User experience will happen. Whether it's designed up front, or a product of users interacting with your product after the fact, the human and product will interact. Good UX happens when we make decisions in a way that understands and fulfills the needs of both our users and our business.
It's important in this definition to recognize both sides of the equation; the user and the business. UX design strives to produce positive emotions in the user, whether it's through delight or just satisfaction in getting the task performed efficiently. On the other hand, anyone working for an organization has to ensure the organization goals are met as well. Sometimes negotiating between the two stakeholders can be tricky, when the needs are in conflict.
So why do we need UX? To ensure someone is looking out for both sides equally.
If you ask ten people where user experience belongs in an organization, you will likely get eleven answers, but first, you might get asked what you mean by user experience (UX).
- Client (or Customer) Experience (CX), refers to the impression you leave with your client, resulting in how they think of your brand, across every stage of the customer journey. This involves every step from advertising, brochures and public websites to forms, call centers and correspondence.
- User Experience, the way I am defining it, is focussed on the time the client is interacting with the website or web application to accomplish a task.
In his book, Performance-based Learning Objectives, Robert Mager wrote about behavioral objectives from an instructional standpoint. Before designing a training program, designers must know in very concrete terms what they are expected to do to demonstrate their mastery of the material. The same factors that go into developing good performance and learning objectives are used to develop thorough scenarios that can be easily evaluated.
Mager’s Theory of Behavioral Objectives
In the design of instructional materials, training needs are first analyzed and the learning goals of the program are determined. Mager’s central concept is that a learning goal should be broken into a subset of smaller tasks or learning objectives. By his definition, a behavioral objective should have three components:
• Behavior. The behavior should be specific and observable.
• Condition. The conditions under which the behavior is to be completed should be stated, including what tools or assistance is to be provided.
• Standard or Degree. The level of performance that is desirable should be stated, including an acceptable range of answers that are allowable as correct.
A fourth component can be inferred of Actor – who is required to perform the task.
Consider the following behavioral objective:
Given a stethoscope and normal clinical environment, the medical student will be able to diagnose a heart arrhythmia in 90% of effected patients.
This example describes the actor (the medical student), observable behavior (identifying the arrhythmia), the conditions (given a stethoscope and a normal clinical environment), and the degree (90% accuracy).
Applying ABCD to Scenarios
A good scenario also covers ABCD
• Actor (who is using the system, what access and motivation does he/she have),
• Behavior (what action is required? What result is expected?),
• Condition (are there elements in the work context that influence the design, such as noise, lack of time, etc.), and
• Degree (to what extent must the task be done accurately and/or quickly?).
This construct allows reviewers to identify with the situation and clearly identify if the scenario is realistic and appropriate.
Gloria Gery once told me that all systems training is compensatory for poor design. In other words, if the design is perfect, no training is needed.
"Just remember: you're not a 'dummy,' no matter what those computer books claim. The real dummies are the people who–though technically expert–couldn't design hardware and software that's usable by normal consumers if their lives depended upon it." - (Walter Mossberg)
This thought has stuck with me as I've designed every increasingly complex systems. I've decided I agree with her, and that it's not a bad thing.
Before you start sending emails, this doesn't say:
- All training is unnecessary in every case. Training is necessary to incorporate new employees into a business. Domain knowledge about the business you are in, corporate attitudes, principles and guidelines must be learned, along with key procedures in case of emergencies. What this does imply is training should be focused on value-added information that is best transferred person-to-person, instead of rote procedures and facts about systems.
- People should be able to walk up and use a system to its fullest. The system should be built so that given a user knowing WHAT he or she is supposed to do, HOW to do it is evident. Shortcuts and other productivity enhancements may be learned over time, but their absence should not inhibit or prevent performance of the task.
- Designing systems that require no training is possible, or even desirable in all situations. Such explicit systems require a great deal of knowledge of the performance environments, users, motivations, business needs and capabilities. The time spent to develop a training free system may not be justified by the benefits. If a short tutorial or instructions and system help within the application can help the user grasp the essentials, it may be a better use of resources to go this way.Additionally, ease of learning does not always equate with ease of use. A system that is easy for anyone off the street to use is rarely one that "expert" users can use productively. Consider most "wizard" interfaces. An interview style interface walks the user through decision points and gathers information. The wizard presents the decisions along with explanations of the implications of the step. These systems can be used by nearly anyone because the domain knowledge and how it is represented in the system are explicit. If an expert user does not require such handholding, a single screen interface with just the data fields may be sufficient to perform the task much more efficiently. Familiarity with the business and a system allows experts to rapidly perform tasks such as data entry at a speed that would be impossible in a wizard-like interface.
As a designer, I strive to design the most intuitive systems and applications I can. I go into a design knowing some training will probably be necessary, but I don't give in to the temptation to say, when faced with a design compromise, "Oh, that will be covered in systems training."
My approach has been to design a system as intuitively as possible, and then, based on user feedback during testing, add instructions to the screens and information to reference and training. The key is frequent and iterative testing. Get a design out in front of as many people as possible. When faced with an issue, either integrate a solution into the application, add on-screen instructions, add online reference or training, or add it to a training class curriculum. This "Frequently Asked Questions" method of systems documentation and training allows the trainers to focus on issues that realistically come up instead of spending time and effort documenting functions and behaviors that are well accepted by everyone.
Now you may let the emails fly. :)
Elsbernd's Hierarchy of System Needs, described in my blog a few months ago, has been hanging on my wall at work. I've given it some thought and while there are aspects of it that I really like, such as the concept of satisfiers and delighters (functionality and performance are satisfiers, usability and aesthetics are delighters), I was forced to admit the model doesn't hold true for all applications.
The original idea came from the traditional commercial enterprise software development model, in which at first, relevant functionality was enough for a new application to be successful. As long as the software accomplished something users were previously unable to do, it didn't matter if the system was slow, difficult to learn or use, or hideously ugly, it accomplished a task. Eventually, users become complacent and start demanding more functionality, faster or more dependable performance, easier to use and more pleasing to the eyes. Eventually, functionality and performance is taken as a given, and only their absence is noted. Usability and Aesthetics, on the other hand, are delighters, in that their presence can increase satisfaction with a system. This is a gross generalization, of course, and doesn't adequately defend against some very legitimate criticisms.
Systems aren't built in a hierarchy - all systems have some level of all four attributes. They serve some purpose, have some level of performance, can be used at some level, and have a presentation. It's not accurate to say systems are built one layer of the hierarchy at a time or to imply that the concerns are always approached in the same order.
The dividing line between satisfiers and delighters is not black and white. Some features and functionality are delighters. When a system does something for you that you didn't expect or even know you wanted can be a delighter, and many of the aesthetic choices made are definitely dissatisfiers.
Not all systems will become "self actualized" at the top of the hierarchy. There are reasons systems may never be developed into an attractive, easy to use system. Sometimes the benefits don't justify the cost. If a system is going to be retired, no new development will be funded. The model does not address the downward pressure of cost or limited resources against the desire to climb the hierarchy.
After weighing these criticisms, my thoughts lately have changed. I no longer see the factors in a hierarchy, but as competing priorities for a limited pool of resources.
All systems development teams must prioritize their time and resources among the four factors. To increase the resources for usability, attention is taken away from the others, unless additional budget is found. There is no ideal allocation of resources to each of the factors. Just as no two applications have the same requirements, the needs of the organization or users may be different from one project to the next. Depending on the functionality needed, performance environment, age and training of the users and the visibility of the application in the marketplace, any one of these factors may be weighted more heavily during development.
The allocation of resources may change over time as a system matures. Once the application is established or as competition enters the market, balancing the factors may become a higher priority. The main point is the factors must fight for space within a given budget of resources and energy.
Traditional systems may follow the hierarchy early in their evolution and favor functionality over any other factors. Systems like mainframes and legacy systems may have interfaces considered unusable by modern standards. They may be difficult to learn and use, involve obscure and arcane codes, or even paper punchcards. Younger users may not believe it, but there was a time before graphic user interfaces. Many of these systems still exist in organizations because they work. They do something relevant for the company and they haven't caused enough pain to be retired or upgraded. Because these systems do what they do well, they no longer receive funding, and the resources they do get are focused on maintaining the system, not upgrading functionality or improving the user experience.
On the other end of the spectrum are the trendy novelty applications that take advantage of trends or new developments and are seen as the "gee whiz" stuff for a limited amount of time. Consider new developments such as animated gifs, scrolling marquees or flash intro pages. These toys don't add much functionality to a website, and are mostly eye candy. For the most recent examples, turn to the iPhone applications. Developers saw a rich media device with the novelty hooks of a touch-screen and accelerometer and rushed out the technological equivalent of cotton candy such as the virtual lighter (moves as you move the phone), koi pond, virtual beer and light saber. These applications have next to no functionality other than momentary amusement. The performance of the application is not a focus as it doesn't do that much to start with. Likewise, if it doesn't do much, it won't be hard to use. These applications have a limited shelf life as the novelty dies, but for the brief period of time, they can be successful.
I have to thank several people for challenging my thinking and discussing the concepts with me, including Matt Sanning and Greg Moore. These thought exercises, like the iPhone apps, may not be the most productive things, but they keep me entertained.
A constant among psychology and instructional design classes is Maslow's hierarchy of needs. Whether you agree with the criticisms of Wahba and Bridgewell or not, Maslow's theory still provides a valuable framework for describing and evaluating individual motivations. The notions of hierarchical needs wherein one set of needs must be satisfied before the next set can be prioritized can be applied to system design as well, and is described by the blatant ripoff, er, homage, Elsbernd's Hierarchy of System Needs.
What do you want in a system? The answer depends on what you need to do and how you are accomplishing that goal currently. In the early days functionality was enough as long as the system allowed you to do something you couldn't do before, users would suffer through horribly obscure and arcane coding to complete their tasks. Witness the costs, time and effort involved in old punchcard computers, yet because it allowed them to do something new, companies endured it.
For a time, functionality is added, but functionality eventually loses it's glow. When users are forced to wait while systems are down or slow, system developers are tasked with making it faster and more powerful. The need for performance comes to the top of the priority list.
At some point in the system's evolution, a sufficient level of functionality and performance is reached, and the next competitive advantage becomes usability. The ability for users to complete tasks with a minimum of training and in various contexts becomes a selling point when all functionality sets are comparable. Ease of learning and ease of use allows less skilled workers to complete tasks, or skilled workers to focus less on the system and more on their work.
Aesthetics is the final enhancement, in that if the system is usable, it can also be enjoyable or pleasant to use. Aesthetic features, such as enhanced graphics, animations, sound, layout and balance on the page all impact the user experience.
Of course, all of these features exist to some extent in every system. The balance between these four factors is what can make or break system success, based on the hierarchy of system needs.
Maslow's Hierarchy of Needs
Maslow's hierarchy of needs is often depicted as a pyramid consisting of five levels: the four lower levels are grouped together as being associated with physiological needs, while the top level is termed growth needs associated with psychological needs. Deficiency needs must be met first. Once these are met, seeking to satisfy growth needs drives personal growth. The higher needs in this hierarchy only come into focus when the lower needs in the pyramid are satisfied. Once an individual has moved upwards to the next level, needs in the lower level will no longer be prioritized. If a lower set of needs is no longer being met, the individual will temporarily re-prioritize those needs by focusing attention on the unfulfilled needs, but will not permanently regress to the lower level. For instance, a businessman (at the esteem level) who is diagnosed with cancer will spend a great deal of time concentrating on his health (physiological needs), but will continue to value his work performance (esteem needs) and will likely return to work during periods of remission.
Elsbernd's Hierarchy of System Needs
A similar model is proposed for the evolution of software development.
Deficiency needs - These needs are required for success, but as soon as the needs are met, they are taken for granted. Their absence causes dissatisfaction, but otherwise they are invisible to the common user.
- Functionality - features and capabilities relevant to the task at hand, are the fundamental need for systems. If the system doesn't do anything you need to do, it has no value.
- Performance - the system must respond in a reasonable time, provide secure access and access when expected.
Growth Needs - These needs are not strictly required for task completion, but they improve the user experience to build loyalty and positive perceptions of the system and tasks. This delight can improve satisfaction, retention and morale among users.
Usability - Usability makes the system accessible to a wider group of users. Whereas early word processing and desktop publishing tools were only used by trained users in specialized departments, now everyone has one of these tools on their desks due to improved user models built into the systems and integration with their other tasks. The systems are more intuitive through the use of common ui conventions and affordances (the design of the system controls suggests their use).
Aesthetics - People like well-designed systems. Attractive systems are perceived as faster, better performing and more effective than unattractive systems.
Just as in Maslow's Hierarchy, systems develop from the bottom of the hierarchy up. The higher needs in this hierarchy only come into focus when the lower needs in the pyramid are satisfied. If a change in process or product causes one of the lower needs to become unfulfilled because the current system can no longer meet the needs, the functionality or performance needs will be reprioritized over usability or aesthetics until functionality and performance are restored.
The final factor not represented in the current document is cost. Cost is a limiting factor of how much time and effort is expended getting to higher levels, to achieve and maintain the level of satisfaction or delight demanded by the users. Organizations must determine the cost of achieving the next level and the competitive advantage it will bring.
There are many possible reasons for poor performance. In the past, documentation or training was the only solution to these problems, as phrases like, "It's a training problem," or "We'll put it in the manual" were catch-all solutions to poor processes. Thomas Gilbert's Model analyzes performance deficits from six standpoints. The interventions to overcome performance barriers have the highest leverage (cheapest to implement for highest return) from box 1 to 6. In other words, if the problem can be solved through better communication of expectations, it is more effective, easier and cheaper to the organization than a training program to teach performers a task they don't understand.
Information |
Instrumentation |
Motivation |
|
Environment (organizational factors) |
1. Data, information Do performers know what is expected? Interventions: Communication, clear statements of purpose and expectations |
2. Resources, tools, environmental support Do performers have what they need to perform? Interventions: Open supervisor support, appropriate tools, applications |
3. Consequences, rewards, incentives Do performers get appropriate feedback? Interventions: Consistent and immediate feedback of results, consequences must be linked to performance |
Performer characteristics (personal factors) |
4. Knowledge, skills Do performers have the knowledge or skills to perform? Interventions: Training, Job Aids |
5. Capacity Are performers capable of performing? Interventions: Selection process |
6. Motivation Do the performers care about the job or their performance? Interventions: Selection process |
In analyzing the root causes for a performance issue, we often will identify issues and solutions that have nothing to do with documentation or training. Because of this, we are no longer limited to those solutions, but can design performance centered systems leveraging all of the tools at our disposal.