user experience posts

Listen to Steve on the User Experience podcast August 16th, 2011

I was interviewed by Gerry Gaffney for his User Experience podcast. The topic of the interview was, recursively, interviewing. You can listen to the interview below, and read the transcript here.

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To download the audio Right-Click and Save As… (Windows) or Ctrl-Click (Mac).

Steve: Yeah there’s something about interviewing. It is such an individual and it’s such a human activity that we can talk best practices, you know, all day. I think there’s something really great that happens when people make it their own. I think this is one of those “find your own style” things. I like to be dictatorial about best practices but I also have to acknowledge very strongly that what people bring is very interesting and different. Along those lines think about introverts versus extroverts and what’s easier or different for introverts or extroverts in these kinds of situations. Extroverts of course get energy from other people, introverts get energy kind of on their own and so that starts to manifest itself in interesting ways or in silence. But also just how much of yourself do you bring to it? And so I’ve seen extroverts be very successful at establishing rapport by talking about themselves, by being very open and genuine and giving.

My tactic as an introvert is to remove a lot of myself from it and really focus on them, express my interest in them, ask questions, ask questions, ask questions, ask follow-up questions, really drive everything towards my focus on them. So my long answer there is I think there’s a personal style thing that kind of comes out. I think if you reveal things about yourself, regardless of your style, I think it needs to be very deliberate. It’s a great tactic to give somebody permission.

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Unfinished Business lecture: Culture, User Research & Design March 21st, 2011

I was recently in Toronto to speak at OCAD (Yes, we were in this awesome building) as part of the Unfinished Business lecture series. My talk looked at the notion of culture and it’s importance for user research, and design.

Culture is everywhere we look, and (perhaps more importantly) everywhere we don’t look. It informs our work, our purchases, our usage, our expectations, our comfort, and our communications. In this presentation, Steve will explore the ways we can experience, observe, and understand diverse cultures to foster successful collaborations, usable products, and desirable experiences.

Slides

Audio

I’ve split out the presentation itself from the Q&A, which was fun, challenging, and filled with big-picture type questions.

Presentation (1 hour, including a quick intro by host Michael Dila):

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Q&A (40 minutes):

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To download the presentation audio Right-Click and Save As… (Windows) or Ctrl-Click (Mac). For the Q&A audio, Right-Click and Save As… (Windows) or Ctrl-Click (Mac)

Note: In the talk (and the Q&A) I refer to my interactions article, Persona Non Grata. You can find that article here.

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Anticipatory Design: Make it Better, Not Worse August 11th, 2010

Bruce Temkin offers some good observations about the elevators at the Marriott Marquis in New York. These elevators have no floor selection buttons inside; you make the choice when you call the elevator and are assigned a specific car (presumably to optimize service time). This is a change from the normal, thought-free experience we have with elevators and as Bruce observes, it doesn’t go smoothly.

But Bruce suggests a solution that really misses the boat. It’s an approach that we’ve all seen many times before, and so it’s natural for someone to simply channel from their environment. People don’t realize the elevator works differently, Bruce says, so let’s put up a sign.

This is a great example of what I call post-design: an unsuccessful attempt to solve a problem caused by a poor design implementation. Think about a corporate lunch room admonishing people to clean up, or any visit to a health-care facility where dozens of signs direct, warn, advise, remind about how to fill out forms, what to have in your hand, where to go, etc. Often, they make something feel more complicated (e.g., 4 steps to take an elevator?).

Some other examples of post-design (click the title to read more of the story):
cartwarning2
Don’t Steal Shopping Carts

touchscreen.jpg
This Screen Is A Touchscreen

p1000367.jpg
No Skateboarding

dsc_0351.jpg
No Flavors, Just Sizes

What is needed here is a forcing function – something that gets in the way of business-as-usual interactions, pulls people out of their habitual gestures and alerts them that something is different, ideally directing them on how to proceed.

Some examples of forcing functions (click the title for more):
switch.jpg
You Better Be Sure You Want To Turn The Light On In Here

flush.jpg
The Familiar Handle Is A Different Color For A Reason

blueman.jpg
We Want You To See Our Ad Before You Watch TV

While Bruce is right that an intervention is needed, we can look at the forcing function examples to get some clues as to what might work better than Yet Another Sign in a visually cluttered environment. The problem is an interesting one because the thoughtless act is pressing the button but the notable consequences happen a minute or so later, once you enter the cab and realize that there’s no button to press. That suggests some locations for an intervention

  • When the button is pressed/the elevator is called. How could this be different so people are aware that things aren’t business as usual here? How could the next step in the experience be flagged?
  • While waiting for the elevator. We don’t have a lot of data about what the waiting process looks like
  • When first entering the car. What visual cues would indicate how this elevator is going to work, when entering an empty or full car
  • The first moment of confusion. We can imagine after entering the elevator people will do the familiar gesture of peering around the corner to try and find the panel of buttons, first on one side, and then on the other. What visual or other cues can appear right at that moment to clarify and reassure?

While it’s not my goal to “fix” the elevator system (especially when we only have one self-reported user experience to work from, and we don’t have a robust understanding of what the problem even is), we can highlight some other ways to think about conscious and unconscious behaviors and how design can intervene to support, redirect, and optimize. If we understand what people are expecting, or anticipating, we can be right there with solutions right before they know they need them. These clean-up design challenges can be harder, trying to retro-fit against an imperfect original solution we didn’t control, but we’re always going to be faced with these situations, so let’s have a thoughtful set of approaches.

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Page Not Found July 29th, 2010

I was fixing broken links on our blog today and had the opportunity to look at many different versions of the “Page Not Found” page in fairly rapid succession.

Here of course is the basic version; with its classic minimalism, one imagines how it would look in Helvetica.

Many sites provide some form of what the Montreal Gazette offers – “we didn’t find what you wanted, here’s a way to search our site.”

But one stood out…

Penguin Books, Australia, takes this little corner of their site – a place where mere arrival already means something has failed – and offers users an unexpected dose of humor, acknowledgment of the situation of being there, and a full set of choices about where they’d like to go next on the site. It was a little spark of delight, and it made me want to buy a book from them.

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Sexy Ergonomics July 28th, 2010

I was shopping for laptops recently, and was shocked by how difficult it was to find a reasonably priced model with a comfortable keyboard and trackpad, and a front edge that was wrist-friendly. The experience made me wonder why so little attention seemed to be being paid to such a fundamental aspect of the product.

Why don’t ergonomics have more sex appeal? Shouldn’t a well-designed physical interfacing of human and built object be one of the most valued aspects of design? While in truth ergonomics are interwoven (or should be) with aesthetics and materials, our excitement seems to gravitate towards how things look and feel, or cleverness of concept, rather than how well they work with us.

A quick read through this recent interview with Jonathan Ive on Core77 reveals a worshipful discussion of iPhone 4 materials.

It is this sort of materials obsession and constant experimentation that led to a decision to use scratch-resistant aluminosilicate glass for the front and back of the phone, as well as developing their own variant of stainless steel to edge the device.

I had to travel all the way back to 2007 to find someone talking specifically about a sexy merger of design and ergonomics/usability.

Is it that when ergonomics work, they are invisible? That they generally succeed by creating an absence of negative experience, but don’t extend into the realm of pleasure creation, where they might generate more attention?

Dieter Rams’ “weniger, aber besser (less, but better)” design philosophy – and indeed Jonathan Ive’s as well – heads in a similar direction – the absence of superfluous elements, but yet we still find it sexy.

Perhaps part of the picture is the lack of sex appeal that discussions of ergonomics tend to have. Is this an issue of professional culture? What is more important than objects that – never mind giving us pleasure – at the very least don’t injure us? Maybe that’s it – it’s too serious an aspect of design to engender the fun spirit we find in aesthetics?

The movie Waterworld (one of a handful of movies-most-people-think-are-bad that I like), while over the top and mostly quite silly, nicely illustrates the balletic relationship of person and object that good ergonomics make possible, as Kevin Costner’s character Mariner singlehandedly sails and otherwise operates his boat throughout the film. The boat’s steampunk aesthetic won’t be for everyone, but it’s perfectly designed to work with the needs of its user, and to me there’s something really sexy about that.

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From Pain Points to Opportunity Areas June 15th, 2010

The subtle difference between a knob and a lever.

An unexpected interaction with a familiar object.

At a restaurant in San Mateo, the knob from a stove replaces the toilet flush lever. Each of us who use the toilet that evening come back to the table struck by what an unexpectedly pleasant experience it is to turn the knob.

As a researcher or designer, you are not going get to this surprisingly delightful interaction if you constrain your thinking around the idea of pain points – i.e. what is not working for people. Of course no one is going to buy your company’s toilet if it leaks or doesn’t flush – products need to perform their primary functions reasonably well – and as part of an exploration of user experience it’s necessary to find out whether this is indeed the case. But if you are laser-focused on the question “What’s not working for you?” you’ll miss all sorts of opportunities.

In our research engagements we like to include discussion with people about the things in their lives that are working really well for them – inside and outside the focus areas of the project. By figuring out what’s at the heart of these interactions, we might learn, for example, something about the way a service works that we can apply to the development of a product. Or a person might say “I just love the way the big chunky knobs on my Viking stove feel.” And it might be the transposition of this small finding in an ideation session that helps our client go on and create innovative toilets.

We encourage our clients to move from focusing on pain points to thinking about Opportunity Areas. We use what we learn out in the field to point them in promising directions, with a focus on asking “How can we __________ ?”

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It IS a big deal… May 6th, 2010

I’ve got a Dell laptop, and I’ve got two phone numbers for Dell tech support – one for general customers and one for small business. Every time I’ve called either number, the reps have told me that I actually need to be talking to someone via the other number.

Today I told Shane, the Dell support person I was talking to, how I get bounced around. Since I didn’t want to distract from getting my actual tech issue handled, I concluded with, “But it’s not a big deal.”

To my surprise, Shane responded, “It IS a big deal.” And then he proceeded to write an internal email to fix the routing of my calls and confirm what number I should use in the future.

What a shift it made in my mood to have it validated that this call-routing confusion was, in fact, something that is annoying and shouldn’t be happening. Thank you, Shane. Bravo.

The impact of good post-purchase customer service is tremendous, and these little humanizing moments go a long way towards creating that experience.

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Making a sandwich should not be an ordeal April 27th, 2010

The package says “Easy Open.” To me, “easy open” doesn’t mean “requires simple hand tools.”

During lunchtime today, I spent two minutes, with audible grunts interspersed, trying to pry the plastic sheets of this roast beef packaging apart with my fingers. No luck. So I bit into the package, ripping several pieces off with my teeth. Still didn’t get to the roast beef. Finally resorted to scissors.

I’ve noticed that packaging-related glitches often seem more prevalent with organic and “heath” foods. Maybe it’s that many of these companies are smaller and less well-heeled than established Consumer Packaged Goods producers, and so are putting fewer resources into packaging design, materials, and production?

There are myriad examples of companies of all sizes going the direction of luxury or delight with their packaging (see related posts below). But on just a basic functional level – especially for a segment of the industry working for greater adoption – more attention to the non-comestible aspects of the customer experience would be great to consider.

Related posts:

Crock Addict
Packaging Surprise

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Bringing life to technology March 4th, 2010

Several things caught my eye today representing different ways of bridging manufactured things and organic beings (human and otherwise).

Alternative scale: instead of showing weight, this scale tells a person what to eat.

The knit footie below uses the heat generated by an Apple power adapter to warm the toes.

And finally, this living lamp produces a soft, ambient glow using cells from a Chinese hamster enriched with firefly genes.

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URF10: Research, Creativity and Astonishment February 22nd, 2010

Many thanks to our friends at Bolt|Peters for hosting an energizing User Research Friday last week! Dan and I heard a recurring theme of research and creativity, both in method and mindset. Dan noted that several people spoke about research and creativity as though they were separate, and that combining them was somehow novel. But research done well, from framing the problem through storytelling, is creative by nature!

In particular I was struck by how Michal Migurski of Stamen (see his annotated slides here and video here) framed his discussion on their creative visualizations of information streams for Digg Labs and the Twitter Track for the Olympics (to name just a couple) as research-free, when we saw their work as a terrific illustration of a pretty standard method: Using stimulus (in this case the visualizations themselves) to do rapid prototyping based on immediate user feedback, all as a way to guide development. He even talked about Digg Labs as a “wide-open playing ground” for this kind of cycle of experimentation.


One of many visualizations on Digg Labs


NBC Olympics Real Time Twitter Tracker

Even beyond that, Migurski implied that Stamen’s visualizations have become research tools that help people to understand, navigate and make use of vast swathes of data, such as the journalist who keeps the Digg example up on his screen as a snapshot of what’s got buzz. So Stamen’s gorgeous visualizations are really a product of research as well as possibly a nascent research method. If their creation doesn’t feel to Migurski like deliberate research methods are being employed that may be because it’s just so embedded in their process. I’d argue that’s the best kind of research: an integral part of the process.

Now, terms like “User Research” are slippery, but I do object to his definition:

“User research, to me, is an attempt to mitigate and control astonishment by determining what an audience believes or expects, and where possible delivering on that belief and expectation. User research promises stability and predictable outcomes, and I think that we’re at a curve in the road where the idea of stability is just not all that interesting.”

This sounds like the objectives of conventional focus group or usability testing, not the front-end discovery methods that are at the core of our discipline. Our goal is not simply to determine what consumers believe or expect and then use those observations as marching orders, but to creatively synthesize these discoveries into insights about what people need and value, in order to drive the development of experiences and products that delight and (why not!) astonish.

Overall, the content at URF10 left us hungry for more discussion about how creative research methods are used as a set of inputs and methods that complement and inform design and business strategy at many stages of the development process.

Finally, a tip of the hat to presenter Ed Langstroth of Volkswagen for telling us about the “Party Mode” button (which turns up the bass in the back of the vehicle) on the new Toyota 4-Runner:

For more User Research Friday goodness, check out Steve’s 2008 User Research Friday presentation: Research and Design: Ships in the Night? (slides, audio, and video here) and the subsequent articles in interactions: Part I and Part II .

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Portigal Consulting year in review, 2009 December 22nd, 2009

It’s been a busy year and as we head into the home stretch, looking forward to 2010 (supposedly the year we make contact), we wanted to take a look back at the past 12 months and call out some of the highlights.

Previously: Our 2008 review

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Monotasking October 13th, 2009

Sometimes a seemingly minor interaction has a big impact.

At Black China Cafe in Santa Cruz, a small rock keeps napkins in place at the coffee station. With a cup of coffee in one hand, getting a napkin means picking up the rock, putting it down somewhere, picking up a napkin, and then putting the rock back in place.

I had just been thinking as I walked to the cafe about how hard it’s become for me to do something simple like walk across a parking lot without simultaneously jumping on my phone and checking my email, Twitter feed, etc.

I like being able to get lots of things done while I’m mobile, but at times I do this even when I don’t need to, and it starts to feel like a compulsion to multitask. Coming out of that context, the focused attention and step-at-a-time-ness of this little rock/napkin moment at the cafe shifted my whole pace of being.

Interaction design has always talked about temporal elements like pacing and pause. In their book, Interaction Design: Beyond Human-Computer Interaction, authors Helen Sharp, Yvonne Rogers, and Jenny Preece present a case study in which software testing showed adding pauses to a particular interaction would benefit users, and discuss some of the engineers’ reaction to this finding:

To make these changes would require adding additional menus and building in pauses in the software. This conflicts with the way engineers write their code: they are extremely reluctant to purposely add additional levels to a menu structure and resist purposely slowing down a system with pauses.

Right now, human/device interactions commonly involve waiting impatiently for our things to do what we’ve asked them to, and faster processing is often a goal. But as technological capability increases and our devices become faster than we are, I wonder if it may become increasingly necessary to also think about purposely slowing down elements of an interaction to create a different user experience – a’la the napkin rock – that is more aligned with “human-speed.”

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Features vs. Innovation September 16th, 2009

Although the principal conceit of Apple’s latest Mac vs. PC ad is, as always, “PCs suck,” the ad does a nice job pointing to the difference between innovative thinking and the mere creation of features.

cup-holder-suit

While the cupholder suit that appears at the ad’s end is presented as a joke, many companies do have an unfortunate habit of burdening their products with clunky, grafted-on features as they try to push their ideas into new territory.

Compare the cupholder suit to Apple’s breakaway MagSafe cord, which the ad references. While there’s some debate over how well the Magsafe cord actually does what it’s supposed to, it at least intends to address a real issue that computer manufacturers had previously ignored (people’s cords get tripped on, yanked out).

Discovering that aspect of the user experience – however Apple may have done this – and recognizing it as one worthy of design intervention is the real innovation here.

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Reading Ahead: Research Findings August 28th, 2009
Part 20 of 23 in the series Reading Ahead

Reading ahead logo with space above

(Updated to include slideshow with synchronized audio track)

We’re very excited today to be posting our findings from the Reading Ahead research project.

Lots more in the deck below, but here’s the executive summary

  • Books are more than just pages with words and pictures; they are imbued with personal history, future aspirations, and signifiers of identity
  • The unabridged reading experience includes crucial events that take place before and after the elemental moments of eyes-looking-at-words
  • Digital reading privileges access to content while neglecting other essential aspects of this complete reading experience
  • There are opportunities to enhance digital reading by replicating, referencing, and replacing social (and other) aspects of traditional book reading

We sat down yesterday in the office and recorded ourselves delivering these findings, very much the way we would deliver them to one of our clients.

Usually, we deliver findings like these to a client team in a half day session, and there’s lots of dialogue, but we tried to keep it brief here to help you get through it. (The presentation lasts an hour and twenty minutes.)

It’s been a great project, and we’ve really appreciated hearing from people along the way. We welcome further comments and questions, and look forward to continuing the dialogue around this work.

Use the green play arrow at the bottom of the slides to play the show with audio.

(If the slideshow won’t load, check it out here)
To download the audio Right-Click and Save As… (Windows) or Ctrl-Click (Mac)

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Reading Ahead: Building models August 24th, 2009
Part 19 of 23 in the series Reading Ahead

Reading ahead logo with space above

We’ve been hard at work synthesizing the Reading Ahead data. There’s a great deal of writing involved in communicating the results, and sometimes it makes sense to develop a visual model that represents a key idea.

Here are several partial models evolving through paper and whiteboard sketches, and finally into digital form.

We’ll be finishing synthesis soon, and publishing our findings on Slideshare, with an audio commentary.

Stay tuned…

Portigal-Consulting_synth5

Portigal-Consulting_synth4

models

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