Foreword There once was a young man who wanted to become a jade merchant. He approached a master craftsman and asked if he could become an apprentice to learn about the semi- precious stone. The master agreed. On the apprentice’s fi rst day, the master gave him a piece of jade to hold and then told him stories for an hour. None of the stories had anything to do with jade. The apprentice was puzzled but returned the next day to a different piece of jade and more stories. Each day it was the same. After several days the apprentice’s impatience was mounting. He arrived at the master’s shop that morning intending to confront the old man and demand to be taught about jade. But the moment the master put the piece into his hand, he immediately cried out, “This isn’t jade!” We instinctively recognize the power of stories when teaching children about the world. But stories are relevant for adults as well. Kevin Brooks, the only person I’ve ever met with the title of “Technology Storyteller,” sums it up: “The human animal is a nar- rative animal. We are made of stories.” Unfortunately, as our formal education progresses, we often lose touch with storytelling in favor of methods that are sometimes more effi - cient, but lack contextual richness. I assume that everyone with an interest in this book already understands the impor- tance of user-centered design (UCD) methods, so I won’t preach to the choir. Instead, let’s talk about how to learn a new skill. There are many ways. One way is to just try doing it, make mistakes, and fi gure out what works. Often a memorable way to learn, but perhaps too time-consuming or impractical in the business world. Another way is to seek advice from people who have done it—hear them describe what worked well and what they would do differently. Professional meetings and conferences are good venues for this, but opportunities to attend them may be few and far between. Textbooks are also a fi ne way to learn, but they have their drawbacks. As my friend Jared Spool is fond of saying, “In theory, theory and practice are the same. But in prac- tice, they’re not.” Most books describe theory—the way a process is supposed to work. The practice is often quite different, full of distractions and detours. The schedule slips by a month. Legislation is passed that affects your industry. Your new manager walked straight out of a DilbertTM cartoon. As Dwight Eisenhower said, “Planning is essential, xv FFMM--PP337700660088..iinndddd xxvv 33//1122//22000077 1111::5577::2233 AAMM xvi Foreword but plans are useless.” The challenge for usability practitioners is to be ever-prepared to come up with a Plan B, because what actually happens to your project will never quite match the way it was supposed to work. And then there are stories. This book is about the practice of user-centered design, and it’s written in a unique way. Each chapter is a case study about a situation where a user-centered design method or process was used (or, in some cases, mis-used). Some chapters are about particular methods—card sorting, personas, remote evaluations, etc. Others discuss various challenges of running a UCD program—promoting it, estimating projects, outsourcing, etc. All the case studies are set in a realistic context of politics, tensions, and ambiguity, because these stories are real. They describe real events that happened to real people, though some details have been disguised. Not every story has a happy ending, but there are lessons aplenty. A dozen years ago, a friend recommended a book about management. The Goal: A Process of Ongoing Improvement by Eliyahu Goldratt and Jeff Cox is actually about the theory of constraints. But it’s told as a story about Alex Rogo, the manager of a manu- facturing plant. Both the plant and his marriage are foundering, the former despite his overtime hours and the latter because of them. With the help of an enigmatic former professor, he discovers something called the theory of constraints and applies this knowl- edge to their manufacturing process. Each time Alex fi nds a bottleneck and fi xes it, new and more subtle problems emerge. But in the end he saves both the manufacturing plant and his marriage. As a novel, The Goal would never make the best-seller list—a manufacturing process doesn’t make for compelling drama. But it works quite well as a story about how the theory of constraints can be used to analyze and improve a process. It’s certainly much more engaging than the theory of constraints served up in a vacuum. Years later, I daresay that I recall more of what I learned from The Goal than from any class I took in business school. Here’s an example closer to home. In 2005 I participated in a Usability Professional Association workshop on “Reporting Formative Test Results.” The goal of the work- shop, which was part of a larger ongoing effort, was to develop a template, guidelines, and best practices for reports of usability tests. A bunch of us sat in a room and described how we wrote our reports. And there was plenty of controversy—I think the only report element we all agreed on was page numbers. Each time one person tossed out a state- ment like, “Surely you wouldn’t write a report without including recommendations,” three others would pipe up with real situations where recommendations hadn’t been appropriate. Those discussions were valuable because people explained not just what they put in their reports, but also why. Often it had to do with the composition of the project team and the relationships the usability practitioner had with them. For instance, one person FFMM--PP337700660088..iinndddd xxvvii 33//1122//22000077 1111::5577::2233 AAMM xvii Foreword might say, “I’m an integral part of the team, and they ‘get’ usability testing. I don’t have to explain it in my report.” Someone else might say, “I’m an external consultant. I never know who might be reading my report down the road, so I always document my methods in writing.” Those are two very different situations, each with many implications about the “right” way to write a report. By comparing my situation to other people’s, I could decide whether it made sense for me to do the same thing they did. Stories hold the kind of contextual richness that helps us make these decisions. There are several ways you might use this book. One is to be like the apprentice and simply read it cover to cover as a collection of stories, trusting that your subconscious is absorbing wisdom that will appear when you need it. Another way is to consider each chapter an extended example of how a particular method works in practice, and read the ones that are most relevant to you. A third way is to put yourself in the shoes of each protagonist and consider what you would do, before you read what they actually did. There are questions embedded in each chapter to help you to do this. It’s OK if your answers are different than the authors’, because part of your brain will engage in interpreting the situations based on your own unique experiences. In other words, you’ll naturally start thinking about how to apply the lessons to your own life. You might even want to take this a step further and have a colleague read the book along with you, especially if you are planning a similar project. One way or another, this book lets you vicariously relive the experiences of others and assimilate their lessons sans the fi rst-hand pain. The authors are professionals of stellar reputation, with collectively about a gazillion years of experience. The editors are cut from the same cloth, plus they had the vision and drive to make this book a reality. Thanks to all for sharing your stories. What you’ve given us is not your typical textbook, but a learning process that is much more memorable, thought-provoking, and enjoyable! Carolyn Snyder Usability Consultant, Snyder Consulting FFMM--PP337700660088..iinndddd xxvviiii 33//1122//22000077 1111::5577::2233 AAMM Preface Those of us who have been in the Usability Engineering industry for more years than we wish to count, have learned many valuable lessons from the real-world stories that professionals both inside and outside our industry have shared with us. The ancient art of story telling is an essential vehicle to communicate what’s really happening—both in our world and in our minds as we work through our real-world problems. In this book, the authors have used the art of story telling, drawing from the tradi- tion of the Harvard Business School case studies, to provide a glimpse of the various real-world situations in which usability engineering and user-centered design meet busi- ness and bottom line reality. The purpose of the case studies is to involve the reader at a more personal level by drawing them into the story and details of the various players as they are driven by their corporate roles, project needs, and other infl uences, including of course, the users. We hope this more personalized approach allows the reader to come away with a more practical perspective on the real-world challenges we commonly face as UCD professionals. All of the case studies are based on real events, real people, real companies, and real UCD challenges. Of course the names of people and companies have been changed to protect ourselves, as well as the innocent. Is This Book for You? If you are a current, or aspiring, UCD professional responsible for developing or enhanc- ing products to enable end users to accomplish their tasks more effectively, more effi - ciently, and without undue pain, and even pleasantly, then we are confi dent you will benefi t from a thoughtful reading of this book. Where else can you be a “fl y on the xix FFMM--PP337700660088..iinndddd xxiixx 33//1122//22000077 1111::5577::2233 AAMM xx Preface wall” at such a wide variety of real life UCD experiences without leaving the comfort of your living room? The case studies in this book assume a basic level of knowledge about UCD, whether derived from a few college courses or a year or so of work experience in the UCD fi eld. The more seasoned UCD practitioner will no doubt recognize many of the scenarios and possibly benefi t even more so by reinforcing his or her own experience, and by learning alternative ways to approach and solve commonly experienced problems. A few of the case stories are didactic in nature, containing a good deal of “how to” guidance, while others are oriented more toward exploration and discovery, requiring the reader to examine the specifi c facts, understand the motivations and roles of the characters, and search for creative solutions. How This Book Came to Be This book is the brain-child of Carol Righi. She envisioned a book of user-centered design case studies that would provide even the most experienced practitioner with insight into the problem solving required for the everyday practice of UCD. She was also smart enough to know that the production and creation of such a book would be a lot of hard work, so she cleverly invited me to join her. The authors we successfully enlisted to contribute to this book are some of the most knowledgeable, skilled, and well-known usability engineering practitioners in the industry. Their corporate, university, non-profi t, and independent consulting UCD stories are, like real-life, sprinkled with both positive and negative events. There are no simple answers to every problem that is posed. But in every case, there are valuable real-life lessons to be learned and insights to be gained that no standard textbook can teach. These lessons are, in effect, the teachings of experts from the fi eld. We hope this book is one that you will return to time and again as a reference to gain insight, or inspiration when facing the more diffi cult challenges of UCD. Because all of these case studies are based on actual projects, the problems posed had actual solutions. We encourage readers to provide their own answers—think through how you would analyze the problem, and posit what you would do if the situation pre- sented itself to you. Not everyone would solve all the problems the same way; in fact multiple solutions are possible. Then, once you have worked through the problems, you can fi nd the solutions provided by the authors by downloading the fi le at www.mkp .com/UCDcasebook. Janice James FFMM--PP337700660088..iinndddd xxxx 33//1122//22000077 1111::5577::2233 AAMM Acknowledgments Creating a book such as this could not have been done without the support of many people. UCD is iterative by nature; we wouldn’t expect that writing a book about UCD would be any different. We would like to thank our chapter authors for agreeing to take part in this venture, and for taking the time, care, and attention to endure several rounds of edits and reviews. Their desire to share their stories, and to do so with high quality and good humor, helped make this task much less daunting and much more fun. We are indeed fortunate to be associated with such a talented group of professionals. A special thanks goes to Carolyn Snyder, Deborah Mayhew, and also, Catherine Courage and Susan Weinshank, for lending their time and considerable talent to help review these chapters. Their insights and recommendations were extremely valuable and most welcome by all. An extra Thank You goes to Carolyn Snyder, who was kind enough to contribute a wonderful Foreword. We’d like to thank our colleagues at Perfi cient for their help and support, especially Danielle Marlow and Sarah and Ethan Righi Ripperdan for their unending love and limitless support through a very long and focused process. Carol and Janice xxi FFMM--PP337700660088..iinndddd xxxxii 33//1122//22000077 1111::5577::2233 AAMM CASE 1 Changing Products Means Changing Behaviors Jon Innes, Intuit Senior staff and management recognized that they needed to differentiate themselves in the market space by becoming better at designing usable products. They needed someone who could help justify a UCD mission within a company totally unfamiliar with the concept. A group of very smart and talented engineers founded JMC Technology. They had designed an elegant and powerful solution to integrate the various enterprise software packages used by midsize to large businesses. The solution kept things like sales orders and accounting packages synchronized in real time, allowing companies to better manage their money. Their software was scalable and could be adapted to work with almost any enterprise software package to streamline business processes. At the time this was a quite a feat, and JMC initially had few competitors. The company grew quickly and held a successful initial public offering. Soon competitors began to copy JMC’s ideas and make similar software. At fi rst the founders mocked these cheap imitations, but alarmingly the com- petitors soon started gaining market share. What was happening? Debate raged, but one thing management agreed on was that users believed JMC’s products were overly complex and hard to use. Feedback from win/loss analyses and market analysts showed a clear trend. JMC’s competition was perceived as being more user-friendly. The sales and marketing teams, as well as prospective customers, raised complaints that JMC’s UI (user interface) looked sloppy or it “lacked fl ash.” 3 CCaassee0011--PP337700660088..iinndddd 33 33//1122//22000077 1111::3366::0000 AAMM 4 CASE 1 Changing Products Means Changing Behaviors In addition to addressing the direct competitive threat, JMC wanted to expand their business and develop new applications that leveraged their middleware to further differentiate themselves in the market space. Senior staff and management recognized that this would require becoming better at designing usable products, as they would be starting to compete against “GUI (graphical user interface) companies.” Management began searching for a solution. They needed someone who could understand their complex technology and make it easy to use. They decided to hire a full time “UI guru.” The Advocate Jack Chu, the senior vice-president in charge of engineering, had recently hired Mark Ashby as vice-president of applications at JMC. Mark’s task was to execute a new strategy to help fend off the emerging competition. Mark was to develop a series of applications that would leverage their existing technology and serve as demonstrations of the “unique capabilities of their core technology.” Mark had many years of experience managing software projects and had worked with user-experience professionals before. He quickly realized after starting at JMC that they had a problem with usability. Mark could see that products were not designed with the end user in mind. It was clear from casual observation that the UIs used inconsistent layouts and ter- minology. This made the products overly complicated and hard to learn. He was one of the strongest advocates of hiring professional help in this area because he viewed effective UIs as key to his team’s success. Mark knew there was no way the new line of applications he was charged with building would be successful without the help of a professional. Mark convinced Jack that this effort would align closely with Jack’s initiative to drive more rigor and discipline into the overall engineering process at the company. As the key advocate for the position, Mark was chartered with fi nding and hiring the UI guru. Mark asked members of the user experience team at his prior company if they knew of a good candidate. He wanted someone who could relate to the development teams. Otherwise, the candidate would never be accepted at the company. After some searching he found Jim. Jim was working at a large software company managing a user experience team working on appli- cations design. He seemed like a good match, because he had worked on very technical products and had experience starting teams and designing fi rst- CCaassee0011--PP337700660088..iinndddd 44 33//1122//22000077 1111::3366::0000 AAMM 5 Analyzing the Situation release products. Mark listed the skills he believed Jim should have to be a good fi t for the job. Questions 1. What skills and experiences does Jim need to be a good fi t for the job? 2. What should Jim do to determine the organizational needs for user experience after he starts? Analyzing the Situation After some discussion and several rounds of interviews, Jim agreed to join JMC and lead a company-wide initiative to improve the product design process. From his prior experience, Jim knew one of the fi rst things to do when starting a new job was to analyze the organization. Product designs are often refl ections of the organizations that create them (Christensen, 2000), and changing the products requires changing the behaviors of the people involved in the product design. Very few managers hiring user-experience professionals realize that the person they hire will need to change the process of producing the product to have a true impact. Mark understood the job was largely a change management challenge, which was one key factor in Jim’s decision to join JMC. After joining, Jim began his analysis of what needed to be changed, promising Mark he would come up with a high-level plan for how to improve the usability of the products within the fi rst month. Jim started his analysis by getting introductions to the key people working in the various functional areas of the company (e.g., marketing, product management, sales, support, professional services, etc.) and getting their per- spectives on what was wrong with the current processes. He also asked them what was working well. Mark and his boss, Jack, were very helpful with the introductions because they had regular interactions with everyone and knew most of the key people well. At fi rst, Jim started drawing traditional organiza- tion charts to help him keep track of who did what, but he soon realized that a crucial dimension was missing: level of infl uence. The offi cial structure did not matter as much as the ability of the group to infl uence the way products got developed. Not surprisingly, the size of a group was highly related to its infl uence on the company culture. Although this may not always CCaassee0011--PP337700660088..iinndddd 55 33//1122//22000077 1111::3366::0000 AAMM 6 CASE 1 Changing Products Means Changing Behaviors Marketing Sales Alliances Engineering Professional Product Services Mangement Support Figure 1.1. Relationships of the functional groups infl uencing product design. be the case, most often the largest teams are usually the most infl uential. Jim sketched out the diagram shown in Figure 1.1, using differently sized circles to indicate each group’s ability to infl uence the quality of the product design. By looking at the diagram, it was clear JMC was a classic example of an engineering-oriented culture. The engineers were defi nitely in charge. Jim noted that due to this strong engineering culture, product management was a bit unusual. At other companies where Jim had worked, product manage- ment was often responsible for project planning and managing the engineer’s interactions with others in the company. This was not the case at JMC. The product management team was struggling because of the historically fuzzy relationships among product management, marketing, and engineering roles. Many of the product managers had a development or IT (Information Technology) consulting background, but few had been product managers elsewhere. They spent a fair amount of time helping the alliances group (the team responsible for developing business relationships) form partnerships with other companies related to new technologies and not much time defi ning requirements to guide product development efforts. Jim began setting up meetings to talk to individuals in each of the func- tional areas. His plan was to interview someone from each team, conducting interviews in the same order that the teams were involved in creating a new product or defi ning the features of a new release. He wanted to begin with marketing and product management, because in many companies these teams CCaassee0011--PP337700660088..iinndddd 66 33//1122//22000077 1111::3366::0000 AAMM