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Watts all the buzz about smart grid energy?

| 11.11.2009

We recently worked on a new energy tracking site to help consumers monitor their energy use and find ways to save money. With President Obama’s recent announcement awarding a few billion dollars in smart grid grants, we expect to see an even larger effort devoted to creating new energy tracking systems and devices.  So, let’s save all of us some energy by sharing our top tips for creating a consumer energy portal.

1) Simplicity is key
We’re noticing that far too many of the new energy portals on the market are delivering complicated interfaces and busy dashboard-style pages with dense data charts and lots of buttons. Although heavy data, analysis tools, and controls might be interesting to data geeks, most consumers will find this information overwhelming or just plain boring. Consumers don’t want it to be rocket science just to learn to set their thermostat, and they don’t want to spend hours reviewing their usage details just to determine how they can save money.

A few examples of interfaces with too much data for consumers:

Greenbox
greenbox

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Is Continuous Deployment Good for Users?

| 11.4.2009

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 – if Windows 7 hadn’t been quite as good as it seems to be, they would have lost me to Apple. They still might.

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.

One approach that many software companies have been adopting to combat the huge lag time built into traditional software releases is something called continuous deployment. 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.

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.

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?”

Is Continuous Deployment Good For Users?

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.

Big Customer Wins

Fast Bug Fixes

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’s done.

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Infographic: How much do employers pay for healthcare?

| 10.17.2009

We’re excited to share the infographic we designed for the Intuit Health Benefits Center project to answer this question.

infographic

In July 2009, Intuit conducted a survey with over one thousand small business owners in California asking about the health insurance options they offered their employees and how much they were paying for health insurance plans. From prior discussions with business owners, we knew employers were very interested in finding out the results of this survey, as they wanted to remain competitive with other businesses in their industry. We decided that an infographic would be the perfect way to transform our huge collection of data into a single, compelling visual.  Our goal was to create a comprehensive infographic that would be instantly meaningful and easily understandable to the many employers looking to get a handle on the best way to offer competitive insurance packages to their employees.

Sound easy? Not exactly. Like most aspects of design, it turns out that creating infographics is a tricky business – on the one hand, we had to be careful not to present too much information so as to be overwhelming, but on the other hand, our infographic had to be able to provide enough detail to be useful to a wide range of employers looking for very specific information. And, of course, we had to do all of this without getting bogged down in the details or jargons of health insurance plans that often don’t make sense to someone at first glance who isn’t in the healthcare industry.

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A Faster Horse – When Not To Listen To Users

| 10.2.2009

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 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.

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 your job.

In general, users are not going to be able to answer the following types of questions:

  • What new technical innovation is going to revolutionize a particular industry?
  • What’s the next cool gadget that you’d like to buy?
  • Do you think that people like you would buy this new cool gadget that you’ve just learned about?
  • 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.)
  • How exactly should we change the product to make it easier for you to use?

They are fantastic at answering questions like these:

  • What do you most love or hate about this product?
  • Do you find anything about this product hard to use or confusing?
  • Does this product solve your problem better or worse than what you’re currently doing?
  • How are you currently solving a particular problem that may or may not be addressed by this product?
  • What don’t you like about your current solutions for a particular problem?
  • Why did you choose this particular solution as opposed to another solution?

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?

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Improving the ROI for Your User Research

| 09.23.2009

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?

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’re in good (bad?) company.

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’s not always easy, but I’m going to give you an approach that should make it a little easier. This isn’t the only way to do your test analysis, but it’s one of the quickest and easiest that I’ve found when you are concerned with key metrics.

When to use this method:

  • 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
  • You have a limited research and development budget and want to target your changes specifically to move key metrics
  • You are looking for the “low hanging fruit” that is getting in the way of your users performing important tasks with your product
  • You are working in an agile development environment that is constantly tweaking and improving your product  and then testing the changes

When not to use this method:

  • 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
  • You are trying to create an overall awesome, irresistible user experience that is not related to a specific metric
  • You are designing a new product or feature and are observing people using other products to identify opportunities for innovation

If you fall into the first bucket, read on…

The Five Basic Steps:

  • Identify key metrics you’d like to improve
  • Identify the tasks on your site that correlate with improvement in those metrics
  • Observe people performing the appropriate tasks
  • Identify the barriers preventing people from completing or repeating the tasks
  • Develop recommendations that address each specific barrier to task completion
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Why I Hate Paper Prototypes

| 09.16.2009

Ok, maybe hate is a little strong. Paper prototypes and sketches have their place in interaction design. For example, they’re great for helping to quickly brainstorm various different approaches to a problem at the beginning of a design process. They’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.

Before I get too far into this, let me define what I mean by a paper prototype, since I’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’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.

So, what don’t I like about them?

Screen vs. Paper

This first couple of peeves apply to screens that are actually printed out or drawn directly on paper. With a few exceptions that I’ve listed below, I’ve found this approach to be really counterproductive.

Iterating On a Design

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.

If I’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’m a lot less likely to lose my work than if I have dozens of pieces of paper scattered all over my office.

Interacting With Paper

Whether they’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.

Given all of these drawbacks, there are a few situations when designs printed on paper can be used effectively:

  • 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.
  • You’re designing material that is meant to be printed, like brochures, user manuals, books, etc. In this case, you want to know how people will interact with the printed media.
  • 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.
  • You have several different visual designs, and you’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.
  • 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.

On the other hand, if you’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!

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6 Stupid Excuses for Not Getting Feedback

| 09.11.2009

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’s best intentions, products constantly get released with little to no customer feedback until it’s too late.

I’m not trying to promote any specific methodology for testing your products or getting customer feedback. Whether you’re doing formal usability testing, Fast Insight Testing, contextual inquiries, surveys, a/b testing, 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.

To help get you to stop avoiding it, I’ve explored six of the most common stupid excuses for not testing your designs and getting feedback early.

Excuse 1: It’s a design standard

You can’t test every little change you make, right? Can’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.

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, “I’m now on Twitter.” The second read, “Follow me on Twitter.” The third read, “Click here to follow me on Twitter.” Now, anybody familiar with “good design practices” will tell you that you should never, ever use the words “click here” to get somebody to click here. It’s SO Web 1.0. But guess which link converted best in the a/b test? That’s right. “Click here” generated significantly more Twitter followers than the other two. If that was the business goal, the bad design principle won hands down.

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 “click here” 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.

Excuse 2: Company X does it this way

I can’t tell you how many times I’ve heard, “Oh, we know that will work. Google/Facebook/Apple does it that way.” This is the worst kind of cargo cult mentality. While it’s true that Google, Facebook, and Apple are all very successful companies, you aren’t solving exactly the same problem that those companies are, you don’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.

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.

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’s users weren’t very interested in the updates feature as it was implemented. When we finally asked them why they weren’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.

Another thing to remember is that just because a company is successful and has a particular feature doesn’t mean it’s that exact feature that makes them successful. Google has admitted that the “I’m Feeling Lucky” button loses them page views, but they keep it because they, and their customers, like the feature. That doesn’t mean it’s a good business plan for your budding search engine startup to adopt a strategy of only providing people with the equivalent of the “I’m Feeling Lucky” 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’t bankrupt you.

The bottom line is, it doesn’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.

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5 Things People Get Wrong When Talking to Users

| 08.17.2009

I was talking to an engineer the other day who was describing his startup’s first experience in trying to get user feedback about their new product. Since it was a small company and the product didn’t exist in production yet, their goals for gathering user feedback were:

  • Get information about whether people thought the product was a good idea.
  • Identify potential customer types, both for marketing and further research purposes.
  • Talk to as many potential users as possible to get a broad range of feedback.
  • Keep it as cheap as possible!

He had, unsurprisingly, a number of stories about mistakes they had made and lessons they’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, “OF COURSE that didn’t work! Why didn’t you [fill in the blank]?” Obviously, the reason he had to learn all this from scratch was because he hadn’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’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.

In order to help others who don’t have a user experience background not make those same mistakes, I’ve compiled a list of 5 things you’re almost certainly doing wrong if you’re trying to get customer feedback without much experience. Even if you’ve been talking to users for years, you might still be doing these things, since I’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’re doing.

Don’t give a guided tour

One of the most common problems I’ve seen in customer interviews is inexperienced moderators wanting to give way too much information about the product up front. Whether they’re trying to show off the product or trying to “help” the user not get lost, they start the test by launching into a long description of what the product is, who it’s for, what problems it’s trying to solve, and all the cool features it has. At the end of the tour, they wrap up with a question like, “So, do you think you would use this product to solve this exact problem that I told you about?” Is there any other possible answer than, “ummm…sure?”

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, “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’d do to find that pair of pants.” The only information I’ve given the user is stuff they probably would have figured out if they’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.

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2 SXSW Panel Proposals

| 08.17.2009

We’re proposing two panels for South by Southwest. Audience voting on the panels is open until September 4th and you can vote thumbs up or down on any as many panels as you want so if these sound interesting, please vote yes! (note that you’ll have to register but it only takes a second)

1. Mac-n-Cheese: Learning About Product Design from Comfort Foods

Comfort foods are the epitome of success. Delicious, ubiquitous, and easy. This panel of chefs and designers will explore what food can teach about product design. What makes a new recipe take-off? How do you make your product comfy on first use and then make people want to use it again?

Questions this panel will answer:

  1. What do eating a food and using a technology/software/website have in common?
  2. What makes comfort foods so appealing?
  3. Can those same qualities translate into software/websites?
  4. How do you create a new recipe that a mass audience will like as much as an old standby like mac-n-cheese?
  5. How do you have a successful yet cutting edge restaurant?
  6. How do you create a new product that people will feel comfortable using from the start?
  7. What techniques/lessons from recipe creation (for magazines and restaurants) can be applied to the design of new technologies?
  8. How do you innovate if people like known things?
  9. How do you get a following for your food? For your restaurant? For your product?
  10. What mistakes should you avoid when doing something new?

2. Flex, Silverlight, Javascript??? Picking your RIA Technology

Dazed and confused in a sea of technology and marketing fluff? This talk will help you pick the right technology for your Rich Internet Application based on the user experience implications. See specific examples of the trade-offs with each so that you can finally make an informed decision.

Questions this panel will answer:

  1. What is a Rich Internet Application (RIA)?
  2. What sorts of features should you expect a RIA platform to offer?
  3. What is Microsoft Silverlight?
  4. What is Adobe Flex/Air?
  5. Can you create a RIA using HTML/CSS/Javascript?
  6. Are there any other technology platforms to consider?
  7. What are the pros and cons of each platform from a user experience perspective?
  8. What are specific examples of applications using each technology effectively and ineffectively?
  9. What tools are available to design for each platform?
  10. What are the ten key points to think about when deciding which technology to use?
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Lazy Registration

| 08.5.2009

I’m a big advocate of lazy registration.  Lazy registration is the concept that you don’t have a sign up form on your site but instead let the user try out your site for as long as they like and ask them for user data as part of their natural trajectory. This results in an experience full of open inviting doors.

The key is providing users with a reason to give you the registration data you’re looking for. If you’re site is good enough to do that (and if it’s, than that’s a bad sign), you’re golden.

How to make this pattern work:

  • Let the user enter as much data as they want wherever they want to do it
  • Then, to let them save their data, choose from one or more of these solutions:
    • Provide a Save or Submit button that on click asks them for their email address to register
    • Provide a link that they can save on their own to get back to their data
    • Save their data automatically via cookies so that when they revisit your site, the data is still there

Examples

Picamatic, an image hosting service,  is a fantastic example of lazy registration.

A user can upload their images and can then either copy and paste a link to that image on their own:

Picomatic Links

Or click Save these images to get emailed a link to the images:

Lazy Registration

Asking after data entry

Another good example is the way that commenting works in blogs. It’s only when you enter a comment that you are asked for your email address to register.

Similarly, on sites like Stackoverflow , when you ask a question, then you are asked  to enter in your email address at the bottom of your post:

stack

On GetSatisfaction, when you’re done entering in your question, you get a pop-up after you hit submit that asks you to register:

s1

Cookies

Cookies are another key to lazy registration. See how much info you can keep for the user when they come back to your site. If you’re an ec-ommerce site you should be saving anything the user adds to their shopping cart. You can also save items they visited, searches they did, etc.

Kayak is a great example which retains searches you’ve made and saves them to your  account when you do register.

Now go out there and rid your site of those registration black holes.

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