gt;&lt;li&gt;or heaven forbid for a client if you are one of those charlatan UX consultants like me.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;The diagram consists of the following (names are provisional):&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Circles&lt;/li&gt;&lt;li&gt;Elements&lt;/li&gt;&lt;li&gt;Activity&lt;/li&gt;&lt;li&gt;Properties&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;h3&gt;Circles&lt;/h3&gt;&lt;br /&gt;The circles represent iteration cycles. But iterations are centered on an element or two or more, but they have iterative effects also on its neighboring elements and then even ripple effects through the entire UX element landscape (see below). Even when an iteration confirms an already existing UX element it still strengthens that element and thereby changing it. The circles show the interdependent nature of the User Experience as an expression of a series of elements.&lt;br /&gt;&lt;h3&gt;Elements&lt;/h3&gt;&lt;br /&gt;The elements are a major area of the User Experience, usually with one or more associated deliverables. In order to qualify as a major element in the User experience it must meet the following criteria”&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Plays an essential role in UX products, services, and other expressions (brochures, ads, etc.).&lt;/li&gt;&lt;li&gt;Major risk to the resulting product and/or organization if this element is not ready. &lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;With this definition it speaks for itself that each project/company/organization may have a slightly different diagram, but complete coverage is essential.&lt;br /&gt;&lt;br /&gt;We (my colleagues at Stroomt and the helpful people who kindly mailed in their suggestions) identified a generic set of UX elements, namely:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Mission Statement&lt;/li&gt;&lt;li&gt;Vision&lt;/li&gt;&lt;li&gt;Goals and principles&lt;/li&gt;&lt;li&gt;Channels&lt;/li&gt;&lt;li&gt;Brand design&lt;/li&gt;&lt;li&gt;Business Case&lt;/li&gt;&lt;li&gt;Business Plan&lt;/li&gt;&lt;li&gt;Requirements&lt;/li&gt;&lt;li&gt;Define product/service(s)&lt;/li&gt;&lt;li&gt;Conceptual Design&lt;/li&gt;&lt;li&gt;Detailed Iterative Design&lt;/li&gt;&lt;li&gt;Evaluate and refine design&lt;/li&gt;&lt;li&gt;Release product and plan for next iteration&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;Each of these elements must have a sufficient level of maturity and stability in order to release a product or service to the world. The User Experience Strategist is obliged to review the state of each of these elements. It is not the job of the User Experience Strategist to be the person who delivers or executes on these elements, UX is by nature multi, or I would say macro-discplinary. The UX Strategist is a facilitator first and foremost.&lt;br /&gt;Figure 2 UX Strategy Diagram with activities&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_s4fQcxnP6iw/S3qzzreSoqI/AAAAAAAAAVk/4qWynylkH5U/s1600-h/strategy+wheel.045.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="http://1.bp.blogspot.com/_s4fQcxnP6iw/S3qzzreSoqI/AAAAAAAAAVk/4qWynylkH5U/s400/strategy+wheel.045.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5438857200427770530" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;h3&gt;Activities&lt;/h3&gt;&lt;br /&gt;If these elements are not in an acceptable state then activities should be planned to bring them up to the appropriate level. It is not the User Experience Strategists job to perform all of these activities, or even any of these activities. Like the elements, the activities also require many different disciplines. The UX Strategist may be able to assist and find and support the right people to perform the activities. However the strategist is primarily concerned that all the information is available, up to date, stable and mature.&lt;br /&gt;&lt;h3&gt;Properties&lt;/h3&gt;&lt;br /&gt;Both activities and elements have properties, these depend on the need of the organization, but can include things such as:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Staffing&lt;/li&gt;&lt;li&gt;Resources&lt;/li&gt;&lt;li&gt;Start and end dates&lt;/li&gt;&lt;li&gt;Deliverable requirements&lt;/li&gt;&lt;li&gt;Budgets&lt;/li&gt;&lt;li&gt;Etc.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;h2&gt;Who is this for: Multi-disciplinary vs Macro-disciplinary&lt;/h2&gt;&lt;br /&gt;Last topic for this week: Who is this diagram for?&lt;br /&gt;Well definitely not for the faint of heart.&lt;br /&gt;The User Experience Strategist, Designer, Project Sponsors, Program Manager, Project Manager are those most to gain from getting this overview as well as wanting to be able to plan on a macro level. But the fact is, this is one way of getting all of the multi, or rather Macro-disciplinary team literally on the same page about who is doing what and how it all fits together.&lt;br /&gt;I use the term Macro-disciplinary because unfortunately too often the word multi-disciplinary is bandied about to mean multiple disciplines without recognizing that these are mostly separate people. Most UI multi-disciplinary projects means the designer--or whoever the UI one man band is called-- is up late at night and weekends. They are also often caught talking to themselves in a desperate attempt to bring in another disciplines or perspective into their work. By Macro-disciplinary I want to show that it is impossible not to include many talented people with many complementary, but more often contradictory perspectives.&lt;br /&gt;This last concept: contradictory perspectives is essential to every successful design project I have ever worked on. This diagram allows these contradictory perspectives to elegantly be laid plain in a map. It also allows you to plan activities for incorporating those perspectives back into the larger UX iteration so contradiction are resolved rather than brushed under the carpet.&lt;br /&gt;&lt;br /&gt;Next week the UX Declaration of Engineering Independence.&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/WZU-wMKXW-E" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/WZU-wMKXW-E/strategy-ii-about-iterative-diagram.html</link><author>noreply@blogger.com (Jonathan)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_s4fQcxnP6iw/S3qzi_8B3qI/AAAAAAAAAVc/UfLsseMTzh8/s72-c/strategy+wheel.047.png" height="72" width="72" /><thr:total>2</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2010/02/strategy-ii-about-iterative-diagram.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-7095053585551837625</guid><pubDate>Tue, 09 Feb 2010 13:31:00 +0000</pubDate><atom:updated>2010-03-03T01:06:46.814-08:00</atom:updated><title>UX Strategy is different than UI strategy Part I</title><description>&lt;i&gt;[Note: First of three parts.&lt;br /&gt;Next post Part II, a detailed discussion of the diagram below.&lt;br /&gt;Part III. the UX Declaration of Independence from Engineering.]&lt;/i&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Here is some big news: UX strategy is not UI strategy. This must be big news since the two seem identical in how they are practiced. There seems to be a fundamental flaw in our ability to make a difference between UX practice and UI practice. However, there does not seem to be a shortage of differences between defining the two that is covered and almost written to death (so I won’t cover it here if you are interested in that &lt;a href="http://en.wikipedia.org/wiki/User_experience_design"&gt;wikipedia&lt;/a&gt; is a fun to place to start). Yet when the rubber meets the road, most strategists, designers, usability engineers and other nefarious UX practitioners like me, explain a process that looks awfully similar to UI design best practices anno 1989.&lt;br /&gt;&lt;br /&gt;So here is some other big news, amazing news for everyone in the UX business: design is not engineering. What? You knew that already? That is strange since I am yet to see a single UX strategy or UI process that is actually iterative let alone independent of a development cycle. Oh I am sure they are out there, its just the secret sauce of a chosen few who really get it right? Not likely. It seems to me that most people who claim to be UX designers are in fact UI designers.&lt;br /&gt;&lt;br /&gt;That fact is so few people understand UI design that no one really notices when it goes by another name, especially one that sounds more expensive like UX design does. The reality is UI designers have nothing to be ashamed of: it is one of the most difficult and nuanced professions due to its inherent multi-disciplinary focus. The inclusion of Interaction Design, Information Architecture, Graphic Design, User Research etc is all classical UI design not User Experience design. Because of this confusion, too many people are spinning their wheels in UX design when they are really discussing the important and essential issues around UI design. Here I would like to discuss my take on the practice of User Experience design.&lt;br /&gt;&lt;br /&gt;Here is the good news: there is a solution&lt;br /&gt;I recently gave a talk in Utrecht UX Strategy. I include the slides with this post.&lt;br /&gt;&lt;br /&gt;&lt;div style="width:425px;text-align:left" id="__ss_2972626"&gt;&lt;a style="font:14px Helvetica,Arial,Sans-serif;display:block;margin:12px 0 3px 0;text-decoration:underline;" href="http://www.slideshare.net/arnoslide/ux-strategy-as-told-by-the-paintings-of-jan-steen-2972626" title="UX Strategy as told by the paintings of Jan Steen"&gt;UX Strategy as told by the paintings of Jan Steen&lt;/a&gt;&lt;object style="margin:0px" width="425" height="355"&gt;&lt;param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=strategyvfshare-100122090514-phpapp01&amp;amp;rel=0&amp;amp;stripped_title=ux-strategy-as-told-by-the-paintings-of-jan-steen-2972626"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowScriptAccess" value="always"&gt;&lt;embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=strategyvfshare-100122090514-phpapp01&amp;amp;rel=0&amp;amp;stripped_title=ux-strategy-as-told-by-the-paintings-of-jan-steen-2972626" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div style="font-size:11px;font-family:tahoma,arial;height:26px;padding-top:2px;"&gt;View more &lt;a style="text-decoration:underline;" href="http://www.slideshare.net/"&gt;presentations&lt;/a&gt; from &lt;a style="text-decoration:underline;" href="http://www.slideshare.net/arnoslide"&gt;Jonathan Arnowitz&lt;/a&gt;.&lt;/div&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;I think my most important point in that talk is a real iterative UX Strategy that is based on Design practice not software engineering practice. A subsidiary thesis to that talk could be: if you are fixated on how UX fits in a development method (e.g. Agile, RUP, Waterfall, etc.) than you are not a User Experience Designer at all but a UI Designer. There is no shame in doing UI design but then let’s not muddy the UX waters with it.&lt;br /&gt;Moreover a real UX strategy should not only not resemble an engineering process, but should also be independent of it. To not accept this reality, is to concede the hegemony of engineering in both process and decision making on UX. That hegemony is not the reality except in engineering driven companies. UX is inherently strategic, whereas UI design is inherently tactical requiring a close association with engineering toward realization. Perhaps it bears noting that not all User Experiences have UI’s or have UI’s as their most important component. UI Design is in fact the place where Engineering and UX meet but UI design is not the end of the UX strategy, it is rather one of its many expressions.&lt;br /&gt;The presentation above identified 3 goals of UX Strategy, they are not the three goals rather just the three I am concerned about:&lt;br /&gt;1. Keep the client/business/organization focused on their business goals&lt;br /&gt;2. Keep the Design and Technical teams focused on the Conceptual Design&lt;br /&gt;3. Provide a predictable repeatable process&lt;br /&gt;4. Maintain a UX reality check that is at once iterative, open-ended, and reliant on solid analysis (some may call this trusting one's gut) as any good design process should.&lt;br /&gt;&lt;br /&gt;A good UX strategy is therefore better represented by a loop, as it is in the slide presentation above. A loop unlike any engineering process. A loop with no beginning, because we invariable enter at some arbitrary moment: when we contracted, when we were hired, etc. It reflects reality that we start anywhere in the process and it also reflects the interdependent nature that one step will invariably influence the other, if not for this product than maybe the next. Moreover there maybe multiple simultaneous iterations occuring at the same time.&lt;br /&gt;A much improved version of the image from the presentation would look like the image below. This is what looks like a ferris wheel approach. Each node on the wheel below represents a common analytical element of a User Experience. This is a 1.0 release so hopefully some helpful comments will come forward and allow me to iterate on it.&lt;br /&gt;This image recognizes the interconnectivity of an organization to the user experience and the ripple effect of one UX element will have on the rest. One error in the drawing is that everything appears to be the same weight and magnitude, which is not true. A gear like metaphor would be better. Each element, mission, goals, etc. could be represented as a gear that turns the larger iteration gear. A gear, whose size could change with each of the UX elements could have a bigger or smaller gear depending on the character of the company or organization.&lt;br /&gt;&lt;br /&gt;Each element can have a series of activities associated with them. These activities will help continue the iteration cycle. The activity can vary with organization, its needs and (the weak link in the chain) the talents of whom they hired to iterate the User Experience.&lt;br /&gt;Another important aspect to the drawing is the iteration cycle does not end. There is no ultimate goal with which life starts and then ends. The reality is relases/successes are temporary and no sooner is one goal achieved than the next goal must take over, the next quarter’s numbers must be met, the next new thing must be created to stay ahead, etc. In this way the UX evolves throughout the life of the organization.&lt;br /&gt;A few examples of a chart completely filled in are given below. The first example is a complete cycle refresh. The next one is a product oriented iteration. The last one an organizational iteration with a proof of concept product at the end of the iteration cycle.&lt;br /&gt;After the images below i welcome your comments. I will refine the presentation and the drawing (maybe a good visual designer would volunteer?). The the drawing will start to live, and will it ever be finished? I hope not, or we will be out of a job.&lt;br /&gt;&lt;strong&gt;UX Strategy wheel template&lt;/strong&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_s4fQcxnP6iw/S3FobDPgYoI/AAAAAAAAATI/0TkIWVcofU0/s1600-h/strategy+wheel.047.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="http://4.bp.blogspot.com/_s4fQcxnP6iw/S3FobDPgYoI/AAAAAAAAATI/0TkIWVcofU0/s400/strategy+wheel.047.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5436241039148999298" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;UX Strategy wheel completely filled out&lt;/strong&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_s4fQcxnP6iw/S3Fpoa6JF-I/AAAAAAAAATQ/DcvDvx5zono/s1600-h/strategy+wheel.045.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="http://2.bp.blogspot.com/_s4fQcxnP6iw/S3Fpoa6JF-I/AAAAAAAAATQ/DcvDvx5zono/s400/strategy+wheel.045.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5436242368351770594" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;UX Strategy wheel completely filled out for a product oriented iteration&lt;/strong&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_s4fQcxnP6iw/S3Fp0G0B9sI/AAAAAAAAATY/SomIDpcJde4/s1600-h/strategy+wheel.044.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="http://1.bp.blogspot.com/_s4fQcxnP6iw/S3Fp0G0B9sI/AAAAAAAAATY/SomIDpcJde4/s400/strategy+wheel.044.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5436242569115858626" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;UX Strategy wheel completely filled out for a company iteration with a proof of concept product or service&lt;/strong&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_s4fQcxnP6iw/S3Fp-ouhWCI/AAAAAAAAATg/SG7Gqs7AhGQ/s1600-h/strategy+wheel.043.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 300px;" src="http://3.bp.blogspot.com/_s4fQcxnP6iw/S3Fp-ouhWCI/AAAAAAAAATg/SG7Gqs7AhGQ/s400/strategy+wheel.043.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5436242750018246690" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/AvrwT9SbE9Q" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/AvrwT9SbE9Q/ux-strategy-is-different-than-ui.html</link><author>noreply@blogger.com (Jonathan)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_s4fQcxnP6iw/S3FobDPgYoI/AAAAAAAAATI/0TkIWVcofU0/s72-c/strategy+wheel.047.png" height="72" width="72" /><thr:total>5</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2010/02/ux-strategy-is-different-than-ui.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-6180029726327550364</guid><pubDate>Wed, 21 Oct 2009 06:26:00 +0000</pubDate><atom:updated>2009-10-21T06:27:26.812-07:00</atom:updated><title>Agile &amp; UX</title><description>The presentation below started out as a short talk at the UX Cocktail Hour. However, the presentation has been gaining in popularity. So I decided to post it here. Because it does not really stand alone to people not at the presentation some misunderstandings have resulted. I will record the presentation with audio, but in the mean time, let a few words here suffice:&lt;div&gt;It is a design-centric view of Agile, or rather a War weary design centric view of agile. &lt;/div&gt;&lt;div&gt;The main point being that Agile is not a development method as much as it is a way of setting aggressive deadlines. What happens in one Agile project does not predict success for another. Instead the designer needs to be Agile in figuring out how they can best fit in. However, that agility should not extend to your design process. Designs still need to be well thought out concepts not something grown together in piecemeal increments.&lt;/div&gt;&lt;div&gt;The bottom line message (found on the last slide) is to be truly successful in Agile, you need to follow your own design process but be intimately involved in the Scrum process, preferably as a Scrum Master. This is essential for maintaining an overview of what is going on with your design. At the very least, own the user facing stories/requirements in the product backlog.&lt;/div&gt;&lt;div&gt;And Sherlock Holmes and Dr. Watson were meant to personify regression testing.&lt;br /&gt;&lt;div style="width: 425px; text-align: left;" id="__ss_2274756"&gt;&lt;a style="margin: 12px 0pt 3px; font-family: Helvetica,Arial,Sans-serif; font-style: normal; font-variant: normal; font-weight: normal; font-size: 14px; line-height: normal; font-size-adjust: none; font-stretch: normal; display: block; text-decoration: underline;" href="http://www.slideshare.net/arnoslide/agile-ux" title="Agile &amp;amp; UX"&gt;Agile &amp;amp; UX&lt;/a&gt;&lt;object style="margin: 0px;" width="425" height="355"&gt;&lt;param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=agilev1-091019063223-phpapp01&amp;amp;stripped_title=agile-ux"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowScriptAccess" value="always"&gt;&lt;embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=agilev1-091019063223-phpapp01&amp;amp;stripped_title=agile-ux" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div style="font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;"&gt;View more &lt;a style="text-decoration: underline;" href="http://www.slideshare.net/"&gt;presentations&lt;/a&gt; from &lt;a style="text-decoration: underline;" href="http://www.slideshare.net/arnoslide"&gt;Jonathan Arnowitz&lt;/a&gt;.&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/gSfEHygIa94" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/gSfEHygIa94/agile-ux.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>5</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2009/10/agile-ux.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-5519143664476827096</guid><pubDate>Thu, 01 Oct 2009 07:29:00 +0000</pubDate><atom:updated>2009-10-01T02:59:40.188-07:00</atom:updated><title>Halcyon days at the EuroIA Conference</title><description>Last week I attended the EuroIA conference. I was there primarily to give a talk with my former Google colleague, Greg Hochmuth, on a project we did on on-line privacy. To be honest I had low expectations for the conference, thinking it was not going to be very professional. That was my estimation of the IA movement in general. I favored the more rigorous CHI model. This reliance/faith in CHI is why I have been working so hard to bring practitioners into CHI with the design track work and of course the DUX conference series, etc. I assume that CHI was where the interesting professional UX work would be done. I did not expect any such thing at an IA conference, which I thought was too narrow and too niche to be interesting.&lt;br /&gt;I was wrong and closed minded, both of which I find annoying.&lt;br /&gt;I was quite surprised to attend a very fine conference with a strong practitioner focus with competent representatives from industry giving case studies and thought provoking discussions. There were, of course, more than a few missers. However, when you attend a CHI conference misser you really wasted your time at some inapplicable pedantic presentation. These were all interesting even if not earth shattering.&lt;br /&gt;I was also pleased to see that the attendees had a kind of willful confusion of IA with UX. Eric Reiss one of the leaders in the conference series said early on he was proud that they would have no debates on terminology or definitions.&lt;br /&gt;&lt;span style="font-weight: bold;font-size:100%;" &gt;What is IA&lt;/span&gt;&lt;br /&gt;It seems to me that IA (Information Architecture) and HCI (Human-Computer Interaction) are two ways to achieve the same effect. One is information driven, the other is interaction driven. Both strive for but don’t quite achieve UCD. To borrow a Mahler analogy, these two movements seem to dig from opposite sides of the mountain to reach the center.&lt;br /&gt;Setting the stage for the conference was an interesting case study keynote given by Scott Thomas on his work for the Obama presidential campaign web site. A refreshing talk, one would probably never hear at CHI, charting the work he did as both designer and web developer and IA for one of the most successful and high profile web presences.&lt;br /&gt;It was clear at the conference that there are those who do specialize in IA and don’t touch interaction design with a ten foot pole; however the majority seem to blissfully switch between IA, ID, and UX designer labels based on what will get them the job or the most influence. The resulting conference content is interesting and competent, usually not pedantic (there were a couple regrettable forrays into pedantia--oh I am being pedantic aren't I?). I will hasten to add that probably 10% of these presentations would have been accepted at CHI.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;CHI Bashing&lt;/span&gt;&lt;br /&gt;Not that I am in anyway bashing CHI (well I guess i am sort of). CHI continues to be dominated by Academia, it is its reason to exist. So it makes sense that more practioner oriented organizations thrive and offer better conference experiences like EuroIA, SXSW is another such conference. However, there are some design heavy weights very active and present at CHI. People like Bill Gaver, Bill Verplank, Bill Buxton--hey are all of them named Bill? So I guess we should also include Bill Card and Bill Dray...&lt;br /&gt;Still going to a CHI conference is daunting and if you do not stick to the Design or practitioner focussed papers it is really hit and miss. Then there is also the unfortunate academic who strays into a design paper and lambastes a practitioner for not holding double blind studies on a project with a limited client budget. Ah, it is always embarassing when people can't check their egos at the door.&lt;br /&gt;So, it is good there are several credible alternatives to CHI. I guess this means I need to attend the next IA Summit and see what that’s all about. I don’t think I can take anymore good stuff...&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;This profession&lt;/span&gt;&lt;br /&gt;In the end, I had a friendly familiar feeling at EuroIA. A feeling like I had met these people before. It seems that regardless of whether you are at CHI or EuroIA or UPA or wherever, people of our profession(s) share this common empathic passion for our stakeholders. This makes us a particularly caring and sympathetic tribe.&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/uSus0tHrp2A" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/uSus0tHrp2A/halcyon-days-at-euroia-conference.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>6</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2009/10/halcyon-days-at-euroia-conference.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-7495075299660305423</guid><pubDate>Fri, 04 Sep 2009 12:53:00 +0000</pubDate><atom:updated>2009-09-09T08:25:32.829-07:00</atom:updated><title>Measuring the User Experience</title><description>This weeks post is a review of the book Measuring the User Experience by Tom Tullis and Bill Albert. From time to time other book reviews will follow.&lt;p style="margin: 0.0px 0.0px 0.0px 0.0px; font: 12.0px Helvetica"&gt;&lt;span style="letter-spacing: 0.0px"&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;Why a book review&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;The current state of books on UX is deplorable. Many UX books can’t make up their mind if they are about a given subject or the UX world according to Garp. Just looking at my UX bookshelves, I notice there are, for example, many books with authors who have a narrow or focussed expertise. These authors write books supposedly over a narrow subject, which they sustain for about a chapter or two before they deteriorate into their own homemade version of the User Centered Design process that has little if anything to do with the subject of the book they intended to write. The result is a book with grains of truth in a stew of platitudes. A review of just three books one claiming to be on prototyping, one on designing and another on UX communications, reveals that all of these books cover more or less the same material such as user research, task analysis, persona’s and prototyping; but it does it in such a way that they use both conflicting terminology and conflicting methods.&lt;/p&gt;&lt;p&gt;My more ideal UX books are those on a subject and stick to that subject. They explain their topic in a way that is process independent so that they can plug into whatever processes companies or organizations utilize. The fact of the matter is that no two organizations adopt the same software development process. What they all have in common whether they are called agile or waterfall, iterative or serial, is that they are all machiavellian. Therefore if a book's material cannot fit into the current machiavellian software development processes, then the book is largely worthless; even if entertaining (though probably not as entertaining as E.M. Forester).&lt;/p&gt;&lt;p&gt;I think one of the best services I can do then is to help people navigate around these literary cataracts and start a series of book reviews. These reviews will try and highlight the best of the UX literary corpus.&lt;/p&gt;&lt;p&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics by Tom Tullis and Bill Albert&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p&gt;I want to start with one of the brighter lights in our industry Tom Tullis. I have often wondered why he had not earlier written a book, given the high quality of contributions he has made to our profession. Well the wait is over.&lt;/p&gt;&lt;p&gt;It's true it is a book on usability metrics. Now I realize there are some people who hate metrics. These people particularly hate any accountability for their design work. I can’t tell you the hate mail i received, even from large design firms, when as Interactions Editor we did a special issue on measuring usability that was guest edited by Jeff Sauro. Well, I purchased Measuring the User Experience (MUX if you will) expecting a more thorough version of that special edition that went into the statistical significance of usability testing. I was in for a very welcomed surprise: this book does not just cover summative usability statistics but many different ways to collect user experience metrics and the also discuss proper analysis techniques.&lt;/p&gt;&lt;p&gt;The book empowers the user to make the right decision regarding what methods you can use and what you can expect the metrics to be able to tell you or not tell you. As the book states metrics can help you to answer questions such as:&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Will the users like the product?&lt;/li&gt;&lt;li&gt;Is this new product more efficient to use than the current product?&lt;/li&gt;&lt;li&gt;How does the usability of this product compare to the competition?&lt;/li&gt;&lt;li&gt;What are the most significant usability problems with this product?&lt;/li&gt;&lt;li&gt;Are improvements being made from one design iteration to the next?&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;This is a refreshing change from just looking at time on task, error rates and task success rates. Though of course these play a role they are but ends to the means of answering these larger questions. Furthermore, the book also points out that there is also an analysis step that can greatly alter the seemingly obvious findings.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;I cannot tell you the amount of time and money I have seen wasted as perfectly reasonable and wonderful user research was conducted, only to have its results obfuscated and mutilated beyond use. This book will not just enable the usability tester or researcher to avoid such mistakes it also empowers a project manager to see to it that a development project designs the solid usability study that will fit in the goals and needs of the development team.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;In their discussion of designing the right usability study. The authors guide you in choosing the right metrics.&lt;br /&gt;&lt;/p&gt; &lt;p&gt;First you need to establish if the goal of your study is what the goal of the user’s are. Then on that basis you can look at which metrics, the authors identify 10 common types of usability studies:&lt;/p&gt;&lt;ol&gt;&lt;li&gt; Completing a transaction&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Comparing products&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Evaluating frequent use of the same product&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Evaluating navigation and/or information architecture&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Increasing awareness&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Problem discovery&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Maximizing usability for a critical product&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Creating an overall positive user experience&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Evaluating the impact of subtle changes&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Comparing alternative designs&lt;br /&gt;&lt;/li&gt;&lt;/ol&gt; &lt;p&gt;Then, a key issue they discuss is looking at the budgets and timelines, aka, the Machiavellian business case for the study. Then you can tailor the type of study: how many participants, will it be tests, or reviews or focus groups or a combination thereof.&lt;br /&gt;&lt;/p&gt; &lt;p&gt;In the conduct of these studies it is also important to track the right metrics. Tullis and Albert identify the following types of metrics:&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Performance Metrics -- time on task error rates, etc.&lt;/li&gt;&lt;li&gt;Issue-based metrics -- particular problems or successes in the interface along with severity and frequency&lt;/li&gt;&lt;li&gt;Self-reported metrics -- how a user can report their experience with questionnaires or interviews&lt;/li&gt;&lt;li&gt;Behavior or physical metrics -- facial expressions, eye-tracking etc.&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;It handles these metrics as they should be as part of an overall strategy not favoring one over another as being innately superior. All too often usability testing consultants are one trick ponies, prisoners of whatever limited toolset they happen to have learned.&lt;/p&gt;&lt;p&gt;This book allows the user to assemble all the needed metrics across types to achieve a more holistic view of the user experience, or at least sensitize them that they are not looking at the whole picture.&lt;br /&gt;&lt;/p&gt; &lt;p&gt;What is also amazing is the focus and discipline in the book. I think many other authors would not be able to fight the temptation to then expand the book to include how to perform the different types of evaluations, usability tests, etc. These authors acknowledge there are already books that cover these other related aspects and keep their emphasis purely on the subject matter of their book: measuring the user experience.&lt;/p&gt;&lt;p&gt;Yes the book does also get into statistics and evens hows you how to do simple straightforward statistical analysis using that panacea to the world’s known problems’ excel (but that is next week’s topic).&lt;/p&gt;&lt;p&gt;And just in case your wondering the usability score for Amazon is 3.25, while Google’s is 4.13 and the Apple iPhone is a mere 2.97. While the web application suite I just finished designing got a perfect 4.627333.&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/_Wqq3_hTWU4" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/_Wqq3_hTWU4/measuring-user-experience.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2009/09/measuring-user-experience.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-5685350136499027635</guid><pubDate>Wed, 29 Jul 2009 07:06:00 +0000</pubDate><atom:updated>2009-07-29T05:02:56.510-07:00</atom:updated><title>Confusing a Heuristic with a Moral Imperative</title><description>Heuristics are excellent assistance in identifying potential problems with a given user interface design. The trouble lies when people come to rely on these as the sole input, that somehow they can come and overtake the more rigorous and far more accurate methods of evaluation. So please don't read below as being anti-heuristic but rather anti-misuse of heuristics.&lt;div&gt;I have been working more and more with consultants and pseudo-designers who have been working on evaluating web applications with a ton of heuristics in their hands. I can hear them clear across cubeville with clipboards in their hands:&lt;/div&gt;&lt;div&gt;&lt;div&gt;"This is terrible, you are inconsistent between these pages, those pages ignore web standards, these other pages behave differently than the others, and oh my gosh look at all these unnecessary graphics, rip these all out. Get rid of the background coors, and ugh those button colors!"&lt;/div&gt;&lt;div&gt;&lt;b&gt;Concept and user groups can trump heuristics&lt;/b&gt;&lt;/div&gt;&lt;div&gt;The fact is there could be a valid reason for violating every single one of these heuristics. Worse yet, there are these type of evaluators who without so much as learning the context go in a tear apart a site for violating, standards, UI conventions and other heuristics of all sorts.&lt;/div&gt;&lt;div&gt;A well defined and innovative concept will often require breaking a few rules. Moreover, if a concept is tailored to a specific user group, who is not the evaluator, then all the heuristics are almost invalid.&lt;/div&gt;&lt;div&gt;Heuristics are defined as (according to my Mac dictionary, and why should we doubt Apple?):&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"   style="  line-height: 24px; font-family:Baskerville;font-size:medium;"&gt;&lt;b&gt;&lt;span apple_mouseover_highlight="1"&gt;Heuristic&lt;/span&gt;&lt;/b&gt; (&lt;span title="Representation in the International Phonetic Alphabet (IPA)" class="IPA"  style=" ;font-family:inherit;"&gt;/hjʊˈrɪs.tɪk/&lt;/span&gt;) is an adjective for experience-based techniques&lt;span apple_mouseover_highlight="1"&gt;that&lt;/span&gt; help in &lt;span apple_mouseover_highlight="1"&gt;problem&lt;/span&gt; &lt;span apple_mouseover_highlight="1"&gt;solving&lt;/span&gt;, learning and discovery. A heuristic method is particularly used to &lt;span apple_mouseover_highlight="1"&gt;rapidly&lt;/span&gt; come to a solution that is hoped to be close to&lt;span apple_mouseover_highlight="1"&gt;the&lt;/span&gt; best possible answer, &lt;span apple_mouseover_highlight="1"&gt;or&lt;/span&gt; '&lt;span apple_mouseover_highlight="1"&gt;optimal&lt;/span&gt; solution'. Heuristics are "rules of thumb, educated guesses, &lt;span apple_mouseover_highlight="1"&gt;intuitive&lt;/span&gt; &lt;span apple_mouseover_highlight="1"&gt;judgments&lt;/span&gt; or &lt;span apple_mouseover_highlight="1"&gt;simply&lt;/span&gt; common sense.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:Baskerville, fantasy;"&gt;&lt;span class="Apple-style-span"  style=" line-height: 24px;font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;Well here are some of these so-called common sense rules of thumb with some food for thought to think about along side of them, I am using the list from Jakob Nielsen's site, just to pick 10 basic one (http://www.useit.com/papers/heuristic/heuristic_list.html) This is not to pick on Jakob, as the point here is to discuss the pitfalls when heuristics are used as the sole means for evaluation, as such every heuristic can be picked apart and discredited, these are just 10 examples:&lt;br /&gt;&lt;br /&gt;&lt;table summary="Heuristics Food For Thought" width="85%" border="1" cellspacing="2" cellpadding="1"&gt;&lt;tbody&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;&lt;b&gt;Heuristic&lt;/b&gt;&lt;/td&gt; &lt;td&gt;&lt;b&gt;Justification (From Nielsen)&lt;/b&gt;&lt;/td&gt; &lt;td&gt;&lt;b&gt;Yes but...&lt;/b&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;Visibility of system status&lt;/td&gt; &lt;td&gt;The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.&lt;/td&gt; &lt;td&gt;Maybe the user doesn't and shouldn't care. This heuristic assumes a user population actually cares about what is going on. Many user's could careless unless it's going to cause them a problem. You should have some basic trust built with your users and that trust may mean only informing them in the case of a problem, or handling the back end status problems yourself.&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;Match between system and the real world&lt;br /&gt;&lt;/td&gt; &lt;td&gt;The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Unless the purpose of the site is teaching the user a domain, or new task. An example would be Google Ad Words, where a novice user does need to learn some basic Advertising terminology or the advanced features will be lost on them.&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;User control and freedom&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.&lt;br /&gt;&lt;/td&gt; &lt;td&gt;This heuristic seems to justify poor design. User control and freedom come more from safety is more than just redo or undo, its the ability to let the user explore and play around with the system. This is done through facile interaction design, a heuristic I have never seen listed.&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;Consistency and standards&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.&lt;br /&gt;&lt;/td&gt; &lt;td&gt;This assumes 1. the user has no other reference point than platform standards 2. the platform has standards or usable ones&lt;br /&gt;Again this justifies lazy design. Standards are a fall back (I say this as someone who has written UX standards for 3 major software companies); the conceptual design should be leading.&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;Error prevention&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Here is a useless Heuristic. What is an error? One man's error is another man's exploration. Maybe you should enable errors?&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;Recognition rather than recall&lt;/td&gt; &lt;td&gt;Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Indeed the memory load should be lightened for a user. However the better way to do this is to employ well established visual and interaction patterns. Worse, this explanation can be very misleading for the naive reader. Indeed I have experienced many a designer and developer use this heuristic explanation to 1. attack progressive disclosure and 2. To create a ridiculously busy screen throwing all functionality with equal visibility into a "one-stop shopping" kind of screen.  Or worse a screen with a huge amount of text explaining how to use the screen. All of which are from a cognitive ergonomic perspective completely unusable.&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;Flexibility and efficiency of use&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Building in redundancy to support multiple styles of interaction would be a better way of putting this. However, this needs to be seen in the context of a broader design concept. For example, there is often this designer fetish for drag and drop, when often it is only the designer who wants to perform this action. Also, implementing drag and drop in one place, invites the user to try it everywhere and very annoying when it does not work as they expect it to. So pick these accelerators well and not just for their own sake.&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;Aesthetic and minimalist design&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.&lt;br /&gt;&lt;/td&gt; &lt;td&gt;The explanation is here at odds with the heuristic. The heuristic seems to cry for everything to be a Scandinavian styled minimalist design; whereas the explanation goes on about text.&lt;br /&gt;The visual design should leverage the brand and ability to communicate. Gratuitous graphics are supposedly bad unless the delight the target users (think of Google's doodles on their home page).&lt;br /&gt;As far as minimalism, I recall Tufte who said anyone can pull information out, how you pack information into something and keep it intelligible and usable is the real challenge.&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;Help users recognize, diagnose, and recover from errors&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.&lt;br /&gt;&lt;/td&gt; &lt;td&gt;My only problem here is the "precisely indicate the problem." I am sure Jakob did not mean go into gory technical details of the problem, but rather concisely describe the issue. E.g. "Your data was not saved." not "Your data was sent to the application layer and experienced a time out longer than 3 ms and the system sent back the data in an unusable format."&lt;br /&gt;My formula for error message writing:&lt;br /&gt;"Short sentence what happened. (forget why) Short sentence how to fix it. A link can be added "Learn more" or "Why did this happen to such an undeserving user as me" for the morbidly curious.&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td&gt;Help and documentation&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.&lt;br /&gt;&lt;/td&gt; &lt;td&gt;Far from apologizing for help we should revel in it.Help and documentation should be electronic and in context. For example, micro help (a question mark icon or What's this link which work on mouseover or a small popup) often assist the user without interruption. &lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/jzArMzhOelY" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/jzArMzhOelY/confusing-heuristic-with-moral.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2009/07/confusing-heuristic-with-moral.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-1534830174948849250</guid><pubDate>Tue, 07 Jul 2009 12:57:00 +0000</pubDate><atom:updated>2009-07-08T03:14:30.906-07:00</atom:updated><title>The mythical 80/20 rule</title><description>In a sad day for most digital products and services, an italian economist, Vilfredo Pareto, observed that 80% of Italy's wealth was owned by 20% of the population. From that economic observation has come a torrent of the most far flung interpretations of a non-existent 80-20 rule. There is no 80-20 rule. There never was and never will be. Yet so many developers, designers, product managers evoke this mythical rule to justify the most outlandish pipe dreams, shoddy work or just plain laziness. Which is a pity because it ruins the credibility of a principle that in 20% of the circumstances can be 80% helpful.&lt;br /&gt;&lt;br /&gt;The crux of when the 80/20 principle is  helpful is when you need to fend off perfectionists. The the 80/20 principle helps you to illustrate that a minority of factors can result in a majority of effects, the aka 'biggest bang for your buck.' But how can you tell when the principle is being used wisely or not.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;80/20 Pipe dreams&lt;br /&gt;&lt;/span&gt;Some G-d forsaken Gui Guru once said that 80% of screens could be driven by templates; while only 20% of the screens needed to be designed. This completely unsubstantiated drivel has lead to many efforts to "automatically generate a UI". It has lead to millions of wasted dollars and development effort in worthless tools and idiotic processes all aimed at designing without designers. If the Guru was right then about 80% of the screens could be generated, reasoned the technocrati, you hit the 80/20 rule and you applications will be fine except for 20% of the time. Some more thoughtful product managers then would hire in an army of designers to cover the 20% they thought 'really needed design.' But even then, as one Product manager in just such a project told me, in how own pipedream: "I want you to design templates with such a narrow path of movement that a designer can only make the right choice."&lt;br /&gt;The reality of the matter is more along the lines that 80% of a given screen could be generated while 20% needed to be designed, but oh the devil is in the details and often that 20% is where the most difficult design challenges lay. Therefore, the 20&amp;amp; should end up driving the other 80%, not the other way around. [Never mind the fact that this pipe dream totally negates the necessity and power of the conceptual design (see &lt;a href="http://arnoland.blogspot.com/2007/06/its-all-about-concept.html"&gt;It's all about the concept&lt;/a&gt;).]&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;80/20 Shoddy work&lt;br /&gt;&lt;/span&gt;Often someone will deliver (or even ask for) 80% of the work they really need to get done. This is usually done to purposefully keep the quality low. Example. A software engineer asks the designer for rough documentation that is quick and easy to read,  just giving the 20% key interactions and let the 'no brainers' to the engineer himself. This assures the design bar remains low. With it this low shoddy work can triumph the design goals being so low. The design fails to deliver but it was set up to fail and no one even expected it to succeed in the first place. This way the technology can triumph, reason the developer, while the design has a systematic back place.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;80/20 Laziness&lt;br /&gt;&lt;/span&gt;All to often a designer themselves will end with a rough sketch and miss some of the finer details of the design they need to deliver again claiming to deliver according to the 80/20 rule. Often the excuse is: "No need to over deliver those developers won't design it to spec anyway." Or:  "Stuff always comes up during development it will change anyway. I will just give them 80% and give them 20% margin to play with." This is pure laziness. As any good designer will tell you that the devil is in the details. Or as some of the better desigers have pointed out G-d is in the detail; because those small details are often what separates an ordinary design from a truly excellent well thought out design. That last 20% is again, the last thing you want to leave to a developer or other non-designer. Furthermore, those gnarly details you have solved will go a lot further in helping developers improvise when they have to than if you just leave them a blank space to fill in all on their own.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight:bold;"&gt;80/20 rawks&lt;/span&gt;&lt;br /&gt;The 80/20 principle works excellently when you need to stop someone going off into the weeds of perfectionism. The software should be bug free. The software should please every user to do everything. The software should have perfect tests. Anything that reeks of perfectionist is liable for the 80/20 rule. For as we all know at one moment, the waters can get murky. e.g. one user's bug is another user's feature. Just make sure whenever some pulls an 80/20 on you, or you pull it on someone, that you have an objective measure to back up your 80/20. Yes, 20 percent of the people own 80% of the wealth. Yes, if we provide 20% of the functionality we will make 80% of the users happy as we can see in these usability tests, etc.&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/G79FZYPSS8Q" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/G79FZYPSS8Q/mythical-8020-rule.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>1</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2009/07/mythical-8020-rule.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-3275146386885405097</guid><pubDate>Tue, 30 Jun 2009 08:16:00 +0000</pubDate><atom:updated>2009-06-30T04:34:02.564-07:00</atom:updated><title>Usability Engineers vs Designer: the process problem.</title><description>Another week has come (mine starts on Tuesday, you can do those things when you live in Europe). More and more, we see problems surfacing not from having the wrong people in place but rather the wrong process. My previous post discusses the rampant wrong process with prototyping. Here I want to touch on the process issues with usability testing and design. I want you to consider this familiar and completely unnecessary scenario:&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;A Designer works on a conceptual design with the customer. Then he works out a detailed design into a prototype that can be tested. So far so good. But what goes wrong is that the Usability Engineer is often disconnected to either the design concept or the detailed design. The usability engineer ends up suggesting new designs that totally contradict the conceptual design. The designer is gone. The engineering team implements the changes and the result is a Frankenstein's monster that despite the best UX resources, fails in the marketplace.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The obvious problem is the process disconnect between Designer and Usability. And the problems are serious. I want to discuss two aspects to these problems and how to resolve them: namely how False Negatives in a usability test and how to deal with Usability Engineer's design advice.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;b&gt;False negatives&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt; When usability testing is conducted without input from the designer, this can lead to many false negative issues in the usability test. Examples of the errors that can result include:&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;Early tests will report usability issues with conventions that a user is expected to learn over time or with a different task flow than being tested.&lt;/li&gt;&lt;li&gt;Early tests especially lower fidelity ones may not catch learnability/system feedback issues due to lack of visual fidelity needed to communicate with the user&lt;/li&gt;&lt;li&gt;Test moderators, not knowing the underlying concept may inadvertently introduce the topic or task in a way that is at odds with the design, thereby confusing the test subject.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;This list is just the tip of the iceberg. These negative side effects are completely avoidable by making sure the Designer and Usability Engineer work together on the Usability Test script, identifying tasks and their importance. Also the task order when that is appropriate for a test (for example one step is a required gateway: e.g. sign up). Also let the Usability Engineer attend some of the conceptual design sessions and, OMG let them participate in the conceptual design; so they gain a thorough understand of it. Conversely, Designers should observe the usability tests whenever possible. The tests themselves can be so much more inspiring and vivid than even the best written report.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Usability Engineer's design advice&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;It is an expected part of the Usability Engineer's work to include not just data and analysis; but also design advice or alternative designs. This does not need to be a problem. But without setting expectations, the innocent Product Manager or software engineer confronted with new contradictory designs can quickly conclude that the UX profession is a screwed up group who cannot make up their minds.&lt;/div&gt;&lt;div&gt;Among the possible problems with &lt;i&gt;blindly&lt;/i&gt; taking Usability Engineer design advice is:&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;Designs may not be an ideal solution for the problems they have discovered&lt;/li&gt;&lt;li&gt;Designs often recommend things that will cause usability problems elsewhere by introducing conceptually non-standard interactions&lt;/li&gt;&lt;li&gt;Designs ignore larger issues since their advice focuses on the testing and not the larger issues (e.g. Business and Technical requirements which may lead to a different solution than suggested). &lt;/li&gt;&lt;ul&gt;&lt;li&gt;A common example of this is when the Usability Engineer suggests something that is technically impossible for the requirements or constraints.&lt;/li&gt;&lt;/ul&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div&gt;These and other issues with the Usability Engineer design advice harms everyone's credibility both designer and usability engineer. This is not to say that Usability Engineers should not give their advice. But it is absolutely important to set the right expectations. Usability Engineer design advice should be viewed as input to the problem not the solution. If the Usability Engineer includes the design rationale this will often give the vital information for coming up with a more ideal solution. &lt;/div&gt;&lt;div&gt;The design rationale should enumerate the objective reasons for the alternative design. This allows the designer to bridge the problem design with a solution based on objective criteria instead of personal taste.&lt;/div&gt;&lt;div&gt;&lt;div&gt;[Objective information is one that either refers to the usability data itself (e.g. only 2 out of 12 users understood this command) or conceptual data based on requirements, (This design does not appeal to our target users or is not constant with the image/branding of the company). Both types of information can lead to a solution. Comments like, "I don't like that color" or "It doesn't look right to me." do not lead to workable solutions.]&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;&lt;b&gt;Usability data misinforming design&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;Usability data is rarely communicated with the limitations or short-comings in the data and this is a real pity. All too often a usability engineering report reads like a set of demands and commandments without stipulating under what conditions this advice or anaylsis should be given. Things like the significance, persistence, sampling issues, etc. are often underplayed. Again a faulty process is the problem. Many usability engineers are under pressure to work quickly and also find dramatic and significant results. This can put a Usability Engineer between a rock and a hard place: asked to review a product with three of Janitor's friends and then come up with a list of "just the most important recommendations." Ah if life were only so easy? Yet we are constantly being put in this position. The client maybe always king, but findings that can include a little context setting would help the end-users of the usability reports.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;Lessons learned&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;Designers and Usability Engineers should insist on working together in projects. Meaning the Engineer is available during the concept design phase and the Designer is available during the testing design phase. (With iterative testing the designer must be available with each design cycle.)&lt;/li&gt;&lt;li&gt;The customers should require design and usability engineers to work together. This will often require the usability engineer to come in early for 1-2 days in the conceptual design phase before their main work begins week(s) later. (Yes that also means if the engineer is an external contractor, the customer must pay the Usability Engineer for this work.)&lt;/li&gt;&lt;li&gt;Customers should also realize the usability engineers do not provide solutions they propose challenges and problems that need to be solved. &lt;/li&gt;&lt;li&gt;Usability Engineers may be great designers or maybe crap designers but as long as they include objective design rationale for their proposed solutions they will always be helpful&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/PyW0ttJwZYw" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/PyW0ttJwZYw/usability-engineers-vs-designers.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>3</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2009/06/usability-engineers-vs-designers.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-3618844327265371804</guid><pubDate>Fri, 26 Jun 2009 07:16:00 +0000</pubDate><atom:updated>2009-07-08T06:28:30.953-07:00</atom:updated><title>Prototyping software tools that work</title><description>The Blogosphere is full of posts over what is the best prototyping tool. This fight over Axure, Flash, Dreamweaver, PowerPoint, etc., is misplaced and looks at prototyping as something that is purely a single concrete one size its all activity, or at least one tool fits all. This is misplaced for two reasons. First, this discussion disempowers the designer, product manager, developer who wants to use software tools already at their disposal. Secondly, ignores the fact that prototypes are sometimes created extremely rapidly (like in an hour) or more thoroughly (in a month). The two prototypes on the opposite of these extremes have far different tool requirements. Therefore, it is far better to think of prototyping toolsets.&lt;br /&gt;&lt;div&gt;A prototyper should have many tools just like a mechanic has a toolbox. Otherwise the prototype who knows just one tool is not very effective. Like to the hammer every problem looks like a nail, a designer who knows just one prototyping tool offers just one type of solution when many many more are possible. If you look for a different perspective mainly what are the specific prototyping needs, some surprising prototyping tools emerge.&lt;br /&gt;&lt;br /&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;&lt;b&gt;Specialities&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;Prototyping tools can usually do some kinds prototyping better than other kinds. Furthermore, you may also prefer to use a certain tool simply because you know it's special features better than another tool.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;General Availability&lt;br /&gt;&lt;/span&gt;&lt;/b&gt;A prototyping tool that is not generally available to the design team makes the team reliant on a chosen few with access. If the resulting file format is also unreadable outside the prototyping tool then access to the prototype is further limited. In some organizations this is a good thing; but when you want to maximize the knowledge of your design team having a prototyping tool set hat empowers people is important.&lt;div&gt;&lt;br /&gt;&lt;b&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;Interaction styles &amp;amp; Functionality&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-weight: normal;"&gt;Tools support certain platforms, interaction styles and functionalities. These actually limit what types of prototypes you can create. For example, if the widget set in your prototyping tool does not support spinners, then spinners will not appear so easily on your prototype. Moreover, the more sophisticated the UX widget set and the interaction capabilities the more conservative and less innovative your prototype will be. Conservative because you are cornered into the widget set and interactive capabilities of the tool.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-weight: normal;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;b&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;Design Team Talents&lt;/span&gt;&lt;/b&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;&lt;br /&gt;&lt;/span&gt;If a design team loves one product, making the switch over to another product robs them of their talent they already have. Of course that can be counterbalanced if there are long term advantages in adding the prototyping to the prototyping toolset.&lt;/div&gt;&lt;br /&gt;&lt;b&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;Deliverable formats&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;/b&gt;How a prototype will be used is also essential. If the resulting prototype will be a paper prototype. For example, choosing a tool which can print out designs and portions of designs easily would be a factor.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;b&gt;&lt;span class="Apple-style-span"  style="font-size:large;"&gt;Tools review&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;/b&gt;There are many different dimensions to look at since prototyping involves multiple dimensions (fidelity, audience, style, etc.) However as one handy table (I can make more if they are helpful, here is a grouping of prototyping tools and what they are most appropriate for. (I will update this table based on user comments.) The table is more or less an overview of a possible look on similar tools. For your personal organization, it might be helpful to list all the tools you know and list for each: advantages, disadvantages, etc.&lt;br /&gt;&lt;br /&gt;&lt;table summary="Prototyping Methods and Tools" border="0" cellpadding="1" cellspacing="2" width="95%"&gt;&lt;tbody&gt;&lt;tr align="left" valign="top"&gt; &lt;td width="50"&gt;&lt;b&gt;Methods&lt;/b&gt;&lt;/td&gt; &lt;td width="75%"&gt;&lt;b&gt;Tools&lt;/b&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td width="50"&gt;Static wireframe&lt;/td&gt; &lt;td width="75%"&gt;PowerPoint, Excel, Photoshop, Illustrator, Fireworks, Visio, OmniGraffle, HTML editors, Word&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td width="50"&gt;Storyboard&lt;/td&gt; &lt;td width="75%"&gt;PowerPoint, or other presentation software, Acrobat, Excel&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td width="50"&gt;Paper&lt;/td&gt; &lt;td width="75%"&gt;Word, PowerPoint, Excel, Photoshop, Illustrator, Fireworks, Visio, OmniGraffle, HTML editors&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td width="50"&gt;Wizard of Oz&lt;/td&gt; &lt;td width="75%"&gt;WebEx or other video conferencing software or synchronous sharing tools.&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td width="50"&gt;Digital partial interactive&lt;/td&gt; &lt;td width="75%"&gt;Excel, PowerPoint, HTML Editors, Acrobat, Visio, OmniGraffle, Axure&lt;br /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr align="left" valign="top"&gt; &lt;td width="50"&gt;Digital fully interactive&lt;/td&gt; &lt;td width="75%"&gt;Flash, Dreamweaver and other HTML Editors, Visual Studio, Director, Axure&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/ZSUKEecOO50" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/ZSUKEecOO50/prototyping-software-tools-that-work.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>5</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2009/06/prototyping-software-tools-that-work.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-6251463294560777915</guid><pubDate>Wed, 24 Jun 2009 14:23:00 +0000</pubDate><atom:updated>2009-06-24T05:30:46.925-07:00</atom:updated><title>It's all about the Concept</title><description>This editorial is one very dear to my heart, as it touches on the cornerstone of good design and something I miss in all to many HCI designer's work: the concept. In order to keep to the same points as in the original, I have done little editing from the original.&lt;br /&gt;&lt;blockquote&gt;How can a design review be conducted on static interfaces? &lt;/blockquote&gt;&lt;br /&gt;&lt;blockquote&gt;What constitutes good design?&lt;/blockquote&gt;&lt;br /&gt;Good design is harder and harder to find these days. It is disheartening when people present a single window or Web page and ask for an evaluation, especially when the question is: "Is this good design?" How can a design review be conducted on static interfaces? What is possible to evaluate? What constitutes good design? Is it possible to judge a design from static screens?&lt;br /&gt;As we said earlier—in fact way earlier in an &lt;interactions&gt; article co-written with Wendy Mackay in March 2001—when discussing the importance of contextualizing design, the issue is not whether a design is good, but is it a good design of...what?&lt;br /&gt;When starting to review a single screen, your heuristic-laden ego itches to pour out criticisms. A copy command on the file menu! Are you nuts?! You don't put buttons on the bottom left! Serif fonts! Are you mad? Where did you get that typeface? Spinners are so 1990s! Script typefaces on mobile devices? Split buttons! Are you sure about that? But instead of continuing that tirade, let's pause for a moment and ask: design of what?&lt;br /&gt;First off, let's suggest some good questions. Do you really know the context to start judging a design correctly? What aspect of design are you reviewing? The visual design? The information design? The layout design? The interaction design? How do you "see" an interaction design in a static page?&lt;br /&gt;There are of course many ways to represent all of the above. We're interested in how you do it. Do you divorce these aspects of design, or do you combine them in certain ways? Which combinations have been most successful for you?&lt;br /&gt;It's difficult to divorce one from the others: All aspects of design must work together in a unified concept. That concept involves rich knowledge preceding the design activity: of the end users, their background, their tasks, their mental models. It doesn't stop there: You then need to understand your engineering constraints: what your developers' toolkit can and can't do, what sort of custom code your design will require, and whether your design needs to absolutely follow standards for future evolution and code maintenance, or if you're able to leap into new territory and design a new widget or two. Further rich knowledge that can and should influence the conceptual design: understanding the business model of the company producing the software. Is this a demo? Can it cut corners, or is it production quality? Is it a step in a long line of .dot releases? Is it the first version? Can you take risks? Do you need to reach feature and usability parity with other competitors, or do you need to excel and claim best-in-class?&lt;br /&gt;Before you can understand how to design, you need to understand design. The conceptual design is more than any one facet of design; it's a gestalt that is more than the sum of the parts. Taking this perspective, how do you evaluate that single screen?—Jonathan Arnowitz and Elizabeth Dykstra-Erickson&lt;br /&gt;&lt;br /&gt;This is a draft version (preprint) of material which was later published in substantially the same form in my Rant column in ACM’s magazine. The published version is a copyrighted feature of Communications of the ACM. All requests for reproduction and/or distribution of the published version should be directed to the &lt;a href="http://www.blogger.com/www.acm.org"&gt;ACM&lt;/a&gt;.&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/qrvY7ckXTVQ" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/qrvY7ckXTVQ/its-all-about-concept.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2007/06/its-all-about-concept.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-8942835250742085130</guid><pubDate>Sat, 30 May 2009 03:18:00 +0000</pubDate><atom:updated>2009-06-24T05:29:02.699-07:00</atom:updated><title>The Designer’s Hippocratic Oath—A Reformulation</title><description>&lt;p&gt;The practitioner is constantly barraged with new guidelines: platform guidelines, guru guidelines, papers and articles on heuristics, case studies and anecdotes that promote practice directives. And then there’s the occasional Web forum, workshop, or hallway conversation that suggests there is an overarching method to our madness. We enter the fray with this, our May-June Rave, honoring a long tradition and making it our own: The Designer’s Hippocratic Oath. Say it out loud: I Believe! &lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;I swear by Don Norman, Douglas Engelbart, the Eames, ergonomics and all the powers of cognitive psychology and good design, that, according to my ability and judgment, I will keep this Oath and this stipulation—to reckon the teachings of this Art equally meaningful as my own experiences, to share my experiences with my teachers and colleagues and free their perspectives from bias; to look upon all design in the same footing, and to share my thinking, if they shall wish to learn it, without condescension or confusion; and that by precept, lecture, and every other mode of instruction, I will impart a knowledge of the Art to my peers, my colleagues, and to designers similarly bound to the Oath, but to none others who are not willing to endure it.&lt;br /&gt;&lt;br /&gt;I will follow that system of regimen which, according to my ability and judgment, I consider for the benefit of my users, and abstain from whatever is deleterious and mischievous.&lt;br /&gt;&lt;br /&gt;I will give no crash or unrecoverable error to any one if asked, nor suggest any such counsel; and in like manner I will not give to a single person the means to procure confidential company information or illegal copies of my product.&lt;br /&gt;With openness to learning, to constructive criticism, and to negotiation I will pass my life and practice my Art.&lt;br /&gt;&lt;br /&gt;I will not write code or falsely pretend to be a visual designer, but will leave this to be done by those who are practitioners of this work. Into whatever projects I enter, I will go into them with balance for the benefit of the unwitting user and the bottom line, and will abstain from every voluntary act of mischief and corruption; and, further from the temptation of awkward and incomprehensible user experiences, even as practical jokes or “experiments.” Whatever, in connection with my professional practice or not, in connection with it, I see or hear in the life of usability participants, which ought not to be spoken of publicly, I will not divulge, as reckoning that all such should be kept secret, sometimes even when they have signed an NDA and release form. While I continue to keep this Oath unviolated, may it be granted to me to enjoy life and the practice of the art, respected by all men, in all times! But should I trespass and violate this Oath, may the reverse be my lot!&lt;/blockquote&gt;&lt;br /&gt;— Hippocrates with some updates by Jonathan Arnowitz &amp;amp; Elizabeth Dykstra-Erikson&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;This is a draft version (preprint) of material which was later published in substantially the same form in my Rant column in ACM’s magazine. The published version is a copyrighted feature of Communications of the ACM. All requests for reproduction and/or distribution of the published version should be directed to the &lt;a href="http://www.blogger.com/www.acm.org"&gt;ACM&lt;/a&gt;.&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/bHE_j6nPoYo" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/bHE_j6nPoYo/designers-hippocratic-oatha.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2007/07/designers-hippocratic-oatha.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-3436858559276949198</guid><pubDate>Mon, 16 Mar 2009 02:18:00 +0000</pubDate><atom:updated>2009-06-24T05:30:17.848-07:00</atom:updated><title>Still not ready for prime time</title><description>It's been almost 2 years since Elizabeth and I first wrote this article, and it is sadly more topical than ever. Until e-voting has a standard of usability, and open source accountability, this will stay an anti-democratic development. E-voting has the power to increase democratic participation; unfortunately as it is currently being abused it is still not ready for prime time. --Jonathan Arnowitz&lt;br /&gt;&lt;br /&gt;Not to mince words: November 2, 2004 was a low point in American technology. Let’s get this straight: There is a current system that is the lifeblood of democracy, voting. There is a new technology, e-voting, that is being deployed, which has not been thoroughly system tested, not checked for security bugs, not even tested with the wide variety of users who must use the system (many of whom are computer illiterate, more of whom are computer skeptical). If this technology fails there is no way to determine the scope of its failure: There is no paper trail to trace down the existence of a problem. And to add insult to injury, one leading system vendor’s machines can be cracked with a secret two-digit code. (Though we don’t think you can call a two-digit code very secret or difficult to crack.) &lt;br /&gt;To make matters worse, the leading vendor of e-voting machines, Diebold, Inc., has been unashamedly activist-conservative. Their methods have been shoddy at best, and at worst, not in good faith. The Cleveland Plain Dealer reported on August 28th that Walden O’Dell, Chief Executive of Diebold, Inc., who became active in U.S. President George W. Bush’s re-election campaign, was quoted saying he was committed to helping Ohio deliver its electoral votes to the sitting president. Several other publications note similar qualms about the Diebold system, including Federal Computer Week, ComputerWorld, Investor’s Business Daily, and others, although an inspection of partisan publishing will, of course, surface opposing views. &lt;br /&gt;Complicate system problems with human decisions and you have, shall we say, an interesting twist. In Santa Clara, California, where voters were given a choice (“paper” or “digital?”), users suspicious of the touch-screen systems opted to cast their ballots in the more traditional physical way. No problem ... until it became clear that these paper ballots were frequently placed in pink “provisional ballot” sleeves, introducing another layer of fragility on the business of counting votes. &lt;br /&gt;How do smart-election officials make bad decisions? Simple, we say: Rush into a technological push before basic security standards, let alone ethical standards, can be developed. If a software company attempted this, the entire development team would be rightfully out of a job. &lt;br /&gt;Yet, this scenario has just played itself out in the U.S. presidential elections. The voices of HCI professionals in this e-voting debacle have been loud, strong, vocal and completely ignored. On reflection: At least we know where we stand.&lt;br /&gt;&lt;br /&gt;—Jonathan Arnowitz and Elizabeth Dykstra-Erickson&lt;br /&gt;&lt;br /&gt;This is a draft version (preprint) of material which was later published in substantially the same form in my Rant column in ACM’s magazine. The published version is a copyrighted feature of Communications of the ACM. All requests for reproduction and/or distribution of the published version should be directed to the &lt;a href="http://www.blogger.com/www.acm.org"&gt;ACM&lt;/a&gt;.&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/-EHZVtCrSyU" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/-EHZVtCrSyU/stil-not-ready-for-prime-time.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2007/07/stil-not-ready-for-prime-time.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-7836414176570806112</guid><pubDate>Mon, 23 Jul 2007 05:52:00 +0000</pubDate><atom:updated>2009-06-24T05:28:29.866-07:00</atom:updated><title>Results Are In: Fidelity Deception  Ranks High on Usability Problems</title><description>(Adapted from a previous editorial I wrote for interactions Magazine)&lt;br /&gt;&lt;br /&gt;This editorial is from a controversial issue on measuring usability. This special issue covered CIF usability testing (a seemingly innocuous if important topic). Upon publication many took strong esxception to our coverage of CIF testing. But perhaps these critics also took exception to our criticizing a practice all too often employed: how to lie with statistics and its designer equivalent using too high a fidelity to overwhelm an audience. --Jonathan&lt;br /&gt;&lt;br /&gt;This issue is primarily about usability and metrics, measurements, and what we do with them. And thus our rant: deceiving with numbers.&lt;br /&gt;At university you may have had the pleasure of a reading assignment instructing you to read and memorize a slim volume called How to Lie with Statistics [1]. This is a classic that presents the unimaginable- convincing people of something by manipulating unfamiliar concepts that sound scientific, and thus authoritative. One could, of course, achieve the same end via bullying or mesmerizing charisma. But lying with statistics is a venerable process engaged in by politicians, advertisers, and scientists- and even usability professionals.&lt;br /&gt;One of the ingenious cheats of statistics is to "prove" that you are correct by accentuating the positive and eliminating the negative. To be a master of deception you do, of course, need tools. Not of the rabbit-and the-magic-hat variety. A simple high-fidelity prototype can do the trick. We can call this type of deceiving with numbers High Fidelity Deception, and it goes something like this:&lt;br /&gt;Reduce the overall feature set of a target product.&lt;br /&gt;Design a prototype that covers some of the features.&lt;br /&gt;Ensure that it is attractive enough to resemble a finished product with a dose of glamor: nice animations, transitions, professional color palette (for extra points, make it blue-you do know about that, right?), refined font, and upscale branding elements.&lt;br /&gt;Show it to a few high-placed individuals who (this part is important) don't have the time or inclination to dive into the details.&lt;br /&gt;Get their enthusiastic endorsement.&lt;br /&gt;Proceed to formalize this into a final product regardless of the paucity of credible detail.&lt;br /&gt;&lt;br /&gt;You can get excellent marks on the &lt;span style="font-style:italic;"&gt;prototype&lt;/span&gt;: high levels of user satisfaction, compliments on the prototype's refined sensibilities, and unequivocal approval to proceed. This prototype is, in fact, merely an attractive shell, but it passes muster, and you can quantify its success by repeating what percentage of users who have seen it were "wowed" by it (don't mention the actual number of users, though-after all, two out of two gives you 100 percent!).&lt;br /&gt;&lt;h2&gt;Why does this happen?&lt;/h2&gt;&lt;br /&gt;&lt;p&gt;A designer can impress stakeholders by producing an impressive-looking artifact. If it is, in fact, your product, but it isn't finished yet, you can call it a demo and all will be forgiven if your scripted click-through falls off track and your prototype crashes badly. Because it is lovely, it can even give the false sense of being usable.&lt;br /&gt;Using early prototypes for usability evaluations is an important option for testing design concepts. However, if the fidelity of your prototype is too high, it may not be clear what you are really testing, and you risk gathering false positives on the concept.&lt;br /&gt;Sometimes the consequences are high stakes: You convince a customer that you are much further along than you actually are, and deadline negotiations for delivering the actual product reflect the customer's reasonable demand for early delivery while you struggle to meet impossibly close deadlines. Is offering an unlovely collection of half-baked ideas to a user the only viable source of critique? One could say it's much better to go for a half-baked look without the bells and whistles, and simply test the concept with a low-fidelity prototype. It may not look nice, but it will result in a better product at the end of the day. But you can also do both: Show an attractive limited subset to illustrate the look and feel of the final product, and then get to work evaluating that drab gray collection of input fields and checkboxes.&lt;br /&gt;In any case, the map is not the territory and the prototype is not the product.&lt;br /&gt;Confusing the two will result in an impossible entanglement that no quantitative data can unravel.&lt;br /&gt;-- Jonathan Arnowitz and Elizabeth Dykstra-Erickson&lt;br /&gt;&lt;br /&gt;REFERENCE 1. Huff, D. (1954). How to&lt;br /&gt;Lie with Statistics. New York: W-W Norton&lt;br /&gt;and Company Inc.&lt;br /&gt;&lt;br /&gt;This is a draft version (preprint) of material which was later published in substantially the same form in my Rant column in ACM’s magazine. The published version is a copyrighted feature of Communications of the ACM. All requests for reproduction and/or distribution of the published version should be directed to the &lt;a href="http://www.blogger.com/www.acm.org"&gt;ACM&lt;/a&gt;.&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/j5emz-FCrbA" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/j5emz-FCrbA/results-are-in-fidelity-deception-ranks.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2007/07/results-are-in-fidelity-deception-ranks.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-3429542881558624460</guid><pubDate>Sun, 24 Jun 2007 14:08:00 +0000</pubDate><atom:updated>2007-06-25T13:16:47.722-07:00</atom:updated><title>Software that Behaves Like Spoiled Brats</title><description>As many people know, one way of analyzing interaction design and system behavior is to do something that has many different names, but usually sounds something like dialog analysis. Dialog analysis is the process of analyzing the software interaction as if the system is a human being who is performing a service for the client, aka the &lt;p&gt;woe-besieged user. After careful analysis of many products, it seems to us that if most commercial software and Web products were humans, they would be characterized as greedy spoiled brats. Just for an example, look at the way desktop products, customer services, and Web products behave.&lt;/p&gt;&lt;br /&gt;&lt;h4&gt;Desktop Products &lt;/h4&gt;&lt;br /&gt;&lt;p&gt;Office productivity tools make you do somersaults to undo their automatic formatting. They also drive you crazy with the collision of features they never knew would be used together. One word processor we were using to create a large document from many sub-documents refused to behave—auto-indenting, bulleting, or renumbering tables into items. It so destroyed the formatting and twisted the style usage that we had to resort to using flattened pictures of some tables and formats. When you try to do something that a product's designers didn't anticipate, some products exact their revenge: They do the digital equivalent of throwing everything into a heap, leaving you to clean up the mess all by yourself. This is marginally acceptable behavior from a two-year-old child learning the concept of patience. It is reprehensible behavior in adult human-computer interactions, and it turns the product into something we call a spoiled brat.&lt;/p&gt;&lt;br /&gt;&lt;h4&gt;Customer Service Products&lt;/h4&gt;&lt;br /&gt;&lt;p&gt;How ironic that some of the most abusive products around are software products designed for customer service. Let's just take call-center experiences as an example. Phone trees in service calls exhibit "do what I say or else" behavior. The user follows patiently along only to find 17 steps later that the end point is closed, or does not give you the information you expected, or transfers you to a busy line, or leaves you no way to return anywhere but to the beginning of the long depressing tree. Brat.&lt;/p&gt;&lt;br /&gt;&lt;h4&gt;Web Sites and Services&lt;/h4&gt;&lt;br /&gt;&lt;p&gt;There are also hidden brat interfaces that reflect the bratty intentions of their owners. All too many Web services abuse users by demanding all sorts of personal information, much of it completely unrelated to buying the service. They then turn around and sell your name and information to other people to spam and telemarket you to no end. These sites even brashly claim that your data is safe and that they have privacy rules and policies. Here the HCI brat is the very small print and the checkmark you will overlook that permits them to share your information with other companies with whom they have a relationship (even though that relationship only exists to sell your personal information!).&lt;/p&gt;&lt;br /&gt;&lt;p&gt;User experience as a field has a long way to go. Our bratty products do us little credit. Thank goodness we're not all brats.... There are certainly things to rave about as well!—eic, Jonathan Arnowitz and Elizabeth Dykstra-Erickson&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;This is a draft version (preprint) of material which was later published in substantially the same form in my Rant column in ACM’s magazine. The published version is a copyrighted feature of Communications of the ACM. All requests for reproduction and/or distribution of the published version should be directed to the &lt;a href="http://www.blogger.com/www.acm.org"&gt;ACM&lt;/a&gt;.&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/2xb85dv_-hs" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/2xb85dv_-hs/software-that-behaves-like-spoiled.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2007/06/software-that-behaves-like-spoiled.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-7923867521292152256</guid><pubDate>Mon, 04 Jun 2007 09:04:00 +0000</pubDate><atom:updated>2007-06-04T02:23:23.337-07:00</atom:updated><title>Whose profession is it? It’s Mine!</title><description>&lt;span style="font-style:italic;"&gt;This article was the front editorial for Pabini Gabriel-Petit’s special issue on different stakeholders in the user experience. &lt;/span&gt;&lt;br /&gt;&lt;h4&gt;We must step up to the plate and take ownership of experience design.&lt;/h4&gt;&lt;br /&gt;&lt;p&gt;Focusing on "Whose profession is it, anyway?" you might ask, "Which profession are we discussing?" The professional interest is in "user-centered design," wherein professionals design and evaluate user experiences of human-computer interactions. There seems little consensus on who is responsible for that user experience. &lt;/p&gt;&lt;br /&gt;&lt;p&gt;Variously, we find that responsibility can fall to engineering, or marketing, or some collaborative group ownership. It seems like everyone's responsibility except our own. One might become resigned to the realization that it is politically inappropriate to claim our own expertise; but in the end this is shirking our obligation.&lt;/p&gt;&lt;br /&gt;&lt;h3&gt;Taking responsibility&lt;/h3&gt;&lt;br /&gt;&lt;p&gt;Attributing responsibility or accountability is different than attributing participation: We believe that UX (user experience) design is by its nature collaborative. Working with multi-disciplinary teams is a significant part of our work life. So why is it that UX design, unlike other disciplines, seems to promote a sense of collective work? Could it be that our conduct reflects our discipline's standards, rather than corporate standards?&lt;/p&gt;&lt;p&gt;&lt;br /&gt;Product management doesn't build or design products; their job is to own product vision and strategy (naturally with the other stakeholders' input). Engineers own code development and code quality, with a wide range of specialties (architecture, code design, QA, and release management, to name a few). Product marketers take clear ownership of marketing communications and product campaigns, keeping the pulse of the marketplace, and trying to detect what it will buy. Therefore, it's only logical that human-computer interaction professionals take ownership of the user experience. We are, after all, user experience experts, despite the fact that we depend on other development participants to meet user and business needs.&lt;/p&gt;&lt;br /&gt;&lt;h3&gt;C-level ownership?&lt;/h3&gt;&lt;br /&gt;&lt;p&gt;Why is it that we see few c-level managers for user experience? Chief User Experience Officer (CUXO) could be a formidable title. In most large software development organizations, user experience folks report in through engineering or marketing, whether there is a special group for HCI or not. That implies, however, that at the end of the day and after all possible design dilemma escalations, it is squarely the call of engineering or marketing (heaven forfend it should be our call) on what to create. We need our own high-level management who can directly compete with marketing and engineering management. (Please read that part again: This time and at this level we didn't say collaborate). Our agenda needs to be given the same respect as other disciplines. But this won't happen if we don't do our part. We must step up to the plate and take ownership of user experience design.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;We've seen some positive changes in org charts: An HCI executive is no longer unheard of as we see more directors and senior vice presidents of User Experience. Little by little our agenda is slowly rising to the surface of formerly engineering-driven companies. But this puts all the more pressure on us to seize the moment and take control of our user experience.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;If we aren't accountable for design, why does a software-making organization need us? If we don't fight for that responsibility, and we accept that our role is simply to suggest possible outcomes, our voices become weak and our protests unheard. We have a sneaking suspicion that our credibility is low because it's not our voices, but our rationales, that are weak. Insisting on ownership of the discipline comes with it a concomitant obligation to do the work with the highest possible standards, and that includes, like it or not, accommodating the quirks of marketing, the insanity of deadlines, and the caterwauling of engineers who have already thought of a cheaper, faster way to implement a requirement than the investment our designs require.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;br /&gt;So what's the problem? Why don't they trust us with ownership? Are we inflexible, unschooled, uninformed, or just plain too crabby when asked to truly collaborate? Even in companies that proudly proclaim themselves "user-centered," all too often we see HCI activities included as an afterthought. When our work is conducted too late in the cycle it is pointless—if it has no effect on outcomes, it's a waste of time. Is HCI in your company just a checklist item deliverable? "Did you finish your usability testing? Great, check it off the project chart. You can look at those usability tapes when we're done with this project; we'd like you to focus on something else just now."&lt;/p&gt;&lt;br /&gt;&lt;h3&gt;Some parting shots&lt;/h3&gt;&lt;br /&gt;&lt;p&gt;Herewith we offer a few small pearls of truly sensible advice from some of the most difficult engineering managers ever:&lt;/p&gt;&lt;ul&gt;&lt;br /&gt;&lt;LI&gt;"Why bother with a usability test? It is what it is and it's too late; if you test it you'll expect us to do something about your results, and that isn't going to happen. Save the time for when it matters."&lt;br /&gt;&lt;LI&gt;"Please stop designing things. We've run out of implementation time."&lt;br /&gt;&lt;LI&gt;"Look, we're after a decent band-aid here, not elegance. Just get on with it or we'll do it ourselves."&lt;/ul&gt;&lt;br /&gt;&lt;p&gt;You can always pack these concepts away for version n+1 (we call that type of cache of well-constructed design think-ahead as "blue sky"). Be a hero (if you're still there for the next release); revenge is sweet.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;br /&gt;Other disciplines should be accountable for appreciating and abiding by our design and evaluation deliverables. It is not enough to require a design spec or a usability test's results. We've seen teams use lab testing to resolve internal disagreements when the number of test participants is barely larger than the team size; this is abdication of design responsibility to an extreme. We should not delude ourselves: There is a big difference between so-called discount methods and Machiavellian ones.&lt;br /&gt;It could be that we all just need better persuasive powers, but we suggest that designating an accountable party (that would be us) in advance would (we guarantee) be much cheaper than extended debate. Engineers, product strategists, and others involved in delivering software experiences must commit to acting on our work. We'd like it if they understand it, too. Our commitment as a support to code development does not mean we can't have a controlling vote in a product partnership where consensus does not always rule.&lt;/p&gt;&lt;br /&gt;&lt;h3&gt;Hold the soap&lt;/h3&gt;&lt;br /&gt;&lt;p&gt;That is not to say that what a designer says is always the end of the line. We don't want to make a soapbox petition for control; we want a true dialogue on user advocacy and design sensibility. Designers need a thick enough skin to deal with critique, compromise, and collaboration, just like the developers, the marketers and the product managers. In each of our personal lives, someone, somewhere, told each and every one of us that people are supposed to just get along. This implies that the natural state of things is easy consensus. We beg to differ! It isn't supposed to be easy! You can admire and respect your competitors and your collaborators, but you do not always have to agree with them. And for the times that the discussion is on your turf, calling for your expertise, and demanding intelligent solutions from you, you need to be able to grab the ball and run with it. &lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;br /&gt;When called for, we do need to be able to look any of our collaborative colleagues square in the eye and say: "I hear you. I understand your arguments; but we're going to do it this way."—eic Jonathan Arnowitz and Elizabeth Dykstra-Erickson&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;This is a draft version (preprint) of material which was later published in substantially the same form in my Rant column in ACM’s &lt;interactions&gt; magazine. The published version is a copyrighted feature of Communications of the ACM. All requests for reproduction and/or distribution of the published version should be directed to the &lt;a href="http://www.acm.org/"&gt;ACM&lt;/a&gt;. &lt;/interactions&gt;&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/IZD29RHlxZc" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/IZD29RHlxZc/whose-profession-is-it-its-mine.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2007/06/whose-profession-is-it-its-mine.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-5210280640377351150</guid><pubDate>Tue, 29 May 2007 16:49:00 +0000</pubDate><atom:updated>2007-05-29T17:35:34.058-07:00</atom:updated><title>Loser-Centered Design or let it be: the Frankenstein Persona's</title><description>This first entry is an editorial that covers the phenomenon of creating persona's without user research, which made quite a buzz at CHI2007, even though it first appeared in interaction in 2006. Frankenstein persona's, a particular egregious example of user-uncentered design, is something Elizabeth and I have witnessed not only in practice but also as reviewers for many conferences and journals (all of which incidentally have no name).&lt;br /&gt;&lt;br /&gt;All too often, terms are misappropriated, if not outright hijacked, and their meaning becomes either obfuscated or totally changed. Have you noticed that user-centered design is quickly becoming such a victim? We feel the only way to protect this saintly term is to fight fire with fire and provide a counter weapon whenever the term &lt;i&gt;user-centered design&lt;/i&gt; is misused: Enter the term &lt;i&gt;loser-centered design&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;Loser-centered design focuses on the wrong things, and worse, ignores the user-yet it still uses the term user-centered or user-focused; either to justify some Machiavellian ends or to cover up poor process. Unfortunately, loser-centered design, loser-focused design or loser-centric development (the terms are sadly synonymous) take many, many different forms. We want to give you some examples here; surely you have your own. (Feel free to add them as comments to this entry and you will have the immense gratification of commiserating other designers worldwide.)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Frankenstein Personas&lt;/b&gt;&lt;br /&gt;One obvious example of loser-centered design is pandering to a marketing department's market research instead of conducting and using &lt;i&gt;real&lt;/i&gt; user research (e.g., talk to someone who isn't in your company, on your team, or co-habitating with one of the aforementioned). You can smell these projects a mile away—the task analysis or information architecture just mimics the research, and neither questions basic assumptions nor adds anything that doesn't fit the pre-conceived marketing model. Loser-centered design in these projects also takes the form of user segmentation based on personas that were defined largely by internal focus groups and a few friends of the marketing department (or anyone else who has read too many in-flight magazines). All too often these personas are created from magazine clippings illustrating brand desires and wants based entirely on marketing mumbo-jumbo. Yet they become so tangible and visually vivid that designers rush in and design for these modern persona Frankensteins as if they really existed. Tell the truth, are you guilty?&lt;br /&gt;&lt;br /&gt;&lt;b&gt;The Loser Researcher&lt;/b&gt; The loser researcher is a charlatan or inexperienced user researcher, with just enough knowledge to be dangerous, who conducts user research for a product and instructs designers on what problems to solve. Instead of observing what users actually do, they ask users for instructions on what they should design. Loser research has some tell-tale signs: out-of-context telephone interviews, open-ended survey questions, and site visits conducted only in the on-site lunch room (assuming the software has nothing to with employee lunches).&lt;br /&gt;&lt;br /&gt;One example of such folly follows. A designer was asked to look at improving communications since something was obviously wrong with the intranet. Indeed, upon being interviewed, senior management offered up numerous complaints that the junior members of the staff could not find the right information on their intranet. These complaints were addressed at great cost with much changing around of data layout and information architecture, but the results did not improve the situation.&lt;/p&gt;  &lt;p&gt;&lt;br /&gt;A user (not loser) research firm came along and observed what the users actually did. The real problem, as became apparent by observation of the office, had nothing to do with the intranet and everything to do with a recent reorganization and the physical traffic through the work area. During the reorganization the company decided to reward high performers with window cubes, centralizing all the junior and new employees several walls away from the more senior employees. Not wanting to appear as uninformed as they felt, junior folks stopped asking for advice, since they had to expose their ignorance by making a public trek to a senior level staff cube to seek advice. A room redesign solved the problem.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Designing the Emperor's New Clothes&lt;/b&gt;&lt;br /&gt;Reducing call-center-response time forms the crux of another loser research opportunity. Convinced that shaving seconds off of each support call would add up to entire individuals that could be dismissed, the user researcher was called in to analyze the business process and observe why results were still below expectations. Through interviewing the call-center staff, the user researcher discovered a huge number of problems—none of which management expected. Told that mistrust, disrespect, lack of information, and unfair treatment was the root of the problem, management reacted with outraged disbelief. "We already &lt;i&gt;solved&lt;/i&gt; that problem!" Evidently not. The user research results were uncomfortably human. Subsequent loser research focused on technical issues; while the results showed no promise of improvement, focusing on machines rather than social practices "felt" better to management. After all, one should only have to "fix" people once. When loser research results were available, management breathed a sigh of relief and felt that the problem was well in control—and that its own management style was no longer to blame.&lt;br /&gt;&lt;br /&gt;So the next time you hear the word user-centered design applied incorrectly, jump on the offensive and whip out the loser-centered design retort: "user or loser?" There is, indeed, a difference.—&lt;i&gt;eic - Jonathan Arnowitz &amp; Elizabeth Dykstra-Erickson&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;This is a draft version (preprint) of material which was later published in substantially the same form in my Rant column in ACM’s &lt;interactions&gt; magazine. The published version is a copyrighted feature of Communications of the ACM. All requests for reproduction and/or distribution of the published version should be directed to the &lt;a href="http://www.acm.org/"&gt;ACM&lt;/a&gt;. &lt;/interactions&gt;&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/jWZHKeF514w" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/jWZHKeF514w/loser-centered-design-or-let-it-be.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2007/05/loser-centered-design-or-let-it-be.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-3007870575670823002.post-7863095061275836147</guid><pubDate>Tue, 29 May 2007 15:37:00 +0000</pubDate><atom:updated>2007-05-29T10:39:17.348-07:00</atom:updated><title>Welcome to User Experience in ArnoLand</title><description>Hello and Welcome,&lt;br /&gt;&lt;br /&gt;This Blog is dedicated to a discussion of the state of the User Experience profession. For the coming entries, we will be reprinting the commentaries on &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;HCI&lt;/span&gt; that have appeared in interactions magazine for the past 3 years as written by myself and Elizabeth Dykstra-Erickson (as slightly edited/updated by me). These commentaries, though tongue in cheek sometimes, or sometimes very provocative were intended to draw a response from our audience. As a print magazine in an e-world, this was difficult to realize. Now putting this information in blog format I hope to generate the discussion our articles were intended.&lt;br /&gt;&lt;br /&gt;Needless to say, this is also the space to discuss/confront one of the authors of &lt;a href="http://www.effectiveprototyping.com/"&gt;Effective Prototyping&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;I hope you enjoy.&lt;br /&gt;&lt;br /&gt;Jonathan&lt;img src="http://feeds.feedburner.com/~r/blogspot/ukvX/~4/_GYbyId3kKI" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/blogspot/ukvX/~3/_GYbyId3kKI/welcome-to-user-experience-in-arnoland.html</link><author>noreply@blogger.com (Jonathan)</author><thr:total>0</thr:total><feedburner:origLink>http://arnoland.blogspot.com/2007/05/welcome-to-user-experience-in-arnoland.html</feedburner:origLink></item></channel></rss>
