Archive for the 'User experience' Category
Using the Microsoft Ribbon without anyone getting hurt
Designing an effective Microsoft Fluent/Ribbon toolbar is not for the faint of heart. You need to understand your users' activity in detail and plan a consistent overall experience.
I'm working on two WPF applications at the moment. For both, we have to decide whether to use traditional File/Edit/View menus or an MS-Office-style ribbon. It's not an easy decision...

A piece of the Ribbon, from MS Excel 2007
Pro: It appears to be built on a sound theoretical basis and Microsoft tell us they've researched it to death with hordes of real users. They also say they're planning to use it more widely.
Con: Key players on both the teams I'm working with are against the ribbon. They say "I use Office all the time and I really don't want one of those things on MY software."
Con: Jakob Nielsen raises an eyebrow that a number of the best new applications of the year use ribbons. He points out that Microsoft have not always come up with the best interface innovations in the past. Pro: But he grudgingly admits that maybe "the Ribbon has legs".
Con: Some surfing around yields plenty of blogs posts from frustrated ribbon users.
Pro: The techsmith team implemented a ribbon on snagit 9 and say their research showed it worked well.
Con: And a couple of bits of software that allow you to replace the ribbon in MS Office 2007 with a more traditional menu bar. That's a sign that there's a potential market of people desperate enough to pay to get rid of the ribbon.
So what's going on?
Good if used with UCD
My analysis: The ribbon is a decent piece of interface, but like most things in UX, it's hard to design it well. And to design it well you really have to understand your users' needs, behaviours and work practices.
That's because the ribbon tries to show commands grouped together based on what users are most likely to want to do. So in Word 2007, for example, there's a tab for mail-merge, and one for page layout and one for referencing, whereas in Word 2003 those features are pushed lower down in a more generic menu structure. If you get the groupings right, your users will always find the selection of controls they need right there in the ribbon. But if you misunderstand what they need to do, they'll get an irrelevant list and you'll get complaints.
Microsoft have got a lot of it right, but a bit of it wrong. And with Office's massive user base, an angry, vocal minority is still a million people or more.
Three ways to get Ribbon design wrong
- Choose groupings that don't mirror real-world workflow. ... Read more No comments
Customer-centred thinking at Seedcamp?
Not all of Seedcamp's cutting edge entrepreneurs understood how to design for customers.
After last year's success, Flow was asked to come back to Seedcamp to mentor on the product and marketing day. I got the opportunity to go and talk with a range of people about how they conceptualise and design new services.
The keynote panel for the day focussed heavily on usability and user-centeredness - in that order. It seems that for most people, the route to user-centered thinking still sparks the notion of usability testing your service/product after build, squeezing it in at the end. Since the cost of changes to software can tend to increase exponentially as you get closer to launch, making changes at the end is not a great way for young businesses to conserve their limited cash.

Soup.io: One of Seedcamp's winners
But from usability, the discussion branched out into the notion that a user-centred approach to strategy early on in the process is much more valuable. This was really valuable for the competing teams. The feedback made it clear that most young entrepreneurs weren't thinking or developing around customer needs. In conversation most said the one thing they didn't have was a differentiated picture about who their users are or how a usable interface might look.
I worked with five of the finalist teams to see if I could help!
Social, efficient, usable
This year's winners seemed to follow a consistent theme: publishing better content, with less effort, and tying it into your social networks. That certainly seems like the mood of the moment on the web.
My favourite
A company called Uniki didn't make it into the final seven. But they were a personal favourite of mine, as an interaction designer. They've created a system to allow gestural interfaces for projected screen. So you can stand near a data projector, wave your hand and turn an on-screen page.

A uniki user gestures at the projected image of an old book to turn the page
Helping the BBC innovate for teenage users
The BBC used ethnographic research to inspire and inform their Audio & Music team, as they design new services for young people aged 13-18.
How do young people find new music? What do they do with it? What technology gets used and why? Rather than statistics or abstract trend statements, the BBC Future Media and Technology department wanted vivid examples and concrete insights about the user base they were designing for. They asked Flow to help them.
Learning about people's lives
We worked with four different target groups, which we named The Gamers, The Streetwise Teens, The Social DJs and the Indie Teens. Each group had three members – all close friends with each other.

We worked through 4 activities with them over the course of a few weeks:
- Group sessions
- Diaries
- Shadowing
- Follow-up interviews
Shadowing means spending time participating in each person’s day-to-day life. Our ethnographers enjoyed a night out in Camden with two 18 year-olds, some live gaming on the Xbox with a 14 year-old boy in his bedroom, gossiping with two 16 year-old girls at their home and a lesson about hip-hop dance from a 17 year-old dancer. The insights from experiences like this go much deeper than surveys and focus groups ever can.

Sharing what we learned
We had workshops with the BBC team all the way through the project. This let the team hear discoveries "as they happened" and be inspired to ask new questions. The research team were about to direct their enquiry towards the areas which our clients thought looked the most fruitful.
The final results were written up in a highly-visual, 80-page book. The goal was for people all over the BBC to engage with the study so we made sure that the results were presented in an interesting and visual way. The report was publicised in Ariel, the BBC’s internal newspaper.

Observations
I asked Jude Rattle, the lead consultant on the project, what she had learned from the study. “All sorts of things that you can’t mention in a blog post,” she told me. “But a few that you can.”
“Sharing music with friends is an important social activity. In the 70s and 80s young people made mix tapes. Now MP3s get swapped from phone to phone whenever people feel like it. But there’s a twist. The DRM mechanisms designed to stop digital piracy also stop people from engaging in that key social behaviour. So a lot of our participants had an added incentive to seek out pirate MP3s on Limewire: the file they got would be readily shareable.”
“People often think that young people are universally brilliant with technology, but they are not. In our study we found that teens will go to great lengths to use technology that does things that are important for them. But there are other things that older users might take for granted, which teens don’t know how to do. For example, some of our participants did not know how to burn a CD, even though they did know how to copy an MP3 onto a mobile phone’s memory card or Bluetooth it to a friend.”
Giving innovators an edge
Imagining the future is hard. Designing future products and services that will be discovered and adopted is harder still. In large organisations, design teams can easily become far removed from the people they are designing for. To stand a chance, they must have rich detail about what their target users actually do, what they like and what they need.
Ethnography helped the BBC to connect with teenagers as they consume music – and gave them practical insights that they can use as a basis for innovation.
No commentsFlow provides UX advice at Seedcamp 2008
Seedcamp is a week-long event where young entrepreneurs come together with advisors and investors to put together viable start-up businesses. Flow will be there to provide user experience advice to the teams.
Venture capitalists know a thing or two about investments. Which is why user experience is one of the factors involved in seedcamp. For interactive projects, user-centred design reduces risk and increases returns.

User centred design techniques dramatically reduce the risks associated with innovating and launching new products. After all, if you've worked with your target users throughout the design process, you should feel pretty comfortable that you've made something your customers will buy.
As well as reducing risk, designing a good user experience boosts returns.The effort and money you put into research, concept and design will be paid back many times over through increased conversion and usage, a stronger brand and reduced customer acquisition costs.
Some of the literature quotes typical returns on investment at several hundred percent. It's entirely believable. In some situations, a simple usability test, or a piece of insight from the field, can prevent a key problem that would stop users from adopting an new interactive product.
Shrink to fit
Start-up ventures don't have much to invest. That's ok: the process doesn't have to be difficult or expensive. User-centred design techniques shrink to fit. You can perform basic user research with friends and family. Sketch prototypes are easy to create with just a pen and paper. You can perform rapid iterative usability tests in just a few days. When Flow worked with Moo Print during its start-up phase, the team powered through five design iterations in a week.
The point is though, that like any investment if you put nothing in, you'll get nothing back.
So here's our investment advice for all 22 teams at seedcamp. Focus on understanding your users' needs, motivations and real-world behaviours. Then use your insights to help you design and deliver the right user experience. Payback won't be far behind.
1 commentNew facebook design confirms a drift to the right (nav)
Facebook's homepage moves more of the navigation to the right - a signal that the convention of left navigation bars is shifting.

Facebook's welcome page - lots of functionality has moved to the right.
When I first saw a left hand navbar in 1995, I was amazed at the idea of dividing the page up into zones, and dedicating one of them to this cryptic concept called "navigation". I never stopped to wonder whether putting it on the left was a good idea. Fundamentally, I don't think it is.
Left to right
In the west, we read from left to right. Eye tracking studies generally indicate the the top left area of the page is the place where everyone looks. But when we arrive on a page, we first want to assess if it brings us closer to our goal. Getting closer to our goals makes us happy. So content, not navigation should go in the prime, left-side spot.
At worst, a navbar says "Are you sure you wanted to be on this page? Why not try a different one?" And because it is there on every page, the question is quite incessant. It's like having the store guide in a department store follow you around on wheels. Or the table of contents appear on every page of a newspaper.

Long left navbars: Do we really need to be able to navigate from anywhere to everywhere else?
Breaking with convention
Mercifully, around 3-4 years ago, left navs started disappearing. Maybe it was eye tracking studies that did it.
Blogs were among the first to shift- the standard templates didn't feature left navs. The changes were a difficult decision for interaction designers. So deep rooted was the left-nav habit, that angst-ridden designers posted on lists asking, "Is it ok to put my nav on the right?"
Some debate ensued. Wasn't convention the most important thing for ease of use? Convention said navbars went on the left. Right was for cross-links, bits and pieces. But a study showed that actually, it didn't make a significant difference. People could complete key tasks with no training with pretty much the same levels of efficiency and effectiveness, with both right and with left navbars.
What we think while we navigate
I like putting the navigation on the right. Here's why. I think people conceptualise their navigation through a website taxonomy like this...

This comes from watching people during a lot of usability tests. If you think about web navigation like that, then right equals forward and left equals backward (just like in a book). People like going forward, making progress towards their goals. So if interaction designers can ensure there is always an interesting place to go forward to, left navigation becomes much less important. You can collapse it into top menus or push it into a rather lovely bottom navbar.
(The other key form of navigation, probably most effective of all, is inline links. But that's another post).
Facebook is moving the emphasis to the right with its redesign. It hasn't given up on the left navbar yet, but I think it will over time, and so will most other websites. Because overall, I think content on the left and onward links on the right suits the way we think.
4 commentsNational Express East Coast: 50% increase in conversion rate
We just got the first figures back about how the National Express East Coast booking engine has been performing. The site (researched and designed by Flow) has shown impressive increases in revenue and conversion rates.
The figures for the first 6 months:
- 30% increase in online revenue
- 50% increase in conversion rate
This demonstrates, once again, that the right user experience boosts the bottom line. And a talented team of design thinkers following a user-centred design process is a low risk way to get it.

Find out more
- We've published a case study about the project.
- Or you can read more about the design process that the team followed.
- And here's more about customer feedback and loyalty for the site.
Or you could always try the site out for yourself...
No commentsInsight to innovation: The power of cross-channel ethnography
Observing target customers in their homes or while they shop can provide the insights you need to build a better website - and a better multichannel experience.
I wrote this article about cross-channel ethnography for Internet Retailing Magazine earlier this year. I'll be talking about this topic at the Internet Retailing event in October.
Insight to innovation: The power of cross-channel ethnography
When Bronislaw Malinowski decided to study the habits and culture of the natives of the Trobriand Islands in the South Pacific during his exile in the First World War, little could he have imagined that the techniques he developed to learn about other cultures would be used to revolutionise the marketing and sales of consumer goods and services. However, this is exactly what is happening.

Ethnography, once confined to academic research departments has, over the last 20-30 years, become a widely used and powerful research technique for companies seeking to improve how they market and sell to customers. They have even turned the lens on themselves to improve how they manage their own businesses.
More recently, the desire to provide compelling multi-channel customer experiences that lure customers away from competitors has become the holy grail for many retailers. However, there is a noticeable gap between the precision with which research is used to understand customer behaviour offline and how it is applied in the design of online stores.
This gap is closing, however. As online retailing enters the mainstream, multi-channel retailers are investing more to improve the quality and effectiveness of their online stores. They are also looking for ways to build customer loyalty in a world where technology is making customers more and more promiscuous. Cross-channel ethnography is one of the tools retailers are turning to for insight.
The trouble with websites...
"Well, I can't really tell what the phone looks like from the picture...", said Katie, a participant in a recent usability study for one of the UK's leading mobile operators. "I would go to a shop at this point, before I make a decision".
From a research point of view, this is not surprising behaviour. It has long been understood that ... Read more
1 commentFreemans website experience designed to boost sales and loyalty
Freemans has launched its new website, delivering a state-of-the-art online customer experience. Flow was pleased and proud to help them on the project.

Freemans understood that the right user experience would increase visits, sales and repeat business. But to deliver those benefits with minimal risk you need a user-centred design process. So we started our engagement with Freemans by creating a user-centred design project plan, then got started on the first step - research.
Research
Paul Heath was Flow's lead consultant on the project. I asked him about the research phase. "The research told us what users think and feel, and the kinds of experiences they encounter when they are shopping online and offline. We also undertook a competitive analysis of the fashion sector and an expert evaluation of the Freemans site."
"All of this data let us understand and priotitise the project requirements effectively. But it also let us innovate new ways for customers to interact with the site. During the concept phase, our understanding of our customers' ideal shopping experience let us create... Read more
No commentsWhat makes us productive and what makes us stupid
Your working environment has a big impact on your productivity, creativity and happiness. And good user experiences follow the same rules.
The interruptions caused by email and other digital communications reduce your IQ by up to 10 points, and cost large corporations UD$1m in revenue per annum. They also make people unhappy. Among many corporations, Intel has been running a "quiet time" initiative, where every Tuesday morning is set aside for quiet thinking only. No email, no IM, no phone calls, even.
On the flip side, I found interesting research about how corporate environments that provide clear goals, facilitate progress and praise success make people happier, more creative and more productive.
It struck me that most of this is linked to the concept of Flow, proposed by Mihaly Csikszentmihalyi. Flow is a state of optimal experience (very closely linked to happiness). If you've ever looked up at the clock and realised that an hour or two has rushed past unexpectedly, chances are you were in a state of Flow.

Flow is frequently caused by having clear and worthwhile goals, making visible progress towards those goals, and being appropriately challenged as you go. Almost exactly like that description of the happy and productive working environment.
But how many times have you sat down at your desk expecting to make rewarding progress, only to realise that you have a pile of unread email? Suddenly you're wading through unexpected issues and problems, and your original goal for the day is pushed further away. That's a recipe for no flow, and a feeling of frustration. No wonder the Intel pilot group look forward to Tuesday mornings.
Happy interaction
So, if you're a manager, you need to be shaping your team or organisation to work in a Flow-inducing way.
If you're an interaction designer, you need to design interfaces to help your users experience Flow. Three fairly plain lessons:
- Don't interrupt your users. People using computers are goal directed - they're online to get a task done. Excessive confirmation dialogs cause frustration. Interstitial and pop-up ads are worse. Flash intros are, mercifully, a thing of the past. And perhaps the cardinal sin is emailing your customers too much. Why any brand would want to be associated with these negative, frustration-causing events is a mystery to me. "Are users stupid?" some unenlightened designers have been heard to ask. Well, if you keep interrupting them, you're reducing their IQ.
- Help your users to accept new ideas. Innovation is a hot topic for corporations looking for an edge. Helping your customers to innovate makes them happy too. Blogger.com helps new users understand blogging and create a blog in astoundingly simple steps. Google Adwords suggests new products and services that are specifically selected to be relevant to the user's goal. Amazon does the same, and also keeps many of it recommendations for after you've made some productive steps towards your goal - it recommends most stuff when you add to basket and when you complete a purchase.
- Help your users to think creatively. A lot of Web2.0, and the latest thinking in UCD, is about helping people to express themselves by building or creating something. Myspace and Facebook pages and relationships are a labour of love for some. Family trees are loving crafted in Geni. Photobox lets you craft beautiful paper photo albums using custom software. All Flow activities, where users make clear progress towards desirable goals, and learn something on the way.
To be effective interaction designers, we need to be happiness experts. And because the organisation behind the interface will always show through, we need to be happy and work in happy places. Now that's a goal worth working towards.
No commentsWhy did Apple launch a bad phone?
If if the 1st Gen iPhone was so "bad" - what was Apple thinking when they launched it?
There was much complaining about the shortcomings of the iPhone 1.0. And vocal user complaints are not usually a great recipe for a popular product and strong sales. In fact often, companies that rush products out to be "first to market" end up having their lunch eaten by products that arrive a little later, but offer a better UX. Apple themselves demonstrated with the ipod that late-comers can steal the the show by being "best-to-market."
Here are 5 reasons I can think of why Apple launched a "bad" product, braved all that negative publicity, and gave companies like Samsung and HTC a chance to take a shot at them.
1. Launch simple products first.
Apple like everyone else had to launch a version 1.0. Business reality and human psychology demand it. At some point you have to get something out the door becfore you run out of cash or go insane. iPhone 1.0 was a product of controlled project scope.

2. Get feedback from beta testers
Getting live market feedback works well - but mostly with early adopters. So perhaps Apple didn't want go mainstream yet. Did they elect to keep sales constrained and stay with the iPhone *BETA crowd until they had perfected the product?
3. Move the focus to UX
The iPhone caused a stir because it moved the focus to a different aspect of the mobile UX. Were Apple deliberately saying "it's not about hardware. Stop competing on hardware. This new phone is all about the user experience." So in a way, the hardware shortcomings drew attention to the UX. People complaining about missing hardware could be accused of "missing the point/having no vision" - and frequently were.
4. No competitors stand a chance anyway
Apple decided it didn't matter if their product wasn't perfect, because they were confident that none of the existing mobile manufacturers could get their act together to compete on Apple's UX turf nearly fast enough. Efforts from HTC and Samsung were hardly mind-blowing. Nokia's device is still in development.
And realistically, that wasn't hard to predict. For traditional electronics companies to try to squeeze into the Apple mold seems to be all but impossible. So Apple put their money where their mouth was and went first to market with an incomplete product. They knew they would get away with it.
5. And now they can generate more buzz by launching version 2.
All publicity is good publicity.
Are people going to buy iPhone2? Some more will. I suspect that question doesn't matter to Apple too much. We're still, arguably, in beta 2. One more release and it's going to get interesting.
6 comments