Scientific Product Design
(or: the use of evidence to inform the optimisation of a product’s user interface and its users’ experience)
13th April 2018
● I am not an expert
● Huge subject
● Aiming to raise awareness
Rationale
“Our interface is so good it doesn’t need a manual”
● This is a fallacy unless we have evidence to back it up
● Design should be evidence based
Project circumstances may affect how much we do.
The Scientific Method
Hypothesise → Test → Revise
For the avoidance of doubt ...
User Interface Design (UID)
● Concerned with appearance
User Experience Design (UXD)
● Concerned with usability
Both are vital in determining how users perceive and accept (and enjoy) a product.
UI / UX Matter
● First Impressions
● Reputation - the veneer of quality
● Repeat business
Developer != Design Expert
● Developers are some of the worst people to evaluate their product:
○ Male
○ Young
○ Intelligent
○ Slightly “on the spectrum”
○ Familiar with product’s concepts and UI
○ Tech savvy
○ Used to using work-arounds / shortcuts
We almost never represent our target audience.
“[We] have had enough of experts”
All this said, do not underestimate the value of experience:
● Often we know if we have made something bad
● If you have a usability problem, probably all your users will
too
● Conventions and design patterns are well established
Probably not a
UX expert either
Lies, damned lies, and statistics (1)
Lies, damned lies, and statistics (2)
Hypothesise (1)
The process of creating an initial design starts with understanding typical users
● Identify and understand your users by:
○ Speaking to product Stakeholders - can be inaccurate
○ Contacting real people - the best but hardest
○ Analytics, socio-economic profiling, social media ...
● Things to find out:
○ Why the person wants to use the product (goals and motivations)
○ Technologies / products they already use
○ Demographics / attitudes
○ Technical competence
Hypothesise (2)
Generate personas - a
fictional user of the
product
Hypothesise (3)
● Generate designs
○ A whole process in its own right!
● Test
○ “Paper” prototyping
○ Prototyping tools
● Iterate
Recruiting “Users”
We need to speak to representative users to get the best information. How do we
recruit these?
● “Hallway”, “Cafe” or “Guerilla” - can be unrepresentative
● Existing users (web surveys, phone calls, recruiting via product, social media)
● Online recruitment (Mechanical Turk, Craigslist, etc)
● Panel agencies - not guaranteed responses from the people you want
● Market research recruitment company - expensive
Test
The process of validating the design of what you have created
● Large-scale user testing
○ Recruit representative users
○ Can be very complex (screen recording, click tracking, eye tracking …)
○ Have a clear script
○ Observe, do not interfere
○ Can be very frustrating!
● Guerilla testing
○ 5 users, 85% of the usability problems
○ https://www.youtube.com/watch?v=0YL0xoSmyZI
● Analytics
○ Google Analytics, etc
Revise
● Analyse test results
● Products evolve
● The process never ends
● The user experience can always be improved
● Continue the cycle ...
The End
(until we redesign something)

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Green Custard Friday Talk 7: Scientific Product Design

  • 1. Scientific Product Design (or: the use of evidence to inform the optimisation of a product’s user interface and its users’ experience) 13th April 2018
  • 2. ● I am not an expert ● Huge subject ● Aiming to raise awareness
  • 3. Rationale “Our interface is so good it doesn’t need a manual” ● This is a fallacy unless we have evidence to back it up ● Design should be evidence based Project circumstances may affect how much we do.
  • 4. The Scientific Method Hypothesise → Test → Revise
  • 5. For the avoidance of doubt ... User Interface Design (UID) ● Concerned with appearance User Experience Design (UXD) ● Concerned with usability Both are vital in determining how users perceive and accept (and enjoy) a product.
  • 6. UI / UX Matter ● First Impressions ● Reputation - the veneer of quality ● Repeat business
  • 7. Developer != Design Expert ● Developers are some of the worst people to evaluate their product: ○ Male ○ Young ○ Intelligent ○ Slightly “on the spectrum” ○ Familiar with product’s concepts and UI ○ Tech savvy ○ Used to using work-arounds / shortcuts We almost never represent our target audience.
  • 8. “[We] have had enough of experts” All this said, do not underestimate the value of experience: ● Often we know if we have made something bad ● If you have a usability problem, probably all your users will too ● Conventions and design patterns are well established Probably not a UX expert either
  • 9. Lies, damned lies, and statistics (1)
  • 10. Lies, damned lies, and statistics (2)
  • 11. Hypothesise (1) The process of creating an initial design starts with understanding typical users ● Identify and understand your users by: ○ Speaking to product Stakeholders - can be inaccurate ○ Contacting real people - the best but hardest ○ Analytics, socio-economic profiling, social media ... ● Things to find out: ○ Why the person wants to use the product (goals and motivations) ○ Technologies / products they already use ○ Demographics / attitudes ○ Technical competence
  • 12. Hypothesise (2) Generate personas - a fictional user of the product
  • 13. Hypothesise (3) ● Generate designs ○ A whole process in its own right! ● Test ○ “Paper” prototyping ○ Prototyping tools ● Iterate
  • 14. Recruiting “Users” We need to speak to representative users to get the best information. How do we recruit these? ● “Hallway”, “Cafe” or “Guerilla” - can be unrepresentative ● Existing users (web surveys, phone calls, recruiting via product, social media) ● Online recruitment (Mechanical Turk, Craigslist, etc) ● Panel agencies - not guaranteed responses from the people you want ● Market research recruitment company - expensive
  • 15. Test The process of validating the design of what you have created ● Large-scale user testing ○ Recruit representative users ○ Can be very complex (screen recording, click tracking, eye tracking …) ○ Have a clear script ○ Observe, do not interfere ○ Can be very frustrating! ● Guerilla testing ○ 5 users, 85% of the usability problems ○ https://www.youtube.com/watch?v=0YL0xoSmyZI ● Analytics ○ Google Analytics, etc
  • 16. Revise ● Analyse test results ● Products evolve ● The process never ends ● The user experience can always be improved ● Continue the cycle ...
  • 17. The End (until we redesign something)