Usability Library

June 17th, 2009

My friend Dr. Peter Meyers is giving away a usability library. Here’s what he says:

“If you’re counting, that’s 9 books and roughly a $200 value. What do you have to do? Just write a blog post telling us (the world, that is) why you love usability and want to jump-start your usability training, whether you’re completely new to the field, making a transition, or are currently an expert in another field. Once the post is live, either leave a comment on this post or email me to become an official contest participant.”

~ John

p.s. Pete’s also put together a list of usability and user experience books.

11 Usability Design Guidelines

May 23rd, 2009

Editor’s Note: This is a transcript of an audio that I’ve only released to a few people. Please excuse the conversational tone.

This short report provides you with 11 guidelines related to the design process. It’s based on material generated and maintained by the U.S. government, specifically the Department of Health and Human Services (usability.gov).I’ve just giving it to you in plain English.

I’m really excited to share this material with you, it’s based on very rigorous research, but also hundreds of man years of experience. For each of the next 11 usability guidelines, I will give you a rating of importance, and also an indication of how well the research supports the principle. Again this is scientific, tested and proven material.

Let’s dig in. To insure the best possible outcome for a design, the designers should consider a full range of user interface issues, and work to create a website that enables the best possible human performance.

The current research suggests that the best way to begin the construction of a website is to have many different people propose design solutions, i.e. parallel design, then follow up using an appropriate iterative design approach. This requires conducting the appropriate usability test, and using the findings to make changes to the website.

Let’s talk about the guidelines.

Guideline 1: Provide content that is engaging, relevant, and appropriate to the audience. The relative importance of this is extremely high. The strength of evidence is likewise very, very high. Content is the information provided on the website. Do not waste resources providing easy access and good usability to the wrong content. That’s a waste. One study found that content is the most critical element of a website, other studies have reported that content is more important than navigation, visual design, functionality, and even interactivity.

Guideline 2: Establish user requirements. Here’s the exact guideline. Use all available resources to better understand user’s requirements. The relative importance - very, very high, again. Strength of evidence, again, quite strong.

The greater the number of exchanges of information with potential users, or your customers, the better the developer’s understanding of the user’s requirements. The more information that can be exchanged between developers and users, the higher the probability of having it a successful website. These could include customer support lines, customer surveys, and interviews, bulletin boards, salespeople user groups, trade shows, focus groups and so on. Blogs and forums of course as well.

Successful projects require at least 4, and average 5, different sources of information. Do not rely too heavily on middlemen. Try to go directly to the customer.

The information gathered from users can be used to build use cases. Use cases describe the things that users want and need the website to be able to do. In one study, when compared with traditional functionality oriented websites and analyses, the use cases provide a specification that produced better user performance, and higher user preferences. In other words, use cases that are generated from direct interaction with users is more effective than simply looking at the functionality that a particular website can provide. Doing your work in a vacuum is not going to work, interact with your users.

Guideline 3: Understanding and meeting user’s expectations. Here’s the guideline, insure the website format meets user expectations, especially related to navigation, content and organization. The relative importance here, again, extremely high. Strength of evidence is quite good here. Here are some of my comments…

One study found that users define usability as their perception of how consistent, efficient, productive, organized, easy-to-use, intuitive and straight-forward it is to accomplish tasks within a system.

It is important for designers to develop and understand user’s expectations through task analyses and other related research. Users can have expectations based on their prior knowledge and past experience. One study found that users acted on their own expectations, even when there are indications on the screen to counter those expectations.

The use of familiar formatting and navigation schemes makes it easier for users to learn and remember the layout of your website. It’s best to assume that a certain percentage of users will not use a website frequently enough to learn to use it efficiency. Therefore using familiar conventions is going to work best for you.

Guideline 4: Directly Involve users to establish better user requirements. Involve users to improve the completeness and accuracy of user requirements. Relative importance - again, extremely high. The strength of the evidence for this - very, very good again, as well. Here are some comments…

One of the basic principles of user center design is the early and continual focus on users. For this reason user involvement has become a widely accepted principle in the development of usable systems. Involving users has the most value when trying to improve the completeness and accuracy of user requirements. It is also useful in helping to avoid unused or little used system features.

User involvement may improve the level of user acceptance — Although the research is not yet 100% clear on this. In fact, it’s mostly anecdotal; there is little or no research suggesting that user involvement leads to more effective and efficient use of the system. (Still, intuitively, it’s a good idea.)

Finally the research suggests that users are not good at helping make design decisions. To summarize here, users are most valuable in helping designers know what a system should do, but not in helping designers determine how to best have the system do that.

Guideline 5. State and set goals. Relative importance - very, very high, extremely high. Strength of evidence - not quite as strong, but still quite important.

The guideline is: identify and clearly articulate the primary goals of the website, before beginning the design process. This is somewhat of a common sense guideline, more based on experience than the research. Here are some comments about this. Before starting design work, identify the primary goals of the website. For example, educate, inform, entertain, sell, and so on. Goals determine the audience, content, function, and the site’s unique look and feel.

It is also a good idea to communicate the goals to and develop consensus for the site goals from management and those working on the site. These are the stakeholders that you’ll want to involve.

Guideline 6: Focus on performance before preference. Relative importance - still quite high. Strength of evidence - quite high as well. Here’s the guideline.

If user performance is important, make decisions about content, format, interaction and navigation before deciding on things such as colors and decorative graphics. Here are some comments about this. Focus on achieving a high rate of user performance, that is help people achieve their goals through the design and functionality, before dealing with aesthetics, or the look and feel of the website. Graphics tend to have little impact if any on user’s success rates or speed of performance.

Guidelines 7. Consider many user interface issues. Relative importance - very, very high. Strength of evidence - not too bad, middle of the road. Here’s the guideline…

Consider as many user interface issues as possible during the design process, get all the cards on the table. Consider numerous usability related issues during the creation of the website, instead of looking at them after the fact.

These issues can include the context within which users will be visiting a website, the experience levels of users, the types of tasks users will perform on the site, the types of computer and connection speeds used when visiting the site, evaluation of prototypes and the results of usability tests. So this one is quite nice, common sense, very powerful.

Guideline 8. You want to be easily found in the top 30. In order to have a high probability of being accessed in the first place, you want to insure that your website is in the top 30.

What that refers to is top 30 within the major search engines, and typically this means Google. Relative importance - again, from a usability perspective, 4 out of 5. Strength of evidence - again, quite high, 4 out of 5.

Now, if you’re into marketing, or you’re pushing a particular website so that it can reach customers so you can generate income, obviously the importance would be a 5 out of 5.

Here’s some comments about this guideline, about being found in the top 30. One study shows that users usually do not look at websites that are not in the top 30. Some of the features required to be in the top 30 include appropriate meta content, effective page titles, the number of links pointing to a particular website, or to your website, as well as updated registration within the major search engines.

There’s enormous amounts of information on the internet as well as from some top consultants in the internet marketing field, and that does include John S. Rhodes the reader of this material.
Guideline 9: Set usability goals. Relative importance - moderate, 3 out of 5. Strength of evidence - also moderate, 3 out of 5.

Here’s the exact guideline: set performance goals that include success rates, and the time it takes users to find specific information, or preference goals that address satisfaction and acceptance by users. Also consider some of your financial goals and the goals of your stakeholders. Here are some comments about this particular principle.

Setting user performance and/or preference goals helps developers build better websites. It can also help make usability testing more effective. For example, some internet websites have set the goal that information will be found 80% of the time, and in less than 1 minute.

Be as concrete as possible, we have found that this is the most effective way within organizations to generate metrics that are going to be useful for monitoring, measuring and managing your website to specific goals. Be as specific as possible.

Guideline 10: Use parallel design. Relative importance - not quite as high, we’re looking at a 2 out of 5. Strength of evidence - very high, 4 out of 5 strength. Here’s the exact guideline. Have several developers independently propose designs and use the best elements from each design. This is in contrast from having a group work together on design.

It’s more effective to have the individual designers and developers work independently, then come together after, and they can blend their material together.

Do not have individuals make design decisions by themselves or rely on ideas of a single developer, even if they’re very influential and have quite a bit of experience. You want to have everyone involved.

Most designers tend to adopt a strategy that focuses on initial satisfactory but less than optimal solutions. In other words, people go with their gut and they go with a typical response, don’t allow that to happen.

Group discussions of design issues, i.e. brainstorming, do not lead to the best solutions.

Remember what I said moments ago about having designs generated independently and then bring everyone together after the designs of each individual have been generated.

The best approach is parallel design, where designers independently evaluate the design issues and proposed solutions. Attempt to saturate the design space, cover all the bases in other words, before selecting the ideal solution, or as I like to say, put all the cards on the table. The more varied and independent the ideas that are considered, the better the final product will be.

I want to reemphasize something, and that is the strength of the evidence for this is extremely high, the importance isn’t quite as high, but that evidence is overwhelming. This is a smart thing to do. This is the way to get your designers and developers to generate their best work and increase the usability of your website at the same time.

Guideline 11: Use personas. Here’s the guideline. Use personas to keep the design team focused on the same types of users, the same type or the same types, of users.

We don’t want people designing for a different type of individual or different audience. The importance is pretty low here, this doesn’t happen very often, it’s usually not an issue, the importance is a 1 out of 5. The strength of evidence isn’t super high, nevertheless, this is a good design guideline. Here are some comments about this design guideline…

Personas are hypothetical stand-ins for actual users that drive the decision-making for interfaces. Of course you can generate these personas based on interviews that you’ve conducted, and also looking at some of the materials that you’ve gathered from interactive sessions mentioned in 1 or 2 of the previous principles above. These personas are not for real people, but they represent real people as I mentioned just a moment ago. They’re not made up, but they are discovered as a by-product of an investigation process with rigor and precision.

Interfaces should be constructed to satisfy the needs and goals of these personas that you generate.

Some usability specialists feel that designers will have far more success designing an interface that meets the goals of one specific person, or a general type of person, instead of trying to design for the needs of many. I believe this is true because of the focus you can apply as you’re generating your design.

The design team should develop a believable persona so that everybody will accept the person, so if you have 5 designers, each of the 5 designers should have some say in the construction of the persona. It is usually best to detail 2 or 3 technical skills to give an idea of computer competency. If the user is required to use those technical skills. Also to include 1 or 2 fictional details about the persona’s life. This adds some realism and helps the designers get their mind around the design problem overall.

Keep the number of personas for each website relatively small, use 3 to 5, no more. For each persona include first name, age, photo, relevant personal information, and work, and computer proficiency, or website experience.

– — – — –

I hope you enjoyed these 11 Usability Design Guidelines.

You can support great content like this by grabbing a copy of Selling Usability. I explain exactly how to “sneak” usability and user experience into any organization. It’s getting great reviews.
Cheers,

~ John S. Rhodes

Pushing Paper

May 21st, 2009

I use a lot of paper.

There are a three reasons for this. First, I like to organize material offline. I’m a paper and pencil kind of guy so I often print emails, online references and PDF files.

Second, I like to do editing offline. I like to break out my highlighter and red pen or trusty pencil. I like to circle things and draw arrows. It’s my way expressing emotion with ideas and concepts.

Third, paper is so physical. I can hold it in my hands. I can fold it. I can rip it. I can burn it. There is something about touching paper that turns on my imagination and ability to clearly think.

And, I’m a paper pusher…

Many times I will encourage people to print out my emails or my articles online. I do this because I know that many other people react to paper like I do.

Words on a screen are quite powerful. Yet, those same words, when placed on paper, are more meaningful and relevant. They are transformed into a real presence. Many things are harder to ignore when they are printed. They are given flesh and a handsome smile.

I’m also a paper pusher because I’m an author. Recently I published Selling Usability, which is a book about “sneaking” usability and user experience into organizations. Yes, you can purchase the PDF version but most people want the physical, dead tree version. Curiously, the PDF version is about 40% less than the paperback yet people still go for the version they can carry around.

(Or, carry on a plane. Or, throw on their bookshelf. Or, burn for warmth in the middle of a cold, dark winter.)

Sidebar: I did some investigation about paper. I figured the facts and figures would open my eyes. Let’s take a look:

So, the truth is that we all waste a lot of paper in many ways and for many reasons. I don’t really see that changing much. I think most of us love to “consume” paper. It’s everywhere.

Here’s the summary: Why do we still use paper (especially for reading)?

  • It’s bright and cheerful
  • It’s highly mobile
  • It’s satisfies our physical needs (e.g., control)
  • It’s easy to draw on
  • It’s easy to hold
  • It’s easy to carry and transport
  • It doesn’t require batteries

Cheers,

~ John

p.s. There are many ways to reduce the amount of paper that you use.

  • Don’t print out emails (me culpa but I cannot stop)
  • Stop junk mail from flowing
  • Use more email vs. paper
  • Buy more ebooks and PDFs
  • Print on both sides, when feasible
  • Use old printed paper as scrap paper
  • Recycle paper like crazy

Pitching User Centered Design

April 28th, 2009

Daniel Szuc pointed me to this question on IxDA:

How do you pitch UCD process (or design thinking)?

“How do you tell people what you are doing everyday as UX designer/researcher? How do you convince engineers/PMs/stakeholders/clients that the user-centered design is the right way to go?”

I think this is my favorite response…

“Start small and grow - start with a UX method that provides some real insights and then build around that. Sometimes it may not always be the perfect approach.”

It’s hard to make something amazing happen on a big scale. Take action, get your foot in the door and dazzle them with something small. Once you get traction then iterate and expand.

Related reading: Selling Usability

Selling Usability - An Interview with John Rhodes

April 27th, 2009

Gerry Gaffney of Information & Design recently interviewed me about Selling Usability, my new book about “sneaking” usability and user experience into organizations. Don’t miss it.
Here’s an excerpt…

Companies don’t really care about user experience and usability any more than, for example, they care about, let’s say thermodynamics, or electricity. A company doesn’t care about electricity. Usability is a means to an end for companies, that’s even if they think of it that way.

Companies care about profits, they care about customer satisfaction, they care about market share. And really it’s our job – we need to use our usability skills here – it’s our job to know what managers, marketers, product teams and perhaps VPs and CEOs – what they need. We should be positioning what we do to help them, and help drive the profits and the bottom line.

So this isn’t really an anti-usability issue, right? It’s not a problem for them to solve. It’s not that they are against usability. The problem is actually the problem of each usability professional. It’s each user experience professional looking at this, and they need to put on their thinking caps, they need to reverse the problem and say “What can we do to make ourselves more business savvy?”

That’s the challenge. I’m not trying to imply that companies don’t care about user experience. They care about the results of what we do very, very much, and we need to find really good ways of translating our outputs and our deliverables to something that makes sense to the folks that actually go after customers, drive market share and really the bottom line.

Don’t miss the Selling Usability interview with Gerry Gaffney:

SellingUsability.com Now Live

April 19th, 2009

Selling Usability Book

SellingUsability.com is now like because Stefan Wobben of Concept7 convinced me to purchase that domain. (Thanks again, Stefan!)

On the new Selling Usability web site you will find direct links to the book on Amazon.com as well as the digital download version. I’ve also included several reader reviews plus a link to a PDF of two sample chapters.

If you’re going to refer to Selling Usability please simply point to that new site. It’s the best place for folks to get the latest and great information about the book.

Cheers,

~ John

Complaining Versus Providing Solutions

April 19th, 2009

I’ve never held a formal position as a usability professional. I’ve never been a UX Manager, Usability Specialist or Interaction Designer. All of my experience is just outside these formal roles.

I’ve done a bunch of usability consulting on my own. I’ve worked as a “hired gun” doing UX work for firms like MarketFace. And, I’ve written hundreds of usability articles, I’ve done dozens of presentations on UX topics and I’ve been running WebWord for more than 11 years now.

The interesting thing about my usability experience is that I see it mostly as an outsider. Despite my direct experience, most of my time is spent analyzing usability and purchasing UX as a software engineer or project manager.

In many ways, I’m the biggest public critic of usability as a profession. Many of my articles and blog entries poke holes in UX and usability specialists. Most of this is tough love. I’m just desperate to help UX’ers yet I end up being critical.

As a sidebar, I’m happy that Selling Usability is getting so much traction and that the reviews are 100% positive. I did everything I could to turn my constructive criticisms and complaining into a practical and useful book for usability and UX professionals. It worked!

I’m throwing all of these comments onto WebWord for a very important reason. Rather than complain or explain problems we should spend more time trying to make things right. It isn’t hard to turn a problem into an opportunity with a smart solution.

I could have complained about how hard it is to get other people to understand usability and UX. Many people have done this. In fact, in the past, I have done this a lot. It’s easy to complain. But I stopped and decided to focus on providing solutions.

There’s a related point here. When you’re running a usability study and you generate a report, spend some extra time providing potential solutions. Of course, you don’t want to literally dictate the new design but it’s your responsibility to give the team direction and positive energy. Don’t “dump and run” problems on the team. You can do better than that. You’ve got so much to give the team.

Review of Selling Usability by Stefan Wobben

April 13th, 2009

Stefan Wobben, founder and usability researcher at Concept7, was kind enough to write up a review of Selling Usability on Amazon. This is now the third 5-star review of the book.

Here’s an excerpt:

“Selling Usability will provide you with all the answers you need. The book is highly practical and will offer many tips which you can put into practice immediatly. The chapters are witty, comprehensive and concise.”

If you’re having problems selling usability inside your company, you’ll want to grab a copy of this book. It’s not just for usability specialists. It’s also useful for usability lab managers, usability consultants, and anyone involved in organizational change as it relates to user experience.

Purchase your own copy of SELLING USABILITY

Cheers, 

~ John

Selling Usability Instant Digital Download

April 6th, 2009

Reviews of Selling Usability have been excellent. It’s nice to know that my passion for usability and UX is not isolated. Indeed, based on the feedback, many people have been waiting a long time for a book like this.

There’s literally nothing on the market like this book.

Unlike Cost Justifying Usability I do not make any attempt to justify or apologize for usability. I do not use any complex math or bizarre computations. I do not try to help you put together an official business case.

Quite frankly this “frontal assault” approach only works a small percentage of the time. Who else has to justify their work or existence like this? Sure, we all have to put together data, metrics, and presentations. But, too many usability professionals and UX’ers are shy or otherwise embarrassed by what they do.

Unfortunately, it isn’t possible to simple Rise Up! and take over the company. There’s work to be done. My approach is sneaky. It’s subtle. And, it works. (It always does.)

To celebrate success, I’ve just released a PDF version of Selling Usability. It’s exactly the same content as what you’d find in the paperback version. However, there are three huge advantages:

  • It’s 40% off the retail price of the paperback (only $14.95)
  • You can instantly download the book after you purchase
  • It’s the eco-friendly option (unless you print it out of course)

Buy the digital version of Selling Usability today. You can pay, download, and start reading in less than 3 minutes. Find out what everyone’s talking about.

Reviews of Selling Usability

April 2nd, 2009

Here’s some buzz about Selling Usability.

Peter Morville writes: “What do Niccolò Machiavelli and Mother Teresa have in common? They’d both be proud of John Rhodes for writing this book. Selling Usability is a delightfully sneaky guide to making the world a better place. It’s a “must read” for all user experience strategy and design folks within large organizations. And, it’s a lot of fun too!”

Peter Van Dijck writes: “If you’re doing UX work in a large organization, you should buy this book. And if you’re a UX consultant, you should too. It’s that simple. The book is worth it’s weight in gold: it gives you (as a UX person) insight in how to really get things done in large companies.”

Joe Dolson writes: “This book is not about usability. You’ll learn a lot about understanding and communicating the user experience by reading this book, but it’s not going to teach you how to study user interaction.”

I believe more reviews of the book will be showing up in the next 1-2 weeks. Great stuff!

Purchase Selling Usability for 20% off right now.

~ John

Selling Usability Discount

March 30th, 2009

Well, it’s been very interesting the last 24-48 hours regarding Selling Usability: User Experience Infiltration Tactics.

Here’s the scoop. Nearly all of my sales are coming through Amazon. That’s not really a shock. People are heading over there, looking for “Selling Usability” and buying. I mean, that’s what I think several people are doing.

Also, I know that 3-4 people have posted reviews of Selling Usability. And, it’s definitely showing up on Twitter. I’ve posted about it several times and several other people have picked up on it there. They usually point to the book on Amazon. (Thanks everyone!)

Now, if you’re still reading this blog entry, I can save you about $5 when you purchase Selling Usability. Here’s how…

You can buy the book through CreateSpace for 20% off the list price. So, technically, you get $4.99 off the list price of $24.95 giving a final discounted price of $19.96. That discount cuts into my royalty but I still want to offer it because I know some folks are on a budget. I know every dollar counts. IMPORTANT: UT7AJR7V is the discount code. You’ll need to enter that for the 20% off. Please don’t forget.

Or, again, you can buy Selling Usability over at Amazon. Yes, that does make a lot of sense if you’re already buying other books from Amazon. If you buy pretty much anything else, you’ll get my book shipped to you for free. It’s eligible (as I write this post) for Super Saver Shipping. Sweet!

Obviously, the choice is yours.

I will have more exciting news to share with you about the book in the next several days. It’s something you probably don’t want to miss. But, I need to hold off right now because I’m doing some testing. I need to create a sexy landing page (or, not so sexy), plus I need to see if I can make 1-2 really cool things to work. Allow me to hold back just a little while longer. It’ll be worth it, I promise.

That’s all for now. Thanks again for your strong support of Selling Usability.

~ John

Selling Usability

March 29th, 2009

I’m announcing…

Selling Usability: User Experience Infiltration Tactics.

But first, let me tell you the story…

So once again I need to apologize. It’s been too long since I posted a note on WebWord. As usual, I have a good excuse. (I hope that you agree with me.)

For the last few years I’ve been working on a book. Last summer I took off an entire week to complete the rough draft. On top of that, I’ve spent months and months revising it. Getting all the bugs iron out; yes, I’m sure there are still some issues.

But it’s done now.

Before I talk about the book give me a minute or two tell you a story. I started my career working in a place where usability and user experience were pretty much rejected. It took me a long time to prove that what I did would make a difference to the company and the bottom line.

I guess it wasn’t so much that usability was rejected. It was more like, my peers and management thought that there were better ways to spend time and money. Like many people — perhaps you — I needed to justify usability.

I spent months and months taking the “frontal assault” approach where I crafted profit scenarios, generated literal ROI numbers, and fought hard to prove that usability was worth the investment. It was a struggle. It worked in the end, but it was a challenge.

It didn’t take long for me to realize that that I needed to find new ways to inject usability into an organization. So I developed strategies and specific tactics to get people to love usability. I turned my back on the frontal assault in my efforts to sell usability to other people. I basically stopped justifying usability but I started to get other people love it.

In plain terms, I suppose you could say that justifying usability is top down thinking. It’s playing their game, not mine. What I do now is work from the bottom up, person by person. I pick just the right opportunities. I fight the smart fights and my long term goals are clear in my mind.

By the way, I don’t really believe that I’m fighting a war. I do not believe that it’s us versus them. That would be disingenious. It’s also not productive or realistic. However, people outside of usability don’t understand it very well. Yes, there absolutely are some managers, developers, and executives who get it. (You know who you are. So thank you, ladies and gentlemen.)

So, let’s bring this full circle. I took all my tactics and poured them into Selling Usability. It’s not perfect, but I do think that pretty much any usability professional will want this book. I guarantee that you will learn something new about getting usability into your organization.

I highly recommend that you grab a copy today.

~ John

p.s. Peter Van Dijck’s review of “Selling Usability: User Experience Infiltration Tactics”