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June 6th, 2000
     
 

Tipping with Usability
Little things that can make a good design better

 
     
 

I've been reading "The Tipping Point" by Malcolm Gladwell. A couple of other commentators on UI and Web Design have already recommended this book, Peter Merholz and Patrick Lynch. However, this is not a book review. Merholz concluded in his review at ePinions that Gladwell's case for a universal formula for achieving success by the sudden viral spread of an idea or fashion or a behavioral change or an attitude or belief, was unproved. Merholz' point, that Gladwell through a series of anecdotes and evidence from studies in behavioral psychology, fails to establish the general rules, the abstract patterns which can be universally applied, is certainly strong. However, there was one story in this fascinating little book from which we can learn a great deal about software, website and information appliance design. The story of "Sesame Street" versus "Blue's Clues"!

The Tipping Point is the point at which something mundane suddenly becomes popular or hugely successful, or where something controlled suddenly breaks out and becomes uncontrolled. There are three key motivators behind Gladwell's Tipping Point: The Law of the Few; The Stickiness Factor; and The Power of Context. The Law of the Few states that to spread an epidemic you only have to infect or affect a few people. Those people have one of 3 key traits. They are Connectors, Mavens or Salesmen. The Power of Context states that behavior is very environmentally affected and that behavior will change in different environments and indeed the effect of The Law of the Few or The Stickiness Factor may be dissipated if the environmental conditions are wrong. However, it is The Stickiness Factor and one of the anecdotes given to back it up which are most interesting for Interaction Design.

The Stickiness Factor

Gladwell uses the term, "the stickiness factor" to imply that something is memorable. It has the ability to make itself stick in the long term memory of people. This is important because humans have developed the ability to filter out a lot of detail, to reduce the complexity of everyday life down for storage in their brains. To avoid being filtered something must exhibit The Stickiness Factor.

Stickiness is also a term which is widely used in the new world of web business to imply that a business model and/or a site design has the ability to bring people back, again and again. It is not just memorable but somehow "locks" them in or has some addictive quality that keeps them coming back.

To illustrate The Stickiness Factor, Gladwell chose to use an example from American children's TV making. First with the example of "Sesame Street" and then later an improvement upon it, "Blue's Clues". The later show is considered an improvement because its audience was less likely to drop out during a show and repeat viewers were even higher than the much more established "Sesame Street". Gladwell's argument is that the tipping point for "Blue's Clues" was its superior stickiness factor. What I think he fails to establish, is that the improved ratings for the show were created through some genius spark of memorability or simply through improved understanding of how to make children's TV and adherence to a process which led to closer to perfect results. He does, however, prove that "little things can make a big difference" as the subtitle of the book claims. In the case of "Blue's Clues", the little thing was pilot and storyboard testing with real children. In essence, the producers of "Blue's Clues" were usability testing their shows then modifying the scripts to fix problems found in testing. For the Interaction Designer or Usability Engineer reading this, that ought to sound familiar. But first let's look at what, Gladwell claims, made "Sesame Street" sticky.

Cognitive Friction is a turn off

Most good user interface design work often comes from counterintuitive propositions for a design. It turns out that one of the key factors in the success of "Sesame Street" was also a counterintuitive proposition which went against the conventional thinking of the times. In the 1960s, it was believed that TV was addictive and that children simply tuned in and zoned out. As long as there was attention grabbing action on the screen, they would watch. As soon as something became slow and boring, they would tune out or change channel.

Sesame Street was designed as a series of short sketches. There was a relatively fast pace to the shows and the characters were designed to be attractive and interesting to the children watching. The interest and addictiveness was thought to come from the characters and the pace of sketches in the shows.

Two researchers in psychology studied how kids watched early "Sesame Street" shows and discovered something unexpected - they didn't simply watch from start to finish but constantly switched attention from the screen to whatever was going on around them. They weren't simply mindless zombies watching the screen. The breakthrough came when they realized that,

"Kids don't watch when they are stimulated and look away when they are bored. They watch when they understand and look away when they are confused"

This result sounded very familiar to me. Children are sophisticated enough to pay attention when what they are watching is meaningful. As soon as it becomes difficult or impossible to follow they tune out. If this is true of children, why is it not true of adults? The truth is I believe that this trait never leaves us and it is an important result for Interaction Design. Why?

The newspaper industry widely exploits this knowledge to niche market products [note: the US newspaper market is not typical in this respect as papers tend to be local in nature, the British newspaper market is perhaps the finest example of such niche marketing, though it is also evident in other European countries]. For example broadsheet newspapers like The Times, or The Guardian or The Herald Tribune, are aimed at advanced readers with a high school education and probably a college degree. The text is deliberately difficult. For those without much high school these papers are simply too difficult. When you see such a reader put a broadsheet paper down, you might assume that they got bored. The real reason is that it is too difficult to read. The cognitive friction associated with too many syllables and long complex sentences is too great. The reader is not bored, after all much of the material covered is the same as in tabloid newspapers. No, they aren't bored. The effort of understanding is too great. So they put it down and ask if you have a tabloid paper like The Sun or The Mirror or USAToday instead. This is exactly the same behavior as seen in 4 year old "Sesame Street" viewers.

Now consider what happens when a participant in a usability test gives up on a question or task. How many of them got bored? More than likely, they got confused. The effort to decipher the intended operation of the system, was too great so they tuned out. On the web this is as disastrous as it is in the land of TV. With TV, the viewer can switch channels. With the web, the user can simply click to another competitive site. The problem of stickiness is the same. It isn't about getting the user to remember the website or the viewer the TV show. It's about getting them to stay with it and not press that button and tune out.

For me, Gladwell's argument and the results of the researchers, Anderson and Lorch, obviate that a website or information appliance which is too difficult to understand will cause the user to tune out. Cognitive Friction or more accurately, avoidance of cognitive friction is key to stickiness.

Usability Testing fixes the little things that make a difference

"Blue's Clues" was to improve on the retention rate of viewers by learning from the earlier result that confusion is the main cause of viewer drop-off. The kids tune out when they don't understand. "Blue's Clues" has a regular formula where a puzzle is presented at the beginning and then through half an hour show, the kids are presented with a series of increasingly difficult clues until they can guess the answer to the puzzle at the end of the show. The show is designed to be sufficiently difficult that even bright young kids will need to follow until the end to guess the answer. The show is repeated several times in a single week. The idea is that by the end of the week, even the slower kids will be able to follow the whole show and get the answer. They will have learned and they will understand.

In order to establish that a show has the proper balance and is sufficiently difficult without being overly so, the producers test the storyboard form of the scripts with real kids. This sounded very like usability testing to me. They walk the kids through the storyboards and observe what happens. They are particularly looking for kids who tune out and want to do something else instead.

When a kid tunes out, this is an indication that the clue was too difficult to understand. By testing the clues in different orders with different kids, the producers get to understand the difficulty of each clue. Often this is counterintuitive to the adult expectation. Later the test results are analyzed and subtle differences are made to wording or presentation of the script and often the order of clues is changed to provide a smooth learning process for the viewer.

The idea is simple. The dropout point should come as late in the show as possible and the kids should come back the next day for the rerun and get further because they are learning. This is a truly sticky TV show.

Gladwell argues that the testing and minor modifications to each script demonstrate that little things can make a big difference. He chooses to classify this testing and script modification process as a "little thing". However, there is a strong argument to be made that a methodical approach to your profession and validation of its output through rigorous and scientific testing, is not as trivial as the word "little" suggests.

If you extrapolate the "Blue's Clues" example to Interaction Design, then a script is a design, and the storyboard walkthrough is a usability test on a high (or low) fidelity prototype. The tests reveal where the users are having cognitive difficulty, the points where they fail to understand. By identifying these points, design changes can be made and the resulting design will be easier to understand. In our line of work, this is referred to as "more usable" or "user friendly".

Is Usability the key to The Tipping Point?

What Gladwell really fails to establish fully in his children's TV story is whether the improved understandibilty of these two shows and the improved stickiness of their content was actually what swung the balance and made them hugely successful. What other factors may have been influential - time slot, competitive programming, cuteness of the characters and so forth? The author is undoubtedly convinced but the cause and effect are never truly established.

The same could be said of software products, web sites and information appliances. Does a good design, influenced by early usability testing truly tip the balance for huge success? Is a sticky, usability refined design truly The Tipping Point? Probably not! Like most other products, a good design doesn't guarantee success. There is still marketing, channels to market, sales strategy, capitalization of the business and many many more elements which can make the difference.

Understanding "The Tipping Point" and knowing what can make a difference to your product is important. Knowing how to create stickiness through the tight coupling of design and early usability testing is a true benefit. The Law of the Few also gives us clues about how to go about building the early market and eventually crossing the chasm to mass market success. Perhaps too, The Power of Context gives further clues about how to set up conditions for success and identify what is right for a market.

It seems to me that the book is slightly mistitled. "The Tipping Points" might be better! The success of your design and your product lies with more than just usability testing to improve stickiness but it is a very good place to start.

Order "The Tipping Point" from Amazon...

 

 

 
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