Title: Needs Assessment and User-Centered Design at PeopleSoft, Inc. (Supply Chain Management)
1Needs Assessment and User-Centered Design at
PeopleSoft, Inc.(Supply Chain Management)
March 11, 2004 School of Information Management
Systems University of California, Berkeley
Maggie Law, Interaction Designer
maggie_law_at_peoplesoft.com
2or
- How a small, enthusiastic team of User
Experience professionals plans to conquer the
world of enterprise software.
3History Environment
- 1987
- The company is founded specializes in HR
management software. - 1995
- Entered supply chain software market.
- 2000
- Became first enterprise software maker to offer a
pure Internet architecture around this time,
very first UE professionals are hired. - May 2003
- Total Ownership Experience corporate initiative
is publicly announced additional UE headcount
grows faster than ever in company history. - September 2003
- SCM UE team grows from 3 to 8 in less than a
month!
4The Balance of Roles Skill Sets
- The Supply Chain Management User Experience (SCM
UE) Team
Team Manager
Usability Engineers
Jeff
Rosa Josh Amy
Interaction Designers
Research (Users, Customers, Industry)
John Scott Maggie
Lynn
5The Challenges We Face
- Foundation Building
- Climbing product learning curves, understanding
internal processes and culture, meeting new
people, becoming familiar with one another, team
intranet site, etc. - Self-Promotion
- Ongoing awareness campaign What is User
Experience? How does the SCM UE team fit into our
long-established routines? - Demonstrating Value
- Early successes document everything offer
solutions not just criticism. - Strategizing Best Use of Limited Resources
- Insert ourselves into development process early
and often emphasize good design patterns not
simply one-off solutions emphasize and educate
about accessibility seek out and seize all
possible teaching opportunities with developers
automate audits to identify patterns of issues.
6Errr User Experience?
- msdn.microsoft.com
- http//msdn.microsoft.com/library/default.asp?url
/nhp/default.asp?contentid28000443 - User experience and interface design represent
an approach that puts the user, rather than the
system, at the center of the process. - IBM
- http//www-306.ibm.com/ibm/easy/eou_ext.nsf/Publis
h/10 - User Experience Design fully encompasses
traditional Human-Computer Interaction (HCI)
design and extends it by addressing all aspects
of a product or service as perceived by users.
HCI design addresses the interaction between a
human and a computer.
7Motivations Define Our Experiences
Which method of transportation do you prefer?
- Bicycle
- good form of exercise
- environmentally friendly
- cheap
- scenic
- Airplane
- time-efficient
- high-speed
- powerful
- heavy luggage ok
vs.
It depends, of course.
8Motivations Define Our Experiences
Now compare...
- Gaming Software
- free time activity
- voluntary participation
- solitary or social
- entertaining
- Enterprise Business Software
- job requirement
- task-driven
- process-oriented
- pressure to succeed
vs.
Understanding context is essential to measuring
user satisfaction.
9Ummm User-Centered Design?
- msdn.microsoft.com
- http//msdn.microsoft.com/library/default.asp?url
/nhp/default.asp?contentid28000443 - The philosophy of user-centered design
incorporates user concerns and advocacy from the
beginning of the design process and dictates the
needs of the user should be foremost in any
design decisions. - Usability Professionals Association (UPA)
- http//www.upassoc.org/usability_resources/about_u
sability/what_is_ucd.html - User-centered design (UCD) is an approach to
design that grounds the process in information
about the people who will use the product. UCD
processes focus on users through the planning,
design and development of a product.
10Mapping a UCD Methodology
11The Master Plan
12Established Research Evaluation Techniques
- Baseline Usability Testing
- Goal Establish a baseline against which future
product versions will be measured - Involves pre-screened users -- varying levels of
expertise, domain knowledge - Moderator leads user through a list of key tasks
while a recorder captures data - Requires mature product state, either just before
or just after release - Pros Relatively cheap (can even be done
remotely) recordable produces quantifiable
data opportunities for in-context inquiry - Cons Non-native environment tasks and product
configuration may not accurately reflect true
user experience - Field Research
- Goal Gain better understanding of user
experience and behaviors by observing them in
their native work environment - Involves volunteer users willing to accommodate
researchers - Typically used on expert (or comfortable) product
users with strong knowledge of functional domain - Pros Tasks reflect typical product use valuable
visibility into workplace environment, work
artifacts, inter-personal user interactions and
offline activities affords in-context inquiry - Cons Relatively expensive still somewhat
disruptive to routine work practices no metrics
13Established Research Evaluation Techniques
- Heuristic Evaluations
- Goal Identify and correct violations of
established usability principles - Best if several people evaluate individually,
then compare notes - Use critical thinking not all heuristics are
appropriate in every context - Pros Provides quick and relatively cheap
feedback no user interaction required can
generate good ideas for improving the UI - Cons Discovers relatively limited scope of
usability problems (use of color, layout,
information structuring, terminology, etc.) - Task Analysis
- Goal Gain better understanding of users goals
and cognitive processes so software can map to
them - Pros Provides valuable insight into users
motivations - Cons Requires a level of business domain
knowledge or subject matter expertise not typical
of most UE professionals
14Some Tricks of Our Own Creation
- Remote Contextual Inquiry
- Goal Bridge contextual gaps between usability
testing and field research - User shares desktop environment with UE
moderator, and communicates via speaker phone
phone and screen activity are recorded - Remote user interacts with software while
speaking through actions UE moderator observes
and may ask in-context questions - Non-UE product team members (developers,
functional analysts, strategists, etc.) are
invited to observe and, to a limited extent,
interact with user - Pros Inexpensive recordable data collection
highly visible to product development community
affords in-context inquiry provides visibility
into users typical task behaviors and
custom-configured installation - Cons Still not as rich as face-to-face
observers can be a liability -- tend to want to
troubleshoot
15Some Tricks of Our Own Creation
- Bucket Analysis
- Goal Identify patterns of issues across test
results data form strategies to address them - Group usability test results data into 10
general categories or buckets (similar to
affinity diagramming) - Determine which buckets are most full of issues
these likely indicate particularly serious
problems with the software - Determine which tasks tested have the most issue
buckets associated with them these are likely
the most broken interactions on the list - Pros Inexpensive high-level analysis reveals
generalizations that can drive strategic UE
efforts analysis is appropriately subjective to
the specific application and task set being
tested - Cons Test results data dont necessarily fit
tidily into categories bucket definitions and
judgments may vary depending on who is doing the
analysis
16Future Directions
- Personas Scenarios
- Need to work with more users before we can
develop archetypes - Card Sorting
- Need better understanding of knowledge domain
before we can conduct informational grouping
exercises with users - Et cetera.
17Current Design Activities
- Page Design Mock-Ups
- Digital simulations of application pages
- Sufficient to validate designs without spending
time/expense to code - Great communication tool between designers,
developers, and prospective users - Site Maps (Interaction Flows)
- Not as easy in PeopleSoft as with traditional
websites - Excellent for identifying high-level issues
- Interactive Prototypes
- Simulate animated product behaviors
- In the months ahead
- Rapid Prototyping
- Participatory Design
- Etc.
18Maps Visualizations
19FYI Tools We Use
- Site mapping, other diagrams and visualizations
- Inspiration (we favor over Visio)
- Page mock-ups, interactive prototypes
- PhotoShop
- Illustrator
- Dreamweaver, CSS
- PowerPoint
- Generally indispensable
- TechSmith products (SnagIt, Camtasia, Morae)
- WebEx
- Excel
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