—Bruce "Tog" Tognazzini, Principal, Nielsen/Norman Group This is a detailed, step-by-step guide to user requirements gathering, one of the most critical, yet often overlooked stages in p
Trang 2Critical acclaim for
Understanding Your Users
A Practical Guide to User Requirements Methods, Tools, and Techniques
I wish I'd had this book ten years ago; it would have saved me an awful lot of time It's the kind of eminently practical guide that I really appreciate, and the case studies are excellent I highly recommend it!
—Steve Krug, author of Don't Make Me Think!
A Common Sense Approach to Web Usability
Courage and Baxter propel the reader to the beating heart of user-centered design with this comprehensive and practical compendium of process, methodology, and cutting-edge thinking The techniques they explain so clearly in this detailed and thorough book provide the power to expose the common myth, opinion, and misunderstanding, and reveal the authentic nature of the true engine of wealth in the information age: your users; the people who use your digital systems.
—Alan Cooper, Founder & Chairman of the Board, Cooper
Here's a book that could easily become your best friend, whether you're just starting out or are a seasoned professional.
Courage and Baxter cover it all, from hard science to ethics to the finest practical details.
You'll find a wealth of case studies and instantly accessible answers to sudden questions—
"My test subject just refused to be video taped What do I do?" —along with many valuable
techniques that will be new even to seasoned interaction designers and usability professionals, techniques that I began applying immediately in my own work.
—Bruce "Tog" Tognazzini, Principal, Nielsen/Norman Group
This is a detailed, step-by-step guide to user requirements gathering, one of the most critical, yet often overlooked stages in product development research Courage and Baxter effectively draw on real-world experience as well as tried-and-true methods.
—Christian Rohrer, Director, User Experience Research, Yahoo!
Trang 3Modestly presented as a "how to" book, this work is much more It helps to consolidate the new field of interaction design by focusing on a common-sense approach to user research This is an immensely practical book with enduring value for the interaction designer and the usability professional.With detailed discussions of seven key methods of study, clear examples, well-chosen supporting case studies, and an assessment of the proper use of each method, Courage and Baxter have provided an intelligent pathway for those new to the field and a
reference work for experienced professionals The added benefit—in effect, illustrating the very philosophy of user-centered design that they advance—is the way the authors have placed
usability study in a wider context of what comes before and after one studies users This is a thoroughly accessible and usable book It may well become a classic of the field.
—Richard Buchanan, Ph.D., Professor, Carnegie Mellon
University and President, Design Research Society
Effectively gathering and applying user requirements is one of the most critical areas of focus
in today's companies This invaluable resource provides comprehensive and practical
guidance on a variety of methods—including strategies, tactics, tips, and templates—
enabling readers to more efficiently apply techniques in their own organizations.
—Janice Rohn, Vice President, User Experience, World Savings Bank
In Understanding Your Users, Catherine and Kathy give usability practitioners a thorough and practical handbook for conducting user research They provide details necessary for planning, preparing, conducting, analyzing, and presenting the research for a variety of techniques Their insights and advice on what to do when something unexpected occurs will
be particularly invaluable for those just starting out their careers in user research or those interested in trying out an unfamiliar user research technique
Peppered with checklists, case studies, and practical advice offered in this book, you will immediately increase your ability to conduct user research that yields quality and reliable results.
—Pawan Vora, Principal, Inov Information Designs
Trang 4UNDERSTANDING YOUR USERS
A Practical Guide to User Requirements Methods, Tools, and
Techniques
Trang 5The Morgan Kaufmann Series in Interactive Technologies
Series Editors: Stuart Card, PARC; Jonathan Grudin, Microsoft; Jakob Nielsen, Nielsen Norman Group
Understanding Your Users: A Practical Guide to User
Requirements Methods, Tools, and Techniques
Catherine Courage and Kathy Baxter
The Web Application Design Handbook: Best
Practices for Web-Based Software
Susan Fowler and Victor Stanwick
The Mobile Connection: The Cell Phone’s Impact on
Interaction Design for Complex Problem Solving:
Developing Useful and Usable Software
Edited by John M Carroll
Web Bloopers: 60 Common Web Design Mistakes,
and How to Avoid Them
Jeff Johnson
Observing the User Experience: A Practitioner’s Guide
to User Research
Mike Kuniavsky
Paper Prototyping: The Fast and Easy Way to Design
and Refine User Interfaces
Carolyn Snyder
Persuasive Technology: Using Computers to Change
What We Think and Do
B J Fogg
Coordinating User Interfaces for Consistency
Edited by Jakob Nielsen
Usability Engineering: Scenario-Based Development of Human-Computer Interaction
Mary Beth Rosson and John M Carroll
Your Wish is My Command: Programming by Example
Edited by Henry Lieberman
GUI Bloopers: Don’ts and Dos for Software Developers and Web Designers
Edited by Allison Druin and James Hendler
Information Appliances and Beyond: Interaction Design for Consumer Products
Edited by Eric Bergman
Readings in Information Visualization: Using Vision
to Think
Written and edited by Stuart K Card, Jock D.Mackinlay, and Ben Shneiderman
The Design of Children's Technology
Edited by Allison Druin
Web Site Usability: A Designer’s Guide
Jared M Spool, Tara Scanlon, Will Schroeder,Carolyn Snyder, and Terri DeAngelo
The Usability Engineering Lifecycle: A Practitioner's Handbook for User Interface Design
Deborah J Mayhew
Contextual Design: Defining Customer-Centered Systems
Hugh Beyer and Karen Holtzblatt
Human-Computer Interface Design: Success Stories, Emerging Methods, and Real World Context
Edited by Marianne Rudisill, Clayton Lewis, Peter
P Polson, and Timothy D McKay
Trang 6Catherine Courage and Kathy Baxter
AMSTERDAM • BOSTON • HEIDELBERG • LONDON NEW YORK • OXFORD • PARIS • SAN DIEGO SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Morgan Kaufmann Publishers is an imprint of Elsevier
Trang 7Publishing Director Diane D Cerra
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No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means— electronic, mechanical, photocopying, scanning, or otherwise—without prior written permission of the publisher.
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Library of Congress Cataloging-in-Publication Data
Trang 8Principles of User-centered Design 4 Incorporating User-centered Design Principles into the Product Lifecycle 6
A Variety of Requirements 8
The Product Team’s Perspective 9 User Requirements 13
Trang 9Getting Stakeholder Buy-in for Your Activity 14
Arguments and Counter Arguments 15 Preventing Resistance 18
The Methods 21
2 BEFORE YOU CHOOSE AN ACTIVITY: LEARNING
ABOUT YOUR PRODUCT AND USERS 28
Introduction 29 Learn About Your Product 29 Learn About Your Users 41
Step 1: User Profile 43 Step 2: Personas 47 Step 3: Scenarios 52
Pulling It All Together 59 Case Study A: Competitive Intelligence: Mining Design Concepts from Business School
Libraries 59 Case Study B: Personas: A Case Study by Microsoft Corporation 75
Introduction 95 Ethical Considerations 95
The Right To Be Informed 97 Permission to Record 99
Trang 10Create a Comfortable Experience 99 Appropriate Language 99
Anonymity 100 The Right To Withdraw 100 Appropriate Incentives 100 Valid and Reliable Data 101 Acknowledge Your True Capabilities 101 Data Retention and Documentation 102 Debrief 102
Legal Considerations 103 Pulling It All Together 104
4 SETTING UP FACILITIES FOR YOUR USER
REQUIREMENTS ACTIVITY 106
Introduction 107 Using Your Company’s Existing Facilities 108 Renting a Marketing or Hotel Facility 110 Building a Permanent Facility 111
Components of a Devoted User Requirements Facility 112
Lab Layout 123
Digital versus Analog Labs 126
Analog Recording 127 Digital Recording 128
Pulling It All Together 129
ix
Trang 11Case Study: Designing an Innovative Cost-effective Usability Lab 129
PART 2 GET UP AND RUNNING 143
5 PREPARING FOR YOUR USER REQUIREMENTS
ACTIVITY 144
Introduction 145 Creating a Proposal 146
Why Create a Proposal? 146 Sections of the Proposal 147 Sample Proposal 149
Creating a Recruitment Advertisement 169 Sample Posting 172
Recruitment Methods 173 Preventing No-shows 182 Recruiting International Participants 184 Recruiting Special Populations 186
Trang 12Tracking Participants 188
Tax Implications 188 The Professional Participant 189 Create a Watch List 190
Creating a Protocol 191 Piloting Your Activity 193 Pulling It All Together 196 Case Study: Cultural Differences Affecting User Research Methods in China 196
Introduction 209 Welcoming Your Participants 209 Dealing with Late and Absent Participants 211
The Late Participant 211 You Can’t Wait Any Longer 212 Including a Late Participant 214 The No-show 215
Warm-up Exercises 215 Inviting Observers 216 Introducing Your Think-aloud Protocol 218 Moderating Your Activity 220
Recording and Note-taking 226
xi
Trang 13Dealing with Awkward Situations 230
Participant Issues 232 Product Team/Observer Issues 241
Pulling It All Together 244
PART 3 THE METHODS 245
7 INTERVIEWS 246
Introduction 247 When Should You Conduct Interviews? 248 Things To Be Aware of When Conducting Interviews 250
Outcomes Analysis 252
Preparing to Conduct an Interview 256
Identify the Objectives of the Study 258 Select the Type of Interview 258
Decide Now How You Will Analyze the Data 262 Write the Questions 262
Test Your Questions 270 Players in Your Activity 270 Inviting Observers 273 Activity Materials 274
Conducting an Interview 274
The Five Phases of an Interview 275 Your Role as the Interviewer 277 Monitoring the Relationship with the Interviewee 290
Trang 14Data Analysis and Interpretation 293
Categorizing 294 Affinity Diagram 294 Qualitative Analysis Tools 294
Communicate the Findings 295 Lessons Learned 297
Pulling It All Together 298 Case Study: Preparing and Conducting On-site Interviews 299
Introduction 313 When Should You Use a Survey? 314 Things To Be Aware of When Using a Survey 315 Creating and Distributing Your Survey 316
Preparation Timeline 317 Identify the Objectives of Your Study 319 Players in Your Activity 319
Compose Your Questions 320 Determine Now How You Will Analyze Your Data 333 Building the Survey 335
Considerations When Choosing a Survey Distribution Method 338
Distributing Your Survey via the Web, E-mail, or Paper 343
Test Your Survey 346
xiii
Trang 15Data Analysis and Interpretation 348
Initial Assessment 348 Types of Calculation 349
Communicate the Findings 357 Lessons Learned 358
Pulling It All Together 359 Case Study: Using Online Surveys to Quantify Usability Issues 359
Introduction 371 When Should You Conduct a Wants and Needs Analysis? 372
Things To Be Aware of When Conducting a Wants and Needs Analysis 372
Preparing for a Wants and Needs Analysis 374
Preparation Timeline 375 Identify the Brainstorming Question 376 Players in Your Activity 378
Inviting Observers 380 Activity Materials 381
Conducting a Wants and Needs Analysis 381
Welcome the Participants 382 Introduce the Activity and Brainstorming Rules 382 Have a Practice Exercise 384
Trang 16The Brainstorming 385 Prioritization 387
Data Analysis and Interpretation 392
Create Identifiers for Each Booklet 393 Sort Based on Verbatim Content 393 Combine Groups 394
Remove Duplicates from Each Pile 395 Determine the Percentage of Respondents Per Group 396
Combine Data from Multiple Sessions 396 Interpreting the Data 398
Communicate the Findings 399 Modifications 401
Lessons Learned 407 Pulling It All Together 408 Case Study: Understanding Users’ Healthcare Wants and Needs 409
Introduction 415 When Should You Conduct a Card Sort? 416 Things To Be Aware of When Conducting a Card Sort 417
Group or Individual Card Sort? 417
xv
Trang 17Preparing to Conduct a Card Sort 418
Preparation Timeline 419 Identify Objects and Definitions for Sorting 420 Activity Materials 422
Additional Data Collected in a Card Sort 424 Players in Your Activity 426
Inviting Observers 427
Conducting a Card Sort 428
Activity Timeline 428 Welcome the Participants 429 Practice 429
Card Review and Sorting 430 Labeling Groups 432
Data Analysis and Interpretation 432
Analysis with a Card Sorting Program 437 Analysis with a Statistics Package 437 Analysis with a Spreadsheet Package 438 Data that Computer Programs Cannot Handle 438 Interpreting the Results 439
Communicate the Findings 442 Modifications 443
Lessons Learned 447 Pulling It All Together 447 Case Study: How Card Sorting Changed a Website Team’s View of How the Site Should Be
Organized 447
Trang 1811 GROUP TASK ANALYSIS 458
Introduction 459 Background to Task Analysis 460 Overview of Group Task Analysis 462
When to Use a Group Task Analysis 463 Benefits of the Group Approach 466 Things To Be Aware of When Conducting a GTA 467 Types of Data You Can Collect 469
Preparing to Conduct a Group Task Analysis 472
Preparation Timeline 473 Determine the Task of Interest 475 Identify the Task Steps 475
Players Involved in the Activity 477 Inviting Observers 479
Activity Materials 480
Conducting a Group Task Analysis 482
Activity Timeline 482 Welcome the Participants 483 Train the Participants 484 Moderate the Group 489 Review the Task 493 Debrief 495
Data Analysis and Interpretation 495
Recreate the Flow within 24 Hours 495 Deal with Multiple Flows 497
Analyze the Data 498
xvii
Trang 19Communicate the Findings 501 Modifications 503
Lessons Learned 505 Pulling It All Together 507 Case Study: Capturing Task Information on How People Prepare For and Conduct Online Meetings 507
Introduction 515 When Should You Use a Focus Group? 516 Things To Be Aware of When Conducting a Focus Group 518
Preparing to Conduct a Focus Group 521
Preparation Timeline 522 Identify the Questions You Wish to Answer 523 Players in Your Activity 527
Inviting Observers 533 Activity Materials 533
Conducting a Focus Group 535
Activity Timeline 535 Welcome the Participants 535 Introduce the Activity and Discussion Rule 536 The Focus Group Discussion 536
Trang 20Data Analysis and Interpretation 538
Debrief 538 Analyzing Quantitative Data 538 Analyzing Qualitative Data 539
Communicate the Findings 540 Modifications 542
Lessons Learned 546 Pulling It All Together 550 Case Study: Engineering Collaborative Tools: a Different Use 551
Introduction 563 When Should You Conduct Field Studies? 564 Things To Be Aware of When Conducting Field Research 566
Field Study Methods to Choose From 569
Observation Only 573 Interacting with the User 579 Method Supplements 587
Preparing for a Field Study 591
Identify the Type of Study to Conduct 592 Players in Your Activity 593
Train the Players 598
Trang 21Develop your Protocol 599 Schedule the Visits 600 Activity Materials 603 Summary 607
Conducting a Field Study 608
Get Organized 609 Meet the Participant 609 Begin Data Collection 611 Wrap-up 612
Organize Your Data 612 Summary 615
Data Analysis and Interpretation 615
Debrief 617 Affinity Diagram 617 Analyzing Deep Hanging-Out Data 617 Analyzing Contextual Inquiry/Design Data 618 Analyzing Data from Discount User Observations 619 Qualitative Analysis Tools 621
Communicate the Findings 621 Lessons Learned 623
Pulling It All Together 625 Case Study: Understanding the Staples Delivery Experience 625
Trang 22PART 4 WRAPPING UP 635
Introduction 637 Prioritization of Findings 638
First Prioritization: Usability Perspective 639 Second Prioritization: Merging Usability and Product Development Priorities 641
Presenting your Findings 644
Why the Verbal Presentation is Essential 646 Presentation Attendees 647
Ingredients of a Successful Presentation 648
Reporting Your Findings 652
Report Format 652 The Complete Report 654 The Recommendations Report 658 The Executive Summary Report 659 Report Supplements 659
Ensuring the Incorporation of Your Findings 660
Stakeholder Involvement 661
Be a Virtual Member of the Team 662 Obtain a Status for Each Recommendation 663 Ensure the Product Team Documents Your Findings 663
Keep a Scorecard 664
Pulling It All Together 666
xxi
Trang 23Case Study: Calico Configuration Modeling Workbench 666
PART 5 APPENDICES 677
A Learn About Usability 678
B Vendors that Offer Training in Usability Activities 688
C Vendors that Consult on Usability Lab Design, Sell or Rent Lab Equipment, or Build Labs 694
D Vendors that Recruit Participants, Conduct Usability Activities for You, and/or Rent Facilities to You 698
E Requirements for Creating a Participant Recruitment Database 704
Figure and Table Credits 779 About the Authors 781
Trang 24PREFACE
How to use this book
Usability refers to the effectiveness, efficiency, and satisfaction with which users can
achieve tasks when using a product A usable product is easy to learn and
remem-ber; is efficient, visually pleasing, and pleasant to use; and enables users to quickly
recover from errors and accomplish their tasks with ease In order to make a product
usable, those involved in product development must employ usability methods to
ensure optimal usability User requirements methodologies are methods that can
be used in the early stages of product development to help fulfill this goal
This book is designed to be an easy-to-read “how-to” guide on user requirements
gathering methods in the real world It teaches seven distinct user requirements
gathering methods and also covers pre- and post-method considerations, such as
recruiting, facilitating group activities, negotiating with product developments
teams/customers, and getting your results incorporated into the product To help
illustrate the material and methods presented in this book, we refer to a fictitious
travel website called “TravelSmart.com” throughout the book In addition, we have
included real-world case studies to show how these methods have been applied in
industry
This book has five main parts
Part 1: What You Need to Know Before Choosing an Activity
Often people are not aware of all the factors they should consider before
choosing a requirements activity Chapters 1 through 4 will introduce you to user
Trang 25requirements and the factors you need to consider They cover such critical topics as:
■ The difference between user requirements and other types of requirements
■ Getting buy-in from the product team to conduct user requirements activities
■ Product/domain research
■ Learning who your end user really is, including creating personas and scenarios
■ Legal and ethical issues
■ Creating an environment to conduct user requirements activities
Part 2: Get Up and Running
Once you have decided to conduct a user requirements activity, the preparationprocess begins Much of the preparation that must be done is the same regardless
of the activity that you will conduct Chapters 5 and 6 focus on this groundwork sothat you are fully prepared to execute your activity This work includes:
■ Creating a proposal and protocol for your activity
■ Recruiting
■ Piloting
■ Welcoming the participants
■ Moderating the activity
Part 3: The Methods
Chapters 7 through 13 focus on user requirements gathering techniques Eachchapter focuses on a different method and variations on that method For each ofthese methods, you will learn step by step how to prepare for the activity, conductthe activity, and analyze the data Materials, templates, and checklists are provided
to get you using the techniques in no time! Lessons learned and methodmodifications are discussed as well so that you can adapt a method to suit your needsand avoid making costly mistakes The methods covered are:
■ Interviews
■ Surveys
Trang 26■ Want and needs analysis
■ Card sorting
■ Group task analysis
■ Focus groups
■ Field studies
In addition, usability experts have been recruited to provide real-world case studies
which are presented at the end of each chapter, to show the method in action
Part 4: Wrapping Up
Once you have conducted an activity and analyzed the data, your job is not done
You must communicate your results clearly to your product team/customer or else
the data are worthless In Chapter 14, we discuss how to effectively report and
present your results to ensure that they are incorporated into the product
Part 5: Appendices
We also include appendices with additional information that will be of great value
as you begin your user requirements methods The appendices are:
■ Resources for learning about usability (Appendix A)
■ A list of helpful usability training sources for those new to user requirements(Appendix B)
■ A list of resources to help you create a facility for conducting user requirementsactivities (Appendix C)
■ A list of resources that can recruit participants, conduct user requirements sions, and/or rent facilities to you (Appendix D)
ses-■ Requirements for creating a participant recruiting database (Appendix E)
■ Affinity diagramming discussion (Appendix F)
■ An overview of qualitative data analysis tools (Appendix G)
■ A report template for your findings (Appendix H)
■ Glossary of terms (Appendix I)
■ A bibliography of references (Appendix J)
xxv
Trang 27we step you through every aspect of the activity, from preparation to presentation
of the results
We have also included an appendix entitled Learn about Usability, which can provide
you with valuable resources and references as someone new to the field
Usability professional
If you are a seasoned usability professional, this book can provide you with someadditional user requirements activities that you may not be familiar with Usabilityprofessionals are always looking to add new methods to their toolbox In addition,this book can act as a reference guide for some of those methods you may not haveconducted in a while, or you may see some modifications of a method you had neverthought of Finally, we have packed the book with research to demonstrate short-comings and strengths of the different methods, as well as case studies so you cansee how your peers are executing these methods
Usability promoter
Many of us within product development organizations are faced with the task ofpromoting the importance of usability and user requirements gathering This bookwill help provide you with some ammunition The real-world case studies locatedwithin the chapters demonstrate how these methods have been used successfullywithin companies to improve their products
Trang 28xxvii
We never could have imagined the number of hours that this book would require
and it could not have been completed without the support of countless individuals
Joe Dumas’s untiring encouragement and expertise as both a reviewer and colleague
cannot be measured We owe him an immense debt of gratitude Howard Tamler,
Jon Meads, and Robin Kinkead were pivotal as reviewers and we thank them for
all of their time and insightful feedback We would also like to thank Stephanie
Rosenbaum, Ross Teague, and Bonnie Nardi for their reviews of selected chapters
A tremendous thank you is due to each of our case study contributors for sharing
their unique and compelling user requirements stories Their experiences are
won-derful additions to the book And of course, we cannot forget Dan Rosenberg,
Oracle’s VP of the Usability and Interface Design Group He provided us with the
time, resources, and words of encouragement to make this book possible We
would also like to thank our wonderful colleagues, friends, and management at
Oracle and eBay for their support, ideas, and flexibility In particular, we would
like to thank Michelle Bacigalupi for her feedback and encouragement and Uday
Gajendar for his superb original cover design We would also like to extend our
thanks to Diane Cerra for motivating us to write this book, and everyone at Morgan
Kaufmann for their assistance throughout this process On a personal note, we
would like to individually acknowledge friends and family
Trang 29Kathy: I spent nearly every weekend and many a vacation writing while my husband,
Joe Balderrama, remained patient and supportive He did whatever it took to give
me the time, energy, and love to make the book happen I must also thank mymother, Karen Fulton, who has always been the single greatest cheerleader myentire life Her strength set the example that I have lived my life by Finally, I mustthank my dear friends, family, and co-workers for listening, supporting, and encour-aging me along the way
Catherine: I would like to say thank you to all my friends and family who motivated,
and inspired me throughout this process A special thank you to my husband, Ian,for being my greatest enthusiast and for making me smile, and to my parents, Maryand George, for encouraging me in all my endeavors
Trang 30PART
Trang 31INTRODUCTION USER-CENTERED DESIGN
Principles of User-centered DesignIncorporating User-centered Design Principles into the Product Lifecycle
A VARIETY OF REQUIREMENTS
The Product Team’s PerspectiveUser Requirements
GETTING STAKEHOLDER BUY-IN FOR YOUR ACTIVITY
Arguments and Counter ArgumentsPreventing Resistance
THE METHODS
Trang 32Introduction• User-centered Design 3
INTRODUCTION TO USER
REQUIREMENTS
Introduction
User requirementsrefers to the features/attributes your product should have or how
it should perform from the users’ perspective User-centered designis a discipline
for collecting and analyzing these requirements This chapter introduces the basic
concepts behind user requirements and the processes involved in capturing them
We discuss what user-centered design is, the different requirements stakeholders
collect during product development, and how to get buy-in for your user
require-ments activities The chapter also provides an overview of the methods presented in
User-centered design (UCD) is a product development approach that focuses on the
end users of a product The philosophy is that the product should suit the user,
rather than making the user suit the product This is accomplished by employing
Trang 33techniques, processes, and methods throughout the product lifecycle that focus onthe user If you are new to usabilityyou should refer to Appendices A (page 678)and B (page 688)at the end of this book to learn about usability resources and classesthat can help bring you up to speed.
Principles of User-centered Design
There are three key principles of UCD (Gould & Lewis 1985):
An Early Focus on Users and Tasks
The first principle focuses on the systematic and structured collection of users’requirements That is the focus of this book We will teach you how to effectivelycollect users’ requirements using a variety of methods
To maximize the usability of a product, the user should be involved from theproduct’s inception The earlier the user is involved, the less repair work needs to
be done at the final stages of the lifecycle (e.g., after a usability test) The UCDprocess should begin with user requirements gathering By collecting user require-ments, you can gain an understanding of such things as what your users really wantand need, how they currently work or how they would like to work, and their mental modelsor mental representations of their domain This information is invaluablewhen creating a superior product
Empirical Measurement of Product Usage
The focus here is on ease of learning and effective, error-free use This can beassessed early in the lifecycle via usability testing of prototypes Metrics such
as errors, assists, and task completion rates gauge this In a usability test, users aregiven a prototype or the final product and asked to complete a series of typical tasksusing the product This activity allows you to identify usability issues with yourproduct Then changes are made to improve the product before its release
Trang 34SUGGESTED RESOURCES FOR ADDITIONAL READING
This book does not dive into the detailed process of usability testing, but there areplenty of great books that do These include:
• Barnum, C M (2002) Usability Testing and Research New York: Longman.
• Dumas, J S & Redish, J C (1999) A Practical Guide to Usability Testing, 2nd
ed Exeter, UK: Intellect Books
• Nielsen, J (1994) Usability Engineering San Francisco, CA: Morgan Kaufmann.
• Rubin, J (1994) Handbook of Usability Testing New York: John Wiley & Sons.
User-centered Design• Principles of User-centered Design 5
What the user actually wanted What development built
What got designed
What went into the requirements What marketing heard
What the user described
Image based on cartoon #5 at http://www.usability.
uk.com/
Iterative Design
The final principle recommends that requirements are collected and the product is
designed, modified, and tested repeatedly You do not go through the development
cycle once; you continue to iterate and fine-tune with each cycle until you get it right
No one gets all the information the first time, no matter how expertly you execute
each usability activity
Trang 35Incorporating User-centered Design Principles into the Product Lifecycle
Figure 1.1 illustrates the ideal product lifecycle with these UCD processes rated The key elements of “an early focus on users,” “empirical measurement ofusage,” and “iterative design” are all incorporated Stage 1, the “Concept” phase,encompasses the “early focus on the user.” The “Design” phase (stage 2) ideallyincorporates the “early focus on the user” and “empirical measurement” principles
incorpo-of UCD The “Develop” and “Release” phases (stages 3 and 4) tend to focus on the
“empirical measurement” principle of UCD Sample activities in each phase are cussed in this section
Trang 36■ Developing usability goals and objectives
■ Creating user profiles and personas
■ Executing user requirements activities, such as interviews, field studies, taskanalysis, etc
Stage 2: Design
At this stage, you begin using the information collected in stage 1 to create iterative
designs Some usability activities include:
■ User walkthroughs of low-fidelity prototypes (e.g., paper)
■ Preparation, planning and execution of pre-product release heuristicevaluations
■ Preparation, planning and execution of pre-product release usability testing
Stage 4: Release
The last stage is when your product is released to the public or customer, or within
your organization This stage often blends both user requirements activities with
empirical measurement In software environments, formal usability tests are
typi-cally executed on the live code In addition, requirements collection for the next
product release often begins at stage 4, to gauge users’ feedback on the product that
has been released in the real world Some stage 4 activities include:
■ Usability testing
■ Surveys or interviews to gain feedback on released code
■ Site visits to see the product being used in its environment
The third principle of UCD – “iterative design” – is employed throughout the entire
cycle, as well as within each stage of the process For example, you may do a wants
User-centered Design• Incorporating User-centered Design Principles into the Product Lifecycle 7
Trang 37and needs (W&N) session in the concept phase This activity will begin your userrequirements collection, but may open up new questions so you may run a follow-
up activity such as a group task analysis (GTA) You will then use the results of theanalysis to go back and revise and refine or iterate your user requirements docu-ment based on your new data
SUGGESTED RESOURCES FOR ADDITIONAL READING
If your company has not adopted a user-centered design process within its productlifecycle, you have a larger issue on your hands Conducting a few user require-ments activities will not lead to a cure You will need to employ a change man-agement strategy in order to affect the organization structure, processes, andculture of your company This is no small task There are a variety of books andpapers that we can recommend if you fall into this category These include:
• Bias, R G & Mayhew, D J (eds) (1994) Cost-justifying Usability San Francisco:
Morgan Kaufmann
• Bloomer, S & Croft, R (1997) Pitching Usability to your Organization,
Interactions 4(6), Nov./Dec., 18–26.
• Kotter, J (1996) Leading Change Boston: Harvard Business Press.
• Rohn, J & Braun, S (1993) Structuring Usability within Organizations Presented at the Usability Professionals’ Association Conference, Redmond, WA,21–23 July
• Sato, S & Panton, A (2003) Using a Change-Management Approach to PromoteCustomer-centered Design Presented at the Designing for User Experiences Conference, San Francisco, 5–7 June
• Schaffer, E (2004) Institutionalization of Usability: A Step-by-Step Guide New
York: Addison-Wesley
A Variety of Requirements
Thanks to market pressure and a growing awareness of usability, many productteams now realize the importance of understanding their users and the conse-quences that result when users are unable to utilize products with maximum ease
As a result of this awareness, many companies have incorporated some of the UCD
Trang 38process into their product lifecycles For many companies, usability begins and ends
with the usability test
There is a clear difference between usability testing and user requirements
gather-ing Usability testing determines whether a given solution is usable Requirements
gathering provides insight into the many possible solutions and allows a person to
select and investigate the best solution from the users’ perspective The difference
between a good designer and the outstanding designer is the latter’s vision of
solu-tions Without requirements gathering, your vision is seriously limited
Although usability testing is a critical part of an effective user-centered lifecycle, it
is only one component of the UCD This book is focused on the requirements
gath-ering stage, which often receives less attention than usability testing, but is equally
important By requirements, we mean the features/attributes the product should
have or how it should perform Requirements can come from a variety of sources
– marketing, product development, end users, purchasing decision-makers, etc All
sources have valid requirements and they must be taken into consideration by the
product team For example, if you are building a website for booking travel, some
user requirements might include:
■ All pages must download in 5 seconds or faster
■ Users must register with the site before making purchases
■ The site must be available in English, Spanish, and French
■ The site should appeal to all demographics of users
■ Users should not require training
We next describe the different types of requirements you may encounter By
under-standing a product’s “competing” requirements, you can better position the user
requirements for inclusion in the product
The Product Team’s Perspective
The requirements gathering phase is the period when the product team must do its
initial research in order to determine the direction of the product They must collect
requirements from a variety of sources (e.g., sales, marketing, managers in your
company, customers, end users) and use this information to determine what
A Variety of Requirements• The Product Team’s Perspective 9
Trang 39functionality will be included in the product, the technology that will be used, thetask flows they will model, etc This stage is critical in creating a basis for the design.Poor requirements collection will impact the remaining stages of the product life-cycle depicted in Figure 1.1 You will end up with a misguided product that won’tsell, or will be unusable and useless to the users and/or the company that purchases it.
There are a variety of different requirements that factor into product developmentand there is often confusion between them Figure 1.2 illustrates some of the manyrequirements and sources that a product team must deal with
Marketing
System engineering
Business analysts
Hardware engineering
requests changes provides business requirements
and project parameters;
requests changes
handles licensing
of tools and components
specify business, functional, and performance needs;
request changes
specifies hardware interfaces the software must respect
Describe user requirements and quality attributes; review requirements
assists users; provides input from customer bug reports and enhancement requests
allocates system requirements to software;
requests changes
Product Development Team
Trang 40require-ments because they are often confused with user requirerequire-ments It is important to
note that each of these is important, but they are not user requirements There may
be overlap, but it is critical for all of the different sources of requirements to be
inde-pendently collected and then prioritized as a group You cannot assume that what
the sales person wants to see in the product is the same as what the end user wants
to see in the product In order to collect the different requirements effectively, you
must be able to distinguish between them
DILBERT reprinted
by permission of United Feature Syndicate, Inc.
A Variety of Requirements• The Product Team’s Perspective 11
Business Requirements
The people who are considering purchasing your product have requirements for that
product These people are typically corporate professionals or executives We often
refer to them as “the decision-makers.” Their requirements often reflect the current
business practices of their company or new practices they want to adopt to employ
cost savings They want to make sure that the product matches their requirements
If you want to keep these customers, being aware of their business requirements is
very important Sometimes these requirements overlap with the users’
require-ments, but often business requirements tend to be more high-level and/or
technical
Marketing and Sales Requirements
The marketing and sales departments want to ensure that the product sells and their
requirements reflect this goal They may have requests for features or functions that
they think customers want, that competitors have or don’t have, etc Marketing
requirements tend to be at a higher level rather than detailed Marketers are not