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<title>UXmatters</title>
<link rel="alternate" type="text/html" href="http://dev.uxmatters.com/" />
<modified>2008-05-08T09:11:39Z</modified>
<tagline>Insights and inspiration for the user experience community</tagline>
<id>tag:dev.uxmatters.com,2008://1</id>
<generator url="http://www.movabletype.org/" version="3.2">Movable Type</generator>
<copyright>Copyright (c) 2008, pabini</copyright>
<entry>
<title>Bite-Sized UX Research</title>
<link rel="alternate" type="text/html" href="http://www.uxmatters.com/MT/archives/000287.php" />
<modified>2008-05-08T09:11:39Z</modified>
<issued>2008-05-08T09:11:29Z</issued>
<id>tag:dev.uxmatters.com,2008://1.287</id>
<created>2008-05-08T09:11:29Z</created>
<summary type="text/plain">By Steve Baty
Published: May 7, 2008
It&amp;#8217;s not uncommon for projects to lack the time, money, or resources to conduct ideal user research activities. There are many reasons why this occurs:

  Sometimes we&amp;#8217;re brought onto a project late.
  Perhaps we&amp;#8217;re new to an organization that doesn&amp;#8217;t really  get  UX.
   Maybe a company is rushing to bring a product to market for some reason&amp;#8212;and there are plenty of good and bad reasons this might be so&amp;#8212;and there simply isn&amp;#8217;t time to &amp;#8220;go big&amp;#8221;.
  Perhaps your client or organization is following an Agile development methodology.

At such times, it can be tempting to just throw up our hands in dismay and do nothing or lament the fact that everything isn&amp;#8217;t perfect. But the simple fact is that, as UX professionals, we can always add value, at any stage in a project&amp;#8212;even if a project team can&amp;#8217;t act on our advice straight away.</summary>
<author>
<name>pabini</name>
<url>www.uxmatters.com</url>
<email>pabini@uxmatters.com</email>
</author>
<dc:subject>Columns</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/">
<![CDATA[<p class="author">By <a href="/authors/archives/2006/07/steve_baty.php">Steve Baty</a></p>
<p class="date">Published: May 7, 2008</p>
<p>It&#8217;s not uncommon for projects to lack the time, money, or resources to conduct ideal user research activities. There are many reasons why this occurs:</p>
<ul>
  <li>Sometimes we&#8217;re brought onto a project late.</li>
  <li>Perhaps we&#8217;re new to an organization that doesn&#8217;t really  get  UX.</li>
  <li> Maybe a company is rushing to bring a product to market for some reason&#8212;and there are plenty of good and bad reasons this might be so&#8212;and there simply isn&#8217;t time to &#8220;go big&#8221;.</li>
  <li>Perhaps your client or organization is following an Agile development methodology.</li>
</ul>
<p class="sub-p">At such times, it can be tempting to just throw up our hands in dismay and do nothing or lament the fact that everything isn&#8217;t perfect. But the simple fact is that, as UX professionals, we can always add value, at any stage in a project&#8212;even if a project team can&#8217;t act on our advice straight away.]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2006/07/steve_baty.php">Steve Baty</a></p>
<p class="date">Published: May 7, 2008</p>
<p> It&#8217;s not uncommon for projects to lack the time, money, or resources to conduct ideal user research activities. There are many reasons why this occurs:</p>
<ul>
  <li>Sometimes we&#8217;re brought onto a project late.</li>
  <li>Perhaps we&#8217;re new to an organization that doesn&#8217;t really  get  UX.</li>
  <li> Maybe a company is rushing to bring a product to market for some reason&#8212;and there are plenty of good and bad reasons this might be so&#8212;and there simply isn&#8217;t time to &#8220;go big&#8221;.</li>
  <li>Perhaps your client or organization is following an Agile development methodology.</li>
</ul>
<div class="pullquote-wide">&#8220;<span class="sub-p">As UX professionals, we can always add value, at any stage in a project</span>.&#8221;</div>
<!-- End pullquote -->
<p class="sub-p">At such times, it can be tempting to just throw up our hands in dismay and do nothing or lament the fact that everything isn&#8217;t perfect. But the simple fact is that, as UX professionals, we can always add value, at any stage in a project&#8212;even if a project team can&#8217;t act on our advice straight away.</p>
<h2>Focus on Winning Small Victories Often</h2>
<p>Regardless of the cause for your company&#8217;s resource crunch, focus on getting small wins as often as  possible throughout your involvement in a project. This is a fairly common piece of advice that crops up time and time again, but it&#8217;s very much worth  repeating. And it applies just as readily to both situations  where time is short  and those when there&#8217;s  just not enough of you to go around.</p>
<p class="sub-p">This  advice is equally valid for UX professionals who find themselves in  new positions  as  the sole user experience person. It&#8217;s common  for new hires to ask: &#8220;How do I sell the benefits of  UX?&#8221; The answer is generally something along the lines of: &#8220;Focus on small wins.&#8221; In other words, don&#8217;t waste your energy putting together a series of case studies on how other people have created value at other  organizations. Instead, do something positive and tangible&#8212;however small&#8212;and it&#8217;ll carry a lot more weight.</p>
<h2>Go for Impact</h2>
<p>Concentrate on getting  bang  for your buck. Depending on your circumstances, you may not get many opportunities to demonstrate the value of UX, and when time is short, there can be a  tendency  to just do something&#8212;anything. It&#8217;s an urge you should try to resist. If you want to  have a greater impact, ask your project team&#8212;the project manager, the development team, and the business stakeholders&#8212;a few pointed questions before you get started:</p>
<ul>
  <li>What are the critical features of  the Web site  or application? </li>
  <li> What features would be hardest for the developers to change once  they&#8217;ve  developed them?</li>
  <li> What are the areas of greatest  ambiguity in terms of user requirements, audience groups, or competitive  offerings?</li>
</ul>
<p class="sub-p">And then ask a few more questions:</p>
<ul>
  <li> How can I best document my user research findings, so the project team can  used them?</li>
  <li> Do we have time for iterations? And if so, how many?</li>
</ul>
<p class="sub-p">With this information, you can start planning some activities that focus on the  most important elements of the project&#8212;the critical features for success; the features that are hardest to change; or the gray areas of the project&#8212;and deliver some real value.</p>
<p class="sub-p">It&#8217;s all very well to say &#8220;do something small,&#8221; but what, exactly, can you do?</p>
<h2>Early Days</h2>
<p> You can demonstrate the value of UX during the early stages of  a project&#8212;such as scoping, initial designs, general requirements, and so on&#8212;when there&#8217;s the potential for more leeway in the feature set of an online service and more ambiguity  around users&#8217; needs. Some activities that can demonstrate value early in the process&#8212;and may even alleviate some of your resource constraints further down the track&#8212;include the following:</p>
<ul>
  <li><span class="run-in-head"> user interviews  or contextual enquiries</span>&#8212;Get  out of the office and meet some of your prospective  users. This is a really low-cost way  of rapidly building up an understanding of your users&#8217; needs and their context  of use. You&#8217;ll also learn in what ways  users differ from each other  and  may   uncover some surprises. The best  part is that&#8212;aside  from the cost of your time&#8212;it&#8217;s largely a free activity.&nbsp; </li>
</ul>
<ul>
  <li><span class="run-in-head"> competitor   reviews</span>&#8212;Help  map out the current  state  of   the domain, allowing  your team to set better targets. Look at the existing offerings of your  competitors to   identify the things they do really well   and the things they&#8217;re failing to do well. Competitor reviews also provide  you with a baseline set of features that represent the  barrier  to entry  and can also help to identify  opportunities  the obvious gaps represent.</li>
</ul>
<ul>
  <li><span class="run-in-head">internal stakeholder interviews</span>&#8212;If  you don&#8217;t have direct access to your audience, go and talk to the business stakeholders and ask them about the decision-making process by which  they  selected and prioritized features. This can help you uncover assumptions that you can  test as a project progresses. It can also  provide insights into the mental models in operation for the project.</li>
</ul>
<ul>
  <li><div class="sidebar-box">
  <h3>About Mud Maps</h3>
  <p>A mud map is a drawing scratched into the dirt. You can use mud maps when there are no  other materials at hand and draw them with a stick or boot. Mud maps are low fidelity, but contain the main characteristics of the terrain.<p>
</div>
<!-- End sidebar-box -->
<span class="run-in-head"> mud  map personas</span>&#8212;There&#8217;s  a good chance  you won&#8217;t have the time or resources to conduct the in-depth user research you&#8217;d need  to turn out well-defined audience  personas. However, low-fidelity personas   that capture  all of the information you do know about your audience  segments can be  valuable  as  time progresses. While you can flesh out these  mud maps as you learn more  about your audience, they also serve to demonstrate how little  your team currently knows first-hand about your target users.</li>
</ul>
<h3>What About Card Sorts?</h3>
<p>Conducting a card-sorting exercise early in a project is desirable when the concept space is not well understood. Early on, you&#8217;d typically perform an open card  sort, which may require more time and resources&#8212;for recruitment, implementation, and analysis&#8212;than you have.</p>
<p class="sub-p">Although it is possible to design, recruit, conduct, and analyze a card sort in a matter of days, the question remains whether you might spend that time on another task, offering higher impact  to the  project. However, there are times when nailing the information  architecture is the most critical element for the success of  a project, and a card sort would be the  best use of your time.</p>
<h2>What to Deliver?</h2>
<div class="pullquote-wide">&#8220;The critical features of your project  will drive your choice of what elements to detail.&#8221;</div>
<!-- End pullquote -->
<p>Although your time may be short, don&#8217;t abdicate responsibility for  an information  architecture  to  others. Do wireframes, even if you show only some elements  in detail. The critical features of your project  will drive your choice of what elements to detail. You might spend your time designing the elements  that are most important to the success of a project, leave less important  elements to the development team, and iterate the design of those less important elements later on, when you have more time. Alternatively, design and test complex elements that it would  be costly to redesign and  reimplement at later stages in a project.</p>
<h2>As Time Goes By</h2>
<p>As a project  moves out of its early stages and into the implementation cycle, you can  start shifting your attention from requirements to refinement. At this stage of a project, useful activities include</p>
<ul>
  <li>user walkthroughs</li>
  <li>closed card sorts </li>
  <li>usability testing</li>
  <li>definition of metrics</li>
</ul>
<h3>User Walkthroughs</h3>
<p>You can do small-scale user walkthroughs of  wireframes,  a paper prototype, or a stack of screen shots  for very little cost. The aim is to generate feedback from  real users&#8212;or, at  least, realistic users&#8212;on the design of features at a relatively early stage in a project&#8212;that is, before too much development work has taken place.</p>
<p class="sub-p">This  activity doesn&#8217;t necessarily have to be a big deal. Take a stack of  paper  printouts  to  a local  cafe and ask people if they&#8217;ll walk through a task or two with you, in  exchange for a coffee or snack. Don&#8217;t take up too much of any one person&#8217;s time. It&#8217;s better to get several different people to try out a feature or two rather than possibly annoying people by demanding too  much of them. They&#8217;re trying to relax after all!</p>
<p class="sub-p">Iterate this process if you can.</p>
<h3>Closed Card Sorts</h3>
<div class="pullquote-wide">&#8220;<span class="sub-p">Focus on task failures and look for common mistakes  participants make</span>.&#8221;</div>
<!-- End pullquote -->
<p>A closed card  sort is a little easier to conduct  than an open card  sort&#8212; and,  in my opinion,  a lot easier to  analyze. Using decks of cards representing a site&#8217;s structure as you&#8217;ve designed it,  ask people to find their way to particular low-level pages. You can plan your card sort based on the major user tasks, critical features, or areas of known ambiguity.</p>
<p class="sub-p">You can easily conduct a closed cart sort just about  anywhere, and it should take  only a few minutes per task. For each  task you test, note the  path each user takes&#8212;that is, the card a user selects at each step&#8212;and whether a user successfully located the low-level page.</p>
<p class="sub-p">You can carry out a test like this in a single day, including its setup. Since time is short, focus on task failures and look for common mistakes participants make. Report only such issues, but make the full test results available to  your project team. You don&#8217;t want to be the  bearer of only bad news. Instead say: &#8220;A lot of stuff worked well, but here are some things we need to look at changing.&#8221;</p>
<h3>Usability Testing</h3>
<p>Using whatever version of a Web site  or application you have available&#8212;whether wireframe printouts or a low-fidelity prototype&#8212;conduct a more formal usability test, during which you ask each participant to complete all tasks. Although this can be time consuming, a usability test with six participants takes just a few days  and can provide valuable insights for your project team.</p>
<p class="sub-p">You can take this opportunity to test  your whole design solution. Alternatively, you can concentrate on  high-impact features, according to your time, people, and budget constraints.</p>
<p class="sub-p">As a finished  Web site or application becomes more tangible, continue doing  iterative, small-scale usability testing. There will come a time when you can&#8217;t incorporate the findings from your testing  into the  upcoming release, but your recommendations can form the basis for a subsequent version.</p>
<h3>Define Metrics</h3>
<p>If you&#8217;ve joined a project very late, there may be very little you can do to influence the finished product. However, you can still add value to the project by defining a set of analytics that can help the project team make design decisions during the product lifecycle. So, get the team to record  page-completion times for a multi-step transaction process, make sure you get good search logs and reports, and give yourself an opportunity to learn something about how customers are interacting with your site.</p>
<p class="sub-p">Don&#8217;t  be disheartened if your project team can&#8217;t incorporate your changes  straight away. Start laying the groundwork for the next iteration of the product or service and stay ahead of the curve if you can.</p>
<h2>Summary</h2>
<div class="pullquote-wide">&#8220;Undertake small, tactical, iterative user research activities  throughout the course of  the project.&#8221;</div>
<!-- End pullquote -->
<p>If you don&#8217;t have the resources of a large UX team, with the budgets and timelines to undertake the ideal user-centered  design (UCD) or activity-centered design process, you can still  make a valuable contribution to a project. Undertake small, tactical, iterative user research activities  throughout the course of the project. Focus your efforts on the areas of greatest impact, and produce documentation that your project team can understand and use efficiently.</p>
<p class="sub-p">If  you demonstrate value through a series of small, high-impact UX activities, the extra budget, people, and timeline flexibility you need will eventually come your way. Then, you can come closer to implementing your <em>ideal</em> UX process.<a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="bug" /></a></p>
<p><em>I&#8217;d like to thank Ruth Ellison, of Stamford Interactive, Daniel Szuc, of Apogee, and Russ Unger, of User Glue, for motivating me to write this column and for their input into the ideas it presents.</em></p>]]>
</content>
</entry>
<entry>
<title>Rosenfeld Media: UX Publishing Startup: An Interview  with Lou Rosenfeld and Liz Danzico</title>
<link rel="alternate" type="text/html" href="http://www.uxmatters.com/MT/archives/000285.php" />
<modified>2008-05-08T07:17:41Z</modified>
<issued>2008-05-08T07:16:51Z</issued>
<id>tag:dev.uxmatters.com,2008://1.285</id>
<created>2008-05-08T07:16:51Z</created>
<summary type="text/plain">By Joshua Kaufman
Published: May 7, 2008
After working on five books as an editor or co-author, Lou Rosenfeld became disenchanted with the traditional book publishing model. So, in late 2005, he founded Rosenfeld Media, a new publishing house that develops short, practical, useful books on user experience design. Rosenfeld Media published their first book, Mental Models: Aligning Design Strategy with Human Behavior, in early 2008. I recently had the opportunity to interview Lou&amp;#8212;along with Liz Danzico, Senior Development Editor at Rosenfeld Media&amp;#8212;about starting a new publishing house and &amp;#8220;eating their own dog food.&amp;#8221;</summary>
<author>
<name>pabini</name>
<url>www.uxmatters.com</url>
<email>pabini@uxmatters.com</email>
</author>
<dc:subject>Features</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/">
<![CDATA[<p class="author">By <a href="/authors/archives/2008/05/joshua_kaufman.php">Joshua Kaufman</a></p>
<p class="date">Published: May 7, 2008</p>
<p>After working on five books as an editor or co-author, Lou Rosenfeld became disenchanted with the traditional book publishing model. So, in late 2005, he founded Rosenfeld Media, a new publishing house that develops short, practical, useful books on user experience design. Rosenfeld Media published their first book, <em>Mental Models: Aligning Design Strategy with Human Behavior</em>, in early 2008. I recently had the opportunity to interview Lou&#8212;along with Liz Danzico, Senior Development Editor at Rosenfeld Media&#8212;about starting a new publishing house and &#8220;eating their own dog food.&#8221;]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2008/05/joshua_kaufman.php">Joshua Kaufman</a></p>
<p class="date">Published: May 7, 2008</p>
<div class="pullquote-wide">&#8220;<span class="sub-p">Established publishers  aren&#8217;t quite ready to jump into the UX  waters with both feet.</span>&#8221;</div>
<!-- End pullquote -->
<p>After working on five books as an editor or co-author, Lou Rosenfeld became disenchanted with the traditional book publishing model. So, in late 2005, he founded Rosenfeld Media, a new publishing house that develops short, practical, useful books on user experience design. Rosenfeld Media published their first book, <em>Mental Models: Aligning Design Strategy with Human Behavior</em>, in early 2008. I recently had the opportunity to interview Lou&#8212;along with Liz Danzico, Senior Development Editor at Rosenfeld Media&#8212;about starting a new publishing house and &#8220;eating their own dog food.&#8221;</p>
<p><strong>Joshua Kaufman (JK): </strong>When you started Rosenfeld Media, you recognized that book publishing has been a relatively  unchanging and unhealthy industry over the last few decades. What are the big issues within the industry, and how will you be confronting them as a publisher?</p>
<p><strong>(Lou Rosenfeld (LR): </strong>Established book publishers are locked into a really difficult legacy business  model, relying heavily on sales staff and middlemen to reach customers through retail channels. For publishers, selling retail  means giving away 55&#8211;70% of the book&#8217;s list price to make a consignment sale. Those are some ugly numbers to live with, so Rosenfeld Media has opted to sell through two primary channels: direct from our <a href="http://www.rosenfeldmedia.com/publications/" title="site">site</a><a href="http://www.rosenfeldmedia.com/publications/" title="site"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> and via Amazon&#8212;which is inescapable. In any case, I just don&#8217;t expect our books, which are so  focused on the user experience community, to be purchased on impulse at your  local Barnes &amp; Noble. I do expect it to be attractive to purchase directly from Rosenfeld Media. For  the same price as you&#8217;ll pay at Amazon, you&#8217;ll also receive the digital edition, optimized for on-screen use. ( More on this below.)</p>
<p class="sub-p">Also, established publishers  aren&#8217;t quite ready to jump into the UX  waters with both feet. It&#8217;s  still a relatively small and misunderstood market, so you can&#8217;t  blame them. I&#8217;m  convinced that the UX community will grow by leaps and bounds in the coming  years, so I&#8217;m  willing to take a chance that more risk-averse publishers are avoiding. I&#8217;m looking forward to serving that community with short and practical books that will collectively constitute a Swiss Army Knife for the field.</p>
<p><strong>JK:</strong> The About page  for Rosenfeld Media says  one of the core ideas behind the company is &#8220;eating our own dog food.&#8221; How will you be doing this?</p>
<p><strong>LR:</strong> By  using UX methods to inform the design of our own products and infuse our services.  That means doing little things  the right way&#8212;like quickly and personally answering every customer query&#8212;and it  means big things&#8212;like investing in the design and testing of both our print and digital books.</p>
<p><strong>JK: </strong>One research technique you used to learn more about your audience was show-and-tell   sessions. Tell me more about how those were run and what you found.</p>
<div class="pullquote-wide">&#8220;<span class="sub-p">UX people are  passionate about their books</span>.&#8221;</div>
<!-- End pullquote -->
<p><strong>LR: </strong>I facilitated four show-and-tell sessions with groups of five to fifteen participants, generally as lunch-time brown bags. Three groups consisted of UX practitioners; the fourth group was made up of design students. Collectively they represented a  healthy variety of design-related disciplines, including interaction designers,  visual designers, usability engineers, ethnographers, developers, and information architects.</p>
<p class="sub-p">I asked each participant to <em>show</em> a  few user experience books that they loved and a few that they didn&#8217;t and to <em>tell</em> us about the features that made the difference. Not surprisingly, UX people are  passionate about their books, and some stimulating discussions broke out. (I tried my best to stay out of the  way.) I gleaned a lot of good ideas about book features&#8212;for example, optimal book size, margin width, relative importance of tables of contents versus indices&#8212;as well as usage context&#8212;such as between stops of the subway or during a medium-length plane trip. I also learned what just about everyone&#8217;s favorite book was, hands down:  Steve Krug&#8217;s <em>Don&#8217;t  Make Me Think!</em></p>
<p><strong>JK: </strong>What aspects of <em>Don&#8217;t Make Me Think!</em> made it such a stand out book?</p>
<p><strong>LR: </strong>Aside from the fantastic writing, the humor, and the illustrations that always work perfectly? Well, first and foremost, it&#8217;s short. And that&#8217;s especially important when a book often serves as a gift for a manager. Its physical dimensions (7&quot;x9&quot;) make it  stuffable. (We&#8217;re taking the dimensions down a little more with our titles to 6&quot;x9&quot;.) <em>Don&#8217;t Make Me Think!</em>&#8217;s sections and chapters are very short and digestible, and his tone is conversational. We&#8217;re trying to emulate those qualities, too&#8212;although we have to balance them with the individual style and tone that each author  brings.</p>
<p><strong>JK: </strong>In retrospect, did you find the show-and-tell sessions valuable?</p>
<p><strong>LR:</strong> The show-and-tell approach worked quite well, given my limited time and budget and the fact that I had no design of my own for users to evaluate. It wasn&#8217;t as useful and rigorous as, say, a field study would have been, but certainly better than a focus group, which  would have provided almost no value whatsoever. It provided me with a huge list of features to incorporate into the Rosenfeld  Media series design, and it helped me identify a good book as a model for that  design.  In fact, I hired Allison Cecil, the  interior designer of <em>Don&#8217;t  Make Me Think!,</em> to develop our series&#8217;s interiors.</p>
<p class="sub-p">But perhaps the most important benefit was that it  forced me to think more critically about something that I&#8212;and most of us&#8212;take for granted: the design of books. With some exceptions&#8212;like an  FAQ for each book&#8212;the  resulting design is still very much within the boundaries of conventional book design, but I&#8217;d  have always regretted not having explored opportunities to push the envelope a  bit.</p>
<p class="sub-p">If you&#8217;re interested in reading more about the sessions, I&#8217;ve shared most of my notes:</p>
<ul>
  <li><a href="http://louisrosenfeld.com/home/bloug_archive/000410.html" title="Dec 19, 2005: Woof (or, what makes for a good design book?)">Dec 19, 2005: Woof (or, what makes for a good design book?)</a><a href="http://louisrosenfeld.com/home/bloug_archive/000410.html" title="Dec 19, 2005: Woof (or, what makes for a good design book?)"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a></li>
  <li><a href="http://www.rosenfeldmedia.com/announcements/2006/02/what_makes_for_a_good_design_b.php">What makes for a good design book?</a><a href="http://www.rosenfeldmedia.com/announcements/2006/02/what_makes_for_a_good_design_b.php"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a></li>
  <li><a href="http://www.rosenfeldmedia.com/announcements/2006/03/more_on_what_makes_for_a_good_1.php">More on what makes for a good design book</a><a href="http://www.rosenfeldmedia.com/announcements/2006/03/more_on_what_makes_for_a_good_1.php"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a></li>
</ul>
<p><strong>JK: </strong>Once <em>Mental Models</em> was complete, you tested a print prototype version of the book. What did you learn from this?</p>
<div class="pullquote-wide">&#8220;<span class="sub-p">We learned a lot about how people leaf through a book through observation.</span>&#8221;</div>
<!-- End pullquote -->
<p><strong>Liz Danzico (LD): </strong>Above all, I learned that usability testing can be done on books in print. When Lou first suggested testing, I was hesitant. Can we really test a medium that&#8217;s been in use for centuries? Because we weren&#8217;t looking to revolutionize book design&#8212;only to publish the book&#8212;I hesitated.</p>
<p class="sub-p">But as it turns out, you can improve a book&#8217;s usability! We learned a lot about how people leaf through a book through observation. Watching users flip through the print prototype&#8212;essentially  a version of the book we ordered from LuLu&#8212;revealed good information about where the chapter information and chapter subsections should be displayed.</p>
<p class="sub-p">Through task  analysis, we learned that participants relied on the front matter&#8212;particularly the Table of Contents&#8212;much more than we&#8217;d  anticipated. When trying to judge a book, participants did a first flip, thumbing through pages in the middle of the book to get a feel for its content, then went directly to the front to  find context and an introduction to the book&#8217;s content.</p>
<p class="sub-p">What was surprising to me: Participants did <em>not</em> rely on the back cover. The blurbs or the quotations that typically appear on the back of the book from other authors were not seen as trustworthy. People&#8212;even  though they said they trusted Rosenfeld Media as a publisher&#8212;did not tend to trust the quotations. They saw them as marketing.</p>
<p><span class="sub-p"><strong></strong></span><strong>JK: </strong>Later, you tested a digital version  of  the book&#8212;a PDF version optimized for on-screen reading. Why test a separate digital version, and what did you learn about how readers use on-screen PDFs?</p>
<p><strong>LD: </strong>The PDF version was where we had the most questions, and developing a test plan for  an on-screen version was much more similar to developing a test plan for a Web site.</p>
<div class="pullquote-wide">&#8220;<span class="sub-p">Participants, when retrieving information in the digital version, become search dominant.</span>&#8221;</div>
<!-- End pullquote -->
<p class="sub-p">Participants, when retrieving information in the digital version, become search dominant. In the print edition, participants had to rely on the Table of Contents and Index  to retrieve information. Even though the digital version has those elements&#8212;and they&#8217;re linked, so participants could interact with them&#8212;they chose to use search instead.</p>
<p class="sub-p">One of the primary questions we had was about size: Was the larger point size appropriate, and what were its side effects? The goal of a larger point size was to relinquish  the need to scroll or resize the document. But in doing so, we increased the  overall page count to over 500 pages! That is okay, since we suspected that  participants wouldn&#8217;t be printing out an entire book, but the potential shock value of this many pages concerned me.</p>
<p class="sub-p">First, we found that participants didn&#8217;t even notice overall page count, and when it was pointed out, they didn&#8217;t  blink. Size, as defined by page count, is not a meaningful or even appropriate  metric by which participants measure  digital books.</p>
<p class="sub-p">Second, we found that, while the type size seemed appropriate and participants seemed to be able to comfortably read the content, all participants resized the document anyway. We suspect that this may be partially due to the testing taking place on a foreign computer, but it may be a habit prevalent in digital documents. Either way, the size we ended up with works for the participants we studied.</p>
<p><span class="sub-p"><strong></strong></span><strong>JK: </strong>With the introduction of the Amazon Kindle, there may be a greater expectation for more books to be available as ebooks or specifically in Kindle format. Will Kindle owners be reading Rosenfeld Media titles on their devices anytime soon?</p>
<p><strong>LR: </strong>Most likely! But the Kindle is only a few months old, so we&#8217;ll be taking a wait-and-see approach with it. PDF is, naturally, a larger digital book market, so that&#8217;s where we&#8217;ve focused our digital ambitions. And we&#8217;d want the time to invest in designing and testing a Kindle-friendly edition.</p>
<p class="sub-p">That said, we&#8217;ll be paying close attention to our customers&#8217; requests. If the market wants our books in a Kindle-friendly format&#8212;or papyrus for that matter&#8212;we&#8217;ll  be more than happy to oblige.</p>
<p><strong>JK: </strong>What else will we see from Rosenfeld Media in the next year?</p>
<p><strong>LR: </strong>At least three more books published: Luke Wroblewski&#8217;s <em><a href="http://www.rosenfeldmedia.com/books/webforms/" title="Web Form Design: Filling in the Blanks">Web Form Design: Filling in the Blanks</a></em><a href="http://www.rosenfeldmedia.com/books/webforms/" title="Web Form Design: Filling in the Blanks"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> should be out in April. Donna Maurer&#8217;s <a href="http://www.rosenfeldmedia.com/books/cardsorting/" title="Donna Maurer&#8217;s card sorting book">card sorting book</a>,<a href="http://www.rosenfeldmedia.com/books/cardsorting/" title="Donna Maurer&#8217;s card sorting book"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> and Rich Wiggins&#8217;s and my book on <a href="http://www.rosenfeldmedia.com/books/searchanalytics/" title="site search analytics">site search analytics</a><a href="http://www.rosenfeldmedia.com/books/searchanalytics/" title="site search analytics"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> are slated for spring/summer. Todd Warfel is writing on <a href="http://rosenfeldmedia.com/books/prototyping/" title="prototyping">prototyping</a>,<a href="http://rosenfeldmedia.com/books/prototyping/" title="prototyping"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> and we&#8217;ve just signed Whitney Quesenbery and Kevin Brooks to write a book on <a href="http://www.rosenfeldmedia.com/books/storytelling/" title="storytelling for user experience design">storytelling for user experience design</a>.<a href="http://www.rosenfeldmedia.com/books/storytelling/" title="storytelling for user experience design"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> We&#8217;re hoping for more exciting new titles, as well as finally launching the <a href="http://uxzeitgeist.com" title="UX Zeitgeist">UX Zeitgeist</a><a href="http://uxzeitgeist.com" title="UX Zeitgeist"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> service and co-producing some Webinar content in the second half of the year.</p>
<p>It&#8217;ll be a busy time!<a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="bug" /></a></p>]]>
</content>
</entry>
<entry>
<title>Simplicity in Your Mind</title>
<link rel="alternate" type="text/html" href="http://www.uxmatters.com/MT/archives/000284.php" />
<modified>2008-05-08T06:28:36Z</modified>
<issued>2008-05-08T06:27:30Z</issued>
<id>tag:dev.uxmatters.com,2008://1.284</id>
<created>2008-05-08T06:27:30Z</created>
<summary type="text/plain">By Lucinio Santos
Published: May 7, 2008
There is increasing interest in the simplification of information technology (IT). The IT industry is recognizing the need to simplify software technology as businesses express their increased interest in governing the return on their IT investments. Two goals are surfacing as explicit mandates to which all software vendors are responding:

  lowering the skills required of software users
  increasing their productivity

Although this simplification mandate is most essential to small- and medium-sized  businesses, where people with high-end technical skills may not be affordable, an  awareness of the damage complexity inflicts on users is spreading to the  enterprise market as well. Commoditization pressures make it necessary for the IT  industry to reduce skills requirements as well as service and maintenance costs.</summary>
<author>
<name>pabini</name>
<url>www.uxmatters.com</url>
<email>pabini@uxmatters.com</email>
</author>
<dc:subject>Features</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/">
<![CDATA[<p class="author">By <a href="/authors/archives/2008/05/lucinio_santos.php">Lucinio Santos</a></p>
<p class="date">Published: May 7, 2008</p>
<p>There is increasing interest in the simplification of information technology (IT). The IT industry is recognizing the need to simplify software technology as businesses express their increased interest in governing the return on their IT investments. Two goals are surfacing as explicit mandates to which <em>all</em> software vendors are responding:</p>
<ul>
  <li>lowering the skills required of software users</li>
  <li>increasing their productivity</li>
</ul>
<p class="sub-p">Although this simplification mandate is most essential to small- and medium-sized  businesses, where people with high-end technical skills may not be affordable, an  awareness of the damage complexity inflicts on users is spreading to the  enterprise market as well. Commoditization pressures make it necessary for the IT  industry to reduce skills requirements as well as service and maintenance costs.]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2008/05/lucinio_santos.php">Lucinio Santos</a></p>
<p class="date">Published: May 7, 2008</p>
<div class="pullquote-wide">&#8220;<span class="sub-p">An  awareness of the damage complexity inflicts on users is spreading to the  enterprise market.</span>&#8221;</div>
<!-- End pullquote -->
<p>There is increasing interest in the simplification of information technology (IT). The IT industry is recognizing the need to simplify software technology as businesses express their increased interest in governing the return on their IT investments. Two goals are surfacing as explicit mandates to which <em>all</em> software vendors are responding:</p>
<ul>
  <li>lowering the skills required of software users</li>
  <li>increasing their productivity</li>
</ul>
<p class="sub-p">Although this simplification mandate is most essential to small- and medium-sized  businesses, where people with high-end technical skills may not be affordable, an  awareness of the damage complexity inflicts on users is spreading to the  enterprise market as well. Commoditization pressures make it necessary for the IT  industry to reduce skills requirements as well as service and maintenance costs.</p>
<p class="sub-p">This article postulates that we cannot address the issue of simplification exclusively  by analyzing the physical and computational parameters of technology. Instead,  we must understand the goal of simplification in light of the knowledge, tasks,  and processing-load demands on its users. We can approach simplicity as an  engineering endeavor by controlling the impact on these three usage dimensions.</p>
<h2>Software&#8217;s Complexity Complex</h2>
<div class="pullquote-wide">&#8220;Software, like any other technology, has an intrinsic tendency to become more and more complex.&#8221;</div>
<!-- End pullquote -->
<p>Software, like any other technology, has an intrinsic tendency to become more and more complex. In response to market forces, software developers struggle to differentiate products from those of their competitors by making them more and more functionally sophisticated. This has become a major problem for software vendors.</p>
<p class="sub-p">What are the dimensions of simplicity in software technology? Can those  attributes be engineered? What do we mean by <em>simplifying technology</em>? What is simplicity?</p>
<p class="sub-p">Technology, unlike science, must be understood in light of its usage  elements. To understand technology, we need to understand the individuals who  use it. We cannot define complexity in technology solely in terms of objective  physical parameters. If we accept the assumption that technology intrinsically  involves human endeavor, we must accept the ergonomic, social, and mental agents  that both build it and consume it. We must accept that its makers construct the  complexity in technology.</p>
<p class="sub-p">The impact on technology of the physical and biomechanical properties of  our bodies is well understood. The physical characteristics and limitations of  our bodies constrain the optimization of users&#8217; sitting postures and hand/arm  alignment while physically interacting with hardware devices. For the most  part, however, when it comes to information technology, complexity is in the  mind.</p>
<p class="sub-p">Since the advent of constructivism in Cognitive Psychology, we have come to  recognize the role of the mind in constructing reality. [1] The mind constructs  reality for human beings, literally. This is not simply a matter of  interpreting what we perceive&#8212;its significance or its meaning. The very  perceptual systems through which we see, hear, and feel do more than mirror  reality. Perception builds reality from external as well as internal elements.  A constructivist view does not imply disassociation between the external world  and the way we perceive it. Evolutionary psychology has eloquently made the  case that our brains have evolved to meet the challenges of our physical and  social surroundings. [2] The human mind constructs our world, but it doesn&#8217;t do  it arbitrarily. Its building tools and methods have evolved to keep us alive  and adapted to an environment that is subject to physical laws and social  covenants. Nonetheless, our minds use the internal elements that are at their disposal. They build current outputs upon previous ones. Human minds project the past  into the present, which they then recycle, abstract, categorize, and put to use  at every opportunity. We call this <em>knowledge</em>.</p>
<h2>User Knowledge</h2>
<p>The most important factor determining  simplicity in software technology is users&#8217; knowledge&#8212;at multiple levels:</p>
<ul>
  <li>common knowledge of  the world users have inherited or absorbed in childhood</li>
  <li>conceptual knowledge  users have learned through schooling</li>
  <li>semantic networks  and categorization schemes users have acquired through secondary and higher  education</li>
  <li>facts,  generalizations, and abstractions users have accumulated in their professional  lives and through specialized training</li>
</ul>
<p class="sub-p">Software pioneers in the early 1980s used world knowledge  their contemporaries commonly shared as their metaphors for the first software  user interface designs. The technological transformations personal computers brought  to us took place under the impetus of a major leap in simplification: People&#8217;s interactions  with personal computers became predictable by inference from their well-known behaviors  with everyday, common objects such as folders, windows, drawers, pens, boxes,  buttons, and so on. By relying on the physical gestures people make when interacting with three-dimensional physical objects such as notebook tabs,  calendars, and menus, the tasks of locating, browsing, and changing the properties of complex virtual elements became simpler.</p>
<p class="sub-p">Technological complexity is relative. Although we can  describe and measure the complexity of certain chaotic, adaptive systems  independently of the observer, we can understand the complexity of any  technology only in relation to the user&#8212;in the case of information technology, in  relation to a user&#8217;s information-processing ability.</p>
<div class="pullquote-wide">&#8220;<span class="sub-p">We can understand the complexity of any  technology only in relation to the user&#8212;in the case of information technology, in  relation to a user&#8217;s information-processing ability.</span>&#8221;</div>
<!-- End pullquote -->
<p class="sub-p">What a user either knows or ignores is the raw  material from which we can engineer technological simplicity or complexity. This becomes even more obvious beyond the realm of the common, knowledge-based  metaphors graphic user interfaces exploit. Higher knowledge requirements in  specialized domains result in more complex software. For example, what a marketing analyst must know about the productivity applications he routinely uses  involves less sophistication than the business-oriented knowledge he has acquired  on the job&#8212;such as knowledge about procedural and scripting languages,  architecture, and the programming models and tools with which he crafts  business applications. This knowledge, in turn, is less advanced than the  knowledge an object-oriented software developer has accumulated after earning a  Masters in Computer Science and polished by working on advanced projects in the  research and development division of a multinational software company.</p>
<p class="sub-p">If complexity is in the mind, does that mean it is beyond  the realm of software engineering?</p>
<p class="sub-p">A relativistic view of complexity does not mean that  we cannot address simplicity objectively, and ultimately, engineer it as part  of software design and development. It just means we need to take into account a  user's knowledge system.</p>
<p class="sub-p">Cognitive psychology draws a distinction between  declarative and procedural knowledge, as follows: [5]</p>
<ul>
  <li><span class="run-in-head">declarative knowledge</span>&#8212;<em>knowing  that</em>&#8212;Stores facts, or declarations that we know to be true knowledge; knowledge  of semantic structures that we relate and enrich with facts and instances, and categorize, abstract, and enrich through learning and experience.</li>
  <li><span class="run-in-head">procedural knowledge</span>&#8212;<em>knowing how</em>&#8212;Takes knowledge beyond the realm of the higher mental  processes by involving the organism as a whole.</li>
</ul>
<p class="sub-p">For example, athletes train by making a particular  movement over and over, in the hope of instilling muscle memory that will automatically  optimize a movement or position without thought&#8212;that is, without bringing  attention to the task. We can safely leverage this procedural aspect of  knowledge. Business users of productivity applications who are skilled at using  word processing or email applications can accomplish goal-oriented tasks  without necessarily comprehending what it is they are doing. As technology becomes  more sophisticated, skills require a more disciplined combination of  declarative understanding &#8212;in the form of computing architecture, data  structures, algorithms, and so on&#8212;with arduous practical training. Computer  analysts, software developers and architects, and network administrators and designers have learned the conceptual underpinnings of those technologies, but  they must also acquire the specific procedures that let them put the technology  to work to solve a particular business, application, or system problem. Computer  scientists spend many hours solving problems in the classroom or the lab to achieve  a level of skill that is similar to that which a gymnast attains after long  hours of practice at the rings or parallel bars or a surgical resident gains at  a teaching hospital.</p>
<p class="sub-p">The level of knowledge and skills an IT professional  must possess has increased dramatically over the last 20 years. The skills  today&#8217;s professional computer programmers with five years of experience have accumulated  are an aggregation of knowledge about operating systems, computer-science  architecture, computer-language syntax, data structures, algorithms, tools, and  best practices. It also demands skills managing the life cycle of the code produced,  its compilation, change, integration, and performance optimization. Moreover,  given the incomparable dynamism of information technology, those skills need  continuous updates through life-long learning. New APIs (Application  Programming Interfaces), languages, architectures, frameworks, tools, and  coding practices appear in rapid succession. New technologies supersede  existing ones without completely replacing them, resulting in legacy layers of coexisting technologies that interrelate in intricate patterns very few fully  understand. The resulting technology is complex because of the knowledge and  skill using it requires.</p>
<p class="sub-p">Technology is simple only to the extent that we can  efficiently develop and manage the skills to operate it. Are 21st-century automobiles  complex? Not to drivers, who need to know only a limited set of skills to  operate most of their functions&#8212;at least the critical ones that let them get  from one point to another. Today&#8217;s automotive technology is reliable enough to  become transparent to users. How about for the mechanic? Fixing an air conditioning unit or a carburetor failure often requires just a simple turn of  a screw. Behind such a seemingly simple maneuver often lies a body of knowledge that guides the skilled professional to the right screw to turn.</p>
<p class="sub-p">We are astonished at the ease with which athletes, artists, surgeons, or  craftsmen can accomplish tasks that would be insurmountably complex to the  inexperienced. Skills forge simplicity. We can automate cognitive and  sensomotor routines as a result of practice. [6, 7] The trained eye can  transform complex stimuli into meaningful, easily recognizable patterns whose  meaning and significance an experienced person can not only quickly assign, but also include call-to-action routines. Like chess patterns to a master player, x-rays to a diagnostician, or java code to a professional software developer, knowledge informs its possessor what to do next.</p>
<h2>Tasks</h2>
<div class="pullquote-wide">&#8220;<span class="sub-p">Requiring even trivial pieces of knowledge of users can be very costly  to knowledge workers, who may already be overwhelmed by coping with the large  amounts of knowledge their core domains demand.</span>&#8221;</div>
<!-- End pullquote -->
<p>Despite its fundamental role, knowledge is <em>not</em> everything. Technology imposes task constraints even on the most skilled user.  Complexity is impacted by the number of tasks accomplishing a goal requires, as  well as the hierarchical, semantic, and structural relationships among those  tasks.</p>
<p class="sub-p">The sheer number of steps a user must perform is the  most conspicuous aspect variable in the task dimension. For example, the number  of distinct steps a user must follow to migrate an existing document or  presentation to the latest version of a productivity application affects the perceived  complexity of that application. The ultimate simple solution is to not require <em>any</em> action on the part of a user:  Backward compatibility does its job by ensuring that a new piece of software  will work with artifacts users created using previous versions. Even a one-button  migration increases complexity relative to a totally transparent approach that  requires no user action. Could this single button click make a difference? Yes.  The consumer needs to be aware that this single action is required. Here is  where the need for knowledge surfaces again. The difficulty is not in the need  to click that single button&#8212;the task itself&#8212;but in the fact that users might not  know that such a button exists and that they need to click it.</p>
<p class="sub-p">One of the most  common and unfortunate assumptions software developers make is that users know  what they need to know. They project themselves into the user population. In  reality, requiring even trivial pieces of knowledge of users can be very costly  to knowledge workers, who may already be overwhelmed by coping with the large  amounts of knowledge their core domains demand. The myriad of peripheral,  single actions different vendors&#8217; tools require of them in their daily chores can  add up. Furthermore, those simple actions are often buried on Web sites, so to  reach a simple action, users may need to overcome obstacles that increase their  chance of failure or, at least, add complication.</p>
<p class="sub-p">As the number of steps required to accomplish a goal  increases, so does the complexity of the task. For example, the number of steps  IT administrators must perform to install and configure middleware technology  can be very large. First, they need move the files among various media, perhaps  involving a number of CD-ROMs, downloads, or archive utilities. During  installation, they may face storage, software, or hardware incompatibility  problems, which may necessitate their branching into additional installation  subtasks. Failures may also result in problem determination tasks that require  additional tools or information such as logs or support sources.. Beyond  installation, administrators must tune parameters across multiple components.  Once setup is complete, administrators must test the system in a staging  environment to ensure compatibility with existing technology. Then, finally,  they deploy and run the software in a production environment. IT administrators  must carry out such tasks in business-critical environments where failure is  not an option. The required tasks involve adherence to processes that an IT  organization has put in place to preserve its system&#8217;s integrity.</p>
<p class="sub-p">Beyond installation and configuration, IT personnel perform  routine management and operational tasks that require careful sequences of  steps to diagnose, administer, monitor, and update software systems. The tasks  involved are many and are constantly changing. The fragility of the technology  requires that highly trained personnel perform these tasks. Such tasks require  a solid body of knowledge on the part of the consumer.</p>
<p class="sub-p">The interaction of tasks and knowledge becomes even  more apparent in software development. Software engineers develop code. The  body of knowledge they bring to software development includes the constraints  of code practices, programming interfaces, tools, and development processes.  Tools and programming interfaces demand a certain number of tasks. Function calls follow a prescribed sequence. Editors, debuggers, and ancillary utilities  force software engineers to follow a series of steps to create, import,  compile, build, unit test, and debug code.</p>
<p class="sub-p">Besides the total number of steps performing a task  requires, the relationships among those steps affect the complexity of the  task. Tasks with a fixed step sequence&#8212;or without a prescribed sequence&#8212;are  more demanding than tasks in which the next step depends on the outcome of the  previous one. As the number of paths in a decision tree increases, so does the  complexity of an interaction.</p>
<h2>Processing  Load</h2>
<div class="pullquote-wide">&#8220;<em>Processing load</em> is the information-processing workload a tool imposes on a user&#8217;s perceptual  and cognitive channels.&#8221;</div>
<!-- End pullquote -->
<p>In addition to knowledge and task demands, there is a  third dimension that determines the complexity of technology: the processing  load it places on users. <em>Processing load</em> is the information-processing workload a tool imposes on a user&#8217;s perceptual  and cognitive channels. [8] Good user interface design is optimized for the user&#8217;s perceptual system by taking into consideration color and text perception. Cluttered user interfaces overwhelm users and reduce their ability to focus on  the important elements in the visual field. Overuse of animation can overpower  a visual system that humans evolved to respond to the intrinsically alerting nature  of movement in the visual field. On the other hand, sensible use of color, screen real state, layout, and fonts optimizes a user interface for the human perceptual system.</p>
<p class="sub-p">Notwithstanding the unquestionable role that perception  plays in software consumption, most of its processing demands fall on the user&#8217;s cognitive channel. Knowledge workers spend most of their daily lives scanning  for keywords; reading; recognizing patterns; retrieving knowledge and episodes,  or past actions, from memory; making inferences about the meaning of options  and actions; generalizing, recognizing, and discriminating options; and comparing  decision paths. IT professionals engage in cognitive processing that expands  into the realms of pattern recognition, diagnosis, and deductions from  antecedents. They apply deductive rules and build mental models from which to predict  future behavior. In solving problems, they engage in heuristics that place  heavy demands on controlled processing.</p>
<p class="sub-p">Those without advanced expertise and knowledge  engage in difference-reduction heuristics, which seek to reduce the difference between the current state of a problem and the desired goal. [9] For this  purpose, novices establish series of subgoals representing states that are closer  to the final solution. They focus on operators&#8212;such as program variables,  configuration attributes, deployment properties, and function parameters&#8212;that they deem are relevant in means-ends analysis. Without advanced knowledge, they must  maintain all possible states of the problem at hand in an active state, storing  all those operators and keeping them active in working memory.</p>
<p class="sub-p">On the contrary,  problem solvers who are expert in a given knowledge domain learn over time to  recognize common configurations in the problem domain as single perceptual units. [10] Skilled IT professionals&#8212;like skilled chess players or physicists&#8212;work forward rather than backward. Instead of intentionally searching the problem  space, they recognize common configurations as single perceptual units that trigger applicable knowledge that is relevant to solve their problems.</p>
<h2>Conclusion</h2>
<p>In summary, the following attributes determine the simplicity  of the software technology we consume:</p>
<ul>
  <li>how much knowledge  the technology assumes</li>
  <li>how well the  required user interactions suit the strengths and limitations of our perceptual  systems</li>
  <li>the cognitive  processing demands it places on our limited mental resources</li>
  <li>the length and  intricacy of the tasks we perform using the technology</li>
</ul>
<p class="sub-p">In other words, the complexity of technology is a  function of what it demands its users to do, know, and process, as shown in Figure 1. These dimensions are not independent. Knowledge, the gift that keeps on  giving, provides context to our perceptions and, in advanced stages, harvests expert skill over time. Expertise, in turn, eases processing demands through  the development of recognizable patterns that reduce demands on costly  conscious mental processing.</p>
<p><span class="run-in-head">Figure 1</span>&#8212;Complexity&#8217;s inertia </p>
<img src="images/simplicity-in-your-mind.jpg" alt="" width="468" height="276" class="figure-left" />
<p class="sub-p">Since knowledge requirements are fundamental in increasing  the complexity of software, should instruction and learning be the primary  means of simplification? After all, if increased knowledge demands also  increase complexity, diffusing knowledge should be an effective answer. Assisting technology consumers with appropriate instructional materials is an  important element in simplification. Software products can and should afford  some level of user assistance in the form of courses, tutorials, and other  materials. However, much of today&#8217;s software technology requires users to build  knowledge pyramids on foundations that take years of dedicated and formal  training to develop. The educational costs are prohibitive. Advanced knowledge  comprises more than problem-specific instruction. It requires aggregations of  principles, concepts, relationships, procedures, and practice that only  elaborate and expensive curricula can offer. As it turns out, the most  important factor in learning is what the learner already knows. Knowledge builds knowledge.</p>
<p class="sub-p">An engineering approach to simplicity counters the  inertial forces that drive functional sophistication toward increasing levels  of complexity. As user experience engineers, we are equipped to understand and  control the effects of software attributes on the three usage dimensions of complexity: knowledge, tasks, and processing load.<a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="bug" /></a></p>
<h4>References</h4>
<p class="bibliography">[1] Anderson, John R., Lynne Reder, and Herbert A. Simon &#8220;Situative versus cognitive perspectives: Form versus substance.&#8221; <em>Educational  Researcher</em>, 26, 1997.</p>
<p class="bibliography">[2] Shaw, Robert, and John Bransford. <em>Perceiving, Acting and Knowing: Toward an Ecological Psychology</em>. Hillsdale, NJ:  Erlbaum, 1977.</p>
<p class="bibliography">[3] Tooby, John, and Leda Cosmides. &#8220;On the universality of human nature and the uniqueness of the individual: The role of  genetics and adaptation.&#8221; <em>Journal of Personality,</em> 58, 1990.</p>
<p class="bibliography">[4] Ludwig, Jessica. &#8220;Stanford Web Site Documents the History of the Macintosh Computer.&#8221; <em>Chronicle of Higher Education.</em></p>
<p class="bibliography">[5] Anderson, John. <em>Rules of the Mind</em>. Hillsdale, NJ: Erlbaum, 1993.</p>
<p class="bibliography">[6] Chase, William, and Herbert A. Simon. &#8220;Perception in chess.&#8221; <em>Cognitive Psychology</em>, 4, 1973.</p>
<p class="bibliography">[7] Larkin, Jill, John McDermott, Dorothea  Simon, and Herbert A. Simon. &#8220;Expert and novice performance in solving physics problems.&#8221; <em>Science</em>. June 20, 1980.</p>
<p class="bibliography">[8] McCracken, Jack H., and Theodore B. Aldrich. <em>Analysis of Selected LHX Mission Functions for Operator Workload and System Automation Goals.</em> Technical Note ASI 479-024-84 (b). Fort Rucker: Anacapa Sciences Inc.,  June, 1984.</p>
<p class="bibliography">[9] Newell, Allen, and Herbert A. Simon. <em>Human  Problem Solving</em>. Englewood  Cliffs, NJ: Prentice-Hall, 1972.</p>
<p class="bibliography">[10] de Groot, Adriaan D.,  and Ferdinand Gobet. <em>Perception and Memory in Chess: Heuristics of the Professional Eye</em>. Assen: Van Gorcum, 1996.</p>]]>
</content>
</entry>
<entry>
<title>So You Want to Be a UX Manager&amp;#8212;Seriously?</title>
<link rel="alternate" type="text/html" href="http://www.uxmatters.com/MT/archives/000281.php" />
<modified>2008-04-24T08:21:14Z</modified>
<issued>2008-04-23T08:50:24Z</issued>
<id>tag:dev.uxmatters.com,2008://1.281</id>
<created>2008-04-23T08:50:24Z</created>
<summary type="text/plain">By Jim Nieters
Published: April 22, 2008
This is my first column on the management of UX. In my  column, I&amp;#8217;ll articulate what I&amp;#8217;ve learned from my experience as a senior leader and several years in intensive senior leadership  development programs.
Have you ever known a manager  you  felt shouldn&amp;#8217;t manage people? Maybe you&amp;#8217;ve worked for one. Most of us have at  one point or another. On the other hand, most of us have also had great managers. What sets great managers apart from bad ones? That&amp;#8217;s one of the questions I&amp;#8217;ll explore in this article.
Almost weekly, I talk with a UX designer or researcher who wants to become a manager of a UX team. For some  people, this is a good choice. Both they and their teams thrive. But for many, it&amp;#8217;s honestly not the right goal, and the end result is that neither they  nor their teams are happy. The  book Now, Discover Your Strengths [1] suggests that we tend to be good at the things we love doing, and we love activities at which we excel. I find that we do our best work when we&amp;#8217;re in a playground. (I&amp;#8217;ll explore this idea more in  my next column.) Isn&amp;#8217;t life too short to pursue a path we don&amp;#8217;t enjoy?</summary>
<author>
<name>pabini</name>
<url>www.uxmatters.com</url>
<email>pabini@uxmatters.com</email>
</author>
<dc:subject>Columns</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/">
<![CDATA[<p class="author">By <a href="/authors/archives/2007/07/jim_nieters.php">Jim Nieters</a></p>
<p class="date">Published: April 22, 2008</p>
<p>This is my first column on the management of UX. In my  column, I&#8217;ll articulate what I&#8217;ve learned from my experience as a senior leader and several years in intensive senior leadership  development programs.</p>
<p class="sub-p">Have you ever known a manager  you  felt shouldn&#8217;t manage people? Maybe you&#8217;ve worked for one. Most of us have at  one point or another. On the other hand, most of us have also had great managers. What sets great managers apart from bad ones? That&#8217;s one of the questions I&#8217;ll explore in this article.</p>
<p class="sub-p">Almost weekly, I talk with a UX designer or researcher who wants to become a manager of a UX team. For some  people, this is a good choice. Both they and their teams thrive. But for many, it&#8217;s honestly not the right goal, and the end result is that neither they  nor their teams are happy. The  book <em>Now, Discover Your Strengths</em> [1] suggests that we tend to be good at the things we love doing, and we love activities at which we excel. I find that we do our best work when we&#8217;re in a playground. (I&#8217;ll explore this idea more in  my next column.) Isn&#8217;t life too short to pursue a path we don&#8217;t enjoy?]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2007/07/jim_nieters.php">Jim Nieters</a></p>
<p class="date">Published: April 22, 2008</p>
<div class="pullquote-wide">&#8220;<span class="sub-p">A great leader can direct a team to produce the best work of their careers and tune their teams to perform at their peak&#8212;and this is important. But it&#8217;s not more important than having great designers who can produce market-changing ideas.</span>&#8221;</div>
<!-- End pullquote -->
<p>This is my first column on the management of UX. In my  column, I&#8217;ll articulate what I&#8217;ve learned from my experience as a senior leader and several years in intensive senior leadership  development programs.</p>
<p class="sub-p">Have you ever known a manager  you  felt shouldn&#8217;t manage people? Maybe you&#8217;ve worked for one. Most of us have at  one point or another. On the other hand, most of us have also had great managers. What sets great managers apart from bad ones? That&#8217;s one of the questions I&#8217;ll explore in this article.</p>
<p class="sub-p">Almost weekly, I talk with a UX designer or researcher who wants to become a manager of a UX team. For some  people, this is a good choice. Both they and their teams thrive. But for many, it&#8217;s honestly not the right goal, and the end result is that neither they  nor their teams are happy. The  book <em>Now, Discover Your Strengths</em> [1] suggests that we tend to be good at the things we love doing, and we love activities at which we excel. I find that we do our best work when we&#8217;re in a playground. (I&#8217;ll explore this idea more in  my next column.) Isn&#8217;t life too short to pursue a path we don&#8217;t enjoy?</p>
<p class="sub-p">I  believe that being a manager of people is no better or worse than being in an  individual contributor role. For the most part, managers don&#8217;t produce the actual artifacts that drive results. In a fundamental way, it&#8217;s the researchers and designers who produce the great work in our industry. Don&#8217;t get me wrong: A great leader can direct a team to produce the best work of their careers and tune their teams to perform at their peak&#8212;and this is important. But it&#8217;s not more important than having great designers who can produce market-changing ideas. On a sports team, you need a great team <em>and</em> a great manager  to win. The challenge I see is that a large number of  researchers and designers want the word <em>manager</em> in their title&#8212;either because they feel it shows career progression or for the respect they think such a title would afford them. Taking the sports analogy further, a baseball player doesn&#8217;t want to be the team manager&#8212;he wants to play great ball. So, why isn&#8217;t it this way in the world of UX&#8212;and high tech in general?</p>
<p class="sub-p">An important question then is  how we as an industry can give equal weight to great  individual contributors and great managers alike, because a great company needs both. At Yahoo!, we have some truly world-class designers who make a huge impact on everything they touch. While I would be happy to see them  mentor other designers, I feel it would be a waste to make them people  managers. It would be like taking Michael Jordan in his heyday and turning him into a non-playing coach.</p>
<div class="pullquote-wide">&#8220;Because we promote people into  management roles  who are <em>not</em> great leaders, we diminish the level of expertise in leadership across our industry.&#8221;</div>
<!-- End pullquote -->
<p class="sub-p">Perhaps more importantly, because we promote people into  management roles  who are <em>not</em> great leaders, we diminish the level of expertise in leadership across our industry. Many people with whom I speak believe design managers&#8212;for instance&#8212;should just be better designers and leadership  characteristics aren&#8217;t important. Let&#8217;s take that issue straight on: Should a  company make a UX practitioner a manager simply because she is a really great researcher or designer? When asked in this way, the typical reaction is: &#8220;Well, of course not!&#8221; And yet, I see senior leaders promoting good researchers and designers to people management roles, just because they were good at their individual contributor roles&#8212;even when  they haven&#8217;t proven they have any capacity to lead  effectively. The path from a particular domain such as user research or design into management is <em>not</em> a natural progression. The skills you gain in your role as a researcher or designer are not the skills you&#8217;ll use as a manager and leader. Of course, a good leader of a research or design organization needs to understand  and be good at research or design. They must be able to provide guidance for  their researchers and designers. My premise is that being a good UX practitioner is necessary, but not sufficient to someone&#8217;s becoming a good UX leader. </p>
<p class="sub-p">We, as  a functional domain, need to focus on what it takes to grow our next generation  of great leaders. While we must always produce great designs, we also need to  value the quality of leadership itself. We need great leaders who can facilitate their teams&#8217; working together at higher levels than anybody thought possible. Who can take an average team and make it very good. On the other hand, an average  leader can take a great team and make it average. I&#8217;ve seen both happen. So, isn&#8217;t our first step defining what makes a great manager great?</p>
<h2>Manager Competencies and Values</h2>
<p>Just as we know the competencies and strengths that are  required of great researchers and designers, we need to understand and define essential manager competencies if we are going to produce great leaders.</p>
<p>Recently, I worked with a management team&#8212;other than Yahoo!&#8212;to define this set of six management competencies. Successful managers are:</p>
<ul>
  <li><span class="run-in-head">accountable</span>&#8212;Take responsibility for results and hold themselves, peers, and direct reports accountable for achieving established goals and objectives.</li>
  <li><span class="run-in-head">customer focused</span>&#8212;Clearly communicate what a team can do to achieve stakeholder or customer expectations, without over  promising, and understand the cost/benefit ramifications of their recommendations to stakeholders and customers.</li>
  <li><span class="run-in-head">results driven</span>&#8212;Willingly  establish and apply performance measurements, set high performance standards  for themselves and direct reports as necessary to achieve customer expectations,  and implement significant consequences&#8212;positive and negative&#8212;for achieving or  not meeting performance expectations.</li>
  <li><span class="run-in-head">open and effective communicators</span>&#8212;Create an atmosphere in which high-quality information flows smoothly through an  organization and to stakeholders, in a timely manner, and encourage the open  expression of ideas and opinions. Creating such an atmosphere means you must wait  for another person to finish his or her intended message before responding,  disseminate more than the minimal amount of information people need, and  respond positively when stakeholders or direct reports voice negative issues.</li>
  <li><span class="run-in-head">effective managers of talent</span>&#8212;Hire individual contributors who are as smart as or  smarter than they are; surround themselves with the greatest talent; strive to bring out the best in others, regardless of their current performance levels; delegate  authority and responsibility to others, allowing them to use their abilities and talents effectively; give feedback, coach, and appraise employees at every opportunity possible&#8212;every week, if not every day; not just at review time; and respects and tolerates differing opinions.</li>
  <li><span class="run-in-head">team builders</span>&#8212;Promote and generate cooperation and teamwork while working to achieve collective  outcomes, give credit for success and recognition to the team rather than  seeking credit for themselves, and encourage individuals to contribute to the  organizational strategy. As Jack Welch says, they &#8220;get every mind in the game.&#8221;</li>
</ul>
<p class="sub-p">These competencies embody a few key points. There is an overwhelming amount of research [2] and expert opinion   [3] showing that, in addition to the six  competencies I&#8217;ve listed above, great managers and leaders are:</p>
<ul>
  <li><span class="run-in-head">respectful</span>&#8212;Treat  individuals on their teams as professionals and address them with appropriate  respect. They are not out to make themselves look good, but to help their employees execute their responsibilities well, and&#8212;yes&#8212;to build employee confidence.</li>
  <li><span class="run-in-head">natural mentors</span>&#8212;Are great coaches and find deep joy in helping their employees grow their careers and execute at a very high level.</li>
  <li><span class="run-in-head">emotionally intelligent</span>&#8212;Are direct, yet compassionate and tactful. [4]</li>
  <li><span class="run-in-head">able to see the big picture</span>&#8212;Look out not only for their teams, but for the larger organization and company.</li>
  <li><span class="run-in-head">decisive</span>&#8212;Make hard choices quickly and recognize they may need to make frequent  course-corrections.</li>
  <li><span class="run-in-head">life-long learners</span>&#8212;Seek feedback regularly from peers, direct reports, and their managers and have a  passion for improving themselves.</li>
</ul>
<div class="pullquote-wide">&#8220;It is also critical to define the necessary competencies and essential values that are specific to management within your  own organization, because every environment is different.&#8221;</div>
<!-- End pullquote -->
<p class="sub-p">There are eight to ten discrete characteristics for each of these management competencies. It is also critical to define the necessary competencies and essential values that are specific to management within your  own organization, because every environment is different. In addition to defining management competencies, I also recommend you define a competency  model for individual contributors.</p>
<p class="sub-p">If you are a senior leader and believe that defining such  competencies is useful, you might find it useful to start with these  competencies. However, if you want help defining a competency model for your own organization, contact me, and I&#8217;ll put you in touch with experts who can  help you. I&#8217;d love to get your feedback on the competencies and values I&#8217;ve defined here. What other professional competencies do you think managers of UX  organizations need to have?</p>
<p class="sub-p">I find that the truly great managers and leaders care very  much about their employees. Some of my peers have pointed out to me that this  sounds rather bleeding-heart. In response, I&#8217;ve told them it&#8217;s as selfish as giving away stock options. Companies give their employees stock options,  because they believe it makes employees more dedicated to the success of the  company. Likewise, when I care about my employees, I work hard to help them  succeed and grow. The result? My employees are more loyal and more effective. Devin Jones is one leader who embodies these characteristics,  and articulates this message better than I can. Check out his blog: <a href="http://www.devinetics.com">www.devinetics.com</a>.<a href="http://www.devinetics.com"><img src="../../images/new-window-arrow.gif" width="14" height="12" class="icon-right" /></a></p>
<h2>Organizational Challenges</h2>
<div class="pullquote-wide">&#8220;In most organizations today, if an  employee wants to advance in his or her career, management is the only choice.&#8221;</div>
<!-- End pullquote -->
<p>The problem is that, in most organizations today, if an  employee wants to advance in his or her career, management is the only choice. In such organizations, leaders make more money, garner more respect, and often make the strategic decisions that impact career opportunities&#8212;or the lack thereof&#8212;for individual contributors. So, if a highly successful engineer wants  to make more money, she has to become a Manager, then a Director, even if she  does not want to. In such companies, rising to the level of a Director as an  individual contributor is prohibitively difficult. If this is the case in your  company, either try to change that mindset or find another company! I&#8217;d love to  hear from you: Does your company permit individual contributors to grow in  parallel with people managers up to and beyond the Director level&#8212;say as a UX Architect or Principal Designer? I&#8217;d love to talk about what we can do as an industry to change and provide appropriate growth, compensation, and  recognition for highly skilled individual contributors.</p>
<p class="sub-p">If you are a senior leader, my suggestion is this: Do not  promote an individual contributor to a manager role unless he or she has the  required competencies&#8212;particularly the ability to manage talent in a way that  brings out their best performance and build an atmosphere of teamwork. This is  easier said than done in practice though. Many senior leaders are tempted  to&#8212;and do&#8212;promote great individual contributors to manager roles even though  they have no strengths in leadership. They do so even though this erodes  organizational effectiveness and undermines corporate culture. Truth be told, I  learned this lesson the hard way. Please do me a favor: Don&#8217;t repeat this  mistake&#8212;don&#8217;t promote the wrong person under any circumstances!</p>
<p class="sub-p">To illustrate one example, I know one senior leader who is highly competent, yet deliberately promoted &#8220;assholes&#8221;&#8212;as defined in the book <em>The No Asshole Rule</em> [5] &#8212;into management roles. Why? His top two individual contributors both threatened to leave the company if they were <em>not</em> promoted to manager. The result? He promoted both of them, after which <em>all</em> of the other top performers on the  team quit. These managers did more harm than good, negatively impacting the entire organization.</p>
<p class="sub-p">We should <em>not</em> pursue a path because it is the only path that apparently permits us to grow. The book <em>Now, Discover Your Strengths</em> [1] can help you understand what competencies you possess. I had one employee awhile back&#8212;we&#8217;ll call him Roy&#8212;who is a great designer and wanted to become a manager both to gain respect and for career growth. Because I had already worked with Roy for several months, I&#8217;d noticed three key factors that together told me he should continue growing as a designer, not as a manager:</p>
<ul>
  <li>In my experience, Roy has the ability to solve  any design problem you might throw at him, and he is very good at facilitating  product teams&#8217; accepting his designs.</li>
  <li>He does a fine job of reviewing the designs of  the people he mentors.</li>
  <li>He does not possess any interest in or  competencies for performing the tasks that help employees grow along multiple  dimensions. He really did not care about managing employees at all. He just  wanted to be a manager for the respect. </li>
</ul>
<p class="sub-p">Roy would be a horrible manager. He simply wanted the role  for the perceived credibility it would afford him. It&#8217;s important to note that  he&#8217;s now happy as a principal designer. He does not want to be a manager and is  happy with his choice. Even though learning this was a difficult&#8212;and, at times, painful&#8212;process, it was worth it to me: Roy is happier, my other employees are happier, and the whole organization is more productive and runs more smoothly.  Everyone plays the positions at which they&#8217;re best.</p>
<div class="pullquote-wide">&#8220;If employees want to change direction and are highly motivated to move out of their current roles and into management, we should absolutely help them.&#8221;</div>
<!-- End pullquote -->
<p class="sub-p">The problem is that most people who want to become managers do not want to hear that they should consider a different path. It&#8217;s often an  emotional issue. This was the case with Roy as well. It took literally months to help Roy see, first, that he could become the equivalent of a Director, but  as a designer, not as a manager. Good leaders help their employees find the  right path and feel good seeing them grow&#8212;even if the employee outgrows the leader&#8217;s organization. Poor leaders don&#8217;t spend the time to help their employees grow and find their direction. Instead, they control or subtly belittle. (In a later column, I&#8217;ll talk  specifically about how to coach employees to perform at their best.)</p>
<p class="sub-p">If employees want to change direction and  are highly motivated to move out of their current roles and into management, we should absolutely help them. But, we need a set of criteria for evaluating  whether they will be good leaders and help them as they experiment to  see  whether they  can  develop leadership skills. But such skills are not a given, any more  than becoming a great researcher or designer is a given.</p>
<h2>Looking at Precedents</h2>
<p>The book <em>Now, Discover Your Strengths</em> [1] suggests that the legal system has  gotten it right: When an attorney enters a firm, he is given cases that reflect his training and skill. As he progresses, he may become a partner. But as a  partner, he is not required to manage people, unless he possesses people  management skills. Each partner is given a task that fits with his or her  inherent skills. Some will become managing partners, because that&#8217;s what  they&#8217;re good at. However, the majority of partners will continue to work in  their areas of expertise. They will mentor junior attorneys to increase their  firm&#8217;s expertise in their areas of specialization, but they will <em>not</em> manage them. Management is a specialized skill. Just like any sport, some people are good at it and others  are not. All of the great management and leadership books point out that we  should pursue our passions. That is, if we have a passion for an area, we are  probably good at it&#8212;or at least have the ability to improve rapidly in it. Take any sport or other recreational activity in which you just love engaging. If  you truly love it, it&#8217;s play, and you practice it as  often as you can. When you do, you improve. You become competent, and if you work at it long enough, you become highly skilled.</p>
<p class="sub-p">Is this how you feel about management? It&#8217;s no different. If you are drawn to management, because you want to help employees grow, because  you want to devise strategy and enjoy what to others would be maddening administrivia, then jump in! If you feel like you can give the people who report to you credit  for success rather than seeking accolades for yourself, become a manager. The  book <em>Good to Great</em> [6] suggests this is one quality that  defines the best leaders.</p>
<h2>Why Do We Have Bad Managers?</h2>
<p>If we have the ability to define the necessary competencies of successful managers, and there is so much valuable literature about how to be a great manager and leader, why do we continue to have managers in place who  are not good coaches or have had no management training? I&#8217;d like to hear from  you about that. In actuality, bad managers sometimes get lucky, and their teams  do well despite them. I&#8217;ve seen many such teams. However, in every case, such  success is only temporary. Bad managers eventually get found out. I&#8217;ve got some  great stories. Perhaps I&#8217;ll tell some of them in upcoming columns.</p>
<p class="sub-p">Just as some bad managers succeed, the opposite is also  true: Sometimes, good managers and leaders get into difficult situations and  are not successful. I really appreciated it when Jared Spool pointed out on  stage at CHI 2007 that he&#8217;d been let go a couple of times. (For more about Jared&#8217;s remarks, see Pabini&#8217;s <a href="http://www.uxmatters.com/MT/archives/000207.php" title="review of CHI 2007">review of CHI 2007</a> on <em>UXmatters</em>.) It happens to the best of us&#8212;Jared fitting that category. Such situations  present opportunities for a leader  to  learn and grow. Negative experiences often provide valuable lessons&#8212;perhaps  even more so than positive ones.</p>
<h2>Pursue Your Passion</h2>
<div class="pullquote-wide">&#8220;Don&#8217;t become a  manager because it seems to be the only open avenue to advancement. In the end,  your decision is about consistently producing top results and about your career.&#8221;</div>
<!-- End pullquote -->
<p>Are you a manager? Do you want to be? If the answer to either of these questions is <em>yes</em>, ask yourself whether you embrace the  competencies and attributes of great leaders. It&#8217;s okay if you don&#8217;t&#8212;really. But if you don&#8217;t, find a company that is willing to give you credit for the skills you do have and promote you as an individual contributor.</p>
<p class="sub-p">Be careful with your self-analysis: A majority of people  have a hard time accurately evaluating their own skills. I recommend you try 360-degree feedback with a coach who can help you put feedback in perspective. Then, make your decision about whether you want to be a manager. Don&#8217;t become a  manager because it seems to be the only open avenue to advancement. In the end,  your decision is about consistently producing top results and about your career.</p>
<p class="sub-p">But just as I&#8217;d ask about any career choice, my question for  anyone who wants to become a manager is &#8220;Why?&#8221; If the answer is &#8220;because being  a manager and all it entails energizes me,&#8221; do it. Pursue your passion. You&#8217;ll  make a positive contribution to your company, and you can help your employees  be more productive and happier. What is it that you love and are good at? Whatever it is, do that!<a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="bug" /></a></p>
<h4>References</h4>
<p class="bibliography">[1] Buckingham, Marcus, and Donald O. Clifton. <em>Now, Discover Your Strengths.</em> New York: Simon &amp; Schuster Trade, 2001.</p>
<p class="bibliography">[2] Buckingham, Marcus, and Curt Coffman. <em>First, Break All The Rules: What The World&#8217;s Greatest Managers Do Differently.</em> New York: Simon &amp; Schuster Adult Publishing Group, 1999.</p>
<p class="bibliography">[3] Welch, Jack, and Suzy Welch. <em>Winning.</em> New York: HarperCollins, 2005.</p>
<p class="bibliography">[4] Goleman, Daniel, Richard E. Boyatzis, and Annie McKee. <em>Primal Leadership: Realizing the Power of Emotional Intelligence.</em> Boston: Harvard Business School Press, 2002.</p>
<p class="bibliography">[5] Sutton,  Robert I. <em>The No Asshole Rule: Building a Civilized Workplace and Surviving One That Isn&#8217;t.</em> New York: Grand Central Publishing, 2007.</p>
<p class="bibliography">[6] Collins, Jim. <em>Good to Great: Why Some Companies Make the Leap&#8230; and Others Don&#8217;t</em>. New York: HarperCollins, 2001.</p>]]>
</content>
</entry>
<entry>
<title>Recycle These Pixels: Sustainability and the User Experience</title>
<link rel="alternate" type="text/html" href="http://www.uxmatters.com/MT/archives/000280.php" />
<modified>2008-04-23T08:49:50Z</modified>
<issued>2008-04-23T08:48:25Z</issued>
<id>tag:dev.uxmatters.com,2008://1.280</id>
<created>2008-04-23T08:48:25Z</created>
<summary type="text/plain">By Jonathan Follett
Published: April 22, 2008, Earth Day
Whether we&amp;#8217;re designing the user experience for a digital product or a physical one, as UX professionals, we are uniquely positioned to influence the behavior of other people, for good or ill. Our employers or  clients charge us with responsibility for not only defining a design problem from multiple perspectives, but also finding solutions that are better than the  ones that came before.
Increased energy consumption, materials waste, and the  resulting climate change are the chief difficulties our generation of designers  and thinkers must address&amp;#8212;or ignore at our own peril. But for most UX  professionals, sustainability&amp;#8212;unlike usability, technical feasibility, aesthetic appeal, and even business viability&amp;#8212;is not yet a baseline factor that  we take into account when designing a product or service.
In honor of Earth Day&amp;#8212;which occurs this year on April 22, 2008&amp;#8212;let&amp;#8217;s explore some different ways we can think about, influence, and  change the design of digital products in ways that will alter both our own behavior and that of others and foster respect for our planet and its  resources.</summary>
<author>
<name>pabini</name>
<url>www.uxmatters.com</url>
<email>pabini@uxmatters.com</email>
</author>
<dc:subject>Columns</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/">
<![CDATA[<p class="author">By <a href="http://www.uxmatters.com/authors/archives/2006/08/jonathan_follet.php">Jonathan Follett</a></p>
<p class="date">Published: April 22, 2008, Earth Day</p>
<p>Whether we&#8217;re designing the user experience for a digital product or a physical one, as UX professionals, we are uniquely positioned to influence the behavior of other people, for good or ill. Our employers or  clients charge us with responsibility for not only defining a design problem from multiple perspectives, but also finding solutions that are better than the  ones that came before.</p>
<p class="sub-p">Increased energy consumption, materials waste, and the  resulting climate change are the chief difficulties our generation of designers  and thinkers must address&#8212;or ignore at our own peril. But for most UX  professionals, sustainability&#8212;unlike usability, technical feasibility, aesthetic appeal, and even business viability&#8212;is not yet a baseline factor that  we take into account when designing a product or service.</p>
<p class="sub-p">In honor of Earth Day&#8212;which occurs this year on April 22, 2008&#8212;let&#8217;s explore some different ways we can think about, influence, and  change the design of digital products in ways that will alter both our own behavior and that of others and foster respect for our planet and its  resources.]]>
<![CDATA[<p class="author">By <a href="http://www.uxmatters.com/authors/archives/2006/08/jonathan_follet.php">Jonathan Follett</a></p>
<p class="date">Published: April 22, 2008, Earth Day</p>
<div class="pullquote-wide">&#8220;<span class="sub-p">For most UX  professionals, sustainability&#8212;unlike usability, technical feasibility, aesthetic appeal, and even business viability&#8212;is not yet a baseline factor that  we take into account when designing a product or service.</span>&#8221;</div>
<!-- End pullquote -->
<p>Whether we&#8217;re designing the user experience for a digital product or a physical one, as UX professionals, we are uniquely positioned to influence the behavior of other people, for good or ill. Our employers or  clients charge us with responsibility for not only defining a design problem from multiple perspectives, but also finding solutions that are better than the  ones that came before.</p>
<p class="sub-p">Increased energy consumption, materials waste, and the  resulting climate change are the chief difficulties our generation of designers  and thinkers must address&#8212;or ignore at our own peril. But for most UX  professionals, sustainability&#8212;unlike usability, technical feasibility, aesthetic appeal, and even business viability&#8212;is not yet a baseline factor that  we take into account when designing a product or service.</p>
<p class="sub-p">In honor of Earth Day&#8212;which occurs this year on April 22, 2008&#8212;let&#8217;s explore some different ways we can think about, influence, and  change the design of digital products in ways that will alter both our own behavior and that of others and foster respect for our planet and its  resources.</p>
<h2>A Sustainable Design  Strategy</h2>
<p>Adam Richardson, Director of Product Strategy at Frog Design, discusses sustainability as design principle in his article &#8220;<a href="http://www.frogdesign.com/design-mind/articles/summer-2007/tragedy-of-the-commons.html" title="Tragedy of the Commons">Tragedy of the Commons</a>,&#8221;<a href="http://www.frogdesign.com/design-mind/articles/summer-2007/tragedy-of-the-commons.html" title="Tragedy of the Commons"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> in the Frog Design Web magazine <em>Mind</em>. In addition to the traditional factors contributing to product conception and development&#8212;business, technological  viability, and people&#8217;s goals and desires&#8212;Richardson proposes that we should  also consider a fourth factor: the environment.</p>
<p class="quotation">&#8220;To quell the ecological damage being caused by our  current industrial production system, we must contextualize feature requests  within this broader understanding. User desires are no longer justification  enough for production. We must add an Environmental factor to the historical  rubric of Business, Technology, and People. And just as we sideline products  and services that fail to adequately meet standards of viability, feasibility,  or desirability, so too must we reject initiatives that are not sustainable.  Ignoring this &#8220;E-factor&#8221; should be considered poor business practice and poor design&#8212;no matter how much consumers might seem to demand it.&#8221;&#8212;Adam Richardson</p>
<p class="sub-p">In one sense, we&#8217;re already considering sustainability as  a factor in our designs&#8212;because <em>all</em> products require materials, manufacturing, and energy. We just don&#8217;t give the  environment much weight in our deliberations. The results often are  unsustainable design solutions.</p>
<p class="sub-p">To truly deal with the problem of sustainability, we may   need to elevate the environmental factor <em>above</em> other design considerations,  because it plays such an important role across the board. Looking at design  from this perspective, we can and should view design for sustainability as the design of a  complete product lifecycle&#8212;from creation to disposal.</p>
<p class="sub-p">Is this  an expansion of the mandate of user experience or will this require an entirely new design role? Richardson doesn&#8217;t specifically call for the  creation of a separate discipline to implement and support sustainable design,  but his message is clear: We need to design for sustainability. And, just as  the people who use products need an advocate on their design teams, so do we  need advocates for the larger ecosystem in which we develop and use products  and, ultimately, to which they return.</p>
<h3>Strategic Complexities</h3>
<div class="pullquote-wide">&#8220;From a  business perspective, sustainability remains an expensive proposition. But from a marketing perspective, <em>sustainability</em> has achieved great momentum as the buzzword of the moment.&#8221;</div>
<!-- End pullquote -->
<p>We&#8217;re at a strange crossroads for green design. From a  business perspective, sustainability remains an expensive proposition. But from a marketing perspective, <em>sustainability</em> has achieved great momentum as the buzzword of the moment. In terms of desirability, the green trend has reached a critical mass. And for UX  professionals who consider people&#8217;s goals paramount, this critical mass can drive eco-friendly design innovations. It&#8217;s a brave new world, in which there  are no established heuristics, no rules of thumb for sustainability across the  broad expanse of product creation. And the arguments and proofs justifying  sustainability as an important factor in design are only beginning to take  shape.</p>
<p class="sub-p">Let&#8217;s examine one example that shows the intimidating  complexity of sustainable design: the struggles of materials scientists  striving to create biodegradable plastics. A <a href="http://www.livescience.com/technology/070327_seawater_plastic.html" title="plastic that degrades in salt water">plastic that degrades in salt water</a><a href="http://www.livescience.com/technology/070327_seawater_plastic.html" title="plastic that degrades in salt water"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> would be highly advantageous to shipping and cruise lines, who produce and store outrageous amounts of waste while at sea. However, one of the arguments against the production of such biodegradable plastics in general&#8212;besides their great expense&#8212;is the tremendous amount of  power such manufacturing processes require. In fact, the amount of energy we&#8217;d use in their production and the carbon dioxide emissions that would result are  more damaging to the environment than the benefits of having a plastic that degrades over an extremely short period of time.</p>
<h2>Sustainable UX</h2>
<div class="pullquote-wide">&#8220;<span class="sub-p">The digital lives we  lead are only half virtual. We require physical  devices to provide and access digital experiences&#8212;including servers, desktop  and notebook computers, mobile devices, and phones.</span>&#8221;</div>
<!-- End pullquote -->
<p>What can we really do as UX designers? When it comes to  sustainability, aren&#8217;t professions like architecture and industrial design  better positioned to create substantive change? While it may seem so at first glance, the answer is a resounding <em>no</em>:  We have a significant role to play.</p>
<p class="sub-p">Just as print designers can choose the types of paper and  inks to use and the method of printing, so, too, can UX designers select the  materials that go into a digital experience. After all, the digital lives we  lead are only half virtual. We require physical  devices to provide and access digital experiences&#8212;including servers, desktop  and notebook computers, mobile devices, and phones.</p>
<h3>The Short, But Sweet Life of Computer Hardware</h3>
<p>In his award-winning paper for CHI 2007, &#8220;<a href="http://design.informatics.indiana.edu/designii/eli/index.php?title=Recent_publications" title="Sustainable Interaction Design: Invention & Disposal, Renewal & Reuse">Sustainable Interaction Design: Invention & Disposal, Renewal & Reuse</a>,&#8221;<a href="http://design.informatics.indiana.edu/designii/eli/index.php?title=Recent_publications" title="Sustainable Interaction Design: Invention & Disposal, Renewal & Reuse"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> Eli Blevis describes a framework for evaluating product design and its environmental impact.</p>
<p class="quotation">&#8220;On further reflection, it is apparent that software is  material that <em>prompts physical qualities, </em>in the sense that it drives the  demand for new hardware, and as such, it causes premature disposal of perfectly  adequate physical materials through obsolescence&#8212;too often, <em>software </em>may be almost  wholly defined as <em>that insidious material of digital artifice that causes the premature obsolescence of physical materials.&#8221;&#8212;</em>Eli Blevis</p>
<p class="sub-p">Much as we all benefit from technological advances and  increasingly inexpensive computing power, rapid obsolescence is <em>not</em> a sustainable solution. Forcing consumers to replace their computers and devices every few years is wasteful. As a Mac user, I&#8217;m excited by their operating system advances, but have felt disheartened by the fact that I&#8217;d need a new machine to run the latest version.</p>
<p class="sub-p">Looking at software from this perspective&#8212;as the driving  force of our digital lives&#8212;UX professionals really do have direct input into  the process of making our products sustainable. However, like the materials  scientists making biodegradable plastics, we may find ourselves stymied by the  complexities of the problem of sustainability. To avoid premature hardware  obsolescence, should we  design user experiences only for the computers and devices we have now? But, if not, how can we find ways of using and reusing new  hardware rather than disposing of it, adding to the mountains of computer  waste? Should we advocate for new computers and devices that are made with  chips that use less power and constructed of recycled materials that last  longer? Or, is it possible we can be satisfied with what we&#8217;ve got?</p>
<p class="sub-p">As designers, we may not have immediate answers to any of  these questions, but this is a discussion that is worth having. For further exploration of the sustainability question, have a look at Richard Anderson&#8217;s  blog post &#8220;<a href="http://riander.blogspot.com/2007/07/on-green-design.html" title="On ‘Green Design’">On ‘Green Design’</a>,&#8221;<a href="http://riander.blogspot.com/2007/07/on-green-design.html" title="On ‘Green Design’"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> which includes some links to other interesting resources, and the <a href="http://www.frogdesign.com/design-mind/articles/summer-2007" title="summer 2007 issue">summer 2007 issue</a><a href="http://www.frogdesign.com/design-mind/articles/summer-2007" title="summer 2007 issue"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> of <em>Mind</em>,  which Frog Design devoted entirely to this topic.</p>
<h2>The Digital Life as  Sustainable Solution</h2>
<div class="pullquote-wide">&#8220;We can take heart in the  many positive contributions we&#8217;ve already made to the digital world. We design digital transactions and interactions that provide ways for people to conduct their lives with a smaller carbon footprint.&#8221;</div>
<!-- End pullquote -->
<p>Despite the seemingly endless complexities and difficulties  that sustainable design may pose, as UX professionals, we can take heart in the  many positive contributions we&#8217;ve already made to the digital world. We design digital transactions and interactions that provide ways for people to conduct their lives with a smaller carbon footprint.</p>
<h3>Virtual Business</h3>
<p>Communication and collaboration tools&#8212;from VoIP communications and videoconferencing to wikis and screen-sharing  applications&#8212;reduce travel. And virtual companies&#8212;in which employees work from  home or wherever else they choose&#8212;require no offices or other public spaces at all. Their operation requires no buildings that, while empty at night, waste electricity for light, heating, cooling, and computer equipment, and employees  need not commute to get to work.</p>
<h3>Reducing Paper Use</h3>
<p>Just one family&#8217s converting from paper to electronic  statements for banking and credit-card transactions can save a lot of trees. The <a href="http://www.payitgreen.org" title="PayItGreen Alliance">PayItGreen Alliance</a><a href="http://www.payitgreen.org" title="PayItGreen Alliance"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> released a <a href="http://www.reuters.com/article/technologyNews/idUSPAR75042320080327?rpc=401&feedType=RSS&feedName=technologyNews" title="study">study</a><a href="http://www.reuters.com/article/technologyNews/idUSPAR75042320080327?rpc=401&feedType=RSS&feedName=technologyNews" title="study"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> in March 2008 that showed &#8220;one household ditching paper statements for Web transactions would save 24 square feet of forest a year.&#8221;</p>
<h3>Digital Goods</h3>
<p>And, of course, when consumers purchase digital products online&#8212;downloading software, music, and movies instead of buying them on CD or DVD&#8212;we eliminate both packaging waste <em>and</em> the need to expend energy in shipping the products.</p>
<h2>A Sustainable Mindset</h2>
<div class="pullquote-wide">&#8220;The most important actions we can take are to incorporate sustainability into our professional and personal thinking and make it the  basis of the actions we take in our daily lives.&#8221;</div>
<!-- End pullquote -->
<p>As UX designers&#8212;and just people who are concerned with the  fate of our planet&#8212;the most important actions we can take are to incorporate sustainability into our professional and personal thinking and make it the  basis of the actions we take in our daily lives.</p>
<p class="sub-p">If our goal really is to achieve sustainability, in the  long term, we must effect broad cultural changes as well. To this end, there  are several professional-practice pledges you can endorse, including <a href="http://www.designersaccord.org" title="The Designers Accord">The Designers Accord</a><a href="http://www.designersaccord.org" title="The Designers Accord"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a> and <a href="http://www.designcanchange.org" title="Design Can Change">Design Can Change</a>.<a href="http://www.designcanchange.org" title="Design Can Change"><img src="../../images/new-window-arrow.gif" height="12" width="14" /></a></p>
<p class="sub-p">As I puzzle through the possibilities and complexities of sustainability and the designer&#8217;s role in achieving this goal, I often think of  my grandparents and their World War II experience. People living in the United States recycled every scrap of metal for the war effort. The government  rationed fuel. And nothing, absolutely nothing, was wasted. Their frugal  material existence laid the groundwork for the prosperity of the years that  followed the war. I can't help but think their perspective might be helpful  now. <em>Waste nothing. Find ways to reuse what we have. </em>The principles remain the same no matter what words we use to describe them.</p>
<p class="sub-p">For now, a rule of thumb that we can all immediately apply  is that less is indeed more when it comes to sustainability. Solutions that are  eco-friendly inherently strive for less&#8212;less waste, less power consumption, and less product and packaging. Even a very simple action like powering down your  computer or other devices for a day would be a good start. <a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="bug" /></a></p>]]>
</content>
</entry>
<entry>
<title>Winning Content Persuades, Not  Manipulates</title>
<link rel="alternate" type="text/html" href="http://www.uxmatters.com/MT/archives/000279.php" />
<modified>2008-04-13T05:03:40Z</modified>
<issued>2008-04-13T05:00:59Z</issued>
<id>tag:dev.uxmatters.com,2008://1.279</id>
<created>2008-04-13T05:00:59Z</created>
<summary type="text/plain">By Colleen Jones
Published: April 12, 2008
When you think of persuasion, what comes to mind? Tricks such as the name repetition and personality mirroring touted by Dunder Mifflin sales representatives? Devious  emotional pleas like those Bart Simpson wields on his dad? The constantly shifting rhetoric of unctuous politicians? Deceptively &amp;#8220;free&amp;#8221; software that actually is spyware?
Such funny and frightening examples are not really persuasion at all. They are forms of manipulation, and they give persuasion a bad name. As I discussed in my previous column, elements of persuasion are important to creating winning content. To help safeguard content from becoming manipulation, we need to understand its distinction from persuasion.</summary>
<author>
<name>pabini</name>
<url>www.uxmatters.com</url>
<email>pabini@uxmatters.com</email>
</author>
<dc:subject>Columns</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/">
<![CDATA[<p class="author">By <a href="/authors/archives/2007/05/colleen_jones.php">Colleen Jones</a></p>
<p class="date">Published: April 12, 2008</p>
<p>When you think of <em>persuasion</em>, what comes to mind? Tricks such as the name repetition and personality mirroring touted by Dunder Mifflin sales representatives? Devious  emotional pleas like those Bart Simpson wields on his dad? The constantly shifting rhetoric of unctuous politicians? Deceptively &#8220;free&#8221; software that actually is spyware?</p>
<p class="sub-p">Such funny and frightening examples are not really persuasion at all. They are forms of manipulation, and they give persuasion a bad name. As I discussed in my <a href="http://www.uxmatters.com/MT/archives/000267.php">previous column,</a> elements of persuasion are important to creating winning content. To help safeguard content from becoming manipulation, we need to understand its distinction from persuasion.]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2007/05/colleen_jones.php">Colleen Jones</a></p>
<p class="date">Published: April 12, 2008</p>
<p class="quotation">&#8220;Character may almost be called the most effective means of persuasion.&#8221;&#8212;Aristotle, <em>Rhetoric</em></p>
<p>When you think of <em>persuasion</em>, what comes to mind? Tricks such as the name repetition and personality mirroring touted by Dunder Mifflin sales representatives? Devious  emotional pleas like those Bart Simpson wields on his dad? The constantly shifting rhetoric of unctuous politicians? Deceptively &#8220;free&#8221; software that actually is spyware?</p>
<p class="sub-p">Such funny and frightening examples are not really persuasion at all. They are forms of manipulation, and they give persuasion a bad name. As I discussed in my <a href="http://www.uxmatters.com/MT/archives/000267.php">previous column,</a> elements of persuasion are important to creating winning content. To help safeguard content from becoming manipulation, we need to understand its distinction from persuasion. As a step toward that understanding, this article </p>
<ul>
  <li>provides basic definitions of persuasion and manipulation</li>
  <li>explores the key differences between them</li>
  <li>describes some consequences for UX content</li>
</ul>
<h2>Persuasion and Manipulation&#8212;Loosely  Defined </h2>
<p>The  Merriam-Webster online dictionary defines <em>persuade</em> as &#8220;to move by argument, entreaty, or expostulation to a belief, position, or  course of action.&#8221; Most academic definitions I have encountered are fairly  similar. As this definition states, the means of persuasion are &#8220;argument,  entreaty, or expostulation,&#8221; which implies the persuader is <em>not</em> using other techniques such as force  to &#8220;move&#8221; the user. It hints at a fairly equal relationship between the persuader  and the user.</p>
<p class="sub-p">The same  dictionary defines <em>manipulate</em> as &#8220;to  control or play upon by artful, unfair, or insidious means especially to one's  own advantage&#8221; or &#8220;to change by artful or unfair means so as to serve one's  purpose.&#8221; This definition implies the motives of the manipulator are selfish, the  techniques may be dishonest, and the manipulator may have some degree of  control or power over the user.</p>
<h3>A Note About Persuasive Technology</h3>
<p>When dealing with content, we usually are dealing with some form of argument, so the  typical definition of <em>persuasion</em> largely applies. However, it is important to acknowledge B.J. Fogg&#8217;s significant expansion  of the definition for the digital age. In <em>Persuasive  Technology</em>, Fogg defines <em>persuasion</em> more broadly as &#8220;the attempt to change attitudes or behaviors or both.&#8221; Notice  this definition does <em>not</em> specify the  technique for the attempt, so technology rather than argument can be the means.  Consequently, according to this broader definition, the concept of <em>persuasion</em> loses some of its egalitarian  implications, Therefore, Fogg outlines ethics for  persuasive technology to compensate.</p>
<h2>Digging into the Differences</h2>
<p>These definitions  highlight some key differences between <em>persuasion</em> and <em>manipulation</em>. Let&#8217;s examine them more  closely.</p>
<h3>Motivation</h3>
<div class="pullquote-wide">&#8220;A persuasive situation is win-win, while a  manipulative situation is potentially win-lose.&#8221;</div>
<!-- End pullquote -->
<p>Dave Lakhani,  author of <em>Persuasion: The  Art of Getting What You Want </em>and the blog <em>How to Persuade</em>, identifies intent as the primary distinction  between persuasion and manipulation. He explains in a recent blog post entitled  &#8220;The Semantics of Persuasion&#8221; that manipulation is &#8220;inwardly focused on what  you can get another person to do for you regardless of the outcome for them.&#8221; Persuasion  involves concern for your own interests <em>and</em> the user&#8217;s interests. In other words, a persuasive situation is win-win, while a  manipulative situation is potentially win-lose. For example, if your company  has a useful product or service to sell, by persuading a user to buy it, your  company makes money <em>and</em> the user  benefits from the product or service. Convincing users to buy products and  services that a company knows don&#8217;t work or don&#8217;t live up to their promises  enters the realm of manipulation. Other examples of manipulation include convincing  users to do something at their own peril&#8212;such as taking on a payment they can&#8217;t  afford or a long service contract they can&#8217;t break. If whatever a company convinces  users to do benefits <em>only</em> the company, <em>not</em> the users, the company is  probably manipulating users.</p>
<h3>User Choice</h3>
<p>While intent is certainly a key difference between persuasion and manipulation, it&#8217;s not  the only difference. Another distinction is user choice. Though Lakhani does  not explicitly mention choice in his blog post, &#8220;The Semantics of Persuasion,&#8221;  he does note that in a persuasive situation, people have &#8220;&#8230;raised their hand and asked to be moved from one place (confusion, ambiguity) to another (new  homeowner, member of your church).&#8221; For example, when users visit a Web site to  research a product, they are asking to be moved to a new product. When users  opt in to your email newsletter, they also are asking to be moved. In a  manipulative situation, users have not necessarily asked and don&#8217;t particularly  want to be moved. For instance, in the Tagged.com example Joe Lamantia  described in his recent <a href="http://www.uxmatters.com/MT/archives/000266.php">ethics article</a> on UXmatters, the company invaded users&#8217; personal information. Tagged.com unscrupulously sent invitations  to users&#8217; contacts without consent from the users or their contacts.</p>
<h3>User Control</h3>
<div class="pullquote-wide">&#8220;<span class="sub-p">In a persuasive situation, a user has <em>all</em> of the information he or she needs to provide the appropriate response to an  attempt to persuade.</span>&#8221;</div>
<!-- End pullquote -->
<p>Related to  choice, I see user control as a dissimilarity between  persuasion and manipulation. In a persuasive situation, a user can accept more  or less of the persuasion, as desired. For instance, a user shopping for a  product can choose to view the basic information or to delve into more details  such as comparisons to other products or customer testimonials. At any time,  the user can stop exploring the details. In a more manipulative situation, the  user does not have as much control. Disruptive popup windows or layer ads the  user doesn&#8217;t choose to view border on manipulation. Also, any technique that  tries to trap the user into viewing or listening to certain content&#8212;such as disabling  the Back button or automatically playing a video&#8212;can be manipulation.</p>
<p class="sub-p">Additionally,  in a persuasive situation, a user has <em>all</em> of the information he or she needs to provide the appropriate response to an  attempt to persuade. As shown in Figure 1, the Club Pogo signup form provides  all the information a user needs to decide whether to become a member&#8212;benefits,  price, terms, links to more details, and so on. However, in a more manipulative  situation, a Web site might withhold, hide, or misrepresent essential information, so the user is not truly in control. Not informing users that their credit  cards will be charged when a free trial expires would be an  example of manipulation. Simply put, a persuasive situation lets users make an informed decision. A manipulative one does not.</p>
<p><span class="run-in-head">Figure 1</span>&#8212;Club Pogo signup form</p>
<img src="images/Pogo-Figure1.jpg" alt="" width="474" height="834" class="figure-left" /></p>
<h2>Avoid Manipulation: Focus on Relationships</h2>
<div class="pullquote-wide">&#8220;Persuasion and manipulation are <em>very</em> different,  but the line between them in a real-world situation can be fuzzy. Whenever that line seems fuzzy, I think about people.&#8221;</div>
<!-- End pullquote -->
<p>Persuasion and manipulation are <em>very</em> different,  but the line between them in a real-world situation can be fuzzy. Whenever that line seems fuzzy, I think about people. Our Web-based interactions are  replacing many human interactions, so our winning content needs to speak like  our star salesperson, customer service representative, technical support  expert, and so on. Our content needs to persuade in the same spirit as our  company&#8217;s best people influence and build relationships with customers. Focusing on the relationships between your company and the people who are your customers  offers some principles for staying on the persuasion side of that line.</p>
<h3>Be Sincere</h3>
<p>Perhaps my favorite book about persuasion is not an academic treatise or a psychological handbook. It&#8217;s <em>How to Win Friends and Influence People</em> by Dale Carnegie. A little dated, sure, but its continued popularity suggests  it does something right. The underlying theme is sincerity. Carnegie stresses, in every section, the importance of genuine and honest character in successfully influencing people. Here is an example:</p>
<p class="quotation">&#8220;A show of interest, as with every  other principle of human relations, must be sincere. It must pay off not only for the person showing the interest, but for the person receiving the  attention. It is a two-way street&#8212;both parties benefit.&#8221;&#8212;Dale Carnegie</p>
<p class="sub-p">Sincerity  naturally flows from the persuasive motivation to create a win-win situation. We cannot contrive sincerity, but we can let a sincere quality imbue our content  in ways such as:</p>
<ul>
  <li><span class="run-in-head">Maintaining a consistent message and  tone.</span> We need to strike the right tone&#8212;one that is true to our brand and resonates  with our users&#8212;then preserve that tone as appropriate to <em>all</em> of our content.</li>
  <li><span class="run-in-head">Being believable and accountable.<strong> </strong></span>We need to stick to  claims, promises, and guarantees that our company can fulfill.</li>
  <li><span class="run-in-head">Showing enthusiasm. </span>Some of the most  influential people, in sales or other contexts, possess a genuine enthusiasm.  We can convey enthusiasm in the tone of our content, the quality of our content,  and possibly the amount of content on a topic.</li>
</ul>
<h3>Show Respect</h3>
<div class="pullquote-wide">&#8220;Healthy companies respect their users and customers.&#8221;</div>
<!-- End pullquote -->
<p>Healthy people respect their friends. Healthy companies respect their users and customers  in ways such as respecting their privacy. I think another sign of respect is staying relevant. If we truly have our users interests in mind, we give them content that is relevant to their interests where and  when they want it rather than forcing unrelated content on them where and when we want to. Moreover, if users have entrusted us with their personal data, we  take care in using that data to enhance the relevance of our content.</p>
<h3>Tell the Truth</h3>
<p>People  generally expect a company or organization to put its best foot forward&#8212;but without  hiding the other foot. Users expect us to emphasize what will appeal to them,  but still inform them about things that might not appeal to them&#8212;such as terms,  disclaimers, or risks. Perhaps the temptation to conceal or misrepresent the  truth might seem greater when we do not have to look someone in the eye while  doing it. So I think about having to look someone in the eye and explain  myself.</p>
<h3>Think Long-Term Relationship, Not  Short-Term Gain</h3>
<p>Earlier in  this column, I discussed how a manipulative situation is win-lose.  The company wins and the user loses. When considering a long-term relationship,  manipulation is actually lose-lose. Engaging in manipulation may bring a  company a temporary boost in conversions or a brief increase in profits, but it  makes repeat business unlikely and a loyal customer following impossible.  Manipulative content is losing content.</p>
<h2>Summary</h2>
<div class="pullquote-wide">&#8220;To help safeguard your content against manipulation, think  about your relationship with the people who use your products.&#8221;</div>
<!-- End pullquote -->
<p>Persuasion, <em>not</em> manipulation, makes for winning  content. While UX professionals do not intend to manipulate, they occasionally face  pressures from employers or clients to toe the line. To understand when content  may be crossing the line from persuasion to manipulation, we need to understand the difference. In summary, three areas of distinction include motivation, user  choice, and user control. To help safeguard your content against manipulation, think  about your relationship with the people who use your products. Be sincere, show  respect, tell the truth, and focus on creating a long-term relationship with them. The payoff is trustworthy content that wins customers over now and for a long time to come.<a href="#top" title="Top"><img src="../../images/ux-bug.gif" width="18" height="18" class="bug" /></a></p>]]>
</content>
</entry>
<entry>
<title>Designing Ethical Experiences: Some Practical Suggestions</title>
<link rel="alternate" type="text/html" href="http://www.uxmatters.com/MT/archives/000278.php" />
<modified>2008-04-13T05:00:19Z</modified>
<issued>2008-04-13T04:57:55Z</issued>
<id>tag:dev.uxmatters.com,2008://1.278</id>
<created>2008-04-13T04:57:55Z</created>
<summary type="text/plain">By Joe Lamantia
Published: April 12, 2008
In the first installment of this series on ethics, I examined the way ethical dilemmas can impact the design of user experiences, describing how one scenario played out in the unfortunate experiences of some social networking service users in 2007. With that cautionary tale as  reference, I explored how unresolved conflicts between stakeholders&amp;#8217; values or  perspectives frequently manifest themselves as ethical challenges for  designers. Looking ahead at the future of UX design, I described fundamental  shifts that are occurring in our culture and technology around permeability and  centralization. In the future, designers will lead the creation of increasingly  multilateral, multidimensional, and co-created experiences. Such integrated  experiences could introduce substantial, new potential sources of conflict&amp;#8212;thanks to their greater interconnectedness and complexity. Therefore, I suggested this clear imperative in  response to this potentially conflicted future: Design must find effective ways  of managing conflict, encourage the creation of ethical experiences, and avoid ethically  unsatisfactory compromises. Finally, I offered three goals designers must work toward.
</summary>
<author>
<name>pabini</name>
<url>www.uxmatters.com</url>
<email>pabini@uxmatters.com</email>
</author>
<dc:subject>Features</dc:subject>
<content type="text/html" mode="escaped" xml:lang="en" xml:base="http://dev.uxmatters.com/">
<![CDATA[<p class="author">By <a href="/authors/archives/2008/02/joe_lamantia.php">Joe Lamantia</a></p>
<p class="date">Published: April 12, 2008</p>
<p>In the first installment of this series on ethics, I examined the way ethical dilemmas can impact the design of user experiences, describing how one scenario played out in the unfortunate experiences of some social networking service users in 2007. With that cautionary tale as  reference, I explored how unresolved conflicts between stakeholders&#8217; values or  perspectives frequently manifest themselves as ethical challenges for  designers. Looking ahead at the future of UX design, I described fundamental  shifts that are occurring in our culture and technology around permeability and  centralization. In the future, designers will lead the creation of increasingly  multilateral, multidimensional, and co-created experiences. Such integrated  experiences could introduce substantial, new potential sources of conflict&#8212;thanks to their greater interconnectedness and complexity. Therefore, I suggested this clear imperative in  response to this potentially conflicted future: Design <em>must</em> find effective ways  of managing conflict, encourage the creation of ethical experiences, and avoid ethically  unsatisfactory compromises. Finally, I offered three goals designers must work toward.
]]>
<![CDATA[<p class="author">By <a href="/authors/archives/2008/02/joe_lamantia.php">Joe Lamantia</a></p>
<p class="date">Published: April 12, 2008</p>
<div class="pullquote-wide">&#8220;Design <em>must</em> find effective ways  of managing conflict, encourage the creation of ethical experiences, and avoid ethically  unsatisfactory compromises.&#8221;</div>
<!-- End pullquote -->
<p>In the first installment of this series on ethics, I  examined the way ethical dilemmas can impact the design of user experiences, describing how one scenario played out in the unfortunate experiences of some social networking service users in 2007. With that cautionary tale as  reference, I explored how unresolved conflicts between stakeholders&#8217; values or  perspectives frequently manifest themselves as ethical challenges for  designers. Looking ahead at the future of UX design, I described fundamental  shifts that are occurring in our culture and technology around permeability and  centralization. In the future, designers will lead the creation of increasingly  multilateral, multidimensional, and co-created experiences. Such integrated  experiences could introduce substantial, new potential sources of conflict&#8212;thanks to their greater interconnectedness and complexity. Therefore, I suggested this clear imperative in  response to this potentially conflicted future: Design <em>must</em> find effective ways  of managing conflict, encourage the creation of ethical experiences, and avoid ethically  unsatisfactory compromises. Finally, I offered three goals designers must work toward:</p>
<ul>
  <li><span class="run-in-head">Create ethical experiences.</span> Ensure the user experiences we create are ethical in every aspect.</li>
  <li><span class="run-in-head">Focus on  design, not mediation.</span> Remove design from the uncomfortable position of acting as an ad-hoc mediator, resolving conflicts between various perspectives  and stakeholders&#8212;conflicts that get passed down to design for resolution.</li>
  <li><span class="run-in-head">Make  design compromises to solve design problems.</span> Eliminate or at least reduce the practice of making design compromises to resolve external conflicts. Design  compromises should resolve design problems, not ethical dilemmas or conflicts  between stakeholders.</li>
</ul>
<p class="sub-p">Building on this foundation, this article considers how  design can achieve these three goals, using a practical ethical  framework, and suggests ways of dealing with conflicts that arise during the creation of key artifacts that are common to the UX de