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UX Research:
      What I did not learn in grad school…

      Gavin Lew
      Executive Vice President, GfK User Centric

             @glew




GfK User Centric
Chicago, October 2012
Introduction




               © October 30, 2012 – Proprietary and Confidential   2
A little about me…




             Gavin S. Lew




                     3
Adjunct Faculty




          © October 30, 2012 – Proprietary and Confidential   4
Adjunct Faculty




          © October 30, 2012 – Proprietary and Confidential   5
© October 30, 2012 – Proprietary and Confidential   6
© October 30, 2012 – Proprietary and Confidential   7
© October 30, 2012 – Proprietary and Confidential   8
I did not finish
                   my PhD




© October 30, 2012 – Proprietary and Confidential   9
What Happened?




         © October 30, 2012 – Proprietary and Confidential   10
Overview

What Did I Learn in Grad School?
 Picture of Grad School




                      ?    11
What Did I Know?




          © October 30, 2012 – Proprietary and Confidential   12
Founded User Centric
 Started UC back in 1999…we are now:
  – GfK User Centric
     • 150+ global UX consultants with post-
        graduate degrees in behavioral sciences,
        human factors, or human-computer
        interaction




                       13
Philosophy 1.0
 At UC, we don’t “sell services” like
  – Usability testing
  – Or other user experience forms of research

 What we strive to do is answer client questions
  – Methodologies and techniques are just tools




                        14
We have the Privilege of…


 Interacting with,

     Designing for,

          and Testing

               many User Experiences

 But, this also means…

                      15
Sometimes I Feel Like Clients Ask Us to…




                                   But, most of
                                   our work…
                      16
Section Title

ThisTitle
Slide SUCKS!!![1 of 2]


 Slide content




                         October 30, 2012                   17
Philosophy 2.0

We believe that any business can be successful


         If they could just…
       Take a bite out of suck

     We take projects where we can have
      a positive impact with our clients

  One that transforms their user’s experience
                       18
 Techniques (User Experience)




                          19
Overview

But, What Does It Really Mean?
 Picture of thinker




                       20
Session Topics




                 © October 30, 2012 – Proprietary and Confidential   21
What They Do Not Teach You in Grad School
1. “The experience you craft is more than
   just the product”

2. “Yes, usability can be measured…”

3. “Sometimes research is COMPLICATED”

4. “Design is not always walk-up-and-use”


                                            22
1. “The experience you craft is
 more than just the product”
         © October 30, 2012 – Proprietary and Confidential   23
Product
   or
Service
IVR       Call
Out-of-the-             Centers
   Box
              Product
Experience
                 or
              Service
                          Store
 Web Site
                        Experience
              User
   e-com      Guide
Paper Bills
                  IVR       Call
Out-of-the-                Centers
   Box
                 Product
Experience
                    or
                 Service
                             Store
 Web Site
                           Experience
                 User
   e-com         Guide
                               HR
© October 30, 2012 – Proprietary and Confidential   28
October 30, 2012   29
Philosophy 3.0

We Believe
    Experiences Matter




  Must think beyond just the product itself…
                     30
2. “Yes, Usability can be MEASURED”
                                  31
Must Fight Naysayers
 As UX practitioners, we believe that concepts,
  such as easy-to-use, intuitive, and usable can
  be measured

 Unfortunately, naysayers believe that we cannot
  measure

           ”I know it when I see it”

 Ultimately, what we do is MEASURE and
  CHANGE
                                                    32
Does Anyone See More Than Snow?




             © October 30, 2012 – Proprietary and Confidential   33
Anyone See a Dog?
Once you see it, you cannot help but see it
Dalmatian “pops”
FedEx Spinner
Who sees it?
More help
FedEx Spinner is “now” locked
Spinner just “pops”




Forgive me. I just ruined your commute!
Naysayers: You Cannot Measure Usability


    “You just know it when you see it”




                   © October 30, 2012     42
Naysayers: Cannot Measure “Intuitiveness”
 Correct this belief

 Measurement must be:
  – Well defined
  – Observable
  – Quantifiable
  – Repeatable



                    © October 30, 2012      43
Not All Measures Are Created Equal




                           `




           Bad    Inappropriate         Good



                   © October 30, 2012          44
Consider a Horse Race: Which Measure is Good?




   Consider horse racing:
      What measure is used?
                  © October 30, 2012        45
Different Conditions: Yes, That is Snow




Yes, this is snow…!!!
                    © October 30, 2012    46
Some believe the horse wants to win…
            © October 30, 2012 – Proprietary and Confidential   47
Exercise
 Procedure
  – Will give you a task
  – I will count time
  – Make a Yes or No decision
  – Remember the time
  – Raise your hand
      • Right = Yes / Left = No

 Let’s practice first
                                  48
Exercise
   Is the man wearing a red shirt?
   Decide Yes or No
   Remember the time
   Raise hand
   Ready?

 Decide Yes or No
 Note time
 Raise hand
                                      49
1 sec




        50
2 sec




        51
3 sec




        52
4 sec




        53
5 sec




        54
6 sec




        55
7 sec




        56
8 sec




        57
9 sec




        58
Task 1
 Hospital setting. Assessment of different
  prompts for an interaction with an interface. The
  patient has declined further treatment. The
  physician asked you to go into the system and
  cancel all of the orders. So, you select the
  orders and press cancel.

   Decide Yes or No
   Note time
   Raise hand
   Ready?
                                                      59
1 sec




        60
2 sec




        61
3 sec




        62
4 sec




        63
5 sec




        64
6 sec




        65
7 sec




        66
8 sec




        67
9 sec




        68
10 sec




         69
Task 2
 Hospital setting. Assessment of different
  prompts for an interaction with an interface. The
  patient has declined further treatment. The
  physician asked you to go into the system and
  cancel all of the orders. So, you select the
  orders and press cancel.

   Decide Yes or No
   Note time
   Raise hand
   Ready?
                                                      70
1 sec




        71
2 sec




        72
3 sec




        73
4 sec




        74
5 sec




        75
6 sec




        76
7 sec




        77
8 sec




        78
9 sec




        79
10 sec




         80
Why Does This Matter?
 You can feel easy-to-use

 You need to design this way




  You can feel bad interfaces and
     also measure the effect
                                    81
3. “Sometimes
 research can be
COMPLICATED…”



   © October 30, 2012 – Proprietary and Confidential   82
One Can Always Get Data…
1) Is this really “good” data?

2) Will the results produce actionable change?


           Integrity is everything
                   in research




                                                 83
Pick a Device, Any Device!




                       84
Alpha
Sanitization MP3 Players

Bravo

          Five selected target interfaces
Charlie




Delta




Echo


                         85
Client Objective

Client asked User Centric to:

    Understand the user experience
  related to these devices




                    86
Client Objective

Client asked User Centric to:

    Understand the user experience
  related to these devices


    Identify usability issues




                      87
Client Objective

Client asked User Centric to:

    Understand the user experience
  related to these devices


    Identify usability issues



   Recommend possible solutions to
  improve the UI
                      88
Challenge: Help create a best-in-class UI




      Sounded reasonable to us




                       89
Effort Seemed to be Largely Formative

 Discovery emphasizes the qualitative

 Testing is pragmatic with small samples to
  iterate the design



But, not this case example because…



                      90
Case Study #1




 But, the client had
 different needs




                       91
Design Research Included:
 21 Tasks of Interest were selected
   – High Frequency of Use (“Play Song”)
   – Priority (“Create Playlist”)

 5 User Interfaces
   – Four Competitors
   – One Client Design (Echo)
       Alpha   Bravo   Charlie   Delta   Echo




                        92
Task x Device Matrix




User Centric, Inc.   UPA: June 2006   93
Case Study #1




 But, the client had
     Client had even more needs…
 EVEN MORE needs




                 94
Asked to Conduct Research to:

breed relative tonew competitionbe best-of-
 Ensure that the       design will
                   the




                       95
Asked to Conduct Research to:

breed relative tonew competitionbe best-of-
 Ensure that the       design will
                   the


   Oh, we failed to mention—
     This is extremely high profile
     Data will drive strategy
     Report will go directly to C-level
      executives…



   And oh, did I mention that we’re gonna need
                          96
Initial Design
 21 Tasks x 5 Designs
   – 100+ Combinations

 Picked: Competitive Usability Testing

 Within-subjects design -- NOT
  – Learning
  – Fatigue

 Between-subjects design…? How?
                      97
When We Looked Closer…




       It actually got worse!




                   98
Not All of the Tasks Worked for Each Device!




                       99
Caseeven worse…
And Study #1



But it gets even better!

TheClient had even more needs…
    client had another
UI variant to add…




                   100
And New Baby Makes Six!




                    101
What else can I say?




                       102
Case Study #1
And even worse…

Could we try talking
the company out of
doing these things?
    Client had even more needs…
     Nope!

Results will drive strategy

                  103
We Did Manage to Convince Company that

 UC would design the study such that it
  would be sensitive enough to detect
  statistical significance, if it indeed
  existed

 Thus, there would be NO a priori
  assurances of finding significant
  differences—because it might not exist!


                     104
The Real Challenge…

We were charged with:
 – Research activities
 – Methodology that would provide data to
   justify design direction


A device was going to be built…


                      105
Core Elements

 Access points (navigating to a feature is easy)

 Feature task flows (completing task may be
  hard)
 Design look and feel

 Iconography

 Verbiage


                         106
Core Elements

 Access points (navigating to a feature is easy)

 Feature task flows (completing task may be
  hard)
 Design look and feel

 Iconography

 Verbiage


                         107
Experimental Approach
 Realistically, participants could
   – Only interact with 2-3 designs effectively (not 5-7)
   – Assumed each participant could complete ~ 6 tasks


 Create prototypes on a computer
   – Level the “playing field” to core task flow elements


 Usability testing / Quantitative Data Collection
   – Recruited target demographic (incl. high schools)
   – Needed simultaneous test teams
   – In the end, we really needed to know the “story”

                             108
Control for Bias: Create Blocks
 Sheer size of all possible combinations

Within each block…
 Order of task presentation
   – Tasks were systematically counter-balanced to
     reduce learning and order effects

 Order of device presentation
   – For each participant, devices were randomized within
     each task to reduce learning and order effects




                            109
Participants were Assigned to Blocks
 Individual participants received a block
   – Assigned randomly to reduce learning effects

 Constraint: Familiarity biases were avoided
  – iPod owners will not interact with iPods

 Est. what could go into a 60-min session
  – Blocks of four to six tasks seemed to “fit”
  – Using total number of steps to complete…


                        110
So…How Many Participants?
 If each participant received five or six (of the 21)
  tasks by three (of the six) devices
    – There are 20 unique device combinations
      • P1 = Devices ABC; P2 = ABD; P3 = ABE…

 To complete a full block, 20 participants were
  needed

 Each device by task cell was represented with at
  least 10 participants
   – N=80 to have four blocks of 20

                          111
So, This Looked Like This…
   Julian                      Tracy O.
   Participant #1              Participant #2
   16-24 years                 25-44 years


    task="11" device=Bravo      task="16" device=Bravo
    task="11" device=Foxtrot    task="16" device=Delta
                                task="16" device=Charlie
    task="6" device=Alpha       task="13" device=Charlie
    task="6" device=Foxtrot     task="13" device=Delta
    task="6" device=Bravo       task="13" device=Bravo
    task="4" device=Bravo       task="8" device=Delta
    task="4" device=Foxtrot     task="8" device=Bravo
    task="4" device=Alpha       task="8" device=Charlie
    task="15" device=Foxtrot    task="18" device=Bravo
    task="15" device=Bravo      task="18" device=Delta


    task="17" device=Foxtrot    task="9" device=Charlie
    task="17" device=Bravo      task="9" device=Bravo
    task="17" device=Alpha      task="9" device=Delta

                                                           112
Measures
 Time-on-Task
 Efficiency (Deviation from Optimal Path)
  – Total screens viewed / Optimal path for the task
     • More incorrect “steps” increases this metric

 Success
  – % participants in each cell (device x task) who
    successfully completed the task

 Preference
  – Pair-wise device preferences for a particular task with
    a magnitude judgment
                            113
Task-by-Task Analysis




                        114
Sometimes numbers do
not tell the whole story
              115
Sometimes the runner up
    Ain’t that Bad
      116
What was the REAL STORY…?




      N = 80?... I asked for 100+
            © October 30, 2012 – Proprietary and Confidential   117
Usability Issues / Participant Verbalizations




                        118
Results Drove Iterative Design Process
 Start with the high frequency / high priority tasks…
   – Why did the Foxtrot design win?
   – Why did the Alpha design lose?
   – Compare quantitative with qualitative

 Complex tasks
   – The fastest time was not the best
   – More clicks, less error, high satisfaction

 Sometimes winners would emerge for different
  reasons…
   – How do you weigh different UI conventions?
                              119
Lessons Learned
 “Know the story”
  – Benefit of Qualitative Data
  – Absolute “must have”
  – Extra 20 participants used for qualitative data

 Learning
  – Counterbalancing was sufficient
  – But, these are not walk-up-and-use devices…

 Avoid “Frankenstein” Design
  – Do not simply pick the winning task flow and
    implement
  – Consistency matters!
                            120
How to Write Good Recommendations

Group Exercise: 3 of 3




  All too often, we
   over focus on
   making things
     SIMPLE
Walk Up And Use




4. “Design is NOT
always about
walk-up-and-use”
                  © October 30, 2012   122
Not Everything Should Be WALK UP AND USE
 Expert interfaces are around us
  everywhere

 All too often…
      we design for the first hour of use


     NOT the first year of use

                                            123
Call Center Interface




                        124
Call Center Interface




                        125
While on a Call, Knowing “History” Usually Helps




Click Notes

                                               126
Specific Notes Can Be Opened




                               127
Specific Notes Can Be Opened




                               128
 Imagine…
  –   Approx. 100 calls per day
  –   Typical environment involves cubicle farms
  –   Stand and ask questions
  –   Multi-tasking
  –   Time pressure
  –   Possible sales incentives in effect
  –   Rapid consumption of screens

 Does this change anything?!?!


                                                   129
Expert Users
 Demonstrate over-learned behaviors
   – High number of transactions, huge volume of calls
   – Rote memorization of commands and actions
 Emphasis is all about their workflow
   – They make transactions so quickly, across multiple
     systems, and in most cases, they do not need to
     look at entire screen
   – IMPACT: Users will not look at individual notes and
     they will be less informed, thus driving calls back!!!
 Reality:
   – Traditional walk-up-and-use methods may be totally
     inappropriate and insufficient
                                                              130
Main Screen




              131
Takeaway Lessons




        © October 30, 2012 – Proprietary and Confidential   132
Core Issues




We Measure
              Thank you
We Change
                          133
s




1. “The experience you craft is
more than just the product”                         2. “Yes, usability can be MEASURED””




      3. “Sometimes
      research can be
      COMPLICATED…”                                      4. “Design is NOT
                                                         always about
                                                         walk-up-and-
                                                         use””
                          © October 30, 2012 – Proprietary and Confidential         134

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UX Research: What They Don't Teach You in Grad School

  • 1. UX Research: What I did not learn in grad school… Gavin Lew Executive Vice President, GfK User Centric @glew GfK User Centric Chicago, October 2012
  • 2. Introduction © October 30, 2012 – Proprietary and Confidential 2
  • 3. A little about me… Gavin S. Lew 3
  • 4. Adjunct Faculty © October 30, 2012 – Proprietary and Confidential 4
  • 5. Adjunct Faculty © October 30, 2012 – Proprietary and Confidential 5
  • 6. © October 30, 2012 – Proprietary and Confidential 6
  • 7. © October 30, 2012 – Proprietary and Confidential 7
  • 8. © October 30, 2012 – Proprietary and Confidential 8
  • 9. I did not finish my PhD © October 30, 2012 – Proprietary and Confidential 9
  • 10. What Happened? © October 30, 2012 – Proprietary and Confidential 10
  • 11. Overview What Did I Learn in Grad School?  Picture of Grad School ? 11
  • 12. What Did I Know? © October 30, 2012 – Proprietary and Confidential 12
  • 13. Founded User Centric  Started UC back in 1999…we are now: – GfK User Centric • 150+ global UX consultants with post- graduate degrees in behavioral sciences, human factors, or human-computer interaction 13
  • 14. Philosophy 1.0  At UC, we don’t “sell services” like – Usability testing – Or other user experience forms of research  What we strive to do is answer client questions – Methodologies and techniques are just tools 14
  • 15. We have the Privilege of… Interacting with, Designing for, and Testing many User Experiences But, this also means… 15
  • 16. Sometimes I Feel Like Clients Ask Us to… But, most of our work… 16
  • 17. Section Title ThisTitle Slide SUCKS!!![1 of 2]  Slide content October 30, 2012 17
  • 18. Philosophy 2.0 We believe that any business can be successful If they could just… Take a bite out of suck We take projects where we can have a positive impact with our clients One that transforms their user’s experience 18
  • 19.  Techniques (User Experience) 19
  • 20. Overview But, What Does It Really Mean?  Picture of thinker 20
  • 21. Session Topics © October 30, 2012 – Proprietary and Confidential 21
  • 22. What They Do Not Teach You in Grad School 1. “The experience you craft is more than just the product” 2. “Yes, usability can be measured…” 3. “Sometimes research is COMPLICATED” 4. “Design is not always walk-up-and-use” 22
  • 23. 1. “The experience you craft is more than just the product” © October 30, 2012 – Proprietary and Confidential 23
  • 24. Product or Service
  • 25. IVR Call Out-of-the- Centers Box Product Experience or Service Store Web Site Experience User e-com Guide
  • 26. Paper Bills IVR Call Out-of-the- Centers Box Product Experience or Service Store Web Site Experience User e-com Guide HR
  • 27.
  • 28. © October 30, 2012 – Proprietary and Confidential 28
  • 30. Philosophy 3.0 We Believe Experiences Matter Must think beyond just the product itself… 30
  • 31. 2. “Yes, Usability can be MEASURED” 31
  • 32. Must Fight Naysayers  As UX practitioners, we believe that concepts, such as easy-to-use, intuitive, and usable can be measured  Unfortunately, naysayers believe that we cannot measure ”I know it when I see it”  Ultimately, what we do is MEASURE and CHANGE 32
  • 33. Does Anyone See More Than Snow? © October 30, 2012 – Proprietary and Confidential 33
  • 34. Anyone See a Dog?
  • 35. Once you see it, you cannot help but see it
  • 40. FedEx Spinner is “now” locked
  • 41. Spinner just “pops” Forgive me. I just ruined your commute!
  • 42. Naysayers: You Cannot Measure Usability “You just know it when you see it” © October 30, 2012 42
  • 43. Naysayers: Cannot Measure “Intuitiveness”  Correct this belief  Measurement must be: – Well defined – Observable – Quantifiable – Repeatable © October 30, 2012 43
  • 44. Not All Measures Are Created Equal ` Bad Inappropriate Good © October 30, 2012 44
  • 45. Consider a Horse Race: Which Measure is Good? Consider horse racing: What measure is used? © October 30, 2012 45
  • 46. Different Conditions: Yes, That is Snow Yes, this is snow…!!! © October 30, 2012 46
  • 47. Some believe the horse wants to win… © October 30, 2012 – Proprietary and Confidential 47
  • 48. Exercise  Procedure – Will give you a task – I will count time – Make a Yes or No decision – Remember the time – Raise your hand • Right = Yes / Left = No  Let’s practice first 48
  • 49. Exercise  Is the man wearing a red shirt?  Decide Yes or No  Remember the time  Raise hand  Ready?  Decide Yes or No  Note time  Raise hand 49
  • 50. 1 sec 50
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  • 58. 9 sec 58
  • 59. Task 1  Hospital setting. Assessment of different prompts for an interaction with an interface. The patient has declined further treatment. The physician asked you to go into the system and cancel all of the orders. So, you select the orders and press cancel.  Decide Yes or No  Note time  Raise hand  Ready? 59
  • 60. 1 sec 60
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  • 68. 9 sec 68
  • 69. 10 sec 69
  • 70. Task 2  Hospital setting. Assessment of different prompts for an interaction with an interface. The patient has declined further treatment. The physician asked you to go into the system and cancel all of the orders. So, you select the orders and press cancel.  Decide Yes or No  Note time  Raise hand  Ready? 70
  • 71. 1 sec 71
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  • 81. Why Does This Matter?  You can feel easy-to-use  You need to design this way You can feel bad interfaces and also measure the effect 81
  • 82. 3. “Sometimes research can be COMPLICATED…” © October 30, 2012 – Proprietary and Confidential 82
  • 83. One Can Always Get Data… 1) Is this really “good” data? 2) Will the results produce actionable change? Integrity is everything in research 83
  • 84. Pick a Device, Any Device! 84
  • 85. Alpha Sanitization MP3 Players Bravo Five selected target interfaces Charlie Delta Echo 85
  • 86. Client Objective Client asked User Centric to:  Understand the user experience related to these devices 86
  • 87. Client Objective Client asked User Centric to:  Understand the user experience related to these devices  Identify usability issues 87
  • 88. Client Objective Client asked User Centric to:  Understand the user experience related to these devices  Identify usability issues  Recommend possible solutions to improve the UI 88
  • 89. Challenge: Help create a best-in-class UI Sounded reasonable to us 89
  • 90. Effort Seemed to be Largely Formative  Discovery emphasizes the qualitative  Testing is pragmatic with small samples to iterate the design But, not this case example because… 90
  • 91. Case Study #1 But, the client had different needs 91
  • 92. Design Research Included:  21 Tasks of Interest were selected – High Frequency of Use (“Play Song”) – Priority (“Create Playlist”)  5 User Interfaces – Four Competitors – One Client Design (Echo) Alpha Bravo Charlie Delta Echo 92
  • 93. Task x Device Matrix User Centric, Inc. UPA: June 2006 93
  • 94. Case Study #1 But, the client had Client had even more needs… EVEN MORE needs 94
  • 95. Asked to Conduct Research to: breed relative tonew competitionbe best-of- Ensure that the design will the 95
  • 96. Asked to Conduct Research to: breed relative tonew competitionbe best-of- Ensure that the design will the  Oh, we failed to mention—  This is extremely high profile  Data will drive strategy  Report will go directly to C-level executives…  And oh, did I mention that we’re gonna need 96
  • 97. Initial Design  21 Tasks x 5 Designs – 100+ Combinations  Picked: Competitive Usability Testing  Within-subjects design -- NOT – Learning – Fatigue  Between-subjects design…? How? 97
  • 98. When We Looked Closer… It actually got worse! 98
  • 99. Not All of the Tasks Worked for Each Device! 99
  • 100. Caseeven worse… And Study #1 But it gets even better! TheClient had even more needs… client had another UI variant to add… 100
  • 101. And New Baby Makes Six! 101
  • 102. What else can I say? 102
  • 103. Case Study #1 And even worse… Could we try talking the company out of doing these things? Client had even more needs… Nope! Results will drive strategy 103
  • 104. We Did Manage to Convince Company that  UC would design the study such that it would be sensitive enough to detect statistical significance, if it indeed existed  Thus, there would be NO a priori assurances of finding significant differences—because it might not exist! 104
  • 105. The Real Challenge… We were charged with: – Research activities – Methodology that would provide data to justify design direction A device was going to be built… 105
  • 106. Core Elements  Access points (navigating to a feature is easy)  Feature task flows (completing task may be hard)  Design look and feel  Iconography  Verbiage 106
  • 107. Core Elements  Access points (navigating to a feature is easy)  Feature task flows (completing task may be hard)  Design look and feel  Iconography  Verbiage 107
  • 108. Experimental Approach  Realistically, participants could – Only interact with 2-3 designs effectively (not 5-7) – Assumed each participant could complete ~ 6 tasks  Create prototypes on a computer – Level the “playing field” to core task flow elements  Usability testing / Quantitative Data Collection – Recruited target demographic (incl. high schools) – Needed simultaneous test teams – In the end, we really needed to know the “story” 108
  • 109. Control for Bias: Create Blocks  Sheer size of all possible combinations Within each block…  Order of task presentation – Tasks were systematically counter-balanced to reduce learning and order effects  Order of device presentation – For each participant, devices were randomized within each task to reduce learning and order effects 109
  • 110. Participants were Assigned to Blocks  Individual participants received a block – Assigned randomly to reduce learning effects  Constraint: Familiarity biases were avoided – iPod owners will not interact with iPods  Est. what could go into a 60-min session – Blocks of four to six tasks seemed to “fit” – Using total number of steps to complete… 110
  • 111. So…How Many Participants?  If each participant received five or six (of the 21) tasks by three (of the six) devices – There are 20 unique device combinations • P1 = Devices ABC; P2 = ABD; P3 = ABE…  To complete a full block, 20 participants were needed  Each device by task cell was represented with at least 10 participants – N=80 to have four blocks of 20 111
  • 112. So, This Looked Like This… Julian Tracy O. Participant #1 Participant #2 16-24 years 25-44 years task="11" device=Bravo task="16" device=Bravo task="11" device=Foxtrot task="16" device=Delta task="16" device=Charlie task="6" device=Alpha task="13" device=Charlie task="6" device=Foxtrot task="13" device=Delta task="6" device=Bravo task="13" device=Bravo task="4" device=Bravo task="8" device=Delta task="4" device=Foxtrot task="8" device=Bravo task="4" device=Alpha task="8" device=Charlie task="15" device=Foxtrot task="18" device=Bravo task="15" device=Bravo task="18" device=Delta task="17" device=Foxtrot task="9" device=Charlie task="17" device=Bravo task="9" device=Bravo task="17" device=Alpha task="9" device=Delta 112
  • 113. Measures  Time-on-Task  Efficiency (Deviation from Optimal Path) – Total screens viewed / Optimal path for the task • More incorrect “steps” increases this metric  Success – % participants in each cell (device x task) who successfully completed the task  Preference – Pair-wise device preferences for a particular task with a magnitude judgment 113
  • 115. Sometimes numbers do not tell the whole story 115
  • 116. Sometimes the runner up Ain’t that Bad 116
  • 117. What was the REAL STORY…? N = 80?... I asked for 100+ © October 30, 2012 – Proprietary and Confidential 117
  • 118. Usability Issues / Participant Verbalizations 118
  • 119. Results Drove Iterative Design Process  Start with the high frequency / high priority tasks… – Why did the Foxtrot design win? – Why did the Alpha design lose? – Compare quantitative with qualitative  Complex tasks – The fastest time was not the best – More clicks, less error, high satisfaction  Sometimes winners would emerge for different reasons… – How do you weigh different UI conventions? 119
  • 120. Lessons Learned  “Know the story” – Benefit of Qualitative Data – Absolute “must have” – Extra 20 participants used for qualitative data  Learning – Counterbalancing was sufficient – But, these are not walk-up-and-use devices…  Avoid “Frankenstein” Design – Do not simply pick the winning task flow and implement – Consistency matters! 120
  • 121. How to Write Good Recommendations Group Exercise: 3 of 3 All too often, we over focus on making things SIMPLE
  • 122. Walk Up And Use 4. “Design is NOT always about walk-up-and-use” © October 30, 2012 122
  • 123. Not Everything Should Be WALK UP AND USE  Expert interfaces are around us everywhere  All too often… we design for the first hour of use NOT the first year of use 123
  • 126. While on a Call, Knowing “History” Usually Helps Click Notes 126
  • 127. Specific Notes Can Be Opened 127
  • 128. Specific Notes Can Be Opened 128
  • 129.  Imagine… – Approx. 100 calls per day – Typical environment involves cubicle farms – Stand and ask questions – Multi-tasking – Time pressure – Possible sales incentives in effect – Rapid consumption of screens  Does this change anything?!?! 129
  • 130. Expert Users  Demonstrate over-learned behaviors – High number of transactions, huge volume of calls – Rote memorization of commands and actions  Emphasis is all about their workflow – They make transactions so quickly, across multiple systems, and in most cases, they do not need to look at entire screen – IMPACT: Users will not look at individual notes and they will be less informed, thus driving calls back!!!  Reality: – Traditional walk-up-and-use methods may be totally inappropriate and insufficient 130
  • 131. Main Screen 131
  • 132. Takeaway Lessons © October 30, 2012 – Proprietary and Confidential 132
  • 133. Core Issues We Measure Thank you We Change 133
  • 134. s 1. “The experience you craft is more than just the product” 2. “Yes, usability can be MEASURED”” 3. “Sometimes research can be COMPLICATED…” 4. “Design is NOT always about walk-up-and- use”” © October 30, 2012 – Proprietary and Confidential 134