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David Travis
David Travis
Contents
1-01 Why take this course?..................................................................................................................5
1-02 Welcome.......................................................................................................................................6
1-03 Objectives.....................................................................................................................................7
1-04 Whats new in this course?...........................................................................................................9
1-05 Resources...................................................................................................................................10
1-06 The business benefits of user experience...................................................................................12
1-07 What is Usability? Product evaluation activity..........................................................................14
1-08 Can openers - Demonstration.....................................................................................................15
1-09 Can openers - User Research.....................................................................................................16
1-10 Can openers - Debrief................................................................................................................18
1-11 The 6 Rules of Usability.............................................................................................................21
1-12 ISO 9241-210 - A standard for usability....................................................................................23
1-13 The Course Roadmap.................................................................................................................25
2-01 Introduction to the context of use..............................................................................................27
2-03 What do users want?..................................................................................................................30
2-04 Introduction to Contextual Inquiry............................................................................................32
2-05 The Remote Control - Activity...................................................................................................35
2-06 The Remote Control - Debrief...................................................................................................36
2-07 Practical site visits, step 1 - Users..............................................................................................37
2-08 Practical site visits, step 2 - Focus.............................................................................................38
2-09 Practical site visits, step 3 - Recording......................................................................................40
2-10 Practical site visits, step 4 - Notetaking.....................................................................................42
2-11 Practical site visits, step 5 - Affinity Diagramming and User Story Mapping...........................44
2-12 Presenting results as empathy maps and storyboards................................................................46
2-13 Guerrilla techniques for user research.......................................................................................47
2-14 Three myths about field visits....................................................................................................49
3-01 Why the average user doesnt exist............................................................................................50
3-02 Introduction to personas.............................................................................................................52
3-03 A persona case study..................................................................................................................55
3-04 A persona case study, continued.................................................................................................57
3-05 The benefits of personas.............................................................................................................59
3-06 The pitfalls of personas..............................................................................................................60
3-07 Publicising your personas..........................................................................................................62
3-08 The 7-step persona checklist......................................................................................................63
4-01 Introduction to the design activities...........................................................................................65
4-02 Find My Pet................................................................................................................................66
4-03 Citizen Journalist........................................................................................................................67
4-04 Digital Postcard..........................................................................................................................68
4-05 Gift Giver...................................................................................................................................69
4-06 Tomorrow's Shopping Cart........................................................................................................70
4-07 Design activity research briefing...............................................................................................71
4-08 Persona Groups Briefing............................................................................................................72
4-09 Persona Creation Briefing..........................................................................................................73
5-01 Red routes - Introduction...........................................................................................................75
5-02 Red Routes - What and why.......................................................................................................77
5-03 The Flexibility - Usability Trade off..........................................................................................80
5-04 Prioritising red routes.................................................................................................................82
5-05 Red Route activity......................................................................................................................84
5-06 Introduction to user stories.........................................................................................................85
5-07 Testing a user story.....................................................................................................................87
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David Travis
David Travis
David Travis
David Travis
1-02 Welcome
OK so right now, youre my new best friend because youve signed up to take this training course. I
really appreciate it. Im going to do my best to make sure that you learn lots of useful, practical stuff
about user experience and at the same time Im going to make sure we have a bit of fun along the
way.
So, let me begin by telling you a little bit about who I am. So my name is David Travis. Ive worked
in the field of usability and user experience since 1989 so whats that? Over 25 years. My academic
background is as a psychologist. Ive a got a first degree and a PhD in psychology and I think that
will come across in the training because what Im going to emphasise is the fact that its
understanding your users that matters much more than understanding the technology. And theres
a good reason for that which is that users dont change very much over time whereas technology
changes enormously.
I spend most of my time doing consultancy, probably 75% of my time doing consultancy, the rest
doing training. Now that works quite well that balance I think because it ensures the consultancy I
do is theory driven and it also makes sure the training that I do is based on best practice.
Ive worked on the usability of loads of different stuff in the past. Websites, obviously, well talk a
lot about that on this training course. But Ive also carried out usability tests and usability studies
of mobile phones, X-box controllers, interactive voice response systems you know, the ones
where you press one for sales, two for customer support, and so on. Ive even looked at the usability
of microwave ovens and fridge freezers.
Ive also written a couple of books on usability. The latest one is called E-commerce Usability.
When it first came out, I planned to call it Web Usability, but the publisher said, Put eCommerce
in the title, and youll sell shedloads more copies, so I followed their advice. Now, Ive also been
tracking the sales rank on Amazon over time and I was interested to see, well, you know, where did
it appear? Did it get in the top 1,000? Maybe even the top 500? In fact, the best it ever did in
Amazons sales rank was it got to position 289,495! So I hate to think what would have happened if
I hadnt followed their advice.
But Ive learned from that mistake. My next book on usability will be called Harry Potter and the FPlan Usability Diet. Im sure that it will get in the top ten.
David Travis
1-03 Objectives
So lets move on and I wanted to start by telling you a bit about the objectives of the training and
what it is that were going to be covering.
So lets move on and I wanted to start by telling you a bit about the objectives of the training and
what it is that were going to be covering.
So first up, were going to be talking about a framework for user centred design, an overall process
that shows you how to do usability and user experience and how to apply it to design projects. This
is very important because a lot of people think that user experience is about requirements capture,
or they think its about usability testing. Well, of course, these are components of it, but its about
more than that. Its really about an end to end process and thats what were going to be covering
on the training.
Were also going to discuss how to plan field visits to interview and observe your users. Lets face it,
the most important thing that we need to do in the design of any product is to understand the
people who are going to be using it. So were going to be talking about a particular technique called
contextual inquiry that helps us get a long way to achieving that goal. Ill teach you how to use this
method and then youll cary out an exercise where you actually do it yourself.
Well then move on to explain how you can use the data from your field visits to drive design. You
do that by creating personas, user stories, red routes and user journey maps. This course will show
you how to create those things and youll create your own versions of these as part of the course.
One element of understanding your users is uncovering and describing their mental model: the way
they think of the application domain. So well cover that too.
Understanding your users mental model helps us choose appropriate schemes for classifying and
organising information. Ill teach you a simple method on this course for organising information in
your user interface that will automatically make you the most creative person in the room.
Seriously.
A related technique is card sorting. This is a wonderful way to rummage around inside your users
heads and discover the way they think about your product. On this course, youll learn how to
design and conduct online and offline card sorting sessions and youll actually get to practice a card
sorting session yourself.
Well also cover the rationale for selecting appropriate user interface design patterns. Choosing the
right design pattern gives you a turbo boost when creating user interfaces, and Ill introduce you to
the main patterns and show you where to go to find more.
Then well cover prototyping. Im going to teach you a method of developing throwaway prototypes,
prototypes that you can develop in a few hours and test with users very quickly. This type of
prototyping supports a central principle of user experience, which is iterative design. We want to
design and test and redesign and so on and to support that we need some way of quickly
prototyping our ideas. On this course, youll not just learn how to prototype but youll create a
prototype too.
Part of being able to prototype is learning about visual design. How can we create visual designs
that wow users? Or at the very least, dont make them puke when they look at our screens? Ill
introduce you to some universal principles of visual design and youll redesign a form so that it
looks good.
Well also discuss the design of usability tests. This is where you get real users to carry out real
tasks with your system and you watch them struggle. Youll learn how to measure time on task,
success rate and user satisfaction and discover why those metrics are so important.
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Youll also learn how to moderate a usability test and prioritise the observations. Youll then run a
usability test yourself with your end users.
And finally, well talk about usability principles or heuristics and youll see how you can apply these
principles, both to evaluate and to design user interfaces.
By the end of this course, youll have decided on a design activity if you dont have your own, Ill
give you the choice of 5 different ones then youll have carried out user interviews, analysed the
data, created a persona, developed red routes, prototyped your product and tested it with users.
Phew. Theres a lot there. We better get started.
Oh, just before we start, theres something Id like you to do.
In the download pack with the extra materials for this course, youll find the student workbook and
on page 3 of the workbook youll find this form that asks you to think about your objectives for the
training. It looks like the document you can see here.
Heres your first task. Id like you to locate this document and think about what it is you want to get
out of the training. I want you to think about your objectives for this course. If you just sit through
the course and listen to the lectures without having any objectives in mind, youll never know
whether you achieved your aims or not. So spend 5 minutes thinking about your goals.
By the way, if I havent met your objective at the end of the course, drop me an email and Ill
modify the course to make sure I meet it in future.
Right, lets get started!
David Travis
David Travis
1-05 Resources
I wanted to quickly draw your attention to a couple of important resources that you need to be
aware of to get the most out of the training course. And the first one is the Student Workbook. And
in the Workbook, Ive collected together the various templates and briefings that youll need to do
the various activities on the course. So let me go through some of the content in the handbook that
youve got.
Importantly, on page 3 youll find a form where you can define your goals and the questions that
you have and its worth doing that before you actually start the course because that way you can
know whether or not weve achieve what youve set out.
Youll also find things like the odd thing you can print out: like a poster to remind yourself about
what the steps are in the training. And youll also see several of these things peppered throughout
the workbook and these are activities that we cover on the course. So don't go through and start
doing these until youve actually covered the lectures because the lectures will refer out to these
particular activities.
Another thing that youll find in this workbook are a series of briefings from me. So there are
certain topics in this instance, to do with field research that I know people have asked for
more information on. So alongside the videos themselves, youll also find these written articles
from me that describe, in this instance, habits of effective field researchers.
Another thing youll find in the handbook is a description of the design activities. These are central
to the course itself and the purpose of the design activities is to help you practice all of the
techniques. And youll go from beginning to end, from user research to usability testing. And here
are the five design activities: Find my pet; Tomorrows shopping cart; Gift Giver; The Citizen
Journalist; and the Digital Postcard. And Ill review each of those in a lot of depth in the videos of
the course but here it provides the extra background that you might need.
In order to do certain activities, youre going to need templates and tools and youll find that these
are provided in your handbook and you can then print those out so that you can use them as part of
the session itself.
What else have we got here? Im scrolling through the sidebar on the left hand side. So another
thing Ill be asking you to do is to redesign a form. This is he form youll be redesigning. Don't start
the re-design yet, wait until you get to that particular part of the course. But you might find it useful
again to print it out because then you can annotate the form with pen and pencil as you go through.
Another thing youll find in your pack is stuff that will help you do the prototyping activity. As well
as the briefing itself, youll find other things you can print out, such as a 6-up template for sketching
on, and another template here that you can use to produce your final design. As well as, if you really
can't draw, you can cut out these bits if paper prototyping pack and you can stick those in your
interface.
The other thing youll find as part of the handbook is a cartoon. How many courses come with a
free cartoon? Well this is one: a cartoon guide to usability test moderation. And that will give you
the background you need in order to moderate a usability test, as well as an additional briefing
about good listening.
What else will you find in there? Well, youll find a glossary that you can use if you find theres any
terms that I use that youre not familiar with. Head to the glossary and youll get a definition of
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those. And finally, youll find a reading list in your notes so that you can work out what are the next
steps that you should take with your training. So: thats the first resource you need to be aware of:
the student handbook. Make sure you download the workbook and then that will give you a lot of
resources youll need in order to do many of the activities.
The second resource you need to be aware of is the Facebook group. So weve got over 1300 people
in that group at the moment, and the purpose of the group is to allow you to share the work you are
doing on the course. Now you can share it within the Udemy interface, the problem is its not quite
as usable. Now by all means, if you do that I will still comment on it. So don't feel you have to use
the Facebook group, its simply that it makes the whole thing easier for you if you do. So I
encourage you to sign up. Youll find the link to this group in the student handbook (in the Welcome
message) and the benefits of joining the group are well first of all youll notice that although I
post in the group, its not my group: theres a bunch of people who are often posting resources and
links and they also act as your peers: theyll help review the materials that you produce. And also
Ill comment on this. Im in this Facebook group every day, so if you post something here youll get
immediate feedback on it. If not from me, then from other people as well. And you can see here
weve got various people who have taken part in the design activities.
So Id encourage you to sign up for the Facebook group as well. So those two things: make sure
youve got the student workbook handy, that youve downloaded it. Youll find that in the
Downloads section of the course. And secondly Id encourage you to join the Facebook group too.
OK, lets get on with the course.
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David Travis
streamlined. And thats because Instagram didnt try to be everything to all people. Kevin Systrom,
one of the founders of Instagram, said he wanted to focus on being really good at one thing and he
saw mobile photos as the great opportunity.
My final example is iOS 6s maps. Apples original mapping application turned out to be a dismal
failure because people had got used to the quality of Google maps. Within minutes of the launch of
iOS 6, users were reporting odd things like:
Apples chief executive, Tim Cook, was forced into an embarrassing apology over the application.
This was a problem of Apple not meeting the same quality of user experience as Google.
So, user experience absolutely matters big-time now in the development of products and designs.
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Then we have the pensioner. I live on my own in a village in Cheshire. I retired from my job in a
factory five years ago because of severe pains in my wrist. I still have the pains, although some days
are better than others. Sometimes I cant even hold a can properly, let alone a can opener. I find
activities where I need to twist or turn my hands especially painful.
Finally, we have the backpacker. Im an 18 year-old student planning a backpacking holiday
around Europe next Summer. I hope to spend most of my time in the Mediterranean, but I dont
have a lot of money so Ill be camping or staying in hostels. I expect to do some self-catering so Ill
need a can opener.
So now, use the same kind of score sheet as we used before. But now instead of functionality etc we
have the four user groups. And now Id like you to place one tick and one cross in each row of the
table indicating what is the best and worst for each of that user group. So for example, whats the
most usable tin opener for the parent and whats the least usable tin opener for the parent. One tick
and oce cross in that row. Same thing for the landlord, same thing for the pensioner, same thing for
the backpacker. And then well come back and Ill show you the results from a class activity tat I did
and then we can see if thats resolved that problem that we had before, the problem with variability.
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David Travis
So clearly, where we want our system to sit is where all three of these circles in this Venn diagram
overlap: we want to make sure weve understood the user, weve understood the users goals and
weve understood the environment where its going to be used. That will allow us to get inside that
sweet spot in the usability trinity.
So I have some other questions for you as well.
First up, think about the pensioner. What issue does this raise about accessibility: in other words,
researching all the people who need to use our system?
Well, the key issue it raises I think is that we need to involve disabled people early. Requirements
gathering and conceptual design needs to be truly inclusive. And theres a good reason for this. The
reason is that its generally much easier and cheaper to meet user needs early in design rather than
trying to retrofit a solution later on. If you don't do this, and just release your product and wait for
someone to complain, youll find it extremely challenging to revise your design to meet the needs of
disabled people. For example, if youve designed an interface from Day 1 that can be used only by
someone with good vision, what will happen when a blind user tries to use it? Or even someone
whos just misplaced their reading glasses? Involving disabled people early makes lots of
commercial sense.
Heres a second question. If you wanted to measure usability, what explicit behaviours might you
measure? Imagine that outside the room youre in at the moment there are some pensioners, some
backpackers, some parents and they are going to come in and use the different can openers to
actually open some tins. What behaviours would you look at? How might you say that one can
opener was more usable than another?
When I ask students on my course that question, they usually point to three different behaviours.
The first behaviour they identify is the speed with which people can open the can. If someone can
open a can of food in 20s with one can opener but it takes two minutes with another can opener,
then the quicker-to-use can opener must have something about it that makes it quicker to use.
The second behaviour that people point to is the emotional behaviour that people have: whether or
not they like the product theyre using. You might not think thats an explicit behaviour but in fact
you could measure participants facial reaction or whether they swear when they are trying to use
it. Or you could give people a short survey after they have used the can opener and ask them to
judge, on a 7-point scale, how may or difficult they found the can opener to use. Yet another
method might be to say to participants, Thanks for coming in today. As a thank you, you can take
one of these can openers home with you. And you could use that choice as a measure of which is
most preferred. But we need to be careful with these kinds of opinion-based measures. For
example, we might find that the pensioner might choose the camping can opener. So wed need to
follow up to find out why. She might tell us, Well its not for me, but my grandson is going on a
camping trip next month and he might find this one useful. Im not being facetious: as a user
researcher you need to get behind peoples opinions and and out why.
The third behaviour we can point to is to ask: can people actually complete their task? Can they get
the food out of the tin? With that camping can opener its actually quite difficult to open a can, at
least without gouging a hole in your hand.
Those three measures speed of use, user satisfaction and task completion are important and
were going to come back to them later on in this course as ways that we can actually go about
measuring usability.
The third question I have for you is this: What is the difference between usability and user
experience? People often think of user experience as being some kind of special engagement that
people have with a system, the kind of thing that encourages people to have an Apple logo tattooed
on their bicep. In fact, is it even possible to have a user experience with a can opener?
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Well, why not? It has a user, who is having an experience. Rather than think of user experience as
some kind of theatrical, immersive experience like you might have with a computer game, you need
to realise that people often just want to use your system to complete a specific task. They want to
get in, do their task, and get out. No matter how great you think your system is, and no matter how
much *you* like using it, remember that your users would almost certainly prefer to be doing
something else with their time. People dont want an immersive experience when paying their taxes
online, or buying a book, or reading the news. They are driven by the need to complete a specific
objective or goal.
And this means you need to often think about the bigger context. The user experience of a can
opener is about more than a can opener: its about the packaging, the documentation, even being
able to recycle the product when it reaches the end of its life. All of those are part of the user
experience too.
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were headed, but we need to acknowledge that the process is going to be iterative.
Again, how would you say your organisation stacks up in terms of following an iterative design
process?
In fact, the process that you use within your organisation iterative or waterfall actually tells
you something about the values that the organisation has.
If you follow a waterfall-based approach where basically requirements are nailed down on day one,
and they cant be changed through development, the values of your organisation are very much
focused on production.
Now, its not that waterfall methodologies are inherently flawed. If I was going to do a major
construction project, such as build a bridge over a river or a skyscraper, something like a waterfall
methodology would be a good one to use because we know what the problem is and we know how
to go about fixing it.
But with software we often dont know what the problem is and we also dont know how were
going to go about fixing it. So an iterative approach works much better here. And it also shows us
that the values of the organisation are more focused on users because we acknowledge that changes
to the spec are going to be inevitable. If you use Agile approaches within your organisation, youll
already be familiar with this and as well see later, UX and Agile play really nicely together. Theyre
a good combination to have.
So rule number 5 is about the whole user experience. This rule makes it clear that you need to
consider everything that affects the user experience, such as user support, the out-of-box
experience, maybe even re-engineering your company to better serve the user need.
Usability answers the question, Can the user accomplish their goal?
But user experience answers the question, Did the user have as delightful an experience as
possible?
Remember: its not about the product. Its about the experience of using the product.
Again, how would you say your organisation stacks up in terms of addressing the whole user
experience?
And then finally, rule number 6 is a bout the design team including multidisciplinary skills and
perspectives. Anyone who has worked in the field of user experience will know that there is a
dizzying array of job titles. Ive looked at various sources including job advertisements, surveys by
professional bodies, and I even carried out a poll with user experience people on Twitter. And I
discovered that job titles arent much use in deciding on the skills needed for a design team.
But its a fact that good design teams will have a range of skills: user researchers, interaction
designers, content designers and front-end developers as well as other technical people.
And again, how would you say your organisation stacks up in terms of having a multidisciplinary
team?
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Now I could have used this picture as the basis for the course, but I wanted a bit more detail for you
to hang on the various tools and techniques were going to discuss. So I want to introduce you to
another diagram that will become our roadmap for the training.
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create some kind of artefact to design something. But its also not just about having a kind of pretty
or engaging front end. And Ive run into arguments with a number of design agencies in the past
about this. Pretty design that doesnt meet business needs. Its a waste of time and money. And its
also not just about testing. Youll find that some usability agencies get stuck on this and just want to
test everything to 95% significance levels. Its not about any of those individual components. Its
about all of them. So, user experience design is a design process. Thats what were going to be
covering, and were going to dive into that model beginning with the next lecture.
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screen. And you cant tell if the guests have been shown to their table or are waiting in the bar. So
its much easier just to draw on the screen. And when the evenings over, you just wipe the screen
with a cloth. Were very busy here and this works just fine.
So, lets unpack that example and think about what it tells us about context.
Well, the first thing it tells us is that users will adapt our system to match the way they work
whether we like it or not.
The second thing it tells us is a little bit about the behaviour of the development team that was
putting this system together.
Think for a moment about the context of the person that was designing this interface. The chances
are he (and he probably was a he) was in a relatively quiet office. The chances are that he didnt
have a long queue of people that wanted his time. The chances are that he had a desk with a mouse
on and it was easy for him to move the mouse around.
Now, thats a very different context to a waiter in a restaurant with a queue of people where
perhaps theres not enough room on his table for a mouse and hes trying to get people seated in
the restaurant.
The point is that just a short visit to a restaurant would have given the designer that kind of insight.
So the point of this is that the person that youre designing for whether its someone running a
restaurant or whether its someone using your mobile application you dont understand the way
they do things unless you do those things yourself.
Heres a T-shirt that I would like to get made and give away to everyone on this course. I just
mocked this up in Photoshop, sadly, you cant buy it. But the fact is, if youre a designer, youre not
the target audience.
This is for a number of reasons.
First, you know too much about the product. Whether its a website, an intranet, a mobile
application, or whatever.
Second, you probably care too much about your own baby. I mean, you cant imagine visitors
bouncing after scanning the home page for 30 seconds, but thats what a lot of users do.
Third, youre also probably the wrong age compared to large segments of your target audience. For
example, you probably dont know how teens use the web or the problems theyll have navigating
your design or the problems older people may have using your system.
And finally and importantly, youre probably much more skilled in using computers and the web in
general compared to your users. Of course your users may be familiar with computers, but your
level of expertise as someone who designs this stuff is way beyond the expertise of most
ordinary folk. You probably know how to troubleshoot problems with your computer. You may
even know how to program. In contrast, most users simply know how to click, tap and swipe.
Just to make that point, heres a quotation from a guy called Dan Russell whos got the best job title
in the world: the Uber Tech Lead for Search Quality and User Happiness at Google. And he says
this:
We have found that there are some surprisingly basic search techniques that people just dont
know about. I interviewed a bus driver who was searching for a transportation rule for a test. She
was scrolling line-by-line through a 100-page web document, so I asked her why she didnt use
CTRL-F to search by keyword. It turns out she didnt know about this absolutely basic browser
function. Amazed by this, we ran a survey that found 90 per cent of people dont know about it..
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Now, its interesting isnt it, because I dont remember anyone teaching me that Ctrl F was the way
to find things in a webpage. Its probably something that I tried based on knowledge of other
applications. But certainly its seems to be something that is not that obvious to many people.
And heres another example. Lets say that we asked 50 people this question. What is a browser?
How many people do you think would give us the correct answer? Really stop and think about this.
How many?
What if I told you the people were going to ask are going to be ordinary people, people were going
to meet on Times Square? How many out of 50 would be able to tell us what a browser is?
Well, instead of giving you the answer, Id like you to now look at the next video which is produced
by someone who did just this.
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The difference is that contextual inquiry dictates a particular way of doing the research. There is
basically one way of doing contextual inquiry whereas there are lots of different ways of doing field
visits, lots of different way of doing ethnography, and lots of different ways of doing shadowing
depending on who you read.
But theres one way of doing contextual inquiry, and thats why its worth learning this particular
technique, because then youre able to share your findings with other people in the organisation
who are doing similar work. And the main reason for doing it, as it says on this slide, is that its
useful for understanding the messy reality. In other words: it will tell us what people actually do,
rather than what they say they do.
One of the themes were going to keep returning to as we go through this course is the fact that
users will say one thing and do something else. So we need some way of dealing with that reality
and contextual inquiry is the tool that will help us achieve it.
So, lets review what contextual inquiry is about. In fact there are four key steps in doing a
contextual enquiry. And Im going to review those with you now.
The first up is context. So, in order to do contextual enquiry, you need to go where the action
happens. Now the action usually happens, perhaps, on a keyboard at someones desk, it may be a
mobile phone on the street, it may be a tablet on the sofa, but wherever that action happens, thats
where you need to go. If you interview someone in conference room in an office, or you stop
someone at a trade show and interview them there, youre not doing contextual enquiry. Im not
saying that those research techniques arent useful. You can certainly learn useful things from any
kind of interview situation. But theyre not contextual enquiry. Contextual enquiry has to happen
where the action is. So, you dont want your users to side-track you, take you to an office, you want
to go to their desk if thats where they do the work and speak with them there.
The second element is to do with partnership. And the idea there is often when youre doing this
kind of study, youll find that the person that youre observing tends to think of you as the expert
because youre doing this kind of research. And as a consequence what theyll do is youll find
theyll continually turn to you and say, Am I doing it right? Is this how Im meant to be doing it?
And theyll be asking you questions which convey the fact that they may lack confidence with a
particular programme or software that theyre using. Now the one thing that they are an expert in is
their job. So the idea is to try and subvert that way of thinking and treat the user as the expert. And
the user is an expert in one thing. The way they do their task with this particular system. So one
way you can achieve that is to say, Well, lets imagine that Im an apprentice trying to learn how to
do your job. Teach me how you go about your job. Tell me the way you go about doing it. And that
prevents you being seen as the kind of the white-coated expert and means you get more realistic
data from users.
The third step is to do with interpretation. Now, when youre observing in a contextual enquiry,
youre going to see lots of different things, and inevitably youre going to start jumping to
conclusions when you see thing. What you need to do is interpret what youve seen to check that
what youve understood is correct. So, for example, a while back I was working with a client
studying their intranet and there was a page of their website where people needed to fill in a form
in order to justify foreign travel. They needed to say, I dont know, a couple of hundred words to
explain why they needed to take a business trip to Paris. What was the business justification for it?
And I noticed that this one person would write the justification in and then when they got to the
end they would copy it and then theyd paste into Microsoft Word. And I was puzzled as to why
they did that. Why do you think they did that? My initial assumption was perhaps they were doing
a spellcheck or maybe a word count. So I made a note that it was probably a spellcheck but I need
to check that with the user afterwards. So afterwards I spoke to the user and said, I noticed when
you were doing the task that you pasted it into Microsoft Word. Was that to do a spellcheck? To
which the participant replied, Oh no, the system is so flaky, often Ill submit the form and the page
will hang and I wanted to make sure that I didnt lose my work, so I put it into Microsoft Word just
as a way of keeping it safe. So, I needed to interpret the observation I was making there.
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And the fourth step is to do with focus. Clearly theres lots of things you can observe when you go
into a users home, or a users workplace and in order to narrow down all of the possible things you
can look at, you need to define a point of view that youre going to take. So frequently this is done
with whats called a hunt statement, H-U-N-T, a hunt statement. It takes a form of something
like, Im going to research X so that I can do Y, for example, Im going to research how doctors
use laptops on the job so that I can design a handheld device for them.
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I mentioned that I arrange the sticky notes into groups that make sense. Heres how I then use that
information to actually structure my observation and interviewing sessions. Rather than write
down a long list of specific questions that I want answered, I use them to create prompts.
So, for example, say that one of my sticky note groups is to do with collaboration. Ill write that
word, collaboration, as one of these prompts as a reminder that I need to cover that area. That will
remind me to cover who they work with, if they work on their own and what they share with other
people.
This is a very different approach to going into an interview with a long list of survey-like questions
that you fire at the user, one after the other. That approach doesnt work for contextual inquiry
because you quickly hijack the session and turn it into an interview rather than an observation. By
listing these prompts as areas that you want to cover, you can more easily switch between
interviewing and observation.
Contextual inquiry is a skill that takes work to develop. Youll find that you start by obsessing over
the right questions to ask. But as you become more experienced, youll realise its more a way of
being. Dont think of contextual inquiry as a Q&A but as a framework for observation and for
eliciting stories.
Now its true that youll still need to ask some questions. The important point is to keep the
questions open. Dont ask questions that can give you a yes/no answer (unless you need to clarify
something specific). Instead, you want to ask questions like, Tell me about the last time you?
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Tell me about an experience youve had with? and so on. Things that allow users to talk broadly
about the way they achieve their goals.
Another story-elicitation technique that Ive found works quite well is to say to someone, Imagine
youre writing a manual for someone thats doing your job or doing this task, or whatever. What
would the main headings be in the manual that youd put together?
Feel free to inject some of these questions into your contextual inquiry but make sure that you also
focus on the bigger picture and spend time observing too.
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Pictures that show the overall context, such as photographs of the exterior of the building
and pictures of the entire office.
Pictures that show the participant alongside other people and objects in the environment.
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Close-up photographs of the participant interacting with specific objects in his or her
environment.
Once again, you need to ask permission but in my experience people are quite happy for you to take
photographs so long as they know how they will be used. One way I try to diffuse the question is
that Ill show the user a list like the one here. This makes it clear that my default position is that I
will be taking photographs I need to do this to do my job properly. But I allow the user to tell me
if there are any things that are off-limits.
If you really, really cant take photographs, you can always make a sketch. These dont need to be
works of art, but useful prompts to remind you about the relations between people and things in
the environment.
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Activities are goal directed sets of actions things that people want to accomplish. What
primary activities do users need to perform to meet their goals? What do users mention
first? Which action words (verbs) do they use?
Environments include the entire arena where activities take place. As Ive mentioned, you
should take photographs or make a sketch of the environment where the action happens.
Interactions are the exchanges between a person and someone or something else. What are
the intermediate steps or tasks in the process? What steps does the user enjoy most? What
are the users pet peeves? Who else collaborates in the activity?
Objects are the artefacts that people interact with. What physical items does the participant
interact with? What software does the participant use?
Users of course are the people providing the behaviours, preferences and needs. What are
the participants goals, attitudes and motivations? What are the participants capabilities
with the domain and with technology? What education and training do participants have?
AEIOU is just one of several frameworks for making ethnographic notes, but its the one I find most
useful for user experience observations.
Heres another issue with notetaking.
How often have you turned to your notes a week after taking them, only to realise that you cant
remember what on earth you were thinking?
This experience is even worse if youve observed 4-6 people in a single day, as they all begin to
blend into one another. Because of this, you should always schedule around 15 minutes after each
participant to summarise what you have learnt.
So heres a practical tip. To make sure you create an accurate summary, try using a standardised
form. Youll probably customise this for each project, but in general it will include some
demographic information (like gender and age), a description of the context, any stand-out
observations or user stories and a description of similarities or differences with other observations
that youve made. This image shows an example of a form I use and Ive provided a copy of this in
the download pack for you to use or copy as you see fit.
Obviously, youve got an area at the top for writing down some general stuff about the participant,
the date and so on. But heres the other things that are important to write down.
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An overall description of the participant and the environment: that will give you some clues to the
values, priorities of the participant and where he or she works.
On the top right youll list the main learning points, the stand out observations; say three of them.
At the bottom left and bottom right, what youll write down is the ways in which the participant is
similar to or different from other participants. And youll use that later, when youre trying to work
out where the groups are in the population in order for us to develop personas.
Finally, Ive already touched on this notion of observation, but as were talking about notetaking,
its worth making the point again. In your notes, you need to clearly distinguish between
observations things you saw or heard and your interpretations. An observation might be be a
direct quotation, a user goal, a user action, a pain point or anything that surprised you.
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2-11 Practical site visits, step 5 - Affinity Diagramming and User Story
Mapping
One final habit I see in great user researchers is that they know how to analyse the data.
Most people are familiar with the basics of analysing quantitative data: for example, calculating
averages and variance and so on. But the data you collect in a field visit is qualitative and needs a
very different approach. Theres an approach to this that I see great user researchers use time after
time. Heres what they do:
First, they get familiar with their data. They read through the transcripts. They look at the
photographs or drawings they made. They try to get back into the place they were in when they dod
the field visit.
Then, they identify the significant observations. They ask, What happened?
Now they move onto interpretation. They ask, Why did it happen?
The next step is to use a technique called affinity diagramming to identify and cluster the themes in
your research. Ill talk more about that in a second.
The finally, they develop some kind of description of their results. They summarise their data so the
design team can take action on it.
I mentioned a technique called affinity diagramming or affinity sorting that you can use to identify
and cluster the themes in your research.
This is such an important method for user experience designers than I want to turn to it now.
Typically, affinity diagramming is done in a room like this: each of the observations youve made
are written down on a sticky note. You then stick those notes on the wall and get the design team,
the other people that were part of the observation, and anyone whos interested to group them. The
aim is to try to get an understanding of the mental models people have, the tools theyre using, the
terminology theyre using, the user needs, the workflow. Youll get an overview of the way people
achieve their goals right now.
A good affinity sort is an incredibly valuable resource. Its something that youll go back to time and
again. One particular way you can organise your affinity sort is to present it as something called a
user journey map. Let me show you some examples.
This shows four different user journey maps. You may also hear these referred to as user story
maps. The precise term doesnt matter, but just dont get user story mapping mixed up with agile
user stories. Well be talking about those later in the course.
A user journey map shows the sequence of steps a user goes through to achieve their goal. You can
use them to display the current journey and you can also use them to show the new journey that
youre designing.
Also note that these user journey maps arent beautifully crafted deliverables. They dont need to
be. Their job is to make sure that everyone on the design team has a shared understanding of the
context of use. They will probably change over time as you collect more data, so this kind of
representation is in fact an advantage.
Heres another example.
This is from Lego of all people and its quite literally a user journey map. It shows the user journey
of someone flying from London to New York. Notice how they have not just arranged the steps in
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the journey but they have also added a kind of emoticon to show positive and negative emotions
related to those experiences.
So how do you go about building one of these user journey maps?
The process is fairly simple. Start with a set of sticky notes that contain the observations you made
during the site visit. Each sticky note contains a single observation.
Working as a team, group the observations into common tasks that people carry out.
Next, label each of the tasks with a shorthand name. This doesnt need to be the term that users use
to describe the task as its just your own shorthand.
Now organise the tasks in a set of vertical columns, showing tasks that occur early in the experience
and tasks that occur later.
As an optional step, you may want to group some of the tasks together into phases that make sense.
In this example, the stages of an online transaction have been defined as Anticipate, Enter,
Engage, Exit and Reflect.
The titles will be specific to your domain. So it could be:
At this point, we have an overall view of the user experience that we can use to see the big picture.
This is often sufficient for the team to build a shared understanding of the user research.
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demonstrate how they do those tasks. If they have a web cam, see if you can get them to detach it
and give you a brief view of the office or home environment.
Pop-up research, sometimes called guerilla user research, works best with applications and
research topics that are relatively short and conceptually simple. Its also a useful approach to use
with applications that have a broad audience with lots of niche groups and edge cases.
You can run pop-up research nearly anywhere, such as a local library or coffee shop.
And heres yet more ideas.
Look at the questions and comments posted in your companys support forums and see if you can
detect any patterns. Can you identify a common set of goals across users? Does it look like there are
different groups of users with different kinds of goals? Are there parts of the system or product that
people frequently struggle with or complain about?
A second approach is to identify the customer-facing channels in your organisation like telephone
ordering lines, support lines or retail stores and listen in to the calls people make. How is their
issue handled? What are the key areas of improvement?
And you can always pretend youre not looking. If your company has a physical presence such as a
retail store, walk in and watch the way customers handle the product or talk about it. What features
do they mention? How do they talk about it being used? What other products do they compare it
against? For extra points, engage customers in conversation: tell them that youre interested in this
product too and ask them what they see as the strengths and weaknesses.
Just to emphasis, these arent replacements for actually getting face to face with your users, but if
youre really, really stuck and can do nothing else, then try these. But ultimately, Id like to think
that youre going get out of the building and find out more about your users.
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A field study focuses on the big picture: how people currently solve the problem, the
workflow across multiple channels, their behaviours, needs, goals & pain points.
In contrast, a usability test focuses on how people do specific tasks and the problems they
experience when using a particular system.
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The reason I can be so confident is that Ive taken this particular clipping from a I nearly called it
a newspaper there, its actually the Daily Mail, which is a British tabloid newspaper. However, my
understanding is that the data is based on robust results from national statistics so the data is
reasonably accurate. But again, the reason I can be so confident is because the journalist that wrote
this article did try to find this person, Mr Average, who ticked all of these boxes, so that the Mail
could put a photograph of him against the article. But the journalist couldnt find anyone. Lets stop
for a minute. What were saying here is: the average person doesnt exist. These are the statistics of
the average person but it was very hard to find someone that ticks all of the boxes. In the same way
that the average person actually has 1.9999 legs, sometimes, averages like this arent useful in
helping use understand a population.
The reason for pointing this out is that if Mr Average doesnt exist, whats the point in designing for
him? Or for any average user? Whats the point in designing for some Frankenstein monster
thats some kind of amalgam of all the averages of all of the statistics that you have, when that
persons mythical? The average user is a myth. So, why not instead design for a specific user? A
specific user with specific goals? Specific interests? Specific motivations in a specific context?
In fact, theres a quotation from the comedian Richard Pryor where he says, I dont know the key
to success, but they key to failure is trying to please everybody, and Im sure that this is as true for
stand-up comedy as it is for design as well.
The problem with everybody is that in order to reach everybody or humour everybody or sell to
everybody, you need to so water down what youve got, that you end up with almost nothing. And
surprisingly, designs generated using a methodology called personas, which is what I want to talk
about now, have got a much wider appeal than designs that try to cater for everyone.
And the reason for this is that users are much more effective when all the tools they need for a task
are close at hand, and none of the tools that they dont need is in the way. Thats why you probably
keep your food mixer in the kitchen and your saw in the garage. Youd never use a food processor to
build shelves. And hopefully your baking efforts dont require a saw to cut through the bread that
youve created. The same basic idea is true with user interface design. People who have clearly
distinct tasks should have their own sets of tools and not be forced to stumble over everybody
elses.
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And personas have spawned a real industry. They started as a chapter in a book by Alan Cooper
and now there are books, websites, even conference tracks devoted to them. And the reason for this
is because theyve proven to be incredibly useful. There are a handful of techniques in user-centred
design which tend to be used by virtually everyone that works in the field. Personas is one of them.
So theyre obviously worth examining in a bit more depth.
So, lets look at some examples of personas. What Im trying to do here is just give you a feel for the
genre, so, dont worry too much if you dont understand the detail of these particular personas for
now, just try and get an understanding of the way they feel and look. You can think of this as the
cast of characters for your product.
Take this particular set these are the Adam and Eve of personas. These were the first ever set of
personas created by Alan Cooper. Lets look at the key attributes.
So, first of all, youll notice theres a status designation. Obviously, a secondary persona is less
important than a primary persona.
Youll also notice weve got a photograph. The photograph acts as a shorthand so we can refer to
that particular user and should be reasonably representative of him. So, for example, this guy,
presumably spends a lot of time on the phone, otherwise there wouldnt be a photograph of him
with a phoned glued to his ear. Notice though these photographs arent pictures of real users. These
are perhaps ClipArt or actors that have got something in common with the way your users look.
You cant really use real photos of real users in personas because of data protection issues.
Weve also got a name. Now before you think, A name? This is bonkers! Why are you giving these
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people names? Well, to get some idea of valuable this is, play an exercise. Outlaw the word user
in all your next design discussion and insist that its replaced by the words my friend, my wife,
my daughter, my mother or myself. Suddenly it becomes a lot more difficult to say, It doesnt
matter that its crap, the userll have to put up with it, when you have to say, It doesnt matter if
its crap, my friend, my wife, or someone will have to put up with it. Unless of course youve had a
row with them that morning. And the reason is because adding a name, like adding a photograph,
helps us empathise with the user.
Youll also notice that weve got a quotation. The aim of the quotation is to capture the users key
objective, the key user need the essence of what that user is about. If we could summarise the
user in a single sentence, what would we do? What kind of phrase would we use? And we need to
do this using the language that the user would use.
Theres also a short narrative describing the user. The aim of the narrative is to capture some
background to the user so weve got a better understanding of who they are. It describes the users
context for us.
And finally, we have a list of key goals. And again, these are phrased in the words that the user
themselves would use. Now, its important that these goals are expressed from the users
perspective. First of all, notice that all of the goals begin with verbs, so theyre kind of doing
words. These are actions that the user is carrying out. But also, theyre expressed from the users
perspective. So if I was building some new software for a retail store, a feature of that system might
be: the system supports EAN13 barcodes. Well, that doesnt mean anything to the user. For the
user, their goal is to sell items at point of sale.
Theres an important difference here that I hope youre able to spot. The first approach describes
an attribute of an object. The second describes an activity done by a person.
Look for goals that start with or include an action verb; thats a good sign. When thinking about
how people will use your software, it helps to indicate how it will be used rather than how it might
look or the details of its implementation.
Well, lets zoom in on one of those personas. This is Eleanor Montgomery. Shes an HR
administrator. But lets look again at the details. Were looking at the high level. Weve got a
photograph, a quotation, weve got a narrative, weve got a list of key goals, and I guess one
important question here is, you know, what makes her the primary persona.
If I jump back to the previous slide, youll notice that weve got a series of personas here. What is it
that necessarily makes Eleanor the primary persona?
Well, imagine we had three personas. Lets call them, Harry, Hermione and Ron, for arguments
sake. If we design the interface for Harry, Hermione and Ron might not like it. If we design the
interface for Ron, Harry and Hermione wont like it. But if we designed the interface for Hermione,
Harry and Ron will be OK with it. In that instance, wed pick Hermione as our primary persona. So,
while the resulting design ultimately needs to satisfy all of the personas of the system, you should
start by trying to satisfy the needs of just one: thats your primary persona. So you should pick a
primary persona thats mainstream and has the customer behaviours that are hardest to satisfy. So
to discover our primary persona, heres some steps you could go through.
First of all, go through each of your personas and ask, Do I have to enable this person to succeed?
If this person cant always use my system successfully, is it a failure? If you answer Yes, to that,
the chances are this is going to be your primary. If not, you can discard them.
Then start comparing your personas in pairs. Consider their contexts of use, imagine that theres a
solution that works for each persona in their own context. You dont for the moment have to
visualise how your solution will work just yet, but simply ask, Would a solution designed for
persona A also let persona B achieve her goals? and vice versa. Or will a solution designed just for
B, also work for A?
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And if you find a solution for one persona that doesnt work for a different persona, but it will work
the other way round, you can discard the persona with the less widely useful solution. Theyre
clearly not a primary persona.
And if you find that neither solution is applicable to the other, keep both personas because they
might both be primary. The idea is you keep comparing different pairs until you can honestly say,
My solution must work for all of these, but none of them can succeed with an interface designed
for anyone else other than the primary persona that Ive chosen.
Now one common misconception is that having a primary persona means you exclude everyone
else whos not in that persona group. Thats not the case. The primary persona is simply the main
design target. Youll make sure that any design decisions consider their needs first, but youll still
try to accommodate the other users, as long as it doesnt affect the user experience of the primary
persona. And after creating a design that satisfies the needs of the primary persona, you can layer
on support for the unmet needs of secondary personas.
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experience, you would have been a complete failure if people dont end up using your system after
youve deployed it.
So, weve gone out and weve initially used our two marketing segments to recruit participants. And
Ive put some simple demographics about those people on this particular slide. In this case study
Ive put together, there are a relatively small number of participants that weve included. We would
want to include more than that in a typical persona study. Ill give you an actual number in a
moment. But the reason Ive got a small number here is simply to make the exercise easy to
explain. With more than about 10 people on the slide, the text gets too small to read.
So, we go off, we do our contextual inquiry, we do our site visits. We go out with them as they go
hiking. We literally go out walking with them. In the process, we look at the way they use their
current technology, which could just be a map, or it could be some kind of smartphone app that
they use. But were with them, we are actually in their context.
The next step is to return to the office and do some analysis on the data.
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where he can explore historical sites, like an ancient burial mound or a stone circle.
So weve got a couple of goals for him. Discover out of the way sites with an interesting history and
annotate walks with notes and photographs that he can review afterwards.
His quotation, his key user need is, Whats the story behind this location? And again, youll notice
that this persona is based on real users. One, three, five and six. We can trace all of the claims in
this persona back to those users.
Our next persona is Robert Clapham. Hes based on seven and nine. His quotation, Where are
some great photo spots near me? captures the essence of what Roberts about. He took early
retirement last year from his job in tech support at a software company and hes taken up walking
partly to keep fit and partly to give him something interesting to photograph with is digital SLR.
Robert likes to explore product features and will spend time tailoring a device so that it suits his
needs. Weve also got a list of goals for him as well. Hes more of an expert tech user, and as a
consequence things like tailoring and personalising the devices functionality matters more for him
than it might do for other people, such as for example, our next persona, Kathleen McCrae.
Her quotation, Where am I and how do I get back to the car park? captures her user need.
Kathleen began walking with friends after her husband died and really enjoyed the social contact
that this provides. However, she gets frustrated with the people in her circle because no-one seems
to know how to read a map, herself included. She has an up-to-date phone but needs help from her
daughter when installing new apps. So her goals are to have alerts to let her know if shes following
the path properly and share walk with friends. And again we notice shes based on real data that
weve collected.
Compare those four personas with how people often talk about the user on a design project. I bet
you were a little more engaged than if Id just listed a table of data about user characteristics. Thats
because personas are data with soul.
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These particular numbers come from some research that Forrester, the business consultancy firm,
came up with after interviewing a range of companies that develop personas.
So this number 21 interviews you should read this as saying youll probably need to engage
with about 20 or so users in total. You may find that its 25 or 30. The point is that its unlikely that
itll be 90 or 100. The approach I use is to keep seeing users until I get to the point of least
astonishment. So Ill be observing users and after I get to a certain number Ill find that every
additional person that I observe is just like somebody else that I observed earlier. At that point its
probably the time to stop. And in my experience, that happens somewhere around 20 or so users,
so 21 seems to me a reasonable number.
The other number is four personas. And again, treat that as a rough estimate of the number of
personas that you should end up with. If you end with six, thats fine. If you end up with a couple,
thats fine too. But if you end up with a dozen, youve probably got too many personas. Its going to
be hard for you to then work out which is primary and start doing design properly.
How about the time you need to invest? What data do we have on that?
Heres some more data. These come from the Nielsen Norman Group who carried out a survey in
2015 with companies who develop personas. They divided the companies into two groups: Large
companies and Small companies (depending on if they had more or less than 500 employees).
Small companies spend about 9 days creating personas and large companies spend about 13 days.
So I hope this gives you a feel for the amount of work that companies put in when creating
personas. Youre looking at about 2-3 weeks worth of effort.
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If you start heading into double figures, youve probably got too many personas. This is because the
design team wont be able to remember all of their names or keep them in mind when designing.
Finally, A stands for Applicable: Can the development team use the persona as a practical tool to
make design decisions?
Personas are lots of fun to create but dont lose sight of the fact that they are a design tool. This
means that the content of your personas the personas goals, behaviours and so on should help
the design team make better design decisions. Invariably, this means you want your persona to
focus on behaviours, motivations and goals rather than demographics.
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And importantly, you need to actually observe people, not just interview them. Interview them as
well, by all means ask them questions, don't think you can't interview people. As I said in the
contextual inquiry section where I was talking about field visits, interviewing is a component as
well, but its also about observation. Its not just about asking people what they want, its also about
observing people as they do the activity at the moment.
And the most important thing: just get out of the building and start observing people. Don't
overthink it, over plan it, and spend ages at it. You could do the research phase of this activity very
easily in a day. Maybe even half a day. So dont overthink this activity and spend too much time
planning. The quicker you get your feet wet and jump in, the easier youll find it to come up with
hypotheses to test as we move onto the subsequent phases. So before you move on in the course,
you need to do some user research. Because the next step, Ill be explaining to you how you then
take your research data and then use it to come up with the kind of descriptions that weve been
talking about so far.
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A sketch: Show the personas context, with a quotation stating the main user need.
Facts: Descriptive demographic information about your persona.
Behaviours: How is the persona solving their problem now?
Needs and goals: What does your persona want to accomplish?
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So you achieve this focus on users goals with three simple steps.
First of all, you identify your users goals. Then you express those goals as user stories. Im going to
use user stories in the Agile sense, but you dont need to be using Agile to benefit from this
approach.
And then a third step is to design the software around the user stories.
Let me give you a feel for why that kind of approach matters. Id like you to take a blank piece of
paper for me. What Id like you to do is sketch a vase on that blank piece of paper, and then Id like
you to come back to the presentation. So, pause the video for a moment and then design a vase.
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The user interface doesnt need to make users aware of all the edge cases and the rare use cases that
the server and the back end need to handle.
A second great thing about red routes is they produce actionable results. What we can do is put a
user down in front of our system, ask them to complete a particular goal with our system which
is the beginning of a red route and then see how they do. Where do they trip up along the way?
What are the obstacles that they face? What errors do they make as theyre trying to complete that
task? Fixing those will make the system much easier to use.
Now, every presentation on user experience obviously needs a quotation from Steve Jobs. Heres
mine. I know you have a thousand ideas for all the cool features iTunes could have. So do we. But
we dont want a thousand features. That would be ugly. Innovation is not about saying Yes to
everything. Its about saying No to all but the most crucial features.
Of course, Steve Jobs died and then iTunes turned into a dogs breakfast. Here are some examples
of common searches that people carry out on Google related to iTunes.
But honestly, iTunes was good once.
But the point is that Steve Jobs summarises in that quotation what red routes are about. Think
about your companys intranet. If your intranets typical, most of the contents probably low
priority. Somes going to be out of date. Some will have no owner or author. Probably there are
pages and contents no one even knows are there. Some pages are never accessed, some contents
never read, some content supports tasks that no one ever does. The bulk of most intranet content
supports infrequent, low priority tasks.
This red route approach enables us to turn that on its head and now say, what is it that we need to
focus on?
Now, if you dont focus on red routes you run into problems.
One of the first problems is that you end up warping the information architecture.
Well, OK, this picture has been Photoshopped, but you get the idea. If you start adding lots of new
content to support lots of new tasks, that requires lots of new navigation links from other pages,
lots of noise in the navigation system, and that makes it difficult for users to find the content that
they need. So, I guess the point of this is: dont be a Yes Man. Make each feature work hard to be
implemented. You should only consider features if theyre willing to wait outside in the rain for
three days waiting to be let in.
Now often at this point people stop me and say that theres a problem with this red route idea. If
you limit the features in a user interface, you reduce its flexibility.
In fact, this focus on flexibility is a common design mistake. Flexibility has costs. It has costs in
terms of decreased efficiency, added complexity, increased time, and money for development. And
in contrast, a couple of thoughtful options is better than providing every possible choice to your
users. The more choices you give someone, the more time it takes them to decide. People cant
make a mistake if you only give them one choice.
Now theres a law in psychology known as Hicks Law. Theres not many laws but this is one of
them. And it states that the time taken to make a decision increases as the number of choices is
expanded. In fact, you can use it to estimate how long it will take for people to make a decision
when you present them with multiple choices. And it predicts that the greater the number of
alternative choices, the longer its going to take the user to make a decision and select the correct
one.
Focusing on red routes helps us focus on what the important decisions are and reduces the number
of choices.
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Lets see if you have the idea. Imagine were designing a television remote control. What are the red
routes that we need to support?
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time you say yes to a feature, its like adopting a child. You have to take this child of yours through
a whole chain of events like design, implementation, testing and so on. And once that features out
there youre stuck with it, just like youre stuck with an unruly child. So, before you say yes to a
feature, make sure that it really needs to be added. Make sure its part of a red route.
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An application that lets you back up your computer over the Internet
A presentation app (like PowerPoint) that runs on a mobile phone
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Pick one of those and generate five red routes for it and then well return and well discuss your
findings.
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Manage my diabetes: that might be a red route for an application that is aimed at people with
diabetes.
Heres the user story were going to have. Jane says and note that Ive added a persona name to
this user story. I picked up this idea from Anders Ramsay and its a great way to make your user
story even more grounded. Anders Ramsay writes about UX and Agile on his blog
andersramsay.com. So now, instead of thinking of generic segments, were thinking of the needs
and goals of a specific persona. I mean many projects mistakenly assume that theres only one user
so they write all stories from one users perspective and assume all users have the same goals. The
advantage of specifying a persona is that users become tangible. This means we start thinking of
our designs as solving the needs of real people.
So lets go back to our user story. Jane says, As a patient, I want to track my blood glucose
readings so that I can find out if there are any specific periods of the day when I am having
difficulty controlling my glucose levels. And now weve got a really rich context behind that red
route that we can design around.
Heres another example. Deal with a goods not arrived enquiry. The user story is John says. So
John again is a specific persona. We know about John. Weve done research with people like John.
As a call centre worker, thats his role, I want to trace an order when I only have a partial address so
that I can tell the customer when his order will arrive. This came about because some work we were
doing with a warehousing systems, customers would ring up, they didnt know their postcode,
believe it or not, as a consequence the whole system ground to a halt and it couldnt move forward.
Now, on your own projects you can get users to write these stories. Theyll then phrase the story in
their own domain specific language.
Writing user stories looks easy, but its a skill you need to develop. Let me show you that with a bad
example.
The red route here is for a Government service: Check Im paying the right amount of tax. That is
a genuine need that all citizens have in al countries of the world.
Now lets turn that into a user story.
Ryan says, As a PAYE taxpayer, I want to understand how to calculate my tax code so I can make
sure Im on the right tax code
How accurate is that story? Would Ryan really say this?
Lets deconstruct this example so you can see why its bad.
Lets start with goal. so I can make sure Im on the right tax code. Is that accurate? Really, whos
bothered? Surely the goal is actually, so that I can keep as much money as I can and avoid an
unexpected tax bill.
Now look at the task. Do people really want to understand how to calculate their tax code? Or do
they actually want to pay the right amount of tax?
So lets look at the improved wording for this user story
Version 2 is now a much more genuine, user centred description. The point is you need to work
hard to make sure these user stories are accurate. Check that you really have specified an accurate
user goal and an accurate user task.
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The point behind this is the notion of generating hypotheses because weve all got them, havent
we, about our users and what they want to carry out? and then testing out what those hypotheses
are.
So lets look at a specific example.
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pay for parking. But throughout this course, what Im encouraging you to do is not to listen to
peoples opinion. As the old adage goes, In God we trust. Everyone else needs to bring data.
So in order to learn quickly, were going to identify the riskiest assumption and test that first. In
this example, Ive picked Ease of entering parking information as the riskiest assumption but of
course you would want to discuss this with your design team.
We now need to turn that assumption into a testable hypothesis.
Ease of entering parking information is a bit non-specific. So Ive turned it into a solution
hypothesis, which reads as follows: Motorists will find it easy to use an app that requires them to
enter their car reg and a 5-digit code on each parking meter.
But is that testable?
What does easy to use actually mean?
Here are some questions that a project manager might realistically pose about your system. Im
curious if you can answer any of them. So thinking of a system you are working on at the moment,
can you answer these questions?
I think all of those questions are valid questions but theyre extremely difficult to answer because
you end up answering them by waving your arms around and saying, Oh, well I think its more
usable than the competition, but if you dont have any data to back up your assertions, you are
making it up.
We could resolve this issue if we had a definition of usability: something that made this thing
measurable.
So heres a statement Id like you to complete for me: One thing that makes a product or website
usable is What would you say it is? How would you complete this sentence. Just one thing. So
think about that and then well return.
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measure task completion. What task completion rate would be a strong signal of success or failure?
50%? 70%? 90%?
Again, these are decisions that you need to make on a per project basis.
So let me leave you with this quotation from the Nobel-prize winning physicist, Richard Feynman.
If it disagrees with experiment it is wrong, he says. In that simple statement is the key to science.
It does not make any difference how beautiful your guess is. It does not make any difference how
smart you are, who made the guess, or what his name is if it disagrees with experiment it is
wrong. That is all there is to it.
And this is one reason I think why this technique is so powerful. Its like a science of design. It takes
the decision out of the hands of the HIPPO the highest paid persons personal opinion and
instead it allows you make these decisions based on data.
Its an incredibly powerful technique and I hope youre able to use it.
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list your product under the letter S for Sweater. People may also use terms like pullovers or
jumpers, so you should use those synonyms in your alphabetical list too.
And alphabets best used when you have a large amount of data, like products or names in a phone
book. And as everybody is familiar with the alphabet, categorising by alphabet is useful when not
all of your audience is familiar with some of the other kinds of groupings or categories that youre
using. So, as another example, thinking of our organising wines, we could organise a list of wines
alphabetically by grape or by vineyard.
So, Location, Alphabet and now Time.
Time is a obviously a good way to categorise events that happen over fixed durations. So, meeting
schedules on a calendar would be one example. The contribution of a scientist might be displayed
on a timeline as well. And time is an easy framework to observe changes and make comparisons as
well. Heres an example of organising wines by vintage or by best drinking date.
OK, lets turn to the fourth letter in the LATCH scheme: category.
Category is probably the most prevalent way of organising information, especially on the web. I
came across that quite fun billboard for OfficeMax a while back and I thought it made the point in
quite an interesting way.
Theyre not real birds you know on top, theyre plastic birds. Theyve not actually flown down and
organised themselves. Unless theyre very clever.
he number of categories is pretty much infinite, but some common examples include:
Format: Where you organise your content around the format of the file. For example, Google
organises its search around web pages, images, videos etc. This works when people are looking for
a specific format of something.
Organisational structure: This sometimes makes sense for intranets but rarely makes sense for
external facing web sites.
Task categorisation: For example, PayPal organises its web site around tasks like Send money and
Request money. Task-based schemes tend to work best when a system has a small set of possible
tasks and there are clear boundaries between the tasks.
Audience categorisation: This type of scheme works well when you can split your audience into
very clear groups and importantly when users can identify which group they belong to. Dells web
site does this with its Home, Small Business and Enterprise categories.
Subject or topic categorisation scheme: This is probably the category scheme youll use most often.
A subject or topic scheme groups similar things together depending on what theyre about. For
example, news articles on a web site might be organised by World news, UK news, Sport,
Politics, etc.
Were going to talk a lot more about organising by category in a moment when we get onto card
sorting.
The fifth and final hat rack in Richard Saul Wurman LATCH acronym is hierarchy.
Now, I prefer to think of it as magnitude rather than hierarchy. I think hierarchy makes you think
of a strict taxonomy, like an organisational chart in a company. But in fact its really about size or
magnitude.
He probably would have used magnitude in his hat rack model, except that he would have acronym
that went LATCM rather than LATCH, so I guess thats why he chose H for hierarchy instead.
In either case, its about organising things from small to large, least expensive to most expensive,
order of importance and so on. And its useful when you want to assign weight or value to the
ordered information.
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Remember, that whats important about these different organisational schemes is that every time
you use a different scheme, you start seeing new information about the relationships. So if we look
at our wine example here, in this particular example theyre being organised by price in this
particular photograph. But we might find, if we organise them by popularity, that the most popular
wines are the white wines, or the most expensive wines come from France, or that vintage wines
are more likely to be red than white.
The point is, by organising the information in different ways, you get to see different information
about the relationships too.
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meant to do. The reason for using these practice cards is people can organise them in any way they
want. They can organise them by channel, BBC1, BBC2 etc. They can organise them by genre,
comedy, soap opera and so on. They could organise them by the time of day that theyre on. Just
like in the iPlayer example we showed earlier.
So theres various ways that they can organise the content according to what makes sense to them.
And then that helps participants realise that theres no right or wrong answer. I tell people that this
will be for a system that will be used by people like them they obviously shouldnt come up with a
scheme that makes sense only to them and not to anyone else, for example, Programmes I like and
programmes I dont like. That kind of scheme wouldnt be very useful.
Weve also got here a statement of informed consent. That just tells the participant how were going
to store their personal data. Whenever you do user research, you need to obtain informed consent
from your participants so they know they are under no obligation to take part.
And then we have some blank cards. You may not be able to see but thats a piece of card thats
perforated into four and the user would tear that into four separate cards and use those blank cards
for naming the groups.
And finally weve got the cards themselves. Again, theyve been printed on A4 card. That just makes
the printing process easier. But before the user starts the session, shell separate those into
individual cards.
Youll also notice that the cards have barcodes printed on them. This is simply because it makes
data entry easier. Lets say youve got 15 participants. Lets say you ask each participant to sort 100
cards. And then lets say that you type the answers into Excel afterwards. Even if your data entry
error is as low as 1%, which is a bit of a challenge, youre still going to mistype 15 data points.
Barcoding means you can remove that error entirely and although you do feel like you work on a
checkout when youre adding the data to your system, it does mean that you reduce any problems
through poor data entry.
Heres an example of the real card sort in progress.
This photo shows 5 participants who are taking part in a card sort that I ran for an online retailer.
Now, I need to make an important point here: these people are doing the card sort independently.
Theyre not working as a group. The only reason they are co-present in the room is to reduce the
amount of time taken to collect the data.
For example, imagine I ran these sorting sessions as 1-1 sessions. Our participant would turn up,
Id need to welcome them, make them a tea or coffee, then Id need to explain what the session is
about. Id need to go through the practice activity. Id need to do the statement of informed
consent. Then I would give them the cards themselves. And then afterwards Id need to debrief
them and find out about the groupings that theyve created.
Theres lots of stuff in there that I would then need to repeat for the next participant: the
welcoming, the statement of informed consent and so on. By running people as a group, what
youre able to do is get all that kind of administrivia out of the way early on. So you can get all of
those things done early. And that means you get them done once for everyone and then you can get
straight into the card sort. In practice, that means you can typically run 15 people in a single day. If
instead you chose to run each person individually, it might take you say two or three days to collect
the same data. So, Id recommend you run people as a group. You dont have to, but my
recommendation is you do that simply because its much more efficient.
But just to remind you, people dont sort the cards as a group. People sort cards independently.
They dont discuss their findings with each other until the end when well have a discussion about
the groupings that theyve put together.
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What I wanted to do now was show you an example of an alternative way of running a card sorting
session. Ive talked about card sorts where participants are in the room with you. What I wanted to
do now was show you that you can actually do these online as well. So lets look at what an online
card sort might look like.
So now you have an idea of the process, Id like you to take a break and do a card sort.
Youll find the link in your notes or you can type it in to your browser.
Heres your briefing.
You are part of a design team developing a web site that sells financial products.
Each of the main web pages have been written onto an index card.
Sort the cards into groups that seem logical to you. You can use as many or as few groups as you
wish.
Go ahead and do that now, and then return here.
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really want bird food to feed birds or to put food in the garden.
So thats an example of an organisation-centred way of thinking about the labels in your interface.
Now, Im not saying that if they had stuck with this old scheme of organising information they
would have lost millions and millions of pounds, that people wouldnt have been able to use the
website and so on. Im expressly not saying that. But each one of these things makes it more
difficult to use the site and if you have too many of them, it becomes like death through a thousand
cuts. And if there are lots and lots and lots of these bad examples, eventually it will become too
difficult for people to use.
Lets follow that example with another one.
These are five different web sites you might go to buy a mans watch. And the question I have for
you is looking at those top level terms, which ones seem better to you, given your task is to find a
mans watch?
So some of those top level terms Id argue are better than others. So, for example at Argos,
jewellery and watches, what a great trigger word. I want to buy a watch, its got the world watch
in, its almost mindless to work out which to click. If instead we look at say John Lewis, gifts and
flowers, well, what if its a present for me, what if Im buying myself a watch? Its not really a gift.
And also that word flowers, it kind of gives a feminine spin to what this topics about which
makes it less likely perhaps that people might chose it in order to buy a mans watch. The point is
that the language that we use makes it easier or more difficult for people to find the content that
they want.
And that brings me onto one of the many myths in user experience: the so called 3-click rule or 2tap rule.
In that previous example, the problem isnt the number of clicks, its the words that are presented
to users.
Contrary to popular belief, people wont quit your web site if theyve clicked 3 times and still not
found what they are after. Usability tests show that the number of clicks has no effect on user
satisfaction or success rate.
Thats right: fewer clicks dont make users happier and dont make users perceive the system as
faster.
What really counts is ease of navigation: the constant scent of information along the users path. If
you dont make the user think about the clicks, they wont mind having to make them. So a link
with the word watch in it, well thats perfect. I dont need to think.
In Steve Krugs words, Its a mindless, unambiguous choice.
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turn the dial to its maximum setting, the second group choose a specific temperature. Both groups
have their own mental model of the way the heating system works but the people with the tap
model waste energy and end up getting too hot.
Theres also a related term: conceptual model. This is the actual model that we give to the user
through the design of the the products controls. A conceptual model is the way the designer of a
system has planned the system to work.
OK, lets make this a bit less theoretical.
Imagine that youve never seen an iPad. Well, actually, you probably have. So imagine that youve
never seen a Kindle. You probably have as well, so OK, lets imagine youve never seen a Nexus
tablet. OK, you probably have Right, Ive invented a tablet. Youve never seen it before because
Ive just invented it. In fact, I have my own Kickstarter, so there. You really should check it out.
Anyway, Ive just handed you my newly invented tablet and told you that you can read books on it.
Now, before you turn on this new device Ive invented, before you use it, youve got a preconception
in your head a model if you like of how youll read a book on it. Youve got certain
assumptions about how the pages will appear on screen, the actions youll be able to take with this
electronic book, and crucially how youll do those actions. Probably things like turning a page
or using a bookmark. In other words, youve got a mental model of how youll read a book on my
newly invented tablet even though youve never even seen it before.
Now, when you think about it, thats interesting, isnt it? Lets take turning a page. Thats
something that obviously we need to be able to do with a physical book but on a virtual book you
dont need to turn pages. You could have an infinite scroll that you could use instead. But clearly, if
I had a design which was an infinite scroll rather than a design that matched the pagination model
in your head, youre probably going to find it harder to use at least at first.
Youll sometimes hear this kind of thing referred to as an affordance. For example, pages have the
affordance of being turned.
An affordance is the way something can be interacted with based on its traits and characteristics. A
touch screen can be swiped, tapped and pushed.
Similarly, a door handle can be pulled. Thats why its so annoying when you try to pull a door only
to find out that the door handle needs be pushed.
Another term you may hear is Signifier - this is an indicator of how something is designed to be
interacted with to get an intended result. So for example, a form field signifies typing can happen
here. A hover state over a rectangle signifies an actionable area.
When it comes to software, you should really be talking about signifiers, not affordances.
Affordances refer to physical objects and signifiers refer to virtual ones. Most people tend to mix
the two up and only talk about affordances. Now, you wont get drummed out of the UX club if you
do this, but if you want to feel superior to your less educated colleagues, make sure that you talk
about affordances only when referring to physical objects and use the term signifier when talking
about virtual ones.
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Now, Im not an expert with cash machines. But I like this example because I doubt you were 100%
confident about every one of your answers. Yet you can still use a cash machine OK, even though
your model of how it works may not be absolutely correct.
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Im sure youre curious to know how these machines actually work, so heres the answer.
Theres actually a man inside
Who would have thought it?
Now, this idea of mental models brings me on to talk about the use of metaphors in design. This is
because metaphors are a good way to teach novice users how a system works: its a way for us to
teach them our conceptual model.
Do you recognise this system? It kind of looks familiar doesnt it? It looks a bit like an early version
of the Mac operating system.
In fact, this is The Xerox Star desktop. It was introduced by Xerox in 1981. Steve Jobs saw this at a
demo and allegedly decided to er, copy, it in the design of the Mac OS. Youll notice its got a
wastebasket, windows, the kind of thing were family with today. And look up there at the very top
of the screen.
Its the hamburger menu! The menu that people argue about ad infinitum on mobile.
Anyway, the point is, this is a metaphor. Its a metaphor of the desktop. Even though you may be a
road warrior and not have a real desktop of your own, you still appreciate whats going on here.
Mind you, its a little disappointing I think that this was 35 or so years ago and here we are using
essentially the same metaphor on our computers. I hope that in 35 years time we have something a
little more imaginative. Like jet packs, flying cars and hoverboards. Or maybe thats just me.
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You want the user to see the overall structure of the list, but you also want the user to walk through
the items at his own pace, in an order of his choosing.
Physically, the display you work with must be large enough to show two separate panels at once.
Small mobile phone displays cannot cope with this pattern.
A hub and spoke is a common design pattern used by kiosks and ATM machines. Use this when you
are designing a UI that contains several discrete tasks or content elements: forms, demos, games,
articles, transactions even entire applications.
All are reachable from one central page or window. But you dont want to link all the sections or
spokes to every other one, because of space constraints or to avoid clutter or to restrict the
workflow to force the completion (or explicit cancellation) of a task.
Ive just explored the tip of the iceberg here.
There are many web sites that collect together examples of these different patterns, often
specifically for mobile, web or desktop software. Heres one example of a web site that does just
this.
This shows just some of the design patterns on the site.
So for example, lets say that were interested in account registration
The site provides a lot of detail for every design pattern.
The content of the page is a lot longer than this. It contains examples, a detailed solution, the
rationale and a discussion about if account registration is even needed!
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If you want to get directions from A to B, youve got a very simple interface for doing just that.
Youve got two textboxes, you enter your leaving place and you enter your destination. But what if
you wanted to avoid toll roads or you wanted the results in kilometres rather than miles or you
wanted to avoid motorways?
Well, Google maps also offers you the opportunity to do that, but you need to click on the options
link to get it. Clicking on the options link reveals those extra choices.
Now, notice that this one on the right-hand side, its not that complicated, is it really? Its not like
youd look at that one on the right and think, Whoa! you know, How am I meant to complete
this? Its way too complicated. Its not. Its a fairly simply interface. But the Google engineers have
made a specific decision and theyve decided that well, most people arent really bothered about
avoiding highways, avoiding toll roads and most people want their results in miles. So were going
to stick with those defaults, and not make every user have to make the decision to leave things as
they are or to change them. Instead were going to use progressive disclosure to hide them away.
So, progressive disclosure, its a great technique for removing complexity from your interface. But
there are a couple of rules.
First of all, you want to get the right split between the initial and secondary features.
So clearly in the Google Maps example, if the destination field was hidden behind the progressive
disclosure link, it would be very frustrating. The most important information needs to be shown
immediately. So, doing a contextual inquiry as some kind of analysis of users tasks is going to help
you there.
The second rule of progressive disclosure is make it obvious about how you get from the primary to
the secondary disclosure levels, so you want to make the disclosure control simple and obvious, so
label the button or link in a way that makes it obvious to users what theyre going to get when they
click on it.
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And a final example here: this shows various authentication options for signing into a site. And
again these are functionally equivalent to radio buttons in the way theyre used here.
Another control that Im sure youve come across is the spin box or sometimes called a stepper.
These are flexible and they dont consume much screen space.
But one of the problems with these small controls is that they fall foul of Fitts Law.
According to Fitts law (named after the psychologist Paul M Fitts), the time required to rapidly
move to a target is a function of the distance to and the size of the target.
In practice, this doesnt just mean you should make big buttons. it means you should increase the
clickable area: for example, dont just make the arrow itself clickable but make the area around it
clickable too. Fittss Law tells us that we should use every available pixel to enlarge the clickable
area.
Fittss Law also leads to a notion of what I like to call Prime Pixels. Some pixels on a computer
screen are faster to mouse to than others. For example, corners and edges of the screen are
especially fast to access. So make sure that the very top of the screen, above the menu bar, is part of
your clickable area.
But the fastest-to-acquire pixel in any situation is simply the pixel at the current cursor position
which has lead to the introduction of the right-click as a context menu. Can you imagine if, in order
to get to the context menu, you always had to move your mouse to a particular location on screen?
We can thank Paul Fitts for that.
So, Fitts Law. Notice where the apostrophe is. Its not before the s, but after it, because his name
was Paul Fitts not Paul Fitt.
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Interacting with dropdown menus on mobile and the desktop is a multi-step process: first you tap
the control, then you have to scroll (often more than once), find and select your target, and finally
move on. Its actually a lot of effort on mobile.
So heres my suggestion. Whenever you feel tempted to use a drop down menu:
First, explore your data to find the most frequent choices (generally about 5)
Then offer them as radio buttons with an other choice available
If someone chooses other, offer the next most frequent choices, generally about 10.
Using this approach, you may never need to use a drop down menu again and your mobile users
will love you!
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were validated.
In this study, they asked 516 participants to carry out the same task but they actually used three
kinds of webpage. An online shop, a news portal and a company website thats the one that Ive
reproduced here.
There were some small differences between the different sites. For example, for an online shop, the
search box was expected to cover the full width at the top of the page, pretty much like it does on
Amazon.
But otherwise, peoples expectations about page layout were very similar.
So, the point is, it makes sense to emulate the locations of where most web sites put this stuff
because people are then going to find it more easily. Im not saying that people cant use your
website if you put search at the bottom and you put about us at the top right, or if you put a back
to home page link at the bottom of the left-hand margin. People will still get there in the end. Its
not completely unusable. Its simply that people have got these expectations so it makes a bit of
sense to cash in on them.
But what happens when people expect stuff to be in the same location? For example, what should
get priority at the top right on an ecommerce site, the search field or the checkout link? How do you
answer that question?
Well, the answer is: you test it.
Heres an interesting A/B test that was carried out. The designers were trying to answer just this
question: what should get priority at the top right on an ecommerce site, the search field or the
checkout link? The test was conducted on an ecommerce site for camping and hiking equipment,
and they ran an A/B test for three weeks and then compared the results.
So, if I just point out the differences between the two, in version A the checkout is at the very top
right and search is just below that but still in the top right area of the screen. In version B they
swapped the location of those two items. Which one do you think performed best in terms of
increasing revenue?
Actually, version A increased revenue by 12%. And they measured how many visitors reached the
sales confirmation page after making a purchase and used this to estimate the increase in annual
revenue and the result showed that the site made $2.3 million just by switching the position of the
shopping cart and checkout links.
So the placement of things actually matters.
When it comes to actually putting stuff in the content of a page theres a lot of research now which
shows that people tend to read webpages in a kind of an F shape.
So in an eye tracking study that Jakob Nielsen and his colleagues carried out, they recorded how
232 users looked at thousands of webpages and they found that reading behaviour was fairly
consistent across many different sites and with many different tasks.
This picture shows a heat map: this is a visualisation of where users looked on the screen. The red
areas show the most looked at parts of the display, the yellow show the next most looked at areas,
and so on.
The read pattern looked somewhat like the letter F and it had the following components.
First of all, users read in a horizontal movement across the upper part of the content area. Thats
that top part of the F bar. And then users moved down the page a bit and read across in a
horizontal movement that typically covered a shorter area than the first eye movement. So that
forms the Fs lower bar.
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And finally, users scanned the left side in a vertical movement. Sometimes that was fairly slow and
systematic and it appeared as a solid stripe on these kind of eye tracking heat maps. Other times
users moved a bit faster and it caused a more spottier heat map, but in either case, it formed the Fs
stem.
Now, this tells us something.
First of all (and frankly like a lot of eye tracking research) it tells us stuff that we already know:
people dont read webpages from the top to the bottom.
But this also gives us some clues about how we can get a users attention when theyre looking at
content pages. For example, the most important information, put that first, because its much more
likely to be read there than anywhere else. So you want to keep important content above the fold as
weve already discussed.
But also, things like subheads, paragraphs, bullet points start those with trigger words, because
theyre the things that people are going to be attracted to when theyre scanning down the left-hand
margin. If you break up your content with bullets and so on, people are going to see those and stop
and scan them.
And theres another implication: theres no point putting important information on the right-hand
side of the page, unless you want it to be pretty much ignored.
In fact, in another study of users interacting with over 65,000 webpages, researchers found that
45% of all clicks happen in the top left quadrant of the page when seen above the fold. So it seems
that people generally decided whether or not a page was relevant to them in two to three seconds,
and over 50% of pages were viewed for less than ten seconds.
So it just goes to show, youve got a very short amount of time to make a good impression.
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A gaze plot is a moment-by-moment representation of a users eye movement across the screen.
Look at the picture on the left. Youll notice that some of the blobs are bigger that others. Thats
because the size of the blob is proportional to the length of time the person looked at that spot on
the screen. In other words, big blobs mean longer fixations. Imagine its a bit like placing an ink
pen on blotting paper. The longer you hold it down, the bigger the puddle of ink. The numbers on
the blobs allow you to replay the sequence of the gaze: so number 1 means is the first fixation,
number 2 is the second fixation and so on.
A heatmap on the other hand is a kind of average visualisation that shows where the user has spent
the most time looking. The eye tracking measure is displayed as colours, and the amount of heat
is proportional to the level of the measure. Although heatmaps can be created based on data from
one individual, they are much more useful when averaged across multiple participants.
OK, now you know about eye tracking, we can look at one of the areas where eye tracking has made
a good contribution to user interface design: the design of forms.
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This is called a question protocol; its different from the form itself, because its about how you use
the answers.
So I did that for this form and youll notice Ive got rid of the Title field entirely. I did this for a
couple of reasons. First, sometimes when Ive asked people to redesign this form who arent in the
UK they think title means their job title, not Mr, Mrs, Dr and so on. So theres an ambiguity there.
And second, it seems particularly British and class conscious to insist on someones title. Why does
it matter? This is just a contact us form, people arent applying for a passport.
When I remove the title field, sometimes people say, Oh, no, youve got to keep the title field in
there so that we can know the persons gender. Well, if you need to know someones gender,
theres a very simple question to ask: you ask, Are you male or female? In this instance I really
dont think we need to know someones title so Ive got rid of it. The fewer fields we have, the more
likely someone is to complete the form.
In fact, a researcher at HubSpot examined 40,000 contact forms and found that conversion rate
improved by almost half when the number of form fields was reduced from four fields to three. Let
me say that again: eliminating one form field increased conversion by 50%. So the very best way to
get people to complete your form is to have less of it.
But why did I go for a single Name field, rather than two fields: first name and surname? Well, a
single field is a lot more flexible than a first name and surname field. So it handles my name, David
Travis.
But is also handles an American name like Dick van Dyke or William Gates III.
It also works for Paul Intoot(?) (he runs a football stats website in Holland).
It also handles a name like Jose Luis Rodriguez Zapatero (he used to be the Spanish Prime
Minister). His name is even more complicated: Jose Luis is his first name and Rodriguez Zapatero
is his surname. Because Rodriguez is such a common surname in Spain, people use Zapatero
instead to refer to him, even though thats his mothers family name.
Anyway, very confusing, but the point is having a single name field solves all of these problems.
Another reason, for rationalising the fields is that over one fifth of the worlds population write
their surname first (including China and Japan). Having two fields does not allow you to
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concatenate them in the correct order, whereas asking someone to enter their full name uses their
preferences rather than your assumptions. With one field you can easily accommodate all
nationalities, naming preferences, name orders, suffixes, and titles.
Youll also notice Ive added a bit of contrast to the submit button to make it stand out against the
reset button.
But in fact, why do we have that reset button at all? I actually think that when the HTML spec was
put together some usability people got involved and they said, I know, lets shove a reset button in
there and then that gives us something to complain about when we do expert reviews. Because
there seems to be no purpose in having a reset button. You may as well rename it, Please delete all
of the careful work that Ive been doing up until now. If somebody really wants to clear the field,
they can reload the page, or they can click the back button and then choose the link again.
Now I acknowledge there is a case where perhaps you do want to have a reset button. Lets say that
you are designing an application for a call centre. CSRs are getting lots of dropped calls, theyre
getting halfway through the form and callers hang up or get disconnected. Well, maybe having a
reset button in that specific example helps rather than having to refresh the page, but this is an
edge case.
If we have a reset button in this specific contact us form, then perhaps one in a hundred people
will press it by mistake. Thats just 1% but even so if we remove it, thats one in a hundred people
whos lives weve managed to make a little bit better. Its Hicks law again: fewer buttons, fewer
choices.
So, lets burn the reset button.
And perhaps now we dont need such heavy contrast on the submit button so Im going to reduce
the contrast there.
But what about the label on the Submit button? Remember our discussion about trigger words?
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So, here weve got four examples, the one at the top left is an iPhone app thats being prototyped.
The one at the top right is a tablet device. At the bottom left we have a form filling interface. At the
bottom right weve got a kiosk based system.
Now. it may look like people are designing these interfaces. But in fact, theyre using them, theyre
interacting with them. These paper interfaces are responding to the touch of the users finger and
allowing people to write in the text boxes.
The key point is that you can create really dynamic interactive prototypes with paper. Let me show
you how.
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8-21 Getting the design right and getting the right design
Most importantly though, paper prototyping helps support this approach to design that weve
already discussed, this iterative design approach. And this approach works because by prototyping
youre adopting three principles.
First of all you recognise that no design is sacred no matter how great it seems on paper or on
screen.
Second, you acknowledge that its your user that defines the success or failure of your design.
And the third reason prototyping works is because it enables you to react quickly when something
doesnt work and iterate until your users tell you its right.
Another way that paper prototyping helps us is it prevents us from latching onto an early design
solution. It encourages us to get the right design before you get the design right. Design helps to
frame possibilities and suggest behaviours.
All too often we tend to latch onto a particular solution and begin the process of incremental
improvement without properly exploring the possibility space. But if you freeze an idea too quickly,
you fall in love with it. If you refine it too quickly, you become attached to it and it becomes very
hard to keep exploring, to keep looking for better. Paper encourages you to think divergently.
So lets sketch four completely different design concepts, just to explore them as possibilities.
Then take the best ideas and come up with a paper prototype that we can test with users.
Well iterate around this point until we get the design right.
Then well produce electronic prototypes and iterate again.
Paper works best in the early phase of design because it lets you make small bets with your users.
These small bets minimize your losses and produce design insights you can gain only by watching
people use the prototype. Ultimately small bets allow you to fail fast so you can win bigger.
Clearly from this slide it looks as if were talking about lots of prototypes. How many, you might
ask.
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of Sellotape or whatever, but the advantage is that its repositionable. So you can use that for text
fields for example, or you can use it for text that varies or changes elsewhere in the interface.
But remember, the main thing that you need to do paper prototyping is a Sharpie. So as long as
youve got one of these and some paper, then youre all set. So good luck and get sketching.
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prototype would be fine. You can also do it with an electronic system or even a finished product if
thats what you wanted to test. Youll also need some kind of task scenarios that will be tasks you
want the participant to carry out with the system. These will be based around the red routes we
discussed earlier. And you also need some way of taking notes. Things you dont need that arent
critical include a one-way mirror, a usability lab and screen recording software. All of those things
are nice to have, they certainly help the process go a bit more smoothly but dont think you need
those to run a usability test. You can run a test without those things.
Now, I wanted to turn to this number five. Jakob Nielsens been widely quoted as saying that you
only need to test with five participants to find most of the usability problems with an interface. As
well see in a moment, that is basically true, but you need to be aware of the context of that claim.
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fixed. Youve found a problem. Thats what you do with formative usability testing. And then you
can use that insight to come up with alternative designs.
So, for example, heres another design of a kitchen hob.
If I ask you the same question, Which one of those knobs would you use to light the gas under the
back right hob? its obvious. Its so straightforward because the mapping between the knobs and
the gas hobs in so clear.
So usability testing gives you kinds of insights to iteratively improve designs and thats why we can
get away with small samples.
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And notice how I balance that, with the phrase, liking or disliking. If Id said, I dont want to bias
you to liking the software, then the implication of that is, well, actually, I do want to bias you
toward liking it. So by balancing the expression, it makes it clear that Im independent.
I then say, So dont be surprised if sometimes I dont say anything in response to your comments
or if my response is something neutral like thats great feedback.
And for most tests, thats about as far as I need to go with the initial instructions. But if Im running
a test of something like a paper prototype, then theres clearly some extra instructions I need to
give.
So, if its a paper prototype, Ill say something like, Now Janet will be playing the computer, Janet
says, Hi.
And then Janet says, Ill be showing you the screens just like a computer would, but since
machines cant talk, Im not allowed to explain anything.
And she then says, If you want to do something youll need to interact with the prototype just as
you would on a computer.
I point out that to enter text on the screen, the participant will need a keyboard
at which point I hand her a pencil and Janet clarifies its OK to write on the prototype.
Janet also says, Even though its a paper prototype, assume you can do all the things you can do
with a real computer like drag and drop and right mouse menus.
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Finally, share your test scenario in the discussion so you can get feedback on its strengths and
weaknesses.
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Keep talking.
What are you thinking right now?
So?
So, youre thinking . . .?
What are you seeing here?
Tell me what is happening.
Tell me a little more about
You get the idea. The golden rule is to keep your prompts very short. The participant should be
doing all of the talking, not you.
One of the things you may have noticed from the material Ive just covered is that one of the key
things to being a good usability test moderator is keeping a poker face. Participants often do
unexpected things when youre sitting next to them, things that you hadnt expected but with
hindsight seem entirely logical. You need to keep a poker face during that process and make sure
you empathise with what theyre doing. You dont want to make or pass any judgement or any
comment. You want to be entirely neutral.
In fact, theres a great video that I came across on Reddit which covers just that. Im going to
include that next for you to take a short humorous break. The video is only about 90 seconds and it
will give you a good insight into this idea of keeping a poker face.
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Heres an example of why we make observations and what happens when we make make
interpretations instead.
Heres some data Ive taken from an A/B test where a researcher was examining the hamburger
menu in a mobile app. Its called a hamburger menu because it looks a little like a schematic
version of a hamburger: a beef patty inside a bun. The researcher noted that in a test with 20,000
users, only 2% of people interacted with the hamburger menu.
Thats our observation. Its an objective fact.
Lets say we had seen that in a usability test. Imagine youre there now. Youre looking through the
one way mirror and you can see that people arent using the hamburger menu.
Now, why do you think this happened?
What was it that made the users behave that way?
See if you can come up with some reasons for that behaviour, and then return here.
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Perhaps the hamburger menu (at the top left of screen) is hard to reach on a mobile device
and people dont think its worth the effort
Or maybe people dont see the control they mistake it for part of the branding, part of the
caffeine informer logo.
Or perhaps people see the control but they assume it does something else, like reload the
page. Maybe it doesnt look like a menu control.
Or maybe people dont need the menu: they can do everything they need to on the main
screen.
The point is that each of these different interpretations would lead to different changes to the
design. For example, if its because the control is hard to reach on a mobile device, we could move it
lower on the screen. But if we think its because people dont recognise it as a menu control, we
might change the hamburger menu to, say, a text button that reads, MENU.
The point is that if we write down our interpretation rather than our observation, we end up with
very different changes to our design. So make sure you make observations, not interpretations, in
your usability tests. Later, we can come to interpret the data along with the design team, but lets
make sure we start with an objective description of the usability issue.
So heres your briefing.
Assemble your paper prototype along with the test scenario you created earlier. Youll also need a
stack of sticky notes that youll use for recording observations.
Ask a friend to play the role of the computer. Make sure you brief them on what they are meant to
do.
Grab a participant and ask them to take part in your usability test.
Run your test with around 5 participants, and then return here and Ill show you how to analyse the
data.
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but what do they mean? What Im hoping I can do in this part of the course is give you an intuitive
feel for what these heuristics are about. Hopefully youll remember a few of them afterwards, but if
we get through this part of the course and you can only remember one or two, thats fine by me. So
dont think you need to memorise this list.
So, lets go through the list of ten heuristics and Ill try to give you a good understanding of what
theyre about.
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Think Strategically
Recruit a Top-level champion
Raise Awareness
Demonstrate ROI
and Talk the right language
You want to aim for end-to-end involvement on mission critical projects that have a lot riding on
the user experience.
You now know that the biggest payback from usability occurs when its done early in the lifecycle,
so 80% of your project work should be focused on understanding customers and iterating designs.
If the design team want you to rubber stamp their design with an expert review, just say No.
Next up, identify someone at board level in your company who is a clear user advocate.
If no-one springs to mind, seek out a manager who is leading a customer-centred initiative like
quality, six-sigma or business excellence and show him or her how usability will support their
initiative. Heres some ideas:
Show how user centred design is linked to key business objectives, such as increasing
conversion rate, decreasing churn and improving customer satisfaction.
Prepare a snappy "wake-up call": dissect a product that failed because user requirements
weren't considered. Explain how usability testing could have saved the company its
embarrassment.
Show the manager some usability test footage where some key customers struggle with your
product.
You also need to raise awareness. This is because organisational change is most effective when its a
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Maintain a usability intranet with past reports, highlights videos, guidance for best practice,
a slide show... This is advocacy material and you want to make it easy for your supporters to
use in their presentations.
Educate your management team, for example by sending out a monthly newsletter that
shows people that usability means more than testing.
Raise awareness of relevant legislation (like disability laws) and international usability
standards.
Speak at industry meetings and usability conferences. This will validate the relevance of
your work in the eyes of your peers.
Increase your team's profile with professionally-produced posters and giveaways like mugs
and t-shirts.
Another technique is to demonstrate return on investment or ROI. Ive already mentioned that
logical cost benefit arguments don't always work. This is because they aren't based on data from
your company or industry. For real impact, collect "before" and "after" data to show the cost
benefits of your involvement on a specific project.
With e-commerce clients, I teach them about the "domino effect": usability problems early in the
process wipe out the customer base, leaving fewer customers to enter subsequent phases. For a
complex e-commerce transaction, it's not unusual for this effect to reduce sales by over 50%.
And finally, you need to talk the right language.
There is a simple way to present usability data that, under the right circumstances, can make it
irresistible and compels people to action. All you have to do is find it.
In some organisations, this may be a detailed, analytical report that carefully weighs the costs and
benefits of fixing each usability problem.
For other organisations, it might be a PowerPoint presentation, summarising the key findings.
Elsewhere, it might just mean getting the team in to watch a usability test in progress.
And senior managers often get engaged when you show a highlights video.
But you may need to get creative. In one organisation, the most powerful tool I observed was when
they moved from standard reports to a highly visual, one-page "usability dashboard". These reports
spread through the organisation quicker than an e-mail virus. So think for a moment: if you were
going to summarise the results of your 3-day usability test on just one page, what would you put in
it?
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In terms of overall size, I know this may not be a great help, but youre after the Goldilocks
portfolio: not too long, not too short, but just right. One way to achieve this is to ruthlessly cut out
duplicate projects. If youve done three card sorting studies and two paper prototyping exercises, I
know that its tempting to include all of them. But dont. Instead, show just one case study of each
type. Aim for 1-2 pages per project and keep it visual.
And finally, focus on the details
This one seems obvious we all know its rule number one when youre putting your CV together.
But hold on: there an interesting twist when youre applying for a job in user experience. Both UX
research and UX design are inherently detail-oriented professions.
Of course your spelling and grammar will be ruthlessly examined. But it goes beyond this.
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can then create specific personas based on those psychographic characteristics. Now, obviously, we
need to do this with more dimensions and with more interviewees, but I hope now you get the idea
of how to do this kind of analysis.
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