Posts Tagged ‘user’

Usability testing – the litmus test for your product

Tuesday, December 20th, 2011

Google recently announced the official withdrawal (or some would say the unfortunate death) of  a few products which could not deliver their promise. These include but are not limited to Google Wave and Google Buzz, which failed to create the waves and the buzz in the market. Remember, these came from the stable of none other than Google, which is a leading product vendor renowned for innovation, simplicity and user experience. Why then, do you think they could not measure up and survive? I think one of the main reasons is that they failed the litmus test. And the real litmus test for your products is when they reach the real users who use them to address their needs. Popularly called as usability testing, the user testing of your product reveals a lot of insights into the success or failure of the features you have created newly or changed in your products. In this post, I wish to touch upon a few key aspects of Usability testing that you must know, but that is difficult to know!

       

Why usability testing

Usability tests help the product owners and developers to understand the performance of the product from the user’s needs, goals and tasks. It helps validate and verify the structure, layout, navigation,interaction and overall experience. Also, they help in identifying the task related details:

  • User’s goals
  • Tasks to achieve their goals
  • Time taken to perform the tasks
  • Challenges in completing the tasks
  • Breakdown areas/points in the performance tasks
  • Confusing or ambiguous areas on the interface of product
For more details on usability testing, refer to the write-up on Usability Testing at Texavi’s web site.

User testing methods – Similarities & differences

I often hear people referring the terms usability testing, user acceptance testing (aka UAT) and accessibility testing in the same vein. While all of these may be related to product, and most often involve users and/or customers, they are different in their objectives, scope, and target audience as well. In this post, I wish to dwell upon the user testing which is also known as usability testing, and bring to fore its importance and the key differences between user testing, user acceptance testing and also market testing. Usability testing is often confused and compared with UAT( User Acceptance Testing). Sometimes people do compare with several marketing related activities. I give below a table comparing and contrasting among these various methodologies. I am sure this will be a handy reference for you, when in doubt.

Engage and test with users early

Defects and mistakes are like cubs, the younger you catch them, the better and quicker, you are at taming them. The later they are identified and closed in the product life cycle, they will turn into wild tigers and pounce upon the functionality, resulting in the failure of the products.  Same with usability testing as well. UT can be done at various phases, across the development cycle of the product. Most product companies do realize the importance of involving users in the product development, but often this realization dawns upon them much later  than required. There is not much use in testing the product with users, after it is all set to be delivered in a few days. You really cannot do much to rectify the defects identified, as the time to fix is less and the pressure to deliver is more.

So, a smarter step is to start testing the product earlier in the cycle for the user experience. This would help immensely with ample time to fix the defects and ensuring that they don’t grow too  big  to solve, much like taming the younger cubs. There is  a second advantage to testing early, and that is to enable users to have a go at the product early on and this gives them a feeling of getting engaged with the product development. This in turn makes them feel that they do have a stake in the product and that they are being cared for and listened to. Another big advantage with the early testing is to do with the development team’s readiness to accept the changes and make them quickly. This is because they did not put in a great effort to churn out the artefact and so, they are far more willing to accept changes and rework, as compared to the later stages.

Secret of success – test more!

Testing early does help in identifying and resolving the defects to settle down, but it does not mean that there will be absolutely no defects coming later into the product. Well, the fact remains that the numbers might be minimized thanks due to the early testing, but still defects and erratic decisions do seep in due to various other factors. The only way to ensure that these are identified and resolved asap is by testing more of the product with the users.  Most people have this question hovering in their mind as to how much of the product really needs to be tested with users. Well, the more the merrier. The more areas, functionality, modules and dimensions you test in your product, the better for you and your product.

Note that what you are going to test for, differ from time to time, and the level of completeness of the artefact. For instance during the early stages when you test the wireframes with your users, you might be looking for an assessment of the broad level concepts. As you move on into the product life cycle and test a complete, fully functional module of the product,  you might be looking up to users for validating the interaction, information architecture etc. I give below the  the areas you can focus on while testing the product at various stages in the life cycle.

Hope this post helped you in getting the facts right about usability testing. Don’t hesitate to write back your comments/queries. Until next post, ciao!

 

 

 

 

 

 

 

Behavior modeling – creating habits in users

Tuesday, November 22nd, 2011

In 2006,  Apple and Nike joined hands to develop Nike+iPod, that changed not only the way people listen to music on the move, but also the way they manage their fitness and in effect, their health and lifestyle. Just about the same time, Nintendo launched Wii, that changed the way people play games from being passive to an active, out-of-your-couch experience .  A decade ago, Google changed the way people navigated by shifting their focus from browsing to searching and now Facebook has changed the way people stay connected. All these products, beyond doubt, set out to change the behaviors of people who are motivated (I am not quite there yet:-) and are capable, if they are provided with the right resources.

           

You can change people’s behaviors

All the companies and products I mentioned above, proved that it is possible to use behavior modeling and design to effectively persuade people to do something positive. In this post and a few upcoming posts, I will touch upon how these companies and others have been successful in using the power of persuasion and behavior design. They have been effective not just in creating great products and services, but also in persuading and changing the behaviors of millions of customers and users, worldwide.  Let  us analyze and understand how they could do it and what really is the secret behind their success.  In doing this, I draw my insights from Prof. B.J.Fogg’s Behavior Model (a.k.a FBM) to explain the relationship among behavior, motivation, ability and triggers.  But first, let us understand persuasion and behaviors, in detail, in this post.

Persuasion as an art and science

Persuasion has been an art we have all been familiar with and it definitely is not new to us, human beings . Right from the time we are born and as we grow up into being professionals, we have been using different persuasive techniques to deal with family, friends, colleagues and customers. Marketers and advertisers,  through the ages, have been  successful in persuading us to look at, buy and use products and services. Its only recently that product companies have been looking at using persuasion and changing  customers’ behaviors through structured and proven methodologies. More recently product companies like Fit Bit and DailyFeats-Jawbone launched wearable devices that help track your movements and proactively suggest ways to improve your fitness and health. Both these devices have been designed to persuade people to change their behavior, from a passive to a more active lifestyle. The key here is they have been successful in implementing the Persuasion and design and develop products to help change behaviors in a pragmatic manner.

What is a behavior

We keep hearing about goals, needs, tasks and activities, being used in our professional and personal spheres.  Now you  might  be wondering how behaviors are different from these. Behaviors are perhaps more fundamentally ‘human’ and ingrained in us as human beings, than say, tasks or  activities. No wonder then that behaviors could be separated from the other superficial aspects, such as activities and tasks . This is how I look at behaviors and I am not taking this from any specific source or resource.  The personality of an individual can be dependent on both her attitude and behaviors. There are numerous theories suggesting ways to bring about attitude change. But as Prof. B.J.Fogg suggests, behaviors are better separated from attitudes for a clear definition and  a focused approach to behavior change. So, I will follow the same approach and focus merely on defining target behaviors and bringing about the desired changes in behaviors of people.

Creating habits, not just products

Behaviors can come in different shapes and sizes. You might want to classify behaviors into different types based on the longevity or  duration of their  occurrence.

  1. Get people engaged in a one-time behavior  Eg., Replace all bulbs in house with eco-friendly energy-saving ones
  1. Do it over  some  duration or  for a defined period. Eg., Take bus/train to go to office, 3 days in a week
  1. Do it continuously over a long term, almost as a habit. Eg., Use hand-sanitizers to keep hands safe from viruses

It is in the last category, lies the interest of most organizations and products. Which company wouldn’t like to have   customers using their product on a continual basis? Or better still getting habituated to using the product to the extent of  forming an addiction.  Recent examples for this have been Google, Facebook and Twitter…all of them did implement this long term behavior change in a smart way by creating habits  in people, successfully. Google created searching as a habit by replacing it with the browsing navigation.  Facebook created the habit of  checking out what your friends are up to and sharing with your friends your recent escapades. Twitter provided a way for people to express and update their activities in a short sentence.  If you want to be successful in your business, then start looking beyond your product’s features and users’ needs. It is time, you looked at making positive behavioral changes to your users in different contexts.

      

Behaviors and their flavors

Behaviors can also be looked at from the perspective of what you like to do to them. Some times, you  may want to induce new behaviors, while in other instances, you want to change the existing behaviors – increase, decrease, or altogether  stop them.

  • New behaviors  can be imparted to people. Eg., flossing teeth is new, compared to brushing
  • Increase existing behaviors. Eg., Brush teeth twice a day, instead of once
  • Decrease existing behaviors. Eg. Take less quantity of fatty food during dinner
  • Stop existing behaviors. Eg., Stop  smoking (hmm…this is tricky:-)
Now that we have covered the basics of behaviors, we are now geared to get into the details. In the next posts, I shall explain, taking help from Prof.B.J.Fogg’s Behavior Model, how you can be more persuasive in designing and developing your products. Until then, ciao!

Make IT easy – don’t take IT easy

Saturday, October 15th, 2011

After all these years of my experience in engineering software products and applications, I realized that there is one phrase that I tend to hate the most. No, its not “Give me a ballpark estimate” or “I need this delivered by e.o.d. today”, though these come close enough to be 1st and 2nd  runners-up :) . The one I am referring to is “Let users figure it out”. It is a nemesis to developing successful products, often resulting in a shoddy product.  The “Figure-it-out” syndrome as what I call it,  could be an evil for product development which can be as bad as, if not worse than Featuritis. The plausible cure for this syndrome is when the product is made easy to use for those people who are using it for the first time. In this post, I touch upon the ease of learning and use and give some tips about making your products a breeze for your users.

Easy to learn and use

Let us be honest, how many of us got trained on using the ATM card to withdraw money from a cash machine? At the least, how many went through the user manual, supplied? Popularly known as Any Time Money, the Automatic Teller Machine was conceptualized and designed so that users from different segments can get to use it with little or no effort. This is a classic case of designing a product which is not just easy to use, but also easy to learn for new users as well. Easy to learn and use a product is a critical yardstick to measure its success and is often ignored to a large extent for various reasons. Lacking this, a product might become a nightmare and the product or feature puts off not only novice users but also some experienced users, some times.

New user scared of technology product :)

But then it has the ‘user manual’

Training, setup guides, user manuals, glossary, help docs and other such documents are meant to support the new users in coming to grips with the product. Like a site map which provides a clear guide on how a web site is structured, most of the above artifacts are meant to make it really easy for the users. But then, there is a view prevalent among the Design community that site map comes handy only when a web site is not usable by itself. In other words, only when users are confused, puzzled and left with no option, that they would look at a site map. So is the case with the supporting documents and help guides that I mentioned above. No matter how effective and efficient your technical writing team is, your documentation goes often into the dust bin. The golden rule is ‘Customers and users don’t read user manuals!‘. Bear in mind that these are good supporting aids but they can never replace a well-designed product.

The ‘Figure it out’ syndrome

Whether its the apathy towards customers and users, or the need for speed in delivering the product to market, the figure-it-out tendency gains ground with the product development team. You don’t suddenly wake up one fine morning with the syndrome. It gets built up over time and plagues your product and users to no end. Here are the factors that can potentially contribute to it…lack of empathy and concern for users, a frog-in-a-well approach. Also, an unwritten but strictly-followed preference attached to functionality and technology over user experience tilts the scales against making the product intuitive.

Don’t undermine the impact of this syndrome, it could be long term, deep cut and manifold. It affects not just the product creators – the stakeholders and the development team but also the product consumers. For the creators, due to the relatively short-sighted  aspects of their planning and execution, there will be heavy overheads of customer-reported defects leading almost to a total rejection of the product by the users.  Some of the products tend to be so overly complicated for new users that they instantly give up and return them or pass on to others. There are umpteen examples of products which flopped not for their technological maneuvers, nor for their functional richness but merely because they are rather too complicated for users to start using it.

Steps for ease of learning and use

The first step in making your products easy to learn and use, is to know your users. There is an oft quoted saying in the User Experience industry that tells it all - “Know thy user and you are not your user”.  The next step is to design and develop the product in such a way that it is intuitive and clear for users. Cluttered and dense interfaces, confusing controls, unclear messages, lack of help when needed- all of these make it hard for your new users.  As Steve Krug puts it in his book, ‘Don’t make me think’, the moment you let your users start thinking about how to use any feature or functionality, you start to lose the user ‘s interest.  Also, there should be a flow that lets users feel immersed when doing a task. This would make them not only feel that they accomplished the task but also delighted. I would equate this to the concept of flow as explained by Mihaly Csikszentmihalyi in his classic book on psychology – “Flow: the psychology of optimal experience”.

yes, don't make them think   Let there be a flow with the tasks in your product

Who are you creating the product for

To be able to design your product better for ease of learning and use, you need to clearly identify who you are creating the product for. Going back to the ATM card example which we discussed above, the product was intended to be used by the larger number of users with little or no literacy, who would have never seen, leave alone using a computer before in their life. It was designed and developed knowing fully well that it needs to work with all the users with different backgrounds and literacy levels.

Atm machine in use   Monk using ATM machine

The beauty of the ATM product lies in that they cleverly disguised a computer into the machine. Without users’ knowledge, they are actually using a computer and its all made so much of a breeze to use it. No wonder, the concept and product caught up and it has changed the very definition of  ’banking’ on a global scale.  Another case in point is Intuit’s QuickBooks. While every other accounting product in the market was geared towards the accountants and qualified book keeping professionals, Intuit understood that there is a huge demand for a simplified accounting product for the non-accountants and novices. They launched QuickBooks with the sole focus on this segment of users and today it is the most successful product in that segment, popular for its ease of use among new and expert users, as well.    

QuickBooks - Accounting made simple for non-accountants

Expertise and experience make a big difference

I would suggest that you classify your existing and/or potential users, based on the following:

  • Demographics
  • Education and computer literacy
  • Professional
  • Psycho-graphic (attitudes, likes and behaviors)
  • Tasks and scenarios

More importantly, to make your product easy to use, you must first profile your users based on the product usage experience. The following is a typical way of classifying the user groups, but you can adapt this and modify it to suit your needs.

  • Novice /beginners
  • Intermediate
  • Advance
  • Expert/experience

Specify your target

Now that you had a considerable start in the path of creating a great product, you now need to ensure that you have the right pick. The list below will help you in approaching the product definition in a structured way.
  • Identify the composition and distribution of your existing and proposed user base
  • Have a clear markup of the proportion of new users vis-a-vis advanced or expert users
  • Specify which of the above user types you will target with the product
  • This is applicable equally to the features and functionality and not only to the entire product

Here is how you can make IT easy

Beside the above suggestions from my experience, I offer a few other tips below to do a quick check on how effective your product or feature in the scale of ease of learning and use. You might use these as guidelines during the design and development of the product or as checkpoints to validate the features and functionality in your product. I am classifying them into the typical buckets of user experience, so that its easy to assess them individually.

Functionality

  • What can I do with this product?
  • What do I need to do, so that I can achieve my goals?

Navigation

  • Where am I now?
  • Where can I go from here?

Interaction

  • What should I do to make this work?
  • How responsive is it to my inputs?

Presentation

  • Does this look pleasing to my eyes?
  • Am I distorting anything to make it appear what it is not?

Help

  • Can I get help when I need?
  • Is help provided when I require it?

As always, hope you find this post informative and useful. Please do give me your feedback. Until next post, ciao!

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The Pursuit of Innovation

Friday, July 8th, 2011

Apple, Google, Facebook, Toyota, Coca Cola, Nike, Microsoft, BMW… what is common to all of these. Yes, they are all leaders in their respective industries and markets.  But the one thing that ties them all is their sustained commitment to their vision and the values they stand for.  However, I think the real secret behind their success is an aspect of their leadership and that is what I call ‘the pursuit of  innovation’. This is indeed the true differentiating factor that separates the leaders from followers and distinguishes the champions from the players.

As part of this post,  I touch upon a few aspects of how we can seek innovation by leveraging our strengths and managing change. I also give a  few real life organizations and their products to understand the practical aspects of seeking innovation for greater value creation. We can draw lessons from these as to how one needs to pursue innovation and leverage it for continual success and leadership. This is not an exhaustive list though and there are a lot of different ways and perspectives to look at innovation and imbibe it in our own organizations and work spheres.

Focus on value-creation, not technology

When we talk about innovation, invariably technology gets highlighted more often and in some cases innovation is equated with better technology. Yes, technology is perhaps the best medium to deliver innovation and it is undoubtedly the most-successful factor in transitioning your vision into reality. If you are a technology company and your core offering itself is technology, then of course, you can safely lean on it and claim that you are have innovated and created better technology. However, in most cases, bear in mind that technology is merely a vehicle and the real driver is business. And the key is the value delivered to your stakeholders, customers and users.

Turn threats into opportunities

Take any industry, any segment and any product line, we already have hundreds and thousands of companies, brands and products. Globalization would have brought about huge benefits but along with the opportunities, it also brought about threats for companies. They have new competition now and not just new but this competition comes in different sizes, shapes and formats. With the advent of Internet there is another aspect of  ’opportunity-threat’ that manifested itself to organizations, worldwide.

The Web, they claim is the largest communication device ever invented by man. It changed the way we work, live, and communicate. It also brings with it another aspect and this time in the form of intense competition. Your biggest competitor is just a click away and within a few seconds an impression could be created and a deal is made or lost. But then all is not lost yet and you can turn this to your advantage. The real secret of success with Web lies in how well you embrace it for your advantage.

Not a destination, but a journey

Innovation is not a one-time activity which an organization or individual does once to achieve success. To succeed and lead the pack, we need to innovate continually and our  products and services should be a reflection of this. There is no place for contentment in this dynamic world where the cliched saying ‘Change is the only constant’ is true to its letter and spirit.  Continual improvement in products and services and consistent delivery of value is what separates the leaders from the followers.

For instance, Apple never moves away from their mantra of delivering superior experiences to their users and this philosophy is pretty much reflected very strongly in all their products ranging from Macintosh to  iPod and from iPhone to iPad. It is Apple’s constant endeavor to keep their users on top, and make them happy with every new product line, product, and release that they create.

Leverage your strengths

One way to pursue innovation is by identifying your strengths and leveraging them for your competitive advantage. Every organization needs to pursue the case of innovation and champion the cause of their users’ delight. No matter how big or small the organization is, how large or small the market is, how specialized or generic the offering is…every organization has to strive to strike the right chord with their users. Only this would help these organizations to be successful with their offering, whether its a product or a service.

A case in point is Bose audio systems which prides themselves with the tagline ‘Better sound through research’ . Amar Bose, who started off the company as an extension of his research project at M.I.T., came out with his offering of better sound supported through an innovative approach. Bose, with their Wave technology and its application, broke the myth that ‘bigger the speaker, better was the sound’. Focusing on delivering better user experiences, Bose took over the market and continued to churn out products that offer greater value and experience to users.

Make a difference - create ‘the change’

The only way to survive in this competitive world is to cut the clutter and make a difference. I came across this interesting quote about change – ‘People who change after change survive. People who change with the change, succeed. People  who cause the change, lead’. How true and relevant in the ‘melting pot’ world that we are living in, nowadays!

Dyson is renowned the world over for their hand dryers. Dyson’s hand dryers are known for their efficient, hygienic and energy-saving capabilities. Dyson did not stop at delivering great drying experience to their users and value for their customers.  They leveraged their command over the air flow technology and created an alternative approach to a ubiquitous product  that we all know and use, a fan. Yes, Dyson invented  the blade-less circular fans which are efficient, easy to maintain and comfortable to use. Again, a case of making a difference despite the size of the organization, product, or market, thereby offering unmatched innovation through delightful user experience.

                             

 

Great user experience lies in details

Friday, June 24th, 2011

We keep hearing a lot about the terms User Experience, Usability etc., being tossed around to talk about the products that are used in our daily life. These are increasingly related specifically to the technical products, devices, electronics,web sites and web applications.   To be honest and brutally frank about this, I was never taught all through my education about ‘usable’ and ‘usability’. Not only these, even my formal education did not dwell much upon ‘users’ and their needs. And I guess, this is true with most of you too.

Its true that we were taught about how to design great products and how to know our customers’ needs and satisfy them with our offerings. In this post, I wish to discuss some key aspects as to how we can deliver delightful user experiences, not just create products and services.

It lies in the details

Small things and details make up great user experience but  user experience is not a small thing.  Pay attention to the details and you are contributing to the delight of your users. It is often  the attention to the details or lack of it that makes a product a huge success or a super flop.

Take the case of Jabulani, the football used in the 2010 FIFA World cup held in South Africa.  Some players complained that the ball was not behaving in the way it should when hitting from afar and that they could not predict the path of the ball when in air.  Their contention was that perhaps it was not designed considering the altitude, pressure and the context of the stadiums in South Africa.  It could potentially be a  case of not getting into the details such as the usage context, which led to frustration among users.

 

A small exercise for you!

I don’t want to write too many details about this point :-) Instead, I want you to try it out yourself and experience the difference!

Follow the steps in the order I give below:

  • Open a browser window of each of the following:
    • Internet Explorer
    • Apple Safari
    • Mozilla Firefox
    • Google Chrome
  • Press CTRL+N keys or Go to File menu and select New
  • Compare what you see with each of the results

Here is the key for those who don’t have the time to do the exercise…Microsoft, Apple, Mozilla and Google each have come up with different browsers and different browser versions updated to suit users’ needs. We are not trying to look at the pros and cons of these, but the essence is to understand how much they care for their users and how much attention they pay to details. These are not the only measure of user experience or  efficiency of any browser, nor can we assess them comprehensively with this particular feature alone. But this shows you how much importance they give to users and their needs.

Let us observe how opening a new browser window works across these different browsers:

Internet Explorer opens a new window with the current site opened by default. It is almost as good as Copy feature. Copy the same window is not what you needed, but you expected a new window to be opened. Also, add to this the time it takes to open it, because it needs to load all the elements of the current page. It opens the window with exactly the same size as the previous window and you cannot see that its opened in the first place.

Now compare this with what Google Chrome or Apple Safari does. These open new (literally) browser window and this is not the copy of the current window, but a new browser window. Also the new window is slightly different in size compared to the previous one and you can see very clearly that a new browser window is now opened. I have illustrated these different options with a few images, so you can see the difference clearly.

Microsoft Internet Explorer

Google Chrome

Apple Safari

Mozilla Firefox

Technology and usability in sports

Thursday, May 19th, 2011

10.4  Saeed Ajmal to Tendulkar, no run, lbw! Ian Gould raises the finger and Tendulkar wants a review. There’s only one review left. That pitches in line, hits him in line but the replays show that it is likely to miss leg stump. And listen to that roar in Mohali. That looked close. Tendulkar bats on …

The above was an excerpt from www.espncricinfo.com on the commentary of India vs. Pakistan cricket match. It was the crucial do-or-die semifinal match in the Cricket World Cup 2011 played at Mohali, on 30-Mar-2011. A billion hearts would have skipped beat but thanks to UDRS (Umpire Decision Review System) which uses the predictive ball movement technology, the God gets a breather and so do the billion fans around the world. And at the end, India won the match with Tendulkar scoring invaluable 85 runs, contributing to India’s victory!

To use or not to use

There has been a perennial debate about use of technology in sports and games, especially in popular ones such as Football, Cricket and Tennis. Most recently in Cricket the UDRS and Hawk-Eye technologies came under the scanner and ignited the debate. While there are a few who would argue against it, some people do favor the use of technology. I, for one, would not take sides and certainly not in this post. I wish to touch upon how technology and more so, better user experience have brought about changes in the way sport, particularly Cricket, is being played and viewed over the last few decades.

 

For the sake of clarity and simplicity, I would like to classify my thoughts on usage of technology and usability into two different perspectives – one that dwells on their usage while the game is played – to help players play better and umpires take decisions effectively. And the other perspective touches upon the perspective as to  how technology has evolved to help show the games to spectators and audiences in a better way, enhancing their viewing experiences of the game.

The evolution of  Gentlemen’s game

There has been a sea change in the way the game has been played and viewed over the last few centuries. From the days when it was played only by men, the ‘Gentlemen’s game’ had undergone quite a few modifications in the rules, format and duration of play.

I cannot recollect the days when technology started making in-roads into the game of Cricket. I don’t intend to trace that in this post any way. Technology and usability had made their presence felt as the game transitioned from white-flannels to fully logo-ed colored jerseys, red cherry balls to white balls, 5-days test matches to one-day matches and now the popular 4-hour Twenty-20 games.

All through these transitions, technology and the better use of it only enhanced the playing of the game and made viewing the game a pleasure too! Well, there are some things which neither technology nor usability could help change, one of them being ‘sledging’ and the other one ‘match fixing’  :-)

Playing the game

First, let us look at how technology in the game had evolved over the years and how it helped play the game better. By and large, these technological advances helped umpires and referees take the right decisions in the most tricky or difficult situations. Often times, there were quite a few fumbles and mumbles in deciding run-outs, leg-before-wickets and stump-outs, because they required the umpires to look at the instance of the ball and bat from awkward angles.

Using multiple cameras in different positions definitely helped umpires view the same ball from  For instance, the stump-vision technology with the cameras fitted into the wickets helped with a newer perspective and helped them get to the other and often impossible side of the moment.  The same applies to the now controversial Umpire Decision Review System a.k.a UDRS. Of course, this system makes use of the Hawk-eye technology to predict the potential movement of the ball, based on the point of pitching.

And then add to this list other not-so high-tech stuff but which turned out to be a hit. One of the popular items is especially in the Twenty-20 matches, Microphone attached to the players, and sometimes umpires while the game is on. The idea is to have an interactive chat on their views and opinions, which will add some zing to the spectators interest in the game.

Viewing the game

A few years back, I could remember seeing the score only at the end of the over. But over the years, score is being displayed always-on. Also it used to take quite a while to re-play the previous deliveries of the ball. They used to only show replays for important deliveries such as a boundary or a wicket. But again, advancement in technology made more usable and pleasurable viewing of the game. Now if you miss a ball, you don’t have to worry too much. Thanks to the multiple cameras across the ground, now for every ball delivered, we have instant re-plays. Also, these replay not just in one angle, but multiple angles, and multiple formats and speeds to help get a better view of the same delivery.

Besides the above, more recently ultra-motion cameras provide that super slow motion videos of ball delivery, impact with the bat and subsequently its motion. These offer some stunning moments of the game for viewers – whether its that unbelievable catch by the fielder or the unimaginable angling of the bat by the batsman to score that cheeky shot. Also, speed guns are deployed to help determine the speed of the bowler’s  delivery which help show the speed of the ball almost instantaneously.

Cricket had been predominantly filled up with figures and statistics. This might be challenging for a lot of fans and sports personnel to follow, remember, analyze, interpret these mere numbers. To help reach out to these key users and stakeholders, technology and user experience had been pressed to better use. To help make sense of the raw numbers,statistics and unfathomable analyses, a smarter option was made available, that of  charts, graphs and other types of info-graphics.

Most of these widgets (short form for What-I-do-is-what-I-get) are helpful in the analysis of the game and the teams’ scores. These graphic  elements are used to compare and contrast the performance and progress of the players and teams as well.  Some of the widgets offer exceptional interaction and experience providing an easy-to-understand way of representing the otherwise mundane figures.

 

Not every widget is used in the same way to do the same thing. Each of them has a unique purpose, and usage mechanism. Some of the elements like the Wagon wheel, and Spider are used primarily to analyze the batting performance of the teams. A few others  such as the Manhattan and worm are used to analyze the scores of the teams, whereas some others such as bar diagrams and pie-charts are used to help present the bowling related figures in a better way.

A look at the above indicate that usage of technology and usability of it only helped enhance the experience of playing and viewing the games. With more ways of interaction such as the Mobil phones, Touch screens and Tablets coming in our way, I expect this to improve the experience of  sports and games. There is no doubt that these will help the players,umpires and referees focus on what they should do (i.e., play the game, enjoy and entertain) and leave the rest to technology. And, for the viewers and sports-admirers, it will only make their experiences more fun, immersive and delightful!

Disclaimer: Some of the images used in this post have been taken from live feeds from Espncricinfo.com, Ndtvcricket.com and so the copyrights for these belong to the respective owners. Also, a few images have been taken courtesy other sites. The author of this blog post, and Texavi Innovative Solutions do not own any copyrights for the images used and the copyrights are attributed to their respective owners.

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Touch, type and write – All in one!

Saturday, February 26th, 2011

You might vaguely remember the 3R paradigm used back in our student days.  Yes, you are right, the 3R approach emphasizes the three important modes of learning -Reading, wRiting and aRithmetic.  All through our schooling and college education, we had been taught how to read, write and calculate. Pretty much everything in this world can be understood and learned through a combination of these different modes. Okay, but why on earth, am I referring to the 3R model here? Well, most of the things that we were taught all along in our schools and college days changed with the advent of computers and then the Internet. Now, with the onslaught of smart phones, devices and tablets like iPhone, Blackberry, iPad and Android-based tablets, the user interaction and experience landscape has been undergoing a sea change!

In this post, I wish to walk you through the transition of  the technologies as we learnt, and used in the context of how we interacted with and experienced them. Let us also examine what is ahead of us today, as technologies evolve and become more human-centered. Also, towards the end, as a bonus, you can get a sneak peek into my newest tech acquisition, HP TouchSmart Convertible PC!

First, there was the Word

Yes at first, we all learnt how to read and write words. We started our learning using slates (literally and no sly reference to the latest gadgets a.k.a tablets ) :-) and slate pencils and chalks. We drew pictures with these and also with crayons, paint brushes and colors. Using these devices, we slowly graduated to writing letters and then words. As we grew up, and our ability improved, we moved on to  papers and pens. We started writing sentences, stories, essays, mathematical equations, chemical compound notations and so on.

These are perhaps the first set of learning media which we started interacting with on a serious note, and they did offer a high sense of involvement. Slates, Pencils, Pens and papers gave us that first hand experience of ‘direct manipulation’ where we directly interact with the surface, without the support of other devices, quite unlike keyboard or mouse that followed much later.

Type, don’t write!

We slowly got adjusted to these devices, interacting with them and got ourselves immersed using them. By the time, we started enjoying their usage, came the Type Writer, a machine using which we can type in to create letters without having to write with pen. Strange why they still called it as Type Writer when you were not writing anything, but actually typing. This was perhaps the first commercially used machine  on a large scale with a QWERTY keyboard.

I could remember the commercial institutes round the corner of many streets, where they used to train people on how to use the type writers. In fact, there used to be two examination papers based on the skill or rather speed of your typing – ‘Lower’ and ‘Higher’. People actually planned type writing as one of their professional interests. I remember a few relatives of mine who, in their summer vacation, went to commercial institutes to learn short-hand writing and type-writing. Type machines and type-writing became so ingrained in our daily usage that there used to be lot of opportunities for the job post of ‘Typists’, both in the government and private companies.

If you analyze the  interaction behavior of the user with these type-writing machines, they pretty much lost the original concept of direct manipulation which was more prevalent with Slate and pencil, paper and pen.  With the fingers operating the Keyboard and letters being imprinted on the papers, there is very less or should I say zero direct manipulation. Obviously, this would have led to some user dissonance in terms of connecting with the device, even though the efficiency factors of typing over writing weighed in more. Don’t forget that, still to a large extent, the writing habits of people stayed put, as type writers were considered more suitable for offices and not so much for homes.

Computer – Type Writer’s newer avatar

The Type writer machines were fading gradually and in their place, computers were introduced. This transition had been attempted under the guise that both have similar keyboard, that of QWERTY. The introduction of computers have been well planned, intentionally or otherwise, by preparing the people in a nicer way. Computers were made  less intimidating and scary, by comparing them  to type writing machines – while those had a slot for paper, computers don’t. Also, in the initial days, it was widely circulated that people who knew type-writing could only work on computers. So, computers were initially seen by some people, more as electronic type-writers than computing machines.

Computers began occupying key places in offices. They were given special  treatment and I remember offices used to have special cabins where computer were placed. People entering these air-conditioned cabins were asked to leave their footwear outside, lest the computers should catch some virus. The popularity of computers started to raise and soon the training institutes which used to teach typing skills changed their boards and began teaching how to use the computer keyboard and type effectively.

Computers were slowly introduced in colleges and schools as part of the curricula. We used to have laboratory session twice a week. In the lab, there used to be about 20 computers and these were shared amongst all the students. Computer users were still interacting in a pretty indirect way using the keyboard. Of course, mouse which became a popular input device in a short time was a better alternative to most of users. Mouse soon became a favorite amongst most users as users do not have to know typing nor do they need to spend months mastering how to use it. Using a mouse was better for users, as they just need to point and click. Interaction with the computer became a bit more direct, than that with the keyboard. Mouse soon turned out to be man’s best friend :)

Tap, pinch and slide – The slate is back

Slowly but surely, the game changer  in the interaction and user experience arrived on the scene.  Some ATM (Automated Teller Machines) had been introduced which have touch capability. Users could touch the screen to choose their options and computers were never the same again.  The market was abuzz with a few tablet pcs or convertibles which have both keyboard and touch options. However, due to various reasons, these just could not get the critical mass and failed to impress people. Then Apple brought out its first Touch based mobile phone, the iPhone and subsequently iPod Touch, music player with touch screen. Then came tablets such as iPad and Samsung Galaxy into the market, which offered larger displays than the phones and perhaps better features such as ebook readers etc.

With iPhone, the game really changed and users had an option of not keying in into their phone through the good-old QWERTY keypad. Tablets brought out a new way of interacting which is more direct than any other devices listed above. New modes of interacting with the device had emerged, thanks to the Touch paradigm. Users had to learn afresh some new interaction styles such as slide to unlock their phone,tap to select an item or file, double tap to open the item or file,pinch to zoom etc. Is there a learning curve to shift from the type paradigm to the touch paradigm?, no, not much because touch is the most direct manipulation possible and is quite natural to most of the people. So, no marks to guess which interaction mode won the accolades in the user community, quickly. Touch overtook Typing and writing, by eliminating the intermittent devices such as pencil, pen, keyboard and mouse.

Tablet PC – The best of all worlds

From the above, you might conclude that I am biased towards Touch and so have given it more marks than write and type. Not exactly true, because no matter how direct the manipulation can be and how rich the interaction can be, Touch has its own disadvantages. For instance, the sensitivity to touch might differ from device to device. Apple iPhone’s touch sensitivity is different from Blackberry Storm’s sensitivity which is different from Android-based HTC phones’ touch. Add to that, users don’t find keying in messages using the Touch keypad, as good as the QWERTY physical keypad. Some users might be plain lazy to unlearn their writing and typing habits to negotiate with the touch mode of interaction. I, for one, would prefer a keyboard to type in messages and text than a stylus based touch interaction.

Your and my prayers were rightly heard and answered. The Tablet PC was introduced. You no longer have to restrict to one type of input or interaction mechanism only. You have got the options of using the keyboard like a normal desktop or laptop computer. You can turn the monitor sideways and down to make it a tablet a.k.a slate. You might want to use your fingers tapping, sliding and pinching away on the tablet. When you want to do some finer selection, you can use the digitizer pen a.k.a stylus to write right on the tablet. I never thought that I would need a pen to write again, except for doing signatures. I was proved wrong with the proverbial history repeats itself.

With the tablet PC convertible laptop, the slate ( I was referring to the good old slates we used to write  on,  in our school days) is back into action. Along with that, the pen also made its presence felt in the form of digitizer, using which you can draw, paint, and write. It also doubles up as a mouse, because you can select, left click and right click. And to top it all, you have the normal keyboard using which you can type your way into the laptop.  Tablet PC is here to stay, with all the interaction styles and experiences packed into one. The option is yours to type, touch or write!!!

Here is the bonus. These are the snap shots of my new HP TouchSmart Tm2 Tablet PC. I shall write more about it in the later posts. Have fun!

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Mad about YOU

Thursday, January 13th, 2011

‘You are the Controller‘ says Kinect, the new gaming experience from Microsoft. Kinect beats its nearest rivals Sony Playstation and Nintendo Wii on the concept of playing games with a handheld motion controller. While PS3 requires you to play games with its ‘Move’ and Wii with Wiimote (or Wii Remote), Kinect doesn’t require any external motion controllers.

You are the controller

Why am I so excited about Kinect that I have started this blog post with it? I am not so much of a gaming freak to compare and contrast the quality of the games, nor am I interested in analyzing the top three ‘players’  from a business view in this market segment. I am really excited by Kinect’s promise of giving the control to YOU, the user. Well, in this post, I wish to review a few of the successful products out there in the market, analyzing why and how they thrived in the world of me-too products and those offering not so pleasant usage experiences.

YOU are the focus

Not just Microsoft or Kinect, but nowadays there are quite a few companies and products which are trying to lure you. They come in different shapes, sizes, colors, industries and domains. In this post, I will touch upon a few of them that have made a mark and succeeded in keeping their products, services and brands You-focused.

They make YOU (the users) omnipotent, omniscient and omnipresent
Vodafone repositioned itself by giving “Power to YOU“. With the advent of innovation in the Telecom industry, jumping from 2G to 3G to 3.5G has been a breeze. Faster downloads, better connectivity and more things to do such as streaming videos etc., offered by the advanced technologies such as 3G provide a fillip to the users’ experience. Now, you can work faster, easier and better accessing your mails on the go, watching Cricket and Football matches when and where you want, watching the previews of latest movie releases.

Power to you

They make you super-hero
Sample this, Yahoo which struggled to get it right for the most part of the initial releases of its products, for once changed its positioning and perhaps along with it, a few of its products design too. Along comes an enhanced and delightful Yahoo mail and Yahoo’s portal. There was a sea change in the way users now interact with Yahoo’s products and no guessing why all this happened. Yes, Yahoo realized and believe strongly that “YOU are the new master of the digital universe.”

Its YOU!

They make you happy
Canon, with its continual innovation in the imaging products has been “Delighting YOU always“. If you look at the innovation that happened in the cameras and phtotography areas over the last few decades, you will agree with Canon. There were the days when you had to go to a certain photographer to get yourselves shot and wait for days to see the output. When on the first glimpse of your photo you felt really happy and pleased. You were delighted then. And what are you doing now? Clicking away hundreds and thousands of photographs, all by yourself with that tiny camera fitting in the pocket of your jacket.

Delighting you always

Who is YOU

You are the typical office goer, a home maker, a young student aspiring to be a champion, a tech-savvy banker,a professor, an engineer working an oil rig… in short, you are a user, consumer, customer, stakeholder. As a user/consumer, you use the product and enjoy the experience offered before, during and after the usage. As a customer, you buy the product and so are an easy target for the manufacturers and marketers, who have been striving to grab your attention. As a stakeholder in the product, you are either directly or indirectly influencing the customers or the consumers in using the product. So, its only logical for these product vendors to go after YOU.

Take the (Yo)U- Turn

As an organization which offers products and services, you need to note that this is the age of consumers and they dictate the ways companies operate, whether they are large, medium, small. From companies selling computers to schools teaching primary students, there had been a rise in the awareness of Global awareness and local impact. They realized that their true fortunes lie not just in knowing about their users, and understanding them, but in treating, pleading and pleasing them. Its not the features, nor the technology that would help them get to their objectives of surviving the dog-eat-dog markets and making profits. It is the experience and delight brought out by the organization, brand, product or service,  that makes the maximum impact on your customers, users and stakeholders.

What should the organizations do

To be successful in your industry segment, follow the leaders in your own or other industries. Google, Apple and Facebook did hinged their entire product strategy on the User-experience factor. YouTube , for instance, changed the way people create, consume and share the video content online. With the ability to upload videos of any (pre-defined) format and length and sharing the content, YouTube gave a new definition to user-generated content. It gave the users an easy and quick way of viewing,uploading, downloading, sharing, embedding videos anywhere. YOU got the power to “Broadcast Yourself“!

Broadcast yourself

As a product manufacturer and marketer or a service provider, you also need to re-orient the ways in which your products or services have been designed, developed and delivered. Think about the major focus areas which have been in your product strategy and re-define them to suit the need of the hour. Onida, a  reputed Indian manufacturer and marketer of  white-goods realized this earlier than others in their segment. Over the years, white goods (a.k.a. consumer durables) have become commodities and it had become extremely tough to maintain the market shares one enjoyed a few decades back. Onida re-positioned itself knowing fully well that consumers are the king and they should be the central focus of their product design. This had been evident in the recent launches of their products such as Microwave and Refrigerator which are easier-to-use and offer greater experience to the users. These products had been well received by the users because they were “Designed with YOU in mind“!

Designed with you in mind

YOUsability rocks!

To conclude, I suggest this is the time to know that YOU are the most powerful entity in the universe. Relish the lavish praises, attention and luxuries being offered to you to the extent that you can choose the type of bank account that suits your choice and requirements. You can decide the talk plan to fit your wallet, the holiday to suit your family, budget and lifestyle  and even you can decide how you wish the end the climax of a movie! You are the guest, for which most of the companies are going beyond their briefing to offer their service. So, sit back, relax and enjoy the privileges. No wonder, Time Magazine fittingly named the Person of the year, 2006 as ‘YOU’. Rock on!

Person of the year 2006 is you

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Useless, useful and usable products -part 2-key

Tuesday, March 30th, 2010

In the previous post, we discussed useless and useful products. We also saw a few real life examples of these. Before delving into the usable products, let me now give away the answers to the quiz we had last time. Well, most of you who responded were correct about 80%.  Please refer to my previous post for a quick look at the images I am referring to, below.

Images 1A, 1B and 1C

 These are the pictures of a specific Hand Dryer installed in a common rest room ( I would not disclose more details, but I have seen a lot of people banging their hands first and heads on it later). Let us go by the process of elimination to decide which category this belongs to. First, it is not a usable product, as it does not give any greater user experience than what it is intended for, i.e., drying wet hands. You might argue that it has great looks and more presentable, but as I mentioned earlier, great user interface does not make a product usable. If you want to assess the usability of this product using the ‘Ten Heuristics of Jakob Nielsen’, well, it flouts the very first heuristic principle ‘indicate the system status clearly’. Nowhere on the dryer or near it or surrounding it, could you see an indication such as a button, LED or any small pointer that indicates that it is working. So, I think we can safely conclude that this is ‘not usable’.

What about the next category in our hierarchy? Is it useful? Well, to be honest, you need to place your hands everywhere from a few inches to a few feet from this machine, and still no clue of drying the air. There is a lot of uncertainty in using this specific machine and within a few seconds, the user’s emotions change from anticipation to disappointment, and from that to frustration and finally results in irritation and despondency. The core intended function of the machine is to dry hands and it does not do that, so I conclude this is not useful either. So, that leaves with the third option, a potentially ‘useless’ product.

Image 2A

This is the image of a floor map of a building listing the companies according to the floors they are in. Interestingly, everything appears to be in place and we almost tend to put it under the ‘usable’ product category. Please have a look at it and think again. No doubt, it is well laid out, it has neat colours and it is clutter-free. No doubt that it is giving the required information for the user about the floor and the companies in that floor. However, if you look closely, it does not comply with one of the key usability principles – product’s appearance or behaviour should be closer to the conceptual model of user or context. This will ensure that the product is more realistic.

In reality, the layout of a building with multiple floors is typically that the Ground floor is at the bottom, first floor comes next and the floors increase in number as we go up. So, users typically think of a building as something that starts with Ground Floor at the bottom most and the top floor at the top. However, in the image 2A from the example, the floor plan is in reverse order, where the Third floor starts at the bottom and the ground floor is at the top. Steve Crug rightly says in his book, ‘Don’t make me think’, products should be intuitive and easy for users to understand, learn and use. The floor map board makes the users think at least for a short while to map the floor map shown to the actual layout of the floors in the building, just so that they go to the correct floor and company they wish to. So, I think that this product fails to be tagged as ‘usable’. You can certainly classify it as a useful product, though.

 Images 3A, 3B

The pictures shown are from an example which I have read in an eBook on User-centred Design. These are the images of a screen in a popular image-editing software application. Unlike the previous two examples, these two images do not belong to the same category. Image 3A is of a form which asks users to select a few options to set as text properties. As we discussed before, in the elimination process, this product cannot be considered as usable, because user has to spend some time figuring out what this page really is, and what needs to be done on it. I called it ‘figuring out’ to be politically correct, but the equivalent phrases are ‘confusion’, ‘having lost in the woods’ and ‘not knowing what to do’. So, this flouts the basic rules of usability and hence cannot be called as ‘usable’. At the most, it is a ‘useful’ product.

The image 3B is nothing but a slightly touched up image of the same form, but the small changes make a huge benefit for the user. Using simple Gestalt laws of grouping, the same options are presented in a rather ‘clearer’ and ‘logical’ manner.So I would rather treat this as a usable product.  Notice that there are no changes in technology, functionality, colours or fonts used. Using a simple yet powerful principle, we could change the entire user experience of this screen. And that is why I say that like Quality, ‘Usability is free’ too!

 In the next post, we will examine in detail as to what constitutes a usable product and how to bring in usability into a rather normal product.