Friday, June 26, 2009

Conference sessions that rock usability

I recently attended an industry conference on Rich Internet (RIA) technology that was billed as pertaining to the user experience (UX) folks, albeit loosely. While I attended the multi-day conference I was musing on what an ideal conference would be for people the work primarily in the usability/user experience/user centered design space.

To be fair, one of the primary criteria for attending this RIA conference was the proximity from where I work, while still getting some amount of useful knowledge. Budgets not being what they used to be, it has been increasingly difficult to make a case for travel to California or Florida; which are both popular conference destinations.

I’ve attended both UIE(1) and Nielsen/Norman(2) conferences for usability numerous times over the years, and while both Jakob Nielsen and Jared Spool are both engaging and popular speakers I’ve been to the big top and seen the show.

As a result I began thinking about a more user-generated curriculum by people who are not consultants but are embedded user experience people that not only solve problems on a daily basis but fight for usability resources, lab space and good user centered design in-house every day.

Believing that visualization is the first step toward action I’ve penned 10 conference sessions that would rock usability.


1. Selling Usability: How to get a budget and a staff in 12 easy slides

One of the largest issues that user experience folks have is actually selling usability within their organization.

Having attended many conferences, this question usually shows up in one of the Q&A sessions. Knowing that the questioner’s company has paid a boatload of money to send said person to the conference, the presenter points out this simple fact, says it’s a good thing, and then usually moves on.

What I would want is a way to make this more actionable.

I would envision this session as part work session and part presentation where the final deliverable is a set of PowerPoint slides you could take with you and use as a toolkit to furthering usability within your organization. PowerPoint has always been the coin of the realm in corporations.

Since every company is a bit different I would see a base set of slides with lots of metrics and quotes on how doing usability early saves money, and highlighting specific instances where well known companies saved money and how they did it.

As an interactive, user generated session; attendees would contribute slides and then speak to them as part of the group.

The end result would be an vast set of slides and talking points to further user centered design. This would be very interactive and very real, as well as providing a neat way to get introductions to people that feel your pain and fight the good fight.


2. Tools and Tricks to amaze and stun your friends
There are lots of ways to slice and dice the user experience and get information from your users.

This tools and techniques session highlights quick usability testing and methodology tricks to further usability by including users, stakeholders, and developers in the process in a fun and low risk way.

Two good examples that I personally picked up from Jared Spool’s podcasts are confidence indicators and 5-second tests.

The confidence indicator is simple way to gage how sure people are of what they are telling you. This is done in a non-judgmental way quite easily with poker chips. Simply put, you give a participant a set of 10 poker chips and ask them questions. The participants then indicate how sure they are of their answer by pushing some chips towards you. The more chips, the more confident they are of their answer.

Another example is 5-second tests(3) which is a simple usability test that helps you identify the most prominent elements of the user interface.

In this test you give a participant a quick look at a screen or printout and then take it away, after which you ask them questions about interacting with the page.

Quick hits like these are the allen keys and files in your toolbox. While they may never rise to the level of a hammer or saw, they have their place and are very useful. They are also easily explainable and low impact, meaning stakeholders won’t be threatened by it, hopefully opening the door to larger testing engagements.

This session would include 10 different methods tools and tricks with appropriate discussion leading to a lot of new stuff to add to the toolbox.


3. Rich Media, same as the old media?
One of my most recent struggles is how to effectively design and convey the user experience when the experience is not based on a static layout.

Screen design in the HTML world was, if not easy, it was well understood. The new crop of tools and interfaces such as Flash, Flex, Silverlight and AJAX change the playing filed and in many cased let developers to horrific things that look slick and finished.

Jakob Nielsen's “Flash: 99% Bad”(4) is a harbinger of what some designers and developers will do with a new tool that has lots of whiz-bang effects.

New media tools have their own visual language that makes effects very easy to apply and use.

UX people need to have an understanding of these tools, what they can and can’t do to be able to better illustrate the user experience.

It is difficult to recommend the best possible solution without knowing what your options are. With these new technologies it becomes easier for developers to produce slick, finished looking “prototypes” and as a result can sidestep all the knowledge that has been learned relating to user experience in the domain being developed in.

This session would highlight actionable techniques for illustrating dynamic media, and illustrate the UX functions and features within each of the target technologies.


4. Getting Published and the size of the rocks they throw
There is a lot of good work that goes on that unfortunately most of it does not make it out into the mainstream, making it difficult to advance the field.

This session would discuss and map a path of how to get published, the venues for publishing and the pros and cons to each publishing stream.

Also discusses is how to join new and interesting open source development projects(5) to help improve usability and raise your personal awareness level within the industry.


5. User Testing is about the user
Traditional user testing can be time consuming and a daunting task if you have never run tests before, but they don’t have to be.

This session takes attendees through the entire process for testing inside a corporate environment and outside in the public.

How many people do you really need to test with? How many tasks are too many? How can you get employees to participate in tests? When should I lead my users when they are stuck? These are just some of the questioned to be answered are each step in the process is outlined from facilitators that run tests on a daily basis.

Developing test scripts, determining the right participants, monitoring tests and keeping stakeholders in the loop, running tests and highlighting results successfully are all important touch points in the process.

Included in the session would be snippets from user tests (good and bad), highlighting techniques for facilitators and how to avoid pitfalls that can skew test results.


6. What’s YOUR problem?
Interaction design problems are mulled over and tested every day. For every problem there can be a series of comparable solutions.

Presented are multiple solutions to sets of common UI and information presentation problems in an interactive discussion and presentation format. Session participants would be requested to submit examples and work product that lead to their solutions and what they learned along the way.

This frank look at problems and solutions would lead to developing heuristics(6) and design patterns(7) that could be extrapolated solve larger layout and navigation problems.


7. Content, Search and other evil things
As intranets, extranets and general sites mature content is continually created, edited and sometimes replaced. Content owners both maintain and abandon their content as job responsibilities change and people move on from companies.

This session discusses how to manage content through its entire lifecycle and how to sunset old content and bubble up good content through content management, mining search and editorial review.

Content management, workflow and best practices are discussed with thoughtful examples from commercial software, homegrown, and open source content management applications; blogs, wikis and other user generated content sources.


8. Sharpening the Stick: Improving core competencies
Content Heuristics are well known but how can you present the application of heuristics in a meaningful, actionable and persuasive way?

How can you best facilitate card sorting(8) with a room full of type-A personalities or run tests across the globe?

When is the best time to use focus groups and who should you include in the process?

Do you use wire frames to illustrate user flow, and do they need to be more than doodles on napkins?

Heuristic evaluation, card sorting, focus groups and wire framing are all techniques used on a continual basis. This session discusses what you can do to make your techniques and results more effective, easier to produce and more persuasive to developers and stakeholders.


9. Content Governance and Style Guides & Frameworks, oh my
As organizations mature there are an ever-growing group of content providers including internal resources, third party vendors, integration groups and even interns.

Content governance(9) is a process where web content from diverse groups in a organization can be best harnessed for the betterment of visitors and to best use the available resources throughout an organization.

This session discusses how content governance plays a role in keeping the org on track, where, when, how and why to use style guides and frameworks and the problems and benefits to a structured environment.


10. Research and Resources: The truth is out there
Unless you work in a consultancy there’s a large chance that you are the only user experience person in the building or, if you are lucky, part of a small (maybe 2-3) handful of folks doing user centered design.

There are many resources from books, podcasts, websites, articles and even twitter friends(10) out there that can come to the rescue. This session highlights some of the best and provides a takeaway of resources so you can put together your own resource library and support group.



I hope you’ve enjoyed conference sessions that rock usability. As you see from the list there are many tool based sessions, research and solution based sessions but they all have a reoccurring theme of interaction between user centered practitioners to not only present ideas and solutions but the recharge the creative and analytical batteries within a common guild.

Hopefully it was interesting and thought provoking spurring a wealth of conference session to come to a location near you or me or simply on the Internet.

If you do plan of developing sessions in part or in whole please give me a shout out, and maybe even a free pass.



Bibliography:

1. User Interface Engineering (UIE)
Consulting firm and conferences headed by Jared M. Spool

2. NN/g : Nielsen Norman Group
Usability consulting, training & user experience group, Jakob Nielsen principle.

3. 5-Second Tests: Measuring Your Site's Content Pages
Christine Perfetti & UIE

4. Jakob Nielsen's Alertbox: Flash: 99% Bad
Original Article on Flash

5. Design in the Open
Open source development projects

6. Usability Heuristics for Rich Internet Applications




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Tuesday, July 8, 2008

Designing the web experience for children.

David Lumerman,
Lil’ Fingers Storybooks.

Small children offer a very specific challenge to experience designers because they use websites differently then pre-teens, teenagers and adults. In fact, usability research with children has often been considered either too difficult to carry out with unruly subjects, or not necessary for an audience that is satisfied with gratuitous animations and funny noises[1].

Children five and under explore the web through guided discovery, looking for large visual cues like clickable maps and bright colorful graphics. They will click around looking for fun and interesting things to happen when they move their mouse. This is different than their older siblings who seek out and identify with cool looking graphics. Kids are keenly aware of their age and know what is designed for them, and what is designed for their younger siblings[2].

The “sense of scent” [3] popularized by Jared Spool , where users will follow visual cues to get to their goal like little breadcrumbs, manifests itself differently in young children. Where adults skim text for key words or ideas that match the expectation of what they are looking for, young children without developed reading and writing skills will gravitate towards pictures, icons, colors and graphics to build mental models of the world around them.

Color and graphics becomes a much more important to designing the experience. This can be seen when children from an early age identify with familiar icons and associate them with complex words or ideas. What child cannot identify the golden arches of McDonalds (red and yellow letter M), the script Coca-Cola logo (red letter C) or the graphic on Superman’s chest (red and yellow letter S)? All of these pose strong iconography and primary colors.

Studies with kids done by Microsoft[1] indicate designing icons meaningful to kids, and even styling the cursor to be more kid friendly to indicate the tasks to be performed and provides specific visual cues which to adults, would be gratuitous. Examples of such cursors would be graphically stylized magnifier glasses indicating zoom functions and paintbrush icons.

Children, especially young children, love and identify with characters. They can identify and derive comfort from them, and from an educational standpoint characters aid young children in the learning process[4]. As much as adults detest “Clippy” from the Microsoft suite of products, young kids love these types of characters. The enjoy interacting with them, and they in turn help them perform tasks.

Along with color and iconography, interaction points need to be findable by small hands. Fitts’ law[5] indicates that the larger and closer the target area, the easer it is for a user to navigate to it. This is especially true for curious children who may not have the dexterity and fine motor control of their older sibilings. For this reason larger more obvious target areas make for better clicking.

Buttons that look like buttons produce better results in all age groups, but take on a different meaning for youngsters who rely more heavily on icons and do not have a full understanding of general internet conventions that are learned by repetition and experience when using web sites habitually.

Studies by Jakob Nielsen[2] found that “children are incapable of overcoming many usability problems, this combined with kids' lack of patience in the face of complexity, results in many [children] simply leaving websites”.

Underlined blue links that take you from page to page, left navigation to traverse a site’s taxonomy, clicking logos to go back “home”, and advertising banners that take you “away” to a new site are not easily understood by young children, and as a result cannot be used as effective navigational tools.

In fact, banner ads pose a particular problem because children do not see these as separate from the experience, but as part of the experience. As a result, they are more apt to click on banner ads.

Another item to consider with young children is a shortened attention span. This means that not only should activities be fast loading and easily accessible but should be short in duration, and if possible be savable or recoverable to the point where the youngster last lost interest. This is mostly for the adult’s sanity to avoid replaying the first few activity sections over and over again.

Because of this limited attention span, instructions need to be short and memorable. Adult users don’t read long on-screen text item, children in contrast, may not understand or remember them, so short and sweet increases task completion.

Sound and music is also something that distinguishes this group from older users. Small children are generally delighted when their movements cause beeps, bangs and snaps. Their parents however, not so much.

Because of these limitations many websites are designed with co-discovery in mind where the heavy lifting, such as navigation and activity selection, is done by someone old enough to easily circumnavigate these pitfalls, leaving the activity horseplay to the kids.


Author

David Lumerman has a graduate degree in Human Computer Interaction (HCI) from Rensselaer Polytechnic, and for the past 10 years has developed Lil’ Fingers Storybooks (www.lil-fingers.com), a online computer storybook and activity site designed for young children.


References

(1) Hanna, L., Risden, K., Czerwinski, M., Alexander, K. The Role of Usability Research in Designing Children’s Computer Products. 1998. Microsoft Corporation. Online: http://research.microsoft.com/~marycz/druin98.htm

(2) Nielsen, J., Kids' Corner: Website Usability for Children. 4/2002. Jakob Nielsen's Alertbox. Online: http://www.useit.com/alertbox/children.html

(3) Spool, J., Designing for the Scent of Information. 11/2004. User Interface Engineering. Online: http://www.uie.com/reports/scent_of_information/

(4) Blowers, H., Bryan, R. Weaving a Library Web: Guide to Developing Children’s Websites. American Library Associations. 5/2004; pp 71-73

(5) Fitts’ Law. Wikipedia. Online: http://en.wikipedia.org/wiki/Fitts_law

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Tuesday, January 8, 2008

The usability of Twitter

Twitter is a social networking site that allows users to broadcast small snippets of text to the twitter universe and your own small subset of this universe for friends and lurkers to read your posts. Posts are presented in chronological order with the newest posts on top and older posts fading off the page.

Twitter is crack presented to the blogosphere. But what makes it so addictive has a lot to do with good usability. Presented below is what twitter does right for the user and why it matters.

1. Immediate satisfaction
Twitter updates live every four minutes and hitting the refresh gives you new content immediately.

Posting is also as simple, usually showing up within seconds of posting, which then gets appended to your “recent” list.

2. Positive Identification
It’s not enough that text from friends and strangers parade across your screen, but there are photos associated with these text posts. Seeing the photos makes you want to read the text. It is no surprise that pretty young girls who post quirky interesting snippets have lots of followers. arielwaldman and kitta are followed partially because they have pretty faces and partially because of their interesting prose.

On my twitter (dlumer) I have numerous friends that have an associated photo and a few that don’t. I find the ones that have photos more interesting to read, even though what they type may not support this tendency. People like that human connection. They gravitate towards it.

3. Low cost of action
Twitter lets you collect friends easily. Simply by clicking on their icon or name you can “follow” them simply by clicking a follow button. There is no long process. It is very easy; making is easy to collect lots of friends or pseudo-friends. These friends can reciprocate just as easily and follow you.

Once the two-way communication is going, you can easily post back and forth in an ongoing dialog, like a party line that nobody hangs up on.

4. My Network, not your network
While you can surf the public timeline, the power of twitter is in the local network that appears as all your and your friends’ latest entries with the icons of people you specifically follow. This is the important “web 2.0” part, where the user is looking a collection of posts they assemble, not one based on groups like a mailing list. Each person’s twitter is unique to himself or herself, only containing the people you choose to follow – or “listen to”. If someone posts too much or turns out not to your liking, you can simply stop following them.

5. Context is king
Along with your specific view is the idea of context of the text. It is not enough to know a friend has posted, but it helps to know when, and sometimes how. Twitter has both, showing the messages with how long ago they posted and what type of device (web, txt message, applet) delivered the message.

From a systems perspective, the time requirement is satisfied by simply time stamping each entry. But from the user’s perspective it is much more important to know how long ago from this point in time a message was posted.

Approximate times are even better, because they are concepts easily assimilated. Knowing that a message was posted “about 3 hours ago” is infinitely more usable than knowing a message was posted at 4:34pm on January 8th. In the first instance the user must do a mental calculation for not only the date and time posted, but also the current time as well, to get to the same place as “about 3 hours ago”. If the cognitive load is greater than the information gained, the user generally disregards the mental calculation.


There are a couple of instances where Twitter falls down however as they try and balance the ease of use and information overload. The below presented information is not as much cut-and-dried criticism, as problems or opportunities for further refinement.

1. If a tree falls in the forest...
One of the largest holes in twitter is the inability to point messages to people who do not follow you. There are many instances where you follow someone, and read a post where the poster has asked a specific question to the group and you respond to that post – but the original poster never sees it because the don’t follow you.

Understandably there are good reasons to not allow just anyone to post to anywhere. You need only look in your email box’s spam filter for hundreds of reasons. The problem I see however is the lack of feedback that the message will never be seen. While I have no hard data to confirm this, the anecdotal data I have is based on peoples various posts, when they realize that they are missing out on posts and begin following people who have responded to them.

Additionally, the system does not have an in system way to “poke” a user, letting them know you are responding to them.

2. My message is bigger!
Twitter is designed for short bursts of message content. This message content may be a bit on the small side for many users. Many a time you get posts broken into 2 or 3 messages to get the whole thought out. This may be the extreme example, but I personally would love about 20 more characters most of the time.

To Twitter’s credit however they dynamically show you how many characters you have left in your message, and even visually change the display when you are about to run out of space. This is a tremendous step up from instant messenger’s “your post is too big so you are out of luck” message.

As you can see, overall twitter is a great assemblage of micro-blogging and social networking that allows people to easily stay in touch with others, and isn’t maintaining the human connection with computers what it’s all about?

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