Measurement & Assessment

Back about two years ago I was working on a product line that took a number of potentially objectionable actions with customers’ systems. I pushed back against the product teams, saying that these actions put our products at risk of being perceived as malware.

They in turn pushed back on me, essentially telling me to prove my allegations.

So I went away for a few days, did some research, and returned with my (fanfare) Malware Perception Risk Assessment Tool. Ta-da!

Uh, sorry, I meant “thud”. It went over like a lead ballon. No takers. So I wrote it up in an article at UXmatters, hoping it’d become adopted. More deafening silence. Dejection.

But here’s the thing: systems are becoming more and more interconnected, and more than ever, applications are utilizing aspects of your personal, semi-public, and public data to derive value (presumably for you as well as themselves). Thus the risk of an application being perceived as malware has only increased.

I strongly believe that our field needs to provide the wider world with a tool that can help assess the risk that a particular product or service might be tagged as malware in the minds of users or the market at large.

So I again submit to the UX, dev, and product management communities the Malware Risk Assessment Checklist.

To measure the probability of people perceiving a product as malware, I created a checklist representing a set of attributes that typically characterize malware. I grouped these attributes into these five categories, each containing two or more representative attributes:

  • personal information gathering and usage
  • modification of data or system configuration
  • stealth and resistance to removal or modification
  • resource utilization
  • transparency and disclosure of third-party relationships

This time, I’m explicitly calling out the fact that the checklist is light on data propagation via social networking applications. And I’m asking for help in rounding out that aspect of the checklist. So help a guy out and suggest some social media items. I am releasing this checklist under a “Creative Commons non-commercial share alike-derivative works permitted” license, so you can remix this, add to it, etc. When I receive some good item suggestions, I’ll re-roll the list and publish again.

Here’s the checklist as it stood in 2008. Peeps, have at it.

Personal Information Gathering and Usage
The product or Web site…
Gathers and transmits users’ personal data or information about users’ behavior to the organization providing the product
____Yes
____No
Gathers and transmits users’ personal data or information about users’ behavior to a third party.
____Yes
____No
Uses personal data and data the product developer obtained from third parties to assemble profiles of users that are more complete and comprehensive than users expect.
____Yes
____No
Exposes more of users’ personal information to their contacts or a community than users expected or wanted.
____Yes
____No
Does any of the above without user notification and consent.
____Yes
____No
Does any of the above and does not allow users to opt out.
____Yes
____No

Modification of Data or System Configuration
The product or Web site…
Overwrites, modifies, or destroys users’ data without their knowledge or consent.
____Yes
____No
Modifies other applications on users’ computers or their operating system settings or computing environment.
____Yes
____No
Fails to restore modifications to other applications, operating system settings, or the computing environment when the user uninstalls the product.
____Yes
____No
Damages or renders inoperative other software or hardware on users’ computing systems.
____Yes
____No

Stealth and Resistance to Removal or Modification
The product or Web site…
Hides or renders its files and resources inaccessible to the user through normal means—that is, using standard file managers and viewers.
____Yes
____No
Resists attempts at removal.
____Yes
____No
Modifies antivirus, antispyware, and other computing hygiene applications or application settings, to make itself appear harmless or less harmful than it actually is.
____Yes
____No

Resource Utilization
The product or Web site…
Overuses computing resources—CPU, GPU, memory, and so on—to a noticeable extent.
____Yes
____No
Utilizes computing resources for purposes not directly related to the tasks users typically perform with the software.
____Yes
____No

Transparency and Disclosure of Third-Party Relationships
The product or Web site…
Installs third-party applications that demonstrate any of the above behaviors.
____Yes
____No
Installs third-party applications without user notification and consent.
____Yes
____No

C’mon people, let’s make this checklist useful, and maybe even a de facto standard.

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I just posted my Usability Marathon presentation to Slideshare. (I love Slideshare btw…no surprise; Rashmi Sinha started out as a UX person.)

I’m getting good feedback and nice retweets on Twitter; which is a good sign.

Normally, I’d pull some choice quotes to whet your appetite. But I’ve got a pile of storyboarding and wireframing to do this week, so it’s back to the UX grind (but what a satisfying fun grind!).

Enjoy.

Usability…Or Strategic User Experience? ::? Usability Marathon 2

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Let me be up-front about this from the beginning: this is a half-formed thought. But its implications are very, very interesting.

So here’s what just happened: I had a desire to take in some emerging thoughts in the user experience field. I wanted some fresh thinking, some exposure to new presentations.

For about 8 years, my first instinct has been a) browse to Google, b) type in “user experience”, and c) browse the list of returned search results to see if anything new strikes my fancy.

This morning, I didn’t do that.

Without even realizing I was changing an ingrained habit, I went to Twitter.com, typed “#ux” in the search box, and browsed the list of returned tweets. I clicked a few, starred a few, and made a mental note to come back and check out some of the links to preso’s.

Then I sat bolt upright when I realized what had just happened.

This, colleagues and readers, is an early warning. An indication that one of my consumer habits is open to change, and could very well tip into a new and different routine.

And if it happened to me, it can happen to any of us.

I don’t know if you’re grokking the import of what happened, so I’ll restate it: something in my sub- or semi-conscious mind decided that the resource I’ve been relying on for years might not be cutting it any more, and it directed me to try a more real-time and dynamic resource.

I will certainly follow up on this in future posts. But right now, I think this incident opens up several interesting research and design questions, such as:

  • How much of customer behavior is consciously directed, and how much is directed by the sub-, un-, or semi-conscious?
  • What factors influence customers’ willingness to change behavior?
  • What are the leverage points for changing customers’/users’ habits?

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Today’s post is a simple little usability testing “tech tip.” It’ll help you run a remote usability test with a participant running an app or browser on your test machine while other remote observers are watching the session.

My investigation into this started when I was asked to conduct remote usability test sessions for my client. (I am an independent user experience consultant who does both interaction design and usability testing.) The client asked if they would be able to listen and watch the test sessions in real time.

Now I know that there’s probably an expensive software package or two out there that would give me the capabilities I needed, but I wasn’t in the mood to spend $800 – $1,2000 USD on something I may not use for another few months. So I poked around the Internetz and discussion groups (including the usability listerv that dares not speak its name…) looking for guidance on how to run usability test sessions with a combo of tools that met my requirements.

In my search I found a suggestion for employing GoToMyPC for participants to access the test system. The reasons for using it were pretty compelling: GoToMyPC offers extremely low latency and high performance. And most importantly for me as the test moderator, it lets me and the participant trade off control of the test system in a modeless manner. That is, when I want to quickly trade control of the test system I can do it on GTMPC without having to go to a menu and select “give (or take) control.”

That still left me with the problem of how to allow observers to watch. Then it occurred to me that any old online meeting service would do; all I’d have to do is run it on the test system, invite the observers to the meeting, and distribute a phone conference bridge to all parties.

So I tried it this week, and it worked like a charm: the test participant had low latency and high performance as they used the application, I had the ability to assume control from the participant as needed without wasting time and unduly interrupting the flow of the test; and observers could watch the test session unfold in real time. (They could also pass me questions via the meeting chat capability or via out-of-band IM.)

So, here’s the deets: for remote usability testing with remote observers, here’s what you need:

  • A GoToMyPC account
  • An online meeting account (most if not any will do)
  • A phone conference bridge

And here’s how you set everything up. Please note that this requires that you be sitting at the test system; aka the target PC for GTMPC:

  • Designate your test system as the target PC for the GTMPC service. This is the PC you want to remotely control.
  • Temporarily change your GTMPC login, password and target PC access code for use with the test participants. You’ll be sending them these credentials, so make sure you’re not using your “standard” personal usernames and passwords.
  • When you’re ready to run a test session, convene an online meeting from the test system with your observers, and allow the observers to view the test system’s desktop.
  • Send your test participant a link to gotomypc.com, with instructions on how to log in and enter the test system’s access code. (It’s pretty easy, there’s not much to it.)
  • The test participant will then be signed in to the GTMPC service and can control the test system…as can you, so be careful not to “wrestle” for the mouse too much.
  • Run the test session.

I’m sure there’s more tricks you could be add on to this basic setup. Here’s one idea: you could record the session using the online meeting service’s recording capabilities.

And it also seems possible to get the remote test participant’s face into the picture somehow, as many online meeting services provide web cam integration. Note that this would require inviting the test participant to the online meeting as well as having them sign into the test system via GTMPC, so be careful before testing this capability. Not to be an alarmist or anything, but on the face of it I’m guessing that this could easily tear a hole in the space-time continuum and open a portal to parallel universes. Or something like that. Just sayin’.

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For some reason this slipped my mind for the last two weeks. On August 15th I delivered two talks at ProductCamp Austin 2009. Before I link you to the talks I wanted to give hat tips to the crew who put together this ProductCamp. It was a fantastic, energetic, and crowd-driven “un”conference, and I highly recommend attending one if you get the chance. They’re springing up in many major metro areas, so finding one shouldn’t be hard. You can learn more about BarCamps at this site.

The first talk I gave was “How To Achieve A Great User Experience For Enterprise Software” and the second was “From Personas To Production: The Role of Personas, Design Briefs, Stories, Storyboards, and Wireframes in the Ideation – Design – Build Process.” The second one had more people than the enterprise talk; which I guess shouldn’t really surprise me as the enterprise talk is more specialized. But the enterprise attendees were full of good questions and there was lots of good within-audience discussion. The feedback I’ve gotten on these two has ranged from slightly to strongly positive. So I’ll put them in the “win” column.

Oh and my past presentations are also available on Slideshare.net here.

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I just published part 1 of article at the Online Marketing Connect blog about how UX professionals and online marketers are natural allies.

I was able to attend the Online Marketing Summit last month and was pleasantly surprised to learn how much online marketers and UX folks have in common. Like I claim in the article, I think that there is significant overlap in the two groups’ goals. Online marketers are striving to create good, positive online experiences, as are we. Our methods and techniques differ, but our willingness to experiment and iterate is quite similar.

User Experience and Online Marketing Practitioners As Change Agents (Part 1) :: Paul Sherman

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I just got back from the Online Marketing Summit in San Diego CA, where I was asked to do a talk on advanced topics in user experience.

My presentation covered strategic user experience, the barriers to a unified user experience and how to create the organizational conditions that facilitate a unified user experience across modalities and channels. I think the talk was received well. My standard measure for whether a talk goes over is whether people who have no stake in telling me I did well in fact tell me that I did well. A number of people did.

Enjoy and feel free to comment back to me on the presentation.

Usability For Strategic User Experience ::? Paul Sherman

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I Got Paid

by Paul Sherman on January 4, 2009 · 0 comments

in Everything Else

I feel like Steve Martin in “The Jerk“, when he gets his first royalty check. (Only mine is really more like 250, not 250K…) I just received the first royalty payment on Usability Success Stories, the book I put out in early 2007. Total: $437 USD.

I’m actually not disappointed. Quite frankly I’m surprised the book earns anything. Hey, it’s the first one. And if it did suddenly start selling like hotcakes (do those actually sell well?), I’d want some formal mechanism to share with the chapter contributors, as it was an edited volume (with three of the chapters by me).

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I’m in Dallas watching a game usability test. I figured it’d be fun to liveblog it.

4:18PM
The first set of participants – there are two for each session – have been brought in. The facilitator (my friend, de-identified) is pre-briefing them. It’s a type of head-to-head game where players can also play the AI.

4:22
Of course the participants are guys…

4:27
They’re working through the game tutorials now, trading off the controller and learning the basic attacks, counterattacks, and combination moves.

4:28
The graphics are amazing. We just own a Wii and as the world knows it’s not about realism or pixel count. But this game looks amazing. Not a jaggy or a jerky movement in sight.

4:35
P’s are still just practicing.

4:41
One of the participants says that he’s having trouble remembering some of the moves, especially of course the complex ones.

4:42
I’m looking at the two participants – they’re sitting on a sofa like they’re at home – and the one with the controller is just rapt looking at the screen.

4:43
The game’s lead designer and my friend the facilitator are discussing how much tutorial text is on screen.

4:47
Now my friend and the designer have decided to just let them play the game now, they see some problems with the tutorial phase of the game. Mostly around the amount of tutorial text and the desire to give the players more context as they go through the tutorial.

4:48
Watching the cinematic effects, actually just noticing them. They really help the game’s level of realism.

4:52
One of these participants is clearly more proficient on console games. The less proficient participant basically can’t do any of the complex moves. When they play head to head it’s going to be a rout.

4:54
OK, their going to have a head-to-head battle…

4:58
P2 is playing. He got some good shots in, but the AI (the computer-generated character) took him down.

5:02
P2: “There’s no way I can tell if having experience…” never mind, I missed this.

5:13
It’s really hot in the control room…and I’m wearing a wool sweater. With only an undershirt, so I can’t take it off…

5:17
P2 is studying the action list. He’s trying to figure out how to do a certain move.

5:19
P2 has been really into it, talking to the screen, exclaiming, etc. P1 is much more circumspect.

5:21
P1 just lost quickly. He’s frustrated.

The affective reactions of the participants are really positive and the level of engagement is high, as you would hope for a game.

5:26
The participants are looking at the character choices, and they commented that they’d really like to see the characters’ attributes on the screen as they browse them.

5:38
They’re going to play head-to-head now. Both sitting on the edge of the couch. P2, the better and more verbal participant, wants a particular character. P1 doesn’t care.

5:41
Fingers twitching on the controllers. They’re just wailing on each other. P2 just beat P1.

5:44
Rematch. P2 won again.

5:46
Facilitator: “What did you think of the game?” P’s like it, but feel that the moves are complex and it’s hard to remember them. ?”What did you think about how the game felt? The responsiveness of the controls?” P2: Pretty smooth, pretty responsive, no delay.

P1 is hardly talking. Sitting back, hands folded. Not looking at the camera (we’re in a separate room, no glass).

“Favorite part of game?” P1: I like the look, the variety of different moves that you can do… P2: The thing I like the most is some of the major attacks, the effects, the fact that they have different style of playing, it’s more of a technique match.

“Least favorite part?” P2: I did not like [an aspect of the controls]…it just don’t feel comfortable using it.

5:52
Just finishing up the debrief with the first two participants.

Took a little break for pizza. Back now with the game utest liveblogging.

7:01PM
Participants 3 and 4 are trading off the controller and practicing moves. They’re having some of the same issues that P1 and 2 had, learning the complex moves. No surprise.

7:11
P4 is engaged in the game. He’s talking to himself, saying “Strategy. Strategy! Gotta remember, strategy.”

7:15
A pattern is emerging: once the AI does a particular move, the players don’t know how to recover.

7:17
P4 just did a great move, but it’s clear that he didn’t know how he did it, he stumbled on the controller combination. It’s frustrating to the designer.

7:18
My friend asked P4 how he was trying to counter the AI’s move. P4 has a goal, but can’t figure out how to execute it. (He can’t bridge the gulf of execution.)

7:25
P3 just played against the AI and won. He’s figured out how to respond to the AI’s “unstoppable” moves.

7:36
I shouldn’t have eaten that pizza. Must.find.Zantac.

7:37
The participants are going head-to-head now.

8:45PM
Last session for the night. As usual, I’m a bit fried at this point. And I’m just an observer, not even working.

I wish I hadn’t worn a wool sweater and an undershirt, because I can’t take off the sweater and sit here in just an undershirt.

8:47
Participants 5 and 6 are going through the tutorials, playing against the AI. Same problems are coming up: what do they do when the gameplay goes into the different modes? It’s a long flat learning curve.

Yes, I’m using that metaphor correctly. “Steep learning curve” means the subject learned a lot of information very quickly. Long and flat means it took a long time to learn. So all y’all who say “It’s a steep learning curve” are actually saying “It’s easy to learn quickly.” So nyah nyah nyah.

8:52
Did I mention it’s hot in here?

8:53
A lot of button-mashing has happened here tonight. But good, fun, interesting mashing.

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Either have I. But that’s exactly what I’m going to do tonight. I’m driving up to Dallas to observe a full day of utesting with one of my Dallas friends who works for a game publisher.

I will blog – in fact, I may even liveblog – my experience tonight.

Stay tuned.



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As a member of Usability Professionals’ Association Board of Directors (and now President), I have been fortunate to be involved in the UPA’s user experience salary survey project. I actually wrote the 2005 report and just finished the 2007 report, the full version of which is now available to UPA members at this URL. (A free version is available to the entire UX community here.)

One thing we noticed back in 2005 was the marked difference in salaries between men and women in the UX field. In 2005 we found that the gender gap was about $8,500 USD: the median salary for men in the UX field was a bit more than 80K; for women, 72K. This finding got a bit of attention in the part of the blogosphere concerned with user experience.

We also found upon further analysis that the gender gap seemed to have narrowed slightly between 2000 (when UPA last did a salary survey) and 2005. But the gap narrowed by only $1,000 USD in those five years.

With the 2007 report in the can I am happy to announce two findings: One is that average and median salaries in the UX field increased since 2005. The average salary in 2005 was $78,466 (median = $75,000); in 2007 the average salary was $83,297 (median = $80,643), representing an increase of $4,831. (The median salary increased $5,643.)

The second finding is that the difference in average and median salaries between men and women has narrowed. The average salary for men increased $2,878 from late 2005 to late 2007; women’s average salary rose more than twice this amount, or $6,384. (Median salary for men increased $5,000; for women, $7,000.)

I am of course happy about this from the social justice perspective. And I have more personal reasons to be happy: my wife also works in the user experience field.

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(Originally posted June 2005 – P.S.)?

In the last entry I argued that enterprise software often falls short of the mark when enterprise vendors don’t pay sufficient attention to the specific wants and needs of the intended users.

I claimed that this happens because enterprise software vendors don’t set goals for the learnability and usability of their systems, and because the enterprises themselves don’t hold vendors to high enough standards of application learnability, usability, and efficiency.

In this entry I’ll relate some case studies where negative outcomes could have been prevented. I’ll also discuss why the factors that contribute to these poor outcomes seem to be persistent.

In the next post, I’ll provide examples of how to justify usability for enterprise software, and discuss a model for creating and deploying enterprise software that will result in more positive outcomes.

In the last entry I argued that enterprise software often falls short of the mark when enterprise vendors don’t pay sufficient attention to the specific wants needs of intended users.

I claimed that this happens because enterprise software vendors don’t set goals for the learnability and usability of their systems, and because the enterprises themselves don’t hold vendors to high enough standards of application learnability, usability, and efficiency.

I this post I relate case studies where negative outcomes could have been prevented. I also discuss why the factors that contribute to these poor outcomes seem to be persistent. Finally, I relate a model for creating and deploying enterprise software that will result in more positive outcomes.

Case 1: The “Business Intelligence” System
The technical support group for a major financial software application was responsible for generating weekly and monthly reports on calls to the help desk. Statistics on call burden, call reasons, call resolution time, hold time, post-call work time, and other statistics tracking cost and rep productivity were summarized for management. The process of producing the reports was mostly manual: the data resided in three separate systems, data was extracted via complex (though mostly repetitive) queries, and reports were generated and formatted in a spreadsheet application.

Other groups within the organization – product management, development, user-centered design, and quality assurance – frequently requested custom reports and raw data from the amalgam of systems. Individuals within technical support and the IT group were sometimes overwhelmed trying to deliver their regular reports and comply with “outside” requests.

The business decided to deploy an enterprise-level application enabling support to centralize the data, automate data retrieval and report production, and provide outside groups with the ability to self-service their data and reporting needs.

Upon deploying the application the business discovered that, even after support and IT staff trained to proficiency, it took 5 to 10 times as long for staff to extract data and produce reports. What these groups discovered was that the application’s user interface, which was presented via a Web browser, only allowed users to drag and drop date ranges, field names, and other delimiters into a “reporting wizard” form. Complex queries that previously took 5 -10 seconds to type now took 2 or 3 minutes to drag, drop, delimit, and run. These users, with considerable technical abilities and expert-level knowledge, were essentially forced to interact with the system as if they were neophytes).

Furthermore, the reports were formatted into static HTML. Once produced, users were unable to reformat, rotate, or otherwise adjust the output. Although the simplistic process of query-building proved easier for occasional users from outside groups, the inability to manipulate the output proved frustrating. As a result, support and IT staff were again forced into a bottleneck role, laboriously creating reports to comply with outside requests for reports. Within six months, the technical support group had brought their old systems back on-line, and reverted to their previous process.

Case 2: The Expense Reporting System
A large telecommunications equipment manufacturer decided to move from spreadsheet-based expense reporting to a system that enabled users to input expense information directly into the company’s accounting system. The application promised to eliminate manual steps, including double entry of data, remove data entry bottlenecks, and streamline the accounting process.

Employees at this company had an inkling that the new system might pose difficulties when, two weeks prior to the system rollout date, HR disseminated a 50-slide training presentation to all employees. This was followed up by a mandatory, all-employee desktop video training session in the use of the new system. The training session, developed jointly by HR and IT, was 1.5 hours long.

The productivity lost to training for the new system was a significant expense, as was the projects related to producing training. These expenses were dwarfed by the time and expense lost when the system went live.Everything about the application’s user experience was a mess. The process employees followed to enter, describe and categorize expenses was confusing, long, and ill-thought out. The screens to capture the data were poorly designed. The terminology used throughout the application, while familiar to finance and accounting professionals, was opaque and unclear to most other employees. Information was presented in illogical formats; users were forced to scroll through 200-item drop down lists with nonsensical ordering.

Successfully submitting an expense report, which had previously taken only a few minutes, was now a half-hour undertaking fraught with error and frustration. As a result, productivity and morale suffered. Worse, compliance waned and systemic errors were propagated through the accounting system: some employees simply stopped expensing small purchases, or assigned expenses to accounts that appeared near the top of long account lists.

The Vendor’s Lament: If You Build It, They Will Complain
With their page-spanning feature matrixes, long lists of supported platforms and databases, ROI calculators and downloadable case studies, the enterprise application provider makes fantastic promises. However, many enterprise software development environments don’t adequately incorporate users’ specific wants and needs until too late in the engineering process (if at all).

So why weren’t the users’ wants and needs represented earlier in the development lifecycle? There are many reasons. They can be boiled down to this short list:

  • The application is built to satisfy the vendor’s perception of users’ needs, not users’ actual needs.
  • Engineering groups own too much responsibility for user interface design.
  • “Featuritis”

The vendor is not the user: Often, applications are built without incorporating the perspective of actual user groups. Product managers, requirements analysts and engineers make assumptions about users, instead of observing them and asking the users themselves.

Gathering users’ wants and needs is not difficult, but it’s important to do it right. It’s remarkably easy to gather user needs poorly or incompletely, resulting in a biased or incomplete perspective of users’ wants and needs.

The key to developing an accurate picture of user needs is to distinguish the main user groups (and how the groups differ), then identify the users’ skills, tasks, and needs in the role they assume while using the application. It’s also helpful to usability test conceptual prototypes with actual users from the target customer groups. In this way, early concepts and designs can be tested and iterated very inexpensively.

Engineers are not the users: In many development organizations, engineers are given responsibility for transforming requirements into user interactions, process flows, and screen designs. What results is a user interface that reflects engineersâ’ mental models. Their models for how things work differ drastically from users. Consider this example:

  • The engineer: “It’s a state-persistent container for database objects…it requires authentication and setting of cookies, etc etc…”
  • The user: “It’s a shopping cart.”

Indeed. To the engineer, it is in fact a “state-persistent yadda yadda.” But not to the user, it ain’t…

Featuritis: Featuritis is a pernicious malady. Both vendors and purchasers contribute to this disorder. Here’s what typically happens on the vendor side of the equation:

  • “Competitor A has these 5 features…competitor B has those 10…we’d better put them all in our next release.”

This kitchen sink approach leads to a mishmash of features, with no organizing principle or overarching information architecture.

And purchasers, well, they? buy applications with undocumented usability in the door because they don’t know any better. The evaluation and decision-making process for enterprise applications usually looks like this:

  • The need for a better, more scalable, faster, etc. process is identified.
  • The business case is established.
  • The IS organization sets technical and feature requirements (often informed, in somewhat circular fashion, by vendors’ application feature lists).
  • Vendors are solicited, and sometimes asked to respond to a Request for Proposal, or RFP.
  • Vendors are evaluated on the basis of their responses, and a short list of vendors is generated.
  • Vendors’ systems are often brought into the enterprise’s test labs for performance and technical trials.
  • A vendor is selected, and the deployment project is undertaken.

This process typically does not provide methods for evaluating the goodness of fit between the enterprise users’ processes, wants, and needs and the vendor’s solution. Many a rollout disaster could have been avoided simply by usability testing a vendor’s solutions with employees during the trial phase.

Solution:
I propose that user-centered design methods and usability testing can aid both applications producers and application purchasers.

Application vendors can utilize user centered design methods as a competitive advantage, to produce solutions that meet the enterprise users specific wants and needs.

Enterprise customers can utilize usability testing to ensure that the IT investments they make deliver fully on their value propositions.

In the next post on this topic, I’ll provide examples of how to justify usability for enterprise software, and a model for creating and deploying enterprise software that will result in more positive outcomes.

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(Originally posted April 2005 – P.S.)?

Enterprise software products are complex, powerful tools. This complexity is one of the reasons businesses sometimes don’t fully realize a positive return on investment from these products.

For enterprise employees who must use the enterprise application, their complexity poses a considerable challenge. When an application is deployed, users are expected to learn the new system, integrate it into their existing work processes, and become proficient enough to allow the organization to realize the system’s full benefits. Far too often, however, enterprise employees find these new systems hard to learn, hard to master, and difficult to integrate into existing processes.

Enterprise software, which broadly encompasses functions such as enterprise resource planning and management, customer relationship management, supply chain management, project portfolio management, and business intelligence, is a multi-billion per year industry Well-known vendors include BMC, Business Objects, Hyperion,? PeopleSoft, Oracle, SAP, and Siebel, to name a few.

Most Fortune 500 companies have multiple enterprise software products installed and many mid-sized business are either actively considering or have implemented solutions. As the market has matured and vendors have searched for new growth opportunities, even small businesses with fewer than 100 people have options available to them from enterprise software makers.

To the growing company, enterprise software promises to convey benefits in a variety of areas, for example:

  • Centralizing customer information from sales, marketing, customer service, and support to improve customer service and enable better prospect identification.
  • Identifying and managing enterprise-wide resources needed to receive, process, and account for orders.
  • Gathering, storing, analyzing, and providing access to data to enable enterprise users make better business decisions.
  • Tracking and organizing information related to project planning, tracking, and resource management for multiple projects, enabling an enterprise-wide view of project scope, resource allocation, risk, cost, and performance.

Complex stuff.

From the CTO’s and IT Director’s perspective, these promises assume that the internal user groups can and will learn the new systems and incorporate them into their work processes. But these outcomes are far from assured. Some of the problems and pitfalls:

  • Some businesses find that their employees’ productivity decreases because common or critical processes actually take longer using the new application.
  • Others fail to realize an application’s benefits because users “vote with their fingers” and don’t adopt the new system.

Businesses can also experience reduced employee morale and increased turnover related to the imposition of new systems and processes. There will always be employees who resist change in any form. However, if the business mandates process changes and deploys systems that users perceive as difficult to learn, use and remember, the user population will see it as a change for the worse. In this situation morale will decline, and the sufficiently disgruntled will leave.

IT organizations responsible for supporting an enterprise application can find themselves overwhelmed as they struggle under unexpectedly high numbers of support requests that often accompany an application rollout. As anyone who’s worked the help desk knows, rollout day for a complex application often seems like the perfect storm for Level 1 support staff.

Why do these scenarios play out in organization after organization? I argue that two factors are driving these outcomes:

  1. Enterprise software developers don’t pay sufficient attention to the specific wants needs of the internal user groups.
  2. Enterprises don’t hold their vendors to high enough standards of application learnability, usability, and efficiency.

In my next post, I’ll discuss:

  • Some case studies where poor outcomes could have been prevented.
  • Why the factors that contribute to these poor outcomes seem to be persistent.
  • A model for creating and deploying enterprise software that results in more positive outcomes that these products can deliver.

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I don’t know if this happens to you other bloggers… a few weeks ago I had a GREAT idea for a post, and didn’t want to write anything else until I had written the great post. As a result, I got completely blocked up and stopped writing for a while. So I haven’t posted a darn thing in weeks.

Anyway, since I have little to say here at my own little node of the Interwebs, I’m going to point you to my latest UXmatters article. It’s about an interview I conducted a few weeks back with Eva de Lera of the Open University of Catalonia. She and her colleagues are developing measures to assess users’ emotional reactions to user interfaces. Article link is below.

How Do Users Really Feel About Your Design? :: UXmatters

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Maladaptive Path

by Paul Sherman on July 21, 2007 · 0 comments

A friend pointed me to a whiny screed from one of the normally smart-and-perceptive folks at Adaptive Path.

In “Why Usability Is A Path To Failure“, one Todd Wilkens makes some interesting claims. One suspects he had a bad client day, and just couldn’t take one more client asking whether their design was going to be usable. Here’s what he said:

So, why oh why do people in this day age still hold up “usability” as something laudable in product and service design? Praising usability is like giving me a gold star for remembering that I have to put each leg in a *different* place in my pants to put them on.

It touched off a poopstorm of comments (which I suspect is one of the other reasons he wrote such an inflammatory post), the best of which comes from Jared Spool:

Todd, I think you have a very narrow notion of what “usability” is…Usability, like all design when done well, becomes invisible. People don’t talk about the positive case. (Well, except for designers who constantly need to bring attention to their work.)

Usability is foundational, such as having good content and providing reliable uptime. It’s only *not* a differentiator when everyone has equal amounts of it. If yours is better than everyone else’s, it become a differentiator.

Usability can be measured on a scale of extremely frustrating to extremely delightful. Since different designs competing for the same audience can occupy different locations on the scale, you can differentiate one design from another using it. That’s the broader definition of usability that most of us tend to use.

Props to Jared who very articulately explained why the writer was wrong. Still worth a read to gawk at the mile-long trail of comments.

http://www.adaptivepath.com/blog/2007/07/17/why-usability-is-a-path-to-failure

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