ENG 206 Final, Fall 2004
American University of Beirut · Technical English · 9 pages
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ENGLISH 206
FINAL EXAM
Fall 2004 - 2005
Name: Section:
Instructor: Time Allowed: 2 % Hours
Passage A
5 Things to Know About Users
"Know Your Users" is the mantra of any good designer. Yet, what should you actually
know about your users?
Over the years, we've studied the usability of hundreds of product and web site
designs. We've seen designs that were incredibly effective for users and designs that fell
tremendously short. One emerging pattern in our ongoing research is that design teams
that know a lot about their users are more likely to produce user experiences that are
usable, effective, and pleasing.
When a design team fails to answer a user’s questions, the problem is usually that
the team doesn’t know anything about the user. They need to know why a user is coming
to the site (his/her 'intentions'). They also need to know that he/she'd, for example, had
just come upon a huge sum of money (his/her 'context'). The team also needs to know
what a user knows about investing (his/her 'knowledge’), what he/she is capable of doing
himself/herself (his/her 'skills'), and the nature of the financial management he/she'd done
in the past (his/her 'experience’).
The user's intentions, context, knowledge, skills, and experience are the essential
things that every designer needs to know. Without this, the team is going to design
something that seems useful, but they'll never know if it actually helps the user.
Unfortunately, these five things are beyond what normal markct research can tell
us. Market research can tell us age groups, income levels, geographic regions, even
purchase behavior. But it can't tell us the key things we need to know.
Intentions are key, because they tell us what the user is trying to accomplish. They
dictate the tasks on the site. A high school senior who is shopping around for the right
college has different intentions than the student who is ready to apply for early
admission. Both of these intentions dictate different design requirements.
Context is also important. Someone who is faced with putting their first
PowerPoint presentation together will interact with the application's features differently if
the presentation slides are due in 3 weeks than if they need to be ready for a board
meeting this afternoon. For example, they'd be less likely to explore all of the
application's chart customization capabilities when rushed and therefore need the defaults
to be acceptable for important meetings. They wouldn't play with a how-to tutorial or try
lots of ambiguous menu options, just to see what they do.
Knowledge, skills, and experience are also critical. The user's knowledge dictates
the terminology and concepts that they are familiar with. Someone with a medical
background will know the difference between hypoglycemia and hyperglycemia.
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However, a parent of a newly diagnosed child with diabetes might confuse these two life
threatening (and very different) conditions. Designers might choose terms like "Low
Blood Sugar" and "High Blood Sugar” if they understand the user's existing knowledge.
The user's skillset also dictates design decisions. When designing an intranet
procurement process, the designers would create different screens for those materials
procured by seasoned buyers, who have been doing purchasing for decades, than for the
occasional employee who needs a new computer or office supply.
Finally, the user's experience is a design factor. An experienced business traveler
would know to avoid certain airports at certain times of the year, like Chicago's O'Hare in
the winter, because of likely weather delays. A clever reservation system might
recommend an alternate hub, such as Charlotte or Dallas, which doesn't run into the same
problems.
Excerpted and adapted from Spool, Jared M. (2002, December 2). 5 things to know about
users. User Interface Engineering. Retrieved from
http://www.uie.com/articles/five_things to_know/
Passage B
Field Studies: The Best Tool to Discover User Needs
Field Studies in Action: Over the years, we've conducted many field studies for our
clients. In each study, we've learned amazing things about how people behave, giving us
incredible insight into how we should design interfaces for use.
¢ We've watched people shopping in malls, giving us insight into how they manage
shopping lists and purchase items on impulse. From this we've learned a lot to
guide successful e-commerce designs.
We've spent weeks sitting alongside system administrators, watching how they
interact with software documentation as they solve problems and maintain
systems. We garnered new perspectives on the roles of printed and online
documentation, helping us understand the unique problems that each medium
favors.
We've followed paperwork through large manufacturing facilities, seeing who
touched it and what they needed from it. From this, we learned the subtleties of
the manufacturing information and how the seemingly minor actions of one
person in the factory (such as leaving an ‘unimportant’ field blank) can have
dramatic affects on the efficiency of other people later on. Seeing how people
interacted with each other using the paperwork gave us a greater understanding of
the intricacies of implementing enterprise-wide information systems.
The Power of Field Studies: Even a short field study, such as two or three half-day visits,
can yield information of tremendous value on what users do and how do they talk about
it, on their context i.e. the external forces that will impact the design such as deadlines,
and the commonalities that appear across environments, along with the variations that
will impact design decisions (such as providing switches, options, and optional features).
Field studies give the advantage of delivering the team information they just can't get in
any other way. For instance, ‘intuitive’ interfaces are easier to build when designers have
a deep understanding of the users’ context, terminology, and processes. However, the
biggest downside to field studies is the cost to the organization. Scheduling the visits,
taking team members out of the office for several days, and finishing the analysis can
have a huge impact on a project's resources. Nevertheless, the most successful
organizations look beyond the current project, realizing that the value from the
information learned will feed into future projects for years to come.
Excerpted and adapted from: Spool, Jared M. (2003, August 6). Field studies: The best
tool to discover user needs. User Interface Engineering. Retrieved from
http://www.uie.com/articles/field_studies/
Passage C
Designing Products That Work the Way People Work: An Interview with Kate
Gomoll
Kate Gomoll is a recognized expert in the area of Field Research and Usability Testing.
UIE's Christine Perfetti recently had the opportunity to talk with Kate about how she and
her team at Gomoll Research & Design conduct field studies. Here is what Kate had to
say about her experiences.
UIE: Many of our clients say they stay away from conducting field research projects
because they are too expensive and time-consuming to implement. Why should
designers invest the time and resources in field studies?
Kate Gomoll: Nothing replaces the power of direct observation. Designers can gain so
much information from watching people in their actual work environment and capturing a
user's unarticulated needs. The work we conduct takes place in the participant's
environment — such as home, work, stores, banks, and hospitals. Our findings are based
on realities, not preconceptions. As a result, design teams can get much closer to their
customers. Users will “show and teil” them things they would incorrectly consider
unimportant in a focus group, interview, or usability test.
Also, in our experience, what people say rarely matches what they do. People
don't remember the steps of a process, especially if it's something they do all the time.
They may tell you something is easy, but when you actually observe users doing that task
ina field study, you can see all the problems and inefficiencies they didn't recall or
couldn't articulate.
In your full-day seminar at UI9, you and Ellen Story will demonstrate how to plan
and conduct a field study. Can you describe the major steps involved?
Before the field visit, we develop a participant screener to ensure that the people we are
visiting are representative users. We always make sure that key stakeholders agree on the
mix of participants we will visit so there is no debate about the appropriateness of the
participants after the data analysis. We also create a detailed study plan with the session
script and all of the materials we need for the study.
A typical site visit lasts 1.5 — 2 hours. We spend the first part of our visit asking
users to prioritize their most important and frequent tasks. We then observe them
completing their most high-priority tasks. As we watch the user, we capture the steps,
constraints, and tools needed to accomplish their tasks and any social interactions that
take place. We also note any process inefficiencies or opportunities for improvement.
Our sessions are a blend of interview and observation. We observe the user as much as
possible, but we also gather data from contextual interviews. We have a basic script for
the session, with interview questions and observation opportunities. But, we move around
in the script, asking questions when they are relevant and weaving observation
opportunities between questions. That's the best way to make sure we get as much data as
possible for our efforts.
Do you have any tips for conducting the contextual interviews with users?
My colleague, Ellen Story, and I have worked out a really good approach to “tag-team
interviewing.” We have a study script that we work from, but we are quite flexible with
it. Ellen will ask a question, and while the participant is answering her question, I will
look through the script for the next logical question, based on the participant's response.
This helps the session feel more natural and informal. It also speeds things up, because
we can do the same thing with our observation opportunities.
Having our questions worked out ahead of time and reviewed by stakeholders also
helps us avoid asking leading questions. Of course, the ability to work with people and
draw out their honest responses takes some practice and finesse. The more we do this
kind of work, the better researchers we become.
How many customers do you recommend visiting in the field?
We recommend 5-8 participants within a segment. So, the total number depends on how
the design team decides to create segments.
How do you determine how many user segments are necessary?
Before we determine the user segments and the number of participants, we typically ask
the clients to assemble a group of key stakeholders. This group typically includes people
from the development team, marketing, engineering, usability/user interface, and domain
experts. We make sure that this group has input and buys into the definition of a segment,
as well the criteria for recruiting.
There are three main questions we ask stakeholders:
1. How many different user groups are there in your target market?
2. How do you distinguish the user groups from each other?
3. How greatly do you think the usage patterns and preferences will differ among
groups?
Before we conduct any of the field visits, we gain agreement from all of the key
stakeholders about the sites and people we visit, so that when the data rolls in, nobody is
telling us "you visited the wrong people."
Many design teams have tried field research but are unsuccessful when the time
comes to interpret the piles of data they've collected. How do you go about analyzing
the data gathered from field observation?
At Gomoll Research & Design, we follow a 3-stage design process of Investigation,
Analysis and Design. During the Investigation Phase , we create user profiles and
personas and visit customer sites to understand the goals, attitudes, and workplace of the
intended users. This is the stage where the field research process fits. When we're
developing our site visit materials, we think about what deliverables we plan to develop
after the study. For example, a typical field study will yield scenarios, user profiles,
storyboards / task maps, incremental reports, and a summary report.
During the Analysis Phase, we're looking for patterns in the data. We focus our
efforts on finding these key usage patterns and prioritizing design opportunities. We
create deliverables that will highlight the patterns and Opportunities in a compelling way.
This phase includes Workflow Modeling, Task Analysis, and Usability Benchmarks.
Finally, during the Design Phase , we use an iterative process to develop user models and
begin prototyping. We gather user feedback and conduct usability tests to help us
evaluate and revise our designs.
During each phase, we're careful to gather and incorporate user feedback so that
we design products that work the way people work. That is the key.
Can design teams gather insights from field visits they can't uncover with usability
testing?
By making direct observations, design teams can discover product opportunities they may
never have imagined if they had only conducted usability tests. We observe users doing
teal work in real time, which enables us to paint an accurate picture of the how users
interact with a product or process.
For example, we worked with Sonic Solutions to design MyDVD 4, the leading
DVD creation software, to better understand how people create DVDs today. To
accomplish this, we conducted observational research in Sonic's customers' homes. By
observing their customers firsthand, we uncovered common user goals, behaviors, task
flows, and the critical problems users encounter when creating DVDs.
What led Sonic Solutions to want to conduct field research?
When we initially met with Sonic's executives, they were already aware of the power of
field research. Their biggest challenge was deciding what kind of users to study. The
design team believed that the majority of their users were *early adopters* of DVD
creation technology, willing to do whatever it takes to become technically proficient with
relevant video and PC hardware and software. For the next generation MyDVD, they
wanted to target a larger mass market. But they weren't sure how well field research on
early adopters would help with a design for mass market users.
How hard was it to find customers who would let you in their homes?
To find customers, we sent emai! messages to registered customers. As is typical, our
acceptance rate was approximately 10%. Since the list of registered customers in our
target locale was quite large, the recruiting was fairly easy. We are often surprised at how
willing people are to invite us into their homes. In this case, most of our participants were
anxious to show us their DVDs because they were so proud of them. They were also
eager to positively impact the next release of MyDVD and to get a few usage tips.
Were there any findings that surprised the team?
One of the biggest surprises was that the design team's assumptions about early adopters
were not always accurate. We visited users representing a variety of profiles, from a
professional videographer, to a teenager whose parents purchased a more powerful PC
and related video equipment just to get a VHS tape of his grandfather archived for
perpetuity. Most users had a keen interest in video or film media, but little of the
supposed relevant technical expertise of an early adopter.
Can you share some of the design improvements that came from the research?
Our research findings led to immediate product design improvements, such as the
creation of a ““MyDVD Tutorial” to help new users understand the technology, the
product, and the DVD-creation process. Our analysis made it clear that all user profiles
would benefit from this tutorial, and that the tutorial should cover many aspects of the
DVD creation process, even those not directly supported by MyDVD.
Perfetti, Christine. (2004, September 17). Designing products that work the way people
work: An interview with Kate Gomoll. User Interface Engineering. Retrieved
from http://www.uie.com/articles/ gomoll_interview/
English 206
Final Exam
Fall 2004- 2005
Name: Section:
Instructor: Time Allowed: 2 '? Hours
1, You work for Gomoll Research and Design and serve on the same field research team
as Kate Gomoll. You have conducted several site visits as part of your field research
work for Sonic Solutions on their MYDVD 4 software, and you have just finished
interpreting your results. Address a progress report to Sonic Solutions’ manager of
Information Technology, Scott Stewart, indicating the status of your work.
Use the relevant ideas in passages A, B and C to write your report. Use your
discretion to supplement this information with needed details from your general
knowledge.
1.1 Before writing the report, analyze the situation by answering the following
questions briefly. (10 pts.)
1.1.1 Identify two possible secondary readers for your progress report. Justify your
answer. (5 pts.)
1.1.2 What would be an ethical concern
1.1.2.1 related to the implementation of the field study ? (2.5 pts.)
1.1.2.2. related to the writing of the progress report itself? (2.5 pts.)
1.2 Write your report in the memo format on pages 3 and on. (Use the back of the
sheets for drafting if needed. You will not be given extra sheets of paper for drafts.) (50
pts.)
2. Write the email that you and your team sent to recruit participants in the initial
stages of the field study (mentioned in passage C). After analyzing the situation
and considering your audience, use the appropriate approach, style and tone and
include all necessary details.
2.1, Write your email on page 8. (Use this page for drafting.)
2.2. Send the email to a list of registered customers (as mentioned in passage C). (40
pts.)