Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Wednesday, September 7, 2011

True value


Those who work with me know that I am often wont to say: "The best value good user experience consulting can bring to executives of medium to large enterprises is sleep at night." In my experience, executives in medium to large companies are plagued by a downward spiral dynamic that leaves executives awake at night trying to find answers to questions.

The CIOs ask themselves: "Why do they hate me?"

The CMOs, and many other business leaders, ask themselves: "Why don't they get it?"

The dysfunctional spiral I am referring to is so pervasive in corporate America that many a professional has given up on trying to improve things. People don't see any way out. It's been this way forever. It's been this way before most employees started working for the enterprise and it'll be this way after most people change jobs or retire. There are many contributing scenarios that result in this dynamic and I'll attempt to illustrate a few them here:

Scenario 1: Quantitative success can still mean qualitative failure.

Marketing/Business Executive: "I have an a great idea. Let's build a new system to automate process X. We'll save a million dollars annually!"

IT Executive: "That is a great idea. Let's start the process"

Marketing/Business Executive: "ugh!"

<insert corporate business case budgeting processes here>

Marketing/Business Executive: "OK! My team has made an business case. I am allocating X dollars in budget. Get to it!"

IT Executive: "Great! Let's start the requirements gathering process"

Marketing/Business Executive: "ugh!"

<insert requirements gathering processes here>

IT Executive: "My team has gathered requirements. Sign off here and we can start building it!"

Marketing/Business Executive: "Do I have any other choice?"

IT Executive: "Don't worry. Your team helped make the requirements. The system will do all of the things it says in the SRS."

Marketing/Business Executive: "OK. I guess."

<insert development processes here>

Marketing/Business Executive: "My team tells me that the system isn't what they were led to believe.

IT Executive: "My team tells me that the system meets all the requirements."

Marketing/Business Executive: "My team tells me nobody is going to use this thing."

IT Executive: "That's not my problem."Marketing/Business Executive: "ugh"

Scenario 1 | Epilogue
IT Teams more often than not judge success or failure in quantitative terms and use a checklist like approach to define success. This sort of language is aligned with most business executives, so projects float along until someone figures out it is a failure.

The developers and contractors are labeled as incompetent. Major blame is put on the nature of the organization itself as it is not in the position to make any effort to raise the level of talent in the work force.

The bodies are then hidden and crime scene cleaned up so nobody important gets a bad performance review (but that's a story for another day).

The known contributing factors to this dynamic are as follows:

  1. The deployment centered methodology that is central to corporate culture in America - this orientation creates a development philosophy that believes that a wrong product served on time is sufficient.
  2. The complete lack of understanding or appreciation that corporate leaders have developed with the regard to the skills and activities necessary to create quality experiences (agile methodology has shown some promise to fix this, but as it does not attempt to hit the dysfunction at it's root, only time will tell)
  3. The IT bias towards functionalism and left-brained thinking. The idea that function is not only superior to form, but that form is irrelevant compared to function creates the space for the above scenario to start.
  4. The root as I see it (and yes this is a recurring theme for me) - contempt for others. Contempt bleeds out as as a lack of respect for the perspectives, thoughts, methods, time, effort, etc. of others. Much of American culture, business or not, falls into a narrative cycle wherein everything should be simple and clean. If it is not simple and clean, than someone else is thinking incorrectly.

Scenario 2 | Scene 1: The shuffle.

Marketing/Business Executive: "I have an a great idea. Let's build a new system to automate process X. We'll save a million dollars annually!"

IT Executive: "That is a great idea. My development team can do it."

Marketing/Business Executive: "I've been down that road before. I want to outsource it."

IT Executive: "No! That will cost much more! Let our team do it!"

Marketing/Business Executive: "Well, alright. But it needs to be done next quarter and it can't cost more than X"

IT Executive: "No problem"

Scenario 2 | Scene 2: The deal.

IT Executive: "I saved this project from being outsourced. Don't screw it up."

Team: "With this deadline and budget restriction, we can't afford any training and we can't bring in any experts"

IT Executive: "I don't care to know how many bubbles are in a bar of soap. You asked me to keep the development work in-house and I did it. Now don't screw it up."

Team: "Ugh."

Scenario 2 | Scene 3: The flop.

Marketing/Business Executive: "This isn't what I wanted"

IT Executive: "Yes it is. It got done within the time limit and met the budget."

Marketing/Business Executive: "Ugh"

Scenario 2 | Epilogue
Business executives share the same misguided bias towards quantitative measures that IT personnel do, it just has a different set of targets: money and time. For some reason, executives can't seem to get on the same page about the realities of the contexts that face them (e.g., time constraints of the marketplace, skill constraints of the teams, the need for collaborative design work throughout a project lifecycle, the inherent risks in the waterfall model of traditional SDLCs, etc). With these realities, it's not a wonder that 3/4 of IT projects fail. The wonder is that the ratio is not higher.

The known contributing factors to this dynamic are as follows:

  1. The American business paradigms that elevate short term results above all (this has been discussed in detail by people all over the world for more than 30 years).
  2. The missing roles for research and design disciplines within large corporations (another story for another day).
  3. The rampant practice of empire building within corporate America (I think this one has roots in American culture more than anything else).
  4. Fear of change (this is part of the human condition) 

What I find very curious, is that people don't actually use the same singular focus on budgets and time outside of work. People, in my experience are not as reluctant to bend personal deadlines and budgets to get what they really want. For some reason, there has been a failure in the business community to admit that the current dynamic is inherently broken and that the rules and very structure of the game need to be changed in order to fix it.

I do believe that the injection of UX perspectives is a step in the right direction. However, I believe this step can only reach its potential impact when UX professionals in combination with IT and business professionals separate needs from positions. Focusing on needs rather than positions is the only way, in my experience, to bring the warring tribes together before they kill their projects or one another.

Separating needs from positions isn't as hard as it seems and while it's not the sole province of UX, UX seems to be very well positioned to drive the dialogue. Ultimately, it requires a curious, empathic mind in search of authentic motivations. This is what, for me, separates UX from interface design. A desire to understand the answer to a question simple to pose but hard to answer;"Why?"

Rating time:

Typical american business/IT culture: Garbage

"I want to share something with you: The three little sentences that will get you through life. Number 1: Cover for me. Number 2: Oh, good idea, Boss! Number 3: It was like that when I got here." - Homer Simpson


Thursday, March 24, 2011

What's holding back UX

I don't know if my peers would agree with me.

On second thought I'm pretty sure they would disagree.

Actually, the more I think about it, they might even be skeptical about my claim to be their peer.

Which brings me back full circle to the title of this post - What's holding back UX.

UX is a niche discipline. UX strategy is a niche within a niche. Consulting organizations barely recognize UX at all. Some would argue with this point, but I believe that's because the big organizations that have UX professionals more often than not put them in the role of interaction designer and call it UX. Only a few private industry companies have just begun to allow the discipline into their organizations and a ridiculously small minority have actually created an operationalized talent and role structure to support the discipline. Most companies who hire Information Architects ram them into some other label in their existing structure because HR doesn't recognize the need for a discernment.

Is this because the discipline is "new"?

That just doesn't ring true to me. When businesses started bringing programmers into their companies in the 60's and 70's, I dont think they were shy about calling them programmers or system analysts or some other unique label. And even if they did not know what to call them, it did not take the dozen years that UX has been a formal discipline to create a unique title taxonomy within industry.

So why is UX a niche discipline? I have a unique theory.

Pretentiousness.

I have been formally working in the field since 1999 and was a avid reader of HCI books back in 1993. I still to this day get judged all the time by other UX professionals because I came at UX from technology. In 1999, because I was an engineer, other UX practitioners assumed that I not only lacked an ability to design useable interactions, but even went so far as to say that listening to my input was by definition a waste of time. While not all designers or researchers or strategists or visual designers treated me like this (big props to my peeps who worked with me on cancer.org and vitaminshoppe.com), the vast majority went out of their way to snub me and every other software engineer or architect I worked with because we were, in their eyes, not educated in design. This attitude is still rampant today and may even be more so with the hordes of graduates from formal HCI programs across the country.

There are too many flaws and horrible repercussions of this to name, but I'll go over my top 5:

1) Not all engineers or non-designers are alike. Many of us actually care that something will be adopted and used. While I whole-heartedly agree that there are way too many technologists who are too biased by how much perceived effort it takes to write code to make something work in a particular way, it is not universal. And i truly believe that if anyone took the time to show the engineers the math behind why making something useful, usable and desirable was the right thing to do for the business, they would be on the bandwagon cheering the loudest. Any software geek I have worked with has been easily converted to User Centered methodology once they understood why it was superior during the discovery, concept and design phases of a project. The numbers are just too compelling for a geek to deny.

2) The exclusionary attitude scuttles the whole philosophical premise of UX - people count and deserve to be treated in a way that makes them feel respected. You can't be taken seriously as a practitioner who supposedly cares about people's perception when your demeanor towards your teammates is so arrogant.

3) Revolutionary breakthroughs in any discipline only come from those who can see past the conceptual boundaries that hold back transformative progress. Non-designers have something designers lack - a lack of knowledge of convention of the design industry. The very reason their input is met with disdain is the reason they should be embraced.

4) UX needs more allies. We have to fight to get in on strategy and concept. And sometimes even have to fight during the design process. The more allies UX has, the less adversarial the process will be, and subsequently more opportunities, acceptance and success will follow.

5) Work actually can be fun. The most fun projects I have worked on are the ones where the collaborative multi-disciplinary process was set up as "play time". Weather its a design slam or an ideation workshop, collaborative projects are more fun and are more often more successful (duh...teams that like and respect each other more often than not produce better work).

Some readers may argue that software geeks can often be this way too. I agree, but it's just not as pervasive in my experience.

One seemingly esoteric ingredient that I believe has led us all to this place of pretentiousness is surprisingly enough the semantics of the disciplinary labels them selves. When you label disciplines and people as "Creatives", "Designers" and "Technologists" or other variations on these themes, it is an implicit slight to the people on the outside. Are UX professionals who use crazy hard applications not technical? Are software geeks who solve ridiculous challenges not creative designers? This may be heresy in the field, but I believe that being more careful in how we create and apply these labels will go a long way to starting to tear down the adversarial boundaries between the disciplines.

Rating time:

Pretentiousness of disciplines: Crap

Acceptance of outside perspectives: Like it

"If you really want something in life you have to work for it. Now quiet, they're about to announce the lottery numbers." - Homer Simpson

Saturday, August 7, 2010

Why poor design seems to be the rule in business.

I've been working as a consultant advocating good UX design for more than 15 years now and one thing has pervaded almost every interaction with executive management. I'm constantly asked to justify the time and expenditure required for good design practices. Nobody ever asks for a business case to justify the poor design practices that are systemic in corporate IT. My guess is that people do not recognize that the lack of an intentional design is still a design. It's just a poor one (usually).

In thinking about this topic again and again, I think I've had a revelation. I now understand exactly why this attitude is the rule.

It is a habit learned over the last 50 years.

It takes a person about 66 days to form a habit. I could not find any research on how it takes for an industry to form a practice.

Think about it. When computers first entered into business environments, most people did not interact with them, most people interacted with the artifacts that computers could produce and with minority of people who could program the computer using punch-cards. Do you remember punch-cards? Have you seen them in documentaries? This is where the habit started. At this time the equation was very simple:

Cost to design and create a new interface system more usable than a punch-card reader > Cost to train the people who interface with the computer

This was abundantly true for so many reasons:
  • The people who interfaced with the computer in the time of punch-card readers were super geeks and punch-card logic came easily to them
  • The people who interfaced with the computer in the time of punch-card readers were very few in numbers
  • The concept for other possible interfaces did not even exist yet
As time progressed and command line interfaces became the norm, this equation held. The number of people who interfaced with the computer increased ever so slightly, the types of people using them did not shift at all, and a small group of people saw the possibility of graphical interfaces, but the numbers were still overwhelming.

As time progressed even further and WIMP interfaces (thank you Xerox!) became the norm, this equation still held. The number of people who interfaced with the computer increased a little more rapidly, the types of people interfacing with them began to shift as people who used computers in grade school hit the work force, and a different, but still small, group of people saw the possibility of putting standardized graphical frameworks on top of information systems, but the numbers were still overwhelming.

Time moved on yet again and web browsers have now become the norm (thank you Mozilla!), and despite the fact that the equation has finally shifted most businesses do not even realize the basis on which the original decision was made. It's not anyone's fault. There is no "big book of corporate assumptions" lying around that people are supposed to check every couple of years. Just like a habit, the mode of operating has become somewhat unconscious. When executives ask for the business case for good design, I do not believe that they know the basis for the question itself has completely changed.

  • The number of people who interface with computers in business or consumer settings is rapidly approaching 100%.
  • The types of people who interface with computers has dramatically shifted in ways beyond thinking styles; People of all ages now access computers and a new generation has entered the workforce; A generation of workers who don't view their employers as bosses, but as an easily replaceable organization entering into a trade agreement with them.
  • Useful, usable and desirable interfaces and experiences are readily conceivable (thank you Amazon & Apple!)
The equation has changed!

The required investment in user experience pales in comparison to the amount required to train an entire population of job-hopping workers and fickle consumers.

The first step in breaking the habit is admitting we have a problem. If we are to remain economically viable we must challenge our base assumptions.

RATING TIME:

Non-intentional design habit - Garbage

Turning over a new leaf - Like it

"Oh, people can come up with statistics to prove anything, Kent. 14% of people know that." - Homer Simpson



Wednesday, June 30, 2010

If I were CXO of AT&T

This is the second in a new experiment for me. If I make it beyond 7, I think I'll make it to 30.

If I were CXO of AT&T I would:
  1. Acknowledge risk - I would immediately recognize that AT&T must make a revolutionary improvement in customer satisfaction to prevent a significant amount of churn once the iPhone is available on Verizon.
  2. Tend the root - Actions to improve the network would help, but they are not the root of customer loyalty. True loyalty transcends momentary transactional advantage. If AT&T is to stave off this near-term defection, it must act to win the hearts of consumers and then capitalize on momentum to win back the minds. The hearts can only be won if people truly believe that AT&T is committed to doing more than just short term talk. Start with saying what we mean, and meaning what we say in every communication (i.e., Be Authentic).
  3. Spend like there's no tomorrow - Do the thing we've said we are going to do. Do "everything possible" to fix the network issues. People from government to private industry cavalierly use this phrase with no thought to the actual meaning. It doesn't mean "everything within reason" as most people seem to think. "Everything possible" means doing things at a breadth and speed that approaches recklessness. In order to win the hearts, a gesture must be made - improve the network in the most populous areas "overnight". Set ludicrous goals for improvement and throw enough money at them to make the impossible possible.
  4. Simplify - AT&T bundled plans are industry leading. Capitalize on this and go further. Simplify beyond the realm of what consumers think is possible. Throw away concepts like the "triple play" and go for the "whole enchilada" $200 unlimited everything (TV, phone, wireless, data, internet, long distance, local... etc.). I don't know if the number is right, but the concept is incredible - and that's what AT&T should be shooting for: beyond credulity.
  5. Be world class - make our core service offerings world class. I don't mean "be perceived as world class". I don't mean "look like we are world class". I mean actually "be".
  6. Develop an innovation strategy - scour the enterprise for the best and brightest and find mechanisms to directly and in-directly incent innovation. AT&T lost something big when it lost Bell Labs. Bring that back.
Rating:

#2 (of my experiment) - still like it

intentionally not being #1 - garbage

I want to share something with you: The three little sentences that will get you through life. Number 1: Cover for me. Number 2: Oh, good idea, Boss! Number 3: It was like that when I got here. - Homer Simpson

Sunday, June 27, 2010

If I were CXO (part 1)

This is the first in an experimental series of entries. I am going to pick 10 different companies and explain what I would do if I were hired as the CXO (Chief Experience Officer). I don't know if I'll continue just yet, but I'm willing to give it a shot to see how it works out.

First off, my favorite company to hate, and a frequent bash victim of this blog - Blockbuster.

Discarding the fact that I would more than likely turn down an offer by a company that is doomed to be out of business before 2020 and is squarely opposite in orientation to my principles, this is what I would do...
  1. Start with why - Refocus the company from making short-term revenue to one of providing truly great in-home entertainment experiences
  2. Apologize with a megaphone - Blockbuster recently reinstated the dumb tax and is once again collecting late fees. This action speaks to the fact that Blockbuster exists to make money first and foremost and does not exist to be of preeminent value to people seeking home entertainment. I would immediately and publicly apologize for this misstep, remove the late fee policy and explain how it is antithetical to Blockbusters fundamental reason for being.
  3. Make amends - Just like a past entry in this blog points out, apologies without genuine gestures that show contrition are platitudes and ultimately contemptuous. I would refund each and every late fee collected since the reinstatement in the form of store credit.
  4. Catch-up - Partner with a hardware retailer (Microsoft, Nintendo, Sony, or possibly Tivo) to get downloadable movies off of computers and onto the television.
  5. Fix the in-store experience:
    • The lines are too long and picking a movie from the shelves is too time consuming. Put kiosks in the store for help selecting movies and checking out.
    • Stop yelling "Welcome to Blockbuster" as customers walk in.
    • Upgrade the POS and peripherals (scanner, printer and signature pad) along with the couponing process that barely work, waste paper and power and serve to commoditize the offering.
    • Unify all the CRM systems to enable promotions to be applied and tracked without the use of paper
    • Enable "return to any store"
  6. Fix the multi-channel experience - starting with quantitative and qualitative user research search for opportunities to ultimately improve customers in-home entertainment lives and execute on those that align with the overall brand proposition.
  7. Expand the reach - Put vending kiosks or mini-stores into airports and other locations where impulse meets opportunity. It is critical to integrate these with the overall CRM system and "return to any store" policy in order to drive the sense that Blockbuster exists to serve it's customers in the way that will most fit into their busy lives.
Rating:

My "If I were CXO" experiment - Like it. I Think I'll do it again.

Current customer experience at Blockbuster - Garbage

"No, no, no, Lisa. If adults don't like their jobs, they don't go on strike. They just go in every day and do it really half-assed. That's the American Way." - Homer Simpson

Friday, March 12, 2010

What I Do

Quite often, people ask me "What do you do?"

This is how the conversation typically goes with the exception that I usually give some real world examples that are very freaky, but given that I can't put my sales pitch into the public domain, I'm sorry for the disappointment. :-(

Person X: "What do you do?"

Me: "I'm a User Experience Consultant"

Person X: "That sounds interesting. What is that?"

Me: "Well, there are a lot of different types of User Experience Consultants. I work with businesses to help them design and develop experiences that engender desired attitudes and behaviors without coercion or external support."

Person X: Best case: "Can you give me an example?" / Worst case: Puzzled look that says "How am I going to get out of this conversation?"

Me: "Let me give you an example. We go out and do a number of types of research with different audiences. In observing and talking to these people we learn a bunch of different things, some big and some small. The small nuances are the most interesting. For example, in working with a large home improvement retailer we learned a lot about the purchasing contexts for power tools. We analyzed the quantitative and qualitative data from the research and made very specific changes in language and photography to raise the percentage of people who purchase tools as opposed to those who just browse.

Imagine you walk into a friends kitchen to make yourself a cup of coffee. Where do you look for the mugs? Near the sink? Near the coffee maker? Near the pantry? Near the stove? There is some thought process that each person goes through. A UX consultant learns about people to understand how different types of people will go about their search. We combine that understanding with the types of people most likely to come to that particular kitchen and put the mugs right where people will look for them. More than that, we tell businesses where each type of person will look for the mug and how to create or modify the kitchen so that the right people will not feel stupid or get frustrated looking for the mug when nobody is around to help them find one."

Person X: "Wow! That is interesting. How did you end up doing that?"

Me: "Well, I started out as a software developer who hated being on the phone. I had all these pesky users who would call and email me all these questions that I did not want to answer. I also hated writing technical documentation. It was all just so boring to me when what I wanted to be doing was improving the business. Being an engineer at heart, I figured that there must be some way to design the interface in a way that they will never call me again that did not involve me writing a full an comprehensive user manual which they would never read anyway.

So I went out and bought a bunch of books on human factors, eye tracking and usability and started trying to design the interfaces just for them. Then I got lucky enough to work with some great UX consultants who were willing to let me play in their sandbox.

10 years later, and this is what I love doing. I hardly ever code anymore. I focus on some fairly esoteric stuff in strategy and technology that's fun and challenging for me.

There are college programs for it now, but there really were not specific programs or degrees for it when I went to school. Not in the mainstream anyway. I kind of got lucky. It just sort of happened organically based on my context, what I was interested in and my own stubborn refusal to do support work."

One of the worst aspects of this conversation is that I have to explain it over and over again to my dad (so that he can brag about his "brilliant genius son" to all the other Jewish fathers at the retirement community in Florida) and
my friends outside the industry (remember how stubborn I am in answering the same question over and over). So this is my first attempt to write it all down (even though very few will read it - and yes, dear reader, I see the irony).

Which brings me to another aspect of what I do - craft experiences that people will want to engage in; i.e., craft desirable experiences through strategy (remember that esoteric thing that I said I focus on). But that is a topic for another day.

Rating time:

What I do: Like it
Explaining it over and over: Hmmm... I'm tempted to say Garbage...but I actually kind of get excited in talking about it because I like the fun insight stories so much...OK, I give up. Like it.
Explaining it to my dad over and over: Garbage. (Dad, be grateful I did not use the "Crap" rating ;-)

Well, it's 2 a.m. Better go and spend some quality time with the kids.

Saturday, July 11, 2009

The Long OW!

Brandon Schauer, one of my past Sapient co-workers, now works at Adaptive Path and is relatively well known in UX circles for his thought leadership. One of my favorites is The Long Wow. In brief, "the long wow is a means to achieving long-term customer loyalty through systematically impressing your customers again and again."

Well, true to my nature, I feel compelled to point out the flip side, which I call the long OW. In brief, the long OW is a means to achieving long-term customer hatred through systematically disappointing your customers again and again.

Where long wow companies like Apple and Nike continually look for ways to express to customers how much they appreciate them through phenomenally well designed, user-centric products and services. Long OW companies like Blockbuster, the cable companies and phone companies seemingly look for ways to contemptuously exploit their customers through products and no-service processes that are equally well designed, except that the products and no-services are dollar-centric.

I understand the mindset and organizational culture that drive the long OW companies to make decisions like these. Like many American cultural aspects they are all focused on $ tomorrow. What they fail to see is the long term lasting hatred consumers have for them and the taint these business practices have on their brands that can't be washed away.

Blockbuster is the perfect case study for this. I know, I know... I pick on Blockbuster quite often... But THIS IS EXACTLY THE POINT! Neither I, nor other consumers have forgotten the YEARS of gouging we suffered from the late-fee nazis in Blockbuster management. Even when Blockbuster's Click & Mortar offering is VASTLY superior to every online only offering - people still choose netflix. The people who still patronize Blockbuster do it only begrudgingly and silently hope for the day when a online & meat-space combo retailer will offer something better so that they can stick it to the man REAL GOOD!

Cell phone companies and the Cable companies have paved the way for this type of business model for decades! The Cable companies were first. Having regional monopolies, the combination of easy money and little competition has created crappy behemoths of companies who really could not give a rat's ass about how much consumers hate them. Maybe instead of focusing on churn, they should focus on the root cause - the legacy of contempt they have shown for their customers.

How can the leaders of these companies not get it? Consumers generally feel that all the options suck it's up to them to choose the one that least sucks for them and their lifestyle.

My recommendation for these purveyors of contempt is to either:

1) Go for a "truth and reconciliation" approach in which you actually try to make legitimate amends with people who despise your organization. If you decide to do this one, you have to do more than say "sorry", you have to show you mean it. See my past blog entry on this topic for more information.

-OR-

2) Prepare for an upstart with a clean reputation to come and eat your lunch.

Rating Time:

Long Wow companies - Like them.

Long OW companies - Garbage.

Tell em' Large Marge Sent Ya!



Thursday, December 25, 2008

Air Tran's argument clinic



I have recently been flying every other week on several different carriers and have had experiences that leave me flummoxed.

All of the actual flights I took were relatively pleasurable. Yes I know most flying experiences are mildly painful at best... remember I said RELATIVELY.

I flew on AirTran round trip to DFW.

Making the Reservation - Good.
Getting my tickets and seats - Good.
Flying - Good.

Applying my A+ rewards number... not so much.

Given that one of my co-workers made the reservation for me, my rewards number was not attached to the reservation. I talked with the ticketing agent. No dice. I called the 1-800 number. No dice.

Listed below in ascending order are the three things that were really frustrating for me:

1) Poor systems design - any person along the reservation and flight supply chain should be able to serve a passenger in common use cases. This is good multi-channel experience design.

2) Poor understanding of the human mind - who memorizes their A+ rewards number? I already have enough numbers in my brain and companies want to keep tossing more numbers at me when I have no space to keep them in my wallet, or facility to write them down. The only time I have to be on the phone with them is in the car, where I can't write. Good design requires basic understanding of your customer and their lifestyle.

3) Poor customer service philosophy - when I called the 1-800 number, the representative went into detail about why I was wrong to expect him or the ticketing agent to be able to attach my number to my reservation.

I highly doubt that he was trained to argue with customers, and when I asked him why he was arguing with me, I got the proverbial Monty Python response. Here are some responses I would deem as acceptable when my request goes beyond the boundaries of policy or system capability:

a) I'm sorry Mr. Fishman, our systems are not designed to do that.

b) I'm sorry Mr. Fishman, our policies won't allow me to do that.

c) I'm sorry Mr. Fishman, I'm not authorized to do that.

d) I'm sorry Mr. Fishman, I am unable to do that right at this time, however, I could take your information down and call you back when this is done.

e) Any of the above followed by: I'll mention it to my supervisor that I had a problem expediting a customer request.

Here are the two most common responses:

1) I can't do that. <- I hate this one with a passion. Can't means unable. What they actually mean in most of these situations is that my request is against policy or that they are individually are unwilling.

2) You need to call to do that. <- This one raises all the original problems listed above. The very simple and compelling aim is this: One face to the customer.

Separately, I flew Delta this week and while the Sky Cap applied my frequent flyer number (YAY! Woo-Hoo!). The customer service person had to give me another number to call to log a "lost and found" request that left me on hold for 20 minutes before I gave up (BOO! DOH!).

Official Rating:

Most airline's customer service experience design - Crap

Tip your servers well. I'll be here all weekend.

Why I don't love my Nuvi

Now don't get me wrong, I do indeed like my Nuvi. As GPS devices go it is really usable and useful, but there are some simple improvements a good UX designer could have implemented if just a little more effort had been put into the design process.

Without further ado, here is my open letter to Garmin as to how to improve the Nuvi experience:

1) Change the alphabetical ordering of the keypad to QWERTY. This is a no-brainer and needs no explanation.

2) Modify the algorithm and interface for finding fuel, restaurants, etc. to allow the user to filter the results that are on or close to the current route. Picture yourself driving on a road-trip to Albuquerque and wanting to stop for a quick bite to eat or to grab a coffee at Starbucks. Now you passed the last exit 3 miles ago and you're not really into turning around. The current interface always shows the closest first and only allows filtering by restaurant type or name...but not "on the way". C'mon folks, this isn't rocket science UX work here.

That's it. Short and sweet. I do think that they are wasting their time on device unification features like making the Nuvi hold photos and music. This is feature bloat that the device and brand are just not elastic enough to support in my mind.

Anyway, it's rating time:

Nuvi - Like it
Nuvi's design team attention to detail - Garbage

See you dudes on the flip-flop. I'm out.

Wednesday, December 10, 2008

Improper affordance

For the non UX (User Experience) professionals out there, affordance is a term from "The Design of Everyday Things" by Don Norman, that speaks to concept of how objects in life seem to speak out to people in terms of how they can be used. e.g.,

  • A door with a protruding handle "affords" a pulling action.
  • An image on the web that looks like a button "affords" pushing (i.e., clicking).
  • A baseball "affords" throwing based on it's size, density and shape along with it's cultural context.
So what?

Who cares?

If you have a facebook account, you care. The current facebook interface affords messaging through the "wall" in such a way that messages meant for private consumption are being written in public places. This is exacerbated by the explosion of facebook to the masses, many of whom are unfamiliar with social networking. People are using facebook to stay in touch with extended family and friends and now the mixing of these groups in a "public" context like the "wall" is becoming quite embarrassing for many users.

Think of the posts that could show up from one of your crazy friends that your mom might see:

"yeeeeeeah boy! did u get any action wit that grrl last night? she waz so drunk and totally HOT!"

Think of the posts that your crazy friend might see:

"I do not like the idea of you prowling around for girls at bars! Go meet a nice Jewish girl at temple. And make sure you wear that nice blue suit I bought you. You look so smart! A real Mensch!."

It would be easy to blame the unfamiliar users with not knowing that facebook has private messaging capabilities, but that would be pointing in the wrong direction. The real problem lies in how facebook is revealing its functionality to its user base. Facebook was designed for college students and technorati - not thier grandparents. And thus we come to the big problem facing UX professionals - How do you design an interface that is at once targeted towards people of many demographics and experience levels without moving the design to the "lowest common denominator".

Many designers lose sleep over this and no clear solution has emerged at this point short of designing multiple or adaptive interfaces which are cost prohbitive. Either way, I still love facebook. It's greatness is showing in an odd way - it is a victim of its own success and many users are feeling the mild pain of being embarrassed within their social circles.

Rating:

Facebook - like it
Facebook wall/message design - garbage

Peace up. A-Town Down.

Saturday, December 6, 2008

Design by committee

Ruth's Chris Steak House?

Lettuce Souprise You?

WTF! What is a "Chris Steak House"? I would say this about the worst choice I have seen for a restaurant name except I have a hard time picking between "Ruth's Horribly Named Restaurant" and "Lettuce Surprise You With A Really Bad Pun". One of my wierd eccentricities, I will refrain from patronizing establishements that have made bad marketing decisions for that reason alone.

Actually these do not surprise me. Why not? One big reason... Steve Jobs aside, taste does not often correlate with power. Many executives, managers, owners, directors etc. have great vision while at the same time, have little to no aesthetic taste or ability to remove themselves from their own shoes in perceiving their vision. This realizes itself when project owners, sponsors and their bosses give "creative feedback" in the only way they can. A bad way. "It needs to POP more", "I love Apple's taste for design. Make it like that with MORE!", "Be MORE creative!" All of these exact quotes belie the same actual lack of a clear vocabulary and understanding of design and are the result of a desire to imbue a design with their fingerprints so they can feel they were a part of the design process without any actual aesthetic motivation.

One of my favorite illustrations of this sort of behavior is...




props to Danny Elfman - composer for the music, originally from one of the modern movie masterpieces... "Pee Wee's Big Adventure".

One of my smartest friends once told me - when you take two great visions and mix them together sometimes all you get is a watered down version of both that actually appeals to no-one. Someday I hope to run into a sponsor who can own the vision and be confident enough in their own contribution to let designers do their job

Rating:

Business Executives making design decisions - Crap
Pee-Wee's Big Adventure - Like it.