Posts Tagged ‘usability’

Emerging iPad Best Practices: App Navigation

Monday, August 9th, 2010

In May, we conducted our first series of usability research sessions with the iPad. The research spanned 5 days for a total of 25 participants, and very quickly we saw certain navigation patterns emerge. Participants consistently struggled with certain apps, while other apps were much easier to use and navigate.

This post will outline a few of the best practices that we have synthesized from our early research. AnswerLab has also published a full report that tackles the question: How can content owners and digital marketers successfully create a digital content strategy across mobile platforms? See our website for more information about iPad user experience research.  

1. Don’t neglect information-seeking paradigms

Users have been conditioned by years of web-browsing to expect certain navigation elements. For example: Participants in our test were frustrated when they could not find a way to go Back or return to Home.

Confused, some of these participants used the iPad’s own Home button, thereby inadvertently exiting the app completely. This disrupted the flow  and took the users out of the immersive experience of the app, making them less likely to return again.

Users struggled to find their way back to the app home screen in Pinball HD for iPad.

Many participants also felt disappointed to learn they could not search content in the New York Times Editor’s Choice or NPR apps. They said that the inability to search diminished the utility of the app to the point that they would use the website instead of the app going forward.

The takeaway? Provide a simple, discoverable way to go Back or get to the app’s Home screen easily. And if your app contains a lot of content, make sure your users have their preferred method of wading through – search.

2. Navigation elements need to be easily discoverable

In addition to mimicking the basic website paradigm, the navigation elements in your app need to be easily discoverable. Despite the fact that some of the applications we tested had Back or Home buttons, some participants were not able to find them.

In the USA Today app, none of the participants realized that they needed to tap the USA Today logo to navigate to different news sections. Building a great app with rich content needs to be accompanied by a sound navigational structure that allows users to access the breadth and depth of your app without getting confused or frustrated.

Users failed to discover that tapping the USA Today logo would reveal navigation by section.

Other applications that we tested – like ESPN’s Score Center XL, Epicurious, and Wikipanion – had navigation elements that were only obvious when the iPad was in landscape mode. Participants that were already in landscape mode noticed these elements, but those that were using the iPad in portrait mode did not discover that they could turn the iPad 90° to uncover these features.

In landscape mode within the Epicurious Recipes & Shopping List app, users would have been able to sort by recipe categories and favorite recipes.

To ensure that your users discover all of your navigation elements – and don’t get lost in your app – make the most basic elements obvious and provide visual cues for elements that are more advanced or hidden.

3. Swipes are more fun than clicks

The touchscreen tablet platform opens the door to novel ways of interacting with content. Leverage touch gestures like swipes and flicks where appropriate, and where users most expect them. For example, users expect to be able to pinch or spread to zoom content – a convention learned from touchscreen mobile phones – and most participants in our testing understood and were delighted by the action of swiping to the next page in apps like the New York Times Editor’s Choice or Time Magazine.

Apple’s iBook application lets users swipe to turn the page in iBooks.

Again, ensure these sometimes unexpected ways of interacting with your content are discoverable by providing indications or visual cues to your users.

4. Keep an eye out for emerging standards

The iPad has only been available for a few months, so the platform is new and rapidly evolving. As more users adopt the iPad or other touchscreen tablet devices, standards for navigation and interaction will emerge that have yet to be established. Users will become more familiar with these standard interactions over time, but certain functionality may take a while to catch on or, certainly, to become ubiquitous.

In the meantime, make sure your app is simple to use. If you are pushing the envelope to institute your own set of standards, make sure they are discoverable and intuitive. Most importantly, test them amongst your users. Keep an eye out as standards emerge and be prepared to incorporate new best practices as they are defined.

Our latest report will help content owners and digital marketers create a winning digital content strategy across mobile platforms. Go here for more information about the iPad user experience research.

Early Days of Optimizing for the iPad

Friday, May 28th, 2010

Suzuki recently celebrated 50 years of international racing. As part of the celebration, they designed a new website optimized for the iPad.

http://www.suzuki50years.com/

At AnswerLab, we’ve heard from a number of our clients that they’d like to understand users’ expectations across platforms to help inform their design strategy. Should we design mobile apps or mobile optimized websites? Which mobile platform should we design for? What do users expect when they interact with our content on the iPad?

We conduct a ton of mobile user experience research at AnswerLab and now that the iPad has entered the picture, interest is gaining momentum. When I read about Suzuki’s latest creation, I immediately grabbed the AnswerLab shared iPad and brought up the site.

My first impression… It looks fantastic on the iPad.

Suzuki iPad Website

The designers obviously put energy into creating a site that fits well on the iPad’s screen. And Suzuki fully embraced the iPad/iPhone touch interface, allowing one to traverse the site via a simple swipe to change pages. As an iPhone owner, I’m used to performing this action in iPhone apps and the extension of this gesture to the web page is gratifying — albeit a bit unfamiliar.

While writing this blog post, I discovered Apple’s list of iPad ready websites and I’m sure there are others. I intend to check many of them out to see how well they’ve embraced the iPad’s unique format.

Whenever there is an iPhone optimized website, I’ll opt for it when browsing on my iPhone. Given that the iPad’s screen is much larger than my iPhone, only time will tell if I will prefer an iPad optimized website or the standard version of a website.

As your company decides which platform to embrace and whether to create an app or a mobile optimized site, consider your target audience and especially what experience you are bringing to the table. Suzuki may not have a huge iPad audience at this time but by creating an iPad optimized site, they are taking a risk and learning what works, and what doesn’t. At AnswerLab, we conduct research for industry-leaders to minimize their risk. When the platform is new and your audience is relatively small, risks like the one Suzuki is taking with this site may be somewhat trivial. However, prototype testing, conducting research, and fully understanding your users needs becomes paramount as the platform matures and users’ expectations become clear.

Recently, AnswerLab conducted testing to understand mobile consumers’ behaviors when purchasing apps and interacting with mobile devices including the iPad. Look for more information based on our findings in the near future.

Gaming Grows Up

Tuesday, April 27th, 2010

Online gaming is no longer the purview of hard core, up-all-night enthusiasts.  The newest games that are successful at broadening market adoption have lowered barriers to entry, incorporated motivational drivers for the larger audience (e.g. social elements), and improved their viral expansion loop.  Ensuring strong growth within the increasing revenue opportunities of these markets leads gaming companies to benchmark and evaluate their products.  AnswerLab is increasingly assisting clients to develop success metrics in gaming products, incorporating playability with a strong understanding of the roles that user experience research and usability have within the space.

Game success could be defined simply by player counts and revenue.  However, games with long-term success in mind are creating new development challenges, adding additional metrics of success to ensure continuous engagement and strategic expansion.  These success metrics are becoming increasingly important as competitors enter the space.   Success within these metrics shows how game design differs in some very important ways from application design.  For example:

  • Challenges are key drivers of game engagement, yet detrimental within applications
  • Sequential discovery of features and capabilities heightens engagement in gaming, which is not the typical effect in commercial applications
  • Motivation for engagement is driven more from elicited emotions than perceived utility

Some success metrics apply across game and application design:

  • Objectives & rules to complete the objectives must be easily understood
  • Key elements to complete the objectives must be discoverable, usable, and comprehendible
  • Contextual help and concise messaging is key
  • Showcasing progress & highlighting success furthers engagement

These are critical factors for driving adoption and engagement of a game.  For game designers who can make use of these factors, and tailor them to the motivations of their target players, they will ensure successful experiences with their games.  But what motivates users to become players?  Through studies focused around gaming, AnswerLab researchers have grouped player motivations into BAGS.

Badgers: Collectors of feedback largely reflecting behavior outside of the game’s primary objective

Achievers: Those who showcase skill/expertise level at the game’s primary objective

Game Itself: Players who are primarily interested in the story, challenges and/or dynamics of the game

Social: Those who are drawn by the opportunity to interact and communicate with other players

Each of these motivational factors varies in intensity among different players, and there is a world of factors within the game itself that impacts engagement.  Understanding the most motivational factors of target players, while analyzing key metrics throughout game development, is a powerful approach to assessing and improving the player experience. Game designers and developers that keep in mind these essential building blocks will be well on their way to ensuring business success of fun & games.

Finding Success in Simple User Experiences

Wednesday, September 30th, 2009

The world has sped up, become more connected and a whole lot busier. As a result,  many consumers care more about ubiquitous access to content and communications than having a perfectly full-featured experience.  Increasingly, consumers will not spend time using complicated products and services. But, let’s be clear: “simplification” does not mean the dumbing down of product and services. “Simplification” can mean improving – when done right, it’s the process of streamlining products to make them user friendly.

Earlier in the summer, Wired Magazine published an article called “The Good Enough Revolution: When Cheap and Simple Is Just Fine.” The piece – which claims that companies will find success in cheap, simple products and services that maximize accessibility, flexibility, and convenience – has been picked up by the likes of The New York Times’ Idea of the Day Blogand TechDirt. The article provides great examples of products that have had fewer features – and lower price tags – than the competition and have subsequently become successful in their markets: the Flip videocamera, the MP3, cloud computing, even the military’s MQ-1 Predator drone. The author – Robert Capps – even explores how “The Good Enough Revolution” extends into emerging services including eLawyering and Kaiser Permanente’s microclinics.

The central argument of the piece – that users’ needs are changing, enabled by technology – makes sense.  In today’s busy world, people are willing to compromise quality – defined differently depending on the product or service – and settle for a simpler, less feature-full product. Of course, Capps argues, it’s not quite that simple: the product or service must bear a lower price point, accomplish a baseline goal, and be convenient, or easily accessible, or highly flexible. This premise is an interesting one – and certainly supported by the author’s examples – as it points to an important common theme: In simplifying their products and services, these companies have also increased usability.

Being easier to use than alternatives has contributed to the success, in one way or another, of all of the products or services that Capps mention in the article. For example: The Flip camera’s genius lies in the simplicity of its interface and of operation. Put plainly, the Flip camera is extremely easy to use.

flip

The extremely basic interface – only a handful of buttons! – the integrated USB, and the plug-and-play software for editing, uploading, and organizing make operating the Flip a no-brainer for the average consumer.

Similarly, the success of the MP3 – despite being an extremely lossy format for audio files – has a usability angle as well, though in this case, it’s more about the software and devices that play MP3s than the file format itself. Sure, portability and accessibility have a lot to do with the rise of the MP3 over the CD, but we would argue that usability – as brought to you by Apple – deserves a share of the credit. iTunes’ and iPod’s plug-and-play model, and simple, intuitive interfaces undoubtedly contributed to Apple’s domination of the portable music market (at just over 70% according to NPD) as well as the meteoric rise of the MP3.

Finally, for the nascent services Capps mentions – both eLawyering and healthcare microclinics – usability is key to future success. Providing basic, document-centric legal services online can only succeed in the mainstream with intuitive, well-designed UIs that eliminate the guesswork for users. For example, eLawyering sites with location-awareness and auto-fill form-fields will simplify the processes and allow users to steer clear of legal jargon they may not understand. Similarly, the microclinic model being deployed by Kaiser not only makes healthcare cheaper to provide – it will also make it easy for patients to receive. Because the facilities are local, patients needn’t drive hours to see a doctor. And because records are digital and facilities are networked, patients needn’t worry about transfer of information from one office or hospital to the next.

Capps has indeed described an interesting trend in what people want from products and services – and, subsequently, what it will take for companies to succeed in this changing environment. Winning in the Good Enough Revolution, though, is not just about trimming features to increase accessibility, flexibility, and convenience – it’s also about improving usability.

Debunking Some Usability Misnomers

Thursday, September 10th, 2009

After many years of managing and performing research, I’ve noticed some similar misnomers about usability research among colleagues and friends. While I agree that research may result in creating additional cycles of design iteration or some beta programming, it is an upfront investment that almost always yields longer-term success.

I know it is difficult for industry experts to go into a dark observation room and listen to participants criticize their product, but it is one of the most important processes an expert can go through prior to the launch of their next “big thing.” Consumer testing provides the necessary feedback to aid in product design, development and consumer acceptance.

Below are some of the myths I’ve run across when it comes to conducting usability studies:

#1 Traffic data can tell us all we need to know, besides, 6 people can’t yield useful insights

  • Why This is False: The best projects are those that combine the how and why. We can make anyone click on a big, flashy button, but you don’t know the user’s intention. When it comes to qualitative testing, reliable trends are typically seen after 6 similar individuals are interviewed.
  • Example: A client had asked the research team to investigate a recent drop in revenue on one of their most trafficked pages after a recent minor redesign. If a user searched on a term, the results page displayed both sponsored links and search results. The new search results page appeared to follow industry best practices. However, performance data showed that users were less attracted to the sponsored links on the new design when compared to the previous design. We conducted usability testing to find out why. Users were shown both versions in random order (old vs. new). The only difference between the versions was that there was a “button” graphic around the older design of the sponsored link, which made it look like an option for navigation. We watched as one user after another clicked on the button and expressed a good amount of confusion. As it turns out, most users believed that the button on the old design would further filter the search results. The old design drove more click-thru revenue simply because users misunderstood what the button would do. The new design eliminated this confusion, but unfortunately it also reduced revenue in the process.

#2 Anyone can conduct usability

  • Why This is False: Moderation requires someone who can remain an unbiased party. Moderators typically receive training on test structure, flow of information, reading and interpreting non-verbal cues, the ability to handle recruiting and screening for the appropriate individuals, and constructing a report of findings to meet the needs of the key stakeholders.
  • Example: One research project was being led primarily by a team of designers. They worked closely with the product and engineering teams to develop various versions of their prototypes. When it came to conducting the interviews, the designers decided to lead the interviews so they could make quick changes to the prototypes. Unfortunately, the research proved to be a self-fulfilling prophecy. To no one’s surprise, users always favored the design that the moderator was responsible for creating.

#3 You need a fully operational prototype

  • Why This is False: There are costs associated with building out a design and/or prototype. However, testing concepts and new product ideas with simple wireframes or screen shots very early in the design process with respondents can contain cost. Any testing is better than no testing.
  • Example: A client was torn between using a top navigation scheme vs. a left-side navigation scheme. There were merits to both approaches and differing opinions among the internal stakeholders. Because extensive engineering time would be required to build out even semi-functional prototypes of both, the research team suggested testing flat HTML mock-ups. We gave respondents scenarios and asked them where they would go, what they would expect to get if they clicked, etc. We also gave the participants two examples of competitor’s websites, one with a top navigation and one with side navigation. To the client’s surprise, the respondents gave extremely rich feedback with just basic stimuli, ultimately helping the client decide between the two navigation schemes with little cost.

#4 Results can’t be trusted because they’re collected in an unreal environment

  • Why This is False: While users’ behavior in a lab can be different from their behavior in a customary environment, there are inherent behaviors that can be observed in the lab and translated to real life. In addition, it provides an opportunity for a deeper discussion. Benefits of lab research include the ability to:
    • See initial reaction from a subject
    • Probe more on statements or reactions
    • See reactions to products firsthand
    • Test sensitive stimuli
  • Example: A recent online advertising campaign received high marks in an online survey. The company’s management team originally felt it would be more reliable to measure the ad with a large group of individuals via an online survey rather than bringing respondents into the lab. When asked about their impression of the campaign, such as their likes or dislikes, respondents claimed to be extremely interested in the campaign. However, after launch, there was little to no engagement with the ad unit on the live site. The team did not understand why “reported” interest did not reflect the true interest in the real world. To understand “why” respondents had reported interest, we took the ads to the lab. Using an eye-tracking machine, we presented respondents with various websites that contained the test campaign as well as other random advertising campaigns. While respondents claimed the test campaign was of most interest, the eye-tracking data showed that the design was less attractive compared to other campaigns on the page. The ad campaign simply did not draw users’ attention when surrounded by a website vs. the stand alone view that was tested in the survey. It became clear to the team that while the survey provided a large sample, the results did not provide the context needed to measure the respondents impressions nor did it provide an opportunity to understand the “why” of respondents ratings.

#5 Usability testing takes too long

  • Why This is False: From kick off to final presentation, usability studies can be turned around in 4 weeks. In some cases this is much shorter, depending on the product, availability of the participants, number of testing days needed, travel time, etc. Some clients establish rolling testing weeks that allow the flexibility to test various products in various stages.
  • Example: A large site redesign required the product development cycles to be broken out into several tracks with varying sprint lengths. There were parallel tracks on some development cycles and staggered development on others. The research team dedicated “User Testing Fridays” to accommodate all product cycles and teams. Throughout the entire development cycle, the team brought anything from sketches to fully-designed prototypes to get reactions from potential customers. This allowed teammates to take advantage of usability at various stages of development. As a result, more areas were tested and done at various stages of the development process – very quickly.

I hope that you can use the insights gleaned from these debunked myths for a successful future project.