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Transcript of UserExperienceWebroot
User Experience at Webroot
Webroot Software
June 2005
N. Shepard
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User Experience Group
• Cross functional team
Human factors or usability experts • Human Computer Interaction (HCI)
• Ergonomics or human factors
• Cognitive psychology
Graphic artists or visual designers
• Mission
Ensure the best possible user interaction with Webroot products, services, and website
• Method
Variety of approaches, methodologies, and processes, but…
User-centered design is at the core of what we do…more later
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Characteristics of Usable Products
• Improve the end-to-end user experience of all products and services so that products are:
Easy to learn
Efficient to use
Easy to remember
Few errors likely
Subjectively pleasing
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Why Invest Time and Dollars in Usability?
• The user interface is estimated to be 40-60% of the lines of application code; our developers have estimated 25-30%, not including design or graphics time
• A GUI can be 30% of software development project
• 80% of software lifecycle costs occur during the maintenance phase
80% for unmet user requirements/needs
20% bugs
• 63% of projects overrun their budgets
Requests for changes from users
Overlooked user tasks
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Why Invest Time and Dollars in Usability?
Point where usability becomes
much more important
Early and late majorities now
the target market for
SpySweeper Consumer
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User-Centered Design – Key Components
Whiteboard Design
Cognitive
Walkthrough
Usability Testing
Design Goals
User and Task
Analysis
PrototypingRevise
Revise
Revise
Release Follow-up
•Interviews
•Site visits
•Support call data
•Previous usability testing
•Webroot business goals and product requirements
•User stories, goals, and tasks
•Usability goals and technical constraints
•Step through the design
using personae
•Initial, high-level design
•User flows that support tasks
•Low-fidelity prototypes or mockups
•Usability review
•Test prototypes with
real users
•Monitor support call data and customer surveys
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User-Centered Design and Agile
1 Design and
prototype
2 Cognitive
walkthroughs4 Usability
testing
5 Refine
prototypes
3 Usability
reviews
User Experience
Sub-processes
Design
Code
Unit & Integration
Testing
QA testing
Help File Development
Localization
Reporting
Manage Builds
One Sprint
Cycle
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User-Centered Design – and Agile
Whiteboard Design
Cognitive
Walkthrough
Usability Testing
Design Goals
User and Task
Analysis
Prototyping
Release Follow-up
1 Design and
prototype
2 Cognitive
walkthrough4
Usability
testing
5 Refine
prototypes
3 Usability
reviews
User Experience
Sub-processes
•User-centered
foundation
•Initial high-level
designs
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Scope: Full Customer Lifecycle
1 Research and discover
Call Sales
2 Purchase and download
3 Install and use
product or service
4 Get support
5 Recommend,
re-purchase, upgrade,
or purchase
additional products
Usability and user
experience focus
until now
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Scope: Full Customer Lifecycle
1 Research and discover
Call Sales
2 Purchase and download
3 Install and use
product or service
4 Get support
5 Recommend,
re-purchase, upgrade,
or purchase
additional products
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Scope: Full Customer Lifecycle
Spyware Audit Tools
SS 5.0 (Moonraker) UI Redesign
SSE Customer Site Visits
SSE Web Console
Usability Testing and
Recommendations
Conversions Usability
Testing (done)
Renewals
Usability
Testing
(done)
Complete Website
Usability Testing
SpySweeper
Download Process
Support Website
Usability
Research Asian cultural
needs for Asian SS UI
Identify localization issues
with SS UI; make recommendations
Shopping cart
usability
Online registration
usability
SS 4.2 (L2K) design changes
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User Research
• Purpose
Who are the users?
What are their tasks and problems?
What are their goals, needs, environments and skills?
• Methods
Site visits, interviews, support call data, usability studies, focus groups, surveys, diary or camera studies, and more
• Results
User characteristics and needs
User profiles and personae
User goals, stories, and scenarios
User interface design points
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Market Research vs. Human Factors
Area Market Research Human Factors and Usability
Main Focus Attitudes, opinions, perceptions
Behaviors, performance
Interviewees “Choosers” – buyers of the product
“Users” – those who use and interact with the product – can also be buyers
Sample Size Usually large; interested in statistically significant mass (quantitative)
Small scale with focus on understanding user behavior (qualitative)
Depth Research depth is horizontal, superficial, high-level
Horizontal and vertical, in-depth, richness
Segmentation Demographics focus is on users as a group, such as location, age, gender
Focus is on users as individuals with specific characteristics
Primary tools Large surveys, focus groups, questionnaires, click-path data
Field (contextual) observations, usability testing, one-on-one interviews
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User Stories, Scenarios, and Personae
• User Stories or Scenarios
Work flow scenarios based on typical users and their tasks
Helpful for initial design work and subsequent usability evaluations
• Personae: archetypal or representative users, created from data we have collected about our customers
Help maintain a strong focus on users
Direct design arguments back to specific users
Personae are used to
• Prepare user scenarios or stories
• Help guide design decisions
• Perform cognitive or design walkthroughs
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Task Analysis
• Purpose
Identify user interaction that must occur to achieve user goals
Aggregate functionality for tasks that use multiple functions
Identify high frequency and common tasks
• Methods
Observation
Workflow analysis
Task modeling
Usability studies
Affinity charting
• Results
Level of visibility and access for product functions
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Task Analysis
Used by Many Users
Used by Few Users
Frequent Tasks
Frequent by Many
Frequent by Few
Occasional Tasks
Occasional by Many
Occasional by Few
Make less visible
Require
more
clicks
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Storyboarding and Prototyping
• Purpose
Task flow review and UI feasibility
Storyboards map user task flows to interface design
• Methods
Hand sketches
Visual Basic
Visio
Low fidelity
• Results
Detailed user task flows and low-fidelity prototypes for testing
Reduce screens and shorten paths
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Storyboarding and Prototyping
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Cognitive Walkthroughs
• Purpose
Simulate a user’s sequence of steps to accomplish tasks
Uncover design gaps
Provide human element into task flows
• Method
One “typical” user or
Several primary personae
• Result
Uncover previously unidentified usability issues
Help redirect design arguments back to users and their tasks
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Usability Testing
• Purpose
Verify and refine interface design
• Methods
Uses rigor and structure with specific goals
Recruiting and screening done carefully
Informal or formal – hand sketches or low-fidelity prototypes
Different types – for example, benchmarking, exploratory, criterion, comparative
• Results
Identifies remaining usability issues
At the start of a project, identifies known usability issues –nice for benchmarking and comparisons later
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Heuristic or Expert Usability Review
• Uses experienced usability people and well-known usability best practices based on experience and sources of research
• 70-80 percent of usability issues can be uncovered with reviews from two or more experienced usability people*
• Economical and saves usability testing time
• Used regularly and often can create significant usability gains
• Fast way to respond to time-pressured projects
*Nielsen and Landauer, 1993
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Guidelines for working withUser Experience Group
Earlier is better
While a full cycle of user-centered design is ideal, user-centered design methods can be used individually for small and incremental improvements
Expert usability reviews can go a long way
Usability testing is only one tool in the UX toolkit – other options exist
We can empower other groups with more usability knowledge