Anthropology and Usability: Getting Dirty

There are significant methodological and philosophical differences between ethnographic processes and laboratory-based processes in the product development cycle.  All too frequently, proponents of these data collection methods are set at odds, with members on both sides pointing fingers and declaring the shortcomings of  the methods in question.  Methodological purity, ownership and expertise are debated, with both ends of the spectrum becoming so engrossed in justifying themselves that the fundamental issues of product development are compromised.  Namely, will the product work in the broadest sense of term. One side throws out accusations of a lack of measures and scientific rigor.  The other side levels accusations about the irrelevance of a sterile, contextually detached laboratory environment.  At the end of the day, the both sides make valid points and the truth, such as it is, lies somewhere between the two extremes in the debate.  As such, we suggest that rather than treating usability and exploratory work as separate projects, that a mixed approach be used.

So why bridge methodological boundaries? Too frequently final interface design and product planning begin after testing in a laboratory setting has yielded reliable, measurable data.  The results often prove or disprove the functionality of a product and any errors that may take place during task execution.  Error and success rates are tabulated and tweaks are made to the system in the hopes of increasing performance and/or rooting out major problems that may delay product or site release and user satisfaction.  The problem is that while copious amounts of data are produced and legitimate design changes ensue, they do not necessarily yield data that are valid in a real-life context.  The data are reliable in a controlled situation, but may not necessarily be valid when seen in context. It is perfectly possible to obtain perfect reliability with no validity when testing. But perfect validity would assure perfect reliability because every test observation would yield the complete and exact truth.  Unfortunately, neither perfection nor quantifiable truth does exist in the real world, at least as it relates to human performance.  Reliable data must be supported with valid data which can best be found through field research.

Increasingly, people have turned to field observations as an effective way of checking validity.  Often, an anthropologist or someone using the moniker of “ethnographer” enters the field and spends enough time with potential users to understand how environment and culture shape what they do.  Ideally, these observations lead to product innovation and improved design.  At this point, unfortunately, the field expert is dropped from the equation and the product or website moves forward with little cross-functional interaction. The experts in UI take over and the “scientists” take charge of ensuring the product meets measures that are, often, somewhat arbitrary.  The “scientists” and the “humanists” do not work hand in hand to ensure the product works as it should in the hands of users going about their daily lives.

Often the divide stems from the argument that the lack of a controlled environment destroys the “scientific value” of research (a similar argument is made over the often small sample size), but by its very nature qualitative research always has a degree of subjectivity.  But to be fair, small performance changes are given statistical relevance when they should not.  In fact, any and all research, involves degrees of subjectivity and personal bias.  We’re not usually taught this epistemological reality by our professors when we learn our respective trades, but it is true nonetheless.  Indeed, if examining the history of science, there countless examples of hypothesis testing and discovery that would, if we apply the rules of scientific method used by most people, be considered less than scientifically ideal James Lind’s discovery of the cure for scurvy or Henri Becquerel discovery the existence of radioactivity serve as two such examples.  Bad science from the standpoint of sample size and environmental control, brilliant science if you’re one of  the millions of to people to have benefited from these discoveries.  The underlying problem is that testing can exist in a pure state and that testing should be pristine.  Unfortunately, if we miss the context we usually overlook the real problem. A product may conform to every aspect of anthropometrics, ergonomics, and established principles of interface design.  It may meet every requirement and have every feature potential consumers asked for or commented on during the various testing phases. You may get an improvement of a second in reaction time in a lab, but what if someone using an interface is chest deep in mud while bullets fly overhead.  Suddenly something that was well designed in a lab becomes useless because no one accounted for shaking hands, decrease in computational skills under physical and psychological stress, or the fact that someone is laying on their belly as they work with the interface.  Context, and how it impacts performance with a web application, software application, or any kind of UI now becomes of supreme importance, and knowing the right question to ask and the right action to measure become central to usability.

So what do we do?  We combine elements of ethnography and means-based testing, of course, documenting performance and the independent variables as part of the evaluation process.  This means detaching ourselves from a fixation with controlled environments and the subconscious (sometimes conscious) belief that our job is to yield the same sorts of material that would be used in designing, say, the structural integrity of the Space Shuttle.  The reality is that most of what we design is more dependent on context and environment than it is on being able to increase performance speed by 1%.  Consequently, for field usability to work, the first step is being honest with what we can do. A willingness to adapt to new or unfamiliar methodologies is one of the principal requirements for testing in the field, and is one of the primary considerations that should be taken into account when determining whether a team member should be directly involved.

The process begins with identifying the various contexts in which a product or UI will be put to use.  This may involve taking the product into their home and having them use it with all the external stresses going on around them.  It may mean performing tasks as bullets fly overhead and sleep deprivation sets in.  The point is to define the settings where use will take place, catalog stresses and distractions, then learn how these stresses impact performance, cognition, memory, etc.  For example, if you’re testing an electronic reading device, such as the Kindle, it would make sense to test it on the subway or when people are laying in bed (and thus at an odd angle), because those are the situations in which most people read — external variables are included in the final analysis and recommendations.  Does the position in bed influence necessary lumens or button size? Do people physically shrink in on themselves when using public transportation and how does this impact use?  The idea is simply to test the product under the lived conditions in which it will find use.  Years ago I did testing on an interface to be used in combat.  It worked well in the lab, but under combat conditions the interface was essentially useless.  What are seemingly minor issues dramatically changed the look, feel, and logic of the site. Is it possible to document every variable and context in which a product or application will see use?  No. However, the bulk of these situations will be uncovered.  And those which remain unaddressed frequently produce the same physiological and cognitive responses as the ones that were uncovered.  Of course, we do not suggest foregoing measurement of success and failure, time of task, click path or anything else.  These are still fundamental to usability.  We are simply advocating understanding how the situation shapes usability and designing with those variables in mind.

Once the initial test is done, we usually leave the product with the participant for about two weeks, then come back and run a different series of tests.  This allows the testing team to measure learnability as well as providing test participants time to catalog their experience with the product or application.  During this time, participants are asked to document everything they can about not only their interaction with the product, but also what is going on in the environment.  Once the research team returns, participants walk us through behavioral changes that have been the result of the product or interface.  There are times when a client gets everything right in terms of usability, but the user still rejects the product because it is too disruptive to their normal activities (or simply isn’t relevant to their condition).  In that case, you have to rethink what the product does and why.

Finally, there is the issue of delivery of the data.  Nine times out of ten the reader is looking for information that is quite literal and instructional.  Ambiguity and/or involved anecdotal descriptions are usually rejected in favor of what is more concrete. The struggle is how to provide this experience-near information.  It means doing more than providing numbers.  Information should be broken down into a structure such that each “theme” is easily identifiable within the first sentence.  More often than not, specific recommendations are preferred to implications and must be presented to the audience in concrete, usable ways.  Contextual data and its impact on use need the same approach.

A product or UI design’s usability is only relevant when taken outside the lab.  Rather than separating exploratory and testing processes into two activities that have minimal influence on each other, a mixed field method should be used in most testing.  In the final analysis, innovation and great design do not stem from one methodological process, but a combination of the two.

“No Need to Worry About Usability, Cut the Budget.”

Yes, the title is sarcastic.  In an economy where the lines between the brick-and-mortar and digital experience are increasingly blurred, usability has become a differentiating factor that shoppers consider, consciously and subconsciously, when making purchase decisions. Now, I will be the first to say that I am not always a fan of usability because it has a capacity to oversimplifying a situation and testing in a context-free environment.  But, it IS a central part of any good strategy and can’t be overlooked in a hyper-competitive market.  Any business considering cheeping out on the usability in the design process is asking to lose at the register.

A web search about a potential new purchase, be it a digital camera, a box of cereal, or fishing rod will uncover myriad reviews that include commentary on more than technological specs, nutritional values, etc. Searches will also include commentary on the ease of menu navigation, design elements, taxonomy, and usability. In other words, the overall user experience is as important as the products and service provided.

Unfortunately, organizations often use the wrong methods to understand their users, relying on a series of tests that have little relevance in the real world. A site may test well in the lab, but fail when put into the hands of people trying to use the website under real-life conditions. But many systems are designed with a minimal understanding of the end user or the motivations and challenges they face when shopping. This is why those of us who do this sort of work for a living aren’t surprised when usability is criticized by reviewers.

Part of the reason that good products and brands can’t break through the virtual wall is that unlike a brick-and-mortar experience, where a consumer buys after handling the product, on the web, the consumer experiences usability first – and then makes the decision to buy or search other venues.

The web has become so ubiquitous. It is accessed everywhere and on any number of devices. As such, it has become a natural part of the fabric of getting things done in modern life. Consequently, the methods used to understand web users under real-life conditions deserve special attention. We advocate specifically testing and iterative designing in the field precisely because it allows the design team to develop an interface that speaks both to functional needs and those deep, human issues that defy quantitative processes. The point is simply this; context is often overlooked in the need to get the product out the door. Cheap, fast, good may be the mantra in the current economic climate, but it frequently means the user is and the context in which he/she operates are compromised. We suggest several key elements when designing:

  1. Don’t just think about who the end user may be, go out and meet them. We often design based on assumptions that are rooted in our own biases. Getting into the lives of the user means uncovering nuances that we might normally overlook.
  2. Get past the clipboard. Asking questions is pivotal, but knowing the right question to ask is harder than it sounds. The process begins with identifying the various contexts in which a product or UI will be put to use. This may involve taking the product into a participant’s home and having both the participant and other members of the social network use it with all the external stresses going on around them. It may mean performing tasks as bullets fly overhead and sleep deprivation sets in. The point is to define the settings where use will take place, catalog stresses and distractions, and then learn how these stresses impact factors like performance, cognition, and memory.
  3. Design, build, break, and design again. Before investing the time and effort needed to build and code an interface, use paper prototyping and scenario testing to uncover both functional and conceptual bugs. Even if the product is the most amazing thing since the invention of the wheel, it won’t matter if it doesn’t fit into the cognitive scheme of the shopper.

Of course, usability is not the only factor that contributes to the buying decision, but it can be a deciding factor when a shopper is deciding between one company or brand and another. Not only does it impact their decisions functionally, it shapes their perceptions of the brand and the quality of service they can expect to receive from it. Getting usability and the user experience right is central to the success of you brand.

Article Source: http://EzineArticles.com/5660314

Beyond Use: Back to Thinking.

Product development has traditionally had an “if you build it, they will come” attitude. Usability has often followed suit, producing products and user interfaces that worked beautifully when tested in a lab.  Unfortunately for designers, product developers, engineers, etc., people do not use products in a lab.  No do they use them as we might intend. They use them in the real world, which is filled with distractions and stresses that can have a tremendous impact on use, usability and basic comprehension.  If you don’t account for these external influences when designing and testing, you run the risk of building products that fail in practical settings, no matter how well they performed in the lab.

Good design stems from a holistic understanding. The benefit of ethnography’s holism is a multi-dimensional understanding of users, consumers, shoppers, or whatever label we impose. The key point (and the most difficult one for most of us) is to avoid observations that reflect only our own cultural experiences and ways of thinking about how humans come to solve problems and interact with the world.  It’s about constantly remembering to explore a problem  from different angles. You have to make sure an observation is consistent within a pattern of contextually grounded observations, not just a dramatic anecdote or something that confirms your view of the world.

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Ethnography, Usability and Field Testing

There are significant methodological and philosophical differences between ethnography and laboratory-based processes in the product development cycle.  These differences set users of these data collection methods at odds with one another. Frequently, these debates occur less within the user research community and more among the people using or responding to the findings and solutions presented. Whenever these arguments come up, the naysayers endlessly debate methodological purity, ownership and expertise. One side fears a lack of scientific rigor, and the other worries about a contextually detached environment yielding irrelevant results. Both sides make valid points, but the debate draws attention away from the fundamental question of product design: Does the product work in the broadest sense of the term?  Can the people for whom the product is designed use it in the correct contexts? To defuse the debate and get back to this primary question requires an approach that blends the rigor of laboratory-based processes with the contextual richness of ethnography.

In the iterative product design process, what typically shapes the design are findings from in-lab usability testing. However, while the data are reliable in a controlled situation, they may not be valid in a real-world context. It is possible to obtain perfect reliability with no validity when testing. But perfect validity would assure perfect reliability because every test observation would yield the complete truth.  Unfortunately, perfection does not exist in the real world, so the reliable data recorded during laboratory testing must be supported with valid data that is best found through field research..

Consider RCA’s release of the eBook in 2000. The product tested very well, but no one asked where, when and how people read. Consequently, the UI did not match user real-world needs.  Had it been tested in context, the company might have avoided millions of dollars in losses.

To ensure validity, an anthropologist or ethnographer can spend time with potential users to understand how environment and culture shape what they do.  When these observations inform the design process, the result is product innovation and improved design.

At this point, however, the field expert is frequently removed, and the product moves forward with little cross-functional interaction. The UI designers and usability researchers take responsibility of ensuring that the product meets predetermined standards of usability. While scientific rigor is a noble goal, the history of science includes countless examples of hypothesis testing and discovery that would fail to satisfy modern rules of scientific method, including James Lind’s discovery of the cure for scurvy and Henri Becquerel’s discovery of radioactivity. Arguably, both scientists conducted bad science from the standpoint of sample size and environmental control, but that doesn’t negate the value to the millions of people that have benefited from these discoveries. Similarly, by allowing more testing in the field, we can learn insights about a product’s usability that might go undiscovered in a strictly controlled environment.

If we fail to account for the context in which the product will be used, we may overlook the real problem. A product may conform to every aspect of anthropometrics, ergonomics, and established principles of interface design.  It may meet every requirement and have every feature potential users asked for. It may have also improved participants’ response time by a second or two in a lab study. But what if someone using the product is chest deep in mud while bullets fly overhead?  Suddenly, something that was well designed and tested becomes useless because no one accounted for shaking hands, awkward positions, and decrease in computational skills under physical and psychological stress.  Admittedly, some conditions can be simulated in a lab. However, it would not be cost effective or ethical to create the heat, dirt, fear and general discomfort described in the example above. Furthermore, users in their natural environment have a reduced need to provide answers that would placate the researcher.  Context, and how it impacts performance is of supreme importance, and knowing the right question to ask and the right action to measure become central to accurately assessing usability.

So what should be done?  Designers should detach themselves from controlled environments and the belief, often held by people outside the user research and design departments, that the job is to yield the same sort of material that would be used in designing, say, the structural integrity of the Space Shuttle.  The reality is that most of what we design is more dependent on context than it is on being able to increase efficiency by one percent.

Consequently, for field usability to work, the first step is being honest with what we can do and able to articulate this to the other groups within the business. A willingness and ability to adapt to new methodologies is one of the principal requirements for testing in the field, and is one of the primary considerations that should be taken into account when determining which team members should be directly involved. I point to a colleague who works at Jet Propulsion Laboratories. While he is a brilliant engineer and designer, field testing is simply too uncomfortable for him, though he recognizes its value.

The process begins with identifying the various contexts in which a product or UI will be put to use.  This may involve taking the product into a participant’s home and having both the participant and other members of the social network use it with all the external stresses going on around them.  It may mean performing tasks as bullets fly overhead and sleep deprivation sets in.  The point is to define the settings where use will take place, catalog stresses and distractions, and then learn how these factors impact cognition and performance.

For example, if you’re testing an electronic reading device, such as the Kindle, it would make sense to test it on the subway or when people are laying in bed, because those are the situations in which most people read.  Does the position in bed influence necessary lumens or button size? Do people physically shrink in on themselves when using public transportation and how does this impact use?

A product or UI design’s usability evaluation is only relevant when taken outside the lab into the real-world context where it will be used.  Some of what occurs in the real world can be replicated in the lab, but in the end it is still a staged environment, devoid of the complexities of real contexts. Social interactions and cultural practices are often lost. Rather than separating exploratory and testing processes into two discrete activities that have minimal influence on each other, efforts can be maximized by employing a mixed field method that bridges the gap between ethnographic and laboratory approaches.  Innovation and great design will follow.

By Gavin

Get Beyond 20th Century Usability.

In an economy where the lines between the brick-and-mortar and digital experience are increasingly blurred, usability has become a differentiating factor that shoppers consider, consciously and subconsciously, when making purchase decisions.

A web search about a potential new purchase, be it a digital camera, a box of cereal, or fishing rod will uncover myriad reviews that include commentary on more than technological specs, nutritional values, etc. Searches will also include commentary on the ease of menu navigation, design elements, taxonomy, and usability. In other words, the overall user experience is as important as the products and service provided.

Unfortunately, organizations often use the wrong methods to understand their users, relying on a series of tests that have little relevance in the real world.  A site may test well in the lab, but fail when put into the hands of people trying to use the website under real-life conditions. But many systems are designed with a minimal understanding of the end user or the motivations and challenges they face when shopping. This is why those of us who do this sort of work for a living aren’t surprised when usability is criticized by reviewers.

Part of the reason that good products and brands can’t break through the virtual wall  is that unlike a brick-and-mortar experience, where a consumer buys after handling the product, on the web, the consumer experiences usability first – and then makes the decision to buy or search other venues.

It is accessed everywhere and on any number of devices.  As such, it has become a natural part of the fabric of getting things done in modern life. Consequently, the methods used to understand web users under real-life conditions deserve special attention. We advocate specifically testing and iterative designing in the field precisely because it allows the design team to develop an interface that speaks both to functional needs and those deep, human issues that defy quantitative processes.  The point is simply this; context is often overlooked in the need to get the product out the door.  Cheap, fast, good may be the mantra in the current economic climate, but it frequently means the user is and the context in which he/she operates are compromised. We suggest several key elements when designing:

  1. Don’t just think about who the end user may be, go out and meet them.  We often design based on assumptions that are rooted in our own biases.  Getting into the lives of the user means uncovering nuances that we might normally overlook.
  2. Get past the clipboard. Asking questions is pivotal, but knowing the right question to ask is harder than it sounds. The process begins with identifying the various contexts in which a product or UI will be put to use.  This may involve taking the product into a participant’s home and having both the participant and other members of the social network use it with all the external stresses going on around them.  It may mean performing tasks as bullets fly overhead and sleep deprivation sets in.  The point is to define the settings where use will take place, catalog stresses and distractions, and then learn how these stresses impact factors like performance, cognition, and memory.
  3. Design, build, break, and design again. Before investing the time and effort needed to build and code an interface, use paper prototyping and scenario testing to uncover both functional and conceptual bugs. Even if the product is the most amazing thing since the invention of the wheel, it won’t matter if it doesn’t fit into the cognitive scheme of the shopper.

Of course, usability is not the only factor that contributes to the buying decision, but it can be a deciding factor when a shopper is deciding between one company or brand and another.  Not only does it impact their decisions functionally, it shapes their perceptions of the brand and the quality of service they can expect to receive from it.

 

By Gavin