A coworker sent me the
following blog after he heard me rant about how most software is engineered to
be unusable: http://www.codinghorror.com/blog/
The latest post ("The organism will do whatever it .... well pleases") points out lessons learned from the Lucasfilm's Habitat project. These lessons learned were presented in 1990 at a Cyberspace conference held at UT Austin.
It’s interesting that Randy Farmer and Chip Morningstar reached conclusions on customer behavior 20+ years ago which are applicable today. A couple of passages are highlighted, but the statements below especially resonated with me:
The latest post ("The organism will do whatever it .... well pleases") points out lessons learned from the Lucasfilm's Habitat project. These lessons learned were presented in 1990 at a Cyberspace conference held at UT Austin.
It’s interesting that Randy Farmer and Chip Morningstar reached conclusions on customer behavior 20+ years ago which are applicable today. A couple of passages are highlighted, but the statements below especially resonated with me:
·
“We could influence things, we could set up interesting situations, we
could provide opportunities for things to happen, but we could not predict nor
dictate the outcome.”
·
“Instead of trying to push the community in the direction we thought it
should go, an exercise rather like herding mice, we tried to observe what
people were doing and aid them in it.”
A key takeaway is the importance
of observing behavior and adapting to it after a system goes live. This
idea is embedded in multiple agile development principles. The ironic thing is
that most of the projects I worked on in the past seemed to underutilize observation
as a tool to understand the possibilities of a system. During the development
process, customers watched demos and provided comments. After releases, change
requests were collected verbally or in written formats and moved through the ‘change
control’ process (Side note: “Change control” is such a misnomer, almost
implies people can control changes).
The value of verbal/written
impressions may come from the notion that customers can accurately understand
their behavior and pinpoint challenges and ways to fix them. There is some
truth to this idea – as a customer, I can say with confidence which tasks take
up a lot of time (e.g. answering email), which tasks I do more frequently (e.g.
filing out time sheets) and which tasks I strongly like / strongly dislike. For
things I care about, I invest the time to reflect and identify workarounds.
To translate this to
system speak, if I just see the demo of a tool, I provide feedback on whether
it looks cool or not. Moreover, when I give feedback after using a system I
state aspects that make me very happy or very mad and improvements for the
things that made me very mad. This is why most online book reviews seem highly
positive or highly negative.
As designers, overall
impressions and very good/very bad feedback is somewhat useful but it’s not
enough to create a better product - we need to understand the subtleties of
behavior so we can make minor tweaks that can significantly improve utility. A complementary technique is to also use
direct observation of behavior to figure out what works and what didn’t. For
example:
·
Review logs to see which
features are used most often by various personas
·
Observe trends and
themes across customer posts / change requests
·
Video record people
using your system. Afterwards, view the tape, take detailed notes of what
people did, in what sequence, and observe how long each task took and
bottlenecks. Use this information to re-design!
I suspect Facebook utilizes
the techniques of observation and adaptation to evolve their system. They seem
to frequently release new features and adjust based on customer response. Some
of their recent changes have frustrated users and increased discussions on
privacy tradeoffs, yet people still haven’t stopped using Facebook. However, it’ll
be interesting to see if they are using it differently now.
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