Showing posts with label usability. Show all posts
Showing posts with label usability. Show all posts

Tuesday, May 6, 2008

Abject terror!

I'm still not sure how it happened, but somehow I found myself volunteering to go and tell my son's 3rd grade class about what I do for a living. Why did I inflict this on myself? How do you explain user experience to a bunch of 8 and 9 year olds? I can't explain it to adults. My mother still doesn't know what I do for a living. Heck, at this point in my career I'm not sure that "user experience" is a big part of what I do... I'm more of an "Opportunistic Firefighter". There's a bunch of fires raging all over the place... far more than once person can tackle... so I look for ones where we have the best chance to put the fire out, then I wade in with my firehouse and see what we can do. Yes, I concentrate on "user experience" related fires, but as I've mentioned before, if you squint enough, everything is user experience-related.

But I don't think I'm going to explain to them what I really do for a living... that would be far too boring and I wouldn't want to embarrass my son that badly. Instead I think I'll explain something about what a software designer does. These kids are computer savvy, so I think they'll understand the concept that a human being somewhere has to create the websites they visit and games they play. And I think they'll like the part about talking to the human beings that will use the software before it's actually done - game testing is something they "get".

But it's going to be a real challenge to keep the conversation at the right level while still doing a reasonably good job of explaining what design is all about. I think I need some good analogies (like building a house). And I need to avoid completely geeking out (which is an obvious challenge for me) and using professional jargon that they won't understand. It's easy to forget how useful jargon is... but try living without it for an hour.

If I come up with a presentation that isn't awful, maybe I'll post it here via Slideshare so people can make fun of it.

Friday, August 3, 2007

grokdotcom: Better "usability" isn't always the answer

Howard Kaplan over at grokdotcom has posted a little rant about usability. For example:

About a month ago, I had the opportunity to speak to a group of Usability professionals. The theme of my talk was getting them to raise the bar within their industry; to become true advocates for consumers like they should be. Yes, consumers, not "users". B2B, b2C, self-service, e-commerce, video, web2.0, no matter the focus of your site, or whether a nickel changes hands, your audience consumes the content you provide and engages with the experience you've planned.
And a littler later:
I often challenge people to come up with positive associations with the term user. I'm still waiting for one positive response. Sure, I've heard "Mac user" and even that falls flat given the very real problems with technology — yes, even with Macs — that rear their ugly head at the most inopportune of times.
This is interesting on several levels. First, I find the crusade against the term "user" to be deeply amusing. Howard wants positive associations with the term user? Okay. How about the thousands of times when a usability professional has been in a meeting and said, "We can't do it that way because our users will never figure that out" (or words to that effect). It's an internal industry term that is perfectly useful, and is not in anyway derogatory in the way it is used... quite the opposite. 90% of our job is to treat users with respect... and the other half is to make users happy.

I also find his use of the word "consumer" to be interesting. I would argue that "consumer" is not a synonym for "user". In fact, at IBM we use a term called "consumability", which is not the same as "usability", though there's clear overlap. Consumability is concerned with the front end of user experience. How does a potential customer find out about a product or its features? How easy is it for them to acquire the product? How much does it cost? How easy is it deploy and maintain? How much additional training is needed to be productive? As you'd expect, the is a clear intersection between marketing and user experience in issues of consumability. On the other hand, it's important to remember that in large enterprises the person who chooses to buy a particular product is often not the person who uses the product. Which leads to differences between consumability and usability. For example, price is a good example of something that I would consider critical to consumability but not a factor in usability. Likewise, providing optimizations to increase the productivity of expert users is something that is important to usability but not a factor in consumability.

Later, Howard says:
What brought on this little rant? Our friends across the pond at E-Consultancy came up with a list of their hall of fame "User Experience gurus" based on a survey of their audience. Our esteemed founders, Jeffrey and Bryan, were selected for the list. Flattered as Jeffrey and Bryan were, those who've followed our work over the years know our collective disdain for the casual use of the "guru" label these days.

In case you didn't read Robert's post from last week, where Jeffrey suggests that we marketers need to "get over" ourselves, it should give you some context. A few days later — while, as Jeffrey put it, the woman behind the counter at his local Starbucks still didn't know who he was despite all the publicity ;) – another list came out with an amendment to the E-Consultancy list where both Seth Godin, and Eisenbergs were left off. This new list was created by David Armano, who runs the widely popular Logic + Emotion blog. (If you haven't read David's stuff, his manifesto is what converted me into a regular reader. Although I often disagree with his approach, Logic + Emotion comes highly recommended.)

David's perspective in removing Seth, Jeffrey & Bryan was that they're too much in the marketing camp to be considered "User Experience". My question, though, is this: "Would you prefer to have the experience designed by a top Information Architect but never planned with a deep understanding of the audience's needs? Or would you prefer to plan the experience according to human motivations, then adjust the architecture to match?"

I think you know my answer.

My answer is that it is not an interesting question because both approaches would be broken. I would also say that one of my frustrations is people who think that the "user experience" of a product is the responsibility of the user experience team. It's not. It's everyone's responsibility... including marketing. Just like the "quality" of a product is not the responsibility of the test team. So I fully acknowledge that marketing has a central role in user experience. That doesn't make marketers into user experience professionals though - it's still a different skill set. It's the collaboration between the skill sets (and many others) that creates a good user experience, so trying to figure out which skill set is easiest to drop is not a useful exercise, IMO.

Wednesday, July 18, 2007

Todd Wilkens: Why usability is a path to failure

Todd Wilkens of Adaptive Path expressed some frustration about usability:

When talking of a great writer, how often do people talk about how amazingly legible they are? When talking about a great photographer, does anyone ever talk about the fact that his prints actually developed and thus are visible? Obviously, the answer is no. Legibility and visibility are the bare minimum of requirements for a successful piece of writing or a photograph. Any person who focused most of their efforts on legibility or visibility would probably have almost no chance of being a successful artist. Something that is fundamental to great creative acts is aiming high. If your goals and strategies are not oriented toward excellence then it is highly unlikely that your tactics will get you there. No one tells their kids to aim for a C- and then expects them to get an A.

So, why oh why do people in this day age still hold up “usability” as something laudable in product and service design? Praising usability is like giving me a gold star for remembering that I have to put each leg in a *different* place in my pants to put them on. (Admittedly, I *do* give my 2 year old daughter a gold star for this but then she’s 2.) Usability is not a strategy for design success. The efficiency you create in your interface will be copied almost instantaneously by your competitors. Recently, I’m even coming to believe that focusing on usability is actually a path to failure. Usability is too low level, too focused on minutia. It can’t compel people to be interested in interacting with your product or service. It can’t make you compelling or really differentiate you from other organizations. Or put another way, there’s only so far you can get by streamlining the shopping cart on your website.

Obviously this can lead to a religious terminology war, but for the purpose of this post I'm going to assume that Todd defines usability as "making sure that users can complete their tasks with a reasonably low failure rate"... and nothing else. Of course, I agree with Todd that this is just the beginning of designing a quality product, but I think perhaps he's not giving usability enough credit. Here's why:

1. I think it's nearly impossible for an organization to successfully focus on other aspects of experience without first becoming (at least) competent in basic usability. It's a step that can't be skipped, for all practical purposes. So an organization that went from nothing to doing basic usability should be praised for making progress, because they couldn't have chosen to go beyond basic usability in step one anyway.

2. Great artists break the rules... but great artists know the rules. If an artist creates a masterpiece by breaking rules that the artist didn't know about, it isn't genius, it's luck. In some sense, basic usability means "knowing the rules". For example, whenever we talk about the value of consistency in my job, I always make the point - it's okay to not be consistent, as long as the inconsistency isn't done out of ignorance, but by design. Usability is the foundation for everything else.

3. And last but not least... usability is HARD. Look around. We're surrounded by unusable crap. (I was editing a wiki page today and my username timed out while I was editing, so when I tried to save, it prompted me for my id and password, then took me back to the wiki homepage and threw away my work!) There are many, many roadblocks to creating a product that is usable in even the most basic sense. Kudos to the ones that achieve it. Is it enough? No, but for most teams it's a praiseworthy first step.