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Archive for March, 2009

Designing Jme: Jamie Oliver's new lifestyle website

Flow, together with Splendid, designed Jamie Oliver's new Jme lifestyle collection website. It was a classic user experience challenge, but this one went further. We soon discovered that the best approach was to integrate the shop with Jamie's already active community site.

Understanding the fans

Jamie Oliver fans like relaxed living and eating with an edge of no-nonsense practicality. They care about the environment they live in and about supporting people who make the food and products they love.

Jme home page screenshot

What does that mean for online shopping? We created a hypothesis. Jamie Oliver fans would want:

  • Inspiration: How to mix and match products, recipes and ideas so they can live the Jamie lifestyle
  • Usefulness: Understanding how products would fit into their lives and help them achieve their goals (a great dinner party, a beautiful home, and flourishing garden...)
  • Background and context: Insight into where the products come from, who designs and makes them and why they are special
  • Connectedness: Helping customers to form a connection to the community, the product designer and Jamie.

When we considered this, we realised that the Jme site should be integrated with JamieOliver.com, Jamie Oliver's existing blog and community site. Inspiration might come from seeing a photo of a family gathering where a delicious risotto is served in a beautiful bowl. From there, visitors should be able to find out about the bowl and its designer, get the recipe and buy the bowl.

Mapping and testing the site

To understand how the different content should cross-link we created a wall chart. We identified silos, such as recipes, products and forum posts and connected them with arrows. (Jamie came in to see it. He liked it a lot. He's a nice bloke.)

From there, we created a wireframe prototype to represent these ideas ready for testing with users. The most successful website wireframes tend to contain "real fake content" - lorem ipsum doesn't give users a real feel of what the final experience will be like. These wireframes had to contain a lot of visual imagery showing example products, people and situations where they might be used.

User feedback told us two things:

Firstly, we needed to keep our feet on the ground. If you're going to show a desirable bowl customers will soon need to find links to the plate, side plate and coffee cups that match. It also reminded us that you can never be too clear about practicalities like delivery information, pricing and the checkout process.

Secondly, the connected, contextual, useful and inspirational idea made for a great user experience. Jamie Oliver fans loved to use it. And it provides the kind of rich information and emotional content that people need to help them make purchase decisions.

Take a look at Jme

The site is quickly growing into its new home. It's got genuinely fabulous kitchen and dining room stuff, herbs, books and DVDs - all selected by Jamie himself. There are lots more products, recipes and articles coming on all the time. We think it's great to look at and delightful to use.

As Jamie would say: "Nice one!"

Team: Peter Otto, Genevieve Chapman (Splendid), Simon Parbutt (Splendid)

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Accessibility is good for ALL

Information Age has published a great article about the importance of accessibility. As well as summarizing the legal requirements and the WCAG 2.0 ratings system it goes on to point out that accessibility is beneficial to all and therefore must be a driving force behind the design rather than a late consideration.

Our very own Brad Haynes discusses his experience whilst working on the design of Ocado. The Ocado team were determined to "do the right thing for consumers". This meant not only being compliant, but also considering accessibility in a far more thorough way as a core goal of the design process. Brad cites  examples from Ocado including copy length, page layout, technology choice, processes & story structure, site structure and page 'weight'.

If a site is truly accessible then it's truly usable

Flow believes that accessibility is a positive design decision which achieves far more than legal compliance.

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The iPod Shuffle - Complex Simplicity

The original iPod Shuffle had a clear proposition; a cheap, simple, and minimalist music player. Technically the first iPod to use flash memory and physically the smallest, it lacked any display, scroll wheel or playlist management features. The constant need to control, skip, manage, and navigate was replaced with a simpler and more relaxed lack of control. Instead, the device simply shuffled music at random or played tracks in order. The front of the device had a simple interface:

  • Play/Pause
  • Next Song/Fast Forward
  • Previous Song/Fast Reverse
  • Volume adjustment

On the back was a three-position switch to play music in order, or shuffled or to turn off the unit.

The second generation was just as simple as the first, but had more storage and less than half the size.

On 11 March, 2009 Apple released the third-generation Shuffle.

One of the key design decisions was to simply not have any buttons, apart from a button that switches between 'Off', 'Random' and 'Order'. All controls are now part of the earphones.

According to Apple:

The new iPod shuffle is amazingly small and even easier to use.

But is it easy to use?

Soon after the launch, forums, social media networks and blogs started to criticise the new Shuffle. Whilst some disliked being dependent on using Apple's earphones, others criticised the new interface. Physically, the control could be difficult to grab during sporting activities or for those with bigger hands, but more importantly, most of the functions are controlled via a central button that has no labels.

The lack of visual display raises a design challenge. Unfortunately, touch is a less accurate sensory mode than vision and typically slows users down. Apple could have designed an interface with elements that could have been recognised through tactile attributes such as feedback, resistance, size, weight, and/or texture. The father and grandfather of the current Shuffle are good examples of such a control. However, the solution was to include VoiceOver technology, a feature that speaks 14 languages and plays back track and playlist names. Although a minor issue, VoiceOver struggles with pronunciation. Perhaps in the future, additional language information will be included with each track.

iPod Shuffle

One button, nine commands

Apple was once famous for the one-button mouse. Although historically some suggest that this decision was based on cost, it was often argued that one button is all you needed. The one button became a symbol of simplicity. In contrast, the new iPod Shuffle has a central button that accepts many user commands. In fact, this 'one button' handles 9 inputs:

  1. click
  2. click & hold
  3. double-click & hold
  4. triple-click & hold
  5. triple-click and hold within 6 seconds
  6. triple-click and hold after 6 seconds
  7. click until a tone is played
  8. click until you hear a name
  9. click & hold until exit

There is no direct cognitive mapping between users' goals and the required actions. For example, why does 'double-click and hold' fast-forward a track, but 'triple-click' rewind? Moving to the next track is achieved by double-clicking. So how do you expect to move to the previous track? Did someone at the back just say "triple-click within 6 seconds of the track starting"? Correct.

 Poor learnability?

Ultimately, if the device is used frequently, many users will move from being novices to experts. However, if learnability is poor, some users will remain perpetually intermediate and potentially frustrated.

Learnability is inherent in interface features that allow novice users to understand how to use a device and how to attain optimal (level of) performance. Learnability is based on five main factors:

  • Predictability: operation visibility - what elements of a user's knowledge from past interactions with this device can help to determine the outcomes of future interactions?
  • Familiarity: guessability - to what extent can users' knowledge from other systems and real world objects could be applied to interactions with the device?
  • Synthesisability: how does the interface help a user to asses the effect of past actions on the current state?
  • Consistency: likeness in behaviour. In this context consistency is related to user inputs and the subsequent output responses.
  • Generalisability: support for the user to extend their knowledge to other applications and devices.

In the case of the Shuffle, lack of visual display could slow down skills acquisition. The design is not based on familiar metaphors, and poor learnability may increase cognitive load. Many users will not be familiar with the Shuffle's interface, apart from iPhone users who use a similar earphone-based controller.

As a robust device consistency between actions and auditory feedback that arises as a consequence will be high and usage is likely to be frequent. Therefore, for many users learnability will eventually take place. It is possible that Apple plans to extend this interaction model to other devices. For those who mastered this control acquiring this skill will become generalisable and useful.

 

Does it matter?

So it might be difficult to learn. Arguably, it has beautiful industrial design, long battery life and impressive storage capacity. Apple could sell many of these fashion accessories to users who would simply click to play whilst sitting on the train, running, or going to the gym.

The best way to gain an in-depth insight would be to test the Shuffle with users. In the next few weeks we are planning to evaluate the Shuffle in one of Flow's experience laboratories and analyse its performance and user experience.

- Ofer Deshe, Principal User Experience Consultant

Thanks to Thibault Baradat-Bujoli for the original illustrations

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The power of recommendation

Thanks to Pierre Lenfestey for this image

We seldom discuss mediocre experiences with our friends. The ones which do get mentioned are the exceptional - both great and bad.

A bad experience is one where:

  • My needs and desires are not provided for.
  • The product itself doesn't deliver as promised or is confusing / hard to learn.
  • The interaction (at POS and afterwards) is confusing, patronizing, inflexible, or unusable.

A great experience is one where:

  • The concept is utterly relevant for me.
  • The product itself exceeds expectations and allows me to focus on the task in hand.
  • The interaction (at POS and afterwards) is simple, fast, accessible and structured appropriately for me.

Countless online communities & blogs have built up around recommendations and many ecommerce sites have integrated a recommendation network into their shopping experience e.g. Amazon. Many books have been written about the power of recommendation in marketing including The Tipping Point by Malcolm Gladwell and Buzzmarketing by Mark Hughes. Terminologies have developed around the roles individuals play in such recommendation networks (Connectors, mavens & salesmen in the Tipping Point). If you want to know more you can get the books... suffice it to say that recommendations work best the closer the source is to you... or the most highly respected the source.

The power of a recommendation is undeniable - it creates buzz which is the marketing holy grail.

The first step in getting recommendations is to create outstanding experiences. In designing any product or service the 3 key questions are:

  1. Is the product/service relevant for the target market? Does it address the real needs and desires and will it fit effectively into the context in which it will be placed?
  2. Is the product/service marketed effectively to enable customers to fully understand its potential whilst retaining clarity? Is it intuitive, accessible and enjoyable?
  3. Do the sales and post sales processes support customers' behaviour? Will they allow them to engage in the optimal way to ensure a great experience?

As a producer of such experiences the only way to ensure you are getting this right is to involve the end users throughout the design process from concept development through functional specification and visual design to marketing and post sales. See the Flow case studies for numerous examples across different industries and product types.

It's great to hear people being positive about something which went right to such an extent that they make conversation of it. Let's learn from some of the positive experiences out there. Please add a line or two on your great experiences.

Thanks to Pierre Lenfestey for the use of his artwork.

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Do you STILL know your customers?

Mismatched customer requirements & product offering.

The unprecedented economic situation means that many products, services and entire businesses are now based on an understanding of their market which is outdated. There's a real danger of businesses providing square pegs for their customers' metaphorical round holes.

In a previous life, I was a recipient of the famous 1995 Bill Gates sea-change email. From that day on, the strategy at Microsoft changed. BillG echoed many business owners around the globe who hurried to adapt their business plans to incorporate online channels and internet connectivity. This simple change in direction has shaped the commercial landscape ever since. Those who adapted successfully and who understood the commercial opportunities and changing customer requirements have been the most successful.

The latest sea change is not one led by technology innovation, but by a dramatic shift in consumer behaviour. In all walks of life attitudes are changing, compounded by the constant media barrage of stories of economic doom and gloom.

"Deep recessions deliver more than just an economic shock: they can shock an entire social system into new ways of thinking and organizing." NESTA (2008) Attacking the recession: How innovation can fight the downturn.

It is all too easy for businesses to focus inwardly to drive efficiencies, or to focus energies on increasing revenue through additional marketing. These energies will be wasted, and even potentially damaging, if the product or service has become fundamentally out of line with the customers' needs & expectations.

We will see...

  • Motivations to spend and interact changing, driven by a focus on essentials, economizing, escapism & networking.
  • Brand loyalties are shifting as people openly look towards cheaper alternatives and shun luxury goods.
  • Trust is no longer a given with established brands... Trust must now be earned in other ways and the risk / reward balance for the customer must be carefully considered.
  • The decisions people make and the process by which they research options will be different. The network will play an ever increasing role as people search out value.
  • The susceptible moments when customers may be open to up-selling or cross promotion are likely to shift.
  • Market segments will rearrange themselves based on potentially new criteria related to goals.
  • The list could go on...

Although the effect of these changes varies across sectors, businesses can no longer believe they ‘know' their customers based on old research, results or instinct. While companies focus inwardly on reducing the impact of the recession, the distance between their customer insight and the real customer attitudes and behaviour is growing. Their products and services run the risk of being upstaged by competitors who innovate based on a new understanding of the changing market and user requirements.

This is not a short term situation... these changes will have a lasting impact regardless of the duration of the recession. You only have to look at the attitudes of a generation who have passed through previous economic downturns to see the way it affects their long term attitudes as consumers.

What can be done?

At Flow, we believe that you need to get under the skin of your customers in order to develop and improve products & services. Many of our own case studies illustrate where this user centered approach has led to increased turnover and profits, and reduced costs.

We've previously blogged about a 3 pronged approach to designing in an economic crisis. All 3 require a fresh understanding of your customers:

  1. Innovate: The situation provides real opportunities for companies willing to innovate based on fresh user insight. History has shown that recessions are ultimately great drivers of innovation. He who dares wins... UCD enables innovation with minimum risk because you know you're building the right thing from the start.
  2. Optimise: It may well be that your existing products and services need a little adaptation for the changing market. Some small improvements can lead to large rewards. Fresh user insight will point you towards some optimizations which are likely to range from simple messaging changes, through to new ways of navigating.
  3. Cut costs: A cross channel view across your complete customer will highlight some areas for cost cutting whilst enhancing the total customer experience. Online retailers are currently reaping the rewards whilst their high street rivals are struggling to maintain expensive, and less convenient, channels to market.

User centered design is available in shrink-to-fit. It doesn't need to be expensive, but it must be included if you want to capture the attention of a rapidly changing market.

- Meriel Lenfestey, CEO & founder of Flow

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