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How Not To Destroy A Great User Experience

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The TiVo Service delivers programming data to the DVR. Knows time and channel every show is on ... TiVo emerged as leading DVR brand. New UI Design Manager ... – PowerPoint PPT presentation

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Title: How Not To Destroy A Great User Experience


1
How (Not) To DestroyA Great User Experience
Stories from the 2nd generation of UI designers
at TiVo
  • Rich Fulcher, Zing
  • Rachel Garb, Google
  • Alex Liston, TiVo
  • Donna Slote, Good Works Design

2
About Us
  • From the TiVo UI Design Team
  • Rachel 2001- 2005
  • Donna 2001- 2005
  • Alex 2003 - present
  • Rich 2004 - 2005
  • Overlapped for a period of two years (2003
    2005)

3
About TiVo
  • TiVo is both a product and a service
  • The TiVo Box is a Digital Video Recorder (DVR)
  • Records television shows on a hard drive
  • Users interact with a TV UI via a remote control
  • The TiVo Service delivers programming data to the
    DVR
  • Knows time and channel every show is on
  • Users can search by name, setup Season Passes to
    record every instance of their favorite shows,
    and more
  • DVR and Service communicate
  • Via phone line, satellite feed, or internet
    connection
  • Internet connection enables additional features

4
Generations of TiVo UI Design
  • 1st Generation 1998 1999
  • One UI Designer in collaboration with engineers
    and video production team
  • 1st UI Designer left, and a couple more came
    onboard
  • 2nd Generation 1999 - 2005
  • TiVo emerged as leading DVR brand
  • New UI Design Manager joined to grow team and its
    processes
  • Focus on evolving features and platforms
  • 3rd Generation 2005 - present
  • New CEO and executive team, corporate
    restructuring
  • Turnover of UI Designers from 1st 2nd
    Generation
  • Huge company growth, including UI Designers

5
2nd Generation Design at TiVo
  • Millions of users
  • Well recognized brand
  • Extremely passionate users who evangelize the
    product
  • Our job Dont screw it up!

6
Topic Overview
  • Learning the story behind an established user
    experience
  • Continuing and extending an established design
    tradition
  • Adding new designers to a team, and keeping
    veteran designers engaged
  • Documenting in a way the helps future generations
    of products and designers

7
Topic Overview
  • Learning the story behind an established user
    experience
  • Continuing and extending an established design
    tradition
  • Adding new designers to a team, and keeping
    veteran designers engaged
  • Documenting in a way the helps future generations
    of products and designers

8
Learning How a Design Emerged
  • Document Archeology
  • From design team
  • From other teams
  • Identify Research Allies
  • Identify UI Historian

9
Document Archeology
  • Collect docs from previous design teams
  • Wireframes and detailed mockups
  • Block flows and detailed flows
  • Functional specs
  • Style guides and pattern libraries
  • Scenarios and use cases
  • Personae
  • Object Models
  • Prototypes

10
Document Archeology
  • Collect docs from UR marketing
  • User research
  • Research findings
  • Research questions
  • Log/traffic analysis
  • Marketing
  • Branding guidelines
  • Market segmentations
  • Surveys
  • Competitive analysis

11
Document Archeology
  • Collect docs from other teams
  • Executive mantras / tenets
  • E.g. Dont break my television
  • Engineering Artifacts
  • Architectural documents, object models, use
    cases, etc
  • Comments in code or bugs
  • Customer service reports
  • Email archives
  • Knowledge nuggets that havent been archived
    elsewhere
  • Other serendipitous discoveries on shared
    resources

12
Identify Research Allies
  • User Researchers
  • Get old reports, highlight tapes, etc
  • Learn their pet peeves / existing issues
  • Market Research
  • Surveys, user satisfaction results, etc
  • May be source of segmentation data that can guide
    personae
  • Get invited to their meetings
  • Research roundtable

13
Identify a UI Historian
  • Your UI Historian(s) may come from design,
    engineering, or even product management
  • Find a passionate grizzled veteran
  • Original builder/designer
  • Someone who would know the arcane reasons behind
    particular design decisions
  • Architectural / performance / legal constraints
  • High-risk areas
  • Things that have failed in the past
  • Include and empower them
  • Make them extension of design team

14
Topic Overview
  • Learning the story behind an established user
    experience
  • Continuing and extending an established design
    tradition
  • Adding new designers to a team, and keeping
    veteran designers engaged
  • Documenting in a way the helps future generations
    of products and designers

15
Continuing a Design Tradition
  • Foster a Design Culture of Collaboration
  • Include other Teams
  • Create a Shared Design Vision

16
Foster a design culture of collaboration
  • Sit together
  • Cover the physical space with design ideas
  • Act like a team
  • Form an identity with the corporate culture
  • Leverage the teams strengths
  • Have multiple design meetings each week
  • Bring designs to be critiqued
  • Try different brainstorming techniques
  • Invite research and your UI Historians
  • Learn from each other
  • Task analysis methods
  • Design skills
  • Presentation techniques

17
Include other Teams
  • Engineering
  • Include developers in design reviews
  • File bugs
  • Attend bug councils
  • Build and maintain relationships with teams that
    are directly affected by the UI
  • Customer Support
  • Documentation
  • Weekly Homework Meetings

18
Create a Shared Design Vision
  • Adopt, Elaborate, and Evangelizing the Design
    Principles
  • Its TV, damn it!
  • Lean back user experience
  • Document the Design Language
  • Common UI specification
  • Style Guidelines

19
Common UI Specification
  • Document global behaviors and elements in one
    place
  • Navigation model
  • Widgets
  • Sounds
  • Agree on a shared vocabulary
  • The process of defining the vocabulary is useful
  • Unique but descriptive vocabulary helped with
    adoption

20
Style Guidelines
Does anyone ever have time to write guidelines?
21
Style Guidelines
Create a new screen? A widget? Capture it for
the guidelines.
22
Style Guidelines
Dont forget the spirit
23
Extending the Design
  • Dont sacrifice existing, fundamental behaviors
    (or introduce conflicting behaviors)
  • Do take advantage of new capabilities if it
    enhances the UE
  • Identify the core elements of the design language
    which must be carried through to maintain tonal
    consistency

24
Extending the Design - Examples
25
Extending the Design - Examples
26
Extending the Design - Examples
27
Topic Overview
  • Learning the story behind an established user
    experience
  • Continuing and extending an established design
    tradition
  • Adding new designers to a team, and keeping
    veteran designers engaged
  • Documenting in a way the helps future generations
    of products and designers

28
Growing a Strong Design Team
  • Adding new members
  • Conducting interviews
  • Initial projects for new hires
  • The Buddy system

29
Adding New Members
  • A single bad hire can disrupt an effective team
  • Be particular when hiring new members
  • Allow bulk of team to participate in interviews,
    plus representatives from teams with critical
    relationships
  • Always interview multiple candidates to gain
    perspective
  • Make sure there is a attitudinal fit
  • Do they believe in the design research
    partnership?
  • Can they be free of ego in their design work?
  • Do they have passion for the product?
  • Dont rely solely on pedigree / credentials
  • To see their skills at work, use design exercises

30
Design Exercises in Interviews
  • A good design exercise will be
  • Focused (but still provide a variety of
    responses)
  • Accessible to those new to the domain
  • Short not a lot of setup required
  • Many types
  • Blank slate with only a few requirements
  • Take a broken design and improve it
  • Critique a new (unfamiliar) design
  • Dont provide problem in advance
  • You want to see their natural problem-solving
    style
  • Each designer can re-use their favorite

31
Sample Design Exercise
32
Grading Design Exercises
  • Youll get a solution you can evaluate, but at
    least as important is seeing how the designer
    works
  • Some good signs
  • Talks about users, tasks, and contexts of use
    before diving in
  • Asks intelligent questions
  • Explicitly identifies assumptions they are making
  • Applies even modest knowledge of product space
  • Some bad signs
  • Cant meaningfully critique the example
  • Only follows one design path
  • Cant communicate rationale behind their
    decisions
  • Becomes argumentative in response to feedback

33
Initial Projects for New Hires
  • Some approaches to first projects
  • The Shepherd guide a mature project to
    completion
  • Learn about existing products and documentation
    standards
  • Develop relationships with engineering, QA, etc
  • Might seem a bit dull
  • Trial by Fire work a small, well-contained
    project start-to-end
  • Gives a sense of ownership and immediate
    contribution
  • Can be quite valuable if a languishing project
    needs fresh thinking
  • Potentially overwhelming
  • Avoid silod projects which prevent broader
    learning
  • The Spec Monkey take all the spec bugs and fix
    em
  • Can learn a lot about a variety of products
  • BUT may not really feel like theyre making a
    real contribution
  • You may be able to audition designers by hiring
    them as contractors first, moving to full time
    later

34
The Buddy System
  • Assign the new designer a buddy designer more
    familiar with the process/products/culture
  • Buddy need not be more senior merely more rooted
    in the organization
  • How a Buddy helps
  • Introductions to co-workers and navigational
    guidance
  • Explanations of processes, documentation
    standards, etc
  • Sounding board for design ideas
  • Drags the new design along to helpful meetings
  • Being a good buddy takes effort
  • Dont assume this comes for free ear-mark 25
    of the buddys time for at least a couple of
    weeks
  • Recognize the holes in start-up documentation
    and fix them

35
Keeping the Team Energized
  • Fix Known Problems
  • Create Concepts for Future Ideas
  • Get Ideas in Releases

36
Fix Known Problems
  • Too often, even features that are widely
    recognized as flawed dont get attention
  • Theyre not the new thing, or theyre good
    enough
  • The solution may not be simple or obvious
  • Their continued presence can drag down morale
    with each release that fails to address them
  • Give designers time to work these problems
  • Clearly state the problem
  • Explore multiple solutions and review with team
  • Test the best designs (tag-on studies)
  • If you find a solution, make it ready to
    implement
  • Document the design
  • Work out any required visual assets

37
Create Concepts for Future Ideas
  • Allow the team some time to brainstorm about some
    what if scenarios unbounded by technical
    constraints, and then scale back
  • Create scenarios and storyboards describing this
    new experience
  • Useful for early user testing
  • Should clearly articulate the user benefit
  • Valuable for enticing product management
  • If interest, develop further
  • Concept whitepaper
  • Build prototypes

38
Getting Ideas into Releases
  • Sell the designs internally
  • Get them on product marketings radar
  • Brand simple fixes to turn them into Features
  • When an area gets touched, sneak in some fixes
  • Use all architectural overhauls as an excuse to
    Do it the right way this time
  • Make friends with passionate/maverick engineers
  • Excite them, and they may just build it on their
    own
  • Once implemented, even partly, it can be much
    more attractive to product managers looking to
    pad the feature list of a release

39
Topic Overview
  • Learning the story behind an established user
    experience
  • Continuing and extending an established design
    tradition
  • Adding new designers to a team, and keeping
    veteran designers engaged
  • Documenting in a way the helps future generations
    of products and designers

40
Documenting Design
  • Dont just capture now, also capture before
    and after.
  • Dont just capture what, also capture why.
  • Having a standard format for UI specs can help
    with this

41
Capturing Before
  • Track all UI design changes in a bug database so
    all design decisions and discussions are well
    archived and you know who was involved.
  • Include a Change History section in the UI specs
    and link changes to specific bug numbers. (This
    is good for CYA too)

42
Capturing After
  • Use a bug database to submit all feature
    enhancements and store all futured behaviors.
  • If a feature gets futured, leave it in the spec
    (but grey it out)
  • Devote some time to speculative design Work
    on wireframe concepts for new products and
    features that may be years down the road.
  • Hang them on the wall for inspiration
  • You may be gone when they finally get built, but
    youll help the next generation of designer

43
Capturing Why
  • Documenting before gives you a lot of the
    why.
  • Devote a place in the UI spec for any free form
    notes not covered well in bug history.

44
UI Specs
  • Design a standard format that helps both readers
    and writers of specs
  • Get input from Engineering, QA, Product Mgt., and
    UI Designers
  • Try it out on a sample project and work out the
    kinks.
  • Finalize it and make it the work product of the
    UI Design Team.
  • If necessary, include a Read Me.

45
Conclusions
  • Its not uncommon to have significant generation
    gaps between design teams (especially small
    ones), but some digging can help fill these gaps
  • Clearly articulating a design vision benefits the
    design team both internally and externally
  • Making good hires, incorporating them into the
    team quickly, and keeping the design work moving
    forward helps keep the teams energy high
  • A designer who cares about the product and their
    contributions to it should take on the
    responsibility of documenting their work for the
    future

46
The End
  • Paper and functional spec templateare on your
    conference proceedings CD
  • These slides will be posted to
  • The conference web site
  • http//homepage.mac.com/rfulcher/upa2006(this
    URL is also in the paper on the CD)
  • Questions and Comments?
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