Posts Tagged ‘usability’

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.