What did you expect? Self-awareness in UX

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It’s hard not to get hung up on expectations. When something doesn’t go the way you want, or work the way you thought it should, it’s hard to be cognizant of this and step back. It’s hard for most people, and UX professionals are no different. Somehow, we have to make an appeal to our bigger selves to stop, have the presence of mind to observe what’s going on and then reflect on the expectations.

We have to pause and think about what we expected. Should we have expected whatever outcome didn’t occur? Maybe we ask ourselves what somebody was thinking when they created that app, or that product or that experience. How did they arrive at the conclusions that brought me this experience that you didn’t expect.

When you walk up to a doorknob, and quite unconsciously go to turn it… but it doesn’t turn… You stop, you think about what’s happening, maybe you reef on the door knob, maybe you pull on it, but the unconsciousness of the mundane activity has dissipated and now you’re consciously interacting with the door knob, which is now a problem, that you’re actively engaged in trying to figure out.

When you visit a website, you surf around, maybe you find what you’re looking for, but then unconsciously navigate to the top left corner to click a logo and get back to the homepage, but the logo isn’t a link, or worse there’s no logo, maybe even there’s no home button. Again, you come out of that, almost unconscious, state, awaken for a second and now you’re in problem-solving mode.  How the hell do I get back to the homepage?

These are only two examples, two extremely basic examples.

Now, think about this: The average user (read: most users) won’t go through the trouble-shooting phase, they won’t investigate further. They will, unconsciously, look for another door, X-out of the webpage, delete the app, etc… they’re using a tool to complete a task and the tool isn’t working. Between the speed of life and (almost subconscious) expectations we, as UX professionals, don’t get a lot of do-overs, or second chances with bad first impressions. We have to deliver on expectations from go and keep on delivering right on through.

Sure, there will be cases like Facebook and their bazillion news feed UI changes, and Twitter with all of their timeline changes, but the value for these organizations has been confirmed and delivered, first impressions have been had, so they have some flexibility… to a point. If you screw around with the users enough times you’re going to have an Internet Explorer situation on your hands and most people are just going to give up and move just as soon as they can, veritable monopolies notwithstanding.

So, in your own life, try to take notice. Try to be aware of your expectations. Are things working the way you want them to be? If not, what did you expect and why? This isn’t an article about user research or user testing, but really a an article on self-awareness, because that self-awareness is the greatest asset that a UX professional can have.

5 tips for a feel-good user experience

Armed with a buy-one, get-one free coupon he’d gotten over the weekend we passed over the hallowed threshold of a large, national chicken wings franchise. We were regulars. We’d been there before… many times, but this time, for one of us, lunch was going to be free, thanks to the aforementioned BOGO coupon…

Free wings = A good day – An ancient law of yore, I believe.

We sat. We ordered. Lunch came without incident and the idea of free wings made them that much more delicious.

Lunch bliss ensued.

The Bill came. BOGO coupon was presented.

Lunch bliss quickly unraveled.

So, it turned out that the BOGO coupon was worded badly. The server tried to clarify, but became increasingly frustrated and emphatic when stating that it wasn’t, in fact, a BOGO coupon, but some other kind of offer. Confused, we listened and continued our inquiry, at this point, for purely academic reasons, to try and understand the printed offer. Realizing the server was quickly becoming incensed and on the verge of making a scene, we paid up and left. Our bellies were full, with equal parts wings and resentment.

“Well,” I said to my lunch companion, “that was an extremely unpleasant experience.”

“Yes,” He said, as we walked in silence.

As a user experience practitioner, I couldn’t help but think about our experience and the words of the late Tom Magliozzi, from the NPR Show Car Talk where he said: “Happiness = Reality – Expectations”, but in what world do we live where there aren’t any expectations. No world that I’ve visited, that’s for sure! This led me to the think about how the experience could have been better, and so I came up with 5 tips for a feel-good user experience:

1.) Everybody has expectations

2.) Everybody wants to feel good

3.) Everybody wants to be treated well

4.) Everybody wants to feel important

5.) Everybody has to deal with reality

1.) Everybody has expectations
Can you deliver the goods? What do your users want? Have you done the research? Have you gotten to know them? Do they know what you offer and do they expect it? You have to know what your users are expecting. Without this critical knowledge you’ll always be in the dark where your users are concerned and it won’t take long for another organization to see what you’re doing wrong, improve upon it and put you out of business.

2.) Everybody wants to feel good
Can you make your users feel good? Can your product/service take a bad situation and make it better? Can your support staff? Is your service so good that your users feel empowered, recharged and delighted after an experience with your organization? Satisfaction is one thing, but creating happiness, or at the very least a very positive experience is another thing entirely. Are you up it?

3.) Everybody wants to be treated well
It’s easy to treat users well when things are going smoothly, but how is it when things aren’t going so well? User experience, as a discipline, didn’t come about to deal with things when everything is going well, but to reduce and/or work towards eliminating those areas of the experience that break down when things aren’t going well. Treat your users well.

4.) Everybody wants to feel important
Do your users feel important? Do they feel like they’re being heard and acknowledged? We’ve all heard the adage about how the customer is always right, but even when they’re not, do they feel like they’re right, or at least feel like their perspective is important and valued? If not, those customers won’t be customers for long. The adage about the customer always being right has always been a little tongue in cheek behind the product/service curtain, but the user doesn’t need to come behind the curtain, they just need to feel important.

5.) Everybody has to deal with reality
The old marketing bromide states, thusly: Perception is reality, but sometimes reality is a bummer. It’s hard to integrate considerations for dealing with reality into the user experience, but we have to try. Those conditions in which a user comes to us are the conditions that we need to prepare for. Through quantitative and qualitative research we can learn what our users are trying to do to and how they’re interacting with our product or service and meet them where they’re at. We have to. It’s our responsibility.

These are the 5 tips for a feel-good user experience. Each one, in an of itself, will not make for a feel-good user experience, but together, combined, they come very close to perfecting the user experience. Even if you don’t think of everything the first time through, with ongoing refinement you can get darn close to perfecting an experience.

If our server or the large national wings franchise had any of these 5 tips for a feel-good user experience in their service arsenal this experience would have been dramatically different. However, most organizations are like the large national wings franchise with employees not unlike the server. Thing is, there are a lot of places making wings and a lot of out-of-work servers, and perhaps most importantly a lot of organizations working to create feel-good user experiences. There can be only one; which do you want to be?

 

The privilege of service

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Today, I began thinking about a blog post that I wrote onmy mattborghi.com website back in 2009 – The tool of choice, the privilege of service – It feels like a dog’s age since I wrote down those words, and it was well before the idea of ‘user experience design’ was getting used as much as it does today (corroberated by Google Trends, below), but the ideas there were as true then as they are now.

uxd_google_trend

Let me set the stage…

Google was the king of search, kind of like they are now. Microsoft had just released Bing and they were working very hard to knock Google off the search mountain. Many folks thought that they would succeed. As a heavy Google user then, well before mobile/Android ubiquity, I didn’t think Microsoft would be able to pull it off.

Back then, I wrote:

The thing that’s easy to forget is Google did next to no marketing for their search (interesting Salon article from 1999 that touches on this a bit, as well as a 1998 Cnet article here). I know for me, back in 1999 or 2000, numerous people recommended that I use Google, as I had been a big user of Yahoo! for everything. Eventually, Google became my search tool of choice, not just for me, but for a lot of folks. Was it because it worked well? Was it because it was lean and uncluttered? Was it because it was quick? Honestly, it’s probably some combination, but I know that value that Google offered came to me through word-of-mouth, and when I tried the tool, it delivered as promised. It was no frills, just a simple tool that worked well.

What I wrote here really is the essence of what user experience design is all about. Google worked well, it was lean, uncluttered and quick; It wasn’t bogged down with ads or Flash graphics… It just worked, quickly and the results were good. Google understood user experience and user-centered design, whether intuitively, or otherwise, and that was the tool that they brought to the marketplace.

This isn’t new news, but rather a history lesson, of sorts, to remember the roots of user experience and the benefits of user-centered design.

More from 2009:

Again, Google did very little marketing; they put something out there that worked, and people came to it. Clearly, they knew what people wanted, and how to add value… to serve is a privilege, and if your tool is chosen, then it’s bonus and bonus! Create the tool of choice, and cherish the privilege of service.

The fact is any company that stops thinking about, or doesn’t consider their, customer is going to go out of business; whether they’re selling Web services or hot dogs…

As true today, in 2016, as it was in 2009, I’m reminded that as a designer and then a design manager, my goal was always to ensure that we were serving the users, to ensure that we were delivering the best possible user and customer experience possible by delivering the best possible solution. That means that you have to be conservative and not just jump on every new trend. Try things out and see what works. Of course, there’s a balance between this and analysis paralysis, but you don’t want to be constantly throwing new tools at your users or your customers… vet the tools with research and always try to undertake a user-centered design approach. It’s not always easy, as simplicity is almost always complicated, especially when you’re working with pre-web companies, but the privilege to serve is a great and noble pursuit. And if you get your chance, it just might make you one of the richest and most successful organizations in the world.

Threefold path to UX bliss or what being snowed in taught me about UX

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I’ve been snowed in before. If you live in a region that gets any kind of regular snow, then you’ve probably been snowed in before, too. Generally, there are phases to the thing. First, you’re kind of excited by it, the anticipation; you get sort of a cozy feeling and you want to warm up near a fire with some hot cocoa and, I don’t know, maybe, if you’re me, a copy Steinbeck’s The Winter of our Discontent. But, eventually, the fire dies, with all the remaining wood covered with snow, the hot cocoa no longer is, well, hot… and Steinbeck, just induces its own kind of discontent. For the final phase, a decision diagram could be inserted…

I could:

A.) Let my restlessness and agitation grow; 

B.) Surrender to circumstance, put on a recording of Claude Debussy’s Images for Solo Piano and crawl under a great big down comforter for a long winter’s nap.

flowchart

Ahh… Option B sounds really good right now… Unfortunately, if you would have guessed Option A, you’d be right. I’ve done both at different times, but this time I went with Option A, growing restlessness and agitation… And while this is not generally a state of clarity, at least not for me, this time it was as I was given a fresh new perspective on user experience, or the threefold path to UX bliss.

So, let’s look at the phases, or the threefold path, within the context of using a new website, app or really anything that you interact with:

  1. Anticipation (Seeds of expectation begin to germinate)
  2. Use (Seeds have become full expectation)
  3. Acceptance/Refusal (Expectations met/not met)

Any user experience begins with anticipation, it could be weeks before a website or video game comes out, or it could be the ten seconds that it takes you to download a new app from the Apple Store. In either instance there is anticipation and with that anticipation, seeds of expectation begin to germinate. Now, sure, there are some folks who come at things with an open mind, but mostly UX, as a discipline, is not designed for this rarefied cognitive superhero, but rather the everyday schlub like you and me who wants stuff to work like all the other stuff we use.

Use is where the rubber meets the road. Does the thing meet the user’s expectations? This is why we do research, this is why we measure and this is why we test. We want to ensure that we’ve nailed the expectations and met them. When you talk about a minimum viable product, you’re talking about the minimum viable expectations. What can be released that’s enough to keep the user interested and satisfied knowing that we can’t give them everything they want with the first release.

Finally, we’re at the acceptance/refusal — Will the user accept it or refuse it? Were there expectations met or not? Of course, when we talk about UX, what we’re talking about is always clearing this hurdle of acceptance easily and clearly with few notes and fewer revisions. After all UX is iterative, so what may have been missed will be caught the next time through; that’s the goal of UX and the heart of user-centered design which is the less buzzwordy bedrock of what it means to do user experience work.

Ultimately, what we’re talking about are expectations. UX is the work of defining, designing and testing for those expectations. Experience and expectation both begin with “ex” the Latin preposition for “out of, or from”. Whether you’re talking about the experience that comes ‘out of’ the expectations, or experience that comes ‘from’ the expectations, there’s little distinction, which makes the user-centered design aspect critical to a successful UX, or put another way creates the UX bliss.

I’m still trying to recover from that cabin fever, and I hope that I’m not snowed in anytime soon, but if I am I’m definitely going to temper my expectations and make few plans. In fact, I heard there’s another storm front moving in next week. Now, where was the last place I saw that CD of Claude Debussy’s Images for Solo Piano…

p.s.

In case you’re curious:

You don’t know me – Why user interviews matter

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At USAGE, one of our favorite things to do, when doing UX evaluations, is to talk to actual users. But it wasn’t so long ago, in a land pretty much where we’re sitting right now, that considered user interviews around website usage inconceivable.

Them: ‘Our website users don’t want to talk to us about how they’re using the website! That’s crazy! Just make the website pop!

Us: “Umm… Ok.

Sigh… how many times have we heard that… Isn’t it great that times have changed and folks now understand the value of talking to your users; in fact a whole industry is growing around the idea. Excellent!

UX is growing and we’re excited to be part of it. Generally, we focus on the user experience of human-computer interaction, but as time goes on our user relationship with all manners of product and service is being scrutinized, evaluated and reconsidered. User interviews are a really great way to get to the core issues of their usage, but, as Jakob Nielsen, the Father of Usability states:

“What users say and what they do are different…”

It’s true that what users say and what they do are different, but it’s still one of the best ways to get into the mind of the user.

Admittedly, user interviews are more art than science and this is one of the reasons that some folks like them, while other folks would prefer to use moderated and unmoderated remote user testing, or some other form of quantitative testing — the classic qualitive (user interviews) vs. quantitive (A/B testing) research dilemma. At USAGE, we prefer both and take a mixed-method approach. The science is nice, but it’s kind of cold, we prefer the warmth of human interaction; this approach creates checks & balances that gives a space for the quantitative information but allows it to be tempered by qualitative information.

If you haven’t done a lot of user interviews they can be tricky to get off the ground, but Charles Liu gives some great pointers in his article Never Ask What they Want – 3 Better Questions to Ask In User Interviews, where he suggests these three questions:

  • What are you trying to get done? (Gather context)
  • How do you currently do this? (Analyze workflow)
  • What could be better about how you do this? (Find opportunities)

These are great questions to get the conversation flowing. You are quickly able to determine what a user’s expectations are around how something works, but also how they’d like it work. As the user talks about their experiences, you get an insight into their world and you’re able to get a feel for what it’s like to walk in their shoes. In our experience this is the best possible way to get to know your users. While a mixed approach is necessary and pros & cons abound, there’s no substitute for getting to know your users and having that one on one relationship with them.

User-centered design hugs you back

 

 

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(Snazzy graphic courtesy of Daniel Kim)

We’ve talked a bit about user experience, so far, specifically with the 10 promises of user experience design, but at the core of UX is the dedication to the philosophy of User-Centered Design (UCD), and that’s the key ingredient to getting UX off the ground at most organizations.

UCD at a high level is an ongoing, iterative process that requires planning, research, design, adaptation and measurement, basically on an infinite loop throughout the life of a product or service. I won’t even say that an organization needs to be dedicated to it operationally, let alone have an operationally-mature UCD practice in place, but embracing the philosophy is the starting point.

But… wait… Actually, before I go any further, I’m getting ahead of myself and need to step back…

Embracing the philosophy of UCD is important for one specific kind of organization, a type of organization that falls into what Paul Boag called in his excellent book, Digital Adaptation, the “pre-web” organization. The pre-web organization is what we’re most familiar with at USAGE, that’s because “post-web” organizations were born thinking web and mobile-first; UCD is built into the fabric of these organizations, so there’s little we can say about them for this article. Instead, we’ll focus on the pre-web organization, as there are many lifetimes of work to be done there.

These pre-web organizations, very slowly, are getting the joke: A great user experience pays. Disney taught us this, Apple taught us this, Zappos taught us this and so, organically, organizations have learned to adopt this themselves. Adoption is hard, because adoption means a user-centric perspective. Coca Cola didn’t ask people what kinds of ingredients people wanted, they gave them what they were selling, but learned a valuable lesson with New Coke. Henry Ford introduced nearly a dozen models of cars, before the Model T, the others were too expensive for the average person… While they might not have started off being user-centric, their success would depend on this critical pivot.

As I write this, though, I’m reminded of the Nielsen Norman Group article, “UX Without User Research Is Not UX, specifically, the area of the article called “Paying UX Lip Service”. This line really says a lot about current state of UX at most organizations. Folks can talk about it, praise it, even evangelize for it but the actual work of organizational UX is no small undertaking and poses unique challenges. Fortunately, that’s where we at USAGE can help.

The first step for any organization is spreading the idea of a user-centered design approach. At a recent O’Reilly Design Conference, Eric Quint, Chief Design Officer at 3M pointed out an equation that really underscored, in a quite manageable way, what’s required to begin changing an organization: “The square root of employees is the number of ambassadors you need for transformation.” So with math not being one of my strong suits I went to work finding a square root calculator to figure out if his anecdote matched my experience, and sure enough it did, it matched our experience at USAGE exactly. So, for example, a company with a thousand employees would need roughly 32 ambassadors to advocate for transformation.

When we work with any organization we immediately go to work figuring out what the feeling is around the idea of a user-centered design approach or how knowledgeable an organization is about UCD or even just researching their users. Most organizations like the idea, after all what’s not to like about getting to know your users and then giving them what they want. Beyond the heady terminology a user-centered approach is really just taking care of your users. Designing something for your users without their involvement is like hugging somebody who doesn’t want to be hugged, user-centered design hugs you back.