Showing posts with label design for use. Show all posts
Showing posts with label design for use. Show all posts

Monday, April 27, 2009

What about online: 10 answers to question

You might be at a restaurant with the client...or an office gathered 'round a speaker phone. Sometimes it will be part of the meeting agenda...maybe even the whole agenda...other times, it strikes out of nowhere, an ad hoc query or a thoughtful question to stimulate action...'it' is the question..."what about online?"

What about it?

"Oh", you might think, they must mean social media...or they mean a corporate website, or an email campaign...or a rich media Twitooglespacebook widget. 

But what does a client or colleague really mean with a question like that (or one of its various, um, varieties)? Regardless of the time or place, the ambiguity or clarity of the conversation's context (or that of the inquisitor), here's 10 simple questions that can help get us from "What" to "Why" to "How"...they shouldn't be the last questions you'll ask, but they are a reasonable place to start the conversation...

  1. Who are the people you have in mind to use this? (i.e., numbers, occupation, education, location/region, other demographics, behavior and their attitudes as possible). 
  2. What specific actions do you want the people in Q1 to accomplish (e.g., find information, complete a transaction, etc.)? 
  3. Why do you believe the people in Q1 will take the action in Q2 (i.e., why will they find it useful and what will make it desirable)?
  4. What are key obstacles to people successfully completing the action now or in the future? (e.g., what makes the experience usable/unusable).
  5. What expectations are there for the amount of time a person will spend taking the actions in Q2? (i.e., the frequency of their visits, the duration of visits)?
  6. What measurable business goals does the project support (e.g., gain subscribers, solicit feedback/contacts, #leads generated, $ sold)?
  7. What are the expectations for content and what are the anticipated sources of content (e.g., visitor-generated, in-house, stock)
  8. What are the expectations about end user, development, and production technology environments (i.e., web hosting services, browsers, operating systems, email)? 
  9. Who are key stakeholders and decision makers in your organization (for this project) and what review and approval protocols are anticipated? 
  10. What other assumptions (e.g., Budget, Schedule, Maintenance, Upgrades) exist about the project and what are the risks associated with its failure?
With a little or a lot of detail, the answers to these questions have the benefit of being testable propositions...to see what those people identified in question 1 say as their actions answer the questions for themselves.  

Tuesday, September 16, 2008

Designing for the user: Will it work?

Good product design incorporates (among other things) three fundamental elements: Utility, Desirability, and Usability. These three elements don't lend themselves to neatly symmetrical graphical representations, though, because usability is by far the most critical of the three.

Think of it this way: no matter how useful an idealized product would seem to be, no matter how desirable the idealized outcome of using the product is to you...if you can't make it work for you, then the product experience risks failure due to usability issues. 

Usability issues are why help desks and user guides exist. An entire series of 'For Dummies' books has been published to address what are, in essence, usability issues. Taken to an extreme, one could even argue that the entire education system is an attempt to make the world more usable for each generation that will inherit it and to share usability improvements made in prior generations.  Or maybe that's too far.

So let's step back, way back, to design of interactive media. Information products, like web sites and applications, certainly need to be useful, desirable and usable. And if usability is the key to unlocking the doors of utility and desirablility online, how does one evaluate the usability of design online?

We certainly prefer to conduct detailed task analysis, interaction design, hi- and lo-fidelity prototyping and formal usability tests, but the reality of the world demands alternatives. One alternative we've used to great effect is to employ a Heuristic Evaluation Checklist.  

The checklist provides a means of quickly evaluating a designs usability by inspecting it against a set of standard questions. It requires no particular expertise to employ, only a willingness to employ structured observation and critical thinking. It can be done formally--with data--or informally via discussion. Either way, it beats the alternative: failure.

Here's four elements on a checklist we use:

1. Is the design efficient?
  • Is it faster than the old way?
  • Does it support power users and novices?
  • Does it support the way users perform their task?
  • Are response times fast enough to keep up with user's work rate?
2. Is it intuitive?
  • Does interaction take advantage of user's mental models?
  • Does it behave consistently throughout the task?
  • Is it visually consistent?
3. Is it supportive?
  • Is it easy to undo mistakes?
  • Does the design provide advice/reference materials/tools?
  • Will users be able to perform their work better than they otherwsie would?
4. Is it engaging?
  • Can users focus on their work instead of the interface?
  • Do users have control...and beleive they have control?
  • Is the experience enjoyable or even...fun?
What's in your checklist?