Author Archives: kbeatson

Online credibility clangers that can kill conversions

Artwork by Isaac Freeman

I wrote an article called 10 Online Credibility Problems to Avoid over on the LeftClick Blog.

Summary

Its above how good companies let themselves down by having websites with credibility problems like these:

  1. Stock photos that are obviously generic
  2. No people on the website so its less friendly and approachable
  3. Inconsistent alignment
  4. Broken and missing elements
  5. Saying one thing, being another
  6. Spelling misakes
  7. Bad quality photos
  8. Flakey interactions
  9. Decreasing levels of excellence
  10. Spreading their budget too thin.

Full Article

Check out the full article if you think this might apply to you.

Fall in love with your content early

There’s a lot to be said for embracing the content you’re designing for early on.

“Sure, content first sounds peachy” I hear you say, “but that’s not as easy as you make it sound.

  • I have a tight deadline to have first wireframes done by
  • I don’t have a content writer
  • I’m not a content writer
  • The client could write the content but they won’t get back to me in time
  • I just need the freedom to come up with the first design before worrying about content
  • I don’t have a budget for content writing”

These reasons are all real and I’ve experienced them first hand.

So here’s what happens now.

STEP 1 Wireframe stage

  • You have to guess the content anyway using lorum ipsum and some “sample content” to make up your wires. If not, you have to do it down the track anyway before finalisation.
  • When you’re doing user walkthroughs, you need to scramble to come up with “real” content because lorum ipsum freaks out the participants or causes them to get disctracted or causes them to switch off or … all 3
  • The client doesn’t really critically evaluate the lorum ipsum because its meaningless to them so their input doesn’t really happen at key stages in the design process

STEP 2 Visual design stage

  • The visual designer misunderstands what different parts of the concepts really mean and so the fonts are too large, text won’t fit or the visual emphasis is just off
  • You have to get them to change it during the art direction process or perhaps you miss it because you

STEP 3 The system is built, the REAL content gets entered

  • The client enters content and doesn’t really know what content should go into different parts of your design so they err on the side of large blobs of text
  • The design bloats
  • Bits of the design break because they are overloaded
  • Other bits get missed because they are misunderstood or not needed
  • Go to Step 1

More love needed

And that’s why I fall in love with the content early.

This means:

  • Identifying what content stubs you need and ask the client for all the raw material BEFORE you get to the wireframe phase
  • Writing your own content or have a content writer on hand to do content for you
  • Designing the content as you’re working up your first wireframes (or before in some cases)
  • Evolving the content as you evolve your wires

You’ll then …

  • know what you’re designing and design the content as you go
  • get better engagement with clients and usability test participants
  • avoid painful misunderstandings and rework
  • have better content
  • be a better designer
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Which usability testing approach should I use?

Here’s some thoughts on some usability testing methods I’ve used and when they are useful.

Cognitive Walkthrough

Ok, this isn’t usability testing. It doesn’t involve users. But its the next best thing because it actively makes you use your interface with a mindset that’s as close as you can get to being a user.

A cognitive walkthrough is where you (the UX professional) attempts key tasks with the interface imaging that he or she is a user. To aid this process, you make reference to your personas and scenarios. Its best to do it somewhere quiet where you won’t be interrupted.

If you don’t use this then there’s a chance that you’ll have a lovely set of personas and scenarios that remain largely disconnected from your design process. Cognitive walkthroughs provide a mechanism to expose the design to the personas and scenarios.

This forces you to approach the website from different points of view and different needs. Its not a substitute for involving real users though. Instead it should be part of your early design process.

Guerilla testing

This is where you approach someone in a cafe with a laptop, offer to buy them a coffee and get them to try a quick task with your interface. This is typically 5-10 minutes. Record the session using Silverback. Its probably a good idea to get permission from the cafe owner beforehand :)

Good points

Its very very cheap and brilliant for evaluating a specific part of a design due to time constraints. Its suitable for an interface that is a finished product or at least a working prototype on a laptop.

Drawbacks

You can’t really evaluate a whole website or software product like this. You don’t get the client’s buy in so well because they can’t see it live in an observation room. Watching recordings after the fact is seldom as compelling and the environment isn’t as “scientific” so for some this adds less credibility to the findings. This is important when you have to resolve differences of opinion or reluctance to acknowledge the problem. If you’re lucky enough not to have to contend with this, then good for you.

This approach also works better when you actually have a working prototype. I haven’t tried it with paper prototypes but I imagine it would just be too messy because of all the physical props and bits of paper needed.

Informal testing with paper prototypes

This is where you get users to attempt real tasks using paper mockups of your website. These are usually derived from your early wireframes. You want just enough detail for the design to make sense to them. Its almost half way between an interview and a usability test because there are often gaps in the design and pauses in the flow to find and produce different screen states.

I use a meeting room and schedule participants much the same way as for formal usability testing but its more informal. Tests can be run with one or two consultants depending on budget. Having a note taker as well simply improves the quality because you’re not trying to take notes and facilitate at the same time.

Good points

Its pretty cheap compared to getting the design wrong and only finding out later or formal usability testing (see below). This gets you some valuable insights, early design validation and feedback from users. Its more about involving users in developing your design than producing formal reports on design problems. Its a great input to have early so you don’t go on to waste time refining a design that has major problems. I see it as an essential part of the early design process for anything complex. “Get them in early and often” as someone once said.

Drawbacks

It is informal and doesn’t lend itself to easy capturing and transmitting of the interactions without a lot of setup work. Pieces of paper put in front of participants can’t be recorded so easily as screen capture. So only you and your notetaker can really see what’s going on. This isn’t so good if your goal is to share the evidence with a wider group of people that a design needs fixing or that certain elements of the design don’t work. It can also be hard with complex software interactions as your manual intervention to replace parts of the interface can really slow things down and disrupt the user’s flow. You can’t fully model the manner of the interactions, just the rudimentary states.

For more about this, see my article: “Why you should test early with paper prototypes” (over on the LeftClick Blog).

Formal Usability Testing

This is the traditional approach where you have the full usability lab setup. Its what people usually think of when you mention “usability testing”: a testing room, video camera, observation room, formal testing scripts, appoints for participants, a facilitator, a note taker – the works. There’s plenty of articles and books out there about this approach. This would be with with the actual software of with a mockup of the new design, or a blend of both.

Good points

Getting a really indepth idea of where a design is falling down and sharing this with whichever stakeholders matters via direct observation. You can measure all kinds of in depth statistics. You can get quantitative with stats like time to complete each task and you can track eye movements and make it very very scientific if needs be. I have rarely needed to go this far though to gain enough insights to arrive at a solid design decision.

Drawbacks

Its really expensive and time consuming due to the indepth approach, cost of running or hiring the lab, time to setup, scheduling participants, formal note taking, formal reporting, organising observers etc. You really don’t want to get into all this if 90% of it is going to be testing the bleeding obvious and you don’t have to prove anything major to stakeholders. If you just want to inform your design process, test the 10% you’re not sure about and save a whole lot of time and cost.

Remote usability testing

Sometimes your users are far away. If you have at least a working prototype then you can consider remote testing.  The best approach I’ve found is to use Skype screen share in conjunction with Silverback – an approach which was first suggested to me by Nick Bowmast in his blog post “Skype Takes the hassle out of Remote Usability” .

Good points

Its certainly a lot cheaper than flying to where your users are. It saves using or needing a lab, allows users to be in their natural environment.

Drawbacks

Given a choice, face to face is always better for me. You can build a rapport with the person, see non-verbal cues better and make them feel more at ease. Users need to be literate with Skype and have accounts.  And Skype has a different screen share button in every place for different versions across different platforms so you can sometimes burn test time just trying to get the damn thing going.  You also need a fully working prototype because as far as I can tell, you can’t test paper prototypes remotely :)

The factors to think about

So I’ve found the right testing approach depends mostly on:

  • the design problem to be tested
  • the politics involved
  • the budget
  • the part of the design cycle you’re in (eg. if all you have is paper prototypes then the testing approaches are pretty much dictated by that).

More approaches for the toolbox

I was very inspired by Christine Perfetti’s talk on “Adventurous Usability Techniques” at this year’s Webstock. Christine illustrated a very focused approach to testing and suggested a range of new techniques. Time spent was specifically to solve certain design problems and I’ve begun exploring these more in my consultancy. Focused incremental testing as part of the design process using a broader toolkit is the future I think.

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Why you should test early with paper prototypes

I recently wrote this Paper prototyping article on the LeftClick blog. Its aimed more for folks client side to help them understand the value of early validation and that usability testing doesn’t need to be expensive.

I’ll be writing quite a few more of these to help those in the business community connect with good UX design practice for complex websites.

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Exploring Design Decision Styles – Part 1

Jared Spool – Anatomy of a Design Decision from User Interface Engineering on Vimeo.

Jared Spool’s recent talk titled “Anatomy of a Design Decision” really consolidated my thinking about approaches to design.  I’m often having to work out how much user research is needed to achieve the insights needed for good design. I also have to balance this against the budget of the client. Its a question of how much to do up front before we start designing and how much to do later once the redesign work is earning returns. Jared’s design decision approaches really help focus me.

In particular I’ve found Genius Design is a very valid approach in situations where we want to apply solid experience and known patterns to the design problem and get the new design out there earning results for the client. You don’t want to waste valuable time and money redesigning something that is proven to work well.

Even in the most complex jobs, there will be an opportunity to use this approach to solve some basic design problems. Using Genius design patterns then frees up time and resources to focus research and design time on the really hard problems and often the ones that show the company’s competitive advantage.

Serving the needs of web development in Christchurch, our local market, we also cater to smaller jobs than we’d seek out nationally and internationally. In this case the problems and needs are often more basic and the budgets smaller. When used properly, Genius Design provides a lot of leverage.  Just recently, I removed user research from a quote altogether because Genius Design alone would give significant gains to the client and we had very strong pattern and domain knowledge in that industry area.

I used to be of the view that all good design must involve user research.  I subscribed to “The user is not you” and that researching your users is vital to getting the right design and the design right. But companies like 37 Signals and Apple have proven that there are other successful paths to design and Jared Spool does a good job of laying those out for us.

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The sketchbook begins

I’m doing low-fi wireframes of my sketches. Can you tell I’m a UXD? :)

Bought myself a set of 3 Moleskine Cashiers, some fancy pants pens and started working up some of the rough sketches I’ve been playing with. Developing some sketching styles to use in the real book. Feeling a bit tentative about my drawing ability for some of these but its starting to come back.

Feels like its getting some momentum now. Just as well, I’ve only got a month to finish it!

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Reality check your design!

1 of 3 talks I gave at UX Wellington Barcamp, 6 November, 2010

Download poster for reality check your design

This follows on from a LeftClick Blog post I wrote a month ago which was aimed more at a business audience. This takes more of a UX practitioner’s angle. 

Most of us produce designs that get implemented by someone else. We all work with system constraints and budget. Your wireframe / prototype designs need to be:

  • Feasible – the technology can do it
  • Affordable – won’t break the budget

for the next people you’re handing them to – Visual Designers and Developers.

So it’s a good idea to check with them at key points along the way.

In the session I sketched out a rough version of the poster opposite on a whiteboard and we talked about it. I’ve tried to incorporate contributions and comments from the folks at the barcamp.

Enjoy!

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Part of UX Storytellers Book

I’m feeling stoked about my first ever book chapter being published last week. Its part of Jan Jursa’s UX Storytellers which is available as a free download. I got invited to write a chapter last year while I was planning my wedding. I’m really glad I made the time to do it. It gave me a chance to really reflect on my career, where I was heading and really ask myself what I had learnt.

Its given me a taste for more, though I don’t think I’ll be writing my own book just yet – although it would be very fashionable to do so ;)

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UX Health Warning

Persuade, illustrate, give examples and cite research. But with UX consulting as in life some people just want to smoke anyway. So they will.

Sometimes all I can do is be the health warning on the cigarette packet.

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Give your deliverables fancy packaging

Clients will compare your report to the total cost of the research and to other consultant reports they’ve seen in the past.

Let’s think about cereal for a minute. How much cost does that useless cardboard box with the fancy printing on it add to my box of “Just Right” cereal? 50 cents, a dollar? What do I do with it after I get the box home. I just recycle it. But I keep buying the cereal over cheaper brands and generic mixes because it has the brand I trust and I like the taste. The box gives a sense of volume and has an emotional attachment for me. I’m irrational. So is everyone else.

There’s been times in the past where I’ve been a bit naive with the research reports I’ve delivered to clients. I’ve conducted a large number of interviews, collated the results into a neat summarised report that gives my client exactly what they need to support their decision making. I’ve saved quite a few hours by not including anything unnecessary such as a polished set of my full interview notes, mind map of collated findings, fancy graphs or anything else which doesn’t support the purpose of the report. Very practical and efficient. But very stupid.

The client’s just paid 10K for this research. They’re not going to understand that all this research  contributes to the design process further down the track through the researcher’s direct involvement in the design phase. Or if the project manager does, then its a fair bet that not all the rest of her stakeholders do. They’re just using the old mental model of the report being the total outcome of the research. They’re not going to appreciate that I saved them a couple of hours and made their report succinct. They are thinking “I just paid 10K” for this boring bag of cereal, this little 10 page report. There’s an emotional factor here and a practical one too. They have to show this thing to their internal stakeholders who definitely will be accustomed to the finer points of UCD and the project process in general.

They want fancy formatting, weight, appendices, volume, diagrams, graphs, where it fits in the project – the whole 9 yards. They want the big box, the bright colours, the selling points that its low cholesterol, low fat and high in fibre. And they’ll pay more for it. The cereal that’s 20% more expensive with the fancy box gets bought and the same thing next to it that’s got the plain bag stays on the shelf despite being cheaper. We’re dealing with emotional and irrational human beings here.

So the points of the story are these:

  • You’re selling every deliverable – so make it fancy, shiney and give it wow factor.
  • Big companies consist of key stakeholders who totally won’t get what UCD is – so make it clear how the research fits into the project process
  • Clients will judge the quality of your firm by your deliverables (what else have they go to go on) – so make it polished and slick
  • Don’t worry if this adds a little time and cost to your project – they won’t see it that way

Now … its time for another bowl of “Just Right”.

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