Penn UI Conference Day 2 (07/22/10)

This post is a continuation of my notes from the University of Pennsylvania’s UI Conference. Notes from Day 2 are below.

Angry Dinosaurs

by Cory Ondrejka

  • Beware of process theater
  • Agility = develop the best thing you can for your customers
  • Maximize innovation = maximize experimentation
  • Chris Anderson “Free”
  • Detect the change that’s occurring outside your organization
    -> who will detect it first?
  • Institutional incompetence is accelerating
  • Look at your data! Create value and build on it
  • Gather more data cheaper and faster
  • Communication and learning from each other
  • Be ready for your customers to compete with you when you share all of your data
  • Getting out of the way: don’t make your data proprietary or inaccessible
  • Driving institutional change
    • Hard to be fearless and lead fearlessly
    • Are you bold enough to admit you’re not the best leader?
    • Can you get others to follow?
  • Driving transformation
    • Focus on business goals
    • Admit reality
    • Communication
    • Find internal leaders
    • Embrace agility
  • How will you keep up in a world of change and Moore’s Law?
    Reality is exponential, not linear
  • Failure is a reality but hopefully you will fail fast, cheaply, and publicly
  • Institutions should not punish failure, especially if you learned something from it
  • Experiments need expectations, reporting, and measured outcomes to avoid burning money
  • Data (1), interfaces (API) (2), bully pulpit (3), get out of the way (4)

Making Sense of Usability Results

by Dana Chisnell

  • Get everyone to observe the users
    • More buy-in
    • Less reporting
  • Observations before solutions
    • What we heard, what we saw
    • No interpretations!
  • Data sources: usability testing, user research, sales feedback, support calls & emails, training
    -> Direct observation is the best
  • Focus on behaviors and then make inferences
  • Make sure you get everyone’s inferences because they can be subjective
  • Inferences: judgments, conclusions, guesses, intuition
    -> The wrong inference can be disastrous
  • Opinions: what could we change in the UI
    • Review the inferences
    • What are the causes?
    • How likely is this inference to be the cause?
      • How often did the observation happen?
      • Are there any patterns in what kinds of users had issues?
  • Observing users in their own environment is more useful than a lab, which is overkill
  • Observe from a few minutes to an hour
  • Design direction
    • What’s the evidence for a design change?
    • What does the strength of the cause suggest about a solution?
    • Test theories
  • KJ analysis -> uie.com/articles
  • Usually not A/B testing -> iterative change is better for usability testing
  • A/B testing is good for disagreement among teams but you need enough people to test for viable results
  • Solution jar: pay for each time you jump the gun and suggest a solution (.25)
  • If you do a review without usability testing make sure you delve in to who the users are and what their tasks would be and analyze those tasks being completed on the site
  • Your time is not more valuable than your customer’s time
  • Analytics is not useful because you don’t know why those things happened
    -> Could be useful in analyzing drop offs in clear navigation paths
  • Motivation is important for usability testing -> the users must be motivated to complete the task and would complete those tasks in real life
  • Download presentation for chart
  • Observation -> Inference -> Opinion -> Direction
  • Debate on whether you should ask your user how they feel during the process among usability professionals
  • Debrief of user after testing
    1. How’d that go?
    2. What are two good things about the site?
    3. What are two bad things about the site?
    • Pay attention to the length of time it takes participants to come up with those answers
    • You’re in good shape if can’t come up with bad things
    • You’re in bad shape if can’t come up with good things
  • Come up with 5 tasks you’re going to test
  • usabilitytestinghowto.blogspot.com

Web Forms: Makeover Techniques

by Hagan Rivers

  • Most designs fail as an aggregation of little aggravations (“death by a thousand cuts”)
  • Forms are work! Too many barriers and rules
  • Makeover techniques
    1. Use your words
      • Responsibility to choose good words for your labels and error messages
      • Use the appropriate amount of words, as few as possible while still being clear
      • Avoid jargon = words that make no sense; use your users’ jargon
      • Keep instructions near the task at hand
    2. Find your voice
      • All software has a personality
      • You can shape that personality or not
      • Forms are where users do a lot of reading
      • Your brand has a voice
      • Imagine who is speaking – who is that person?
      • Don’t let software engineers do the writing
      • Have one person monitor the voice of the app
    3. Say why
      • Tell people why you require certain information instead of just making information required because people will then lie
      • Tell the user why he should enter info
    4. Prevent errors
      • Good defaults really help (filling in city and state based on zip code)
      • Don’t play “go fish” (give users suggestions for user names that are available instead of making them guess on ones that would work)
      • Don’t require formats (phone #, etc)
      • Don’t “force” the user
    5. Handle errors
      • Tell the user what went wrong
      • Tell the user what should the user to next
      • Be specific
      • Use terminology from the interface itself
      • Submission vs. inline errors
      • Brief summary at top when on submission
    6. Be appealing
      • Beware of your alignment
      • 2 column form? Put required fields in the left column
      • Reduce clutter, lines, boxes
      • White form elements on a white background have no contrast

Web-App Navigation: Makeover Techniques

by Hagan Rivers

Look up “Blinksale.”

Part 1: Theory (Types of Navigation)

  1. Global navigation
    • The same on every screen of the application
    • The goal is to get the user to the main screens of the application
    • Not just a site map but putting all of the tasks in an easy place
    • Supporting the initiation of tasks
  2. Local navigation
    • The navigation for here and now -> the place where I’m at
    • Manipulating or interacting with a table for instance
    • For edit screens w/Save & Cancel, no Global Navigation needed
  3. Cross navigation
    • Tool for jumping to related items
    • Concierge of navigation
    • Whole goal is to save you clicks
    • 3-5 crosslinks is enough
    • Not part of the task at hand
    • Need to be hand-crafted
  4. Dashboard navigation
    • Links to screens
    • Does away with global navigation
    • Users shouldn’t need to edit the dashboard if implemented correctly so don’t provide this functionality
  5. Application maps
    • OmniGraffle

Part 2: Practice (Improving Navigation Systems)

  1. Never use icons for navigation
    • Direct correlation between the time it takes you to think up an icon and the time it takes your user to decipher it
    • Its hard to translate words in to pictures
    • Icons are good for status and representing actual objects, don’t use it in nav!
  2. Trees
    • Are super “clicky” if not done well
    • Trees don’t work when they’re really long or wide
    • Trees are a slippery slope in that everyone will start stuffing stuff in to it
    • Collapsing never works to the left
  3. Pull right menu (nested menus like the OS)
    • Harder to select items
    • Try to get rid of them!
    • Indent items and stick in one menu (multi-column?)
  4. Site map
    • Put in footer as secondary nav system
    • Works for long pages
    • Can indicate where you are in the site
    • Haven’t seen them as much in web apps
  5. Tab explosion
    • Save tabs to where your nav isn’t going to get too long
    • Hard to find stuff, they all look alike
    • If you color code your tabs it makes your app look like a bag of Skittles, people don’t make a strong association with color so not worth it to do this
    • Eventually you will outgrow tabs
  6. Menubar (menus like an OS)
    • System toolbar tucked up right at the top of the window
    • Allow you to have many commands in one space
    • Careful that the navigation doesn’t start to eat in to that actual work area of the app
    • Commands are hidden
    • Work well for global nav
    • Don’t open menu on hover, only on click!
  • Start designing from inside out
    • Work on screens before global nav
    • Design global nav last
    • Keep up the app map
    • Treat the global navigation as a mini application that is separate
    • Mix and match different nav systems
    • Test users
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