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	<title>Bread Board &#187; Laura Klein</title>
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	<link>http://www.slicedbreaddesign.com/blog</link>
	<description>an experience design blog</description>
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		<title>Which Metrics Equal Happy Users?</title>
		<link>http://www.slicedbreaddesign.com/blog/index.php/2009/12/which-metrics-equal-happy-users/</link>
		<comments>http://www.slicedbreaddesign.com/blog/index.php/2009/12/which-metrics-equal-happy-users/#comments</comments>
		<pubDate>Thu, 03 Dec 2009 20:28:57 +0000</pubDate>
		<dc:creator>Laura Klein</dc:creator>
				<category><![CDATA[Interaction Design]]></category>
		<category><![CDATA[User Research]]></category>

		<guid isPermaLink="false">http://www.slicedbreaddesign.com/blog/?p=861</guid>
		<description><![CDATA[One of the greatest tools available to me as an interaction designer is the ability to see real metrics. I’m guessing that’s surprising to some people. After all, many people still think that design all happens before a product ever gets into the hands of users, so how could I possibly benefit from finding out [...]]]></description>
			<content:encoded><![CDATA[<p>One of the greatest tools available to me as an interaction designer is the ability to see real metrics. I’m guessing that’s surprising to some people. After all, many people still think that design all happens before a product ever gets into the hands of users, so how could I possibly benefit from finding out what users are actually doing with my products?</p>
<p>Well, for one thing, I believe that design should continue for as long as a product is being used by or sold to customers. It’s an iterative process, and there’s nothing that gives me quicker, more accurate insight into how a new product version or feature is performing than looking at user metrics.</p>
<p>But there’s something that I, as a user advocate, care about quite a lot that is really very hard to measure accurately. I care about User Happiness. Now, I don’t necessarily care about it for some vague, good karma reason. I care because I think that happy users are retained users and, often, paying users. I believe that happy users tell their friends about my product and reduce my acquisition costs. I truly believe that happy users can earn money for my product.</p>
<p>So, how can I tell whether my users are happy? You know, without talking to every single one of them?</p>
<p>Although I think that happy users can equal more registrations, more revenue, and more retention, I don’t actually believe that this implies the opposite. In other words, there are all sorts of things I can do to retain customers or get more money out of them that don’t actually make them happy. Here are a few of the important business metrics you might be tempted to use as shorthand for customer happiness – but it’s not always the case:</p>
<h2>Retention</h2>
<p>An increase in retention numbers seems like a good indication that your customers are happy. After all, happier customers stay longer, right?</p>

<p>But, do you mean retention or <strong>forced retention? </strong> For example, I can artificially increase my retention numbers by locking new users into a long contract, and that’s going to keep them with me for awhile. Once that contract’s up, they are free to move wherever they like, and then I need to acquire a customer to replace them. And, if my contract is longer than my competitors’, it can scare off new users.</p>
<p>Also, the retention metric is easy to affect with switching barriers, which may increase the number of months I have a customer while making them less happy. Of course, if those switching barriers are removed for any reason – for example, cell phone number portability – I can lose my hold over long time customers.</p>
<p><strong>While retention can be an indicator of happy customers, increasing retention by any means necessary doesn’t necessarily make your customers happier. </strong></p>
<h2>Revenue</h2>
<p>Revenue’s another metric that seems like it would point to happy customers. Increased revenue means people are spending more, which means they like your service!</p>
<p>There are all sorts of ways I can increase my revenue without making my customers happier. For example, I can rope them into paying for things they didn’t ask for or use deceptive strategies to get them to sign up for expensive subscriptions. This can work in the short term, but it’s likely to make some customers very unhappy, and maybe make them ex-customers in the long run. <strong></strong></p>
<p>Revenue is also tricky to judge for free or ad-supported products. Again, you can boost ad revenue on a site simply by piling more ads onto a page, but that doesn’t necessarily enhance your users’ experience or happiness.</p>
<p><strong>While increased revenue may indicate that people are spending more because they find your product more appealing, it can also be caused by sacrificing long term revenue for short term gains. </strong></p>
<h2>NPS – Net Promoter Score</h2>
<p>The net promoter score is a measure of how many of your users would recommend your product to a friend. It’s actually a pretty good measure of customer happiness, but the problem is that it can be tricky to gauge accurately. It generally needs to be obtained through surveys and customer contact rather than simple analytics, so it suffers from relying on self-reported data and small sample sizes. Also, it tends to be skewed in favor of the type of people who answer surveys and polls, which may or may not be representative of your customer base.</p>
<p><strong>While NPS may be the best indicator of customer happiness, it can be difficult to collect accurately. Unless your sample size is quite large, the variability from week to week can make it tough to see smaller changes that may warn of a coming trend.</strong></p>
<h2>Conversion to Paying</h2>
<p>For products using the freemium or browsing model, this can be a useful metric, since it lets you know that people like your free offering enough to pay for it. However, it can take awhile to collect the data after you make a change to your product because you have to wait for enough new users to convert to payers.</p>
<p>Also, it doesn’t work well on ad-supported products or products that require payment upfront.</p>
<p>Most importantly, it doesn’t let you know how happy your paying customers are, since they’ve already converted.</p>
<p><strong>Conversion to Paying can be useful, but it is limited to freemium or browsing models, and it tends to skew toward measuring the free part of the product rather than the paid product. </strong></p>
<h2>Engagement</h2>
<p>Engagement is an interesting metric to study, since it tells me how soon and often users are electing to come back to interact with my product and how long they’re spending. This can definitely be one of the indicators of customer happiness for ecommerce, social networking, or gaming products that want to maximize the amount of time spent by each user. However, increasing engagement for a utility product like processing payroll or managing personal information might actually be an indicator that users are being forced to do more work than they’d like.</p>
<p>Also, engagement is one of the easiest metrics to manipulate in the short run. One time efforts, like marketing campaigns, special offers, or prize giveaways can temporarily increase engagement, but unless they’re sustainable and cost effective, they’re not going to contribute to the long term happiness of your customers.</p>
<p>For example, one company I worked with tried inflating their engagement numbers by offering prizes for coming back repeatedly for the first few days. While this did get people to return after their first visit, it didn’t actually have any effect on long term user happiness or adoption rates.</p>
<p><strong>Engagement can be one factor in determining customer happiness, but this may not apply if you don’t have an entertainment or shopping product. Also, make sure your engagement numbers are being driven by actual customer enjoyment of your product and not by artificial tricks. </strong></p>
<h2>Registration</h2>
<p>While registration can be the fastest metric to see changes in, it’s basically worthless for figuring out how happy your users are, since they’re not interacting with the product until after they’ve registered. The obvious exception is products with delayed (i.e. lazy) registration, in which case it can act like a lower barrier-to-entry version of Conversion to Paying. When you allow users to use your product for awhile before committing, an increase in registration can mean that users are finding your product compelling enough to take the next step and register.</p>
<p><strong>Registration is only an indicator of happy customers when it’s lazy, and even then it’s only a piece of the puzzle, albeit an important one. </strong></p>
<h2>Customer Service Contacts</h2>
<p>You’d think that decreasing the number of calls and emails to your customer service team would give you a pretty good idea of how happy your customers are. Unfortunately, this one can be manipulated aggressively by nasty tactics like making it harder to get to a representative or find a phone number. A sudden decrease in the number of support calls might mean that people are having far fewer problems. Or, it might mean that people have given up trying to contact you and gone somewhere else.</p>
<p><strong>Decreased Customer Service Contacts may be caused by happier customers, but that’s not always the case. </strong></p>
<h2>So which is it?</h2>
<p>While all of these metrics can be extremely important to your business, no single one can tell you if you are making your customers happy. However, looking at trends in all of them can certainly help you determine whether a recent change to your product has made your customers happier.</p>
<p>For example, imagine that you introduce a new element to your social networking site that reminds users of their friends’ birthdays and then helps them choose and buy the perfect gifts. Before you release the feature, you decide that it is likely to positively affect:</p>
<ul>
<li><strong>Engagement</strong> – every time you send a reminder of a birthday, it gives the user a reason to come back to the product and reengage.</li>
<li><strong>Revenue</strong> – assuming you are taking a cut of the gift revenue, you should see an increase when people find and buy presents.</li>
<li><strong>Conversion to Paying</strong> – you’re giving your users a new reason to spend money.</li>
<li><strong>(Lazy) Registration</strong> – if you only allow registered users to take advantage of the new feature, this can give people a reason to register.</li>
<li><strong>Retention</strong> – you’re giving users a reason to stay with you and keep coming back year after year, since people keep having birthdays.</li>
</ul>
<p>Once the feature is released, you look at those numbers and see a statistically significant positive movement in all or most of those metrics. As long as the numbers aren’t being inflated by tricks or unsustainable methods (for example, you’re selling the gifts at a huge loss, or you’re giving people extra birthdays), you can assume that your customers are being made happy by your new feature and that the feature will have a positive impact on your business.</p>
<p>Of course, while you’re looking at all of your numbers and metrics and analysis, some good old fashioned customer outreach, where you actually get out and talk directly with users, can also do wonders for your understanding of WHY they’re feeling the way they’re feeling. <a href="../blog/index.php/2009/05/ab_qual_testing/">But that’s another post</a>.</p>
<p>Interested? <a href="http://twitter.com/lauraklein">You should follow me on Twitter.</a></p>
<p>For more information on the user experience, check out:</p>
<ul>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/11/6-reasons-users-hate-your-new-feature/">6      Reasons Users Hate Your New Feature</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/11/is-continuous-deployment-good-for-users/">Is      Continuous Deployment Good For Users?</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/10/a-faster-horse-when-not-to-listen-to-users/">A      Faster Horse – When Not to Listen to Users</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/09/improving-the-roi-on-your-user-research/">Improving      the ROI for Your Customer Feedback</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/08/5-things-wrong-when-talking-to-users/">5      Things People Get Wrong When Talking to Users</a></li>
</ul>
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		<title>6 Reasons Users Hate Your New Feature</title>
		<link>http://www.slicedbreaddesign.com/blog/index.php/2009/11/6-reasons-users-hate-your-new-feature/</link>
		<comments>http://www.slicedbreaddesign.com/blog/index.php/2009/11/6-reasons-users-hate-your-new-feature/#comments</comments>
		<pubDate>Fri, 13 Nov 2009 19:38:03 +0000</pubDate>
		<dc:creator>Laura Klein</dc:creator>
				<category><![CDATA[Interaction Design]]></category>

		<guid isPermaLink="false">http://www.slicedbreaddesign.com/blog/?p=828</guid>
		<description><![CDATA[You spend months on a  new feature for your existing product: researching it, designing and building  it, launching it. Finally, it’s out in the world, and you sit back and wait for  all those glowing comments to come in about how happy your users are that  you’ve finally solved their biggest [...]]]></description>
			<content:encoded><![CDATA[<p>You spend months on a  new feature for your existing product: researching it, designing and building  it, launching it. Finally, it’s out in the world, and you sit back and wait for  all those glowing comments to come in about how happy your users are that  you’ve finally solved their biggest problems. Except, when the emails, forum  posts, and adoption data actually come in, you realize that they hate it.</p>
<p>There is, sadly, no single reason why your new feature  failed, but there are a number of possibilities. The failure of brand new  products is its own complicated subject. To keep the scope narrow, I’m just  going to concentrate on failed feature additions to current products with existing  users.</p>
<h2>Your Existing Product  Needs Too Much Work</h2>
<p>Ah, the allure of the shiny new feature! It’s so much more  exciting to work on the next big thing than to fix bugs or improve the user  experience of a boring old existing feature.</p>
<p>While working with one company, I spoke with and read forum  posts written by thousands of users. I also used the product extensively  myself. One of the recurring themes of the complaints I heard was that the main  product was extremely buggy and slow. The problem was, fixing the bugs and the lagging  was really, really hard. It involved a significant investment in infrastructure  change and a serious rewrite of some very tricky code.</p>
<p>Instead of buckling down and making the necessary  improvements, management spent a long time trying to build new features on top  of the old, buggy product. Unfortunately, the response to each new, exciting  feature tended to be, “Your product still crashes my computer.  Why didn’t you make it stop doing that instead  of adding this worthless thing that I can’t use?”</p>
<p>Now, you obviously don’t need to fix every last bug in your  existing offering before you move on and add something new. You do, however,  need to be sensitive to the actual quality of your product and the current  experience of your users before adding something new. You wouldn’t build a  second story on a house with a shaky foundation. Don’t tack brand new features  onto a product that has an unacceptably high crash rate, severe usability problems,  or that runs too slowly for a significant percentage of your users.</p>
<p>Before you add a new feature to a product, ask yourself,  “Have I fixed the major bugs, crashes, and UX issues that are currently  preventing my users from taking advantage of core features?”</p>

<h2>Your Product Interface  Is a Giant Mess</h2>
<p>Remember the old Saturday Night Live spoof commercial that  advertised, “It’s a floor wax! It’s a dessert topping!”? It’s not as funny when  it’s true. Products cannot do everything, and when they try, they end up with  interfaces far too complicated for the average user to navigate.</p>
<p>I see this happen all the time, especially with startups  looking for a way to make their product appeal to more people. Instead of  improving their core product and adding features that enhance that experience,  they add unrelated feature after unrelated feature, often stolen directly from  more successful companies with larger user bases. Their goal is to find  something that makes them blow up huge, but they just end up with an overly  complicated product that tries to do too many things and doesn’t do any of them  well.</p>
<p>It’s not just startups that suffer from this. Products that  have been around for many years often get bogged down with feature after  feature, all of which have to be supported because some fraction of the user  base still uses it. These products then become vulnerable to new challengers  with more focused, easy to use interfaces and smaller feature sets.</p>
<p>Of course, there are times when companies have to take their  products in a new direction. For example, Flickr started as a set of tools for  an MMORPG called Game Neverending. The game has ended, but Flickr lives on as  an entirely different business.  PayPal  began as a way to make PDA to PDA mobile payments, but that feature got killed  years ago when they realized that web payments were a far better business  model.</p>
<p>When you do find that killer feature that’s going to change  your whole business model, commit to it and make it a serious focus rather than  burying it under dozens of less popular features. Don’t try to be all things to  all people, or you will end up with nothing but a giant, unusable mess.</p>
<p>Before adding a new feature, ask yourself, “Does this  enhance my current product experience or just add to an already confusing and  cluttered interface?” And, if it doesn’t fit with your current product offering  but you still want to do it, ask, “Am I prepared to cut other features to make  this part of my core offering and simplify my experience?”</p>
<h2>You Didn’t Build What  They Asked For</h2>
<p>Let’s face it, sometimes your priorities are different from  your users’. For whatever reason, be it a new business partnership, a need for  a new revenue stream, or the desire to attract a different group of users,  sometimes you’re going to build something that your current users don’t want  and didn’t ask for.</p>
<p>This isn’t always a bad thing. For example, something that  annoys your current non-paying users but attracts a whole slew of new, paying  users is worth a few nasty emails to your customer service department. Just  make sure that the new feature is really going to do what you think it will. It  sucks to piss off your current, paying customers to build a feature that never  really fulfills its initial promise. Trust me on this.</p>
<p>Before building a feature that potentially has more benefits  to your company than your current users, ask yourself, “Am I prepared to deal  with the fact that this is going to annoy some of my customers, and what is the  real likelihood that I will get more out of this than I will lose?”</p>
<h2>You Built EXACTLY  What They Asked For</h2>
<p>I know. It doesn’t seem fair. They’re angry if you don’t do  what they want, and they’re angry if you do what they want.</p>
<p>The truth is that users will often ask you for a solution  when it would really be more helpful to tell you that they have a problem. I’ve  written more extensively about <a href="http://www.slicedbreaddesign.com/blog/index.php/2009/10/a-faster-horse-when-not-to-listen-to-users/">when you shouldn’t be listening to your users</a>, but the upshot is that users aren’t great  predictors of which brand new features will be big hits. Sometimes users will  tell you that they want a toaster in their car, when what they really mean is  that they don’t have time to make breakfast in the morning.</p>
<p>Before building a new feature that your customers are  demanding, ask yourself, “What known user problems is this solving, and is this  the best way to solve it for everybody?”</p>
<h2>The Feature’s Not  Finished</h2>
<p>Now, I’m all for building the minimum viable product,  getting it out in front of users, and then iterating on it to improve it, but  some features just aren’t ready for prime time. By launching a half baked  feature without key functionality, you’re running the risk of turning a lot of  people off on the idea before they ever get a chance to really try it out.</p>
<p>Remember, your customers aren’t in the conference room with  you when you come up with your grand vision. They don’t know where you’re going  with this neat new idea. They’re judging the feature based on their first  experience with it. Make sure that the first version is at least usable and  hopefully that it’s far enough along that users can see the same promise that  you do.</p>
<p>Also, good enough to ship doesn’t necessarily mean good  enough to remain in your product long term. A big part of shipping early is  continuing to improve the feature once it’s been out for awhile. One company I  worked with had the tendency to ship early versions of features and then let  them just sit there gathering dust, rather than iterating on them until they  were truly high quality. What they ended up with was an enormous product that  all seemed about half finished and a lot of unhappy customers who didn&#8217;t believe features would ever improve past version 1.0.</p>
<p>Before shipping a new feature, ask, “Is this good enough  that users will get why they should care about it? And, if they do care about  it, am I committed to improving it?”</p>
<h2>The Feature’s Not  Finishable</h2>
<p>At many of the companies I’ve worked with, features have  tended to evolve before they even get built. What generally happens is this:  you have an idea based on something you’ve heard from users; that idea  gets brainstormed and grows based on internal input; UX and visual designers  spec out the whole idea, often expanding on the original idea; then engineering  gets involved and gives a time estimate of how long the feature will take to  build; finally the whole thing gets cut back by about 80% based on the estimates.</p>
<p>Unfortunately, the 20% you end up implementing may not solve  the original problem. That means, when you finally announce your great new  feature, users who originally asked to have that particular problem solved are justifiably upset.</p>
<p>Before drastically cutting your new feature back, ask  yourself, “Does this still solve the original problem I was trying to solve?”  If it doesn’t, ask, “<strong>Can </strong>this problem be solved with a reasonable level  of investment?” There’s no shame in answering no to either or both of these  questions, as long as you decide not to go forward with the new feature.</p>
<h2>The Secret to Making Everybody  Love Everything You Make</h2>
<p>I’m joking. There’s no secret. The truth is that it’s almost  certainly impossible. But by asking yourself the right questions during your  feature development phase, you can dramatically cut back on time spent creating  things your users hate.</p>
<p>And never forget, when you do build something they hate,  acknowledge it, apologize for it, and fix it. It will go a long way toward making  your users happy again, and it might even get them to like that neat new  feature you just shipped.</p>
<p>Interested? <a href="http://twitter.com/lauraklein">You should follow me on Twitter.</a></p>
<p>For more information on the user experience, check out:</p>
<ul>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/11/is-continuous-deployment-good-for-users/">Is Continuous Deployment Good For Users?</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/10/a-faster-horse-when-not-to-listen-to-users/">A Faster Horse &#8211; When Not to Listen to Users</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/09/improving-the-roi-on-your-user-research/">Improving the ROI for Your Customer Feedback</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/08/5-things-wrong-when-talking-to-users/">5 Things People Get Wrong When  Talking to Users</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/05/ab_qual_testing/">A/B and Qualitative User Testing</a></li>
</ul>
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		<title>Is Continuous Deployment Good for Users?</title>
		<link>http://www.slicedbreaddesign.com/blog/index.php/2009/11/is-continuous-deployment-good-for-users/</link>
		<comments>http://www.slicedbreaddesign.com/blog/index.php/2009/11/is-continuous-deployment-good-for-users/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 22:37:46 +0000</pubDate>
		<dc:creator>Laura Klein</dc:creator>
				<category><![CDATA[Interaction Design]]></category>
		<category><![CDATA[Technology/Software]]></category>

		<guid isPermaLink="false">http://www.slicedbreaddesign.com/blog/?p=756</guid>
		<description><![CDATA[The recent release of Windows 7 got me thinking about development  cycles. For those of us who suffered through the last 2+ years of Vista,  Windows 7 has been a  welcome relief from the lagging, bugs, and constant  hassle of a failed operating system. Overall, as a customer, I’m pretty happy [...]]]></description>
			<content:encoded><![CDATA[<p>The recent release of Windows 7 got me thinking about development  cycles. For those of us who suffered through the last 2+ years of Vista,  Windows 7 has been a  welcome relief from the lagging, bugs, and constant  hassle of a failed operating system. Overall, as a customer, I’m pretty happy  with Windows 7. But, at least on my part, there is still some latent anger &#8211; if  Windows 7 hadn’t been quite as good as it seems to be, they would have lost me to  Apple. They still might.</p>
<p>A big part of my unhappiness is the fact that I had to wait  for more than two years before they fixed my problems. That’s a lot of crashes  and frustration to forget about.</p>
<p>One approach that many software companies have been adopting  to combat the huge lag time built into traditional software releases is  something called <strong>continuous deployment</strong>.  This sort of deployment means that, instead of having large, planned releases  that go through a strict process and may take months or years, engineers  release new code directly to users constantly, sometimes multiple times a day. A  “release” could include almost anything: a whole new feature, a bug fix, or a  text change on the landing page.</p>
<p>I worked with a software development organization that  practiced continuous deployment on a very large, complicated code base, and I  can definitely say, the engineers loved it. From the point of view of the employees,  continuous deployment was a giant win.</p>
<p>But how was it for the users? The fact is, some decisions  that seem like they only affect engineering (or marketing, business, PR, etc.)  can actually have a huge impact on end users. So, whenever organizations make  decisions, they should always be asking, “how might this affect my customers,  and how can I make it work best for them?”</p>
<h1>Is Continuous  Deployment Good For Users?</h1>
<p>As with so many decisions, the answer is yes and no.  Continuous deployment has some natural pros and cons for the customer  experience, but knowing about them can help you fix the cons and benefit even  more from the pros.</p>
<h2>Big Customer Wins</h2>
<h3>Fast Bug Fixes</h3>
<p>Perhaps the biggest win for users is that bugs can get  addressed immediately. Currently, even Microsoft releases patches for some of  its worst security holes, but there is certainly a class of non-critical, but  still important bugs that have to wait until the next major release to get  addressed. That means weeks, months, or even years of your users dealing with  something broken, even if the fix is simple. In continuous deployment, a fix  can be shipped as soon as it&#8217;s done.</p>

<h3>Fast Things vs. Slow  Things</h3>
<p>Similar to the first point, continuous deployment lets you  get everything, not just bug fixes, to users as soon as they’re ready to go.  Small features, easy changes, and UI tweaks don’t have to wait for larger,  unrelated features to be released to customers. After all, should a new design for the splash screen really have to wait on the implementation of a whole new payment system?</p>
<h3>More Opportunities  for Community Involvement</h3>
<p>If you’re having a constant dialog with your customers (<a href="http://www.slicedbreaddesign.com/blog/index.php/2009/09/6-stupid-excuses-for-not-getting-feedback/">you  are, right?</a>), they’re probably making some pretty good suggestions about  problems they’re having or ways to improve the product. A by-product of the  first two benefits is that those users are going to feel even more involved in  the development process when their suggestions or concerns are dealt with  quickly, rather than if they have to wait months or even years for the next  major release.</p>
<h2>(Mostly) Avoidable  Customer Problems</h2>
<p>As with anything, continuous deployment can also cause some  problems for users. Of course, some of these problems can exist in big, staged  deployments as well, but these are a few things in particular to watch for.</p>
<h3>Constant Change</h3>
<p>Imagine if every day, the layout on your car changed,  sometimes slightly, other times drastically. You want to drive to the store,  but the steering wheel is on the other side and you’ve suddenly got an extra pedal.  It would make it a lot harder to get where you were going, wouldn’t it?</p>
<p>Well, presumably your users are using your product to get  something done, and they’ve got a certain way that they’ve learned to do it.  Continuous deployment can mean that the interface for your product can change  at any moment, even several times a day. If features constantly appear and  disappear, it can be very disruptive to your users’ process.</p>
<p>There are a few things you can do to minimize the  disruption. First, make sure that you’re testing your biggest changes on small  cohorts of people. Iterate on a subset of your user base, rather than hitting  every single user with every single change. This will limit the change  that any individual sees while still giving you the benefit of constantly  pushing code to customers.  In fact, use  this as an opportunity to do the<a href="http://www.slicedbreaddesign.com/blog/index.php/2009/05/ab_qual_testing/"> A/B testing</a> you should be doing anyway.</p>
<p>Also, and this should be obvious, try to limit your truly  disruptive user interface changes so that things don’t feel like they’re in  constant flux. You can still change things, but be aware of how frequently  you’re making major changes and stay in contact with your users to make sure  they’re not feeling dizzy.</p>
<h3>Inconsistent UIs</h3>
<p>When a big new release is planned, often there is a  comprehensive design phase where all the new changes are mapped out and  discussed. This means that any inconsistencies in the UI can be found and  addressed.</p>
<p>In continuous deployment, different pieces of the product  are getting built and shipped to customers all the time, and there is rarely a  time when the entire UI is reevaluated as a single entity. This means that  sometimes UI standards can tend to…oh, let’s say evolve.</p>
<p>This problem can be controlled by having a UX team member  embedded in the development team and constantly working with the engineers to  enforce standards before things ship to customers. It can also be improved by  providing wireframes, visual designs, and tools like templates to developers so  that the look and feel of the product doesn’t shift too dramatically over time.</p>
<h3>Avoiding QA</h3>
<p>I’m certainly not claiming that every single thing in a traditional  release process gets a full QA pass, but I do find that continuous deployment  makes it easier for code to slip out to users without any human testing at all.  Any time you give engineers the ability to ship code directly into production,  you’re tempting fate. Somebody’s going to say, “oh, it’s just a tiny change,”  and it’s going to get out without any testing. I’m not naming any names, but  you only have to have a tiny change break the entire product once before you  realize that there’s no such thing as a tiny change.</p>
<p>Also, continuous deployment can make certain types of  testing much less likely to happen. While large release cycles tend to have a  code freeze and weeks or months devoted to testing, hopefully including  regression, unit tests, and end to end testing, continuous deployment doesn’t  necessarily have that baked into the process.</p>
<p>You can always add periodic end  to end testing of the product to your own process, of course, and it can be  quite helpful in improving code quality, especially when your engineers  occasionally slip through a “tiny change.”</p>
<h3>Communication Issues</h3>
<p>When you’re constantly releasing new features and bug fixes,  communication with your users can be a challenge. You don’t have one big  release with new help docs, a big roll out plan, and an advertising campaign.  Instead, stuff is coming out all the time, and users can get overwhelmed by  keeping up with the changes.</p>
<p>Context sensitive help and inline information for each feature  can help users get quickly oriented.  Also,  clearly marking new features as alpha or beta can let users know when a feature  is still being developed so they can set their expectations accordingly.</p>
<p>Documentation can also easily get out of date when things  are getting released constantly. Big, staged development cycles often have a  built-in time for creating documents. Typically, manuals or help documentation  and FAQs go through QA sometime after code freeze and before release. But since  you’re not necessarily doing a big, monolithic release with continuous deployment,  you can end up with this material never getting any sort of end to end editing  to make sure they stay current. Make time for this. It’s good for both your  customer experience and your customer support team.</p>
<h3>Frequent Downloads  and Updates</h3>
<p>While continuous deployment is quite natural with web  applications, even downloaded products can be constantly updated. However, you  should always be aware of the burden you’re placing on your user base. If  you’re forcing people to download a large file and go through an installation  process too often, you’re going to annoy people.  As a personal example, iTunes appears to have  a new version every week, and I’ve started to flinch every time I open it.</p>
<p>There are a few things you can do to make downloads easier  on your users. First, you can ask the user to allow the update to download in  the background and install automatically the next time the product opens. This  means that the updating happens with very little user annoyance. Also, it’s  best to keep the update quick by making the downloads incremental. For example,  your virus protection software probably updates its virus information daily  without asking you to reinstall the entire product every time.</p>
<h2>So, Is It Good for  Users or Not?</h2>
<p>Continuous deployment can be done in a way that’s good for  both engineering teams and users, but you do need to take some precautions. By taking  care when you introduce changes that your users will really notice and making  sure that you make time for important processes like QA, you can get features  out faster and constantly improve your product. And that is very good for  users.</p>
<p>Interested? <a href="http://twitter.com/lauraklein">You should follow me on Twitter.</a></p>
<p>For more information on the user experience, check out:</p>
<ul>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/10/a-faster-horse-when-not-to-listen-to-users/">A Faster Horse &#8211; When Not to Listen to Users</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/09/improving-the-roi-on-your-user-research/">Improving the ROI for Your Customer Feedback</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/08/5-things-wrong-when-talking-to-users/">5 Things People Get Wrong When  Talking to Users</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/05/ab_qual_testing/">A/B and Qualitative User Testing</a></li>
<li><a title="6 Stupid Excuses for Not Getting Feedback" href="http://www.slicedbreaddesign.com/blog/index.php/2009/09/6-stupid-excuses-for-not-getting-feedback/">6 Stupid Excuses for Not Getting Customer Feedback</a></li>
</ul>
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		<title>A Faster Horse &#8211; When Not To Listen To Users</title>
		<link>http://www.slicedbreaddesign.com/blog/index.php/2009/10/a-faster-horse-when-not-to-listen-to-users/</link>
		<comments>http://www.slicedbreaddesign.com/blog/index.php/2009/10/a-faster-horse-when-not-to-listen-to-users/#comments</comments>
		<pubDate>Fri, 02 Oct 2009 19:47:55 +0000</pubDate>
		<dc:creator>Laura Klein</dc:creator>
				<category><![CDATA[Interaction Design]]></category>
		<category><![CDATA[User Research]]></category>

		<guid isPermaLink="false">http://blog.slicedbreaddesign.com/?p=700</guid>
		<description><![CDATA[Henry Ford once said that, if he’d asked his customers what  they wanted, they’d have asked for a faster horse. In the high tech industry, this  quote is often used to justify not talking to users. After all, if customers don’t  know what they want, why bother talking to them?
You need to [...]]]></description>
			<content:encoded><![CDATA[<p>Henry Ford once said that, if he’d asked his customers what  they wanted, they’d have asked for a faster horse. In the high tech industry, this  quote is often used to justify not talking to users. After all, if customers don’t  know what they want, why bother talking to them?</p>
<p>You need to talk to users because, if you ask the right  questions, they will help you build a better product. The key is figuring out  the right questions.</p>
<p>For starters, users are great at telling you when there’s  something wrong with your product. They can tell you exactly which parts of the  product are particularly confusing for them or are keeping them from being  happy, repeat customers. Figuring out what to do about those problems is <strong>your </strong>job.</p>
<p><strong>In general, users are not going to be able to answer the following types of questions:</strong></p>
<ul>
<li>What new technical innovation is going to  revolutionize a particular industry?</li>
<li>What’s the next cool gadget that you’d like to  buy?</li>
<li>Do you think that people like you would buy this  new cool gadget that you’ve just learned about?</li>
<li>What new features would make this product more  interesting/compelling/fun/easy to use? (although, this question becomes more  answerable when the user is presented with some options for which features they  might prefer.)</li>
<li>How exactly should we change the product to make  it easier for you to use?</li>
</ul>
<p><strong>They are fantastic at answering questions like these:</strong></p>
<ul>
<li>What do you most love or hate about this product?</li>
<li>Do you find anything about this product hard to  use or confusing?</li>
<li>Does this product solve your problem better or  worse than what you’re currently doing?</li>
<li>How are you currently solving a particular  problem that may or may not be addressed by this product?</li>
<li>What don’t you like about your current solutions  for a particular problem?</li>
<li>Why did you choose this particular solution as  opposed to another solution?</li>
</ul>
<p>Obviously, there are innumerable other questions that you  might want to ask your users, so how do you decide which ones they’ll be able  to answer with any degree of accuracy?</p>

<h2>Problems vs.  Solutions</h2>
<p>Users are much better at telling you about problems that  they’re having than solutions that they want. In Ford’s example, when people  asked for a faster horse, what they were really saying was that the horses they  had were too slow. They didn’t specifically want a faster horse. They wanted a  faster means of transportation that was no worse than a horse in other  respects.</p>
<p>Frequently in user tests or customer feedback sessions,  customers will tell you very clearly, “I want x!” Your job is to understand <strong>why </strong>they want x and then to determine whether or not x is really the right solution. It’s  not that they never have good solutions, but users tend to only look at the  product from their own perspective and usage patterns, while you should be talking  to lots of different types of users with lots of different types of problems.  They’re not thinking about the product as a whole or how to fix things for the  other several million people who might have slightly different problems.</p>
<p>When users try to give you solutions, encourage them to talk  about their problems instead. Then figure out what they’re <strong>really </strong>asking for, and give it to them.</p>
<h2>Past vs. Future  Events</h2>
<p>It’s much easier for people to answer questions or give  opinions about something specific that has already happened than about  something that might happen in the future.</p>
<p>Consider the question, “What do you want to eat tonight?”  vs. the question, “What did you think of the meal you just ate?” For the vast  majority of us, the second one is much easier to answer. It simply asks you to  formulate a concrete opinion about a single event that has recently happened.  The first question asks you to imagine all the various available options for  food and make a decision about what you might like in the future based on  probably imperfect information.</p>
<p>This is true with products, as well. It will be much easier  for your user to explain how performing a particular task went than to predict  how he would like to perform that particular task in the future. That’s why, when  you’re doing your preliminary research to determine product direction or early  feature development, it’s very important to give users hands on tasks that they  can perform for you and then give opinions on rather than to talk abstractly about the solution you’re  considering providing for them with your product.</p>
<h2>Users vs. Other  People</h2>
<p>Unless you’re really lucky, you’ve probably realized that  people are terrible at figuring out what other people want. Perhaps you came to  this realization on some birthday or other gift giving holiday. Users suffer  from the same problems as gift givers. They’re almost always terrible at telling  you how other people will react to a product.</p>
<p>And yet, talk to just a few customers or user test  participants, and you’re guaranteed to hear one of them say, “Well, it’s not  for me, but my mom/friend/boss/brother would be really into this…” Another one  you hear a lot is, “My mom/friend/boss/brother would never be able to use this.  It’s way too complicated.”</p>
<p>This information can be marginally useful if you’re  trying to find the right customer segment, but take it with a grain of salt. Reassure  the user that you’re also going to talk to people like their  mom/friend/boss/brother, and what you’re really interested right now in is the  user’s opinion. Then talk to the mom/friend/boss/brother to find out their real  feelings. Chances are, the person you’re talking to doesn’t really know what  anybody else wants as well as they think they do.</p>
<h2>The Right Questions</h2>
<p>So, what should Henry Ford have been asking his customers?  Instead of, “What do you want?” he could have asked, “Is there anything you  particularly like or don’t like about your horse and wagon?” If they chose not  to buy a car, he could ask, “Why didn’t you buy that car?” Once they bought a  car, he could have asked, “What made you decide to buy a car?” or “Was there  anything you found particularly confusing or hard to use about your new car?”  He could even have gone for a drive with some of them and observed the various  problems that they encountered.</p>
<p>In fact, there were dozens of things he could have done that  might have helped him improve the design and marketing of his product. He just  couldn’t ask them, “What do you want?” because they almost certainly would have said, &#8220;a faster horse.&#8221;</p>
<p>For more information on our approach to  getting customer feedback, check out:</p>
<ul>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/09/improving-the-roi-on-your-user-research/">Improving the ROI for Your Customer Feedback</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/08/5-things-wrong-when-talking-to-users/">5 Things People Get Wrong When  Talking to Users</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/06/fast-insight-testing/">Fast Insight Testing</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/05/ab_qual_testing/">A/B and Qualitative User Testing</a></li>
<li><a title="6 Stupid Excuses for Not Getting Feedback" href="http://www.slicedbreaddesign.com/blog/index.php/2009/09/6-stupid-excuses-for-not-getting-feedback/">6 Stupid Excuses for Not Getting Customer Feedback</a></li>
</ul>
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		<title>Improving the ROI for Your User Research</title>
		<link>http://www.slicedbreaddesign.com/blog/index.php/2009/09/improving-the-roi-on-your-user-research/</link>
		<comments>http://www.slicedbreaddesign.com/blog/index.php/2009/09/improving-the-roi-on-your-user-research/#comments</comments>
		<pubDate>Wed, 23 Sep 2009 21:21:01 +0000</pubDate>
		<dc:creator>Laura Klein</dc:creator>
				<category><![CDATA[Interaction Design]]></category>
		<category><![CDATA[User Research]]></category>

		<guid isPermaLink="false">http://blog.slicedbreaddesign.com/?p=671</guid>
		<description><![CDATA[So, you decided to do some user  research in order to find out where you can make improvements. After a few hours of user interviews, you ended up with a notebook full of  scribbled information that all seemed really critical. How in the world do you figure out  what to do with [...]]]></description>
			<content:encoded><![CDATA[<p>So, you decided to do some user  research in order to find out where you can make improvements. After a few hours of user interviews, you ended up with a notebook full of  scribbled information that all seemed really critical. How in the world do you figure out  what to do with all that information?</p>
<p>If your answer is “talk about it all  abstractly with everybody in the company or write a huge paper that nobody will  read and then go on with business as usual,” you&#8217;re in good (bad?) company.</p>
<p>But you have to DO something with all that data. You  have to analyze it and turn it into actionable items that your engineering  department can use to fix your product. It&#8217;s not always easy, but I&#8217;m going to  give you an approach that should make it a little easier. This isn&#8217;t the only  way to do your test analysis, but it&#8217;s one of the quickest and easiest that  I&#8217;ve found when you are concerned with key metrics.</p>
<p><strong>When to use this method:</strong></p>
<ul>
<li>You have an existing product with a  way to measure key metrics, and you’re interested in improving in particular  areas related to your bottom line</li>
<li>You have a limited research and  development budget and want to target your changes specifically to move key  metrics</li>
<li>You are looking for the “low hanging  fruit” that is getting in the way of your users performing important tasks with  your product</li>
<li>You are working in an agile  development environment that is constantly tweaking and improving your  product  and then testing the changes</li>
</ul>
<p><strong>When not to use this method:</strong></p>
<ul>
<li>You have an existing product that you  are planning to completely overhaul, and you want to understand all of the  major problems before you do your redesign</li>
<li>You are trying to create an overall awesome,  irresistible user experience that is not related to a specific metric</li>
<li>You are designing a new product or  feature and are observing people using other products to identify opportunities  for innovation</li>
</ul>
<p>If you  fall into the first bucket, read on…</p>
<p><strong>The Five Basic Steps:</strong></p>
<ul type="disc">
<li>Identify key metrics you&#8217;d like to improve</li>
<li>Identify the tasks on your site that correlate with       improvement in those metrics</li>
<li>Observe people performing the appropriate tasks</li>
<li>Identify the barriers preventing people from completing       or repeating the tasks</li>
<li>Develop recommendations that address each specific       barrier to task completion</li>
</ul>

<h2>Step 1: Identify Key Metrics</h2>
<p>First, identify the metrics that you  care about, and look at the distinct steps that your users are most likely to  take to change those metrics. This way, you can plan your qualitative testing  to show you exactly what is getting in the way of your users reaching each  subsequent step.</p>
<p>As an example, let&#8217;s imagine that  you have a social networking site that earns revenue when people give virtual  gifts to each other to display on their profile pages. Because your revenue  depends on lots of users purchasing lots of things for each others&#8217; pages, you  might care about the following metrics: how many people register, how many  people customize their profile pages, how many people make friends, how many  friends they make, and how many people purchase one or more gifts. Obviously,  that last is the most important, since that&#8217;s where your revenue comes from,  but the others are also important, since improving those numbers should  increase everything downstream, if done in the correct way.</p>
<p>Your goal is to get people from  point A to point D as quickly and pleasantly as possible. To do that, you want  to look at all of the barriers you have erected in the way of your users  accomplishing those tasks.</p>
<p>Here&#8217;s are the pieces of the user  flow that change your key metrics:</p>
<p><strong>Registration</strong> &gt;  <strong>Profile Customization</strong> &gt;  <strong>Finding a Friend</strong> &gt;  <strong>Purchasing a Gift</strong></p>
<h2>Step 2: Identify Individual Task Flows</h2>
<p>Now that you know what your key  metrics are, you need to make sure that you observe your test participants  trying to accomplish the tasks that will eventually lead to changing those  metrics. To plan your tasks and analyze your data, it helps to break down your  individual tasks into smaller user flow steps based on your user interface.</p>
<p>For example, while the number of  successful registrations may be a single metric, there may be several screens  or discrete interactions involved in your entire registration process. Make a  list of what they are now.</p>
<p>As an example, I ran a test recently  for a product that had a 4 step registration process. The user flow for  registration on the site looked like this:</p>
<table border="0" width="100%">
<tbody>
<tr>
<td><strong>Landing Page</strong></td>
<td>&gt;</td>
<td><strong>User name </strong></td>
<td>&gt;</td>
<td><strong>Personal Info</strong></td>
<td>&gt;</td>
<td><strong>Download</strong></td>
</tr>
</tbody>
</table>
<h2>Step 3: Observe People Performing Tasks</h2>
<p>So let’s say that, based on the  metrics you want to change in your hypothetical social networking site, you&#8217;ve  determined that you need to gather data about registration, profile  customization, finding friends, and purchasing a gift. You’ve scheduled 5  people in your target demographic to come in for user test sessions. I’m not  going to teach you everything you need to know about running a test, but here  are some basics.</p>
<p>First, let the user begin using your  product however they want and note all of the things that they do that aren’t the  tasks you’ve identified. Remember, any  time spent not doing your target tasks is time that is not being spent  improving your metrics, so you want to know what these other things are! If you  give your participant a targeted task right away, you will<strong> never learn</strong> what other things they are doing instead. Finding  these distractions allows you to eliminate them or change them so that they  also improve your key metrics.</p>
<p>Watch everything your user does with  the perspective of the ideal flow for your metric. Do your participants wander  off track or getconfused during registration? Do they fail to find their own  profile? Do they not have the information they need to find a friend? Do they  fail to understand what gifts are or how to purchase them? Do they get  distracted by a totally different part of your site that doesn&#8217;t contribute to  improving your key metrics?</p>
<p>Once you’ve allowed the participant  some free exploration time, you may need to move them to a particular task. For  example, in our current example, it might be that you need to ask the  participant to try to purchase a gift, even if that’s something they wouldn’t  do in the context of a study environment. You can move them along by saying  something casual like, “Did you notice that there is a way to purchase gifts?  What do you think about that?”</p>
<p>Meanwhile, record what the  participant is doing and encourage them to talk about their impressions of the  product.</p>
<h2>Step 4: Identify Barriers</h2>
<p>Once you&#8217;ve gathered data by  watching 4 or 5 people repeat the same tasks, you need to analyze your data to figure  out where the barriers are and communicate them effectively to the team.  Determining the barriers should be pretty easy. Just ask yourself the following  questions:</p>
<ul type="disc">
<li>Where did participants seem confused or distracted and       stop performing a task?</li>
<li>Which things took longer than they should have?</li>
<li>Why did participants fail to accomplish a task?</li>
<li>What tasks did the participants perform that would not       improve the key metrics?</li>
</ul>
<p>In the product I tested with the  four step registration process, the metrics showed significant drop off one  each screen. On screen number 2, the user was asked to choose a unique user  name and enter some information. It had a surprising amount of drop off  considering how simple it was. After watching a few user tests, I noticed that  many people were trying to select user names that were not available, but they  were failing to notice the error message telling them to choose a different one.  Even if they noticed the error, several people had a tough time finding a user  name they liked and would spend minutes typing in word after word, getting  frustrated, and finally giving up.</p>
<p>By watching people try to register  for the product, we identified several significant barriers to successful  registration in just one step of the process. In fact, we found similar  problems – some large, some small – in each of the steps.</p>
<p>Once we’d identified the barriers, organizing  and explaining them to the team was easy with a simple, annotated flow of the  steps leading up to the goal along with the problems associated with each step.  For example, the flow for the registration test might have looked like this:</p>
<p><strong>Landing Page</strong></p>
<ul>
<li>Didn&#8217;t understand the product</li>
<li>Felt the product was aimed at teens</li>
<li>Thought the network was very small</li>
</ul>
<p><strong>User name</strong></p>
<ul>
<li>Didn&#8217;t know when a user name was taken</li>
<li>Couldn&#8217;t come up with a decent name</li>
</ul>
<p><strong>Personal Info</strong></p>
<ul>
<li>Were concerned about privacy</li>
<li>When failed Captcha, all info had to be re-entered</li>
</ul>
<p><strong>Download</strong></p>
<ul>
<li>Were uncomfortable downloading b/c of viruses</li>
<li>Didn&#8217;t know what they were downloading</li>
</ul>
<p><strong>Overall</strong></p>
<ul>
<li>Were bored during registration process or complained that it was taking a long time</li>
</ul>
<h2>Step 5: Develop Recommendations</h2>
<p>Now that you know what barriers are  keeping your customers from accomplishing the goals you&#8217;ve set for them, you  need to generate recommendations for ways to remove those barriers. You can do  this by looking at exactly what the barrier is and what the users&#8217; reactions  were to it, and then brainstorming ideas to help the user overcome that  barrier. Yes, this is the tough, somewhat creative part. You don&#8217;t want to just  take any recommendation that the user gives you. You need to understand what  problem they&#8217;re having and come up with a way to fix it that doesn&#8217;t cause any  other problems.</p>
<p>Going back to my example, once we  found the problems on the user name page, we looked at several solutions. We  definitely needed to make it more obvious to the user when they selected a name  that was already taken. We came up with a few simple ways to solve this  particular problem: we could suggest other user names when people tried one  that was already taken; we could make the error more noticeable; we could make  the Next button obviously disabled so that they couldn&#8217;t even try to move on;  we could free up some names that had been taken but weren&#8217;t currently in use so  that the selection of user names was better. We then selected a couple of these  solutions based on expected ROI calculations.</p>
<p>Even the lowest effort of these  suggestions, improving the visual design of the error, caused an immediate and  statistically significant decrease in drop offs for that step in the  registration flow, and eventually improved revenue by increasing the number of  successful sign ups. The barrier was lowered, if not entirely removed.</p>
<p>You may have noticed that the last  section is labeled &#8220;Overall.&#8221; This is where you look at  the process as a whole, rather than a sum of its parts. For example, one  comprehensive solution for drop off at each step might be to reduce the number  of steps it takes to register (almost never a bad idea!). Doing this wouldn&#8217;t  necessarily mean that you wouldn&#8217;t have to address the other problems  individually, but you might get fewer drop offs simply because it would take  less time for users to finish the process.</p>
<h2>How Is This Different?</h2>
<p>You might be wondering how this is  different from more traditional ways of running user tests and analyzing data.  In any user test, you&#8217;ll need to come up with tasks, observe users, figure out  where they&#8217;re having problems, and come up with solutions for the problems.</p>
<p><strong>There is a difference though</strong>. My experience has been that companies do not fix every  single UX problem that they find in user research. I don&#8217;t love this, but I do  understand the need to prioritize important changes.</p>
<p>So, if you&#8217;re only going to fix a  few problems, you should make an effort to identify the most important ones.  The counter intuitive part is that the most important problems might not be the  worst problems from a user experience stand point, but they will definitely be  the ones that are keeping your users from reaching the goals that improve your  most critical metrics.</p>
<p>Using this framework will help you  identify your key user flows, find and communicate the major barriers to  success, and propose targeted solutions that will improve both your user  experience and your business.</p>
<p>For more information on our approach to  getting customer feedback, check out:</p>
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		<title>Why I Hate Paper Prototypes</title>
		<link>http://www.slicedbreaddesign.com/blog/index.php/2009/09/why-i-hate-paper-prototypes/</link>
		<comments>http://www.slicedbreaddesign.com/blog/index.php/2009/09/why-i-hate-paper-prototypes/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 01:50:43 +0000</pubDate>
		<dc:creator>Laura Klein</dc:creator>
				<category><![CDATA[Interaction Design]]></category>
		<category><![CDATA[User Research]]></category>

		<guid isPermaLink="false">http://blog.slicedbreaddesign.com/?p=657</guid>
		<description><![CDATA[Ok, maybe hate is a little strong.  Paper prototypes and sketches have their place in interaction design. For  example, they&#8217;re great for helping to quickly brainstorm various different  approaches to a problem at the beginning of a design process. They&#8217;re also a  very fast and cheap way to illustrate a new [...]]]></description>
			<content:encoded><![CDATA[<p>Ok, maybe hate is a little strong.  Paper prototypes and sketches have their place in interaction design. For  example, they&#8217;re great for helping to quickly brainstorm various different  approaches to a problem at the beginning of a design process. They&#8217;re also a  very fast and cheap way to illustrate a new idea, since most people can draw  boxes faster than they can build interactive prototypes. But, in my opinion,  they have several serious drawbacks.</p>
<p>Before I get too far into this, let  me define what I mean by a paper prototype, since I&#8217;ve heard people use the  term to refer to everything from sketches on actual pieces of paper (or  cocktail napkins in a couple of cases) to full color printed mockups with a polished  visual design. In this instance, I&#8217;m referring to a totally non-interactive screen,  mockup, or sketch of any sort of application that is meant to be shared with  customers, test participants, or team members. It can be printed on actual  paper or shown on a computer screen, but whatever the viewer does to it, a  paper prototype is not interactive.</p>
<p>So, what don&#8217;t I like about them?</p>
<h2>Screen  vs. Paper</h2>
<p>This first couple of peeves apply to screens  that are actually printed out or drawn directly on paper. With a few exceptions  that I&#8217;ve listed below, I&#8217;ve found this approach to be really counterproductive.</p>
<h3>Iterating On a Design</h3>
<p>One of the biggest problems with hand drawn sketches on paper has less to do with user interactions and more to do with my work flow as a designer. Sure, sketching something quickly on a piece of paper can be quick, but what happens when I realize that I want to swap two sections of the screen? I can draw arrows and lines all over it, but that gets messy pretty fast. Whenever I want to make any changes to my design, I need to create a whole new sketch. This can mean redrawing the entire screen quite a few times.</p>
<p>If I&#8217;m creating a design in HTML or any other prototyping tool, the very first version might take a little longer than a quick sketch, but the second through nth iterations are a whole lot faster. And, as a bonus, I can check them into source control, which means I&#8217;m a lot less likely to lose my work than if I have dozens of pieces of paper scattered all over my office.</p>
<h3>Interacting With Paper</h3>
<p>Whether they&#8217;re sketched out by hand or printed out on paper, people interact with paper screens differently than they do with computer screens. They view them at a different  angle. They focus on different parts of the screen. They use their hands to  interact with them rather than a mouse and keyboard. Any feedback that you get  on a printed design will be colored by the fact that people are fundamentally  interacting with it differently than they would if it were on a computer  screen.</p>
<p>Given all of these drawbacks, there are a few situations when  designs printed on paper can be used effectively:</p>
<ul type="disc">
<li>You are at the very beginning of the design process, and you want to explore a bunch of different possible directions with other team members very quickly before committing yourself to fleshing out one or two specific options.</li>
<li>You&#8217;re designing material that is meant to be printed,       like brochures, user manuals, books, etc. In this case, you <em>want</em> to know how people will       interact with the printed media.</li>
<li>Your product is an interface for some sort of embedded       or small screen device that would be very difficult to replicate in a       quick interactive prototype. For example, a screen for certain mobile       devices or the heads-up display for a car dashboard might be hard to show       interactively in the appropriate context.</li>
<li>You have several different visual designs, and you&#8217;d       like to show them all to users at the same time in order to see which one       is the most attention-getting. You’ll still need to show the designs on       screen, of course, since colors can vary so much between screen and print,       but it can be helpful to lay out several pieces of paper so that the various       options can easily be compared.</li>
<li>You need to share screens with people in an environment       with absolutely no access to a computer whatsoever. You know, maybe you’re       in the middle of a meeting and need to sketch something quickly, or the       rest of your design team is Amish, or you are designing in a       post-apocalyptic wasteland where the computers are trying destroy       humanity.</li>
</ul>
<p>On the other hand, if you&#8217;re  designing desktop or web applications for standard computers, at the very  least, show your prototypes on a computer, even if they are not interactive!</p>

<p>A few reasons why it’s especially  important to show interactive designs on a screen:</p>
<h2><strong>Animations  and interactions</strong></h2>
<p>I am an interaction designer. A big  part of my job is to determine what happens when a user interacts with a  product. Sometimes that&#8217;s obvious. For example, if I click on a link with some  text that reads, &#8220;Contact Us,&#8221; I expect to be able to communicate in  some way with the people who have created the product.</p>
<p>But is it so obvious? Back in the day  when links could only take you to another static web page, sure it was. But  now, all sorts of things could happen. I might have different behavior on hover  vs. on click. I could be given the option to have a live chat with a rep. I might  be presented with an inline contact form so that I don&#8217;t have to leave the page  I&#8217;m visiting. The contact form could have some information already prefilled  for me based on my present location or account type. There could be animation  involved in displaying the contact information. There could be some sort of  contact wizard that would change later screens depending on choices the user  makes initially.</p>
<p>All these interactions are much  harder to convey with paper prototypes than with interactive wireframes. Sure,  you can make a different screen showing each stage of the interaction, but with  anything more complicated than a few steps, your observers can get lost pretty  fast shuffling through papers. Having it all working in an interactive  prototype allows users to click through and explore naturally. They can also discover  things like hover interactions or animations on their own, which are  particularly unsuited to paper.</p>
<h2><strong>Testing</strong></h2>
<p>What? You don&#8217;t need to test your  designs with users? Your designs spring from your brain fully formed and  perfect? Well, good for you. The rest of us mortals actually like to show our  designs to test participants and get feedback from people who aren&#8217;t familiar with  the product.</p>
<p>Now, I&#8217;ve run a lot of user tests.  I&#8217;ve run them with working products, interactive prototypes, pictures of  screens displayed on computers, pure paper prototypes, and physical mockups of  products. I&#8217;ve used prototypes built with everything from HTML to Visio to  cardboard. The one constant was that the closer the prototype mimicked the  final product interaction, the fewer problems we found once the product was  built. And since we recommend iterative testing during development rather than  waiting  to test until the product is  100% built (you know, just in case your design wasn&#8217;t entirely perfect the  first time around), an interactive wireframe is the best trade off of speed for  functionality.</p>
<h2><strong>Communicating  the design</strong></h2>
<p>You can have the best design in the  world, but if you don&#8217;t communicate it effectively to the engineers who have to  build the thing, it doesn&#8217;t matter one bit. Of course, once you&#8217;ve designed all  of your static screens, you could paste them into a big spec with extensive  documentation about what each button on each screen does and how many seconds  an animation is supposed to take and blah blah blah. I&#8217;ve done it when it’s  been specifically requested by a client. I&#8217;ve also never met an engineer who  was particularly happy to read through one of those three hundred page  documents. Besides, just the thought of making changes to every screen in that  document every time there&#8217;s a change makes me tired.</p>
<p>An interactive prototype, when built  intelligently, is a different story. It allows engineers to see exactly how  every element of the design is supposed to work. What happens when you click on  a link? Click on it to find out! Is the animation supposed to sweep  horizontally or vertically? Take a look! Of course, you&#8217;re free to add notes to  screens as necessary to fully communicate absolutely everything, but the  difference between using this lightweight approach and a full design document  for reference is night and day.</p>
<h2><strong>What&#8217;s  the alternative?</strong></h2>
<p>So, what should you use other than  paper prototypes? I&#8217;ve mentioned it throughout the post, but I&#8217;ll be perfectly  clear. Your best bet is an interactive wireframe that mimics the behavior of  the actual product as closely as possible. It doesn&#8217;t have to be hooked up to a  database on the back end or use real data. It doesn&#8217;t even have to be fully  functional if you&#8217;re only testing parts of it or if you’re annotating it with  notes. But it should make the user, whether they&#8217;re a test participant, an  engineer, or your design manager, feel like they&#8217;re actually performing tasks  with the product.</p>
<p>Luckily, you’ll find plenty of  products out there that will help you build interactive wireframes with very  little technical expertise. You don’t need to be an engineer or a Flash expert  to make your screens clickable. My favorite tool is Dreamweaver for creating  quick HTML prototypes with basic animations and interactions, but other people  have had good luck with applications like Axure and or even PowerPoint  (although, that has some serious limitations).</p>
<p>There is, of course, one quick  caveat. I know I’ve been harping on how closely your prototype should match  your eventual product. However, you do not need, and probably shouldn&#8217;t have  until quite late in the design process, a full visual design for your  interactive prototypes. Why is that? Well, I&#8217;ve found that making the visuals  look too polished can actually focus the user on the aesthetics rather than on  whether they can accomplish a task. A lovely or flashy visual design can  distract the user from interaction problems that you&#8217;d rather find early in the  process.</p>
<p>For best results, focus on creating  a simple, clean wireframe with as much interactivity as you can possibly give  it. Your users will thank you for it.</p>
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		<title>6 Stupid Excuses for Not Getting Feedback</title>
		<link>http://www.slicedbreaddesign.com/blog/index.php/2009/09/6-stupid-excuses-for-not-getting-feedback/</link>
		<comments>http://www.slicedbreaddesign.com/blog/index.php/2009/09/6-stupid-excuses-for-not-getting-feedback/#comments</comments>
		<pubDate>Fri, 11 Sep 2009 19:17:37 +0000</pubDate>
		<dc:creator>Laura Klein</dc:creator>
				<category><![CDATA[User Research]]></category>
		<category><![CDATA[Add new tag]]></category>

		<guid isPermaLink="false">http://blog.slicedbreaddesign.com/?p=638</guid>
		<description><![CDATA[Almost every company I talk to wants  to test their products, get customer feedback, and iterate based on real user  metrics, but all too often they have some excuse for why they just never get  around to it. Despite people&#8217;s best intentions, products constantly get  released with little to no customer [...]]]></description>
			<content:encoded><![CDATA[<p>Almost every company I talk to wants  to test their products, get customer feedback, and iterate based on real user  metrics, but all too often they have some excuse for why they just never get  around to it. Despite people&#8217;s best intentions, products constantly get  released with little to no customer feedback until it&#8217;s too late.</p>
<p>I&#8217;m not trying to promote any  specific methodology for testing your products or getting customer feedback.  Whether you&#8217;re doing formal usability testing, <a href="http://blog.slicedbreaddesign.com/index.php/2009/06/fast-insight-testing/">Fast Insight Testing</a>, contextual  inquiries, surveys, <a href="http://blog.slicedbreaddesign.com/index.php/2009/05/ab_qual_testing/">a/b testing</a>, or just calling up users to chat, you should  be staying in contact with customers and potential customers throughout the  entire design and development process.</p>
<p>To help  get you to stop  avoiding it, I&#8217;ve explored six of the most common stupid excuses for not  testing your designs and getting feedback early.</p>
<h2><strong>Excuse  1: It&#8217;s a design standard</strong></h2>
<p>You can&#8217;t test every little change  you make, right? Can&#8217;t you sometimes just rely on good design practices and  standards? Maybe you moved a button or changed some text. But the problem is,  sometimes design standards can get in the way of accomplishing your business  goals.</p>
<p>For example, a few months ago at a  talk given by Bill Scott, he talked about a developer who had a/b tested the text  on a link. One option read, &#8220;I&#8217;m now on Twitter.&#8221; The second read,  &#8220;Follow me on Twitter.&#8221; The third read, &#8220;Click here to follow me  on Twitter.&#8221; Now,  anybody familiar with &#8220;good design  practices&#8221; will tell you that you should never, ever use the words  &#8220;click here&#8221; to get somebody to click here. It&#8217;s SO Web 1.0. But  guess which link converted best in the a/b test? That&#8217;s right. &#8220;Click  here&#8221; generated significantly more Twitter followers than the other two. If that was the business goal, the bad design principle won hands down.</p>
<p>Does this mean that you have to do a  full scale usability test every time you change link text? Of course not. Does  it mean you have to use the dreaded words &#8220;click here&#8221; in all your  links? Nope. What it does mean is that you should have some way to keep an eye  on the metrics you care about for your site, and you should be testing how  your design changes affect customer behavior, even when your changes adhere to  all the best practices of good design. So, to put it simply:  prioritize  what you care about and then make sure you test your top priorities.</p>
<h2><strong>Excuse  2: Company X does it this way</strong></h2>
<p>I can&#8217;t tell you how many times I&#8217;ve  heard, &#8220;Oh, we know that will work. Google/Facebook/Apple does it that  way.&#8221; This is the worst kind of cargo cult mentality. While it&#8217;s true that  Google, Facebook, and Apple are all very successful companies, you aren&#8217;t  solving exactly the same problem that those companies are, you don&#8217;t have  exactly the same customers that they do, and you don’t know if they have tested  their designs or even care about design in that particular area. You are,  hopefully, building an entirely different product, even if it may have some of  the same features or a similar set of users.</p>
<p>Is it ok to get design ideas from  successful companies? Of course it is. But you still need to make sure your  solutions work for your customers.</p>
<p>I previously worked with a company  that had a social networking product. Before I joined them, the company  decided that, since other companies had had good luck with showing friend updates,   they would implement a similar feature, alerting users when their friends  updated their profiles or bought products. Unfortunately, the company&#8217;s users  weren&#8217;t very interested in the updates feature as it was implemented. When we finally asked them why they weren&#8217;t using the feature, the  users told us that they would have been very interested in receiving an entirely different type of update. Of course, if the company had connected with users earlier in  the process, they would have rolled the feature out with the right information  and gotten a much more positive reaction on launch.</p>
<p>Another thing to remember is that  just because a company is successful and has a particular feature doesn&#8217;t mean  it&#8217;s that exact feature that makes them successful. Google has admitted that  the &#8220;I&#8217;m Feeling Lucky&#8221; button loses them page views, but they keep  it because they, and their customers, like the feature. That doesn&#8217;t mean it&#8217;s  a good business plan for your budding search engine startup to adopt a strategy  of only providing people with the equivalent of the &#8220;I&#8217;m Feeling  Lucky&#8221; button. In fact, this is a great example of why you might need to employ multiple testing methods: qualitative (usability, contextual inquiry, surveys), to find out if users find the feature compelling and usable, and quantitative (a/b, analytics), to make sure that the feature doesn&#8217;t bankrupt you.</p>
<p>The bottom line is, it doesn&#8217;t matter if something works  for another company. If it’s a core interaction that might impact your  business or customer behavior, you need to test new features and designs with your customers to make  sure that they work for you. Obviously, you also need to make sure  that you’re not violating anybody’s IP, but that’s another blog post.</p>

<h2><strong>Excuse  3: We don&#8217;t have time or money</strong></h2>
<p>The fact is you don&#8217;t have time NOT  to test. As your development cycle gets farther along, major changes get more  and more expensive to implement. If you&#8217;re in an agile development environment,  you can make updates based on user feedback quickly after a release, but in a  more traditional environment, it can be a long time before you can correct a  major mistake, and that spells slippage, higher costs, and angry development teams.</p>
<p>I know you have a deadline. I know  it&#8217;s probably slipped already. It&#8217;s still a bad excuse for not getting customer feedback during the  development process. You&#8217;re just costing yourself time later. Besides, it’s not  as expensive as you think! You don’t always have to do some enormous user test  in a formal lab with one way glass. We advocate cheap and dirty Fast Insight  Testing, which  you can learn about  <a href="http://blog.slicedbreaddesign.com/index.php/2009/06/fast-insight-testing/">here</a>.</p>
<h2><strong>Excuse  4: We&#8217;re new; We&#8217;ll fix it later</strong></h2>
<p>I hear this a lot from startups, especially agile ones, that  are rushing to get something shipped, and it&#8217;s related to the previous excuse.  Believe me, I do understand the pressures of startups. I know that, if you  don&#8217;t ship SOMETHING you could be out of business in a few months. Besides, look at how terrible some really popular sites looked when  they first started! You have to cut something, right?</p>
<p>Great. Cut something else. Cut  features or visual polish. Trust me, people will forgive ugly faster than  they&#8217;ll forgive completely unusable or confusing. Whatever you decide to cut, don&#8217;t cut getting  customer feedback during your development process. As I mentioned in Excuse 3, you can do it  faster than you think. But more importantly, if you ship  something that customers can&#8217;t use, you can go out of business  almost as fast as if you hadn&#8217;t shipped anything.</p>
<p>Potential users have a lot of  options for products these days. If they don&#8217;t understand very quickly all the  wonderful things your product can do for them, they&#8217;re going to move on.  Take a few hours to show your ideas to users  informally, and you will save your future self many hours of rework.</p>
<h2><strong>Excuse  5: It&#8217;s my vision; users will just screw it up </strong></h2>
<p>This can also be called the  &#8220;But Steve Jobs doesn&#8217;t listen to users&#8230;&#8221; excuse. Except, that&#8217;s  not true. Recently, in an <a href="http://bits.blogs.nytimes.com/2009/09/09/in-qa-steve-jobs-snipes-at-amazon-and-praises-ice-cream/">interview with the New York Times</a>, when asked why the Nano got a camera while the Touch  didn&#8217;t, Jobs responded, &#8220;Originally, we weren’t exactly sure how to market  the Touch&#8230;What happened was, what customers told us was, they started to see  it as a game machine. We started to market it that way, and it just took off.  And now what we really see is it’s the lowest-cost way to the App Store, and  that’s the big draw. So what we were focused on is just reducing the price to  $199. We don’t need to add new stuff. We need to get the price down where  everyone can afford it.&#8221; Apparently, this myth that Jobs doesn&#8217;t listen to  customer feedback or make decisions about product features based on talking to  users is overblown.</p>
<p>The fact is, understanding what your  users like and don&#8217;t like about your product doesn&#8217;t  mean giving up on your vision. You don&#8217;t have to make every single change  suggested by your users . You don&#8217;t have to sacrifice a coherent design to the  whims of a focus group.</p>
<p>What you should do is connect with your users or  potential users in various different ways &#8211; user tests, contextual inquiry,  metrics gathering, etc. &#8211; to understand whether your product is solving the  problem you think it is for the people you think are your customers. And, if  it&#8217;s not, it&#8217;s a good idea to try to understand why that is and develop some  ideas for how to fix it.</p>
<p>Besides, even if Steve Jobs never listened to a single  customer in his entire life, how many wanna-be Steves do you think there out  there whose companies failed miserably because nobody wanted to use their  products?</p>
<h2><strong>Excuse  6: It&#8217;s just a prototype to get funding</strong></h2>
<p>This is an interesting one, since I  think it&#8217;s a fundamental misunderstanding of the entire concept of customer  research. When you&#8217;re building a prototype or proof of concept, you still need  to talk to your customers. The thing is, you may have an entirely different set of  customers than you thought you did.</p>
<p>Maybe you think the target market for your new networked, Wi-Fi lunchbox is 11-13 year old girls, but they&#8217;re not going to pay you to build the first million units and get them into stores. Your first customers are the venture capitalists or the decision makers at  your company or whoever is going to look at your product and decide whether or  not to give you money.</p>
<p>Even if they&#8217;re not your eventual  target market, it&#8217;s probably a good idea to spend some time talking with  whomever you&#8217;re trying to get to fork over the cash. I&#8217;m not saying you should  change your entire product concept based on this feedback. I mean, if you  really want to start the company on your credit cards and a loan from your mom,  don&#8217;t change a thing! The important take away here is that you may have different audiences at different points in your company&#8217;s life. And the best way to find what they all want is to  talk to them!</p>
<h2><strong>Out  of Excuses?</strong></h2>
<p>Those are the most common excuses I  hear, but I&#8217;m sure you can think of some clever ones. Then again, your time is  probably better spent connecting with your users, understanding their problems,  and thinking of ways to address them.</p>
<p>For more information on our approach to  getting customer feedback, check out:</p>
<ul>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/09/improving-the-roi-on-your-user-research/">Improving the ROI for Your User Research</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/08/5-things-wrong-when-talking-to-users/">5 Things People Get Wrong When  Talking to Users</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/06/fast-insight-testing/">Fast Insight Testing</a></li>
<li><a href="http://www.slicedbreaddesign.com/blog/index.php/2009/05/ab_qual_testing/">A/B and Qualitative User Testing</a></li>
</ul>
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		<title>5 Things People Get Wrong When Talking to Users</title>
		<link>http://www.slicedbreaddesign.com/blog/index.php/2009/08/5-things-wrong-when-talking-to-users/</link>
		<comments>http://www.slicedbreaddesign.com/blog/index.php/2009/08/5-things-wrong-when-talking-to-users/#comments</comments>
		<pubDate>Mon, 17 Aug 2009 23:11:19 +0000</pubDate>
		<dc:creator>Laura Klein</dc:creator>
				<category><![CDATA[User Research]]></category>
		<category><![CDATA[Add new tag]]></category>

		<guid isPermaLink="false">http://blog.slicedbreaddesign.com/?p=617</guid>
		<description><![CDATA[I was talking to an engineer the other day who was describing his startup&#8217;s first experience in trying to get user feedback about their  new product. Since it was a small company and the product didn&#8217;t exist in production yet, their goals for gathering user feedback were:

Get information about whether people thought the product [...]]]></description>
			<content:encoded><![CDATA[<p>I was talking to an engineer the other day who was describing his startup&#8217;s first experience in trying to get user feedback about their  new product. Since it was a small company and the product didn&#8217;t exist in production yet, their goals for gathering user feedback were:</p>
<ul>
<li>Get information about whether people thought the product was a good idea.</li>
<li>Identify potential customer types, both for marketing and further research purposes.</li>
<li>Talk to as many potential users as possible to get a broad range of feedback.</li>
<li>Keep it as cheap as possible!</li>
</ul>
<p>He had, unsurprisingly, a number of stories about mistakes they had made and lessons they&#8217;d learned during the process of talking to dozens of people. As he was sharing the stories with me, the thought that kept going through my head was, &#8220;OF COURSE that didn&#8217;t work! Why didn&#8217;t you [fill in the blank]?&#8221; Obviously, the reason he had to learn all this from scratch was because he hadn&#8217;t moderated and viewed hundreds of usability sessions or had any training in appropriate user interview techniques. Many of things that user researchers take for granted were brand new to him. Having spoken with many other people at small companies with almost non-existent research budgets, I can tell you that this is not an isolated incident. While it&#8217;s wonderful that more companies are taking user research seriously and understanding how valuable talking to users can be, it seems like people are relearning the same lessons over and over.</p>
<p>In order to help others who don&#8217;t have a user experience background not make those same mistakes, I&#8217;ve compiled a list of 5 things you&#8217;re almost certainly doing wrong if you&#8217;re trying to get customer feedback without much experience. Even if you&#8217;ve been talking to users for years, you might still be doing these things, since I&#8217;ve seen these mistakes made by people who really should know better. Of course, this list is not exhaustive. You could be making dozens of other mistakes, for all I know! But just fixing these few small problems will dramatically increase the quality of your user feedback, regardless of the type of research you&#8217;re doing.</p>
<h2>Don&#8217;t give a guided tour</h2>
<p>One of the most common problems I&#8217;ve seen in customer interviews is  inexperienced moderators  wanting to give way too much information about the product up front. Whether they&#8217;re trying to show off the product or  trying to &#8220;help&#8221; the user not get lost, they start the test by launching into a long description of what the product is, who it&#8217;s for, what problems it&#8217;s trying to solve, and all the cool features it has. At the end of the tour, they wrap up with a question like, &#8220;So, do you think you would use this product to solve this exact problem that I told you about?&#8221; Is there any other possible answer than, &#8220;ummm&#8230;sure?&#8221;</p>
<p>Instead of the guided tour, start by letting the user explore a bit on his own. Then, give the user as little background information as possible to complete a task. For example, to test the cool new product we worked on for Superfish, I might give them a scenario they can relate to like, &#8220;You are shopping online for a new pair of pants to wear to work, and somebody tells you about this  new product that might help. You install the product as a plug in to Firefox and  start shopping. Show me what you&#8217;d do to find that pair of pants.&#8221; The only information I&#8217;ve given the user is stuff they probably would have figured out if they&#8217;d found the product on their own and installed it themselves. I leave it up to them to figure out what Superfish is, how it works, and whether or not it solves a problem that they have.</p>

<h2>Shut up, already</h2>
<p>Remember, while you may have been staring at this design for weeks or months, this may be the first time your participant has even heard of your product. When you first share a screen or present a task, you may want to immediately start quizzing the participant about it. Resist that impulse for a few minutes! Give people a chance to get their bearings and start to notice things on their own. There will be plenty of time to have a conversation with the person after they&#8217;ve become a little more comfortable with the product, and you&#8217;ll get more in depth comments than if you put them on the spot immediately. </p>
<h2>Ask open ended questions</h2>
<p>When you do start to ask questions, never give the participant a chance to simply answer yes or no. The idea here is to ask questions that start a discussion.</p>
<p>These questions are bad for starting a discussion:</p>
<ul>
<li>&#8220;Do you think this is cool?&#8221;</li>
<li>&#8220;Was that easy to use?&#8221;</li>
</ul>
<p>These questions are much better:</p>
<ul>
<li>&#8220;What do you think of this?&#8221;</li>
<li>&#8220;How&#8217;d that go?&#8221;</li>
</ul>
<p>The more broad and open ended you keep your questions, the less likely you are to lead the user and the more likely you are to get interesting answers to questions you didn&#8217;t even think to ask.</p>
<h2>Follow up</h2>
<p>This conversation happens at least a dozen times in every test:<br />
<strong>Me</strong>: What did you think about that?<br />
<strong>User</strong>: It was cool.<br />
<strong>Me</strong>: WHAT WAS COOL ABOUT IT?<br />
<strong>User</strong>: [something that's actually interesting and helpful.]</p>
<p>Study participants will often respond to questions with words that describe their feelings about the product but that don&#8217;t get at why they might feel that way.  Words like &#8220;cool,&#8221; &#8220;intuitive,&#8221; &#8220;fun,&#8221; and &#8220;confusing&#8221; are helpful, but it&#8217;s more helpful to know what it was about the product that elicited that user reaction. Don&#8217;t assume you know what makes a product cool!</p>
<h2>Let the user fail</h2>
<p><strong></strong>This can be painful, I know. Especially if it&#8217;s your design or product that&#8217;s failing. I&#8217;ve had engineers observing study sessions grab the mouse and show the participant exactly what to do at the first sign of hesitation. But the problem is, you&#8217;re not testing to see if somebody can be SHOWN how to use the product. You&#8217;re testing to see if a person can FIGURE OUT how to use the product. And frequently, you learn the most from failures. When four out of four participants all fail to perform a task in exactly the same way, maybe that means that the product needs to change so that they can perform the task in that way.</p>
<p>Also, just because a participant fails to perform a task immediately doesn&#8217;t mean that they won&#8217;t discover the right answer with a little exploration. Watching where they explore first can be incredibly helpful in understanding the partipant&#8217;s mental model of the application. So let them for fail for awhile, and then give them a small hint to help them toward their goal. If they still don&#8217;t get it, you can keep giving them stronger hints until they&#8217;ve completed the task.</p>
<p>Are those all the tricks to a successful user study? Well, no. But they&#8217;re solutions to mistakes that get made over and over, especially by people without much experience or training in talking to users, and they&#8217;ll help you get much better information than you would otherwise. Now get out there and start talking to your users!</p>
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		<title>A/B and Qualitative User Testing</title>
		<link>http://www.slicedbreaddesign.com/blog/index.php/2009/05/ab_qual_testing/</link>
		<comments>http://www.slicedbreaddesign.com/blog/index.php/2009/05/ab_qual_testing/#comments</comments>
		<pubDate>Thu, 21 May 2009 19:35:41 +0000</pubDate>
		<dc:creator>Laura Klein</dc:creator>
				<category><![CDATA[User Research]]></category>

		<guid isPermaLink="false">http://blog.slicedbreaddesign.com/?p=469</guid>
		<description><![CDATA[Recently, I worked with a company devoted to A/B testing. For those of you who aren&#8217;t familiar with the practice, A/B testing (sometimes called bucket testing or multivariate testing) is the practice of creating multiple versions of a screen or feature and showing each version to a different set of users in production in order [...]]]></description>
			<content:encoded><![CDATA[<p>Recently, I worked with a company devoted to A/B testing. For those of you who aren&#8217;t familiar with the practice, A/B testing (sometimes called bucket testing or multivariate testing) is the practice of creating multiple versions of a screen or feature and showing each version to a different set of users in production in order to find out which version produces better metrics. These metrics may include things like &#8220;which version of a new feature makes the company more money&#8221; or &#8220;which landing screen positively affects conversion.&#8221; Overall, the goal of A/B testing is to allow you to make better product decisions based on the things that are important to your business by using statistically significant data.</p>
<p>Qualitative user testing, on the other hand, involves showing a product or prototype to a small number of people while observing and interviewing them. It produces a different sort of information, but the goal is still to help you make better product decisions based on user feedback.</p>
<p>Now, a big part of my job involves talking to users about products in qualitative tests, so you might imagine that I would hate  A/B testing. After all, wouldn&#8217;t something like that put somebody like me out of a job? Absolutely not!  I love A/B testing. It&#8217;s a phenomenal tool for making decisions about products. It is not the only tool, however. In fact,  qualitative user research <strong>combined</strong> with A/B testing creates the  most powerful system for informing design that I have ever seen. If you&#8217;re not doing it yet, you probably should be.</p>
<h2>A/B Testing</h2>
<h3>What It Does Well</h3>
<p>A/B testing on its own is fantastic for certain things. It can help you:</p>
<ul>
<li>Get statistically significant data on whether a proposed new feature or change significantly increases metrics that matter &#8211; numbers like revenue, retention, and customer acquisition</li>
<li>Understand more about what your customers are actually doing on your site</li>
<li>Make decisions about which features to cut and which to improve</li>
<li>Validate  design decisions</li>
<li>See which small changes have surprisingly large effects on metrics</li>
<li>Get user feedback without actually interacting with users</li>
</ul>

<p>For example, imagine that you are creating a new check out flow for your website. There is a request from your marketing department to include an extra screen that asks users for some demographic information. However, you feel that every additional step in a check out process represents a chance for users to drop out, which prevents purchases. By creating two flows in production, one with the extra screen and one without, and showing each flow to only half of your users, you can gather real data on how many purchases are completed by members of each group. This allows you to understand the exact impact on sales and helps you decide whether gathering the demographic information is really worth the cost.</p>
<p>Even more appealing, you can get all this user feedback without ever talking to a single user. A/B testing is, by its nature, an engineering solution to a product design problem, which makes it very popular with small, engineering-driven startups. Once the various versions of the feature are released to users, almost anybody can look at the results and understand which option is doing better, so it can all be done without having to recruit or interview test participants.</p>
<p>Of course, A/B testing in production works best on things like web or mobile applications where you can not only show different interfaces to different customers, but where you can also easily switch all of your users to the winning interface without having to ship them a new box full of software or a new physical device. I wouldn&#8217;t recommend trying it if you&#8217;re designing, for example, a car.</p>
<h3>What It Does Poorly</h3>
<p>Now imagine that, instead of adding a single screen to an already existing check out flow, you are tasked with designing an entirely new check out flow that should maximize revenue and minimize the number of people who abandon their shopping carts. In creating the new flow, there are hundreds of  design decisions you need to make, both small and large. How many screens should it have? How much up-selling and cross-selling should you do? At what point in the flow do you ask users for payment information? What should the screens look like? Should they have the standard header and footer, or should those be removed to minimize potential distractions for users when purchasing? And on and on and on&#8230;</p>
<p>These are all just a series of small decisions, so, in an ideal world, you&#8217;d be able to A/B test each one separately, right? Of course, in the real world, this could mean creating an A/B test with hundreds of different variations, each of which has to be shown to enough users to achieve statistical significance. Since you want to roll out your new check out process sometime before the next century, this may not be a particularly appealing option.</p>
<h3>A Bad Solution</h3>
<p>Another option would be to fully implement several very different directions for the check out screens and test them all against one another. For example, let&#8217;s say you implemented  four different check out processes with the following features to test against one another:</p>
<table style="border:1px solid #706052" border="0" cellspacing="0" cellpadding="2" width="100%">
<tbody>
<tr style="background-color:#706052">
<td style="font-size:12px; color:#F8981D"><strong>Option 1:</strong></td>
<td style="font-size:12px; color:#F8981D"><strong>Option 2:</strong></td>
<td style="font-size:12px; color:#F8981D"><strong>Option 3:</strong></td>
<td style="font-size:12px; color:#F8981D"><strong>Option 4:</strong></td>
</tr>
<tr>
<td style="border-right:1px solid #706052">
<ul style="margin-left:-20px; list-style:none; font-size:11px;">
<li>Yellow Background</li>
<li>Three Screens</li>
<li> Marketing Questions</li>
<li>No Up-selling</li>
<li>No Cross-Selling</li>
<li>Header</li>
<li>No Footer</li>
<li>Help Link</li>
</ul>
</td>
<td style="border-right:1px solid #706052">
<ul style="margin-left:-20px;list-style:none; font-size:11px;">
<li> Blue Background</li>
<li>Two Screens</li>
<li>No Marketing Questions</li>
<li>Up-selling</li>
<li>No Cross-Selling</li>
<li>Header</li>
<li>Footer</li>
<li>No Help</li>
</ul>
</td>
<td style="border-right:1px solid #706052">
<ul style="margin-left:-20px; list-style:none;font-size:11px;">
<li>Orange Background</li>
<li>Four Screens</li>
<li> Marketing Questions</li>
<li>Up-selling</li>
<li>Cross-Selling</li>
<li>No Header</li>
<li>Footer</li>
<li>Live Chat Help</li>
</ul>
</td>
<td>
<ul style="margin-left:-20px;list-style:none; font-size:11px;">
<li>White Background</li>
<li>One Screen</li>
<li>No Marketing Questions</li>
<li>No Up-selling</li>
<li>Cross-Selling</li>
<li>No Header</li>
<li>No Footer</li>
<li>Live Chat Help</li>
</ul>
</td>
</tr>
</tbody>
</table>
<p>This might work in companies that have  lots of bored engineers sitting around waiting to implement and test  several different versions of the same code, most of which will  eventually be thrown away. Frankly, I haven&#8217;t run across a lot of those  companies. But even if you did decide to devote the resources to  building four different check out flows, the big problem is that, if you get a clear winner, you really don&#8217;t have very clear idea of WHY  users preferred a particular version of the check out flow over the  others. Sure, you can make educated guesses. Perhaps it was the  particularly soothing shade of blue. Or maybe it was the fact that  there weren&#8217;t any marketing questions. Or maybe it was aggressive  up-selling. Or maybe that version just had the fewest bugs.</p>
<p>But the fact is, unless you figure out exactly which parts users actually liked and which they didn&#8217;t like, it&#8217;s impossible to know that you&#8217;re really maximizing your revenue. It&#8217;s also impossible to use those data to improve other parts of your site. After all, what if people HATE the soothing shade of blue, but they like everything else about the new check out process? Think of all the money you&#8217;ll lose by not going with the yellow or orange or white. Think of all the time you&#8217;ll waste by making everything else on your site that particular shade of blue, since you think that you&#8217;ve statistically proven that people love it!</p>
<h2>What Qualitative Testing Does Well</h2>
<p>Despite the many wonderful things about A/B testing, there are a few things that qualitative testing just does better.</p>
<h3>Find the Best of All Worlds</h3>
<p>Qualitative testing allows you to test wildly different versions of a feature against one another and understand what works best about each of them, thereby helping you develop a solution that has the best parts from all the different options. This is especially useful when designing complicated features that require many individual decisions, any one of which might have a significant impact on metrics. By observing users interacting with the different versions, you can begin to understand the pros and cons of each small piece of the design without having to run each one individually in its own A/B test.</p>
<h3>Find Out WHY Users Are Leaving</h3>
<p>While a good A/B test (or plain old analytics) can tell you which page a user is on when they abandon a check out flow, it can&#8217;t tell you why they left. Did they get confused? Bored? Stuck? Distracted? Information like that helps you make better decisions about what exactly it is on the page that is causing people to leave, and watching people using your feature is the best way to to gather that information.</p>
<h3>Save Engineering Time and Iterate Faster</h3>
<p>Generally, qualitative tests are run with rich, interactive wireframes rather than fully designed and tested code. This means that, instead of having your engineers code and test four different versions of the flow, you can have a designer create four different HTML prototypes in a fraction of the time. HTML prototypes are significantly faster to produce since:</p>
<ul>
<li>They don&#8217;t have to run in multiple browsers, just the one you&#8217;re testing</li>
<li>They don&#8217;t have any backend code that needs to be done</li>
<li>They frequently don&#8217;t have a polished visual design (unless that&#8217;s part of what you&#8217;re testing)</li>
</ul>
<p>And since  making changes to a prototype doesn&#8217;t require any engineering or QA time, you can iterate on the design much faster, allowing you to refine the design in hours or days rather than weeks or months.</p>
<h2>How Do They Work Together?</h2>
<h3>Qualitative Testing  Narrows Down What You Need to A/B Test</h3>
<p>Qualitative testing will let you eliminate the obviously confusing stuff, confirm the obviously good stuff, and narrow down the set of features you want to A/B test to a more manageable size. There will still be questions that are best answered by statistics, but there will be a lot fewer of them.</p>
<h3>Qualitative Testing Generates  New Ideas for Features and Designs</h3>
<p>While A/B testing helps you eliminate features or designs that clearly aren&#8217;t working, it can&#8217;t give you  new ideas. Users can. If every user you interview gets stuck in the same place, you&#8217;ve identified a new problem to solve. If users are unenthusiastic about a particular feature, you can explore what&#8217;s missing with them and let them suggest ways to make the product more engaging.</p>
<p>Talking to your users allows you to create a hypothesis that you can then validate with an A/B test. For example, maybe all of the users you interviewed about your check out flow got stuck selecting a shipment method. To address this, you might come up with ideas for a couple of new shipment flows that you can test in production once you&#8217;ve confirmed that they&#8217;re less confusing with another quick qualitative test.</p>
<h3>A/B Testing Creates a Feedback Loop for Researchers</h3>
<p>A/B tests can also improve your qualitative testing process by providing statistical feedback to your researchers. I, as a researcher, am going to observe participants during tests in order to see what they like and dislike. I&#8217;m then going to make some educated guesses about how to improve the product based on my observations. When I get feedback about which  recommendations are the most successful, it helps me learn more about what&#8217;s important to users so I make better recommendations in the future.</p>
<h2>Any Final Words?</h2>
<p>Separately, both A/B testing and qualitative testing are great ways to learn more about your users and how they interact with your product. Combined, they are more than the sum of their parts. They form an incredibly powerful tool that can help you make good, user-centered product decisions more quickly and with more confidence than you have ever imagined.</p>
<p><span id="MoreTo538-sliderPanel-1" class="MoreTo538-sliderPanel hidden" style="display: inline;">For more information on our approach to  getting customer feedback, check out:</p>
<p></span></p>
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