Needs Assessment and User-Centered Design at PeopleSoft, Inc. (Supply Chain Management) - PowerPoint PPT Presentation

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Needs Assessment and User-Centered Design at PeopleSoft, Inc. (Supply Chain Management)

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User-Centered Design at PeopleSoft, Inc. (Supply Chain Management) March 11, 2004 School of Information Management & Systems University of California, Berkeley – PowerPoint PPT presentation

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Title: Needs Assessment and User-Centered Design at PeopleSoft, Inc. (Supply Chain Management)


1
Needs 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
2
or
  • How a small, enthusiastic team of User
    Experience professionals plans to conquer the
    world of enterprise software.

3
History 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!

4
The 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
5
The 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.

6
Errr 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.

7
Motivations 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.
8
Motivations 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.
9
Ummm 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.

10
Mapping a UCD Methodology
11
The Master Plan
12
Established 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

13
Established 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

14
Some 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

15
Some 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

16
Future 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.

17
Current 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.

18
Maps Visualizations
19
FYI 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

20
  • Thank you!
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