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	<title>disambiguity &#187; UCD process</title>
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	<description>Observing, reflecting, designing.</description>
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		<title>Opportunities lost &#8211; AlphaGov</title>
		<link>http://www.disambiguity.com/alphagov/</link>
		<comments>http://www.disambiguity.com/alphagov/#comments</comments>
		<pubDate>Thu, 19 May 2011 11:14:29 +0000</pubDate>
		<dc:creator>Leisa Reichelt</dc:creator>
				<category><![CDATA[agile ux]]></category>
		<category><![CDATA[case studies]]></category>
		<category><![CDATA[UCD process]]></category>
		<category><![CDATA[user experience]]></category>
		<category><![CDATA[alphagov]]></category>

		<guid isPermaLink="false">http://www.disambiguity.com/?p=1318</guid>
		<description><![CDATA[I&#8217;m sure that many of you will have heard about the very worthy Alpha.gov.uk project, the first prototype of which was released earlier this month. If you&#8217;re a user experience practitioner, this should particularly interesting to you. By way of a quick background, the AlphaGov project was formed in response to findings from a report [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" title="AlphaGov Homepage" src="https://img.skitch.com/20110519-c5i9pn4bjccapmp679jh9csr1k.jpg" alt="AlphaGov Homepage" width="475" height="420" /></p>
<p>I&#8217;m sure that many of you will have heard about the very worthy <a href="http://www.Alpha.gov.uk">Alpha.gov.uk</a> project, the first prototype of which was released earlier this month.</p>
<p>If you&#8217;re a user experience practitioner, this should particularly interesting to you.</p>
<p>By way of a quick background, the AlphaGov project was formed in response to findings from a report by Martha Lane Fox, <a href="http://www.cabinetoffice.gov.uk/resource-library/directgov-2010-and-beyond-revolution-not-evolution">Revolution not Evolution</a> into Government online services and opportunities to improve. (As a tangent, I&#8217;d love to see her in a cagefight with Lou &#8216;<a href="http://louisrosenfeld.com/home/bloug_archive/2011/04/the_new_redesign_must_die_talk.html">The redesign must die</a>&#8216; Rosenfeld)</p>
<p>In this report she recommended the introduction of</p>
<blockquote><p><em>“a service culture, putting the needs of citizens ahead of those of departments”</em></p></blockquote>
<p>The AlphaGov project responded, <a href="http://blog.alpha.gov.uk/about">setting out two overarching objectives</a>:</p>
<ol>
<li><strong>To test, in public, a prototype</strong> of a new, single UK Government website.</li>
<li>To design &amp; build a UK Government website using open, agile,  multi-disciplinary product development techniques and technologies,  shaped by <strong>an obsession with meeting user needs.</strong></li>
</ol>
<p>See. It doesn&#8217;t get more UX-interesting than that right? It reminds me quite a bit of the <a href="http://www.d7ux.org">D7UX</a> project I worked on with <a href="http://www.markboultondesign.com">Mark Boulton</a> and the <a href="http://www.drupal.org">Drupal</a> community, so I&#8217;ve been following it&#8217;s progress with a keen interest.</p>
<p>Now, go have a play with the prototype and see what you think. I&#8217;m actually not going to comment on the UX of the prototype today, partly because it&#8217;s actually quite difficult to do so. I&#8217;ll get to that later.</p>
<p>What I want to talk about today is the <strong>responsibility</strong> that playing out a project like this in public brings with it and how, in my opinion, AlphaGov have let down both the UX and Inclusive Design/Accessibility professional communities.</p>
<p><strong>What you do, not what you say</strong></p>
<p>Let me start by saying that I have a lot of admiration for the the ambition of this project. There is a lot that is good about it. There are also a lot of smart and talented people on the team.</p>
<p>The first thing that strikes me as strange is that on a project that claims to have an obsession with meeting user needs, <a href="http://blog.alpha.gov.uk/team">the team</a> contains a visual designer and a content strategist, a general strategist and multiple search analysists but NOT a user experience lead.</p>
<p>That&#8217;s right. We have an obsession with meeting user needs but not so much that we&#8217;ll actually hire someone who has extensive experience in actually making that happen.</p>
<p>Now, the project was fortunate in that it had <a href="http://memespring.co.uk/">Richard Pope</a>, who I first met when he was a very UX-savvy developer at <a href="http://www.moo.com">Moo</a> and who  played the Product Lead role on AlphaGov. As far as UX resources go, you could do a lot worse.</p>
<p>The team also recruited <a href="http://www.supernicestudio.com">Paul Annett</a> later into the project. Paul also has some UX experience but, as I understand it, his role was primarily as visual designer, making the interface a nicer place to be.</p>
<p>Without commenting on the interface itself, the lack of a rigorous approach to user experience is very evident in the way that the team talk about the work that they have done and their &#8216;<a href="http://blog.alpha.gov.uk/blog/alpha-gov-uk-design-rules">design rules</a>&#8216;.</p>
<p>In <a href="http://blog.alpha.gov.uk/blog/agile-does-work-in-government">a recent blog post about their agile methodology</a> Project Manager Jamie Arnold describes exactly what this &#8216;obsession with user need&#8217; entailed:</p>
<blockquote><p>We spent the first two weeks in February recruiting a team from inside and outside of government, talking through the scope, agreeing some design rules and agreeing a vision for the Alphagov product based around the recommendations of Martha’s report.</p>
<p>We ended those two weeks with a list of prioritised user needs (based around search analytics from Directgov, Hitwise and departments),</p>
<p>We roughly grouped into functional areas and stuck to the wall.  Each card (or user story) represented a user need, prioritised roughly from left to right and top to bottom.</p>
<p>Crucially also there was a fair amount of @tomskitomski and @memespring‘s product experience. All this was more than good enough to get on with twelve weekly development sprints.</p></blockquote>
<p>More than good enough, eh? For many projects this would have been more than they ever had to work with.</p>
<p>But this is not just any project. This is a groundbreaking, whole of government initiative that claims to take a User Centred approach and be obsessed with knowing and supporting the end user need.</p>
<p>I think a project like that needs to demonstrate User Centred-ness a little more rigorously. For example.</p>
<p><strong>Who is the audience?</strong></p>
<p>At no point that I saw did the AlphaGov team ever apparently think deeply about what kind of an end user they were going to prioritise. They talk about <em>&#8216;thinking about who our users were&#8217;</em> and having a <em>&#8216;user-base of all the entire adult population of a country&#8217;</em>.</p>
<p>As User Experience practitioners we know that although you might want the whole country to use whatever you&#8217;re designing, you need to put a ring around the kind of users you MOST want to support.</p>
<p>As designers we always privilege some behavioural attributes over others, even if we don&#8217;t articulate it. By not thoughtfully articulating this, you risk either an incoherent approach to the experience design or resort to self-referential design (designing for your own behaviour &#8211; something that is incredibly difficult to overcome).</p>
<p>You can&#8217;t take a <strong>User Centred approach</strong> to design when your user is &#8216;Everyone&#8217;. You need to define who your users are.  You must clearly identify the behavioural characteristics that you <strong>most</strong> want to support and focus on designing to best support these.</p>
<p>There are many valid design approaches that do not require such a clearly articulated definition of the end user, but these are NOT user centred approaches. Thinking generally about &#8216;users&#8217; while we design is not doing user centred design. I think it&#8217;s pretty irresponsible to suggest that it is.</p>
<p>AlphaGov sends a message that you can say you&#8217;re doing User Centred Design but you don&#8217;t have to show any evidence of a UCD process &#8211; audience definition, research, user involvement, design principles that actually track to specific behaviour attributes.</p>
<p>For example, it would have been great to see some personas developed and shared for this project &#8211; even hypothetical ones that drew on the data/insight available to the team. As well as helping the team avoid the problem of the &#8216;elastic user&#8217; (particularly problematic when you do think your target audience is everyone), it would also help us be better able to evaluate what is good and bad about the prototype. It would also have demonstrated that the team was actually practicing User Centred Design.</p>
<p><em>(Elastic user, for those not familiar with the term, was coined by <a href="http://en.wikipedia.org/wiki/Alan_Cooper">Alan Cooper</a> to describe the way that while making product decisions different stakeholders may define the &#8216;user&#8217; according to their convenience, often resulting in self-referential rather than user-centred design. <a href="http://en.wikipedia.org/wiki/Persona_%28marketing%29">More here</a>).</em></p>
<p>This leads us to one of the complexities of the AlphaGov audience which is that, in reality, rather then being obsessively user-centred, the project had two competing audiences. The largely undefined end user and, often more importantly, the stakeholders who would ultimately decide the fate of the project &#8211; public servants. These two audiences have VERY different motivations and goals for this project, and the impact of the latter on design decision making was never clearer than when the accessibility topic came up.</p>
<p><strong>On Accessibility and a conflict of interest</strong></p>
<p>Again, from what I know, there was no formal expert accessibility (or inclusive design as I prefer to call it) consultancy on the project team. This is not to say that the team didn&#8217;t have quite a bit of knowledge about the mechanics of accessibility (the impact of technical decisions on whether something could be certified &#8216;accessible&#8217;).</p>
<p>The team <a href="http://blog.alpha.gov.uk/blog/accessibility">sets out a really thoughtful understanding</a> of what it takes to make a service properly accessible:</p>
<blockquote><p>Accessibility should start with research and consideration, not with box-ticking or sprinkling a few standard accessibility features – especially in a government context where a user journey regularly extends into the real world (Booking a driving test? You’ll probably want to know the facilities at the test-centre).</p></blockquote>
<p>Ultimately, the AlphaGov prototype doesn&#8217;t make any significant attempt at achieving accessibility (particularly making a site that works fine even with JavaScript is switched off) apparently due to the short timeframes and ability to &#8216;retrofit&#8217; accessibility later (hrm).</p>
<p>Actually, what I picked up from discussions about this on Twitter and elsewhere was that actually, it was the other target audience &#8211; the stakeholders &#8211; who most influenced this decision. If they put the focus on accessibility, they&#8217;d have to take away some of the &#8216;shiny&#8217; &#8211; AlphaGov would end up feeling like Just Another Government Website. Rightly or wrongly, the shiny would help excite the public servants to approve and fund a beta version of the prototype.</p>
<p>Perhaps it was a noble sacrifice&#8230; who knows. Point is, it&#8217;s far from transparent.</p>
<p>The message that the world takes away from this exchange is that accessibility, even when your audience &#8216;entire adult population of a country&#8217; is optional. And that accessibility can be &#8216;done later&#8217; not, as they had first set out, built into design considerations from the outset.</p>
<p>These are really bad messages to be sending and, given how publicly visible and lauded this project is, sets the work of many amazing inclusive design specialists back considerably.</p>
<p>It&#8217;s hard enough to sell in good accessibility work already. AlphaGov just made it harder.</p>
<p><strong>Activity Based Design and Search Analytics</strong></p>
<p>OK. So I will talk briefly about the prototype&#8230; but mostly to discuss how the data you have access to can significantly shape your design.</p>
<p>The team have published very little information on the data that has guided their design decision making for this project but we do know that search activity has influenced it heavily. A team of sixteen people included no UX lead (sorry, did I mention that already?) but two people doing search analysis.</p>
<p>In the <a href="http://blog.alpha.gov.uk/blog/alpha-gov-uk-design-rules">design rationale blog post</a>, Richard Pope implies that search logs strongly influenced the design and information architecture strategy for the prototype.</p>
<blockquote><p>we spent the first couple of weeks <strong>scouring search logs and analytics</strong> for the various central government websites; thinking about who our users were and generally discussing the kind of thing we were setting out to make</p></blockquote>
<blockquote><p>Based on what we learned from looking at search-logs, we knew that there was a relatively small subset of tasks that require the majority of people need to interact with government online. So we should do less and focus on tasks.</p></blockquote>
<blockquote><p>Since for the vast majority of people their web journeys (finding out the date of the next bank-holiday, or reporting a lost passport) start with a search engine rather than a direct visit we should think of Google as the homepage and we should also feed Google, Bing and other search engines nice friendly urls.</p>
<p>If someone is just landing at a page on your site then it’s helpful to start thinking of every visit being a new user, assuming they have no prior knowledge of the structure or content website they have landed at.</p></blockquote>
<p>It is really difficult to evaluate this prototype from a user experience perspective, given the competing target audiences. The best you can do is try to recall the last few times you interacted with a government website and try to reenact that here. Every time I do that I come away with a lingering feeling of disengagement. There&#8217;s something that search logs probably don&#8217;t really show which is that this is MY government. For better or worse, I have a long term and multifaceted relationship with this government and yet, every time I encounter this site it (by design) makes me feel as though this is my first visit. I find that really unsatisfying and kind of perturbing.</p>
<p>Now, this is not a professional design critique, this is a qualitative research data point of one. But it&#8217;s not something that you&#8217;ll ever pick up from search stats and analytics. I could bore you further with how I find the promise of localisation with this infinite noob status even more perplexing, but you&#8217;d have to spend time with me to understand it. And then spend some time with a bunch of other people to see if this is a common theme or just me being an edgecase.</p>
<p>And people will never post this kind of feedback on <a href="http://getsatisfaction.com/alphagov">GetSatisfaction</a>. (Most people can&#8217;t really articulate this kind of weird feeling and wouldn&#8217;t think that it was important enough to comment on compared to, say, a bug. You need a good facilitator to extract this kind of data).</p>
<p>To do really good user experience design you need a mix of data points. If you privilege one set of data, you&#8217;ll see that in your design. I think we&#8217;ve got some of that going on with AlphaGov.</p>
<p>Quantitative data is fantastic. I&#8217;d love to see more of what the team had to work with and how they applied it in their design process. But it&#8217;s just one kind of input. Qualitative research helps you better understand your end users and thereby to design better for them.</p>
<p>People who do User Centred Design do Qualitative Research.</p>
<p><strong>User Experience is a Time Soak/Non-Agile</strong></p>
<p>Which leads me to the final problematic sub-text that I felt emanating from the AlphaGov team which was essentially that &#8216;we&#8217;re as user centred/accessible as we can be given that we only have 10 weeks to build this thing&#8217;. This perpetuates the myth that User Experience can be a time soak, that it slows you down, that it doesn&#8217;t really have a place in an Agile methodology.</p>
<p>This is where having an experience UX practitioner on the team from early on could have been helpful.</p>
<p>It is certainly true that historically, Agile and UX have had a fairly vexed relationship but these days many practitioners are experienced and adept at including both user research and ux design into the most demanding agile iterations. We have a toolkit of lightweight qualitative research approaches that work beautifully in this kind of fast paced and responsive environment. UX does not have to be a laggard either at the outset or in the throes of an agile project.</p>
<p>The ten week project timeframe is absolutely no reason to not include real practice of user experience in the process. You may need to find someone who has experience working this way (not all UXers find this kind of project much fun), and you may need to <a href="http://www.disambiguity.com/template-for-intensive-design/">be creative in the way you structure the work</a>, but you should definitely be doing it. Particularly if you&#8217;re setting an example of how projects should be done, as the AlphaGov team certainly was.</p>
<p><strong>In conclusion</strong></p>
<p>I want to repeat again, this is a very worthy project and many of their design principles are, I think, sound. For many commercial projects, the methodology that they&#8217;ve applied and shared is absolutely appropriate. But the bar is set higher here.</p>
<p>By doing this project in public, by making such a big deal of putting the end user needs and their importance to the project, the AlphaGov team have set themselves up as rolemodels. They&#8217;re sending messages about the the way things should be done. They&#8217;ve made quite a rod for their back.</p>
<p>If I was just a member of the community, I&#8217;d probably be nothing short of delighted with what they&#8217;ve achieved. Unfortunately, as a User Experience practitioner, I feel kind of glum. This project has talked the talk of caring about the end user, of placing their needs at the centre of the project and above the needs and desires of government, but at every step, they&#8217;ve done little to set a good example for how others should actually do this.</p>
<p>I hope AlphaGov does move forward into BetaGov.</p>
<p>But I hope, if they do, they take a moment to think about what the public performance of AlphaGov and then BetaGov means for their professional community.</p>
<p>Either stop calling the project User Centred, or hire someone to really focus on user experience and do more to share how they&#8217;ve integrated real user insight into their design strategy and implementation.</p>
<p>There&#8217;s a big opportunity to set a good example to a big audience here. Let&#8217;s take advantage of that opportunity and show the UK Government, digital industry, hell, the whole world what projects really look like when they&#8217;re user centred, &#8211;  that they don&#8217;t have to be cumbersome, expensive and slow.</p>
<p>Imagine that, a <strong>properly</strong> user centred government website that was agile, and shiny and amazing. Now, that&#8217;s something to get excited about.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.disambiguity.com/alphagov/feed/</wfw:commentRss>
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		<item>
		<title>Designing at speed &#8211; DesignJam1</title>
		<link>http://www.disambiguity.com/designjam1/</link>
		<comments>http://www.disambiguity.com/designjam1/#comments</comments>
		<pubDate>Sat, 20 Nov 2010 22:52:58 +0000</pubDate>
		<dc:creator>Leisa Reichelt</dc:creator>
				<category><![CDATA[conferences]]></category>
		<category><![CDATA[strategic ux]]></category>
		<category><![CDATA[UCD process]]></category>

		<guid isPermaLink="false">http://www.disambiguity.com/?p=1075</guid>
		<description><![CDATA[I had the pleasure of mentoring at the first Design Jam in London today.  The event brought together about 50 UX designers from student to seasoned professional to form teams of about 4-5 to design a solution in response to a design challenge. The challenge for today was: What is the ideal interface to keep [...]]]></description>
			<content:encoded><![CDATA[<p>I had the pleasure of mentoring at the first <a href="http://www.designjams.org/wiki/Design_Jam_London_1">Design Jam</a> in London today.  The event brought together about 50 UX designers from student to seasoned professional to form teams of about 4-5 to design a solution in response to a design challenge.</p>
<p>The challenge for today was:</p>
<p><em>What is the ideal interface to keep track of previously viewed online content, across multiple devices and locations?</em></p>
<p>You can see what the teams came up with by checking out each of the <a href="http://www.designjams.org/wiki/Design_Jam_London_1#Teams">team wiki pages</a>.</p>
<p>It was a lot of fun running around from one team to the next seeing what they were working on and, hopefully, helping to guide them towards a solution to present at the end of the day. It was really interesting to be able to observe  nine teams approaching the same design question, and to see where the common challenges emerged. Some observations and advice:</p>
<ul>
<li><strong>Spend less time choosing your idea and more time defining it. Specifically, what problem are you solving?<br />
</strong><br />
Peter Drucker, a business management guru said <em>‘Ideas are cheap and abundant; what is of value is the effective placement of those ideas into situations that develop into action.</em>’ Nowhere is this truer than at DesignJam. If you want to have something interesting to present at the end of the day, you need to quickly identify a specific problem that you can solve, and then you need to be able to describe that problem in a concrete story. <em>&#8216; </em><em>Keeping track of previously viewed online content, across multiple devices and locations</em>&#8216; is so broad as to be meaningless from a designer&#8217;s perspective. But, being able to re-find a hotel website I saw a week ago when considering a holiday, or the location of the event I&#8217;m going to tomorrow, or finding the link to that funny website my friend emailed me about the other day &#8211; those a real, concrete, solvable problems.</p>
<p>It doesn&#8217;t really matter which one of these you choose, what matters is that you quickly identify a relatively small, concrete problem that you can solve and that you can describe the problem clearly and believe that the problem is real, and describe how life will be better for people with this problem resolved.</p>
<p>The <a href="http://www.gogamestorm.com/?p=125">elevator pitc</a>h technique is one method you might want to consider to help get yourself to a stage where you *really* *clearly* understand what you&#8217;re working on and why.</p>
<p>I really can&#8217;t stress how important this part of the project is &#8211; this is the foundation on which all the rest of your work is built on, and the most important thing is not *which* idea you choose, it&#8217;s about how clearly you&#8217;ve defined the problem you&#8217;re going to solve and the value you&#8217;re going to deliver &#8211; your value proposition.</li>
</ul>
<ul>
<li><strong>Define your audience by understanding the important behavioural characteristics.<br />
</strong><br />
Ah, the vexed issue of personas.I saw a lot of personas at DesignJam today and very little evidence of them being used as part of either the problem or solution definition. Personas *can* be very valuable but only if they&#8217;re used in the right way and that is as a tool to help you understand what are the behavioural differences that are significant to your design problem, preferably informed by real data points (your mum, husband, grandfather do count as data points in a DesignJam scenario!).<strong> </strong></p>
<p>Time is precious in a DesignJam environment (as it is on all the project we work on, right?) &#8211; we need to make sure our time is being spent in the best possible way. I witnessed too much time being spent making personas because it felt like the next logical step in the design process. In most cases, I would have preferred to have seen groups spend time <strong>defining usage stories or tasks</strong> and then, if it became clear that there were divergent behaviours and we needed to choose to support one kind of behaviour or another, then capture that somehow &#8211; and perhaps a persona is a good way to make that behaviour more understandable.</p>
<p>Having said that, one of my favourite designs today emerged in response to an &#8216;extreme&#8217;/edge case persona &#8211; so persona&#8217;s can be a starting point &#8211; but what drove this design was not the persona as such but the behaviours we were able to identify that were specific to that persona (and very different from our own) &#8211; in this instance, the use of links in email as a primary trigger point for viewing websites, also getting relatively few emails from relatively few senders.</p>
<p>If you must do personas, then do as few as possible. If you&#8217;ve got more than three personas, I want to know why.<br />
If you&#8217;re going to spend time making personas, then I want to see you actually using them in your design process.</li>
<li><strong>Get sketching! Generate and evaluate lots of design solutions before you start wireframing<br />
</strong><br />
So, all that time you probably spent trying to come up with A Good Idea, spend it here instead. Quickly generate as many ideas as you possibly can. I reckon it was at least 2pm before I saw people starting to sketch out ideas at DesignJam today (teams started tackling the design problem at 10am and were supposed to present at 4pm).</p>
<p>A really popular approach to generating lots of ideas at the moment is to do <a href="http://www.flickr.com/photos/jasonrobb/3752743324/">6-up wireframes</a> another technique I quite like is <a href="http://www.disambiguity.com/design-consequences-a-fun-workshop-technique-for-brainstorming-consensus-building/">Design Consequences</a>. However you do it, the key is to get as many ideas as you can onto paper. And then &#8211; once you&#8217;re out of ideas &#8211; to use your clearly defined design problem and whatever user behaviours or personas you have defined to evaluate which aspects of which ideas are strongest.</p>
<p>Once you&#8217;ve evaluated the first round of ideas and you&#8217;ve got fresh ideas in your head &#8211; do another round of visual brainstorming. Rinse, repeat until the answer becomes obvious. Eventually, it will. Then everything will start falling into place.</p>
<p><strong> </strong></li>
<li><strong>A group is a resource and a liability (user your numbers, appoint a facilitator)<br />
</strong><br />
When you&#8217;re designing with a bunch of other designers (or actually, with any group at all), there are two key things to remembers &#8211; firstly &#8211; use all the people in your team, get them all actively designing, make sure everyone is sketching and contributing ideas, remember to do things quietly and individually sometimes and to do things collaboratively and together at other times.</p>
<p>Secondly &#8211; make sure that someone is driving the team &#8211; keeping you on a schedule, working out how you&#8217;re going to get from here to the end of the project, making sure that you&#8217;re staying true to the project problem you&#8217;ve defined, making use of the personas you&#8217;ve defined, keeping everyone focussed, on track, and working productively. Have this discussion at the beginning of the project rather than waiting for a &#8216;natural leader&#8217; to emerge (especially if you&#8217;re working somewhere where politeness is at a premium and potential leaders might be nervous of treading on other team members toes)</li>
</ul>
<ul>
<li><strong>Pitch clearly and persuasively</strong>The day wraps up with each team presenting their design to the larger group &#8211;  for me, this is as important as all the design work you&#8217;ve done throughout the day. A clear, focussed and compelling presentation enables you to convey to the group what you&#8217;ve been working on, what problem you&#8217;re solving, who you&#8217;re solving it for, and finally, to show the design solution you&#8217;ve come up with.That clear value proposition and the user stories or tasks that you&#8217;ve defined come in handy yet again and show be key to framing your work in a way that is understandable and compelling to your audience.
<p>Don&#8217;t think of this as &#8216;just the presentation&#8217; &#8211; as much as any of the design work you&#8217;ve done throughout the day is great experience and practice for your day to day design work, the same couldn&#8217;t be truer for this part of the process. As designers, we&#8217;re only ever as good as the design we can convince our client/team to implement and this means that we&#8217;re constantly presenting our work &#8211; explaining what the problem is, why we&#8217;ve done what we&#8217;ve done. This is something that, as designers, we should be able to do at the drop of a hat because of the preparatory work we&#8217;ve done earlier in the design process.</li>
</ul>
<p>While these thoughts are specifically in response to the DesignJam day, I think they&#8217;re pretty much universally true to any design project and very common issues that come up on projects I&#8217;m involved with. The hothouse environment of DesignJam brought it home, yet again, how difficult it can be to facilitate a team around designing a solution &#8211; it&#8217;s tough work but very rewarding.</p>
<p>Well done to <a href="http://johannakoll.posterous.com/">Johanna Kollmann</a>, <a href="http://www.joelanman.com/">Joe Lanman</a>, <a href="http://flavors.me/bobbywatson">Franco Papeschi</a> and <a href="http://desiganchinniah.com/">Desigan Chinniah</a> for organising the day and to everyone who participated for putting in such a great effort. See you next time!</p>
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		<title>Make it measurable: set clear goals &amp; success criteria for your projects</title>
		<link>http://www.disambiguity.com/make-it-measurable/</link>
		<comments>http://www.disambiguity.com/make-it-measurable/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 17:00:34 +0000</pubDate>
		<dc:creator>Leisa Reichelt</dc:creator>
				<category><![CDATA[UCD process]]></category>

		<guid isPermaLink="false">http://www.disambiguity.com/?p=961</guid>
		<description><![CDATA[Over the past few weeks I&#8217;ve been wrapping up and kicking off a bunch of projects. It is during both of these phases that I am reminded how incredibly valuable it is for me, as a UX practitioner, to proactively encourage my clients to clearly define the goal for their project and to create success [...]]]></description>
			<content:encoded><![CDATA[<p>Over the past few weeks I&#8217;ve been wrapping up and kicking off a bunch of projects. It is during both of these phases that I am reminded how incredibly valuable it is for me, as a UX practitioner, to proactively encourage my clients to clearly define the goal for their project and to create success criteria &#8211; ways that we can tell whether or not the project has been successful.</p>
<p><strong>Be specific</strong></p>
<p>In my experience it is very often left up to me to make sure that the project goals are as clear as they need to be. Many clients come into projects wanting &#8216;to improve the usability of our website/application/etc&#8217;, in my experience that is most often too vague a project goal as to be useful.</p>
<p>The kind of project goals that are really useful go more like this:</p>
<blockquote><p>We&#8217;re getting lots of traffic to the site but not many are  joining/buying/contributing/coming back. We want to fix this.</p>
<p>We&#8217;re getting lots of calls from people who have visited our website but still don&#8217;t know what we do. We want to fix this.</p>
<p>People are coming to our site and doing X but we really want them to start doing Y, we want to find out why this is happening and what we need to do to address it.</p></blockquote>
<p>As soon as you start defining more specific project goals you can immediately see the way that success criteria start to become immediately apparent.</p>
<p><strong>Measuring success criteria</strong></p>
<p>Some success criteria are immediately apparent and easy to measure, for example return visitors, increased membership, activity or sales. Ideally you want to put some numbers around what you&#8217;d consider would define this project as &#8216;successful&#8217;, but even just identifying the metrics that you will use to judge the success of the project is a good start.</p>
<p>Some success criteria are less easy to &#8216;measure&#8217; but don&#8217;t let that discourage you. Often for these kinds of criteria I&#8217;ll use a round of research to determine whether or not we&#8217;ve been successful &#8211; those things that are difficult to quantify are often quite easy to examine using qualitative research. I find myself more and more using a last round of research to &#8216;check off&#8217; the less quantifiable success criteria for projects.</p>
<p><strong>What&#8217;s in it for me?</strong></p>
<p>Failure is a built-in risk of success criteria, but don&#8217;t let that put you off. Failing knowledgeably is actually an incredibly useful learning experience for practitioner and client alike (and yes, I speak from experience). I would argue that by defining clear goals and success criteria you are going to do nothing but increase your chances of success in a project.</p>
<p>Clearly defined project goals allow you to make all kinds of good decisions on a project and it can impact everything from design decisions through to who you recruit to participate in design. Just the other day a project I&#8217;m working on managed to avoid wasting a number of research sessions on &#8216;people we felt we had to include&#8217; because we were able to really clearly define why, for the purposes of achieving the goals for this project, they were not our target audience. Without the clear goal we would never have been able to come to this decision.</p>
<p>Clearly defined and measurable success criteria similarly guide you through decision making throughout the project, but they also continue to be useful well after a project has wrapped up. Of course, we use them to judge the success of the project, but we can also use them to communicate this success to others in the organisation and beyond. Clearly defined and measured success criteria give us something tangible to talk about and take much of the &#8216;touchy feely&#8217; fuzziness out of User Experience and that makes it much easier for more people to understand and appreciate the value of the work we have done.</p>
<p>Would love to hear your thoughts &amp; experiences.</p>
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		<title>GeeknRolla &#8211; You Can&#8217;t NOT Afford Good User Experience</title>
		<link>http://www.disambiguity.com/geeknrolla-you-cant-not-afford-good-user-experience/</link>
		<comments>http://www.disambiguity.com/geeknrolla-you-cant-not-afford-good-user-experience/#comments</comments>
		<pubDate>Mon, 27 Apr 2009 10:57:34 +0000</pubDate>
		<dc:creator>Leisa Reichelt</dc:creator>
				<category><![CDATA[conferences]]></category>
		<category><![CDATA[UCD process]]></category>
		<category><![CDATA[gknr]]></category>
		<category><![CDATA[startups]]></category>
		<category><![CDATA[training]]></category>

		<guid isPermaLink="false">http://www.disambiguity.com/?p=829</guid>
		<description><![CDATA[View more presentations from Leisa Reichelt. I was fortunate to be invited to speak at the recent GeeknRolla conference in London and took the opportunity to share some tips for making your business more user focused with the largely tech start up crowd. I do lots of work with start ups these days so I [...]]]></description>
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<div style="font-size: 11px; font-family: tahoma,arial; height: 26px; padding-top: 2px;">View more <a style="text-decoration:underline;" href="http://www.slideshare.net/">presentations</a> from <a style="text-decoration:underline;" href="http://www.slideshare.net/leisa">Leisa Reichelt</a>.</div>
</div>
<p>I was fortunate to be invited to speak at the recent <a href="http://uk.techcrunch.com/2009/04/20/geeknrolla-the-agenda-for-the-day/">GeeknRolla conference</a> in London and took the opportunity to share some tips for making your business more user focused with the largely tech start up crowd. I do lots of work with start ups these days so I understand that there are all kinds of &#8216;resource&#8217; challenges in the early days. That said, there really is no excuse for not making an effort to engage your potential end users in your design and product development effort.</p>
<p>This presentation covers what I consider to be the four main areas of user experience, being:</p>
<ol>
<li><strong>Choosing an audience. </strong>Startups (and small businesses in general) are notorious for wanting to avoid this step, claiming that their product/service is targeted at &#8216;everyone&#8217; and that they don&#8217;t want to &#8216;restrict themselves&#8217; by choosing a specific primary target market. Big mistake &#8211; design for everyone and you design for no one. Design well for the audience you&#8217;re most interested in and the rest will follow.Another common problem for starts ups is that they are actually designing for themselves (they are their own target audience) but lose focus by trying to design for &#8216;users&#8217; without defining who those users are. If you are your own target audience, that&#8217;s fine. Admit it and go with it. Don&#8217;t lose focus.But probably the most common problem I come across is that while the start up makes efforts to be &#8216;user focussed&#8217; it fails to admit that it&#8217;s *real* target audience, for the moment at least, is the investors who may give them more money if excited enough. What investors want to see and what early users of your service want are two very different things. If you are designing for investors, that is fine &#8211; admit it and go with it. You can re-focus on the real users of your service later.</li>
<li><strong>Understanding your audience:</strong> there are *lots* of ways to get to know your audience but obversational research (sitting down and watching and asking questions) is far and away the most effective in my experience. Yes, get your metrics in place, do your alpha release, watch your twitter stream, but DO find and observe potential users of your service, and do it regularly. Despite the rumours, it doesn&#8217;t have to be an expensive and time consuming exercise &#8211; in fact, you can do it yourself and you&#8217;ll probably learn more than you&#8217;ll know what to do with. There&#8217;s no excuse for not knowing exactly how users interact with your product, what works and doesn&#8217;t work and &#8211; most importantly &#8211; why.</li>
<li><strong>Applying your research in design: </strong>once you&#8217;ve done all the research, how do you make use of it in your design? One simple way is to make some &#8216;personas&#8217; &#8211; basically some pretend users who are based on your research and who can sit around the table with your team and be &#8216;involved&#8217; in the decision making. This is a MUCH better way of getting good user focussed decisions made than asking &#8216;what users like/do&#8217; which is a totally nonsense question with no answer. Rather, you can ask &#8216;would Keith (our persona) like it if we added that service?&#8217;, &#8216;would Lillian (our persona) understand that sentence on the homepage?&#8217;, &#8216;what would Frances (our persona) most like us to do in this next development cycle?&#8217;. It might sound a little nuts but it really does work.
<p>The other thing I really recommend is that you hire the best designer you can get your hands on as early as possible, but don&#8217;t ask them to &#8216;design your website&#8217; or application or whatever. Rather ask them to design a visual styleguide that you can then give to a less &#8216;resource intensive&#8217; team member to apply now and into the future. This is the best way to get great value from a good designer &#8211; you let them do the work they do best and you get a road map for the future that will protect the design integrity of your service. The styleguide will include a few key templates but also a bunch of information about the grids that should be use, how colour and typography should be applied and a whole host of other very useful information.</li>
<li><strong>Think big and small: </strong>Last but not least I encourage you to look at user experience from the micro and the macro level. Do wonder if that button is in the right place ask whether moving it might improve revenue, but don&#8217;t neglect to ask whether people understand the overall proposition of your service and if they&#8217;re even going to get to that button in the first place. <a href="http://www.disambiguity.com/design-starts-with-proposition-ergo-usability/">User Experience is a layercake</a> and it starts with your proposition &#8211; it is all too easy to get too close to your product and not realise how inpenetrable it is for newcomers. So, think big and small.</li>
</ol>
<p><strong>Where do I start?</strong></p>
<p>Most of what us User Experience people do is not rocket science &#8211; it&#8217;s just education and a whole lot of experience and a passion for what we do, much of this you can do yourself and there is a lot of material in books and online that will get you off to a flying start. The two books I find myself recommending most often to my start up clients are <a href="http://www.amazon.co.uk/Dont-Make-Me-Think-Usability/dp/0321344758/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1240828019&amp;sr=8-1">Don&#8217;t Make Me Think</a> and <a href="http://www.amazon.co.uk/Paradox-Choice-Why-More-Less/dp/0060005696/ref=sr_1_2?ie=UTF8&amp;qid=1240828069&amp;sr=1-2">The Paradox of Choice</a> (the first one is more hands on than the second, but the second explains a lot of why the first one works).</p>
<p>Another thing I find myself doing more and more often is teaching my clients to fish &#8211; that is, doing quick training sessions that give them the essential skill set they need to successfully do the four things I set out above, all by themselves.</p>
<p>If you&#8217;re interested in learning these skills (or having someone in your company know them!) and bringing User Experience into the centre of your company then perhaps you might be interested in a one day <a href="http://www.disambiguity.com/hands-on-ux/">Hands On User Experience training course</a> that I&#8217;ve designed. I&#8217;d be more than delighted to show you how I do what I do, and I guarantee you&#8217;ll see the benefits in many more places than just the usability of your website/application!</p>
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		<title>design by committee vs design by community (things we learned from the Drupal.org project)</title>
		<link>http://www.disambiguity.com/designbycommunity/</link>
		<comments>http://www.disambiguity.com/designbycommunity/#comments</comments>
		<pubDate>Thu, 19 Feb 2009 14:24:46 +0000</pubDate>
		<dc:creator>Leisa Reichelt</dc:creator>
				<category><![CDATA[customer research]]></category>
		<category><![CDATA[planet drupal]]></category>
		<category><![CDATA[social & community]]></category>
		<category><![CDATA[UCD process]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[design by community]]></category>
		<category><![CDATA[drupal]]></category>
		<category><![CDATA[redesign]]></category>

		<guid isPermaLink="false">http://www.disambiguity.com/?p=651</guid>
		<description><![CDATA[Recently I presented a casestudy of things that we learned about designing with a community, the Drupal community, at the Interaction09 Conference in Vancouver. (I&#8217;m still trying to get my slides down to a reasonable size to post on Slideshare!) It was a short presentation so I thought I&#8217;d take some time to flesh out [...]]]></description>
			<content:encoded><![CDATA[<p><em>Recently I presented a casestudy of things that we learned about designing with a community, the Drupal community, at the <a href="http://interaction09.ixda.org/">Interaction09 Conference</a> in Vancouver. (I&#8217;m still trying to get my slides down to a reasonable size to post on Slideshare!) It was a short presentation so I thought I&#8217;d take some time to flesh out some of the &#8216;things we learned&#8217; here for anyone who is interested. It certainly was an interesting, challenging and fairly unique project, and we&#8217;ll be doing more like this in the future, perhaps you will be too! This is the first post in a series of our learnings.</em></p>
<p>Often when I talk to other designers about the <a href="http://drupal.org">Drupal.org</a> redesign project they can&#8217;t stop themselves from shuddering at the thought of having so many people involved in their design process.</p>
<p>It&#8217;s an understandable reaction &#8211; after all, how many of us have suffered <strong>design by committee</strong>, which is really it&#8217;s own special circle of hell, in which a group of somewhere between 3-12 (usually) stakeholders with various levels of authority (actual or effective) provide copious and detailed feedback to your designs &#8211; feedback that often conflicts either with itself, or with the objectives of the project, or just with the principles of good design. Usually these people are the people who are responsible for paying your salary or invoice. They can&#8217;t be ignored. As <a href="http://whitneyhess.com/blog/2009/02/ixda-interaction-09-day-2/">Whitney Hess tweeted and then blogged</a>, they have itches that need to be scratched.</p>
<p>So, it seems logical that having thousands of people involved in the design process should be even worse right? Design by committee on steroids? Well, you might think so but, happily, you&#8217;d be wrong. It&#8217;s really a whole different beast with it&#8217;s own challenges and opportunities and &#8211; I&#8217;m happy to report &#8211; there is much more good than bad about <strong>design by community</strong> and it&#8217;s an approach that I&#8217;d encourage you to consider. (Unlike design by committee, which should be avoided at all costs.)</p>
<p>The main reason for the different experience is <strong>scale</strong>. Surprisingly, scale is your friend.</p>
<p>When you&#8217;re dealing with feedback from hundreds of people you don&#8217;t need to address every single issue raised. You&#8217;d be mad if you did and have no time for getting the design work done. Rather, what you&#8217;re looking for three things:</p>
<ol>
<li><strong>emergent trends</strong>: what are the issues that multiple people are mentioning or agreeing/disagreeing with. If half a dozen people mention it, it&#8217;s probably worth looking at.</li>
<li><strong>unexpected comments</strong>: every now and then you&#8217;ll see something that takes you by surprise. (This doesn&#8217;t include comments like &#8216;your design sucks&#8217; which you will get no matter how wonderful your design is &#8211; you have to learn to not be surprised by these!). When you get that &#8216;surprise&#8217; feeling (you know the one) &#8211; pay attention, even if just one person mentions it.</li>
<li><strong>obvious pickups:</strong> &#8211; with a few thousand fresh sets of eyes, obvious mistakes, things you&#8217;ve just left off or misspelled for example, will get picked up quickly. Acknowledge those as quickly as you can so that they don&#8217;t turn into big (and often dramatic) conversations.</li>
</ol>
<p>The absolute best way to a respond to an issue is in your design, rather than in responding to comments on a blog, messageboard, flickr posting, tweet or wherever you&#8217;re gathering your feedback (and I&#8217;d encourage you to keep it fairly messy and don&#8217;t just do it in one place &#8211; more on that in a later post!). You should stay in touch with the conversation and respond when appropriate (again, that&#8217;s a whole other post!), but the ratio of your responses to comments should be at least 1:10, if not closer to 1:50</p>
<p>This is quite a departure for most of us who are used to consolidated feedback lists and having to respond to every piece of feedback we receive, to begin with it almost feels a little naughty (at least, it did for me!) &#8211; but it is a really necessary approach if you want to maintain your integrity and not reliquish your responsibilities as the designer.</p>
<p>Remember &#8211; just because you&#8217;re working with a community doesn&#8217;t make this a democratic process. <strong>Design should never be democratic.</strong> We&#8217;re not voting on interface elements here, we&#8217;re working with a community to let them help us the best way they can &#8211; by telling us about their community and their product, in this case the drupal.org website and what they use it for, and drupal itself of course. Communities aren&#8217;t designers &#8211; they can give you a lot of GREAT information to help you design well for them, but that&#8217;s the crux of the issue &#8211; you need to find ways to work with them so you can get from them what they do and know best, and so you can do what you do best &#8211; design great experiences.</p>
<p>A big part of your role on a project like this is facilitation and communication, but don&#8217;t let those roles waylay you from your most important responsibility, which is to do good design.</p>
<p>It&#8217;s a terrifying but exhilarating experience, this community design caper. If you have an appropriate project, I&#8217;d really encourage you to give it a try. I&#8217;ll be sharing more of what we learned soon!</p>
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		<title>Drupal.org redesign &#8211; help usability test Iteration 6 next week!</title>
		<link>http://www.disambiguity.com/drupalorg-redesign-help-usability-test-iteration-6-next-week/</link>
		<comments>http://www.disambiguity.com/drupalorg-redesign-help-usability-test-iteration-6-next-week/#comments</comments>
		<pubDate>Wed, 29 Oct 2008 12:58:24 +0000</pubDate>
		<dc:creator>Leisa Reichelt</dc:creator>
				<category><![CDATA[customer research]]></category>
		<category><![CDATA[planet drupal]]></category>
		<category><![CDATA[social & community]]></category>
		<category><![CDATA[UCD process]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://www.disambiguity.com/?p=633</guid>
		<description><![CDATA[As you may have read, we&#8217;ll be doing some usability testing on the 6th iteration of the Drupal.org prototype in London next week. It seems like a great time to also kick off some crowdsourced usability testing, as we&#8217;d talked about earlier, and for any of you who&#8217;d like to get involved to do so! [...]]]></description>
			<content:encoded><![CDATA[<p>As you may have read, <a href="http://www.disambiguity.com/drupalorg-redesign-participate-in-usability-testing-in-london/">we&#8217;ll be doing some usability testing</a> on the 6th iteration of the Drupal.org prototype in London next week. It seems like a great time to also kick off some crowdsourced usability testing, <a href="http://www.disambiguity.com/drupalorg-crowdsourcing-usability-testing-get-involved/">as we&#8217;d talked about earlier</a>, and for any of you who&#8217;d like to get involved to do so!</p>
<p>(UPDATED!) <a href="http://drupal.markboultondesign.com/visual/iteration6/">Iteration six is now live here</a>. I&#8217;d like to encourage you to take part in our Crowdsourced Usability Testing Campaign by doing a few tests yourself, wherever you are in the world, and contributing your findings back to the project.</p>
<p>Here&#8217;s what you need to do:</p>
<ol>
<li>Find some participants to take part &#8211; we want a mix of people along the spectrum of Drupal involvement from those who don&#8217;t know much to those who know lots and are super involved. Some <a href="http://www.disambiguity.com/crowdsourceresearch/index.php?title=Recruiting">tips for recruiting can be found here</a> (feel free to add any other tips you have to our wiki!)</li>
<li>Take a look at the prototype and work out how you&#8217;re going to approach the interview &#8211; some <a href="http://www.disambiguity.com/crowdsourceresearch/index.php?title=Interviewing">interview tips and a sample script can be found here</a> (again, feel free to add more!)</li>
<li>Work out a way to record your interview &#8211; <a href="http://www.disambiguity.com/crowdsourceresearch/index.php?title=Technology">some ideas here</a>. Personally, I&#8217;ve found remote testing more hassle than it&#8217;s worth and much prefer to do in person interviewing. My technology of choice is a MacBook with <a href="http://www.silverbackapp.com/">Silverback</a> installed for audio and video recording (you can get a 30 day trial for free). </li>
<li>Do your interviews!</li>
<li>Share your interviews and findings! I&#8217;ve been e<a href="http://www.disambiguity.com/crowdsourceresearch/index.php?title=Recent_DrupalRedesign_Interviews">xporting and posting some interviews</a> on Vimeo, which is my preferred video sharing site. You can put yours wherever you like, just link to them from the comments of this post once they&#8217;re posted (and/or add them to the wiki where mine are now) &#8211; if you have some time to write up what you&#8217;ve learned as a result of the testing that would be fantastic! (If not, don&#8217;t worry, we&#8217;ll take a look through the video ourselves!)</li>
</ol>
<p>That&#8217;s it! Not so hard at all, is it!</p>
<p>If you have any questions at all, post them here (no matter how silly they may sound, chances are others have exactly the same question or it&#8217;s something I forgot to cover in this post or on the wiki!) &#8211; I or someone else helpful will get back to you ASAP.</p>
<p>This is a great opportunity to help out with the Drupal project and a great chance to get some usability testing experience under your belt &#8211; which is a really fantastic skill to have, whatever aspect of design or development you&#8217;re most into. I really encourage you to give it a try and look forward to seeing what you come up with! I&#8217;ll be sharing my videos as soon as I can export them after usability testing sessions on Monday 3/11</p>
<p><strong>If you&#8217;re able to do some testing early next week and post your feedback mid-late next week that would be fantastic. </strong>If this schedule doesn&#8217;t work for you &#8211; don&#8217;t fret &#8211; more iterations are coming hot on the heels of this one and more testing will be required and welcomed! You can get involved in the next few weeks if that suits you better.</p>
<p>Good luck, thank you and yay!</p>
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		<title>Drupal.org &#8211; Prototyping commences!</title>
		<link>http://www.disambiguity.com/drupalorg-prototyping-commences/</link>
		<comments>http://www.disambiguity.com/drupalorg-prototyping-commences/#comments</comments>
		<pubDate>Mon, 06 Oct 2008 16:35:50 +0000</pubDate>
		<dc:creator>Leisa Reichelt</dc:creator>
				<category><![CDATA[planet drupal]]></category>
		<category><![CDATA[UCD process]]></category>

		<guid isPermaLink="false">http://www.disambiguity.com/?p=608</guid>
		<description><![CDATA[Progress continues apace on the Drupal.org redesign project &#8211; thanks to lots of help from you, we have now moved into the rapid prototyping phase. In the spirit of this open redesign process, you&#8217;re more than welcome to take a look at the prototype as it evolves from its current, very sketchy state to &#8230; [...]]]></description>
			<content:encoded><![CDATA[<p>Progress continues apace on the Drupal.org redesign project &#8211; thanks to lots of help from you, we have now moved into the rapid prototyping phase.</p>
<p>In the spirit of this open redesign process, you&#8217;re more than welcome to take a look at the prototype as it evolves from its current, very sketchy state to &#8230; well, whatever it becomes. Hopefully a great home for the Drupal.org community and their product!</p>
<p>Now, be warned &#8211; it&#8217;s not pretty and it is far from complete. There are some things we kind of like and plenty we think may be a little dodgy, and some stuff that is just holding a place until we have more time to think on it (or to generate a little feedback in the meanwhile). The visual design (colours, fonts, etc.) of the prototype bears not resemblance to what we imagine the finished Drupal.org website will look like. Some of the content we kind of like, a lot of it is just holding text. It is very much a work in progress!</p>
<p>It&#8217;s really all about what&#8217;s on the page and what it&#8217;s called &#8211; lots of information architecture to look at really!</p>
<p>Anyway &#8211; enough with the disclaimers &#8211; why don&#8217;t you go take a look for yourself and, if you&#8217;re so inclined, leave any feedback or questions you have in the comments here and it will go into the mix for the next iteration. I&#8217;ll let you know when the next version is up for you to take a look, and we&#8217;ll continue like that for the next few weeks at least, as we gradually build in all the content and functionality and fine tune the content and interaction. </p>
<p><a href="http://drupal.markboultondesign.com/iteration2/index.html">Drupal.org Prototype Development &#8211; Iteration 2</a></p>
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		<title>Drupal.org &#8211; come wireframe with me!</title>
		<link>http://www.disambiguity.com/drupalorg-come-wireframe-with-me/</link>
		<comments>http://www.disambiguity.com/drupalorg-come-wireframe-with-me/#comments</comments>
		<pubDate>Thu, 11 Sep 2008 12:38:20 +0000</pubDate>
		<dc:creator>Leisa Reichelt</dc:creator>
				<category><![CDATA[planet drupal]]></category>
		<category><![CDATA[UCD process]]></category>

		<guid isPermaLink="false">http://www.disambiguity.com/?p=566</guid>
		<description><![CDATA[There is a design game that I like to play when I&#8217;m working face to face with my client (and when there aren&#8217;t thousands of stakeholders!) which involves everyone on the project sitting down together and individually sketching up some wireframes that then get shared back into the group. Aside from being good fun, it [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.disambiguity.com/images/sample_wireframe.jpg" alt="" /></p>
<p>There is <a href="http://www.disambiguity.com/design-consequences-a-fun-workshop-technique-for-brainstorming-consensus-building/">a design game</a> that I like to play when I&#8217;m working face to face with my client (and when there aren&#8217;t thousands of stakeholders!) which involves everyone on the project sitting down together and individually sketching up some wireframes that then get shared back into the group.</p>
<p>Aside from being good fun, it is also a really great way to uncover good ideas, common themes, and a whole raft of information and assumptions that haven&#8217;t yet surfaced in the project but that are important to us getting the design and information architecture right.</p>
<p>I don&#8217;t see why we should let our &#8216;virtual workspace&#8217; stop us from playing this game, so, let&#8217;s do it. Let&#8217;s do some wireframing together!</p>
<p>Here&#8217;s what I want you to do:</p>
<ol>
<li>pick a page on Drupal.org &#8211; it could be the homepage, it could be your profile page, it could be a project page, it could be a page that doesn&#8217;t exist that you think *should* exist &#8211; just pick one that is important to you.</li>
<li>have a go at sketching out what you think might go on that page. What are the content and functional elements, and which ones are the most important.</li>
<li>post the page somewhere &#8211; if you&#8217;re using Flickr, you can post it to our Flickr Group, or perhaps you want to post it on your blog and put a link to your post in the comments here, or you can email it to me if you like and I&#8217;ll post it &#8211; whatever you prefer. You might want to add some notes as to why you&#8217;ve approached the page the way that you have or, if you&#8217;re like me, to decipher your handwriting.</li>
</ol>
<p>You can use whatever you like to wireframe &#8211; I tend to use pen and paper to start with or sticky notes. Then I&#8217;ll use Omnigraffle a little later. You might prefer to sketch in code. Whatever works for you. As you can see from the example I&#8217;ve posted above, early wireframes are usually pretty rough (mine disintegrated into a list at the bottom!) and not so pretty. This is fine. It&#8217;s not about how they look or even whether they&#8217;re right. It&#8217;s about getting ideas down on paper &#8211; to paraphrase the old saying &#8211; a wireframe is worth a thousand words.</p>
<p>Don&#8217;t spend too long on it &#8211; try to spend no more than a few minutes on a wireframe. If you&#8217;re not happy with it (and you probably won&#8217;t be at first!) just put it to one side and start fresh. You don&#8217;t want to labour over them too much at this stage.</p>
<p>Don&#8217;t think you have to be a designer or a UX person to participate in this exercise &#8211; this is all hands on deck. Even if you&#8217;re not an experienced Drupal user and you were flummoxed by your experience of Drupal.org &#8211; what did you *want* to find on the homepage?</p>
<p>I know there have been lots of discussions over the years about various parts of Drupal.org &#8211; let&#8217;s roll up our sleeves and get stuck in! Yay!</p>
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		<title>Outsiders and Insiders – Understanding Drupal.org users</title>
		<link>http://www.disambiguity.com/insiders-and-outsiders/</link>
		<comments>http://www.disambiguity.com/insiders-and-outsiders/#comments</comments>
		<pubDate>Wed, 10 Sep 2008 16:43:05 +0000</pubDate>
		<dc:creator>Leisa Reichelt</dc:creator>
				<category><![CDATA[planet drupal]]></category>
		<category><![CDATA[strategic ux]]></category>
		<category><![CDATA[UCD process]]></category>

		<guid isPermaLink="false">http://www.disambiguity.com/?p=565</guid>
		<description><![CDATA[OK, there are two important first steps you need to take when contemplating a design (or, in this case, a redesign) &#8211; understanding what the business/organisation wants the design to achieve, and understanding who your audience/customers/users/potential users are, and what they want to achieve, what their goals are. A really common way to capture this [...]]]></description>
			<content:encoded><![CDATA[<p>OK, there are two important first steps you need to take when contemplating a design (or, in this case, a redesign) &#8211; understanding what the business/organisation wants the design to achieve, and understanding who your audience/customers/users/potential users are, and what they want to achieve, what their goals are.</p>
<p>A really common way to capture this information about users is in the form of <a href="http://en.wikipedia.org/wiki/Personas">personas</a>. The personas can then be referred to throughout the design process to test that what you&#8217;re designing is actually the right thing for your end users, and to help you to prioritise functionality and content on the site. Basically, to stop you trying to be all things to all people, which as we know, is the fast track to failure.</p>
<p>Now, I&#8217;m the last person to suggest that personas are highly scientific (although some people do work very hard to make them statistically sound) &#8211; to me, this is not the best way to spend project time. It is imperative that personas are based on research though &#8211; going out and actually meeting a bunch of people who form your target audience, because very often, the personas you need (or, at least, the way you &#8216;break down&#8217; your audience) is what it might first seem.</p>
<p>The Drupal Community <a href="http://groups.drupal.org/node/3761">put together some personas</a> a while ago, featuring characters like Mary the Manager, Tim the Tool-User, Wendy the Webmaster and more. As you can probably guess, they are based on the &#8216;role&#8217; that users are playing in relation to Drupal. At first blush, this seems like a logical way to segment the Drupal audience.</p>
<p>It is an important segmentation but &#8211; as I&#8217;ve discovered over the past few weeks &#8211; I don&#8217;t think it&#8217;s the most important one. Firstly, <a href="http://www.disambiguity.com/user-research-for-drupalorg-redesign-what-weve-done-what-were-doing/">as we saw in our survey</a>, and this was supported by what I heard when talking to members of the Drupal community, very many Drupal users <strong>work across a range of different roles</strong>. They do some developing, some designing, some decisionmaking, some sales&#8230; all kinds of things. I don&#8217;t know this as a fact, but I&#8217;d hazard a guess that the &#8216;pure&#8217; Drupal developer is actually a minority. Just a guess.</p>
<p>At any rate &#8211; it doesn&#8217;t really make sense to have Danielle the Designer as a persona we&#8217;re designing for because Danielle is much more likely to do some code, some design, some content administration, some dealing with clients. The role based persona doesn&#8217;t accurately reflect the kind of people we&#8217;re meeting out in Drupal-land.</p>
<p><strong>Proposed segmentation &#8211; outsiders and insiders</strong></p>
<p><img src="http://farm4.static.flickr.com/3206/2839855704_6057cbda8a.jpg?v=0" alt="" width="452" height="339" /></p>
<p>I think our audience segmentation for Drupal.org should actually be a lot simpler than personas &#8211; it&#8217;s about &#8216;outsiders&#8217; and &#8216;insiders&#8217; and the path that people take from their first encounter with Drupal.</p>
<p><strong>Insiders:</strong></p>
<p>Insiders are those of you who are close to the Drupal community &#8211; who know and love Drupal and the people who gather around it. You understand &#8216;Drupal-speak&#8217;, you know who&#8217;s who in the zoo, you &#8216;get&#8217; open source. You&#8217;re clued in, and you&#8217;re also incredibly important to the ongoing success of Drupal &#8211; both through the project work that you&#8217;re doing (if you&#8217;re an &#8216;insider&#8217; you&#8217;ll know what I mean by &#8216;project work&#8217;, if you&#8217;re an outsider, you probably won&#8217;t &#8211; see, Drupal-speak in action, I&#8217;m rapidly being indoctrinated!). Also through the community work that you&#8217;re doing &#8211; Drupal &#8216;insiders&#8217; are critical to getting people over the &#8216;brick wall&#8217; I was talking about in our Experience Strategy, they are the people who help &#8216;grow others up&#8217;, or to educate them in the mysterious ways of Drupal. They&#8217;re very important people.</p>
<p>They are most likely to be, but not exclusively, developers. Or, at least, to have written code in a past life. This is why Drupal-speak is very much techy-speak.</p>
<p><strong>Outsiders:</strong></p>
<p>Outsiders don&#8217;t know much about Drupal, although they have have installed it and gotten a site (albeit ugly) up and running. They may not know what a module is, although they may have posted on the Drupal forums seeking help. They definitely don&#8217;t know about the IRC channel where the insiders live. They are facing a fairly steep learning curve (including learning Drupal-speak!). They haven&#8217;t &#8216;hitched their wagon&#8217; to Drupal &#8211; yet. They might get a better offer elsewhere.</p>
<p><strong>Along the engagement pathway:</strong></p>
<p>Some of you will identify as Insiders and some as Outsiders, but very many will fall somewhere along one of the &#8216;engagement&#8217; pathways I&#8217;ve scrawled in the picture above. Some of you know a LOT about Drupal, but you&#8217;re not a developer so you don&#8217;t feel like you&#8217;re a &#8216;proper&#8217; insider. Some of you are well on your way to becoming an insider, having gotten access to the right tools and &#8211; more importantly &#8211; the right people! Some of you used to be much more of an insider but have other things on your plate at the moment that have drawn you away a little. Some of you have tried to head down the engagement path, but are being thwarted or scared off.</p>
<p>As we move forward with the redesign, this is the model that I&#8217;m suggesting we use to evaluate the work we&#8217;re doing &#8211; to consider this engagement pathways and to plot some key points along it and to see whether what we&#8217;re suggesting is going to support users at each of these points on the pathway.</p>
<p>This way, we avoid designing only for those of us who are loudest (and probably most engaged in the community), and we maintain a focus on the range of experiences we need to support on drupal.org &#8211; maintaining focus on what matters &#8211; the people who use the site, rather than the technology, or the tools or anything else that needs to be wrangled into a good user experience.</p>
<p>What do you think? Does this make sense to you?</p>
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		<title>Contemplating Open Source UX</title>
		<link>http://www.disambiguity.com/contemplating-open-source-ux/</link>
		<comments>http://www.disambiguity.com/contemplating-open-source-ux/#comments</comments>
		<pubDate>Sat, 06 Sep 2008 12:07:34 +0000</pubDate>
		<dc:creator>Leisa Reichelt</dc:creator>
				<category><![CDATA[planet drupal]]></category>
		<category><![CDATA[UCD process]]></category>

		<guid isPermaLink="false">http://www.disambiguity.com/?p=559</guid>
		<description><![CDATA[There are many reasons why I am tremendously excited about being involved in the redesign project for Drupal.org, not the least of which is that &#8211; for a change &#8211; I&#8217;m actually allowed to talk to you all about the project as we go. Afterall, it&#8217;s an open source project &#8211; we don&#8217;t care so [...]]]></description>
			<content:encoded><![CDATA[<p>There are many reasons why I am tremendously excited about being involved in the redesign project for <a href="http://drupal.org">Drupal.org</a>, not the least of which is that &#8211; for a change &#8211; I&#8217;m actually allowed to talk to you all about the project as we go. Afterall, it&#8217;s an open source project &#8211; we don&#8217;t care so much for confidentiality and Intellectual Property, what we care about here is being open and being part of the community.</p>
<p>Exciting yes? but also somewhat terrifying! What an amazing (and enormous!) community to try to become a part of! As <a href="http://markboulton.co.uk/">Mark</a> said in our keynote at <a href="http://drupalcon.org">Drupalcon</a> &#8211; it feels like being the new kid at school &#8211; will we make friends?!  But one of the things I&#8217;m really thinking hard about is how to harness their amazingness in the best way for this project?</p>
<p>Back in the olden days I was a project manager, so I have a great appreciation for an approach that works to limit the amount of feedback that you take into a project &#8211; how much, how often etc. Trying to get &#8216;consolidated&#8217; feedback has traditionally been the goal, so that we can move through the design process as efficiently and calmly as possible.</p>
<p>As a part of our plan we have already factored in &#8216;community feedback&#8217; to the iterations of the prototype that we&#8217;ll be releasing from very early in the design lifecycle &#8211; the community *will* be involved in this project, albeit in a somewhat structured way.</p>
<p>But, against all of my project management instincts, I am itching to get as much community involvement in this project as I possibly can! To encourage the entire community to think about things like <strong>experience strategies</strong>, and <strong>information architecture</strong> and <strong> user centred design</strong>.</p>
<p>I am tempted to set up a <strong>Twitter group</strong> (@drupalredesign perhaps) where we can all tweet little brainbursts we have about the redesign. To set up a <strong>Flickr group</strong> where we can all post annotated screenshots of stuff we like, stuff that&#8217;s broken. To blog about <strong>half finished ideas</strong> I&#8217;m having about strategies and solutions we&#8217;re working on.</p>
<p>This is all ridiculously dangerous from a expectation management perspective &#8211; there is no way on earth that we could make any assurances about taking everything into consideration, answering every suggestion or issue raised, solving all of the problems&#8230;. (don&#8217;t let me start coining a project management buzzword that involves ambiance!)</p>
<p>And yet&#8230; it&#8217;s also ridiculously exciting.</p>
<p>Already, from blogging about the <a href="http://www.disambiguity.com/social-literacy/">gaming / karma issue</a>, I&#8217;m now talking to someone out in Drupal land who is already working on a module we might be able to use. I wonder whether we would have made that connection otherwise.</p>
<p>Eh. I almost feel as though it is inevitable. We have to open up completely, and just see what happens.</p>
<p>I&#8217;m almost certain some expectation management/ community disasters will ensue, but hopefully also some amazingness. I&#8217;m sure you&#8217;ll hear all about it as we go!</p>
<p>What say you? Am I having a moment of insanity? Or shall we open the floodgates and see what happens?</p>
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