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December 30th, 2000
     
 

Two Tracks to a UCD Solution
Keep running at web speed and yet deliver a superior user experience

 
     
 

One commonly held objection to developing a superior user experience, is that it takes too long. The argument goes that, if you wait to get it right then you'll be late to market and the opportunity will be lost. The objective isn't to say "Ready! Aim! Aim! Aim! Aim! Aim!, Fire", but "Ready! Fire! Now adjust your aim for effect..." In this short white paper, we present an approach which allows you to do both in a controlled and reasoned fashion - move quickly to respond to market demands, whilst developing a superior user experience.

Objections

Why should there be an objection to User Centered Design and developing a superior user experience. Surely, it makes good business sense? The answer is simple! To do it properly, you have to engage a usability professional or analyst to develop contextual analysis. Perhaps you have to use your imagination and develop imaginary personas based on target demographics. Next you develop a user interface prototype, perhaps as part of a participatory design process. Together, the designers, usability professionals and clients have devised what they think is THE answer.

The next stage would be to run a series of usability tests on the prototype, quickly iterating the design as results are collated from testing. This was discussed earlier this year in "Evangelize with Usability". Finally, when all the tests are run, the prototype is validated and everyone is happy. Then and only then is it time to write the formal requirements.

That process may have taken anything up to 6 months, even in a relatively fast environment. Meanwhile, the opposition launched an inferior product.

 

Throwing mud at the wall

The alternative to a properly designed user experience, is what Jakob Nielsen has referred to as the "throw some mud at the wall" approach to usability. In this approach, the vendor simply ships something which delivers functionality and watches to see what happens. Where there are problems, they make a change with the next version and watch again. They keep making changes at a whim until the design and the product finally settles down or disappears.

Throwing mud at the wall isn't a strategy. It's putting your success in the hands of the gods.

 

Adopting a two track approach

The answer is to adopt a two track approach and run both tracks in parallel. The first track is tactical. The second strategic. The strategic track involves a full user centered design process and the development of a superior user experience, but what might the first track, the tactical track involve? A possible answer was hinted at by Alan Cooper in his interview with uidesign.net, earlier this year.

Business tends to look at the competition. Technology people tend to look at yesterday's technology and extend it.

What Cooper is saying here is that technical people tend to look at technology and think, what is possible? "what changes or improvements can I make through existing technology in order to deliver a really cool product?" Meanwhile, business people / marketing people tend to be thinking, "what is the competition doing? should we be doing it too? what can we add to our laundry list of functions to outperform the competition?"

This provides the answer. This tells us how we can move forward, bring product to market, keep many different and diverse functions of the business happy and still bring a superior product with a good user experience to market. We must develop the superior product in parallel whilst focusing tactically on what is possible and what the competition are doing. Striking a balance between allocation of resources across the tactical and the strategic initiatives.

 

The two tracks

Track 1
Track 2
Tactical
Strategic

Step 1: Technical Functionality

A combination of technical folks and strategic marketing analysts devise a laundry list of functionality

The functionality is assessed and categorized. The most important and desirable features are formed into the specification for Release 1.0

Step 2: Release 1.0

Set the development team to work designing, writing and testing code. Release the result when ready.

Step 3: Competitive Analysis

Product Management completes a competitive market analysis

A list of functionality being offered by competing products is obtained and these are assessed and categorized. Those deemed essential for a second release are added to a new laundry list of features for the next release of the product.

Step 4: Technical Functionality, again

Repeat step 1 and add the results to the list from Step 3.

Step 5: Release 2.0

Release 2.0 is developed based on the requirements from Step 4.

Step 6: Transition Plan

By this time the design for Release 3.0 from the strategic track should be well developed. It is now time to make a transition plan.

Have the ui design team, analyse the functionality and look and feel from the 3.0 release. Set out a series of incremental functionality additions / deletions and design changes for up to 3 releases.

Call each of these iterative interim designs 2.1, 2.2 and 2.3 respectively. Plan to release them in a controlled fashion to fill the time gap until 3.0 is ready.

The result should be seamless to the end-user and will hopefully look like it was your plan all along.

Step 7. Develop the transition releases

Develop 2.1, 2.2 and 2.3 and release them to the scheduled dates.

Step 1: Define Target Market

Ask the business or marketing people to select a target or series of targets for the new product or service.

Step 2: Conduct contextual inquiry

Conduct contextual inquiry with people who match the target market definition, or, devise imaginary personas which meet the target market definitions.

Step 3: Take Lifestyle Snapshots

Using the lifestyle snapshot technique from an earlier white paper, analyse the personas and devise a list of scenarios in which the new technology may be able to assist and add value to the lives of the target market personas.

Step 4: List functionality

From the list of scenarios, extract a list of functionality.

Step 5: Analyse the functionality list

Assess the functionality into categories based on the following criteria: Desirability from a marketing perspective; Technical risk/difficulty; availability of the functionality or supporting functionality.

For example, it may be highly desirable to deliver a product which reads your mind, but before the invention of ThoughtML, it will probably not be possible. Therefore, desirability would score highly, but technical difficulty and availability of supporting technology would rule out inclusion of such a feature or set of features in a product.

Step 6: Write the Requirements

Now revisit the scenarios and categorize them based on the functionality assessment. A new list of scenarios which are practical to develop and desirable from a marketing perspective should emerge.

Step 7: Conduct a full lifecycle development process

Proceed to develop Release 3.0 of the product using a full lifecycle user centered design approach such as that developed by Deborah Mayhew or Larry Constantine.

Step 8: Release 3.0

Having conducted a proper ,full lifecycle development process, release the strategic product after full and thorough testing. It should appear to be the seamless replacement for the earlier tactical products 1.x and 2.x

 

Resources

A key issue to making the two track approach work, is the assignment of resources over time. It is essential for the management to realize that the 2nd track requires only a few staff in the early stages. Perhaps as few as 3 people can make significant progress on track 2. What is required is an interaction designer / analyst, a prototyping developer and a usability engineer. Additional resources are always helpful, if the requirement is likely to be large. However, a minimum team of three should suffice to gather requirements from stakeholders, build the lifestyle snapshots, develop initial prototypes and then run a series of early lifecycle usability studies, iterating the design.

Meanwhile, another small team of developers with a sufficient critical mass, perhaps as few as 6 or 8 can build the first release for the tactical track.

At the point when Release 1.0 hits the streets, suddenly more man power is required. A full development team is needed to develop 2.0 and perhaps maintain 1.x. Meanwhile, a full analysis team is required to write the requirements for 3.0.

This graph loosely shows the allocation of personnel to either track over time.

Figure 1. Graph showing approximate relative resource levels
during the two track period

Operating Twin Tracks

It is also important to realize that the two tracks shouldn't operate in silos. It is important to synchronize the effort periodically. Terry Simpson has referred to this as "the ladder model" as opposed to a two track model. The rungs of the ladder represent synchronization points.

It is also important to separate out the notion of tracks of work from dedicated personnel resources. For example, if you have a talented individual with, for example, a flair for good design, why not allow them to jump between tracks, doing design work for both sides.

Summary

Good user centered design can be seen as a luxury. A luxury which is hard to justify when trying to run on web time. Even the enlightened manager might say, "You know, we realize that user experience is SO important to our business but how is it possible when we are constantly stretched at full capacity?"

Alan Cooper believes

that good Goal-Directed Design allows you to produce release 3 quality in the release 1 timeframe.

However, building that understanding of the user, which is a prerequisite for any form of user centered design, does take time. You can buy yourself that time by advocating a two track approach for your organization.

In this White Paper, we have hopefully demonstrated that two tracks is an approach which will be broadly acceptable to all interested parties working inside an internet vendor. An approach which facilitates fast rapid releases, early time to market, addresses competitive concerns and still leads to a superior user experience, designed with the user in mind.

 

Acknowledgements

Thanks to Terry Simpson and Carlye Marsteller for reviewing and commenting on this article. Very much appreciated.

 

 

 

 
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