UX + Me

Six years have passed since my last post on this blog and today I’m ready to say that I’d like to give reviving it a try.

Since my graduation from Purdue University, I have gone on to work for my dad’s multiple startups – some in biotech, one in enterprise consulting – and have acted as the sole designer and administrator for these companies. I’ve done one UI, multiple iterations of not-too-great websites, and many, many brochures and posters. Needless to say, I haven’t done much UX design.

It’s a little daunting to be writing again after so long; I fear I am out of practice and will not be able to formulate my words effectively, but I suppose that is my journey. (I’m welcoming back Grammarly to my browser as we speak.)

It’s also daunting to come out and say, “Hi there. My name is Laura, and I’ve been doing so much graphic and print design in recent years that I feel out of touch with UX,” but there you have it. Therein lies another part of my journey: reacquainting myself with UX design and processes.

I don’t intend on taking a bootcamp or formal classes. It will just be me, the mostly-free resources I can obtain from the internet, and this blog to help my brain sort the information. I also plan to get a little help from my friends – Hello, UX Wizards group!

Join me in this exploration of UX as a designer in need of a refresher course. I will be starting from the beginning to discover what I know and what I need to know. Also planned is the redesign of one of my biotech company’s website. After all, I will need a project to practice with!

Do I need a catchy sign off phrase? How about–

To usability and beyond, designers!

Yes? Yes? Ye – no? Ok. Maybe not.

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ABP Website: Card Sorting 01

The purpose of card sorting is “to help design or evaluate the information architecture of a site.”[1]

One of the main problems I’m having with my company’s website is making sense of all the biotech-related information. We have hardware related content, benefits to the patient, scientific backings to our devices, business-related information, and more.

My first step was to create a list of our content. I took a thorough powerpoint document that was being used to market our company to investors and made a list of concepts that were being mentioned.

See the list of topics created (Google Sheets)

My next step was to create the card sorting survey. I did this using OptimalSort – a free, online card sorting software (with some limitations). I was only able to create 30 cards with the free version and was therefore forced to combine or throw away some topics, which you may have noticed in the Google Sheet above.

I later realized my mistake in combining or discarding topics, which I’ll get into in my next post.

I also had to reword my topics into phrases or terms that would make sense to a stranger. Doing so required me to really analyze the essential purpose of each topic which proved challenging when delving into the details of technical or medical ones.

Considering topics such as “wavelength penetration depth” exist as very specific details of the science behind a product design decision and likely a page deep within the website, I mentally grouped them under the topic of “product’s more technical features”. “Product’s more technical features” was then the term I used in the survey in place of the others. This was done to a few other topics as well to cut back on the cards used. 

Below are the details of the card sorting survey:

Cards: 30

Open Card Sort: Participants will create and name their own categories. Participants are required to name all categories before finishing.

Participants are required to sort all cards before finishing the survey. Cards are displayed to participants in random order. When organized into categories, card order indicators (numbers) were shown.

Next stop: obtaining some survey data to analyze.


Footnotes
1. Usability.gov

Participants Needed!

VOLUNTEER PARTICIPANTS NEEDED
for my Master’s thesis!

New Research Study:
Perceptions of Older Adults Toward iPhones

As a graduate student interested in accessibility, my Master’s thesis is focused on understanding the perceptions of older adults towards iPhones. Therefore, I am currently looking for participants over the age of 60 that would be willing to sit with me – via in person, Skype, or phone – and answer questions I have on their opinion of the iPhone.

Interviews should take about 30 minutes, and I will ensure that your personal information and answers to the interview questions remain confidential. Participation is completely voluntary and you may skip any questions you feel that are not comfortable to answer. Unfortunately, at this time I will not be able to offer compensation other than my sincere gratitude.

If you are interested or think you know someone that may be interested, please contact me at williale@purdue.edu or (408).800.1539 (my Google Voice number). For more information, feel free to call/email me or consult the information sheet below:

Good/Bad Design 10: MAMP

Last night, I wasted 4 hours trying to figure out how to connect to mySQLServer.

I recently downloaded MAMP, which is Apache, MySQL, PHP for Mac. Everything worked fine and dandy – I had green lights for both servers:

MAMP - Green Light

But on the start page, whenever I clicked on “myPHPAdmin”, I was given an error that said it couldn’t connect. I then googled for hours – many people have had the same problem, but solutions that I actually understood didn’t work. After about four hours, I had my roommate look at it. We deleted the program (for the second time), reinstalled it, but no results.

Finally, my roommate happened to click on this little number:

MAMP myPHPAdmin

And for some reason, it worked. I don’t know why that link overcame a faulty connection to the mySQL server, but it did. It frustrates me that I wasted four hours clicking the main link above it and racking my brain when the solution was just a few pixels below. Well, I certainly feel dumb.

I don’t know much about programming, but it’s certainly poor usability when similar links work in different ways. Also, what was that popular design saying by Krug? Oh right, “Don’t make me think!”

Good/Bad Design 9: AmazonLocal

If you don’t know what AmazonLocal is, the easiest way to describe it would probably be to relate it to services like Groupon or LivingSocial. Basically, you can sign up to get notifications on deals in your area, and “save up to 75% on local restaurants, spas, entertainment, and more.”

I sometimes get these emails, although I’m not sure why because I don’t ever recall signing up for it. I didn’t bother unsubscribing though; I usually just ignore and delete them. What I found interesting was that apparently Amazon noticed! One day I received this in an email:

AmazonLocal Notification

I’m pretty sure my eyebrows rose upon reading this. They’ll stop sending me emails on their own accord? That’s the first I’ve seen a company do so.

Anyway, perhaps this is a better example of good public relations than design, but the fact that AmazonLocal was realizing that their emails didn’t interest me and acted accordingly made me want to applaud them a bit. Definitely increased my user experience due to their attention to my needs and wants. Nice.

Good/Bad Design 8: Apple Help Menu

I was working in inDesign the other day when I needed to use Spell Check on my work, yet didn’t know where to find it. Rather than hunting aimlessly through the menu structure, I went to the Help menu to type in my search. Using the Help menu is an action I rarely do; I usually know what I’m looking for or don’t trust the application to give me a straight answer. A reasonable reaction, I think. After all, Cooper says that Help menus are more often created poorly and historically known to not be very helpful.

But what I found through my search was that the menu not only changed results according to my input, but it would highlight and point to the menu item I was looking for. I thought it might have been an Adobe feature, but later I discovered that it was just my iMac. 😛

Help Menu

So from a usability standpoint, the Help menu not only helps users find what they’re looking for, but also shows them where it is by highlighting it and providing a blue arrow that moves slightly to catch your attention. Cooper states that Help menus should aid the user in understanding the program, and I would certainly say that this does a good job of that.

Help Menu 2

RAA 5: User-Centered Design and Usability Testing of a Web Site

Corry, M., Frick, T., & Hansen, L. (1997). User-centered design and usability testing of a Web site: An illustrative case study. Educational Technology Research and Development, 45(4), 65-76. doi:10.1007/BF02299683

Purpose
The authors of this article were given several tasks from administrators at Indiana University. They were to determine how useful the current university website was through needs analysis and usability tests, and then develop a new site that would better meet the information needs of users.

Methods
A needs analysis was first conducted. The authors interviewed 35 campus departments to determine most frequently asked questions. These questions were put onto index cards and were used in card sorting by frequency, in which over 30 categories were revealed. These findings were used to create a first paper prototype.

Usability testing was then conducted with 21 people, through usage of paper versions of both the original website and the new prototype. Participants could only view one page at a time and were asked a think aloud while they answered 15-20 questions for each website.

A second phase of usability testing was then conducted with 16 participants, focusing only on the newer website. Changes that were made before testing included renaming links, reducing multipage nodes to a single page, and organizing university departments into a long list of alphabetized links.

Once usability testing using paper prototypes were completed, the authors conducted another usability test with an online version of the newer website, using 11 participants. You can tell that this article is dated because the website was tested on Lynx, Mosaic, and Netscape browsers by all participants.

Lastly, a second testing with the computer prototype was conducted to look at the changes that were made to fix the problems identified in the previous phase.

Main Findings
The first paper prototyping and usability testing revealed that the proposed website was more usable than the existing, when finding most-frequently asked information. In general, participants were often faster and more successful when completing tasks with the new prototype.

Results of the second usability testing helped identify more links that were confusing and/or misleading.

As for the usability testing on the computer prototype, there were several problems identified including too many key presses and scrolling to navigate. These problems often had to do with the browsers they were using.

In the second phase of testing the computer prototype, there were higher success rates than the phase before it due to clearer navigation and terminology, fewer keystrokes required, and more of a breadth-based navigation structure.

Analysis
I thought this article had a lot of commonalities with what our Computer Interaction Design class was doing right now. The authors basically used an iterative process to clarify and reorganize the information architecture of the university’s website. Similarly, our class is taking the information from nanoHUB.org and using card sorting and usability testing to validate our own information architecture. That being said, this was a helpful reading to further understand the process we will be going through in class.

I would also like to mention that this article did well in putting the information we learned about IA into context. For example, using breadth rather than depth for navigation structures, and limiting information to one page because users will often ‘suffice’ and not even bother looking at the next page. Overall this reading was a very good supplement to our current course content, despite being dated. But then again, I guess that shows how some design guidelines tend to be timeless.

RAA 4: The Use of Guidelines in Menu Interface Design

Souza, F., & Bevan, N. (1990). The use of guidelines in menu interface design: Evaluation of a draft standard. Proceedings of the IFIP TC13 Third International Conference on Human-Computer Interaction, 435-440. Retrieved from http://dl.acm.org/citation.cfm?id=725751

Purpose
This article reported that only few designers religiously follow design guidelines. For this reason, the authors evaluated the extent that designers are able to use such guidelines to offer new improvements in clarity and efficiency.

By developing the guidelines further, it would help improve accuracy and present information in a way that makes them more usable. However, refinement doesn’t mean that designers would necessarily use them in their interface design processes.

Methods
Three interface designers were given a set of 87 guidelines in which they marked any difficulties or terms they found unclear. Later, they were observed during a study in which they were to identify and redesign problems using a whiteboard, but were encouraged to use the guidelines. At first they were not obligated to follow them, but were asked to think aloud their reasoning. Afterwards, they were told to change the new interface by applying all the guidelines one by one.

Main Findings
91% of guidelines resulted in errors with at least one designer, however only 11% of the guidelines were actually violated by their new design. The authors found that the designers tended to misinterpret the guidelines and mainly focus on prior designer experience. Examples the paper provided show lack of clarity for conditions and nature of guidelines and difficulties with certain terms.

Analysis
As a designer the results were not surprising. Personally, I often rely on past experiences rather than the clarity of guidelines. I also think that guidelines are just that– guidelines: encouraged to be followed but you should know when they can and should be broken.

The difficulties the designers had were also relatable. For example, reading about the design process for class and applying them later in class is a completely different matter. I often find myself not knowing how to effectively apply a process until experiencing it firsthand.

I would say that clarifying guidelines is a good proactive and should be done, but this study revealed that following them isn’t completely necessary to make an exceptional design.

Good/Bad Design 7: Instructions

I spoke to two of my friends today and asked them what they thought was an example of good or bad design; things they would use everyday and possibly either get frustrated with or say, “Huh, that’s convenient.”

Their answers were mostly focused on bad designs as they spouted heated indignations about many things. These ideas strangely ranged from technology in general and how it makes us lazy, to the design of strapless bras. (Don’t ask me how we ended up on that subject because I’m not so sure I even know.)

crib instructions

Regardless, one large tangent we traversed was the poor design of instructions. Paper instructions, specifically. My friends had recently encountered the problem of trying to put together a baby crib and could not understand how it was so difficult to “put together four posts of wood.” They said they felt that the instructions were impossible to follow and had several opinions on the matter:

  • Picture instructions are good, except when the images are so difficult to decipher that you have no clue what you’re looking at.
  • It helps when different angles are portrayed.
  • Some people need textual instructions and therefore it should always be included.
  • It helps when the size of small parts, like screws, in the instructions match the ones in real life.
  • Descriptions need to be simplified and made easier to understand.

All very good points. This is obviously a list of frustrations, of which can be easily broken down into usability heuristics:

  • Picture instructions are good, except when the images are so difficult to decipher that you have no clue what you’re looking at.
    Match between system and real world: Create a clear connection between the system (instructions) and what the user understands and knows (or in this case, has to work with).
  • It helps when different angles are portrayed.
    Flexibility and efficiency of use: Different angles could help accelerate the amount of time this task requires by providing this information.
  • Some people need textual instructions and therefore it should always be included.
    Help: Even when a system is better without documentation, you should still provide that information to help those that need it.
  • It helps when the size of small parts, like screws, in the instructions match the ones in real life.
    Recognition: The system should use concepts familiar to the user and make objects, actions, and options visible to minimize the user’s memory load.
  • Descriptions need to be simplified and made easier to understand.
    Match between system and real world: The system should use words and phrases that make sense and are natural to the user.

Of this list, not every one of Jakob Nielsen’s usability heuristics are touched on, but I would definitely say they still apply.