Search This Blog

Thursday, June 11, 2009

Comparing Apples to Oranges - The NYT Bestsellers Lists and Kindle

The June 7th issue of the New York Times Book Review, print edition, had the following Amazon ad on page 21: An arrow pointing at the bestsellers list and the text:
"in the time it takes to skim the bestseller list, you can wirelessly download an entire book." A couple of inches Below that text was an image of the Kindle accompanied by the text:
"Choose from 275,000 of the most popular books, magazines and newspapers. Free wireless delivery in less than 60 seconds."

In the print edition of the Times the bestsellers list is spread across 3 pages:

Page Bestseller Category List Category # of Books
18 Best Sellers Fiction 15
18 Best Sellers Nonfiction 15
20 Paperback Best Sellers Trade Fiction 20
20 Paperback Best Sellers Mass Market Fiction 20
21 Paperback Best Sellers Nonfiction 20
21 Advice, How-To and Miscellaneous Hardcover10
21 Advice, How-To and Miscellaneous Paperback 10

# Pages # Bestseller Category # List Category # of Books
3 3 6 110

The Amazon ad suggests that the act of downloading a single book is equivalent to the act of browsing a list of books  (perhaps to determine which book to purchase). But it is really a comparison between (a) A pre-decision activity of browsing the list of books, and (b) A post-decision activity, since the download is done after one chose, purchased and clicked the 'Download' button - it is the device that does the work.

Let's consider Amazon value preposition which is divided into 2 phases:

  1. Choose from 275,000 of the most popular 
    1. Books
    2. Magazines
    3. Newspapers
  2. Free wireless delivery in less than 60 seconds.

In phase 1, the ad touts a clear quantitative advantage for Amazon: A choice of 275,000 bestseller books compared to the meager 110 books of the NYT. In fact, the ad is positioned on page 21 which only lists 20 books, compared to page 20 which lists 40 books and page 18 which lists 30 books - the quantitive advantage is visually enhanced.

But as Barry Schwartz (not a relative) suggests in his book 'The Paradox of Choice', 'More is Less'.

In the print edition, one only has to choose between books. Indeed, making the choice even in this short list is confusing. What's odd about the NYT bestsellers list is its classification confusion in both the Bestseller category and the list category: Format (paperback, hardcover) is intermixed with genre (advise, fiction, nonfiction), and sales channel (mass market, trade).

This list is clearly not organized with the user (the reader) in mind. It is hard to imagine a reader pondering which a mass market fiction book to get for her Summer holiday. But at least the choice is among books. The Amazon ad offers, in addition to the large quantity of books, also a range of publication types - books and magazines and newspapers -- clearly a scope beyond that of the print list, but also a completely different type of choice and context of choice.

Finally, the interface of the NYT list in print requires the reader to read. Each item includes:

  • Title 
  • Author, 
  • Publisher, 
  • List price and 
  • A short blurb. 
There may be a bias to select the top ranking books thinking that they are also the best books, but because the lists are short and easy to read, it is not an effort to cover all.


Now, the user interface for browsing the same NYT bestsellers list on Amazon's Kindle section does not require one to read. Rather, one may be compelled to make the choice by the covers, ignoring the wise proverb 'Don't judge a book by its cover'.



Here, each item includes:

  • Cover photo (title and author quite visible)
  • Title
  • List price
  • Kindle price

and here is the interface of all the bestseller books (54) in fiction category:


So, how many books could you download by the time you finish browsing the NYT bestsellers list on the Kindle website?

Saturday, June 6, 2009

What We Learn From Animators About Prototyping

In animation, much like in software, everything that we see on the screen needs to be artificially created. In other words, as opposed to live action film, where the camera captures massive amounts of extra detail because it is part of the physical world, animators must create the ground the characters are walking on, the sky, and everything in between.

The production process of animation can be excruciatingly slow even in modern, computer generated productions. 'Snow white', Disney's first full length feature film took 4 years to produce (1934-37) and ended up costing nearly S1.5 million, a significant sum for a feature film back in 1937. In fact, a list compiled by Forbs, of 25 most expensive films until 2006, adjusted for inflation, lists one full-animation film and many with heavy use of special effects which is a form of animation.

In a recent interview with Terry Gross, Pete Docter described the creative process of the animators team behind the Pixar movie 'UP' ($175M), a process that in many respects is very similar to the process established by animators in the early days of animation at the dawn of the 20th century.
For example, the team created a story reel which Docter, the movie's co-director, described as a "comic book version of the movie". The idea is to build the visual sequence of the movie using rough 'keyframes' - drawings that define the start and end points of a sequence. Team members record the dialogs and add these to the visual roll. In the case of 'Up' the team used immediately available resources such as Docter's daughter who's recording ended up in the released movie.

Animation, has always been slow and expensive to produce because it is labor and technology intensive. Thus the story reel provides the stakeholders and the production team with a good idea of the narrative flow from start to end - before production begins. Gaps and flows can be identified and the script, character models and animation properties can be modified accordingly.

One second of animation, at 24 frames per second takes 12 to 24 unique images. According to an article published in January 1938 in Popular Mechanics Monthly, over 1.5 million drawings were created for Snow White. Fast forward 70 years and production of computer generated animation is still as demanding, and prototyping before actual production is critical.

So in addition to the story reel animators also use a technique called pencil testing. The pencil test helps evaluate the animation quality within a scene. The animators shoot a scene using key frames and in-betweens (the sequence of drawings the connect 2 keyframes), review the result to identify flows in the animation - jerkiness, action that goes too fast or too slow, etc. - and make the necessary changes. Once pencil sketches were approved the production moved on to retrace in ink those rough pencil outlines, yielding high quality drawings, and these were in turn traced on clear acetate cels and painted. A long process indeed.
Another technique that was an absolute must in the day of hand made drawing animation, was 'flipping'. The animator, hunched over his animation table would quickly flip through a stack of drawings - sometimes as little s six or twelve, to get a sense of the flow within a sequence. This was very helpful during the process of creating the in-between drawings.

The similarity between animation prototyping techniques and user interface and user experience design are interesting:
  1. The story reel is like a complete interactive prototype, the one that let's us step through tasks an interactions from login to logoff - check for overall consistency of interaction patterns and usability. Identify gaps in requirements and patterns. It is seeing the forest and also the trees and is important on a project level.
  2. The pencil test is is like testing a single ui widget or screen - is it working according to business requirements? does it comply with our established interaction and visual design patterns? If not, iterate until approved. This is like seeing the tree but not the forest, and is useful on a work-stream level.
  3. Flipping, the quick testing of interaction flow within a ui widget, for example, a dynamic panel in Axure. This is useful on a team member, UXA level.

Choosing a Prototyping Tool


It seems that only yesterday the mainstream prototyping option favored by user experience practitioners was Visio. Also common were heated arguments on the greatness of paper, Power Point and other low fidelity tools and techniques as the main prototyping instruments. I recall a 2007 uphill battle with colleagues around use of Axure for a large RIA project, where I was met with skepticism and concerns about the validity of the approach. They favored Visio.

Fast forward to 2009 and there seems to be an influx of new tools and with them, potential possibilities to express ourselves to our colleagues, business and development partners. This trend signals that finally the practice of user experience has matured and is large enough to attract software developers. This trend happened with word processors, desktop publishing, illustration, video editing, browsers, web authoring and many others. Eventually the market settles on a couple of applications that become the de-facto tools of the trade, at least until a game-changer enters the field. From this perspective, Axure is a game changer, emerging when pressures on UX to simulate rich interaction rendered tools like Visio useless.
A few points to consider:
  • What is our interest as a professional community? I would argue that as information architecture and interaction design are getting more complex yet deadlines continue to shrink, we want our prototyping tools to be powerful yet easier to use: We need demonstrate our value in expressing complex applications correctly - and fast. The tools needs to handle the various facets of our work products: As we know, there is a lot more to user experience design than just mocking up screens and simulating rich interaction. Our deliverables include extensive documentation that is consumed by a range of stakeholders.

  • Features and complexity. I would argue that the successful tool must be feature-rich and fit the granularity of prototyping throughout the design process. By that I mean that we typically start with high-level concepts - fast wireframes and flows. Gradually and with feedback from research and stakeholders, more depth and details are added to the prototype, including interactions and detailed annotations. While we want to simulate rich interactions, I think that it is desirable to avoid becoming programmers, or at least, minimize the need to relay on a scripting language such as ActionScript or JavaScript. A concern is that the more effort is spent on making the prototype interactive, the less flexible the design becomes because we are getting involved in development instead of design. It is possible to create fairly complex prototypes with Axure without ever using raised events and variables, but these features are available to power users. Few of the new tools offer this flexibility. Finally, beyond dragging and dropping some UI widgets on a canvas and simulate RIA interaction, it is the proven ability to fuse team work, richness of interaction specifications, reuse of visual and interaction patterns (to name some key capabilities) that sets a tool like Axure from the new crop of tools.

  • Proficiency and professional benefits. This is especially relevant to situations where a team of interaction designers is assembled and is required to conceptualize, test and document (fast...) a large, complex application. It makes a great difference if all team members can - in addition to quickly get up to speed on the prototyping tool - master it and maximize its potential. For example, Axure seems to be gaining awareness in the UX community so it is easier to find UX professionals who are familiar with it and can 'hit the ground running' . Another important aspect is that practitioners want leverage expertise gained in one project when moving to another employer or project. If one uses tool A in one project, tool b in another and tool c in the next, there is little benefit in terms of best practice and expertise from a professional perspective.

  • Shared projects, regardless of the prototyping tool, are not trivial and best practice is still evolving as knowledge around this new, emerging capability is spreading within the community. Developers of prototyping tools that do not support sharing miss on the experiences gained from having to deal with the challenges of collaborative work, especially issues that relate to management of assets, management of multiple releases, etc. Keep in mind that implementing solutions into the tool take time and feedback form practitioners - see the list of desired functionality for Axure to get an idea of how much more we want...

  • Cost. As others and myself noted elsewhere in this forum, cost plays a major role for the acceptance and adaptation of any tool. As we know, cost is not just the price of the application, but also the time invested in getting to proficiency, dealing with work-arounds if the tool lacks the features needed, or if it is buggy. There is also an interesting phenomenon with price: If the tool is too inexpensive it tend to be dismissed by IT organizations. From this perspective Axure's price point makes it affordable to single practitioner and also makes it a palatable purchase for large teams.

  • Community and Customer support. Last but not least - The prototyping application and files become critical to our ability to deliver on time. As I wrote elsewhere, the confidence that Axure will respond to an urgent crisis is a major, major point of differentiation for me. I know that postings on this board or direct mail to Support will be addressed. I also learn all the time from reading the tips and techniques that other practitioners post regularly. In fairness to the developers of the new tools, they will have an opportunity to prove their commitment to the their customer base. Ultimately, the success of one tool over another can be often attributed to the strength of the community formed around it.
To be continued here.

This post was originally written as a response to another post in a thread on Axure's
discussion board.
---------------------------------
Disclaimer: I am not an employee of Axure nor am I compensated by the company in any way, shape or form. Rather, I have a vested interest in its continued development as an avid user of the application on a daily-basis. (Disclaimer text by Dingle)

High Fidelity and Low Fiedelity Prototyping


Magritte's painting "Ceci n'est pas une pipe" ("This is not a pipe") continues to be the source of delicious musings on art and semiotics almost a century after Magritte created the series of paintings called The Treachery of Images .


The point here is that the prototype is not the application, and keeping this in mind can guide the user interaction team in developing a prototype that is rich and effective, yet not so involved as to introduce complexities to the project.


We are witnessing a dramatic change in the landscape of prototyping tools available to practitioners, and with the tools, business acceptance of and demand for increased visualization of the proof of concepts before development begins.


Ideally, the prototyping process should be continuous and evolutionary, meaning that it is possible to increment the prototype file increasingly adding depth and specifications. So it is a matter of developing a prototyping process that is effective and appropriate to the point of project. Typically, low fidelity works well at the very early days of the design process:

  • Sketches on paper, cards, post-its, etc.
  • Sketches in Powerpoint, Visio, Illustratior, etc.

The purpose of these quick sketches is mostly to provide the designer with an initial handle of the concept, quickly experiment with approaches.


To be continued here.



* As a side note, a search for 'this is not a pipe' yields a result set that demonstrates some of the issues Walter Benjamin brought up in 'The Work of Art in the Age of Its Technological Reproducibility'. Which image is the pipe of 'This Is Not A Pipe'?


Lessons from History on Prototyping

A decade ago the discipline of UX did not exist. Not that we did not practice it, but terminology was still evolving, user centered design was in the horizon, and Donald Norman's 'The Design of Everyday Things' was becoming a hit among those of us who found themselves responsible for making software easier to use by introducing the wild concept of accounting for the users in the process.

It is true that personal computers haven't been around for long either, but as the use of computers spread worldwide, several generations of users suffer the consequences of a software with terrible user interfaces at all levels - from operating systems and up - software that was designed with little consideration for ease of use, accessibility and real productivity. This is a generalization which is unfair to those who did care about the user, the user interface and the outcome - the user experience, but the statement does apply in my opinion to the majority of software vendors.

This is not unlike the situation of physical architecture. Of the billions of private residents, public buildings and industrial structures, probably only a few ever benefited from the design of an architect. Not that the solutions were necessarily bad - in fact, many of the structures we see today evolved successfully over millennia. People build their own homes - individually or as a communal effort. Read Donald Harington's 'The Architecture of the Arkansas Ozarks' for a wonderful account of such evolutionary process.

In the classic text 'On the Art of Building in Ten Books', Leon Battista Alberti mentions that Julius Caesar "completely demolished a house on his estate in Nemi, because it did not totally meet with his approval." and continues to recommend "the time-honored custom, practiced by the best builders, of preparing not only drawings and sketches but also models of wood or any other material." (1).

Back in the Fifteenth century Alberti described an event that took place in the First century BC. Substitute 'building' with user interface, and the business value, best practice and positive impact on the end product are still the same. The amazing find here is the reference to a prototype, to a model, that builders and their clients used early on as means of communicating the desired end result.

Alberti writes further that "Having constructed those models, it will e possible to examine clearly and consider thoroughly relationship between the site and the surrounding district, the shape of the area, the number and order of parts of a building...It will also allow one to increase or decrease the size of those elements freely, to exchange them, and make new proposals and alterations until everything fits together well and meet with approval. Furthermore, it will provide a surer indication of the likely costs - which is not unimportant - by allowing one to calculate costs".

In another example of custom use of prototyping, Baxandall writes about the Fifteenth century painter Filippo Lippi, who in 1457 was commissioned to paint a triptych for Giovanni di Cosimo de' Medici, the Italian banker and patron of the arts (1). In a letter to Giovanni, Filippo writes "...And to keep you informed, I send a drawing of how the triptych is made of wood, and with its height and breadth..."

So we did not quite invent the prototyping wheel and I'd propose that instead of floating complex ROI equations and fancy technical terminology as means to convince our business partners that investment in interactive prototyping is worth while, we can reference back to the past and lessons learned from the art of building and of fine art.


To be continued here.

Best practice for shared Axure projects

While it is important to develop tool-agnostic practices, in reality we are always empowered and limited by our choice of tools. Although this post references Axure specific functionality it also includes general aspects, the first and most important of which is communications.
Regular and productive communications are the important contributer for successful team work, yet it is easier to say than practice. This is especially true with virtual teams of individuals who work remotely from their homes and on-site teams spread across several geographical locations. But all to often people who are only a few years apart fail to exchange meaningful information.
As much as possible it is important to allocate time for staff development to ensure that all team members posses a level of proficiency that would not only make them productive, but also avoid loss of work due to errors caused by an unknowledgeable team member messing up the shared file. As we know, such calamities tend to happen just before a major deadline.

  1. Team members should understand how to work with shared projects. All should be comfortable with the various options under the 'Share' menu and the difference between options such as 'Get all changes..." and "Get Changes...", for example.
  2. New team members should have an on-boarding deep dive session with a knowledgeable team member to cover the structure of the sites. In large, intense projects new members are often thrown in to the cold waters of a shared project file to sink or swim because the team is at the height of some crunch. disoriented and under pressure to get up to speed asap, the incoming member can be easily lost in the intricacies and work-arounds.
  3. All team member should participate in a weekly status meeting that covers the structure of the sitemap, variables (since those are global and limited) and other important changes. Use web sharing to view the file, make sure that members understands the composition structure of their colleagues.
  4. Despite looming deadlines...it is important to be careful and pay attention before checking in and out. A few seconds of concentration can save hours of lost work.
  5. Team members should avoid unsafe check outs -- checking out pages that are already checked out by another team member - this is critical.
  6. Before you begin work on a page, make sure to 'Get ALL changes from shared directory' - this will insure you have the latest copy.
  7. Update your file frequently by getting all changes.
  8. When done editing a page or master you checked out, check it in so that it will be available for other team members.
  9. Check out only what's needed for your design work, check in as soon as done and check out the next chunk you are going to work on: Avoid hogging files you are not working on but still checked out.
  10. If possible, structure the sitemap and masters in sections such that team members can work on chunks of the file in parallel. Agree on unique page and master IDs and a naming convention to help team members access the right files and communicate.
  11. Make sure to back up the shared file.


Note: Sections of this entry was first published on Axure's discussion board, but I had requests to post it here.

Disclaimer: I am not an employee of Axure nor am I compensated by the company in any way, shape or form. Rather, I have a vested interest in its continued development as an avid user of the application on a daily-basis. (Disclaimer text by 'dingle', a frequent contributer to the Axure discussion Board)

Tuesday, May 26, 2009

DATA.GOV

A recent editorial in the NYT informed me about the federal government's new resource - Data.gov. As noted in the editorial, the site is still new and does not provide yet any direct data visualization and manipulation widgets, although sometimes there are links to other sites where such widgets are available. Still, this “one-stop shop for free access to data generated across all federal agencies.” as Peter Orszag describes it, promises information architects and user experience designers an unparalleled opportunity to experiment and develop new paradigms of data visualizations. For the most part, access to very large sets of data is not readily available, or so easily found.
Below is the search result for the term 'flu.



The link to the CDC's library of widgets shows a surprising wealth of them readily available for consumption. Embeded in this post is the CDC's FluIQ widget, as a useful example...Check it out:





Saturday, May 23, 2009

On Monitizing

On May 21, 2009 I started a new blog dedicated to user experience prototyping. As part of the Settings flow, I decided that it will be interesting to witness the evolution in the context of ads that Google's AdSense feeds to the blog. Also, I am hoping to get really wealthy as visitors to my blog click away from it on their way to some other destination...

I was really shocked when I first tested the the results after posting my first post and my knee-jerk reaction was to stop showing the ads. The reason, as you may guess was that the ads were suitable more to, shell we say, interactions of the physical nature than to a site than to one dedicated user experience and interaction with software, an activity that typically does not involve body fluids,
I've reactivated a couple of days later and here is the result:As you can see, it is not likely to be of interest to my target audience. But perhaps I'm wrong, a topic for another entry. I am hoping to update this post over time, and am really curious about what is going to transpire.
Update on May 25th:
Still too soon for Google's bots to discover the great contribution of the blog to the practice of user experience design, because the automated ads are clearly not contextual to the site, which now has a couple of posts and some links to relevant content.

Update on May 28th
Already on the 26th there was a noticeable change in the quality of the ads Google generated and displayed on the site: There were all contextual to the blog's content. The illustration below is a comparison of ads One of the lessons of this experiment is the importance of conditioning a site to be as productive as possible from a search engine perspective.

I am not sure how many user experience practitioners are versed in the craft of website optimization and web analytics. In my experience, work on a commercial B to C project typically involves heightened awareness to analysis. It does appear that not enough information architects and user experience designers are considering analytics during the design process. Rather, analytics professionals handle optimization as a technical aspect of the site, and after the site has been redesigned and launched.

Avinash Kaushik's blog Occam's Razor provides important insights, many of which are really relevant from an interaction design perspective. Since the demands (or daemons?) for monetizing anything web are becoming a norm, it is important to consider the information architecture in a way the will be effective, providing value 'under the hood' avoiding transformation of the site or application into a 'Times Square'. Best practice approaches can be adopted from analytics and further developed for the purposes of improved user experience.


But back to the nature of the ads the appear by default on the side before Google and other search engine had time to index it's content.

As you can see in the capture above, Blogger (and I'm assuming other publishing tools) provide the ability to indicate to the bots that the site contains adult content. But despite the fact that from it's inception, my blog was set to 'No', the ads in the first few days assumed (cynically?) that it is, or, that visitors to the site will be interested.

Friday, January 9, 2009

Faceted Browsing and Taxonomy

This entry is a work in progress intended as a tentative study of current use of faceted (guided) navigation in e-commerce settings and how it exposes underlying taxonomy to the user. This blog entry is NOT a critique of the sites discussed here but rather an exploration of navigation paths, taxonomy facilitated browsing and assumptions made regarding the inherent use of underlying information architecture and its impact on clarity and usability (directly impacting conversion and retention rates).

1. Lowe's.com [Captured January 2009]
There are several ways to navigate the site by browsing. The left column provides groupings that parallel the top horizontal menu. In the left column the user see items grouped by Departments and below that, items grouped by Rooms. Departments maps to the store or correspond to a mental model a user might have of the store, and Rooms map to a home or correspond to a mental model the user might have of a home. Providing multiple browsing models is a nice feature because it supports self identification - the user benefits from a flexibility to be at their comfort level, not the site's.
One can assume that the user is more familiar with the concept of a home, so it is a pity that the navigation the user is more comfortable with is secondary to the one the store's model. On the other hand, some users may also be very familiar with the store model. For example - store clerks or customer service reps. (But in my experience the in-store terminals are generally not similar to a company's public e-commerce store). In any case, the site exposes and organizes the highest level of its taxonomy and access to its products in two ways, which increases the flexibility and and probability the user will select one path to work with and not abandon the site.
The number of items under the Rooms model is obviously much shorter than those under Departments and more over, the Laundry Room is one of the items listed right there on this first level. But, browsing top down path 1 (See image below) is the first the user will encounter, clicking the Appliance link under 'Departments'.
>>> Assumption: The user would know/guess that a dryer is an appliance.
Path 1:
L1.1 - Departments
L1.2 - Appliances (click to get to L2)



If the user is more inquisitive and visually scrolls down to the Rooms section, the obvious, explicit selection is right there. (See image
Path 2:
l1.3 - Rooms
l1.4 - Laundry Room (click to get to L2)



Both browse path involve 2 clicks, so no efficiency is gained in terms of physical effort.

Monday, January 5, 2009

Talking Taxonomy To Kids

Everyone knows that you need to use simple words when talking to little kids, so 'big' words like classification, clustering, facets and hierarchy (a distasteful term which even some grownups find difficult to spell) are out. So let's start with a tree. Imagine a tree. What's a tree really? You could say that a tree is like a 'parent', and it has 'children': A trunk that splits into several big branches that in turn split into smaller twigs that split into even smaller twigs where leaves sprout and fruit grow. If the child is really curious, you can talk about the parts of the tree that only moles could see if moles could see: The taproot which is the main root that grows vertically into the ground, the lateral roots that parallels the branches, the radicles which is just a word for small roots that parallel twigs, and the root hair zone which is like the leaves. But lets not make things complicated, because we are talking to a child who happens to speak English. We'd have to use words like stamm (trunk), zweig (branch) and zweig again for twig because it seems that the Germans don't have a special word for it, or at least that's what you get from online translators.

So. is taxonomy like a tree? wait, wait... because there is another way to describe a tree: The bole is the part of the tree between the ground and the first branch, the crown which is the part of the tree from the first branch to the top, and the top which is the highest part of the tree.

And...a tree is a plant and there are all kinds of trees and here are just a few: Redwood, Ash, Fir, Spruce, Sequoia. There are banana trees, apple trees, orange trees and how exactly is a Sequoia related to and Avocado tree? And even more: A collection of trees can form a forest, grove, garden, or park which by themselves are not just collections of trees but wider concepts. So of course, the development of a taxonomy involves research, and among other things, one can find that for many domains, especially in life sciences, law, government and many others, it is possible to start the process with an existing taxonomy, see for example the taxonomywarehouse.

It is clear that the scope of concepts in the world is endless due to the Human instinct to stereotype and classify, first explored by Aristotle, or at least - this is our first written record of an arrangement to classes, subclasses and so on, as means to understand our world. But if so, lets keep in mind that children must have an inherent understanding of classification, and by extenuation, of taxonomy. It is only a matter of vocabulary then.

Taxonomy is a communication device, a tricky one because it is important to make sure that the person that communicates the taxonomy and the audience for the taxonomy understand each other. So the first thing is to understand - who will be using your taxonomy and how.

When you talk to a child, you want to talk about the tree using words like brunch, twigs, leaves etc. and you don't want to discuss apical dominance, foliage and phloem because this is not the vocabulary of an eight years old. And since we clearly can apply elementary school education to user experience design, I would add that developing a taxonomy is art as much as it is science, and for that you can read more in Bowker and Star's great book 'Sorting Things Out'.

As a communication device, taxonomy's principal use is in navigation systems and facilitating good search results. But because a taxonomy maps to a known mental model shared by the user and the system, it is important that the appropriate taxonomy will be exposed to the user in navigation systems, drop-lists, and other actionable interface objects. Such a system allows the user to self-identify: I'm a kid, I'm a teacher or I'm a parent/guardian, and the system renders relevant taxonomies based on appropriate synonym mapping. The multidimensionality of relations within a taxonomic plane is supported by explicit content tagging as well as folksonomy - a taxonomy set by users, to provides the necessary flexibility.

Thursday, January 1, 2009

Towards A Unified UI Testing Model

This entry was inspired by a post by Avinash Kaushik 'Experiment or Die. Five Reasons And Awesome Testing Ideas'.

Although 'User' is the operative word in 'User Interface', it took several decades to get usability off the ground as a service companies are willing to pay for. It is true that some companies pioneered user centered design years ago, but I think it is safe to say that the 'main street' of companies involved in any substantial software project considered (and many still do) the user interface mere eye candy. But the evidence for an evolution is the accepted legitimacy of roles such information and user experience architects, usability engineers, interface designers and so on.

As a result of the higher awareness to the UI throughout a software's life cycle, testing the UI during development is now increasingly common as the tools needed to conduct reasonable testing are more affordable, and testing goals are more practical. Consumer facing interface re/design projects are increasingly adding usability testing as part of the pre-launch process and there is certainly a shift from pseudo-scientific testing of eye-movement tracking or user response time to on-screen events, to measures of task flow efficiency and task completion success.

Usability testing software such as Morae and UserVue substantially reduce the expense and limitations of UI testing that were common just a few years ago when usability labs had to be be rented by the hour, and were extremely expensive. In early 2006 I was handed sixteen audio-cassettes of ninety minutes each after finishing a couple of days in a usability lab. The client spent over $10K for the testing and yet the budget did not allow for video taping and there was no time nor budget allocation to go over the audio tapes after the sessions. While we learned a lot form the sessions, and $10K were a drop in the bucket for a multi-million dollar project, the singularity of such an exercise turned it into an expensive line item that was difficult to sell to many clients, whose budget for UI work was limited to begin with.
The truth is that the technology was just not there in terms of computing powers for real time audio and video capture possible now, and best practices were thin, since performing lab tests was a rare occasion for most practitioners. But the big drawback, in my mind, involved limited demographic and geographic distribution of the test participant due to their need to be in a relative close proximity to the testing facility. Today, with web based testing, we re no longer limited to a physical location and are able to sample a spread that is an accurate reflection of an application's user audience. Methodologies and best practices for UI testing are evolving rapidly, and acceptance of this effort is so high such that it is no longer questioned, as long as the cost is reasonable. UI testing prior to (and maybe during) development makes all the sense.

What I often find is a reality in which organizations contract UI design services - especially interaction design and information architects. As a result, navigation systems, page layouts and behavior patterns of landing pages are set during the concept development phase. Companies will pay for some iterations of user validations, but there is always a real budget pressure to release asap and cut costs. I have yet to see a project plan that seriously accounts for sufficient exploration and testing, and have to fight for it time and again. It is not that clients don’t see the value, but they don’t want to pay unless the concept is seriously off target.

To be realistic and practical - It takes significant time and labor (=$$$) to determine and preserve patterns of consistent interaction and visual design approach and the variations possible. The efforts can be significantly bigger when you are dealing with a multi-national presence where one needs to account for many stakeholders as well as contrasting cultural sensibilities. It is very rare to have such luxury and moreover, critics may argue that the best evolution of the redesigned UI will take place in deployment, not in the 'lab'.
And so, in many cases, the UI design consulting firm leaves around deployment time after handoff to the internal development team and this is where the brand new UI begins to fall apart - there is no one internally with the skill-set, time, budget to take charge of testing the evolving interface as it is being readied for deployment. I doubt that The style guides and UI specs are used much; the cynical phrase 'No one reads' is no far off reality partially because specs are difficult to produce and hard to consume. But that is another story.

As it turns out the UI often gets tested again once in production. This is especially true for commercial B2B and B2C RIAs. However, this round of testing and decisions about modifications to the UI are often done outside of the context of usability, often, without the involvement of the UI team that architected it (due to the fact that often, the consultants who were hired to develop the applications UI are not retained after the launch. In fact - the people who do this round of testing often know very little about UI practice OR even look at the UI they test and attempt to improve.

Usability testing:
  • The testing is performed by usability professionals, part of a concentrated, focused UI effort.
  • The testing is typically qualitative because the sample of participants is relatively small.
  • The testing is typically done on low fidelity clickable prototype, a semi-functional POC, or for redesign purposes on the deployed software.
  • The testing validates the design concept and triggers stakeholders' sign-off, or guides improvements to the existing or redesigned software.
Web Analytics Conversion testing:
  • The testing is performed by web analytics professionals and the effort is typically not related to a UI effort: The testing is not really focused on the user interface from a usability perspective, but from an optimization perspective.
  • The testing is quantitative, based on actual web analytics data derived from deployment usage.
  • The tested user interface is the production UI.
Analytics testing takes time - time to plan the testing strategy, prepare it, but most of all, time to execute and wait to see if trends are changing. We can not assume that the change will take place overnight. Is there a way to attribute time factor to the success or failure of a tested approach? Was it a single element that has contributed to the change, or is it the combination? or is it the latent impact of the brand, of market drivers, reduction of costs and so on.
During development, usability testing is iterative, fast and qualitative. Often this is where testing ends for many organizations, they stop using the consultants and move to analytics testing that is performed by web analytics consultant, or, it is likely that they will have someone in house. Analytics testing is on-going, quantitative, and can be like stabbing in the dark - trying to figure Why without tying it to usability.

Clearly a gap in the interaction design discourse when it comes to web analytics (and testing for optimization). Analytics is regarded as a ‘post’ event, not as something you can be proactive about during the design process. What I hope to see is more dialog between the user experience community and the web analytics community around practical ways to integrate testing and develop a full life cycle approach that combines usability and analytic s considerations throughout. More to come.