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

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Fat Spaniel


Tendril

So, we encourage you to simplify, simplify, simplify! Anticipate user’s most common questions, then make it easy to find these answers. Highlight key information in an easily scannable format, and engage consumers with friendly language, like “How much energy am I using?” and “Is my electric bill on track this month?” If you have more data, you can always offer it on drill down for people who want to learn more.
2) Present energy data in meaningful unit equivalents, specifically dollars
Which in-home energy device would you want to use in your home?
Option 1

Option 2

I bet you chose Option 2.
To engage consumers, phrase information in a way that makes sense to them. What we say has to be both measurable and meaningful. Consumers do not understand the electricity unit of ”kwH”, unless they’ve had considerable experience with it. And the words “tons of carbon” are just as meaningless even to those who are in the industry. Instead, all energy data should be presented in terms of dollars ($), with kwH and other meaningful equivalents shown as alternative views that can be visualized. For example, “You’ve saved $53.44, or enough energy to watch 362 hours of TV.” Check out Chevron’s “Energy Generator” as another great example of how to present meaningful unit equivalents that consumers understand.

3) Consider a “new user” experience
Most consumers have not had a lot of experience seeing detailed analysis of their energy data, so there is going to be a 3-6 month period of active learning for new users. During this time, users are going to be interested in identifying some basics about their energy usage. For example,
- How much energy do I typically consume during a single day?
- What is the impact of different items and behaviors in my home?
After this initial learning period, consumers will have a good sense of the basics that will remain fairly static over time, and will start shifting their focus to a different type of monitoring. For example:
- Is my energy usage on track?
- How does my usage now compare to my usage in the past?
We suggest that you recognize this consumer learning curve by considering a “new user” experience for your consumer portal. The purpose is to educate users on their energy basics and to appropriately highlight information that is most relevant while they’re still learning, but might remain static overtime or become less interesting after initial use. Then, after this initial ramp-up period, keep users engaged by presenting an ongoing use experience that highlights the dynamic information they want to continue monitoring overtime.
4) Deliver proactive recommendations with bottom-line savings
Consumers want to know what concrete steps they can take to reduce their energy consumption, and they want to know what impact those steps will have on their bottom-line savings. Our research has shown that people are highly concerned and knowledgeable about environmental issues, but their primary motivation is still saving money. We recommend creating a predictive savings calculator based on actual energy usage that would allow users to see how various changes would affect their consumption and bill. Users could even use this calculator to help convince other household members to make the behavioral changes that matter most for their bottom dollar. Will the calculator show you which trade-off is right for you? Probably not, but at the very least, it will provide you with your top options for having the biggest impact on your bottom dollar. You can take it from there.
5) Offer a highly-visible, integrated in-home solution
In addition to creating a web portal for access to consumer’s historical data, we suggest also providing a highly visible point-in-time meter for integrated placement within the home. Consumers are looking for visible, real-time meters that can become an effortless part of their daily routines – much like their thermostats – because they know that everyone in their house has to be able to stay on track with one simple glance. Otherwise, it will be “one day up then one day down” instead of a forward-moving effort by everyone involved.
Also, remember what we’ve learned– keep the device simple, and present energy data in dollars and other meaningful equivalents, such as the following example from Energy Aware.

We hope you found these tips in creating consumer energy portals helpful. Think about it… talk about it… try it… and get out there and create your own green power designs so that others can give it a try, too.
Contract Post
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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Fast Things vs. Slow Things
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?
More Opportunities for Community Involvement
If you’re having a constant dialog with your customers (you are, right?), 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.
(Mostly) Avoidable Customer Problems
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.
Constant Change
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?
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.
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/B testing you should be doing anyway.
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.
Inconsistent UIs
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.
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.
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.
Avoiding QA
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.
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.
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.”
Communication Issues
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.
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.
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.
Frequent Downloads and Updates
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.
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.
So, Is It Good for Users or Not?
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.
Interested? You should follow me on Twitter.
For more information on the user experience, check out:
Contract Post
We’re excited to share the infographic we designed for the Intuit Health Benefits Center project to answer this question.

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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Here are our top design principles for creating an infographic:
1) Focus the infographic around a single, key question
We centered our infographic around the fundamental question new small business owners cared about most: “How do my health insurance costs compare?” Then, to answer this question, we created an infographic design to breakdown some of the important specifics – like employer and employee costs by region, and the average employer contribution. We placed secondary information, such as the various plan types offered by employers, on the side of the infographic and used subtler visuals so it would not to compete with our key message.

2) Identify a visual metaphor to help expose differences quickly
We wanted viewers to be able to notice variations in data quickly, as this is the fundamental power of a good infographic. Consequently, we came up with helpful visual metaphors that allowed us to visually represent plan costs by region in two ways. First, we used a heat map of California to indicate employer costs so viewers could quickly see regional differences at-a-glance. Second, we displayed horizontal bars that corresponded to the relative costs by employers and employees per region so viewers could visually compare differences in amount.

3) Use minimal text, and rely on visuals to tell the story
We wanted to keep our infographic clean and simple by requiring minimal reading, so we included a visual key for our chart at the bottom of the infographic to help keep the text and fine print to a minimum.

Overall, our quest to create an effective infographic helped us to double-deliver to our client — we not only revealed interesting findings, but also presented the findings in a ready-to-go format that met the needs of the employers Intuit wanted to reach. We’re excited to share our newest piece of healthcare artwork with you, so take a look and let us know what you think!
https://benefits.intuit.com/content/infographic.pdf
Contract Post
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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Problems vs. Solutions
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.
Frequently in user tests or customer feedback sessions, customers will tell you very clearly, “I want x!” Your job is to understand why 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.
When users try to give you solutions, encourage them to talk about their problems instead. Then figure out what they’re really asking for, and give it to them.
Past vs. Future Events
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.
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.
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.
Users vs. Other People
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.
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.”
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.
The Right Questions
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.
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, “a faster horse.”
For more information on our approach to getting customer feedback, check out:
Contract Post
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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Step 1: Identify Key Metrics
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.
As an example, let’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’ 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’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.
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.
Here’s are the pieces of the user flow that change your key metrics:
Registration > Profile Customization > Finding a Friend > Purchasing a Gift
Step 2: Identify Individual Task Flows
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.
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.
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:
| Landing Page |
> |
User name |
> |
Personal Info |
> |
Download |
Step 3: Observe People Performing Tasks
So let’s say that, based on the metrics you want to change in your hypothetical social networking site, you’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.
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 never learn 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.
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’t contribute to improving your key metrics?
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?”
Meanwhile, record what the participant is doing and encourage them to talk about their impressions of the product.
Step 4: Identify Barriers
Once you’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:
- Where did participants seem confused or distracted and stop performing a task?
- Which things took longer than they should have?
- Why did participants fail to accomplish a task?
- What tasks did the participants perform that would not improve the key metrics?
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.
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.
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:
Landing Page
- Didn’t understand the product
- Felt the product was aimed at teens
- Thought the network was very small
User name
- Didn’t know when a user name was taken
- Couldn’t come up with a decent name
Personal Info
- Were concerned about privacy
- When failed Captcha, all info had to be re-entered
Download
- Were uncomfortable downloading b/c of viruses
- Didn’t know what they were downloading
Overall
- Were bored during registration process or complained that it was taking a long time
Step 5: Develop Recommendations
Now that you know what barriers are keeping your customers from accomplishing the goals you’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’ 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’t want to just take any recommendation that the user gives you. You need to understand what problem they’re having and come up with a way to fix it that doesn’t cause any other problems.
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’t even try to move on; we could free up some names that had been taken but weren’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.
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.
You may have noticed that the last section is labeled “Overall.” 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’t necessarily mean that you wouldn’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.
How Is This Different?
You might be wondering how this is different from more traditional ways of running user tests and analyzing data. In any user test, you’ll need to come up with tasks, observe users, figure out where they’re having problems, and come up with solutions for the problems.
There is a difference though. My experience has been that companies do not fix every single UX problem that they find in user research. I don’t love this, but I do understand the need to prioritize important changes.
So, if you’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.
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.
For more information on our approach to getting customer feedback, check out:
Contract Post
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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A few reasons why it’s especially important to show interactive designs on a screen:
Animations and interactions
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’s obvious. For example, if I click on a link with some text that reads, “Contact Us,” I expect to be able to communicate in some way with the people who have created the product.
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’t have to leave the page I’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.
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.
Testing
What? You don’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’t familiar with the product.
Now, I’ve run a lot of user tests. I’ve run them with working products, interactive prototypes, pictures of screens displayed on computers, pure paper prototypes, and physical mockups of products. I’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’t entirely perfect the first time around), an interactive wireframe is the best trade off of speed for functionality.
Communicating the design
You can have the best design in the world, but if you don’t communicate it effectively to the engineers who have to build the thing, it doesn’t matter one bit. Of course, once you’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’ve done it when it’s been specifically requested by a client. I’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’s a change makes me tired.
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’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.
What’s the alternative?
So, what should you use other than paper prototypes? I’ve mentioned it throughout the post, but I’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’t have to be hooked up to a database on the back end or use real data. It doesn’t even have to be fully functional if you’re only testing parts of it or if you’re annotating it with notes. But it should make the user, whether they’re a test participant, an engineer, or your design manager, feel like they’re actually performing tasks with the product.
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).
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’t have until quite late in the design process, a full visual design for your interactive prototypes. Why is that? Well, I’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’d rather find early in the process.
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.
Contract Post
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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Excuse 3: We don’t have time or money
The fact is you don’t have time NOT to test. As your development cycle gets farther along, major changes get more and more expensive to implement. If you’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.
I know you have a deadline. I know it’s probably slipped already. It’s still a bad excuse for not getting customer feedback during the development process. You’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 here.
Excuse 4: We’re new; We’ll fix it later
I hear this a lot from startups, especially agile ones, that are rushing to get something shipped, and it’s related to the previous excuse. Believe me, I do understand the pressures of startups. I know that, if you don’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?
Great. Cut something else. Cut features or visual polish. Trust me, people will forgive ugly faster than they’ll forgive completely unusable or confusing. Whatever you decide to cut, don’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’t use, you can go out of business almost as fast as if you hadn’t shipped anything.
Potential users have a lot of options for products these days. If they don’t understand very quickly all the wonderful things your product can do for them, they’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.
Excuse 5: It’s my vision; users will just screw it up
This can also be called the “But Steve Jobs doesn’t listen to users…” excuse. Except, that’s not true. Recently, in an interview with the New York Times, when asked why the Nano got a camera while the Touch didn’t, Jobs responded, “Originally, we weren’t exactly sure how to market the Touch…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.” Apparently, this myth that Jobs doesn’t listen to customer feedback or make decisions about product features based on talking to users is overblown.
The fact is, understanding what your users like and don’t like about your product doesn’t mean giving up on your vision. You don’t have to make every single change suggested by your users . You don’t have to sacrifice a coherent design to the whims of a focus group.
What you should do is connect with your users or potential users in various different ways – user tests, contextual inquiry, metrics gathering, etc. – to understand whether your product is solving the problem you think it is for the people you think are your customers. And, if it’s not, it’s a good idea to try to understand why that is and develop some ideas for how to fix it.
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?
Excuse 6: It’s just a prototype to get funding
This is an interesting one, since I think it’s a fundamental misunderstanding of the entire concept of customer research. When you’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.
Maybe you think the target market for your new networked, Wi-Fi lunchbox is 11-13 year old girls, but they’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.
Even if they’re not your eventual target market, it’s probably a good idea to spend some time talking with whomever you’re trying to get to fork over the cash. I’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’t change a thing! The important take away here is that you may have different audiences at different points in your company’s life. And the best way to find what they all want is to talk to them!
Out of Excuses?
Those are the most common excuses I hear, but I’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.
For more information on our approach to getting customer feedback, check out:
Contract Post
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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Shut up, already
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’ve become a little more comfortable with the product, and you’ll get more in depth comments than if you put them on the spot immediately.
Ask open ended questions
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.
These questions are bad for starting a discussion:
- “Do you think this is cool?”
- “Was that easy to use?”
These questions are much better:
- “What do you think of this?”
- “How’d that go?”
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’t even think to ask.
Follow up
This conversation happens at least a dozen times in every test:
Me: What did you think about that?
User: It was cool.
Me: WHAT WAS COOL ABOUT IT?
User: [something that's actually interesting and helpful.]
Study participants will often respond to questions with words that describe their feelings about the product but that don’t get at why they might feel that way. Words like “cool,” “intuitive,” “fun,” and “confusing” are helpful, but it’s more helpful to know what it was about the product that elicited that user reaction. Don’t assume you know what makes a product cool!
Let the user fail
This can be painful, I know. Especially if it’s your design or product that’s failing. I’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’re not testing to see if somebody can be SHOWN how to use the product. You’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.
Also, just because a participant fails to perform a task immediately doesn’t mean that they won’t discover the right answer with a little exploration. Watching where they explore first can be incredibly helpful in understanding the partipant’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’t get it, you can keep giving them stronger hints until they’ve completed the task.
Are those all the tricks to a successful user study? Well, no. But they’re solutions to mistakes that get made over and over, especially by people without much experience or training in talking to users, and they’ll help you get much better information than you would otherwise. Now get out there and start talking to your users!
Contract Post
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)
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:
- What do eating a food and using a technology/software/website have in common?
- What makes comfort foods so appealing?
- Can those same qualities translate into software/websites?
- How do you create a new recipe that a mass audience will like as much as an old standby like mac-n-cheese?
- How do you have a successful yet cutting edge restaurant?
- How do you create a new product that people will feel comfortable using from the start?
- What techniques/lessons from recipe creation (for magazines and restaurants) can be applied to the design of new technologies?
- How do you innovate if people like known things?
- How do you get a following for your food? For your restaurant? For your product?
- What mistakes should you avoid when doing something new?
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:
- What is a Rich Internet Application (RIA)?
- What sorts of features should you expect a RIA platform to offer?
- What is Microsoft Silverlight?
- What is Adobe Flex/Air?
- Can you create a RIA using HTML/CSS/Javascript?
- Are there any other technology platforms to consider?
- What are the pros and cons of each platform from a user experience perspective?
- What are specific examples of applications using each technology effectively and ineffectively?
- What tools are available to design for each platform?
- What are the ten key points to think about when deciding which technology to use?
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:

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

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:

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

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.