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Lack of time, resources and knowledge are often
cited as reasons for not involving users in
site design and development. But hour for hour,
dollar for dollar, research and testing with
users are the single best tools for creating
successful interactive services.
This article, and the accompanying resources,
provide you with a starting point for including
your users in all phases of site development,
including strategy and design. The time to design
with users is now.
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| Make user goals
a priority |
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Sites that are easy to use, software that supports user
goals, and loyal customers who renew subscriptions and refer
their friends are all signs of a successful design implementation.
Every production team should strive to achieve such results.
User-centered design activitiessuch as field studies,
prototype tests, and customer modelingrequire pre-production
costs. While these tasks can add to your initial production
overhead, usability testing will greatly improve your deliverables
in the long run. Don't skip this important part of the design
process. Even if you cannot afford expensive laboratory
rentals and materials, it is well worth the effort to invest
some resources into low-budget methodologies. The benefits
of evaluating your plans and revising them based on user
feedback should not be underestimated.
All activities inherent in user-centered design are learnable,
and team participation is critical. You must be realistic
about what tasks need to be outsourced in terms of research
planning, execution, and analysis. The best consultants
will teach you skills that you can do yourself the next
time.
Building it right the first time will reduce your total
development budget. You can choose to focus on what can
be built and what looks cool„or you can focus your development
efforts on what your users really want.
It is important to ask yourself: "Does this site or service
solve a problem that users currently have?"
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| Visit customers
to define your project strategy |
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Visit users in their everyday environments. Interview potential
customers in their offices, homes, schools, leisure spots
and shops. It's not enough to listen to what people say
they do, as in focus groups. By going into users' environments,
you can observe what they actually do. Your mission is to
discover patterns of usage.
Traditional usability testing teams ask the question, "Can
users accomplish directed tasks?" By contrast, successful
implementation testing teams should ask the question: "Would
users choose to adopt this service?"
More than ever, new interactive services must persuade
users to assume new behaviors in a world of online and offline
competitors. Anthropologists increasingly provide technology
and product teams with knowledge about customer motivation
and behavior. Qualitative research must balance the desire
to test specific hypotheses with an openness to discovering
the unexpected.
Customer visits provide insight into the technical, emotional
and lifestyle preferences of your users. Use digital video
or still photography to record user interactions and environments
(see Figure 1). This rich information drives strategic and
conceptual decisions about your site. Will your service
work on your usersÍ platform„and take account of their connection
speeds, plug-ins, and tolerance for learning new applications?
Will it fit into their lives? Is your service easier and
more valuable than online or offline competitors? Will users
intuitively adopt new behaviors? Will your services be integrated
with other accepted activities?
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Figure 1: Photograph customers in their everyday environments.
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Whom should you visit? Certainly not your client or managerÍs
spouse, or anyone who has a vested interest in your projects'
success. Define the typical user, and be sure to exclude
power users„unless they comprise your main user group. Six
users are usually enough to establish patterns of behavior
and motivation. Recruit interviewees through word of mouth
and community sites, or hire a professional recruiter. You
may also need to outsource the creation of a screener, an
observation guide, a lead researcher and analyst, or report
writing.
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Make customer models
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When creating a model of your anticipated user, use the
feedback gathered from customer visits as well as your internal
customer knowledge. Include log analysis, sales data, and
prior quantitative and qualitative research to build user
profiles and scenarios. In choosing a target audience, cast
as wide a net as possible to increase your potential audience.
Go beyond early adopters and reach for a mass audience.
Create scenarios and profiles that focus on user goals
and constraints. Whom are you designing for? What are their
goals and aspirations? What elements of your site will be
most relevant for each user type? See Figure 2 for an example
of relational user profiles that show radically different
users of a mock Internet children's toy.
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Cindy |
Samantha |
Grandma |
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| Age |
9 |
42 |
71 |
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| Objective |
Create
cool artwork and share it with Grandma. |
Help
Cindy connect her toy to the computer. |
View
the artwork Cindy has sent. Send a message back to her. |
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| Tech Knowledge |
Loves
art projects, and is learning about computers at school. |
Has limited
patience and knowledge. Forbids daughter to plug in
peripherals. |
Has very
minimal technical experience. Just installed AOL. Excited
but easily exasperated. |
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| Design Challenge |
Make
the toy engaging and fun. |
Make
the toy intuitive and easy to set up. |
Make
the process of receiving artwork and responding very
simple. |
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| Product Questions |
Is it
fun? |
How long
will it take? |
Is it
easy enough for me? |
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Figure 2: Relational user profiles for Internet art toy
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The motto "know your user" applies equally to customer
modeling as it does to the development process. Choose a
format that makes the most impact in your work environment.
Customer models range from simple posters and task flows
to mental models and detailed scenarios.
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Create early prototypes
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Perhaps you have a few ideas about how to design your site.
You must factor in technical feasibility and business viability.
But don't forget to consider what will make your site or
service most compelling to your users.
DonÍt guess what will be successful. Prototype early and
often in order to allow your users to help you refine your
strategy. Focus on their goals, not on system requirements.
Get early feedback before investing time and money into
development.
Prototypes can be hand drawn and shown to six users in
a single day. You can quickly mock up alternate home pages
or study competitors' services. Invite research participants
to tell stories about comparable offline or online services,
explore your prototype, provide feedback, and even redraw
your paper screens.
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Iterate prototypes with your users
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A round of user testing can provide a wealth of new ideas
for improving your service and interface design. Spend the
time necessary to incorporate this knowledge into improved
prototypes.
Test and retest. Repeat these steps until you are confident
of achieving business goals and satisfying real user needs.
Design iterations can progress from a hand-drawn paper prototype
to a wire frame to a final visual design (see Figure 3).
This process provides an opportunity to hone interaction,
nomenclature, and experience. There's no need to launch
a site without knowing how your users will react. There
is no need to launch a site without knowing how your users
will react.
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Figure 3: An iterative design with prototype tests for
Shutterfly (with John Skidgel, lead UI designer). For more
information on user-centered design at Shutterfly, read
our case study. Click to view a larger version
of Figure
3.
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Build on your successes
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Sometimes you have to jump in feet first in order to begin
the user-centered design process. You may have to start
in the middle, or apply last-minute test results to future
releases. Changing design and development processes is difficult.
Whether you start with a field study or prototype evaluation,
invite all stakeholders to participate as note-takers, observers,
and co-interviewers. Communicate your findings to everyone
and demonstrate how user knowledge has improved your UI
and business strategy.
Finally, connect user-centered design changes to clear
business metrics and site goals. Include variables such
as the number of visitors, length of time on site, product
sales, subscription renewals, and peer-to-peer referrals.
Discover what works and let your audience be your guide.
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References
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Braiterman, Jared and Richard Anderson, 2001. Strategies
to Make E-Business More Customer-Centered in The
Business of Usability (Springer-Verlag, London).
Braiterman, Jared, Sasha Verhage, and Randall Choo, 2000.
Designing
with Users in Internet Time in Interactions,
September-October, pp. 27-34.
Cooper, Alan, 1995. About
Face: The Essentials of User Interface Design (Hungry
Minds, New York).
Wixon, Dennis and Judith Ramey (eds), 1996. Field
Methods Casebook for Software Design (John Wiley
& Sons, New York).
Kuniavsky, Mike (Forthcoming). Practical User Testing
for the World Wide Web.
Anthropology
Resources on the Internet
Human
Computer Interaction Bibliography Project
The
HCI Index
Usable
Web
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About the author
Jared Braiterman, Ph.D., guides executives, investors,
and product teams in learning directly from customers and
using that knowledge for product innovation and business
strategy. He received his degree in Anthropology from Stanford
University in 1996. Clients include Adobe, Leap Frog, Shutterfly,
Listen.com, Hewlett-Packard, eXpn, Electronic Arts, and
Citibank. More information can be found at jaredresearch.com.
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