New Blog and Website Design

Picture of new Weinschenk website homepage

You may have noticed that our blog page looks different than usual. That’s because we’ve switched to a new theme. You may or may not have noticed that the menu bar at the blog has also changed. The only link is to the Weinschenk Institute website. We’ve not only changed the blog, but we’ve launched a new website too. We’re in the middle of some user testing of the new site, and the blog, and we’re still iterating the design and the content. We’re up for comments if you have any feedback on either the blog or the website.

The new designs for both the blog and website are “responsive” designs with an emphasis on tablet and small footprint use.

Let us know what you think, either in the comments here, or send me an email: susan@theteamw.com

 

 

5 Ways A Task Analysis Results In Great Design

 

Picture of a task analysis flowchart

A task analysis is the one document that really spells out what the users’ experience is going to be before you design anything at all.

I think the process of task analysis ,and the document that comes out of the process, are some of the most interesting and useful things one does as a UX Designer or a usability specialist.

I also think that task analyses are underappreciated. It does takes time, energy and creative thought to come up with a useful task analysis and people are usually “chomping at the bit” to start design. They often don’t want to create a task analysis first.

So I decided to create a course on “How To Develop & Document A Task Analysis”. And then I put together this short video on 5 Ways a Task Analysis Results In Great Design:

 

 

Here’s a summary of the video.

5 Ways A Task Analysis Results In Great Design 

  1. Quickly & efficiently document how the users are going to get their task done — Before you start storyboarding, designing screens, or creating user requirements documents, try creating a task analysis first. When you do a task analysis before design you are deciding on the most important and critical tasks and detailing in a simple diagram how the user is going to accomplish each one. All the work you do after this will be much more efficient because you will have hashed through lots of alternatives early on.
  2. Use the task analysis document to communicate critical design decisions BEFORE design — Not only will the task analysis help you in your design, it will help you communicate with others — stakeholders, programmers, visual designers.
  3. Get design agreement on the user experience early & upfront — By working on a task analysis you are making design decisions before design. So your whole team is coming to agreement on what the design will be like early and before design begins.
  4. Save time & re-work — Because you have worked through a lot of design decisions in order to create the task analysis you can save a lot of time and rework later. Instead of starting on design and then having to change all your storyboards or prototypes, you can work through the issues and decisions about the user experience before design and save yourself a lot of rework.
  5. Ensure that the design is accepted by the team AND matches the way your users want to do a task — When you work together with your team on the task analysis you are making a series of decisions that everyone buys into as the task analysis document gets created. Not only that, because a task analysis is describing how the users are going to complete a task, you are ensuring that the users’ point of view and desired process is incorporated into the task analysis. So when you design from the task analysis you will be designing a user experience the way the users want to do it.
Task analysis — the unsung hero of a user centered design process!
What do you think? Do you develop task analyses documents before you design?

 

If you are interested in the new course check it out at Udemy.com. And if you decide to try it, use the code 0812 during August for a special discount.

 

4 Ways Personas & Scenarios Result In Great Design

 

Drawing of stick people connected by dotted lines

I find myself these days working on two streams: on the one hand I’m working on my next new project (which is another book called “How To Get People To Do Stuff”) and on the other hand I’m recording a series of online training videos that cover the basics of doing usable design. Sometimes I think we get all caught up in new stuff and new ideas (Pinterest! apps!) and forget about the great stuff we’ve all worked hard to figure out… like personas and scenarios!

Developing and documenting personas and scenarios as part of a design process is not new. It’s been around for at least 30 years, and maybe more. But I was recently reminded of how powerful they both are in ensuring you do great design.

So in case you have forgotten WHY using personas and scenarios on your project results in great design, or in case you never knew, or in case you know but sometimes have a hard time explaining it to others, you can use this blog post, and the short video that goes with it, to remind yourself and/or explain to others.

I took excerpts from my latest online video course, “How to Develop & Document Personas & Scenarios”. to make a short video on the 4 Ways Personas & Scenarios Result In Great Design:

 

Here’s a summary of the video.

4 Ways Personas & Scenarios Result in Great Design

 1. Bring assumptions into the open — When you do design there is always a moment (actually dozens or hundreds of moments) when you are deciding something. For example, should I put the button here? What should I call this? Should I separate this into 2 pages? Whether you are aware of it or not, at that moment you are making that decision, you have many assumptions operating about your audience, who they are, what they are trying to accomplish, etc. Some of those assumptions are based on your knowledge and facts, other assumptions are probably biased, as in, “I think this would be best” (implying your audience will think so too, but that might not be the case, since you are likely not your audience). When you take some time to develop personas and scenarios before design then you are bringing all these assumptions out in the open. You can see if your assumptions are the same as your other team members. You can see if your assumptions can be validated.

2. Ensure you are designing what your audience needs & wants — How can you design what your audience needs and wants if you don’t know what they need and want?! When you go through the process of creating personas and scenarios you are collecting data on what people really need and want, not just what you think they need and want.

3. Design for what is critical & important, not the exception — The process of creating personas and scenarios is the process of deciding “if we can’t design for everyone doing everything then let’s concentrate on the most important users doing the most important things.” You have to identify what’s important, what’s frequent, what’s critical, and what’s an exception. Then when you design you can be sure you are designing for what 80% of the people need/want to do 80% of the time, instead of being distracted too much by exceptions — things that rarely occur or aren’t that important.

4. Communicate clearly — How many times have you left a meeting sure that everyone is all in agreement about the audience and the scenarios for the product you are designing. But if you don’t document those decisions they are easily forgotten, or they change over time. When you create personas and scenarios you have documents that you can use throughout the project to communicate clearly to other team members, as well as stakeholders, what the decisions and design parameters are.

 

What do you think? How do you think personas and scenarios help create great design? Are they used in your organization?

For more on personas & scenarios, you can watch the first couple of lessons of the new course for free.

  

 

A Podcast With Paul Boag — Author of Client Centric Web Design

Picture of Paul Boag
Paul Boag

Picture of Paul Boag

I was sitting in the audience in Newcastle, UK in April 2012, and Paul got up on the stage to talk. About 5 minutes into the talk I was sending him an email asking if he would be willing to do a podcast. That’s how good his talk was.

It may sound obvious that we need to take client needs and wants into account when we do website design, but that’s not all Paul covers in his book Client-Centric Web Design, and that’s not all we talked about during our podcast.

You can listen to the podcast by clicking on this link It’s 30 minutes in length. Here’s a sampling of what we talk about:

  • The relationship between client-centric vs. user-centered design
  • How you communicate with the client affects the success of your project — what to do and not do
  • How to manage client expectations
  • Why and how collaboration with the client affects your project
  • Why limiting the number of iterations is a bad idea
  • Why clients get nervous and how to avoid it
  • Why structured feedback is critical, and how to do it
  • Why you should never ask your client “What do you think?”

If you work on web design projects of any kind, I suggest you listen to this podcast!

Here’s more info on Paul’s book, and here is Paul’s website.

 

 

 

 

The Only Two Things You Really Need To Know About Web Design

picture of a billboard advertising the lottery
Design like a billboard not a page
In his (great) book, Don’t Make Me Think, Steve Krug has a chapter called “Billboard Design 101: Designing pages for scanning not reading.” The idea is that people  don’t read all the text at a website, they scan it. So you should think “billboard” when you are deciding what to put on the page, instead of “page that someone will actually read”.
What makes a terrible site? — I was thinking about this idea yesterday as I was looking at a terrible website. Website design has matured over the years, and it actually is rare to find designs that are as bad as this one. Someone asked me why I was so apalled by it (they honestly didn’t know), and I almost found myself at a loss for words. I eventually found my voice and started talking about fonts that are hard to read, too much text, no clear and persistent navigation, too many unique margins… But then I realized I was overwhelming the person I was talking to. He’s not a web designer, not a visual designer, not a programmer, and not a user experience professional.
The bigger picture — I decided I needed to go up a level and give him just one or two concepts that would encapsulate the “big picture”. I realized that it boiled down to these two things:
1) On every page, does the visitor know what he or she is supposed to do on that page? Is it clear why the page is there and what his or her next action should be?
2) On every page, has the website owner/business owner made it really clear how the visitor can take the one action that the owner really wants and hopes the visitor to take?
I think this might be a useful high level checklist. Can’t decide whether to include that photo? Does the photo help with #1 or #2 above? Can’t decide what needs to go above the fold? If it answers #1 or #2 above then put it above the fold. Can’t decide if you need more text explanation of a certain action? Will providing more text help with #1 or #2 above?
What do you think? Are these 2 questions the critical ones or do I simplify too much? What do you think are the one or two critical questions? Can we summarize at that high a level or is that not useful?

100 Things You Should Know About People: #43 — People Expect Online Interactions to Follow Social Rules

Friends talking and laughting together
Photo Credit: Katie Ricard

When people interact with each other they follow rules and guidelines for social interaction. Here’s an example: Let’s say I go to a café and I see you sitting by the window. We know each other, and so I come up to you and say, “Hi Richard, how are you doing today?” I expect you to interact with me, and I expect that interaction to follow a certain protocol. I expect you to look at me, in fact to look me in the eye. If our previous interactions have been positive, then I expect you to smile a little bit. Next, you are supposed to respond to me by saying something like, “I’m fine. I’m sitting outside here to enjoy the beautiful weather.” Where the conversation goes next depends on how well we know each other. If we are just casual acquaintances we might wind down the conversation, “Well, enjoy it while you can, bye!” If we are close friends, then I might pull up a chair and engage in a longer conversation.

We have expectations of how the interaction will go — and if either of us violates the expectations, then we will get uncomfortable. For example, what if I start the conversation as above, with “Hi Richard, how are you doing today?” but you don’t respond. What if you ignore me? Or what if you won’t look at me? What if you say back, “My sister never liked the color blue”, and stare into space. Or perhaps you give me more personal information than our relationship warrants. Any of these scenarios would make me uncomfortable. I would probably try to end the conversation as soon as possible, and likely avoid interacting with you next time the opportunity arises.

Online interactions follow the same social rules — When people go to a website or use an online application, they have assumptions about how the website will respond to them and what the interaction will be like. And many of these expectations mirror the expectations that they have for person-to-person interactions. If the website is not responsive or takes too long to load, it is like talking to a person who is not looking at you, or is ignoring you. If the website asks for personal information too soon in the flow of the interaction, that is like the other person getting too personal. If the website does not save your information from session to session, that is like the other person not recognizing you or remembering that you have already established a relationship.

There are cultural expectations too — Different cultures have different expectations of social rules and interactions. In the US when I meet someone new I put out my hand for a handshake, but in other cultures a handshake would not be the normal social rule for meeting a new person. In the US it’s common to ask someone new that you meet “What do you do”, but in some cultures that would seem too personal. Similarly, if a website is not modified to meet the expectations of a particular culture (called localization of the website), then it will miss the mark because it will violate social rules of the target culture.

A new definition of social media? — Some people are saying that “social media” has reached its peak and is dying. But maybe the definition just needs to get broader. Is social media just about how to connect people together online? How to use online networking as a way to promote brands or products or services? Aren’t all online interactions really social interactions?If people expect their online interactions to follow the rules of social interactions, then isn’t something as simple as showing up at the home page of a website actually a social interaction. Is filling out a form at a government website to renew your automobile registration a social interaction?

What do you think? Should web designers think about the interactions that they are building as social interactions? Should they consider how to mirror person-to-person interaction? Would they design different interactions if they were thinking this way? Is this a new definition of  “social media”?

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100 Things You Should Know About People: #36 — People are Inherently Lazy

Photo Credit: Mr. Thomas

Ok, I’ll admit it, I am exaggerating a little bit when I say people are inherently lazy. What I really mean is that people will do the least amount of work possible to get a task done.

Is lazy another word for efficient? — Over eons of evolution humans have learned that they will survive longer and better if they conserve their energy. We’ve learned that we want to spend enough energy to have enough resources (food, water, sex, shelter), but beyond that we are wasting our energy if we spend too much time running around getting stuff.

How much is enough? — Of course questions about how much is enough, and do we have enough stuff yet, and how long should the stuff last (and on and on), still vex us, but putting the philosophical questions aside, for most activities most of the time humans work on a principle that is called “satisficing”.

Satisfy plus suffice = Satisfice — According to Wikipedia, Herbert Simon was the person who coined the term satisfice. It was originally used to describe a decision-making strategy whereby the person decides to pick the option that is adequate rather than optimal. The idea is that the cost of making a complete analysis of all the options is not only not worth it, but may be impossible. According to Simon we often don’t have the cognitive faculties to weigh all the options. So it makes more sense to make a decision based on “what will do” or what is “good enough” rather than trying to find the optimal or perfect solution.

Designing with satisficing in mind — So if people “satisfice” rather than “optimize”, what are the implications for those of us who design web sites, software, products, or even design surveys? Satisficing leads to some interesting design guidelines which I’ve listed below.

Design web sites for scanning, not reading — In his excellent book Don’t Make Me Think, Steve Krug applies the idea of satisficing to the behavior you can observe when someone comes to your web site. You are hoping the visitor will read the whole page, but we know that “What they actually do most of the time (if we’re lucky) is glance at each new page, scan some of the text, and click on the first link that catches their interest or vaguely resembles the thing they’re looking for. There are usually large parts of the page that they don’t even look at.”

Assume that people will look for shortcuts — People will look for ways to do something faster and with less steps. This is especially true if it is a task they are doing over and over.

But if the shortcut is too hard to find — Then people will keep doing it the old way. This seems paradoxical, but it’s all about the amount of perceived work. If it seems like too much work to find a shortcut then people will stay with their old habits (they are even satisficing about satisficing).

Provide defaults — Defaults  reduce the amount of work. When you provide defaults on a web form, for example, the person’s name and address is already filled in, this means there is less that people have to do. The downside of this is that people often don’t notice defaults, and so may end up accepting a default without knowing. Here again, the answer lies in the amount of effort. If it takes a lot of work to change the result of accepting a “wrong” default, then think twice about using them.

Take care with the order and wording of your survey questions — Satisficing is particular difficult for surveys. People will get into a “groove” of answering all the questions the same way because it’s easier and they don’t have to think. If your survey is more than a few questions long you will have to mix it up, and provide different options and formats for the questions or you will find that a given individual has chosen twenty-five “6’s” in a row on your scale.

What are your experiences, either as a user or a designer, with the concept of satisficing?

Photo credit by Mr. Thomas

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100 Things You Should Know About People: #33: Bite-Sized Chunks Of Info Are Best

Map of Portugal at tourism siteI am about to head to Portugal for a week, and I was interested in exploring different possible destinations in Portugal. I may not have much time for touring (I’m going to speak at the UXLX conference there), but if I did have time, where should I go? I have to admit to pretty much total ignorance about Portugal, the different regions, landscapes, and parts of the country, so I went to the official tourism web site for the country.

Give me a little bit at a time — The Portugal tourism site did an OK job of  what is called progressive disclosure. This is fancy term that is used in the field of psychology to refer to providing information in increasing chunks of size and complexity.

We can only handle so much — Humans can only process small amounts of information at a time (consciously that is… the estimate is that we handle 40,000,000 pieces of information every second, but only 40 of those make it to our conscious brains). One mistake that web sites make is to give too much information all at once, like this web site from the Canadian government:

Canadian government website with no progressive disclosure

There is no chunking here, there is not progressive disclosure. It’s just all the information thrown on the page all at once. The result? You don’t read it, you just leave.

Feeding bits of information — The Portugal site was just OK when it came to progressive disclosure. New Zealand does a much better job. The New Zealand tourism site has multiple levels of disclosure, feeding you the information bit by bit. Here’s the first page on the regions of New Zealand:

where I see the overall map and names of the different regions. If I hover over one of the regions in the list then I see a thumbnail of information:

Portugal site with thumbnail picture and info on a regionContinuing on with this idea of progressive disclosure, if I click on that region then I link to a page with more pictures and little more detail:

Detailed map of the region from the Portugal site

there is a big map and there are tabs to go to for more information. If I scroll down I’ll have details on the region:

Detailed information on the region from the Portugal site

This is a great example of how to use progressive disclosure.

It’s not the clicks that count (pun intended) — One thing I’d like to point out is that progressive disclosure requires multiple clicks. Sometimes you will hear people say that websites should minimize the number of clicks that people have to make to get to the detailed information. The number of clicks is not the important criteria. People are very willing to make multiple clicks, in fact that won’t even notice they are making the clicks, if they are getting the right amount of information at each click to keep them going down the path.

Think progressive disclosure, don’t count clicks.

Should I let the web site design influence whether I book a ticket? Not this time at least. This time I’m headed for Portugal, where I plan to use the Portugal tourism site as a case study in my workshop!

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100 Things You Should Know About People: #27 — We go below the "fold"

A long web pageFor the last year or so there has been a heated debate about “the fold”. The fold is the idea that there is a place on a web page that is the bottom edge of what people will see when they look at the page in a browser, and that in order to see anything below that line, the visitor has to scroll down the page. This concept comes from newspapers — there is content on a newspaper page (especially the front page) that is below where the paper folds. In the newspaper world there has been interest for decades and maybe even centuries, at this point, about what to print right above the fold, right below the fold, and right on the fold. This concept bled over to websites in terms of what shows on the screen without scrolling.

What’s the big deal about the fold? — For many years a guiding principle of web and content design has been: If it’s important make sure it’s above the fold, because visitors may not scroll and see more. But lately marketing people, user experience professionals, and others have been questioning this principle. Certainly there is often a lot of material that is below the fold, and people seem to be clicking on it.

Want to see a visual example? — At iampaddy.com there is an interesting visual example. Here is a short video I made from the iampaddy blog that makes the point that maybe people really will scroll:

So do we worry about the fold or not? — I believe it still holds true that the most important content should be above the fold, and that if it is above the fold then it is most likely that people will see it. BUT, if it’s below the fold that doesn’t mean people WON’T see it. Ok, not a definitive answer I know, but the best we can do right now with the data we have (stay tuned… I plan to do some research of my own on this topic).

What do you think? How concerned should we be about whether information and links fall below the fold?

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