UX Research: What They Don't Teach You in Grad School

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UX Research: What I did not learn in grad school… Gavin Lew Executive Vice President, GfK User Centric @glew GfK User Centric Chicago, October 2012

description

Three case studies on UX techniques and methodologies that will inspire, amaze, and possibly strike fear. But, through it all, lessons learned from the field and fundamentals of UX research will be presented. The goal is to depart with practical perspectives and sufficient rigor to guide a course towards a customer aware corporate strategy. *Please note we had technical difficulties during the Q&A so we were unable to 'close out' properly but the presentation was recorded without issue.*

Transcript of UX Research: What They Don't Teach You in Grad School

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UX Research: What I did not learn in grad school…Gavin Lew

Executive Vice President, GfK User Centric

@glew

GfK User CentricChicago, October 2012

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Introduction

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A little about me…

Gavin S. Lew

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Adjunct Faculty

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Adjunct Faculty

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I did not finish my PhD

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What Happened?

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What Did I Learn in Grad School?

Picture of Grad School

Overview

?

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What Did I Know?

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Founded User Centric

Started UC back in 1999…we are now:– GfK User Centric

• 150+ global UX consultants with post-graduate degrees in behavioral sciences, human factors, or human-computer interaction

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Philosophy 1.0

At UC, we don’t “sell services” like– Usability testing– Or other user experience forms of research

What we strive to do is answer client questions– Methodologies and techniques are just tools

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We have the Privilege of…

Interacting with,

Designing for,

and Testing

many User

Experiences

But, this also means…

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Sometimes I Feel Like Clients Ask Us to…

But, most ofour work…

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Slide Title [1 of 2]

Section Title

Slide content

This SUCKS!!!

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Philosophy 2.0

We believe that any business can be successful

If they could just…

Take a bite out of suck

We take projects where we can have

a positive impact with our clients

One that transforms their user’s experience

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Techniques (User Experience)

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But, What Does It Really Mean?

Picture of thinker

Overview

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Session Topics

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What They Do Not Teach You in Grad School

1. “The experience you craft is more than just the product”

2. “Yes, usability can be measured…”

3. “Sometimes research is COMPLICATED”

4. “Design is not always walk-up-and-use”

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1. “The experience you craft is more than just the product”

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Product or

Service

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Web Site

Out-of-the-Box

ExperienceProduct

or Service

IVR

User Guide

Store Experience

e-com

Call Centers

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Web Site

Out-of-the-Box

ExperienceProduct

or Service

IVR

User Guide

Store Experience

e-com

Call Centers

HR

Paper Bills

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Philosophy 3.0

Must think beyond just the product itself…

We Believe Experiences Matter

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31 2. “Yes, Usability can be MEASURED”

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Must Fight Naysayers

As UX practitioners, we believe that concepts, such as easy-to-use, intuitive, and usable can be measured

Unfortunately, naysayers believe that we cannot measure

”I know it when I see it”

Ultimately, what we do is MEASURE and CHANGE

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Does Anyone See More Than Snow?

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Anyone See a Dog?

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Once you see it, you cannot help but see it

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Dalmatian “pops”

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FedEx Spinner

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Who sees it?

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More help

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FedEx Spinner is “now” locked

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Spinner just “pops”

Forgive me. I just ruined your commute!

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“You just know it when you see it”

Naysayers: You Cannot Measure Usability

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Correct this belief

Measurement must be:

– Well defined

– Observable

– Quantifiable

– Repeatable

Naysayers: Cannot Measure “Intuitiveness”

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Not All Measures Are Created Equal

Bad Inappropriate Good

`

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Consider a Horse Race: Which Measure is Good?

Consider horse racing: What measure is used?

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Different Conditions: Yes, That is Snow

Yes, this is snow…!!!

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Some believe the horse wants to win…

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Procedure

– Will give you a task

– I will count time

– Make a Yes or No decision

– Remember the time

– Raise your hand

• Right = Yes / Left = No

Let’s practice first

Exercise

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Is the man wearing a red shirt? Decide Yes or No Remember the time Raise hand Ready?

Decide Yes or No Note time Raise hand

Exercise

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Hospital setting. Assessment of different prompts for an interaction with an interface. The patient has declined further treatment. The physician asked you to go into the system and cancel all of the orders. So, you select the orders and press cancel.

Decide Yes or No Note time Raise hand Ready?

Task 1

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Hospital setting. Assessment of different prompts for an interaction with an interface. The patient has declined further treatment. The physician asked you to go into the system and cancel all of the orders. So, you select the orders and press cancel.

Decide Yes or No Note time Raise hand Ready?

Task 2

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You can feel easy-to-use

You need to design this way

Why Does This Matter?

You can feel bad interfaces and

also measure the effect

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3. “Sometimes research can be

COMPLICATED…”

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One Can Always Get Data…

1) Is this really “good” data?

2) Will the results produce actionable change?

Integrity is everything in research

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Pick a Device, Any Device!

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Sanitization MP3 Players

Five selected target interfaces

Alpha

Bravo

Charlie

Delta

Echo

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Client Objective

Client asked User Centric to:

Understand the user experience related to these devices

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Client Objective

Client asked User Centric to:

Understand the user experience related to these devices

Identify usability issues

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Client Objective

Client asked User Centric to:

Understand the user experience related to these devices

Identify usability issues

Recommend possible solutions to improve the UI

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Challenge: Help create a best-in-class UI

Sounded reasonable to us

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Effort Seemed to be Largely Formative

Discovery emphasizes the qualitative

Testing is pragmatic with small samples to iterate the design

But, not this case example because…

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Case Study #1

But, the client had

different needs

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Design Research Included:

21 Tasks of Interest were selected– High Frequency of Use (“Play Song”)– Priority (“Create Playlist”)

5 User Interfaces – Four Competitors– One Client Design (Echo)

Alpha Bravo Charlie Delta Echo

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User Centric, Inc. UPA: June 2006 93

Task x Device Matrix

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Case Study #1

Client had even more needs…But, the client had

EVEN MORE needs

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Asked to Conduct Research to:

Ensure that the new design will be best-of-breed relative to the competition

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Asked to Conduct Research to:

Ensure that the new design will be best-of-breed relative to the competition

Oh, we failed to mention— This is extremely high profile Data will drive strategy Report will go directly to C-level executives…

And oh, did I mention that we’re gonna need the results to be statistically significant…?

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Initial Design

21 Tasks x 5 Designs– 100+ Combinations

Picked: Competitive Usability Testing

Within-subjects design -- NOT– Learning– Fatigue

Between-subjects design…? How?

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When We Looked Closer…

It actually got worse!

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Not All of the Tasks Worked for Each Device!

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And even worse…

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Case Study #1

Client had even more needs…

But it gets even better!

The client had another UI variant to add…

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And New Baby Makes Six!

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What else can I say?

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Case Study #1

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And even worse…

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Case Study #1

Client had even more needs…

Could we try talking the company out ofdoing these things?

Nope!

Results will drive strategy

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We Did Manage to Convince Company that

UC would design the study such that it would be sensitive enough to detect statistical significance, if it indeed existed

Thus, there would be NO a priori assurances of finding significant differences—because it might not exist!

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The Real Challenge…

We were charged with:

– Research activities

– Methodology that would provide data to justify design direction

A device was going to be built…

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Core Elements

Access points (navigating to a feature is easy)

Feature task flows (completing task may be

hard)

Design look and feel

Iconography

Verbiage

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Core Elements

Access points (navigating to a feature is easy)

Feature task flows (completing task may be

hard)

Design look and feel

Iconography

Verbiage

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Experimental Approach

Realistically, participants could– Only interact with 2-3 designs effectively (not 5-7) – Assumed each participant could complete ~ 6 tasks

Create prototypes on a computer– Level the “playing field” to core task flow elements

Usability testing / Quantitative Data Collection– Recruited target demographic (incl. high schools) – Needed simultaneous test teams– In the end, we really needed to know the “story”

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Sheer size of all possible combinations

Within each block… Order of task presentation

– Tasks were systematically counter-balanced to reduce learning and order effects

Order of device presentation– For each participant, devices were randomized within

each task to reduce learning and order effects

Control for Bias: Create Blocks

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Individual participants received a block– Assigned randomly to reduce learning effects

Constraint: Familiarity biases were avoided – iPod owners will not interact with iPods

Est. what could go into a 60-min session– Blocks of four to six tasks seemed to “fit” – Using total number of steps to complete…

Participants were Assigned to Blocks

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If each participant received five or six (of the 21) tasks by three (of the six) devices– There are 20 unique device combinations

• P1 = Devices ABC; P2 = ABD; P3 = ABE…

To complete a full block, 20 participants were needed

Each device by task cell was represented with at least 10 participants– N=80 to have four blocks of 20

So…How Many Participants?

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Julian Tracy O.

Participant #1 Participant #2

16-24 years 25-44 years

task="11" device=Bravo task="16" device=Bravo

task="11" device=Foxtrot task="16" device=Delta

  task="16" device=Charlie

task="6" device=Alpha task="13" device=Charlie

task="6" device=Foxtrot task="13" device=Delta

task="6" device=Bravo task="13" device=Bravo

task="4" device=Bravo task="8" device=Delta

task="4" device=Foxtrot task="8" device=Bravo

task="4" device=Alpha task="8" device=Charlie

task="15" device=Foxtrot task="18" device=Bravo

task="15" device=Bravo task="18" device=Delta

 

task="17" device=Foxtrot task="9" device=Charlie

task="17" device=Bravo task="9" device=Bravo

task="17" device=Alpha task="9" device=Delta

So, This Looked Like This…

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Time-on-Task

Efficiency (Deviation from Optimal Path)– Total screens viewed / Optimal path for the task

• More incorrect “steps” increases this metric

Success– % participants in each cell (device x task) who

successfully completed the task

Preference– Pair-wise device preferences for a particular task with

a magnitude judgment

Measures

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Task-by-Task Analysis

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Sometimes numbers do

not tell the whole story

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Sometimes the runner up Ain’t that Bad

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What was the REAL STORY…?

N = 80?... I asked for 100+

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Usability Issues / Participant Verbalizations

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Results Drove Iterative Design Process

Start with the high frequency / high priority tasks…– Why did the Foxtrot design win?– Why did the Alpha design lose?– Compare quantitative with qualitative

Complex tasks – The fastest time was not the best– More clicks, less error, high satisfaction

Sometimes winners would emerge for different reasons…– How do you weigh different UI conventions?

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Lessons Learned

“Know the story”– Benefit of Qualitative Data– Absolute “must have”– Extra 20 participants used for qualitative data

Learning– Counterbalancing was sufficient– But, these are not walk-up-and-use devices…

Avoid “Frankenstein” Design– Do not simply pick the winning task flow and

implement– Consistency matters!

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Group Exercise: 3 of 3How to Write Good Recommendations

All too often, we over focus on making things

SIMPLE

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Walk Up And Use

4. “Design is NOT always aboutwalk-up-and-use”

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Not Everything Should Be WALK UP AND USE

Expert interfaces are around us everywhere

All too often…

we design for the first hour of use

NOT the first year of use

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Call Center Interface

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Call Center Interface

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While on a Call, Knowing “History” Usually Helps

Click Notes

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Specific Notes Can Be Opened

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Specific Notes Can Be Opened

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Imagine…– Approx. 100 calls per day– Typical environment involves cubicle farms– Stand and ask questions– Multi-tasking– Time pressure– Possible sales incentives in effect– Rapid consumption of screens

Does this change anything?!?!

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Demonstrate over-learned behaviors– High number of transactions, huge volume of calls– Rote memorization of commands and actions

Emphasis is all about their workflow – They make transactions so quickly, across multiple

systems, and in most cases, they do not need to look at entire screen

– IMPACT: Users will not look at individual notes and they will be less informed, thus driving calls back!!!

Reality: – Traditional walk-up-and-use methods may be totally

inappropriate and insufficient

Expert Users

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Main Screen

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Takeaway Lessons

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Core Issues

We Change

We MeasureThank you

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1. “The experience you craft is more than just the product” 2. “Yes, usability can be MEASURED””

4. “Design is NOT always about walk-up-and-use””

3. “Sometimes research can be COMPLICATED…”