Showing posts with label Books. Show all posts
Showing posts with label Books. Show all posts


Subject to Change

Creating Great Products and Services for an Uncertain world

by Adaptive Path | Peter Merholz, Brandon Schauer, David Verba, Todd Wilkens
2008 O'Reilly Media

If you only ever read one book about business, services, design or technology, this is it!



I am not going to give a huge summary of this book because I think you deserve to read it end to end. This book should be read by anyone involved with products or services from the top down. For designers it provides ample knowledge and examples of why qualitative research and understanding our customers can help you create designs that work. Business roles such as product managers and presidents will benefit from knowing that it is about people and not products.

The titles of the chapters in this book set the context and Adaptive path provides customer stories and research to back up all their findings. Another observation I made is that Subject to Change highlighted very similar principles to Robert Hoekman Jr Designing the Obvious.

  • The Experience is the Product
  • Experience as a Strategy
  • New Ways of Understanding People
  • Capturing Complexity, Building Empathy
  • Stop Designing "Products"
  • The Design Competency
  • The Agile Approach
  • An Uncertain World

Buy this book at amazon.ca

Designing the Obvious

A common sense approach to web & mobile application design
by Robert Hoekman Jr
2011 New Riders

I was able to read Designing the Obvious on a short flight from Chicago to Denver. It is a pretty quick read, but a little more wordy than the Steve Krug line of books. However, there are some very practical messages, tips and examples that can be very effective and useful to your own work. Because the book is newer it provides many up to date examples that we as designers have all used and know. I have used this post to highlight some quotes and statements from Hoekman that may be interesting to you. I would like to thank my buddy James for lending it to me. He has probably the most impressive personal design library I have ever seen.

When an application is designed badly, it tells you at every opportunity how bad it is. But when it's good you usually can't explain why its good. You can't put your finger on it but you know it when you see it.

Lead with Why, Follow with What

When you start with What, your present a thing. When you start with Why, you present a belief.
This was the second chapter in this book and perhaps the most important chapter. How many times have we worked on a project or product that was conceived by the engineering department or product management? We start working on these projects where the only specification and requirements provided are technical. When designers start asking questions and visiting customers we find it is not what is required. This chapter explains why its is important to know Why we are building something. Hoekman often asks his customers "why did you start this business?". It is a question that can get to the core values that all product decisions can be made upon. It is all about having a strategy.

Ignore the User, Know the Situation

Your product isn't better from the competition's just because you have crammed more features into it. Your long list of features makes good marketing material, but it also adds up to complicated software that confuses and frustrates users.
The above quote is a reoccurring message from this book, and one of my favourites. I can't even begin to count how many times I have been an accomplice to putting a band aid on new features that are being added in too late. These types of features end up costing the company way too much money, through bugs and user frustration.

Another brutal fact, Hoekman highlights is that the software should not block the user but keep them moving through the experience. Developers often throw dialog messages and widgets that reveal all the fanciness going behind the scenes. These types of messages get between the user and their goals. The users goals are personal and live outside the application.

The founders of 37 Signals didn't Design Basecamp to support who they are, They designed it to support what they were doing.

Hoekman touches on "Self Design" and it is something we all do. He provided examples from 37 Signals and how many of their successes is based on this practices. 37 Signals had internal problems and build many of their products as a solution to their problems. 37 Signals looked at the situation they had with project management. By immersing themselves in their own situation they were able to design a product that solved many of the issues they faced day to day.

Brutal Fact: People Lie... Questionnaires will produce quantifiable data, however it may be false. Hoekman provided an example of a Healthy sandwich being marketed by a fast food chain. When asking customers for market research would they be interested and eat this new sandwich, the overwhelming response was yes. However, the sandwich flopped. No one when asked would you eat this nice new healthy sandwich say "Hell, no - I want the regular greasy sandwich" People often don't do what they think they will do. If you asked, would you eat a over b, they will always choose the healthy choice in a questionnaire, they don't want to feel like an idiot. But that is not what they will do in reality.

Use Cases
Hoekman likes to add UI information into his use cases. He has some valid points, but it goes against all use case knowledge I have ever practiced. He even admits its not normal, however, it helps him visualize the experience better for himself and is an added aid for designers and developers. Sometimes I wear all three hats, so the concept was a little foreign to me. But I could see it having some value and he provides a good example of how he uses this.

Build Only What is Absolutely Necessary

In this chapter, Hoekman diggs back into the concept of What follows Why.
trying to match competing products feature-for-feature is like running through a battleground under cover fire. You can run all you want, but you have to keep shooting to get anywhere. Dishing out cover fire keeps you alive for a few minutes at a time. Long enough to hide. Companies that fight all the time to stay ahead fall into the endless cycle of trying to outdo the enemy.

AMEN.

The message of this chapter I found to be the most crucial for the success of a "good" user experience. Stick to what is truly essential. It goes back to your strategy. If something on the UI isn't relevant to the user completing a task, get rid of it. Only provide information and tools that are essential for the user to complete a task that supports your overall strategy. I look at this as "Cutting the fat". Another important note Hoekman re-enforces is that "nice-to-have" and cool features should be shelved and only focus on the truly essential features.

Support The Users Mental Model

This chapter looks a little deeper into users as "people". To many engineers, this is a foreign concept but if you have ever done a contextual inquiry, you live by it. My favourite section from this chapter was "Are You Sure". Working in software, I have seen and even recommended these erroneous little dialogs. Hoekman provides great insight that these messages make the user feel dumb and do not help them move forward. The proper action should be to complete the task and provide an undo step to go back if it was a mistake.

Turn Beginners into Intermediates, Immediately

This chapter touches on patterns and learning curves. One of the more interesting sections to me was on help. Hoekman illustrates examples and research where Help is really only used by experts. It makes sense when you think about it, Help really only works when you know what you are looking for. I have worked with my own Documentation Department. we have tried to make it more tutorial based, but you still need to know what you are looking for.

Conclusion

Overall I found the first quarter of the book pretty tough to get through. However, I was really engaged during the last 3/4. The remaining of the book provides great examples and good chapters and thinking that can be put to practice. This is a book that belongs in your library. I would recommend picking this one up.

Buy this Book from Amazon.ca


Rocket Surgery Made Easy

Written by Steve Krug
Published 2010
http://www.sensible.com/rocketsurgery/index.html


Steve Krug wrote “Rocket Surgery Made Easy” so it can be easily read on a plane. I did just that on a short flight from Toronto to Chicago. It was such a quick, easy and enjoyable read that I had time to write down a few notes for this post.

Published in 2010, “Rocket Surgery Made Easy” is a good follow up to “Don’t Make Me Think” written by Krug about 10 years earlier. This book is a great read for anyone involved in interactive design and creating user experiences. Rocket Surgery Made Easy targets how to do effective usability testing, debunking the myths of it being complicated and expensive (Nothing new – Krug admits Jakob Nielson has been doing this from the 80s).

Below are a few notes of what I took away from this book and some of the highlights.

Usability Testing: Watching people trying to use what you’re creating/designing/building (or something already created/designed/built), with the intention of (a) making it easier for people to use or (b) proving that it is easy to use.

Krug's maxims are his core values of what you should remember from this book.
  • A morning a month, that’s all we ask.
  • Start earlier than you think makes sense
  • Recruit loosely and grade on a curve
  • Make it a spectator sport
  •  Focus ruthlessly on small number of the most important problems
  • When fixing problems, always to the least you can do.
Krug defines quantitative usability testing of proving and measuring using data and have as little interaction with test subjects as possible. His book focuses more on qualitative testing. The purpose isn’t to prove or measure anything but enable you to improve your design. Its very simple yet, very effective and anyone and everyone should participate.

IF you can afford to hire a usability professional to do your testing for you – DO IT.

Test frequently and test often

  • Whether it’s a sketch on a napkin, wireframe or completed design, usability testing can be done.
  • Minimum Test once a month, 3 users and 3 Tests.
    • You can test more but that requires more deliberation, scheduling and planning. Try to get the most value from the least impact/investment. Focus on tweaks.
  • Test other peoples sites/apps – auditing your competitors is a very under-utilized resources.
    • Find out what already works well
    • A good way to wet your feet if getting into new usability

Who do you test with

  • Subject Matter Experts do not make optimal users. Users types are changing constantly. Users with domain knowledge will look for keywords and signs they are familiar with. You can get as good of results testing users without domain knowledge. If someone who knows nothing about a subject can complete a task, odds are, someone with domain knowledge will do it as fast or faster.
  • Recruit Loosely and don’t test the same person twice.

How to conduct testing

  • Steve Krug outlines a simple testing example/method for you to follow and gives some suggestions on how to conduct the tests
  • Some of the core concepts are to keep the tests short, and test areas that you think need testing.
  • The question I hear a lot from other departments is “What do we test”

What to test

  • Often customers who have a monolith of an application ask “what to test” when you have a huge application and have never done any usability testing in the past this can be quite a task.
  • Come up with a list of tasks by what is the most important thing for a user to do on your site/application (5-10). The secret is to make the tests reflect your users actual goals opposed to what your idea of what you think they ought to do.
  • Focus your tests on those 5-10 main tasks. Depending on the scale of the task you may want to spread it across multiple sessions
  • Allow all developers, project managers and stakeholders to sit in and listen to the test (not in the same room)

Fixing the Problems

  • Once the tests are complete, fix the issues that require the least amount of effort. The idea… make it better for users right now.
  • Tweak… don’t redesign
  • Take something away