When I encounter a product that’s hard to use, the same thought always crosses my mind: nobody in the company actually uses it on a regular basis. To be more specific, even if some employees do use their company’s product, these people don’t have any significant influence over product design or subsequent revisions. Obviously, customer feedback and usability testing are important. But the kind of feedback you get from people who have a vested interest in the product’s success and the ability to effect changes in subsequent revisions is pretty powerful.
Here’s a case in point. I have a simple popcorn machine that works pretty well. You pour in the kernels, plug in the power cord, and wait for the popcorn to spill into the bowl. It really couldn’t be any easier to use, and I bet it did great in usability testing and focus groups. But after using it for awhile, I started to get really irritated by one simple omission: there’s no power switch. To turn it off, you have to yank the power cord from the wall. Since the machine gets really hot when you’re using it, this can be a tricky task to accomplish. In other words, it’s only after using the product for a few weeks that you really start to notice this simple but annoying design flaw.
So why don’t I contact the company and give them feedback? Like most product manufacturers, they would probably say that it’s working just like it was designed, so there’s nothing they can do. And since very few people would ever take the time to report such an issue, it would never reach the critical mass needed for the company’s product design team to fix it in the next version. And thus the cycle continues, and no power switch ever makes it into the product. Generally speaking, this scenario can affect anything from kitchen appliances to wool sweaters to web-based applications.
What’s the solution? I propose that you appoint some employees of your company to serve as official product users. Not just for an hour here or a day there in staged testing scenarios, but instead, using it regularly like your customers do. These employees would take the product home or use it at work, making it part of their routine. Then, when they come across issues and suggestions, they log them in a simple printed journal or an online tool. And of course, the company has to actually read and consider these suggestions on an ongoing basis. For the best results, the employees you select should come from different functional areas, ranging from product developers to marketing staff to customer support.
Granted, this approach might seem impossible when you’re talking about highly sophisticated or specialized products. In those cases, a product testing lab could be created so that staff members can at least get a general feeling for how customers use the product. In my popcorn machine example, let’s say that nobody in your company eats popcorn. Perhaps once a week, you could invite people from neighboring offices to stop by for free popcorn. Your employees would use the machine to make the popcorn, and then get feedback on the quality of the resulting product from your guests. Unlike a typical focus group or usability test, this would be repeated on a regular basis so that your employees become frequent users of the product — and start noticing the things that are often missed in one-off testing scenarios.
Filed under: Testing, Usability, User Experience | 2 Comments
A collection of bad designs
Although the selection of photos can get a little random, the This is Broken photo pool on Flickr has some great examples of what to avoid in your own designs. Mark Hurst used to have a whole site dedicated to these pictures, but these days he posts the best ones on his Good Experience blog.
Filed under: Design, Usability, User Experience | Closed
A few weeks ago, I was talking to a friend about some products he had reviewed. These ranged from websites to PC software to non-computer stuff, and he had been asked to look at them in terms of the user experience they provided. Although he had been using these products for years, he came up with a pretty long list of issues that he never noticed before — many of them pretty severe. Like most of us, he had learned to live with the defects. Only when looking at the products from a fresh perspective did he see just how faulty the designs were.
With most products, it seems like nobody ever tried using them before they were put on sale. So the defects that my friend found weren’t all that surprising. But there was another takeaway from this exercise. Once you learn to look for the things that make products hard to learn and use, you start to see these issues all around you. The better you get at understanding what makes for a good user experience, the more you notice the bad ones. And this latter group seems to be everywhere.
In this blog, I’ll be looking at examples of good and bad product experiences. My goal is to show you what works and what doesn’t, and how the “small things” can actually make a huge difference. I’ve also started to collect some of the best online resources to help you learn about designing great products. But a warning is in order: If you decide to follow this path, you’re going to start seeing things that you want to change in almost every product you use. It can be a bit maddening at times. But if you want to make your own work and the products you’re involved with better, I think it’s worth the risk.
Filed under: Design, User Experience | Closed