ApplicationDesignShowcase 2
ApplicationDesignShowcase 2
2 [email protected]
Contents
Wizards................................................................................................. 21
Overview............................................................................................... 26
Users .................................................................................................... 26
Design Process....................................................................................... 39
Usability Methods..............................................................................................39
GEN2i .......................................................................................... 49
Overview............................................................................................... 49
Users .................................................................................................... 50
Design Process....................................................................................... 59
Usability Methods..............................................................................................59
Development Approach......................................................................................63
Timeline ..........................................................................................................64
Team .................................................................................................... 66
OEConnection .............................................................................. 67
Overview............................................................................................... 67
Users .................................................................................................... 68
Design Process....................................................................................... 80
Overview............................................................................................... 90
Innovation............................................................................................. 93
Flexibility .............................................................................................. 97
Overview............................................................................................. 106
Innovation........................................................................................... 109
Overview............................................................................................. 124
Overview............................................................................................. 142
Overview............................................................................................. 163
Overview............................................................................................. 179
Overview............................................................................................. 208
Overview............................................................................................. 234
Highlight.................................................................................... 253
Overview............................................................................................. 253
Innovation........................................................................................... 255
Overview............................................................................................. 278
Designing to the Least Common Denominator (in PBX systems) ........................... 294
The winners for best application user interfaces of the year are:
Complex Applications
• The web-based BondWorks wealth management platform (BondDesk
Group LLC) provides financial advisors with a streamlined system to
trade fixed-income assets.
• The portable GEN2i (Hottinger Baldwin Messtechnik GmbH, Germany)
lets users record engineering data in the field.
• OEConnection (OEConnection LLC) lets parts department employees
at auto dealerships and repair facilities process more than 6 million
original equipment parts transactions monthly.
Lightweight Applications
• CycleStreets Mobile (CycleStreets Ltd. and Anna Powell-Smith, UK)
helps cyclists plan safe, fast routes for cycle journeys using crowd-
sourced map data.
• VitreaTeach (Vital Images, Inc.) is an educational tool that radiology
residents and practicing radiologists can use to save, manage, and
share medical images.
• Wakelicious (Utopian Army, The Netherlands) is an alarm clock that
wakes you up by playing YouTube videos sent by your friends.
Workflow Applications
• The Climate Action Planning Tool (National Renewable Energy
Laboratory) helps organizations reduce their carbon emissions.
• eReview (International Monetary Fund, IMF) integrates complex
business functions into an organization’s intranet.
• The self-service Eventbrite (Eventbrite Inc.) software tool helps event
hosts organize, sell, and manage tickets for events. The Create Event
workflow, which won the award, helps users set up a new event within
Eventbrite’s online system.
• The Hobsons CRM (Hobsons, Inc.) product-suggestion portal tool lets
customers make comments and suggestions.
Multi-Platform Applications
• Dixio (Semantix Group SL, Spain) offers users multiplatform lookup
capabilities.
• Highlight (Cohdoo, LLC) lets users with iOS devices make audio
recordings, mark interesting points, and share recordings with others.
• The Mobile Unified Communication client (Verizon Wireless) lets
business customers link their mobile and business lines.
LIVING IN AN ECOSYSTEM
A major trend among the winning applications is a modularized approach to the total
user experience, with major features outsourced to other applications. Designers
accept that their product will live in an ecosystem of other applications (and
websites) and that users will often prefer to do certain things elsewhere in that
ecosystem.
Relying on other applications to perform work for your app is obviously not a new
idea. Having applications work together goes back at least to the pipes in Unix. But
we see this done more often now than in years past, when a more monolithic
approach was common.
Unless you’re IBM or Google, you’ll never build a spreadsheet that rivals Excel.
Furthermore, most business users already own Excel and know how to use it. Thus,
instead of building spreadsheet-like features into your application, it might be better
to find a smooth way to integrate with Excel through data export and import. Many
data-rich applications among our winners chose this course.
As another example, Wakelicious didn’t implement a complete system for uploading
and storing videos for Internet playback. Instead, it offers a simple integration with
YouTube, which not only saved the team tremendous development effort but also
gives users access to a pre-populated content library from which to choose wakeup
calls to send their friends.
One caveat about relying on other software is that it's often best to modify or
simplify the user interfaces to fit the needs of your users; because of its broader
purview, 3rd-party software often embodies unneeded complexity that it’s best to
hide. eReview, for example, built on top of SharePoint but designed a more
streamlined process than the one provided out-of-the-box.
Although it’s great to leverage existing applications and Internet resources,
applications must also provide their own value-add in their core domain. This was
most clearly shown by the Climate Action Planning Tool, which actually started out as
a regular Excel spreadsheet that could perform the necessary calculations.
1
Available at http://www.nngroup.com/reports/applications/showcase-1/
USABILITY METHODS
Most winners extensively employed a wide variety of usability methods, which is
certainly one reason they ended up with such good user interfaces. Iterative design
and user testing were particularly common and frequently used to grind down
complexity relative to early design ideas that seemed good but were too difficult.
Another common trend was the steady reduction in documentation and help text
throughout the iterations, as user testing repeatedly revealed the old lesson that
users don’t read very much.
Simple user testing with a handful of users can often substantially improve product
success, and was used by 85% of the winning projects. For example, an early design
for the Mobile Unified Communication client used the command Add Call for placing a
new phone call while putting the current party on hold. Although this seems logical
enough, it was confusing to users who thought the command was for conference
calls. Changing the command label to New Line did the trick.
One-third of the winners used field studies (also known as ethnography), venturing
onsite to observe users’ natural behaviors in their own environments. From
BondWorks sitting with brokers as they made deals, to OEConnection hanging out in
dealership parts departments, to VitreaTeach watching radiologists at hospitals,
domain-specific applications require domain-specific user research.
Although it seems obvious that domain-specific applications need field studies, most
design projects in the past typically did without them. When we analyzed the first
decade of Intranet Design Annual winners, we found that field studies were used by
only 10% of the winners from 2001–2003 and just 23% of winners from 2007–2009.
Although this represented more than a doubling within a single decade, it’s still sad
that less than a quarter of good intranet teams ran field studies at decade’s end.
Going from a quarter of projects to a third in a few years shows continued progress
for this important method.
In addition to field studies, we also saw substantial growth in a usability method that
was often overlooked in the past: sitting in on support calls. Knowing why customers
call with problems is a prime way to discover pain points — as long as you recognize
that a customer’s description of the problem might be far afield from the underlying
root cause that the redesign must address.
We can’t help but notice some design trends and commonalities across the excellent,
though widely different, applications in this report. This section summarizes some of
those patterns.
DESIGNING FOR DIFFERENT TYPES OF USERS
Application designers who have one clearly defined type of user are very lucky. Most
app designers are faced with the challenge of designing for numerous different user
types who have varying needs, tasks, approaches, and knowledge. What the great
app designers in this report demonstrate is the ability to determine and contemplate
the particular user types and the mindset of each at any given point in the UI.
Designers made decisions about how to cater to the different user types in different
situations. Some ways the designers helped the different user groups include:
• Making Top Tasks Obvious for All: Identify essential starting points—
the ones people actually use, not just the ones you want them to use
• Presenting Various Options and Views to Meet Needs: See and
manipulate content in multiple ways, such as: text and images views,
categories, and filters
• Multiple Paths: Offer multiple, but not too many, paths to do the same
or a similar task (This means different methods, not listing the same
command or link to access a feature multiple times)
• Preferences and Customization: Customize the UI and edit
preferences to affect content pushed to the users, and arrangement and
look of UI elements
The VitreaTeach app (for viewing and sharing medical images) offers hierarchy,
filters, and the possibility for user-generated tags; all of which help radiology
residents to review pertinent, interesting images from old cases.
Messages in the lower left on the BondWorks app’s homepage allow brokers to
keep abreast of news, alerts, and announcements. Advisors may sort this list and
see, for example, all orders for a particular account, or all pending orders, which can
help them keep abreast of current work and plan for the future.
This same app offers a bond comparison tool which allows advisors to choose some
of the bonds they are most interested in and compare them. Designers even
anticipate the user’s next steps and make it possible to buy a bond or print the
comparison table.
The Climate Action Planning Tool app presents the final report after users enter
data, but also presents the users carbon emissions reduction goal as a drop-down list
so they may easily test different goals and see the specific results in a graph.
WIZARDS
Wizards and linear processes are here to stay, especially for complicated and
infrequent tasks.
Verizon’s Mobile Unified Communications helps the user get his app set up in the
way he needs it. A wizard process, planned for various user scenarios, makes
customizing this very productive and not overly constraining.
2
For more information about customization, please see our separate report
Customization Usability: 46 Design Guidelines To Improve Web-based Interface and
Product Customization, available at http://www.nngroup.com/reports/customization.
The Hobsons app does this, enabling users to copy the data (suggestions) to a
spreadsheet file by just clicking the Download Suggestions button. Users may then
use a spreadsheet app to manipulate the information.
GEN2i designers know that their users typically use their app to do measurement
tasks, maybe some viewing and basic measurements, but engineers look for the real
power in another large software package. Thus, the Export Recording option is very
easy to see and use, and offers options to export the full or partial in various formats
such as Word, Excel, or PDF.
Wakelicious has a backup alarm clock built into the application. It is turned on by
default, so that even if the app is disabled or loses an internet connection, users will
still be woken up on time.
HELP (INLINE)
Most applications focus on ensuring that controls and labels are self-explanatory, and
that users don’t need to turn to online help. Wakelicious designers believe this, but
also make help accessible for users who seek out the help icon. Initially the app
offered an abundance of help, but testing showed (a very common usability finding)
that users didn’t read the prominent instructions, so they were shifted into an
auxiliary role. The few areas of the app where users are likely to be interested in
learning how it works rather than just using it—like the Settings screen—have brief
explanations right next to the relevant controls. Many great applications give bite-
sized, accommodating assistance in-line in this manner rather than as huge help
files.
Bondworks includes hover-activated tool-tips next to search fields, to quickly
explain the purpose of each field.
The Climate Action Planning Tool app offers a What’s this? link after various
questions in the app, such as Buidlings_% compounded over 40 years. The link
opens a pop-up box describing the Buildings topic as well as the typical growth rate
per year for that item.
Applications in this Complex category are those which are usually meant to support
involved processes or complicated problems. Some tasks and content are technical,
mechanical, or financial in nature.
The users of complex applications are often highly skilled in a particular domain,
such as engineering or finance, and may be willing to learn some of the nuances and
intricacies of a deductive application design because of the luxuries available with
more advanced and powerful features. This doesn’t mean, however, that the app
should not still follow good design principles and be as simple to use as possible.
One of their great common problems in complex applications, no matter what the
domain, is the need for seeing or having the ability to access large amounts of data
all at the same time.
UI’s that often help support complex activities include:
• Dashboards and portals
• Using the same space to rotate through different content
• Involved, advanced search capabilities
• Possibilities for viewing data in different ways
• Exporting data to other applications
• Graphical displays of data.
Winning applications in this category include:
• The BondWorks™ wealth management platform, a web-based
application providing financial advisors a streamlined system to trade
fixed income assets.
• GEN2i, a portable device for recording engineering data in the field.
• OEConnection allows parts department employees at auto dealerships
to quickly process parts orders sent by collision body shops, repair
facilities, consumers and other auto dealerships.
OVERVIEW
Main Function: The BondWorks™ Wealth Management Platform gives financial
advisors the tools to carefully evaluate the best investment choices for each client
they serve, efficiently execute trades and manage clients’ fixed income planning.
Why it’s Unique: BondWorks enables advisors to find suitable bonds and provide
trade suggestions clients. Intuitive design and wizard tools makes it easy for
infrequent users to buy or sell bonds confidently, and sophisticated features appeal
to those advisors who are focused on managing large, complex fixed income
portfolios for high net worth clients.
The Organization: BondDesk Group LLC is a leading financial technology company,
providing innovative, enterprise-wide fixed income solutions to a community of over
2,000 investment firms including many of the top broker-dealers and buy-side
institutional accounts in North America. BondDesk’s flagship application, the
BondWorks™ Wealth Management Platform, enables over 25,000 financial advisors
and asset managers to trade bonds with confidence and gather new assets.
Design Philosophy: A look, listen and learn approach is how the BondWorks team
took their bond trading application from functional to fabulous. By taking a
meticulous and sensitive look at how their users do the work of trading bonds, the
BondWorks design team was able to streamline and optimize functions big and small
across the bond trading lifecycle and across their application. In helping the users
perform daily tasks with ease they ultimately helped their own bottom line, paving
the way for increased trade volume and increased profits.
USERS
Approximately 25,000 financial advisors, who trade bonds on behalf of their clients,
use the BondWorks application. The application is optimized to help make bond
trading accessible for financial advisors who don’t necessarily trade bonds every day
as well as to serve advisors whose primary business is built around fixed income.
The application has been designed to streamline processes for power users and give
confidence-building tools to advisors for who trade less frequently. To accomplish
this, BondWorks offers a variety of tools to facilitate research, workflow and trading,
including the following:
THE APPLICATION
BondWorks takes what could be an extremely complicated and dry application—an
advanced retail fixed income trading system—and turns it into a helpful, focused tool
that truly aids financial brokers and advisors.
The homepage focuses on what is undoubtedly the most important and common task
for financial brokers and advisors: searching for bonds. Ancillary tasks are possible
too via the top horizontal and left-side menus. While there is a lot on the homepage,
designers subtly made the visual focus on the main task by adding a large amount of
white space to each side of and below the search fields.
The bond market is a relatively complicated one; there are less than 10,000
companies listed on the stock exchanges, but about 4 million bonds available for
trading. Choosing the best bonds thus requires detailed information and thorough
research. Knowing this, designers created the Search for Bonds area on the
homepage, which includes more specific search types, housed in the following tabs:
Criteria Search, Yield Search, State Search, Quick Picks, and Saved Searches.
The default tab, Criteria Search, displays ten fields, many of which offer drop-down
selection when applicable to expedite the task of searching. The remaining fields
allow brokers to enter freeform text values for quantity, price, yield to worst, name,
maturity, and coupon, as these are far less predictable choices. Each field question
has a tool-tip link, which can easily be ignored or displayed, depending on the user’s
needs.
An Advanced Search link leads to even more involved search options. Given the
app’s user types, financial advisors and brokers who are working with bonds 1) all
The homepage is the entry screen for financial advisors that enables them to
view and access key decision making elements for searching, messages, orders
and tools.
The search results page displays very detailed content in a sortable table. Users can
select the number of results to see on the page and use pagination buttons at the
bottom to see more results pages.
In the upper right, users can toggle the data view from a table to a graph.
Additional buttons in the upper right allow users to access their 25 most recent
searches, construct a new search, modify the current search, or save the search.
Clicking the graph button allows users to view the search results in a scatter plot,
which is often easier to consider than tabular format. The graph gives brokers a
better sense for how a bond stands in the market in relation to other bonds.
In the chart, users may choose a particularly interesting section, draw a box around
it with the cursor, and add bonds within that section to a reminder list. They are then
offered options regarding the watch list. This is just one more feature designers
added to help advisors analyze bond activity.
The user can switch back from the scatter plot to the tabular view by clicking the
Table button in the upper right. Advisors may then choose bonds they are most
interested in from the table and compare them. Clicking the checkbox to the left of
the result enables the Compare button in the upper left. This opens a dialog box that
lists the selected bonds and compares them, displaying green up and red down
arrows to indicate relative performance. Designers anticipated the user’s next steps
by enabling the advisor to buy a bond from here, or print the comparison table.
Closing the dialog box returns the user to the search results page.
BondWorks provides users a trade blotter that shows all open and recently
placed orders. Color-coding makes it easy to highlight the status of each order.
Designers wanted users to be able to access what they need from anywhere in the
UI without disrupting search results, charts, or currently displayed data. So they
implemented the EasyNav Toolbar, which appears in the upper right corner of every
page in the system. The toolbar includes icons for tasks such as: reading system
messages, reviewing pending orders, checking for watch list alerts, opening a list of
favorite screens, and browsing the list of system-defined short cuts. Designers chose
to invoke the action on click instead of on hover because they were concerned about
data disappearing when the mouse was moved. Advisors deal with a large amount of
data so an error here could be a disaster. The EasyNav Toolbar provides access to
important system information and, more importantly, allows users to see that
information without leaving the screen they are currently using.
Another task brokers need to do is build a bond ladder. 3 Historically this was a very
complex and manual process. Thus, BondDesk designed a wizard to ease advisors
into building ladders for clients. The wizard takes users through the process, step-by
step, asking questions about tax, bond type, credit rating, and ladder structure.
Originally designers created the wizard to give confidence to users who don’t
consider themselves bond experts. It worked, but the “big bond guys” use the wizard
as well. It makes sense because the wizard consolidates several pieces of disparate
information easily and quickly.
In the wizard, each step follows important guidelines about good wizard design,
including the following:
• Heading at the top naming the reason for the wizard itself, in this
case, Ladder Builder.
3
A bond ladder, according to investopedia.com is “A portfolio of fixed-income securities in
which each security has a significantly different maturity date. The purpose of purchasing
several smaller bonds with different maturity dates rather than one large bond with a single
maturity date is to minimize interest-rate risk and to increase liquidity. In a bond ladder, the
bonds’ maturity dates are evenly spaced across several months or several years so that the
bonds are maturing and the proceeds are being reinvested at regular intervals. The more
liquidity an investor needs, the closer together his bond maturities should be.” BondDesk
designed a wizard to ease advisors into building ladders for clients lessening the need for
liaison traders to perform this function manually. The wizard approach provides an easy to use
automated tool in which a user can find bonds to include in a ladder based upon specific client
and bond characteristics.
http://www.investopedia.com/terms/b/bondladder.asp#ixzz1qWstiOjC
Once the wizard questions are completed, the system selects bonds that meet the
entered criteria and organizes them by year. At this point, the advisor can get a
sense of the cash flow the client might receive, and generate a PDF report to give to
the client.
(Note that even though BondWorks is a winner in the complex applications category,
the need for an advisor — the primary user — to interface with clients means that it
also has advanced workflow elements. The clients can be considered secondary users
in some ways and BondWorks needs to support this multi-person workflow. For more
on workflow, see the category of workflow application winners, starting on page
141.)
On the results page, brokers may buy bonds by clicking the Buy button to the left of
each item.
Step 6. At the end, brokers can move forward and buy bonds, using the BUY
buttons on the left in the table. The Ladder Builder wizard lessens the need for
liaison traders to perform this function manually. The wizard approach provides
an easy-to-use automated tool through which a user can find bonds to include
in a ladder based upon specific client and bond characteristics.
Did You Know Carousel: In addition to standard online help and context
sensitive help, BondWorks uses the Did You Know carousel to quickly highlight
new features added during major releases and to highlight more advanced
workflow tools.
Any user can be aided by good customization features; BondWorks provides the
ability for users to change their profile in Settings, select a default homepage,
choose a default search tab, and select the number of search results to display per
page. There are several other configuration options which help expedite work and
meet the needs of individual advisors, such as the ability to choose which alerts to
receive and which columns display in the search results.
DESIGN PROCESS
Usability Methods
The most recent product redesign resulted from two primary drivers:
• The application was looking a bit dated and it was time for a visual
refresh, and
• The company wanted to streamline many of the bond trading
processes to help traders increase their volume, and thus increase the
company’s bottom line
The overall goal was to redesign the application from the ground up. “We really
wanted to do a re-design from the ground level,” says Product Manager Kamaryn
Tanner, “To stop and think about what tasks brokers are trying to accomplish we
wanted to go back to fundamentals. We didn’t want to just put a pretty face on
what was already there. We wanted to re-do the information architecture
throughout the application so we started at the task level.”
This required a number of research methods so the team could get a complete
picture of what they needed to do to greatly improve and enhance the
application. These included:
This is a high-fidelity design comp created during the design process to fine
tune a feature.
LESSONS LEARNED
BondWorks team members share a few of the lessons learned from the redesign
effort:
• Know your audience. The product team made a technology decision
upfront during the redesign: to provide browser support for Internet
Explorer 7 and above. That single choice presented a world of
challenges and a significant amount of work when they found
themselves forced to go back and retrofit the app for IE6. “We made a
decision that we were only going to support IE7 and IE8,” says Tanner.
“That actually affected a lot of things we did and the way we did them.
That was all fine and good until we needed to bring on a very large,
new client that was using IE6. In retrospect, I think we were maybe
just a little too aggressive in assuming that everybody would have
IE7.” The simple truth is that clients in the financial space are slower
than other industries to adopt new technology; assuming they could
uniformly eliminate an antiquated browser technology from their
product was unwise and costly.
• Take a product approach. Though a long-time coming, the team
decided that together with the redesign they would move BondWorks
from a client-based application to a product-based application. This
decision has saved the company both time and money and will pay off
long into the future. “What we had before was several custom versions
of our applications,” says Tanner, “The amount of custom code we had
was very hard to maintain and was definitely a testing issue for us. We
had to expend an awful lot of resources every time we did any work
because many clients’ code was different.” Going in a different, more
unified direction made sense, but was not universally supported — at
least at first. “Many believed our value was in customizing systems so
we spent a number of years demonstrating that we could provide even
greater value through innovation in the marketplace and a deeper
understanding of our clients’ business challenges.” A product approach
has not only saved the team countless cycles of reconciling code
changes specific to custom client versions, but it has resulted in a far
better product. “We designed a better overall application than any of
the customized versions our clients had,” she says.
TEAM
“Hunting around for information really annoys advisers.” This quote identifies the
underlying principle for the application—large amounts of information need to be
easy to find and use. This basic idea combined with key usability concepts drove the
product and design teams to create an application that helps users get their job done
rather than get in their way. When suggesting ideas, all design contributors ask the
question, “Does this make the user’s job easier or harder?”
Headquarters: Members:
Darmstadt, Germany In-house: Klaus Lang, Product Manager GEN2i;
Edwin Schild, Software Development Group Leader;
www.hbm.com Marco Dijkmans, Software Engineer; Coen Van
Dongen, Software Project Lead Engineer; Panagiotis
Georgiadis, Software Engineer and Cees de Vries,
Interaction Designer
OVERVIEW
Main Function: The goal of the GEN2i project was to create a touch screen
operation for a portable measurement system (comparable to a digital storage
oscilloscope.) The primary function of the application is to control the system,
acquire data, store data and provide basic analysis and report generation, both in
the field and in the lab. The measurement activities of this instrument can range
from airplanes to space shuttles to cars to heating: whatever you can imagine, as
long as it produces physical signals. It’s designed to record all kinds of physical
phenomena, such as temperature, pressure, power, force, etc to help engineers
diagnose problems. If something produces a physical signal GEN2i can measure it.
So if an engineer in the field can register all that information at the same time, he
can likely see what’s going on, what the relationship is between the various
components, and deduce what’s wrong.
Why it’s unique: The GEN2i application interface is remarkable for its flat structure.
The engineers have achieved a tight focus on core features, all accessible from one
screen and have made effective use of space in the interface. Though they had to
design for many controls, they still managed to reserve most of the screen real
estate for the results display. And to top it all off they’ve made it possible to
completely control the interface with one hand because the apps’ users are often in
situations where they're using their hands for other things. In fact, users can control
GEN2i with just one finger.
The organization: The Hottinger Baldwin Messtechnik (HBM) mission is to help its
customers optimize the product life cycle. HBM is a business-to-business company
with a product range that covers sensors, transducers, strain gages, amplifiers, and
data acquisition systems as well as sophisticated software for testing and analysis of
equipment. The potential fields of application for its products can be found in every
branch of engineering and industry in both virtual and physical test and
measurement.
HBM has approximately 1,500 employees worldwide and is a wholly owned
subsidiary of Spectris plc, a group specialized in precision instrumentation and
electronic controls. HBM has 27 subsidiaries and sales offices in Europe, America,
and Asia. HBM also has representatives in another 40 countries around the world. In
addition to headquarters in Darmstadt (Germany), other HBM production facilities
are located in Marlborough (USA) and Suzhou (China.)
USERS
The GEN2i instrument has been sold to approximately 500 users worldwide since its
debut in the market a year and-a-half ago.
The interface was designed specifically for engineers who do troubleshooting. These
users come from two primary groups: technicians in the field and engineers in the
laboratory:
• The technicians have a measurement job to do, for example trouble
shooting an engine (ranging from a simple motor to a space shuttle) or
any other device. The technicians need to acquire data easily so they
can repair something that is broken.
• Engineers use the instrument to measure, analyze, archive and
report.
The users are often working in a cramped, hectic environment with a lot of noise so
the GEN2i interface is critical to these users who need to get to what they need
without taking the time to read the user manual.
THE APPLICATION
The GEN2i instrument is designed for particular types of users: smart people who
know what they want. They care more about the data than they do the app it is
encased in. Designers recognize this and present a UI that gets out of the user’s
way. A dashboard is in order given the user type and what they need for this app:
status information and the ability to record and watch data interactions.
Understanding that the main section with the data meters is very important,
designers dedicated most of the UI to this, but still offer other toolbars and panels so
users may manipulate data. They also, when possible, economize on space by
making areas multipurpose, replacing content with new and different content to
make the most use of the dashboard real estate.
Just after startup the main application shows all functionality, and the dashboard UI
groups the information so the users may scan and pick out what they want. The data
begins showing and collecting right away so users can start collecting data. Each
section in the dashboard uses backgrounds and lines to set themselves off from the
main content area and from each other. In general, the action buttons are accessible
but take little space away from the main content area. Given that even on a this
small, portable measurement system you may view up to 64 channels, real estate in
the content area is at a premium. The data the users care about takes up the bulk of
the dashboard, the center section. This area is used to play live data or play back
recorded data.
If a user is sitting in front of the instrument and is left-handed, then she is always
obscuring the more important parts of the instrument. Switching to left-handed
reverses the order of the vertical panels—everything switches around.
Many times engineers want to review the activity that has been inspected, but since
data consumes space and recording can make the system lag, users may choose to
record as they see fit. Record and playback options appear in the upper right of the
right rail. The red arrow button with the word Record under it makes it easy to start
a recording, and the green square Stop button to stop it. The trigger icon allows
users to generate an event that finalizes specific types of recordings. This enables
people to capture the events they care most about without having to record, or
review recordings from, 24/7.
And since recording is one of the most important tasks and are used to review the
recorded data, the standard play and replay controls appear in the bottom,
horizontal bar of the dashboard.
The blue rotary knob in the upper right area was originally a physical knob designed
to scroll through the data and set the sample rate. But in the final version the user
can swipe through the data and use the rotary knob icon to scroll through the
sample rate values. As it does it makes a clicking sound to pull the metaphor fully
through. This, the designer says, makes people smile when he demos it. The values
above the knob change as it scrolls. Those who don’t want to use the knob may click
a button, or select from preset values.
The main application after startup makes all functionality readily available
(except for some commands on the left-hand side.) The top bar is status
feedback. The main content area houses a selection of available channels and
can be configured by drag and drop.
The section in the lower right rail changes depending on what is selected. Replacing
content in the same area is one way to save space in a dashboard, or any
environment. The user may select one of the settings buttons for the selected
channel, at which point the blue square buttons representing settings go away and
are replaced with information related to that selected setting and channel.
Some of the commands in the left-hand toolbar (or menu) offer are a top-level item
segueing to more options. For items that have more options available, the
commands fold out. This progressive disclosure is one more way the designers
refrained from taking space away from the content area. To ensure that people can
close the fold-out item, designers added a red “x” in the upper right.
A user may want to look at a lot of data at once in numeric rather than graphical
meter format (sheet-based rather than a channel-based.) They may view all settings
(organized on the x-axis) by all channels (organized on the y-axis.) The tabular
format allows this channel-based viewing, and users may set and compare items.
With so many of each they cannot all fit on the small display, so users may scroll
vertically as well as horizontally when needed. The unconventional scroll control on
the right and bottom offers arrows to move, and clickable dots which also convey
status.
Users may read and compare these items, and it is also possible to easily copy the
settings in one channel to other channels via this matrix. Buttons below the table,
copy to, copy, and paste make this a snap.
The underlying software behind the app is called Perception, which is a Windows
program, and users may swap between it and the app. Using Perception users may
access more functions to manipulate their data.
At first glance this application appears to be quite complicated, but after a short time
the target users become accustomed to it. Each section has a compartment that
people can easily scan to, and controls for manipulating it are handy. Data is shown
real-time or can be recorded and edited. Recordings may also be exported to ensure
that data can be best analyzed and shared, no matter the computer.
DESIGN PROCESS
Usability Methods
The first thing you have to know about the design process for GEN2i is that the
design team was designing for a conservative market so the target audience was
looking for evolution not revolution from the existing product.
“It’s a very conservative market where we are operating in,” says Interaction
Designer Cees de Vries, “and that means that you can’t revolutionize, you can only
make an evolution of what you’re doing. So we had to put most of the legacy stuff
already in the new instrument, but also find a way of making it easier for people to
use.”
The previous version of the instrument was a result of the knowledge the team had
gained over the years from designing other software programs. This collective
During the design project the team used wireframes and beta testing to ensure that
the engineers had a solid design direction to work from and that the product was
well tested prior to launch.
• Wireframes: de Vries created prototypes in Photoshop to give the
software engineers a guide for designing the instrument. The
wireframes ensured that the engineers didn’t have to figure out the
basics.
The illustrations below show how the interface design progressed from concept to
execution:
Development Approach
The team employed a modified Agile development method, where the team
introduced new features every few weeks (rather than every week in a traditional
Timeline
The project took approximately one year from feasibility study to release. They
started with a lot of background information because the legacy product was used as
a foundational feature set. Then, that feature set was prioritized to accommodate the
tight timeline. Features were added and tested nearly every week until the release
date. Thought the project took a full year, the development cycle was only three
months and is outlined as follows:
LESSONS LEARNED
De Vries shares a few lessons learned from the redesign effort:
• Do IA up front. “I'm not completely satisfied with the IA, because we
did not do any research on that part. For other projects I did research
and then you see how relatively easy it can be. You can't get
everything in perfect but you can get 80 percent.”
• Do user testing early. “As long as it's everybody's personal opinion
you will never get a verdict, not for all features, but for features that
are important or that you can't compromise I suggest user testing. I
always find it very surprising to see what people struggle with.”
• Test with the people you have. “I use in-house [testers] depending
on the situation, because it’s hard to find people in this specific niche
area. They [the in-house testers] always like it; it's only an hour they
don't need to work.”
• Get buy-in from marketing and sales. “With this instrument, which
is relatively new, why should they try to sell this thing which is a little
bit risky. It's their bonus on the line. If you have buy-in from these
guys and they like it you’re all set. These are the guys that need to
prove that my design is right and not a shipwreck. These are the guys
that need to sell the instrument and get a bonus out of it. It is like
features: a feature not found is a feature that’s not there. When I
design a perfect instrument and it doesn’t get sold it’s worthless.”
TEAM
The software group that designed the application is based in the Netherlands is
comprised of six engineers and one interaction designer. The team’s direct manager,
Peter Ackermans also played a pivotal part in the project by giving the design team
“room to breathe.”
Cees de Vries is currently a Usability Manager within HBM; during the development
of the GEN2i interface, he was HBM’s Interaction Designer. de Vries has a bachelor’s
degree in Computer Science. He originally started as a hardware/software
development engineer, and worked his way through various job roles. Five years ago
he started to develop himself in the field of design and usability. His personal ‘hero’
is Edward Tufte, who inspired him to develop the interface as a flat interface where
information becomes the interface. His favorite quote is “Don’t make me think,” by
Steven Krug.
OVERVIEW
Main Function: As the automotive industry’s largest original equipment (OE) parts
marketplace, OEConnection connects more than 32,000 North American buyers and
sellers to seamlessly market, manage and move an average of over 6 million original
equipment parts transactions monthly. OEConnection is not just a single application,
but also a gateway to five integrated technology solutions that facilitate various
aspects of the parts procurement and inventory management workflow for
automotive repair shops and parts dealers.
Why it’s Unique: When serving a user population that will move back and forth
between related and linked applications it’s important to create a frictionless
experience. That level of seamless integration between products is precisely what
OEConnection achieves. Using the suite of products that combine to create the
OEConnection experience is fast and simple, and from a business perspective the
technology is also scalable.
The Organization: OEConnection is both the technology and the organization
behind the platform. It is an award-winning technology leader and innovator of
original equipment (OE) replacement parts solutions. OEConnection serves the
automotive and heavy-duty truck markets and beyond. OEConnection equips some
of the world’s largest equipment manufacturers, their franchised dealers/distributors,
and their customers with timely and accurate online parts marketing, procurement,
and wholesale management solutions.
Design Philosophy: Workers in parts departments work in chaotic environments
filled with competing priorities and a world of distractions. One of the core goals of
OEConnection is to make sure these users can seamlessly attend to all the things
competing for their attention while still allow them to complete the task at hand:
procuring parts.
THE APPLICATION
It’s utterly unbelievable how helpful OEConnection is. It is testament to how studying
user tasks and mental models can inform an amazing application, in this case, for
automotive dealers managing their parts business. These professionals, if nothing
else, need to keep a thumb on the status of their parts and parts orders. Help with
this begins on the OEConnection home screen, which enables users to track, review,
and search easily and quickly. Each order is listed in a clear table with various
important criteria as column headers, including: status, order type, submitted by,
vehicle description, salesperson, and last modified. Pagination under the table allows
users to see more orders, and the search box above the table enables users to
search for something specific they recall.
Users may show or hide an additional column for an order’s Transaction ID, a unique
ID assigned to the order by the software that the Customer Care Department uses to
assist end users with troubleshooting an order.
The common order overview screen is the first screen the user would see upon
log in.
The table and page layouts in OEConnection are well prioritized and limit clutter.
Headings and sections help with this, as does consistency. Designers understand the
importance of knowledge transference and flow throughout the app. Knowing that
users acclimate more quickly and successfully in UIs that have some semblance of
consistency, the team created a persistent menu across the top, consistent headings
across the top, and repurposed tables with varying content within each of the
transactions workflow processes.
The Print command offers several options including Quick Print and Advanced Print.
Advanced Print offers the options to select multiple reports, and to hide pricing in the
printout. In the previous version of CollisionLink (v.4) these options were available
under a command call Print. This was confusing and the new name has alleviated the
misperceptions. The new command name maintains the ability to toggle pricing
options, support legacy users, and also prevents any semantic confusion about what
the difference may possibly be between a Print and a Quick Print command.
Part numbers are extremely important when ordering automotive parts. If a part
number is right then everything falls into place. But if the user is unsure of the part
number then it can laden the order process with issues. Often times an order comes
in and the part requested is incorrect, for example, a shop requests a hood, but the
hood part number is for the wrong model. The system avoids these issues by
predicting them and aiming to reduce them. Specifically, designers implemented a
linked control relating the Part # field with the New Part # field. The New Part # field
considers the number in the Part # field as well as other information in the order,
and based on database and inventory knowledge, suggests better parts. When the
user clicks the New Part # field a drop-down displays part numbers the user may
possibly want. As an added convenience, the current part number displays at the top
of the list. Users may also manually type the new part number if they know it, and
the system will add it to the order.
In many cases the user will want more information about a recommended part, or
even to compare the recommended part with the current one. Selecting the
Additional Information link from the bottom of the drop-down opens a matrix with
more details about each part, and the possibility to select one.
This information should cover most peoples’ needs, but in the event that the user
needs more information than what is in the table, clicking the part number in either
the Buyer Requests or Response to Buyer section will open a dialog that provides all
the information that is available but that was hidden by default. This type of
convention has been extended throughout the app so the user can always expect to
click on a part number for detailed information. And the approach itself, hyperlinking
to information, allows OEConnection to provide information that they may
infrequently reference, and it allows room in the UI to expand with new features
without cluttering the main details page.
In another attempt to save on screen real estate, designers created the Info Center
which shows information (that used to appear constantly in the main content data
table in a past version of the app.) The categories are separated into tabs—VIN
Details, Order Info, Notes, Photos, and Event Log—which are linked to from the
menu on the details screen. This allows the user to select the information he wants
and be taken directly there.
OEConnection, in this case the D2D Express app, thinks of everything and doesn’t
just drop the user when it faces any backend issues. Namely, when a part is out of
stock or backordered from the OEM, the system automatically searches other
dealers’ inventories for that part.
Given the ever-moving inventory, this system poses a level of urgency to the
ordering process: These offers are first-come, first-serve and have limited time
duration. The Overview screen provides enough information to the dealer to allow
him to quickly and confidently decide whether he can commit to selling the part in
question. And once the dealer commits, the system provides the necessary shipping
details so he may quickly box up the part and ship it to the appropriate destination.
Leaving no stone unturned, the omni-present notification system, along with e-mail,
and text alerts, helps support this process. So users will never miss an offer.
The most common user task is simply to locate parts, so other features may be lost
on them or get in their way. Given this, designers devised the D2DLink console. The
Locate task is the main area of the screen, surrounded by Opportunities, Discounted
Parts, and Inventory Updating.
When the user finds a part he wants the system predicts and expedites his next step,
like a busy, smart elf. Knowing what information the dealer needs in order to move
forward, the app presents the following items to him in a neat little package:
• A view of his own inventory to verify that he doesn’t already have the part in
stock,
• Primary Distribution Center results, (PDC,) which shows the current stocking
levels at one or more OEM warehouses,
• Parts that are available in the dealer community, sorted by the dealership’s
favorite trading partners, then the remaining dealers sorted by proximity.
After this appears a list of parts that the dealership has decided to buy electronically.
To boot, the system can order multiple parts both in quantity and part #’sr/sku’s
from multiple dealerships and send those to our system in bulk. And, multiple part
locate results can remain accessible simultaneously, which reinforces the notion of
having multiple transactions open in other workflows. This is important because
often times dealers are looking up a part for a walk-up customer at a counter, while
looking up a second part for a customer on the phone, while looking up a third part
on behalf of their own service department. The ability to maintain these queries
without having to start and stop is vital to the parts department’s efficiency.
Continuing with momentum, the dealer may select Create Order from any set of part
locate results, then verify their billing and shipping information, verify the correct
parts and part quantities, then submit the order. Once submitted, a new transaction
is created and sent to the selling dealer.
To construct a search, users may access the locator, which is available in all
workflows in the same location in the upper right area of the screen. Once a part has
been entered the user is redirected to the D2DLink workflow and a new subtab with
results. The ability to search for a part at any time no matter what the current focus
is is compulsory to the users’ success. Thus, designers made it possible to initiate a
search to locate parts from CollisionLink. This automatically redirects the user to
D2DLink and creates a subtab for the part number entered. This type of
accommodation shows a true understanding of user workflows, and does not limit
the user based on the app or view he happens to be in when he wants to initiate a
task. Additionally, designers implemented the safety net of auto-save as a
background task.
DESIGN PROCESS
Prior to the most recent redesign the OEConnection products were “really hard to
use”. “They were actually kind of brutal,” says Shawn Kenney, User Experience
Designer. So, it was clear that in order to really fix what was broken would require
the company to re-build from the ground up.
One of the first steps in the process was to achieve a level of integration across the
products that had not been successful before.
• Site Visits: Hanging Out in the Parts Department: On site visits played a
major role in the product redesign. And these site visits happened at various
stages of the design process.
LESSONS LEARNED
Kenney shares his experience as the “new guy” joining a team within an organization
that had well-established ways of getting things done:
• First unify - then act. When Kenney came on board the design philosophy
of the organization was in transition. Kenney’s addition to the team was not
merely the addition of a new skill set, but the addition of a person who would
have to facilitate a change in the way people were used to doing things before
any real design change could happen. “We had everyone with their own ad
hoc processes and it was based on whatever experiences they’ve had,” he
says, “whether it was in use here or at other companies and no one to get
them into alignment. Not only to just be consistent in their own process, but
understanding the decisions that they make impact other teams.” So, that
responsibility fell to him and he learned a lot about the politics of change
through this process.
Project Team
Kenney was the primary designer and user experience lead for the OEConnection
redesign project, but other team members performed specific functions throughout
the process. Here is a list of the team members and their roles:
Applications in the Lightweight area typically have a deliberately limited feature set
and/ or may deal with a jocular, fun topic or task. The biggest challenge in creating a
lightweight application is not in deciding what to include, but in deciding what to
leave out.
These types of applications are often optional, that is, users can take them or leave
them. And users are all too likely to leave an app that doesn't instantly explain itself
and immediately enrich the user’s experience or make the users' activity easier.
Given these criteria, lightweight apps must be thoughtfully designed, responsive, and
easy to use, which is no short order, and these applications are not easy to design.
In fact, designers of applications in this arena need great discipline, clear goals, and
a deep understanding of what their users want and how they think. Designers must
also have the authority to strip away the superfluous and focus on making only the
necessary and important features. (It's not surprising that some of the best
lightweight apps come from small, nimble organizations, that don't have to worry
about too many cooks in the kitchen.)
Some UI elements that work well in this type of application include:
• Can't-miss affordances for primary actions
• Minimizing navigation elements or creating linear flows to focus on
current actions
• Ruthless pruning of clutter and unnecessary features
OVERVIEW
CycleStreets Mobile is designed to helps cyclists plan the safe, fast routes for cycle
journeys in the United Kingdom (and some other areas) using crowd-sourced map
data.
Why it’s unique: Many applications offer maps and route planning, but CycleStreets
Mobile is uniquely optimized for a specific task and audience. This lightweight
application is designed for cyclists on the move, and thoughtfully leverages the
characteristics of cycle journeys to create a fast and direct interface. CycleStreets
Mobile is delivered as an HTML5 website in order to make the tool accessible to all
mobile users, regardless of device or platform. Designers took advantage of the
constraints to create a simple and elegant interaction for the users’ core tasks.
The organization: CycleStreets is a not-for-profit organization created by cyclists
for cyclists. With just two employees, CycleStreets has built a sophisticated route-
mapping service and contracted with external developers and volunteers to build four
user interfaces: a full website, an iPhone application, an Android application, and a
mobile website application. Since its launch in September 2011, the CycleStreets
mobile application has been used to plan 322,000 kilometers of cycle journeys.
Design philosophy: Throughout the design of the mobile interfaces, CycleStreets
has been guided by the idea of quick and direct interaction: that a user should be
able to plan a route simply by marking the start and end points on a map. The
designers call this the “three-taps” interface: Start, Finish, Plan!
THE APPLICATION
CycleStreets Mobile is an HTML5 web application, optimized for mobile devices. The
routing engine helps cyclists plan the fastest, safest bicycle routes using map data
from the OpenStreetMap project.
CONSISTENCY
While the map selection interface is different, the controls and labels for navigating
around the application itself are ones that most users will already be familiar with,
including the following:
• The Home button in the top left corner of all pages (except the homepage
itself)
• The settings screen, linked from the homepage with a gear icon and the label
Prefs
• A blue dot which appears on the map to indicate the current location, as
determined by GPS data.
These standard controls are instantly understandable, provide persistent access to
core features, and take up very little screen real estate.
CycleStreets Mobile also provides excellent visual feedback to users throughout the
journey planning process. Once a start point is set, a distinct flag appears and the
interface labels change to indicate the next step, setting a journey end point.
These small details make a big difference in users’ ability to discover and take
advantage of application features. Ideally, all applications should be easy for new
users to understand and learn. This principle is even more important for web-based
applications such as this which are aimed at a broad audience, as they can expect
many first-time and casual users. Clear task labels rather than cryptic icons, and
persistent, understandable navigation controls are essential for such tools.
FLEXIBILITY
Because mobile devices are generally used by just one person who carries the device
around almost constantly, they lend themselves to more personal, customized
experiences. CycleStreets supports this dimension of the mobile experience by
letting users easily control and customize the journey planning process.
For example, some riders may be quite cautious and prefer to always take quiet
streets, even though a busier street might be quicker. CycleStreets mobile allows
users to set their default route type preference as well as their normal speed in the
Preferences area. They also have the option to turn off the GPS location feature, in
order to conserve battery life.
Preferences for route and map types can vary not just by individual but also by
situation. A single person may prefer busy, direct routes when she's in a hurry and
quieter trips when journey time is less important. CycleStreets mobile
accommodates the need to adjust these preferences on the fly by providing buttons
that let users quickly switch between quiet, fast, or balanced journey plans. The
controls for adjusting the route type appear directly on the journey map, and
because there are only three controls, it is obvious which option is currently selected.
The route switching controls on the CycleStreets Mobile application are a significant
improvement over the CycleStreets iPhone and Android native applications. On the
iPhone application, users can only select a route type before planning a journey; the
Android app does allow users to switch between route types, but they must use the
device's physical menu button (which users often overlook) in order to access the
route type menu.
CycleStreets Mobile also gives users a choice of different input methods when
planning a trip. The crosshairs interface makes it easy to quickly set start and
endpoints on a map, but users can also search for a specific address or return to a
previously saved route.
Any route planned by a user is automatically saved without requiring any login or
explicit save command by the user. This model (dialog box) works well for an
application intended for personal mobile devices generally used by just one person.
Since the application is delivered through a website, it is subject to interruptions in
internet access; automatic saving helps users recover from network interruptions by
quickly recreating routes.
INFORMATION DISPLAY
The CycleStreets Mobile application offers users a wealth of geographic information
in the form of three different maps:
• OpenStreetMap (OSM) is the “Wikipedia of maps” and includes crowdsourced
information about routes and nearby businesses
• OpenCycleMap (OCM) uses the same underlying data as OpenStreetMap, but
is optimized for cyclists including highlights of officially designated cycle
routes and hills
• Ordnance Survey (OS) includes open data maps, produced by the official
United Kingdom government mapping agency.
Each of these three options offers a unique value to the user. The crowd-sourced
geographic information on the OpenStreetMap and OpenCycleMap displays are
invaluable to cyclists interested in finding shortcuts that don't appear on official
maps. However these maps can sometimes be quite cluttered with information and
official routes, making it more difficult to see the basic geography. CycleStreets’
designers found it challenging to come up with a single route display that works well
against all three backgrounds. Many mapping applications display a map in the
background and highlight the route plan on top, but the OpenStreetMap and
OpenCycleMap displays already make extensive use of different colored highlights to
indicate major roadways and cycle paths.
DESIGN PROCESS
The CycleStreets Mobile designers conducted informal usability evaluations, simply
by asking friends to plan a journey using the mobile website. The underlying UI
design was based on collected user feedback about the other CycleStreets interfaces,
which provide the same functionality on different platforms. "… We’d already learned
a lot of the problems in the previous applications,” says Lucas-Smith. For example,
iPhone users find it difficult to switch between fast and quiet routes, since the iPhone
application requires you to start the journey planning process over at the beginning
in order to change the route type. “The HTML app is actually the easiest of all four in
terms of route switching. We made sure that this app dealt with all of that learning
over what’s been about three years of iterations of products," says Lucas-Smith.
Implementation
The need to make CycleStreets Mobile operate on many different platforms was one
of the biggest challenges of this project. Performance testing and bug fixing for
different platforms added complexity to the development process, especially since
CycleStreets as a non-profit did not have the resources to purchase different testing
devices. The need to deliver the application via the web also significantly influenced
the design.
Standalone Code
For the time being, the mobile website is a standalone site, and does not rely on any
of the main website code. “We took a very deliberate decision to do it as a
standalone thing because the source code for the main website was not in a state
where you could easily repurpose it for mobile. Also it was very clear from our
experience with the Android and the iPhone applications that there’s just too much
extraneous detail that you’d have to work quite hard to get rid of,” says Lucas-
Smith.
LESSONS LEARNED
The CycleStreets Mobile design team benefited from a few key practices during this
project. The resulting advice is descried here:
TEAM
The design team included:
• Project Management: Martin Lucas-Smith
• Developer: Anna Powell-Smith
CycleStreets Ltd. was created and is managed by Simon Nuttall, the lead developer,
and by Martin Lucas-Smith, who serves as the organization’s Director (in addition to
his full-time employment as a web developer at the University of Cambridge.) Both
are regular cyclists based in Cambridge, who have been involved with the Cambridge
Cycling Campaign, a local bicycle advocacy group, for many years. They plan to
release the CycleStreets code as an Open Source project and enable others to get
involved. The code of all the mobile apps has already been released.
Anna Powell-Smith is a Cambridge alumna and freelance front-end developer now
based in London.
With the team members based in different cities, most collaboration was done
remotely, except for a kick-off meeting which took place on a train between
Cambridge and London, and a curry dinner in Cambridge where the crosshairs
concept was conceived by Tom Steinberg, an acquaintance of the CycleStreets
designers.
So never turn down the opportunity to partake in a meal, especially a curry, with
great thinkers as wonderful things may come from the experience.
OVERVIEW
Main function: VitreaTeach is an educational tool that radiology residents and
practicing radiologists can use to save, view, annotate, share, and present medical
images and case descriptions in order to support learning and teaching.
Why it’s unique: Normally, 'knowledge management” and “lightweight” are not
terms you hear in the same sentence. VitreaTeach breaks the mold by approaching
its complex subject matter with a simple interface that focuses on how users actually
behave, getting out of their way to make the content more visible and usable. The
application emphasizes the personal and social nature of information management,
especially in an educational context. It’s especially refreshing to find this approach in
the healthcare field, which is often dominated by confusing, inefficient interfaces.
The organization: Vital Images, now part of Toshiba, builds medical imaging
systems. The new in-house design team is focusing on driving product strategy
through great user research and design.
Design philosophy: Applications intended for physicians must offer significant
benefits and very low barriers to entry in order to be adopted. The healthcare field in
general, and Vital Images in particular are undergoing a transformative realization:
advances in medical practice have been limited not by technology but by poorly
designed tools that are ill-suited to the way medical practitioners understand and
share information.
Goals:
• Learn what is important
• Avoid mistakes
• Survive
Residents work with real patients and cases, but their focus is on learning. They may
encounter dozens of cases each week, and participate in discussions or give
presentations about cases. Existing tools are optimized for maintaining patient case
files and interacting with different departments in the hospital, but offer little support
for managing that content for learning purposes. When Amanda sees an interesting
case, she needs a way to save it so she can access it again later, take some notes
about it, and share it with her colleagues or supervisors. Currently, this task of
saving interesting images relies on residents writing down the patient ID numbers of
interesting images, then later retrieving the images and perhaps burning them to a
CD.
Residents are also accustomed to highly-interactive, lightweight applications such as
instant messaging and Twitter. They want intuitive, flexible interfaces that give them
the freedom to use content in a variety of ways; for example, Amanda might like the
ability to quickly create groups and invite others to join, so she can easily share
cases with the other residents in her rotation.
Goals:
• Be the vision holder
• Look good with peers
• Make sure his staff and residents are well served
The educator persona is very different from the resident; not only is he already an
expert in radiology, but he may not even be practicing much on a day-to-day basis.
Instead, he focuses on managing the department, which includes helping the
residents progress, and sometimes actually quizzing them. He may also be
interested in publishing an institutional library of interesting cases, such as “10
Common ER Trauma Cases.”
The organization is awaiting pending FDA approval.
THE APPLICATION
The early plans for VitreaTeach focused on the content—interesting radiology
images—as a valuable resource. The idea was to encourage users to upload such
images into a cloud-based application, and then later the team could determine how
to monetize that content.
With this type of content privacy is a major concern. To protect patient privacy,
VitreaTeach changes patient names and blocks other identifying information,
rendering the content anonymous. In this way it’s possible for practitioners to view
images from other institutions without violating patient privacy rights.
INNOVATION
Extremely sophisticated classification systems have developed over time to describe
medical information. For example, medical images can be categorized according to
the part of the body they depict or by the pathology they portray. While these are
both valid taxonomies, they introduce a level of complexity that is simply not
necessary for most of this application's target audience. Navid Sadikali, the principal
user experience designer of VitreaTeach, explains, "The existing process, with a huge
taxonomy was an important thing to get rid of. The medical dictionary is so big,
people don't even use it."
Instead of this top-heavy approach, VitreaTeach employs a flexible system that is
much more related to users' actual tasks. The Anatomy and Pathology hierarchies
are still present, but are deemphasized in order to focus on classifying images
according to social or personal dimensions.
For example, the dominant hierarchy is set up to match the radiology resident's
mental model of his own activities and the people he interacts with closely and
tangentially. Three levels display the distribution of images:
• Individual: My Cases includes only cases saved by the user
• Institution: Cases saved by everyone within the teaching hospital and
subgroups of the institution
• Public: Public Cases are those saved by anyone at any institution into
VitreaTeach.
The first version of VitreaTeach used folders as a visual metaphor and devoted
a great deal of space to listing other institutions.
FLEXIBILITY
VitreaTeach offers users several different modes of use, each tailored to support a
specific type of task. The default mode includes persistent navigation that lets users
efficiently browse through cases, and a Case View screen that displays the full case
description and comments on a single page that can be consumed at a glance. This
mode works well for individual use, but another important task for residents is to
present a case to supervisors and colleagues in a collaborative learning setting.
Before VitreaTeach, users relied on PowerPoint for their presentations, cutting and
pasting images into a presentation file. The initial version of VitreaTeach maintained
this metaphor of creating a presentation, as Sadikali explains, "Initially, the
presentation was something you made, but one of the reasons for building this
application was that PowerPoint was too much work. Users didn't have time to copy
and paste images, they needed to be able to present right now. So we needed
something much quicker. That's why Present Mode was so important."
The Present mode makes it easy to share cases with others in meetings. Each
segment of the case is presented on a separate screen, and text is enlarged for
easy reading.
VitreaTeach also provides a Quiz Mode which temporarily hides the textual
description of a case to let users test their memory. Sadikali explains, "If you have a
case image and don't remember exactly what the diagnosis was, you can go into
Quiz Mode and the description and comments are hidden until you click to show
them."
The first version of VitreaTeach included specific areas for Presentations and Modules
in the main application navigation. Now, these areas have been entirely eliminated
and instead users can instantly switch any case into either Present Mode or Quiz
Mode. This shift helps keep the overall application experience lightweight and simple.
VitreaTeach also gives users the flexibility to share content with others in a variety of
ways. In addition to sending a message through the VitreaTeach system, users can
simply copy a URL and share it through any tool they choose, such as Twitter. This
option was important because visits with users showed that they already use
systems such as Twitter, instant messaging, and web conferencing to exchange
information. The VitreaTeach design team considered incorporating a live sharing
feature, but ultimately realized that the audience would most likely already have
established online collaboration channels, and it would be more effective to simply
make it easy to integrate VitreaTeach content into those existing channels by
providing URLs for each case.
INFORMATION DISPLAY
Each screen of VitreaTeach is carefully optimized to make the most important
information easy find. The two main principles guiding the information display design
are simple, but overlooked by many application designers:
For example, the Case View screen displays one large medical image, thumbnails of
related images, and text describing the image contents. Initially, the majority of the
screen space was devoted to the primary image, but user research revealed that this
actually wasn't the ideal layout for users' tasks. Sadikali explains, "The image area
was originally larger, but through talking to users we realized that text is far more
important than we anticipated. Often they know the image but the meaning of it is
what the teaching system is about...in some cases the history and details are
actually just as important, or even more important than the text. That was part of
our learning, to realize that for this particular system, images are not necessarily the
focus."
Accordingly, the final Case View screen reprioritized the screen real estate, devoting
more space to the details and comments about the image.
This early version of the Case View screen devotes the majority of the screen to
images, leaving only a small area for the descriptions and annotations, which
wasn’t sufficient for users.
INTERFACE ELEMENTS
The VitreaTeach interface was built with both traditional GUI and touch device users
in mind, an important consideration because visits with radiology residents revealed
them to be extremely technology-savvy. One of the partner hospitals was even
considering providing iPads to all incoming residents, so tablets are a very realistic
platform for use of this application. VitreaTeach supports tablet users by providing
explicit, visible controls—rather than relying on context menus—for tasks such as
switching into Present Mode. The Case View screen also supports touch events, so
users can zoom in on an image using gestures.
DESIGN PROCESS
Once users tried the first version of VitreaTeach, it became clear that it needed more
work. Vital Images has ongoing relationships with medical professionals who provide
user feedback on various products, and one influential user actually specifically
suggested involving a user experience designer to improve VitreaTeach.
While the initial feedback suggested that the visual design needed improvement, but
after a closer look at the structural issues and potential outcomes, Vital Images
realized the issues with VitreaTeach ran deeper than just the appearance, and
decided to pursue a full redesign. Sadikali convinced stakeholders of the value of a
full user-centered design process by using familiar terminology and concrete
examples, "I use visuals, like showing the wireframes and then the visual design that
came later, to express the difference between visual and interaction design. The
visual approach tends to work pretty well because people can see the difference. I
also used terms that people understand, like “workflow,” which has some cachet in
our industry.
Background Knowledge
Sadikali relied heavily on his past knowledge about radiologists (acquired over the
course of fifteen years working in field) to inform the design for VitreaTeach.
Because medical software can directly impact patient outcomes, its development in
the United States is supervised by the Food and Drug Administration (FDA.) Software
companies who build products to directly support the practice of medicine are
basically required by the FDA to do user centered design—that is, to have users
evaluate the products and ensure their effectiveness before the products can be sold.
Because of these requirements, Vital Images has ongoing relationships with several
teaching hospitals which provide product feedback. Design researchers regularly
interact with medical practitioners, as Sadikali explains, "We have a lot of
background user research that carries over. We actually film users in hospitals, and
have a lot of footage of radiologists. But we still do user research because things
change, and we need to understand what’s going on in the field, and what the new
procedures are."
The accumulated wealth of information helps create a rich picture of how radiologists
think, what their goals are, and how they are likely to behave. "We empathically
understand what they're trying to do...that's my role as the designer," explains
Sadikali. "We know they don't have to use the product and if it's not easy, they
Expert Review
It's essential to find out whether users can understand and use an interface, but
difficult to get busy medical professionals to come into the lab for a usability test.
Sadikali addressed this by conducting “review” sessions with practitioners to get
feedback about his prototypes.
Via Webex online meetings, Sadikali showed practitioners screens built in Fireworks
and linked together. These sessions weren't traditional usability tests, but aimed to
4
The Picture Archiving and Communications System—PACS—are the basic systems
radiologists use for their core tasks.
Implementation
The design and development of VitreaTeach was accomplished in about nine months.
For the first six months it was a solo project, with one person working on both design
and development. A designer and team of developers took over for the redesign
during the last three months of the project.
PROJECT TIMELINE
2010 Investigation by marketing
Early June 2011 User research with two sites, one radiologist, and
Chief Resident Radiologist
June 22, 2011 Expert review via WebEx using Fireworks mockups to
step through screens; subsequent reviews via email
Although the redesign changed the front end, the developers were able to re-use
most of the back-end code written for the first version. VitreaTeach also makes use
of layouts developed for VitreaView, a related product; for example, the VitreaTeach
Case View layout is simply a modified version of the same screen in VitreaView.
Since the VitreaView design was already optimized for lower resolutions such as
1024x768, these layouts work well on the iPad. Sadikali explains, “The application is
web-based so you can access it on a tablet through the browser, and we also adjust
it specifically for different platforms, like Android. We’re planning some tweaks to
increase the button size and row sizes. Some of them were already large; but some
areas need improvement. We’re working now on refining it for tablet use.”
TEAM
VitreaTeach was initially conceived and developed by Thomas Myers, a developer
working out of the marketing department. Navid Sadikali, a user experience
designer, led the redesign project.
Navid Sadikali is a user experience designer at Vital Images. He has an
undergraduate degree from Brown University and a Masters in Computer Science
from the University of Waterloo. His focus is on interaction design and he manages
visual designers to cohesively bring the entire user experience together.
”What motivates me is helping analytical-thinking businesses (medical, bio-tech)
grow using design. I believe leapfrogging the competition requires involving
professional designers in product strategy rather than having design be a
downstream activity you do once everything (markets, customers, requirements) is
figured out.”
Thomas Myers (Senior Manager, Strategic Technical Marketing, Member of the Office
of the CTO—Vital) is a technology entrepreneur who is passionate about building
products and services that make a lasting difference in the lives of patients.
“VitreaTeach will produce better trained radiologists who will be empowered to
deliver better care to us all and I am very proud to have been a part of the team
incubating it.”
Navid Sadikali
OVERVIEW
Main function: Wakelicious is an alarm clock that wakes you up by playing YouTube
videos sent by your friends.
Why it’s unique: Wakelicious is a great example of lightweight design because it
makes a complicated process feel simple and intuitive. Instead of long explanations,
the application uses structure and action labels to help users understand how it
works. It makes hearing a wake-up alarm more fun by involving friends in the
experience.
The organization: Wakelicious is the first product released by Utopian Army, a
startup software company.
SIMPLICITY
One of the biggest hurdles for Wakelicious is simply getting people to understand
what the application is for and how it works. Holenderski and Runge took a few very
specific steps to simplify the Wakelicious experience. In fact, after spending three
months to build a working prototype, they spend the next nine months refining and
simplifying the design to make it easy to use.
Top: The first iteration mobile app could only receive videos. Users had to go to
Facebook in order to send a video. Bottom: Now, users can both send and
receive videos from the iPhone app.
Because the prominent instructions weren't actually helping users, they were shifted
into an auxiliary role: still accessible for users who seek out the help icon, but no
longer a main navigation option.
Instead of instructions, the design now focuses on making sure the structure and
controls of the application are self-explanatory. Some contextual help is also built
into the interface; for example, a brief description of the backup alarm appears just
below the control for that feature on the Settings screen. An instructional screen also
appears once an alarm is set, to remind users to leave the application open.
Left: An explanation of the backup alarm feature is built into the Settings
screen. Right: Once an alarm is set, instructions for leaving the application
open appear.
Wakelicious guides the user through the Wake a friend task with a linear
pathway which presents each step in sequence. Left: First, users see their list
of friends. Right: After choosing a friend, the user is taken to a screen search
for videos.
Once the send process is complete, the user is returned to the home screen and
a Sent confirmation is displayed.
Removing the navigation bar to simplify the task options was a vast improvement,
but there is such a thing as going too far with simplicity. Due to technical
constraints, Wakelicious at first did not have a snooze function. This turned out to be
another instance where user needs should be prioritized over development
constraints, however, because people really wanted to snooze. Wakelicious now
includes a snooze feature: when the alarm goes off, a video begins playing
automatically. If you tap I'm awake the video continues playing through to the end,
but if you tap Snooze the application returns to the clock screen and then launches
the video again nine minutes later.
INTERFACE ELEMENTS
Wakelicious uses simple and familiar UI elements, and follows Apple’s Human
Interface Guidelines. Large buttons and fonts make it easy for users to navigate
between screens, and the dark background color is more comfortable for night
viewing. Runge explains, "We've tried different visual styles...We wanted something
remarkable, but being remarkable often gets in the way. We ended up with an
interface that doesn't get in the way. It's there, but it's not the main attraction of the
application."
In the History view, buttons at the bottom of the screen let you toggle between
Received and Sent videos. When an interface has buttons to switch between two
states, it is sometimes difficult to tell which state is currently active, because the
visual treatments of the two buttons don’t clearly look raised or depressed. The
shadow visual treatment on the Wakelicious Received and Sent buttons, however is
dark enough that the currently selected button does actually look depressed.
DESIGN PROCESS
When they started the project, Holenderski estimated it would take about two weeks
to build Wakelicious. But after quickly putting together a working prototype and
testing it with users, the team realized that making this unusual functionality
understandable and easy to use would require a much more extensive investment in
design. "In order to save time for the customers, we had to invest this huge amount
of time. This is our third or fourth iteration of the design, because our initial designs
were just too complicated. We now have much more appreciation for simple
applications. Just because it looks simple doesn't mean that there's not a lot of work
behind it. Usually the designers put a lot into making it simple," says Holenderski.
The first version had actually been built in code before user testing revealed the
deep conceptual and structural problems. Though it was painful, Runge and
Holenderski went back to square one and started over with paper prototyping.
"With the first version, we had a working prototype very early. This was actually a
mistake because we hadn’t worked out the details of the interface yet, so we ended
up needing to do a lot of redesign. We started programming much too early. From
then on, we did more iterations of the interface in paper prototypes and wireframes
before programming," says Holenderski. Their subsequent prototyping efforts
focused on the processes unique to Wakelicious, such as sending and receiving
videos, to make sure these were understandable.
iOS Constraints
The iOS provides a large potential audience, accessible documentation, and built-in
distribution method. But this platform created some complications and functionality
constraints. In order to automatically play a video at a certain time, Wakelicious
must be open and running in the foreground of the device. Although iOS does allow
applications to stay open in the background, the actions an app can take while
running in the background are limited to a few basic things like continuing to play a
song. They can't play a YouTube video, because background applications can't
connect to the internet. Only Apple’s own alarm clock built into the iOS system has
the ability to launch at a specified time even if it wasn't open in the foreground.
A few different features are built into Wakelicious to work around this constraint.
First, users are advised when they set an alarm that they need to leave the
application open. In order to conserve battery life overnight, Wakelicious also
instructs users to turn the device face down, and uses the proximity sensor to turn
off the screen.
Since waking up at the right time is potentially a really important task for users,
Wakelicious also includes a backup alarm, in case the application is accidentally
closed or the Internet connection is lost. If Wakelicious isn't open and running at the
time the alarm is set, the backup alarm generates a local notification and plays a
backup alarm sound. When the user acknowledges that notification, it triggers
Wakelicious to open and automatically start playing a video.
LESSONS LEARNED
The Wakelicious team shared a few lessons learned from this design effort:
• Testing with users is essential. "You may think you have a good idea
about what will be easy to use, but you need to get your idea out, prototype
it and put it to the test. If the prototype fails to do what you have hoped for,
i.e. when you see users dismiss your whole interface or things you think are
important, you will learn a ton about how to improve the user experience. "
• Fail early. "The sooner you gain insights into how people perceive your
interface, the less effort it will cost to fix the design. Failing seems bad, but
those insights are so valuable. Working with paper prototypes allows you to
solve problems much more efficiently than during development.”
TEAM
Wakelicious was built by Utopian Army, which is a startup created by Rik Runge and
Mike Holenderski. Rik developed the concept, crafted the design and evaluated the
interface to ensure the app's ease of use. Rik also works as an interaction designer
at Mirabeau, a full service internet company in The Netherlands, focusing on mobile
development and user testing. Mike is responsible for the technical part of
Wakelicious, from app development to server maintenance. He is also employed at
the Eindhoven University of Technology, where he is currently finishing his PhD in
computer science in the domain of real-time systems.
Rik Runge (left) and Mike Holenderski (right) make up Utopian Army, creators
of Wakelicious.
Sharing and approvals are necessary and overall improve content and keep
processes moving. But tracking and maintaining the integrity of content, and
communicating status throughout the editing or status-changing cycles has
presented a difficult design challenge for many years. Who has the baton now? What
does he need to do? What is he allowed to do? Where does it go next? Who should
be involved, and when? What if that person is not available? The question designers
must consider and answer seem to be endless, yet the great designers of the
applications in this section ferreted out all of the answers swimmingly.
Workflows may add levels of politics, security, and intricacy depending on who is
sharing the content, such as sharing between an organization’s workers, an
organization and its end users or customers, or B2B. Additionally, if there are
different user types in varying job roles, the interface needs to present different
views tailored to each context. And if diverse organizations or individuals actually
own the content, or nobody actually owns the content, these can bring in even more
complexities.
Designers working on these applications must thoroughly examine the workflow
structures for the tasks, users, and content in order to build great applications.
Some UI elements that may behoove people using this type of application include:
• Process steps (sometimes numbered) and progress indications to
define stages in the process
• Ability to comment and otherwise deviate from the process flow when
absolutely necessary, in the name of getting the tasks done and not
being beholden to a structured UI
• Wizards and linear information paths
• Pop-ups and tips within and throughout the process
• Previews
• Clear display of content properties such as creation time, person,
team; and what has been done thus far.
Winning applications in this category include:
• Climate Action Planning Tool, helps research campuses and
universities reduce carbon emissions.
• eReview, an intranet application that integrates complex business
functions into the organization’s intranet.
• Eventbrite, a self-service software tool used by event hosts to
organize, sell and manage tickets for events. The Create Event
workflow described in this report is the process used to set up a new
event within the Eventbrite system.
• Hobsons CRM product, product suggestion portal tool for the
educational institutions Hobsons serves: gives its customers an
opportunity to make comments/suggestions.
OVERVIEW
Main function: The Climate Action Planning Tool was built to help research
campuses and universities reduce carbon emissions. The application helps users
create realistic plans for reaching specific carbon reduction goals, by assessing the
total current emissions and calculating the impact of different possible reduction
strategies.
Why it’s unique: The Climate Action Planning Tool was chosen as an example of a
great design because it
• Helps users through a difficult task by breaking it up into steps that make
sense
• Uses interactive visualization to communicate complex information in an
understandable way.
The organization: The U.S. Department of Energy’s National Renewable Energy
Laboratory (NREL) is the only national laboratory solely dedicated to advancing
renewable energy and energy efficiency technologies from concept to commercial
application.
NREL develops renewable energy and energy efficiency technologies and practices,
advances related science and engineering, and transfers knowledge and innovations
to address the nation's energy and environmental goals.
Design philosophy: The design team had two main goals for the Climate Action
Planning Tool: they wanted the final design to be interactive, but simple enough to
be used without instructions.
The target audience is technically oriented, but the team’s conversations with users
revealed a varying degree of knowledge about energy use and goals for greenhouse
gas emissions. Sullivan explains, “There was one person who knew exactly what the
goals were; another person was new in the position and really had no clue yet.”
Regardless of how long they’d been on the job, much of the information needed to
use the tool is so detailed that users simply won’t know it off hand. One of their
biggest needs is guidance about how to start the planning process.
As a federal government organization, NREL also complies with Section 508
accessibility requirements, and considers people with disabilities or those using
assistive devices as an important audience.
Potential users discover this application by visiting websites such as the National
Renewable Energy Laboratory, U.S. Department of Energy Federal Energy
Management Program, or Labs21 websites, or through outreach efforts such as
presentations by NREL technical leads and project leaders at industry conferences.
THE APPLICATION
A project nearly two years in the making, the application was originally an Excel
spreadsheet created by an industry expert at Cornell University. The NREL
Communications team was tasked with transforming that spreadsheet into an
interactive tool. The result is a web-based application that:
• Manages users’ expectations up-front with a downloadable form listing the
data points users need to collect in order to use the application.
• Allows users to enter their data via an accordion menu that automatically
calculates data.
• Produces a dynamically generated, printable graph that gives users the
overall picture of energy use on their campus.
• Quickly gives the user an overview of what their best options are for
developing a climate action plan by arranging the data so that the energy
sectors are in order of those that will have the most impact on reducing
emissions.
• Provides a dynamically generated summary report of all the data, graphs,
and calculation results that can be used to inform climate action plans.
One of the most important things this design team did was minimize explanatory
text, and instead let the functionality speak for itself. Sullivan explains, “Early on in
the process we had an instruction sheet … there was way too much content. It's
easier to write more content than it is to write a small amount … but people just
weren’t interested in reading instructions; they just wanted to put the data in and
see what happens.”
TASK FLOW
After testing the prototype with users, the team introduced several modifications
that dramatically improved the workflow, including the following:
• Revised the overview to articulate the specific steps
• Created a separate step for collecting data offline
• Numbered the steps and placed a progress indicator on each screen.
The updated page also moved the links to secondary information (such as Help and
details about the calculation formulas) from the left navigation menu to a footer
element at the bottom of the page. This is a vast improvement, because showing
related links in a left navigation bar violates user expectations: users who do look to
the left will be expecting to find global navigation options such as the main steps in
the application; users who are interested in the secondary related links will probably
look to the footer, as that is where such items are more commonly placed.
Adding icons to these links calls them out as meaningful content, but moving them to
the bottom and enclosing them with a box makes it clear that they are secondary to
the main focus of the page: launching the application.
The final home screen includes four brief numbered steps, a single strong call to
action, and a footer element for related links.
The worksheet was optimized to fit the way users perform the task and make it easy
to transfer the data into the application, as Erica Augustine, the designer on the
project, explains, “We did it in a PDF so that they can print it, and it looks exactly
like the input screen so you know it will translate directly. Also, there are some
people that want to just play around with the tool, so they can skip this step.”
Because collecting this information is so essential to getting value out of the
application, the entire Step 1—the first screen you see what you launch the
application—is devoted to the link to download the worksheet. Paradoxically, the
application is much improved by adding this step to the process, even though the
“step” is actually a wholly off-line activity, and the only thing for users to actually do
on this page is print out the PDF form.
In the first version of the design, the initial screen was called Before you start; it
described the need to gather information but it appeared to be instructional text and
many people skipped over it. Access to the form for collecting information was a text
link within a paragraph. This confused users, as Shauna Fjeld, the usability
consultant on the project, explains, “People just wanted to dive in and use the
application, but it doesn’t work that way; you need to collect data first. So we
changed the design to make it very apparent that you have to gather data before
you can use the tool.”
As soon as you start the application, a progress indicator appears showing which
step you are currently on, and how many steps remain. This indicator appears on all
subsequent pages, and is especially helpful for this type of process where you expect
people to move backward and forward through the steps, checking their work and
making changes.
The first version of the first screen appeared to be just instructional text. Users
thought they could just skip it.
FLEXIBILITY
The first few steps of the Climate Action Planning Tool are very straightforward, but
when users arrive at Step 3 they are confronted with a complex set of controls and
choices.
At this point in the process, users have entered the existing carbon emissions at
their facilities, and it’s now time to start figuring out how they can reduce the
amount of greenhouse gas emissions.
The calculations represented on this screen are complex, but several significant
design elements have been built in to simplify the process and give users the
flexibility to control the calculations.
Once the targets have been entered and calculated, the graph displays a
visualization of how much carbon emissions will be reduced over time.
The Generate Summary Report button appears after the first calculation graph
has been generated.
DESIGN PROCESS
The application was built by members of the NREL communications team, which
operates at the direction of internal clients: technical experts who are also employed
by NREL. The team took a user-centered design approach to developing this
application, which included:
• User profiles
• Task analysis
• Sketching
• Usability testing of prototypes.
The project was kicked off with a brainstorming meeting that brought together
design, development, writing, usability experts as well as the internal client to
provide direct technical information. The ideas generated at this session provided a
great starting point for the project, but as the team discovered there is no substitute
for talking to actual users. Sullivan explains: “Typically on other projects we do
usability testing early on, but in this project we had a deadline to get a beta version
Usability Testing
After creating the first version of the application, the team evaluated it by conducting
usability tests with four different campus facilities managers. The internal project
client helped recruit participants through his industry contacts, and since they were
located in different cities around the country, all sessions were conducted remotely.
Users were asked to complete specific tasks with the interface and the design team
observed the sessions via LiveMeeting.
Each usability session was one hour long, and, overall, the usability testing phase
took about 20 hours for planning, testing, and analyzing findings. Even testing with
this very small sample of users yielded great design feedback. There was a lot of
repetition of themes between the different users, and the designers were able to turn
these into concrete interface improvements.
Implementation
The project was stretched over several different phases—and led by three different
project managers in total, due to shifts in staffing and resource allocation. This is far
from ideal but fortunately during the last phase, the writer who was already a team
member was able to step into the role of project manager, avoiding the need to
completely start over with a new person.
Aside from personnel changes, the team faced significant difficulties with
implementing the complex mathematical calculations needed for the application, as
Hoess explains, “From a development standpoint, it was pretty challenging to take all
the calculations from the spreadsheet and convert them into formulas that we could
use on the HTML page. I had to reverse engineer the spreadsheet … For each
formula I created unit tests … which are a way to testing small pieces of code, to
make sure it’s still performing the way you expect. Sometimes you have to go in and
make a change to a program, and it accidentally affects your output, but without the
unit test you might not realize that the output had changed.”
The application is primarily built with ColdFusion and Javascript, with a jQuery plugin
to generate the graph. The first jQuery plugin used to generate the graph had
several limitations, including difficulty in lining the legend up with the graph
elements in order to comply with Section 508 accessibility requirements. Hoess
ended up switching to a different plugin. “I found another tool that added a lot more
animation and some nicer options, like the ability to export images.” The unit tests
PROJECT TIMELINE
February 2010 Project brainstorming to identify goal, target audience,
and user personas and scenarios
LESSONS LEARNED
The NREL team shared a few lessons learned from this design effort:
• Plan for change. “Include enough room in your budget to implement
changes identified in usability testing; we had to go back and negotiate more
money to implement changes from usability testing; It’s better to establish
metrics and a budget to track those metrics,” says Sullivan.
• Test early, test often. “We might not have had as many drastic changes
between phase one and phase two [had we tested earlier],” says Augustine.
• Test with actual users. “When you have your colleague sitting next to
you... they can point out some areas of confusion but it's not the same [as
watching a user,]” says Sullivan.
TEAM
The Climate Action Planning Tool design team included:
• Ruby Nahan, Communications Representative/Project Manager
• Rachel Sullivan, Project Manager/Writer
• Laurence Hoess, Developer
• Erica Augustine, Designer
• Shauna Fjeld, Usability Consultant
• Kristin Tromly, Web Content Producer
Erica Augustine is a senior graphic designer at NREL with more than ten years of
experience. She is the lead Web and user interface designer for NREL's
Communications Office, where she focuses on designing clear and consistent user
Shauna Fjeld is a senior web developer at NREL with more than 15 years of
experience in web application development. She works currently as a business
analyst and user centered design specialist for web applications, including audience
research, task analysis, and interaction design. She translates client needs to
technical requirements and works with the technical team to implement them.
Shauna’s passion is making web applications intuitive for end users. She has a
bachelor’s degree in Journalism and a master’s degree in Information Systems.
The Climate Action Planning Tool design team included: Rachel Sullivan, Shauna
Fjeld, Laurence Hoess, and Erica Augustine. Photo by John De La Rosa, NREL.
OVERVIEW
Main function: The International Monetary Fund (IMF) regularly generates reports
on individual countries' current economic situations, which go through several rounds
of internal review. eReview is designed to carry out this document review process on
an integrated collaborative web platform, rather than by exchanging drafts over
email. eReview has streamlined and modernized a core business process by giving
users one-click access to instructions, documents, and comments across an
extensive workflow.
Why it’s unique: While working through a very complex review process, users are
guided by a review status bar (located at the top of the UI) that provides a reference
so that they always know what has been done and what is left to do. Users can
perform their tasks easily using intuitive buttons. Buttons are customized for
different stages and user profiles, so a user only sees the actions available to him at
this specific point in the review.
The organization: The IMF is an organization of 187 countries created to foster
global monetary cooperation and help secure economic and financial stability around
the world.
Design philosophy: The team's design philosophy was: simplify, simplify, simplify.
Streamlining and simplifying the review process was the main goal of eReview when
it was first conceived and was also the driving force behind the most recent UI
redesign. The goal for the project was to put all the information required to conduct
a review in one single location, allowing access to instructions, documents, and
comments in one click, and allowing users to perform actions with ease. The new
interface accomplishes this and more. It is now so intuitive that the organization no
longer needs to provide user training.
So a report is touched by a wide range of people during the course of a review cycle.
The following list shows how the user groups handle the document as it goes through
the different workflow stages:
• Administrative staff:
o Initiates a review process
o Uploads the document(s) to eReview
• Economists:
o Posts comments: some via administrative staff and some
directly themselves
o Checks status: Economists often use eReview to check the
status of the document, find out where it’s at in the workflow,
monitor comments, etc.
o Uses previous reports for reference: Economists also use
previous reports and associated comments as reference
materials for their own comments on current reviews.
• Legal Staff:
o Reviews and comments on reports to ensure compliance
THE APPLICATION
eReview takes a myriad of steps between several people and teams, and whips them
into a clear, intuitive, manageable workflow process accessed from a central location.
This helps not only the reviewers, but also the IMF’s office of internal audit, which at
year-end counts how many reviews were produced and who was involved in each.
Without a central, consolidated application, this audit process was time-consuming
and potentially error-prone. In general, eReview is a one-stop-shop for all, where
users can read instructions, upload documents, post comments, and identify a
document's current status in a single place.
Users may access eReview by clicking an icon, but most users click on the link from
within the email notification automatically generated by eReview when a report
review workflow is initiated.
On the eReview landing page, users can see a list of reviews, filter the list by
country, and sort the list by Status, Area Department Due Date, and OMD due date.
From the landing page, users can see a list of current reviews and open a
review or filter the list of reviews by country (using a dropdown list.) Calendars
are handily placed in the right rail, for easy access to details about meetings
related to the review.
To begin a review process, the user clicks the blue Start Review button in the upper
right. Buttons may not be the most exciting UI elements, but let’s just state why this
one is good: 1) it looks like a clickable element due to the shape, size, edges, and
color treatment, 2) the words in the button, Start Review, imply action as well as
communicating the main point of the button, and 3) it is placed in a visible location,
with priority equal to the importance of the task the button supports.
eReview customizes the display of buttons based on two important criteria: 1) the
step in the process, as you can do certain things at certain points, and 2) the user's
identity, as based on her role a user may or may not see certain commands. So a
user who is not allowed to start a review wouldn’t see this button at all, clearing the
UI of unnecessary elements and feeding to the user the information and features she
does need.
Users may start a review easily by clicking the visible Start Review button in
the right rail.
If you are part of the department who is going to kick off the workflow process
(creating a review) then you begin with a form-like dialog box to assign various
metadata. All of the questions are on one screen, and most are drop-down lists. This
power of suggestion can make answering the form easier.
The review process itself is quite complex, involving various steps and approvals,
from multiple departments and divisions. One way to help keep items in order in a
scenario such as this is to present a visual workflow. In this case, it is achieved by
the progress bar at the top of the eReview page. This is the anchor and shows each
step of the review process, including the following: Planned, In Interdepartmental
Review, Interdepartmental Review Completed, Awaiting OMD Clearance, OMD
Clearance Granted, and Country Review Completed. Steps in the workflow appear in
sequential order from left to right; as the steps are completed in the workflow the
corresponding boxes turn green. The current step is indicated in blue and the steps
that have not yet been addressed are grey. This helps users easily tell where an item
is in the process. A user who wants more details will find them in the Review
Information box in the right rail.
The Subscribe to Alerts button in the upper right lets users keep abreast of where
the document is in the review process by requesting to be automatically notified as
changes are made. Users also receive specific email notices that are automatically
generated by the system when someone else assigns them a task (for example, lists
them as a reviewer for a new report.)
eReview automatically sends users a notification when they are assigned a task,
such as responding to comments.
Once on the individual review page, the more pertinent information about this
particular review appears in the main content area, where the review name, due
date, review departments list, and comments are located. Most sections on this page
are collapsed by default to enable users to focus only on the expanded content they
are currently interested in, with the other content collapsed and out of the picture.
All comments are displayed under the Comments section of the individual review
page, and people may print or email those comments, giving users the flexibility to
keep and share comments in more ways than just in the eReview app itself. The Area
Dept. Review tab is related to the area or department which created the review, or
began the review process. The action buttons in the upper right present the next
steps once review comments have been received: Reply to Comments, Send Email,
or send to the next step in the workflow, Send to OMD (the Office of the Managing
Director.)
eReview has many features that streamline the review process, and take
unnecessary work out of it. For example, the document review process encompasses
two different workflows: a) cross-departmental: collecting feedback across multiple
different departments and b) intra-departmental: the process an individual reviewing
department goes through to draft and assemble comments it plans to provide to the
original authors.
The tabs at the very top of the individual review page clearly differentiate between
these two workflows. The first tab, labeled Area Dept. Review, is where the cross-
departmental interaction is managed, and the other tabs are where the reviewers
can conduct their internal departmental reviews. Thus, different actions are available
in the first tab than are available in the other tabs. In the first tab, the department
that initiated the review can respond to comments reviewers made, send an email
to Review Departments, and send the review to the next phase (after review) in the
process, which is to the Office of the Managing Director (OMD.) On the other tabs,
individual reviewers may do intra-departmental action such as reassign their task to
someone else in their department.
After comments from each review department have been addressed, it’s time for the
department that originated the review to send it to the Office of the Managing
Director (OMD.) At this step of the process, they can upload the document they want
cleared, but all of the initial versions of the main document and supporting
documents as well as comments submitted by the Review Departments are available
for OMD to look at. The originating department can also send OMD an email with
additional information and instructions. The selection in the status bar in eReview
moves from Interdepartmental Review Completed to Awaiting OMD Clearance.
A pop-up message appears on hover and notes what the button does.
Once the document is cleared, OMD emails the initiating department that the
document has been granted clearance.
It’s almost impossible to make a mistake using IMF’s eReview application. The
workflow, reviewers, departments, and associated steps are so ingrained in the
process that it is seamless. Creating, commenting on, and approving reviews is leaps
and bounds better than the organization’s old system, and holds a candle to any app
out there.
DESIGN PROCESS
IMF staff used to rely on email to share documents back and forth. Seeing the
limitations of this process, the IMF looked for a solution and SharePoint seemed to
do the trick. People in the user community liked the idea of eReview. They could see
why it would be useful to have everything in one location. But the process of getting
it in that location was the pain point.
LESSONS LEARNED
The team members share a few lessons learned from the redesign effort:
• Involve the users. “It is very important to get user feedback while
going through the design process. Work together with them. We had
great partnership with our business sponsors and we involved actual
users, economists and assistants throughout the process. We ran the
design through them and asked specific questions such as how to
name a particular button so that it is most intuitive,” says Faures.
• Plan for delays. It may seem counterintuitive to plan for delays, but
even the most fine-tuned project plan can run into trouble at some
point and it’s better to leave a little wriggle room in the schedule for
the unexpected (but inevitable.) The project encountered several
unexpected complexities, “The development of the UI was more
complex than planned and introduced unexpected delays (particularly
the integration with our existing document management system.) The
QA testing and user acceptance testing took a lot more time than
anticipated due to the complexity of the application,” says Monasi.
TEAM
The IMF hired Eastbanc Technologies to design, develop and integrate the UI into the
SharePoint environment. This project was a close collaboration between the two
teams involving both Eastbanc and IMF project managers, designers, usability
experts and developers.
The team roles are outlined below:
Members of the IMF design team (left to right): John Valter, Evgeny Popov,
Helene Faures, Slava Koltovich, Tushar Parekh, Hari Maddineni, Vijay Challa,
Bassel Kateeb, Deb Reilly, Martin Mühleisen, Wolf Ruzicka, Rajitha Devineni and
Luzmaria Monasi. Missing from photo: Vera Rhoads and Alexander Mandriko.
OVERVIEW
Main function: Eventbrite is a self-service software tool used by event hosts to
organize, sell and manage tickets for events. The Create Event workflow described in
this report is the process used to set up a new event within the Eventbrite, including
entering details about the event and determining how to structure and price tickets.
Why it’s unique: The new Eventbrite Create Event workflow was chosen as an
example of a great design because it:
• Elegantly communicates a complex set of choices in simple terms, reducing
the number of steps from eight to just three.
• Makes excellent use of progressive disclosure to make complex settings
available, but not cluttering the main workflow
The organization: Eventbrite is used by hundreds of thousands of event hosts in
150 different countries to organize concerts, professional conferences, intimate
classes, private social events, nonprofit fundraisers, political rallies, competitive
athletic events, and everything in between. There were 21 million tickets issued in
2011. Eventbrite offers organizers an all-in-one, technologically sophisticated
solution with social media integration and seamless payment processing.
Design philosophy: Two major themes guided the redesign: the need to simplify
the design while retaining powerful features, and the desire to help users feel
confidence in the interface and in their own decisions. These principles informed
many different aspects of the final design, from the sequence of steps to the
importance of the Preview function.
Early testing found that the Edit the preview workflow did not match users’ mental
model of the activity: They had come to the site thinking about creating an event
details page, not registration and order pages. The Wizard alternative was also
problematic, because separating the process out into several pages resulted in a
drop-off and fewer people actually completing the workflow.
The process of outlining and testing these alternative workflows was valuable
because it helped better define the problem space and constraints. Cooper explains,
“We ended up with the All details, customize structure, but it was the single-page
model that got us there. From testing the single page concept we learned that
people really wanted to be able to review everything in one place.”
While users liked the single-page structure, they were daunted by the length of the
page. “So then the challenge was to work out how to make the single page suit the
design goals of simplicity,” says Cooper.
In addition to current Eventbrite customers, the Create Event flow serves an
important function for people who are just considering the service, and want to find
out what features and functionality it offers. The single-page design has a clear
advantage for this type of user, since they can immediately see all the functions.
Improved Layout
One of the most obvious improvements in the new design is the change from a two-
column to a single-column layout. The previous version was intended to mimic the
Step 1 now combines the easiest input fields (which used to be divided into four
separate steps) into a single task, letting users quickly make significant
progress in setting up an event.
The previous sequence was also problematic because it encouraged users to overlook
some important options, contributing to the feature discovery issues experienced by
many users. The last three steps on the page were:
• Step 7: Add Colors
• Step 8: Set Privacy
The previous Create Event page listed the Set Privacy step after Add Colors,
which made it seem less important to user.
FLEXIBILITY
The new Create Event workflow relies on progressive disclosure to meet the twin
goals of simplifying the interface and making more features visible. This technique
consists of displaying information and elements only at the point of need, which
keeps the main interface uncluttered for the majority of users, while giving those
who need it the flexibility of more advanced options.
For example, not all users need to see the full set of options for creating a recurring
event, as these settings are only relevant for the minority of people who actually do
need to set up a repeat event. Instead of including these input fields on the main
interface, they are located in a lightbox that appears only when a user changes the
value for the Event Repeats dropdown.
Since most events don’t repeat, the default setting of the Event Repeat
dropdown is Never, and most users don’t see or interact with the full settings
for repeating events.
The procedure for adding an event’s location was significantly streamlined by shifting
the bulk of the process from front-end user input fields to a back-end map search.
Now, instead of five fields to specify the location, users see just one field which is
actually a search box. As the organizer begins to type in the field, he is shown search
suggestions. And after selecting a suggestion or entering the full address, a map of
the location appears.
“Using the Google map was important for simplifying the page: It’s one field now,
not five. Google is kind of doing the work for you there, its assisted search for a
location. We still remember people’s locations, which is important. And if people
want to put in information that wouldn’t traditionally come up in a Google map they
can still do that,” explains Cooper.
The new interface has just one field for entering the location.
When you enter a location, a map is displayed to help verify that you’ve
entered the correct address.
INFORMATION DISPLAY
Step Two in the Create Event workflow, setting up the ticket structure, is the most
complex part of the process. There are all sorts of choices for organizers to make
here including:
Clicking on the Settings link within the ticket row expands a window where
users can customize individual settings (such as the sales start and end time)
for just that ticket.
The previous design for the ticket creation modal did not display any
information about service fees or sales timeframe in the basic settings.
INTERFACE ELEMENTS
Sometimes a picture is worth a thousand words. This often the case when
customization apps, where a real-time preview of changes is much more effective
than trying to describe them.
The Eventbrite Create Event workflow allows users to edit the appearance of
different background and text elements, and makes this process much easier by
providing a preview version that shows the actual page on the same screen as the
customization controls, and updates dynamically as you make changes.
This full preview was difficult to build but really helped meet the goal of building the
organizers' trust and confidence. Cooper explains, "You want to see all your work
and feel confident that your settings are correct, and you understand what’s going to
happen with your page when you publish it.”
The previous Create Event workflow did offer a preview function, but it launched in a
new window and did not incorporate the actual customization controls into the
preview screen. So organizers couldn't actually see the changes they were making in
real time, they had to switch back and forth between the controls and the result.
The preview function is accessible through a tab rather than being a step in the main
workflow because, as Cooper explains, "The [preview] is of really high value to many
of our customers, but it’s also something that some people don’t even want to look
at. So they can easily skip it.”
For those who do care about the preview function, the design provides constant
access by keeping the top tab control bar visible even if you scroll down the page.
“As you scroll down the page, the bar at the top is persistent to the top of the
browser. So we’ve kept the Save and Live buttons visible at all times, and you can
toggle between [Event Details and Preview & Appearance] without having to save,"
says Cooper.
DESIGN PROCESS
Since Cooper had just joined Eventbrite as the user experience lead, she conducted
extensive user research to familiarize herself with the product and customers. This
research was particularly focused on the Create Event workflow (since it is such a
critical piece of the Eventbrite experience,) but she also took time to gather general
background information about event organizers and their goals and behaviors, “This
was a huge project but it’s really core to our business, it’s absolutely crucial for
people to complete this process. …The product managers are always out there
talking to customers, but they tend to have very specific needs when they go out. It
had been a significant amount of time since we’d done some dedicated, deep-dive
research with our customers.”
Her user research activities included:
• Observation of customer support calls
• Workshops with customer support representatives
• Exploratory interviews with customers
• Usability testing of the existing design
An outline of the user research and design plan for the Create Event redesign
project.
Exploratory Interviews
In addition to talking with support staff, Cooper interviewed Eventbrite users directly
to find out about their usage patterns. A range of users from both large and small
organization participated.
These sessions were targeted more towards gathering general knowledge, “I’d start
broadly with the general event planning process and see where they go, then shift
into more focused questions about software. I learned how people view the product
as a whole, what it means to them, how they position it in their mental model, and
Usability Testing
Behavioral research in the form of usability testing was another important piece of
the design process. The first phase included usability tests of the existing design,
with users from different kinds of organizations who had different levels of
experience with Eventbrite.
After synthesizing all the findings from the interviews, support team insights, and
user testing of the old design, Cooper identified several different possible workflow
structures, and developed visual representations of each. These were then tested
with users by simply opening the image file in a browser. Cooper used Silverback to
recording the sessions and GoToMeeting to broadcast them to others in the
organization.
The next design phase continued to rely on user testing but evolved into a more
focused, detailed prototype, “Once we chose our direction we moved into html
prototyping, and focused on different parts of the page every week. As the weeks
went on it became more and more interactive,” says Cooper.
Overall, the extensive user research performed for this project has helped build “a
much better sense of what’s of high value to different verticals, which is really
important,” says Cooper.
It’s easy and quick to throw a whole list of features and controls up on a page, but
the end result is often a confusing jumble that leaves users feeling lost.
Paradoxically, the designs that seem the simplest and most intuitive are often those
that someone spent the most time thinking through and creating. This was definitely
the case with the Eventbrite Create Event workflow, as Cooper explains, “Sometimes
LESSONS LEARNED
The Eventbrite team shared some lessons learned from this design effort, including
the following:
• Leave time for planning and synthesis of research. “At the end it felt
huge… I did not leave enough time for the synthesis and reporting of my
research. That part’s always going to take a lot longer than you expect. Also,
there's nothing more valuable than using a transcription service, and
recruiting also takes so much time.”
• Iterative design with users is invaluable. “It only takes about two
seconds… for you to actually be able to see something with fresh eyes.”
• Be strategic with your research efforts. “These techniques are highly
valuable and really work, but they are also a significant investment. For us it
was applicable to all of Eventbrite, not just this project. But moving forward
we have to be strategic about where we really want to invest in that level of
research-driven design, and where we want to trust in the experience of the
team.”
TEAM
The design team included:
• Melissa Cooper, Senior Interaction Designer
• Julia Thompson, Vice President of Product
• Laura Coltrin, Product Manager
• Adit Vaidya, Group Product Manager
• Tom Censani, Product Design Manager
• Ryan Lottering, Visual Designer
• Dana Lamb, Senior Program Manager
• Galen Krumel, Engineering Manager
• Nathan Yergler, Senior Software Engineer
• Nesan Waran, Senior Software Engineer
• Michael Scheibe, Software Engineer
• John Terrenzio, Software Engineer
• Gordon Mei, Software Engineer
• Yinka Fatona, Senior Software QA Engineer
• Inga Gadimova, Software QA Engineer
OVERVIEW
Main function: As a customer-centric organization, one of Hobsons’ guiding
principles is to seek and incorporate market feedback into its products. The Product
Suggestion portal provides end users of the company’s CRM suite a simple tool so
they can communicate directly with the company’s Product Management team.
Hobsons’ CRM product is a mission-critical tool for the educational institutions
Hobsons serves. With the product suggestion portal the company gives its customers
an opportunity to make suggestions on the spot, while using the CRM suite as part of
their day-to-day workflow. So if they’re in a specific section in the CRM and they feel
like a certain feature or a certain function can be enhanced, or if something’s
completely missing, or if they’re not able to figure out something, they can instantly
make a suggestion, vote and comment on others’ suggestions and track the status of
those proposed improvements as they make their way through the pipeline. The tool
ensures that Hobsons customers have a voice in a product suite that affects their
day-to-day job function.
This tool was a major leap forward for the organization, replacing a previous system
that created too much inbox clutter and prohibited any meaningful analysis of the
data it collected.
The organization: Hobsons is a ‘Software as a Service’ (SaaS) provider of CRM
technology and marketing solutions that empower education professionals to
manage the entire student lifecycle, including recruitment, application, enrollment
and retention. The CRM suite (which this application is a part of) provides clients
with the ability to communicate with prospective and current students using multiple
communication channels: email, text, web portals, social media, telephone, letters,
etc. The application suite provides clients with the ability to create customized
college applications, manage application data, communicate admissions decisions,
and provide a customized experience to each student that utilizes the system.
Design philosophy: “We try to balance the product management principles,
innovation and usefulness in thinking about new products and features. The Product
Suggestions portal is a good example of executing these principles primarily because
of the speed at which we were able to bring a simple, elegant, and integrated portal
to our customers. It continues to be one of primary tools for communication of new
features and ideas between end users and Product Managers,” explains Vishal Saboo,
Product Manager.
THE APPLICATION
Every page of the CRM suite includes a footer link to the Product Suggestions portal.
When new customers start using the CRM and go through the professional
implementation and training, they see that there is a channel to communicate with
the product management team while they’re using the product. Existing customers
have become accustomed to this link. Before the Product Suggestions portal was
created, users could click a footer link at the bottom of any page to send feedback,
but the link simply generated an individual ticket and sent it to Hobsons’ Product
Managers. There was no system to provide visibility to users about what happened to
the suggestions after they were submitted, and dealing with and analyzing the
suggestions was a near impossible task. The Product Suggestions portal is a savior in
helping to manage and address product suggestions.
The top two tabs in the app, View Suggestions and Submit Suggestion, make the
most important tasks readily visible and achievable, and the names on the tabs
clearly denote the more passive activity, View, and the more active one, Submit. In
the View Suggestions tab users may sort by the sub-tabs: All Suggestions,
Suggested by Me, and Suggested by Co-Workers. This enables people to easily
review and compare suggestions depending on the source. Still, dealing with these
categorized lists of suggestions could be taxing, so designers included filtering
options in the Refine Results section in the left rail. In the top box, a user may refine
results in a few different ways: he can type in a keyword to search, or select a
checkbox to filter by status (Suggested, On Roadmap, In Development, or
Launched.) Finally, he could also sort the list by other criteria such as Recently
Updated. Building a variety of sorting and filtering mechanisms into a UI is an
excellent way to accommodate multiple usage scenarios.
The Suggestions by Product section (above the refining section) offers a list of
popular topics, accompanied by the number of items in each topic. Each topic is an
underlined link for easy affordance and access. UI’s such as this take advantage of
the power of suggestion: a flat list with all items visible, as long as the list is short
and understandable, exposes the user to possibilities she may not have thought of.
Making smart suggestions to the user is not only helpful, but breeds engagement
and loyalty.
Since a finite number of items will fit in the allowable screen real estate, designers
enable users to choose the number of items that appear on the page. This, as well as
the pagination option, appears in the grey menu just above the list of suggestions.
On the View Suggestions, All Suggestions main page, users see the most recent
suggestions activity at a glance. From here, the user may vote and comment on
a suggestion, search for suggestions, or submit a new suggestion.
Allowing people to vote on suggestions serves a few purposes, not the least of which
are: 1) more customers feel heard, and 2) Hobsons can get a better sense of how
important each suggestion may be to the customer base. The voting process itself is
expected and easy, with just two icons placed near the suggestion title. The standard
thumbs up with a green background, and thumbs down with a red background are
understandable. While the icons are small, they are distinguishable based on both
color and the thumb graphic. This is positive for people who are colorblind because
the graphic suffices. For people who are not colorblind but who may still have lower
vision, the different background color may make it easier for them to pick out the
right icon.
Once the user votes, he is presented with a message, for instance, Your Thumbs Up
Vote has been successfully saved. This type of feedback gives users confidence and
enables them to feel in control.
In addition to voting on suggestions, users may also comment on them. Again, this
feature can help the customer base feel heard; it also allows people to offer a
different perspective, and can help Hobsons get a better understanding of users’
desires and views. Users may also read other customers’ comments for more
perspective. The Comments link displays the number of comments already made,
disclosing how much activity there is surrounding a particular suggestion. These
niceties give more information with little effort on the design and development side.
Clicking the Comments link expands an area to expose all comments which have
already been made, leading with the most recent first. Users may, of course, scroll to
read the less recent comments. Above the list of comments appears the Leave a
Comment field. The label accompanied by the open box and Post Comment button
are inviting elements and summon people to type their thoughts. An effective status
label below the field counts down the number of characters the person has left to
play with, a la Twitter’s UI.
Once the suggestions are submitted, the product managers must review and publish
them before they are available to the rest of the user community for votes and
comments. The Manage tab in the Product Suggestions Portal is designed for these
back-end users who need to analyzing and publish suggestions.
To review suggestions product managers may search and filter by various criteria,
such as: keywords, name of the suggestion, status (such as inactive, archived,
pending, suggested, on roadmap, in development, launched, and merged,) and date
or range of dates the suggestion was created on.
The user may also click the Download Suggestions button to copy the suggestions to
a spreadsheet file where they can manipulate the information. Allowing people to
download or export the data and use a different, powerful program such as Excel is
usually far better than trying to build some of the basic spreadsheet features directly
into the app. Users may also view the Manage> Reports area for a summary of
suggestions.
As product managers address the suggestions they are able to change each
suggestion’s status to reflect its current stage in the workflow. They may do this
directly on the page of suggestions by selecting the item’s related checkbox on the
left, then choosing from the Mark Suggestion as drop-down list of choices.
Once the status is updated, the product manager sees a confirmation, and is asked if
he would like to send an email to subscribers notifying them of the status update.
The email notice sent to subscribers presents some automatic information about the
updates, such as the name of the suggestion and the new status category assigned
to it. It also has a link to the suggestion for review.
At that point the suggestion is ready to be merged, and the next page says as much,
repeating the suggestion again, and asking for the ID for the suggestion it should be
merged with. Once the ID is entered and the page submitted, the system displays a
page with both suggestions visible. This preview helps users understand the process
and feel confident about what they are about to do.
Once the suggestions are merged, the merged suggestion shows up at, basically, the
first comment in the comments area. The merged suggestion appears in front of a
yellow background, so it is differentiated from the comments, and the heading is
titled Merged Suggestion.
Since Product Managers are in contact with many different types of customers and
people at the organization who interface with customers, they have their finger on
the pulse of what customers want. Thus, the Suggestion Portal app makes it possible
for Product Managers to vote about a suggestion on behalf of someone. This way the
importance of the suggestions they hear are not lost, and instead are voted upon in
the system as though the third party had access, interest, and time to do it.
To use in this feature, the Product Manager clicks the Product Manager Update
button in the Edit Suggestion view. After clicking it they are presented with a dialog
box and a drop-down list of sources to choose from, including: professional services,
current client, prospective client, sales, pre-sales, product engineering, product
development/ QA, or other.
The Suggestion Portal at Hobsons supports a core business edict as well as workflow.
It’s imperative that the organization collects feedback about their apps. On the
flipside, customers expect to be communicated with and responded to when they
make a suggestion. Ordinarily this makes for a lot of work for an organization, but
this suggestions portal gives users much more visibility into the process, with far less
effort on the part of product managers. The app takes much of the burden off the
users and deals with it efficiently and transparently. The creation, review,
commenting, and sorting of suggestions is an inclusive, easy process that is
seamless to work with.
DESIGN PROCESS
Usability Methods
The design team knew they had to address the inefficiencies of the old system, but it
wasn’t clear at the start if they could or should build their own tool, or piggyback off
an existing platform. So, the first step in addressing their challenge was to
exhaustively research the landscape of ideas and tools while conducting a thorough
cost analysis.
Learning from similar tools. One of the first research efforts the team embarked
upon was to look at other, similar tools, across their own organization for guidance
and best practices. Though these tools are admittedly different products with a
different user base, the concept was similar: give users the ability to submit
suggestions. The design team felt they could learn from their colleagues’ hits and
misses by getting first-hand knowledge from those teams about what worked and
what didn’t during their development efforts. The design team also analyzed public-
Final Design: Searching, filtering and sorting options are grouped on the left.
Designating a stakeholder team. Another way to keep the end users close to the
design process is by creating a proxy group that represents the needs of the end
users. The design team at Hobsons handpicked a group of internal and external
stakeholders, drawn from design partner organizations and clients, to participate in a
January 2010
Commissioned a project to investigate better options. Some
existing ideas portals were mined for ideas and best practice
examples, including: Salesforce.com, Starbucks Idea,
GetSatisfaction, etc. Buying and integrating an existing tool was
deemed too expensive so the decision was made to build one in-
house
February 2010
Development team built a prototype proof of concept (took one
month to build)
April 2010
Official project launch: the company gathered a team of
business analysts, UI designers, developers and started
wireframes and design mock-ups
August 2010
Application launched
Post-Launch
The application has gone through four additional releases since
its August 2010 launch. These releases have added incremental
functionality including:
LESSONS LEARNED
TEAM
“Our customers, who are the users of the Product Suggestions portal, are the ones
that seeded the idea for the Product Suggestions portal and deserve ultimate credit.
Once the need was evident, a small team got together to do a rough prototype,
somewhat of an anomaly from our typical Product Management process. The team
was influenced by Marty Cagan’s book Inspired: How To Create Products Customers
Love,” explains Saboo. The design team for this project is located within in the
product management department; their roles and responsibilities break down as
follows:
Application Design Team Responsibilities
Role Responsibilities
Product Managers
• Ownership of features and functionality;
Determining when features are released and what
is going into each release
Business Analysts
• Brainstorming with Product Managers and end-
users to create wireframes and functional specs
User Interaction
• Realize the vision of the wireframes in HTML and
Designers
mockups with a special attention to usability
QA Engineers
• Writing Test Cases, integration/performance
testing, reporting defects, regression
Back-end developers
• Implementing designs, unit-testing, and bug fixing
Applications’ in the Multiplatform area have transmedia strategies and goals which
are well defined such that the applications actually remain true to their brand across
multiple environments. Designers in the multiplatform area ensure that the core
functions are supported appropriately across diverse platforms while taking full
advantage of each medium’s finest elements, and avoiding the feeble areas. For
example, designs in this group exploit the power and screen real estate a desktop
environment affords, adding more features, such as analysis and manipulation,
commenting, and sharing. These app designers focus on the importance of mobility
and always-available environments, but they know the limitations of small screen
displays and restricted input devices, and design within those confines. Designers
also know the nuances between similar media, such as the fact that designing for a
smartphone display is only similar and is not the same as designing for a tablet.
The winning design teams in this category were able to keep straight not just one
operating system or hardware platform but several. They handled multiple
strategies, schedules, and the tasks of sharing design sometimes across teams, all
while keeping true to the wonder and limitations of the application’s central goals
and to each medium.
Winning applications in this category include:
• Dixio, multiplatform lookup technology
• Highlight, lets users with iOS devices make audio recordings, mark
interesting points, and share recordings with others.
• Mobile Unified Communication (UC) client, allows business customers
to link two phone numbers, their mobile and business lines, with their
mobile phone.
OVERVIEW
Main function: Dixio is a multiplatform lookup technology that, together with
dictionaries and encyclopedias, provides readers with the most relevant reference
information possible without leaving the document that he is reading. Dixio works on
several platforms and in many applications, by accessing the Dixio API that connects
to the Semantix Cloud Knowledge Engine (CKE) or the Local Knowledge Engine (LKE)
to provide the best possible result.
• Dixio Desktop can be used on just about any desktop application on
a user’s computer system: documents, emails, PDFs, spreadsheets,
etc. The desktop tool is used by approximately 82,164 users.
• Dixio eReader Solution can be used on a variety of devices from
smartphones to touch screen tablet devices and is used by
approximately 10,000 users.
Why it’s unique: The knockout feature of this technology comes from the semantic
engine that drives the lookup results. This “capture & search” function reads the
entire context of a given word, analyzes the content and returns a context-sensitive
definition in a just a few seconds. This ensures that Dixio can provide the best, most
appropriate definition possible, each and every time. It is non-intrusive software that
remains silent until the user calls it and it works on the fly, rather than requiring the
user to launch it as a separate task. Dixio is able to identify the language of the text
in question, in order to provide definitions and/or translations.
The organization: Semantix, the company behind Dixio, develops tools to help
people communicate better. Its tools bring together people who speak different
languages, making their communication easier, either in their own language or
across different languages. Semantix expertise is drawn from its diverse staff
including: linguists, computer engineers, philologists, translators, lexicographers,
communication specialists and marketers, all working to improve the power of
communication amongst people of any language.
Design philosophy: While most dictionary apps rely on the age-old paradigm of a
paper dictionary where you “go” to look up a word, the Dixio technology is trying to
turn that idea on its head. Dixio gives the dictionary a whole new look and feel,
where the dictionary becomes more of a gadget than a book. It’s there when you
need it but it won’t get in your way when you don’t.
USERS
Dixio users are drawn from a broad range of people who use an array of electronic
devices (such as e-Readers, tablet, and smartphones.) The users are an eclectic
THE APPLICATIONS
On all platforms, Dixio acts like a very good restaurant waiter: there in full force
when you need him, but not interrupting your dining and conversation when you
don’t. Dixio is an ambient power, falling into the background in any one of these
three devices: the desktop, phone, or tablet. Hiding the app until needed enables
people to read, work, and engage with content without having to tune out the noise
of an overzealous dictionary app. Designers wholeheartedly took this approach, as
they believe, according to Laura Vilar, “[Users] are interested in reading the book,
not working with an application.” Astute designers are comfortable with this concept,
and have little ego about needing their app to be center stage.
Once the user is stumped on a word he just read and summons its definition, Dixio
snaps to attention. Calling the app is simple on all platforms: on the web, double
click; on desktop, control + right click; and on smartphones and tablets, long tap
and double tap. The features are advertised and described to the customer when he
begins using the service, and there is a small banner in the right rail of webpages
also announcing the service and features.
Upon completion of the small summon gesture, which works when directed at any
word on a page, a result dialog box appears containing a contextual definition
gleaned from more than 95 dictionaries, including Oxford, Vox, and Semantix
Bilingual.
Multiple Media
In each environment, the Dixio UI is simple, and consistent with other platforms to a
degree, but also exploits each platform’s offerings. According to Vilar, “As long as
each application is used for a different platform, we had to adapt it to each device.
Obviously if you're reading in a tablet it has to be something light that appears and
disappears easily.”
And Ferran Gatius, Product Manager, agrees, stating that designers needed to make
some tradeoffs and change navigation concepts which are understandable on the
desktop but not on other devices. For mobile, he notes a known design guideline, “It
doesn't make sense to have so many features on the tablet, like settings; we need to
make the navigation simple.”
Knowing each platform’s strengths and weaknesses and designing for those is part of
what makes a great transmedia strategy, as does defining which elements should
remain consistent no matter what the medium. In the case of Dixio the following
three items are those the team determined should be implemented consistently
across all platforms:
• Content: The word definitions are the same.
• Access: The “crown” area which appears on the top of the tabs, as well
as the tabs themselves.
• Visibility: The Dixio window will never appear over the word a user has
selected to define.
The semantic engine which is the power behind these apps’ success is not exactly
the same for all platforms, though this is on the product roadmap. The current plan
Dixio Desktop not only defines words, it also translates them. The semantic analysis
gives the most appropriate meaning according to the context. And because the
engine reads the whole article and has context for words, the translation can easily
help people find out what a random word in another language is. So if the user is
reading an article in English but there is a Spanish word in the text which he chooses
to translate, Dixio presents the definition of that word in English, the language most
of the article is written in, rather than in Spanish. This helpful feature makes content
more seamless, engaging, and understandable. Users may access translation
features via the Define and Translate button in the upper right.
For even more knowledge about the lookup in question, users may obtain their
results as images instead of text. Images are retrieved from Google, Flickr, or the
Semantix visuals gallery by selecting from the search sub menu in the upper right.
The desktop application not only works on websites, but also with MS Word, PDF,
email, and spreadsheets, offering the same commands and features.
To make Dixio work best for each individual, the app allows people to see and make
changes to their account, change the language, and change preferences about
internet connectivity, as well as the dictionaries. Users may also add their own
customized glossaries. (An administration panel allows IT staff to keep this in check.)
These types of customization features increase ease of use and build loyalty.
The Contents tab displays the Dixio Library of dictionaries that users may include in
their definitions. Users can choose which dictionaries to enable or disable, and
rearrange dictionaries so that definitions from their preferred sources appear first.
Web
Dixio Technology may also be installed on a website by the site’s owner so that
everybody who visits the site may use it, even if they don't have Dixio Desktop
installed locally.
When users tap the magnifying glass icon, a new dialog opens to perform a
manual search.
Users may swipe within a definition to display more definitions for the particular
word from different dictionaries.
In addition to working with tablets and smartphones, eReader also works well with
electronic readers.
Dixio vanishes as quickly as it appeared, when users click outside the dialog box, or
on the X in the upper right. But with an app this good and helpful, we are sure users
will call it back often.
DESIGN PROCESS
The Dixio technology originated as a desktop application called Gotitclear, which was
basically a dictionary app. In order to speed up the lookup process, the company
decided to move the technology to the Cloud.
The team has employed a number of research methods to inform their journey from
Gotitclear to Dixio and to improve Dixio over time. These include:
• Competitive analysis: The team started their research by analyzing
similar products available in the market and studying design guides,
prior to developing their own. This snapshot provided a good starting
point for the Dixio project. This competitive research included a
thorough look at the tablet space writ large, to see where tablets were
succeeding and where they were failing to stack up to eReader
Solutions. What they found was a clear demand based on how the
tablet apps performed as eReader Solutions.
Implementation
Designing the Application Engine
The application engine is written in C++ and there are cross-compiling tools that are
used for each platform. "We implement an upper adaptation layer that interfaces
with the devices," says UI Designer Laura Vilar. “For example, the Android
LESSONS LEARNED
Listen to users. The primary lesson the Dixio team has learned through their design
efforts is the importance of getting actual information from users, whether it be
analytics about their behavior or direct conversations. “Listen to the users and try to
give them what they want and what they need,” says Vilar.
Blit Software
(Agency for Desktop app)
UI Designer Design interface and graphical elements
Laura Vilar
Pictured (left to right): Jesús Liarte (Developer), Laura Vilar (User Interface
Designer), Ferran Gatius (Product Manager), Xavier Hidalgo (Technical Product
Manager), Joaquim Triginer (QA Testing.)
OVERVIEW
Main function: Highlight lets users with iOS devices make audio recordings, mark
interesting points, and share recordings with others.
Why it’s unique: Quite a few audio recorders are available for the iPhone -
including the standard recorder provided by Apple; Highlight distinguishes itself with
an incredibly intuitive design. The interface presents both basic and advanced
features in just a few self-explanatory screens.
The organization: Cohdoo, LLC is a startup created by Russell and Wuehler. Since
Cohdoo is a side project for both men, they constrain their project scope by aiming
to design, code, and release each product within 90 days. This timeframe limitation
helps ensure that the project stays manageable and the end product isn't rendered
obsolete by changes in the platform or market.
Design philosophy: A simple principle guided the design of Highlight: a smaller
focus leads to a bigger impact. Russell explains, "By focusing on one thing you can
have a much bigger impact. There’s a quote I really like, that goes something like,
‘Your ability to have an impact is directly related to your willingness to narrow focus.’
We wanted to have an impact with our application and delight people, so we knew
we’re going to have to put all our effort on one thing, because if we try to do a lot
it’s just going to be mediocre."
After Highlight was launched, its creators found that it was especially valuable to a
particular group that they had not previously considered: students taking courses in
their second language. "Highlight allows them to focus more on what’s going on in
the classroom and not have to struggle so much with what the professor is saying,
because they can go back to it later,” says Russell.
THE APPLICATION
Highlight lets users create audio recordings using an iPhone, iPod Touch or iPad, and
offers
• a simple, intuitive interface
• the ability to easily share the recording with others
• the ability to mark particular points of interest within a recording.
Making an audio recording seems like a straightforward task, but many of the
applications targeted at this audience are surprisingly complex, offering little visibility
into how files are created, stored and managed. Highlight stands out from the pack
because it features incredibly simple controls for starting, stopping, editing and
sharing recordings. Russell explains, "What makes Highlight special is its simplicity.
We worked very hard to remove every unnecessary element and feature from the
application until we got Highlight down to its pure essence. There are only five
screens in the entire application, and our users consistently comment on how easy
and intuitive Highlight is to operate.”
Highlight’s users need to share their recordings with others, but just sending an
audio file to colleagues is not enough. Many research interviews are one to two
hours, but few designers have time to listen to hours and hours of audio recordings.
Highlight lets the field researcher mark particular points of interest within a
recording; listeners can then skip straight to these points, vastly reducing the
amount of time needed to consume the content.
In addition to marking highlight points while making a recording, users can make a
few modifications to the recording file after it has been completed:
• Name the recording
• Add a picture
Highlight lets users create audio recordings, mark points of interest within the
recordings, and share them with others.
INNOVATION
As technology advances and application users work on multiple devices, it makes
sense to expand an application experience to reach them on new platforms. But it is
essential to approach new platforms in a thoughtful way, to ensure that the features
and offerings are appropriate to the platform.
The ability to share recordings with others is essential for Highlight’s core user
group. The smartphone is an excellent tool for field researchers who need to create
recordings without hauling around large devices or accessories. But the personal
nature of such mobile devices makes them less than ideal when it comes to making
content available to more than multiple users.
Since the standard audio players can’t display the unique metadata (such as point-
of-interest markers) in Highlight recording files, Highlight’s designers created
Highlight Player, a companion application for consuming Highlight recording files on a
desktop or laptop computer.
CONSISTENCY
The Highlight Version 2 recording application is designed to work on both the iPhone,
iPod Touch, and the iPad. While the layout changes to take advantage of the iPad’s
larger screen size, the content and functionality remains the same, creating a
consistent user experience regardless of the device type.
On the iPhone, the home screen displays all the recordings in a vertical list, with
thumbnail images showing the picture associated with each recording.
The iPad layout uses the same picture as an icon for the recording, in a horizontal
array. The delete control is also placed differently in the iPad layout. On the iPhone it
appears on the top left corner, but on the iPad layout many users would be likely to
overlook a control placed so far away from everything else; instead, it is moved to
the top right corner to form a sort of ‘utility controls’ area of the screen. Eyetracking
research shows that people tend to look in the top right corner for such controls, so
this placement conforms to user expectations. (The placement works on the iPhone
version because the screen is so much smaller that everything is closer together and
easily noticeable no matter where you are looking.)
FLEXIBILITY
Applications should strive to accommodate the user’s task, rather than forcing people
to change their behavior in order to use the application. Highlight includes several
features specifically tailored to the interview and recording process to make the
researcher’s task easier.
If you’re interviewing someone it’s probably because you need information they
have, but you don’t. That is, you don’t already know what they’re going to say. This
obvious circumstance has important implications for the process of marking points in
a recording, because many people won’t recognize the points they want to mark until
after they have occurred.
Highlight makes it easy to mark these moments that have just passed with an offset
feature, which automatically adjusts the marker time to be 2, 5 or 10 seconds in the
past, depending on your settings. (You can also choose ‘no offset’ to have markers
applied in real time.)
Instead of a stop button, Highlight uses pause as the primary control for ending a
recording. Users love this simple accommodation, absent from many other recording
applications, which makes it easy to omit dead time (such as bathroom breaks) from
the final recording without stopping and creating several different files.
Researchers can take a picture of their subject and associate it with the Highlight
recording, which helps to ‘put a face to a name’ for people consuming the research
later on. It also allows users to browse recordings by either name or thumbnail
image.
INFORMATION DISPLAY
Although Highlight deals with a relatively small volume of information, the screen
size limitations of mobile devices make it essential to convey information clearly in a
very small amount of space.
The Highlight home screen has evolved through several iterations, each one
increasing the utility of the screen by providing access to relevant data. In early
sketches, the home screen was simply a menu listing the main tasks, such as
starting a new recording. Existing recordings were listed on a separate screen. As the
design progressed, the home screen evolved from a simple task hub into a more
information-rich screen displaying recent recordings, as Russell explains, “Initially we
thought, ‘We’ll have a button that goes to all of them and you can pick.’ Well really,
people want to get to the ones that they just did, so how do we make that easy and
straightforward? …We’re trying to help the user get to the information that they want
quickly, without having to dig through the interface.”
The process of optimizing Highlight for the iPad actually led to further revisions of
the iPhone home screen. Showing only the three most recent recordings left a great
deal of empty space on the iPad screen, which sparked the idea to show all
recordings rather than just the most recent. This idea was then applied to the iPhone
design: Now the iPhone home screen also shows a full list of all recordings as a
vertical list. “Now instead of the last three recordings, I can show all of them, and
Early sketches for the home screen included just a menu of pages and did not
display any actual recording titles.
In an early prototype of Highlight, ratings were indicated with blue stars. If a user
hadn’t yet rated the recording, it displayed five white stars. So the star was both the
method for assigning a rating and the method for displaying a previously assigned
rating, with only the color difference to distinguish between the two states.
Because stars are so frequently used to display ratings, many users guessed at the
display function and assumed that the five white indicated a five star rating, never
guessing that they were in fact an input method.
To eliminate this misunderstanding, the interface was changed to use different
elements to signal the input and output of the rating: before a rating has been
assigned, five small dots appear in that row, and these dots change into stars when
tapped, to display the assigned rating. Separating the two functions into two
different visual indicators is much more effective at communicating their purpose
than relying on just one symbol to fulfill two purposes.
INTERFACE ELEMENTS
The most noticeable elements of the Highlight interface are the enormous Start and
Mark Highlight buttons; each of these takes up more than half the screen. This
approach is unusual among mobile applications, where screen real estate is at a
premium; but the emphasis is extremely effective at optimizing the screen for the
single key task users need to accomplish.
Because Highlight is intended to assist users while they are primarily engaged with
another activity, conducting an interview, the design acknowledges that the users’
attention is not primarily focused on the screen, especially during the actual
recording process. Russell explains, “The highlight button that allows users to
gracefully touch it while keeping eye contact with their participants, an important
part of building rapport."
Early sketches for the New Recording screen devoted more space to other
information and elements, such as the elapsed time indicator and a list of recently
created highlights. But eventually the designers realized that those items weren’t
really needed while making a recording, and that the user’s activity would be better
served by placing even more emphasis on the Mark Highlight and Pause buttons, the
two primary actions that every user will need to perform quickly.
The playback area of the Details screen includes controls to play the recording, skip
back ten seconds, and create a new highlight. Highlight users report that skipping
backward is one of their favorite features, and both that and the triangle control to
begin play are easy to recognize. The third element, the light bulb symbol, however,
presented some difficulties. It is used to represent the action of marking a highlight,
but some users did not notice or understand this element. The light bulb symbol is
used in several areas of the Highlight application, sometimes to represent an action,
and sometimes just as a branding element. The dual meaning of this element and its
placement on the far right of the Details screen, away from the timeline, combined
to make this element appear to be purely decorative rather than functional. To
address this issue, Highlight Version 2 has adjusted the placement of the three
playback controls so that they appear close together, all directly over the timeline, to
make it obvious that they are all related.
Although all the elements on the Details screen can be edited by tapping and holding
them, this screen also includes an explicit Edit button in the top right corner. Users
will probably learn about the advanced selection options after they gain some
experience with the application, but the visible signal of a button is extremely helpful
for new users. This is especially true for touch interfaces: with a cursor, users are
already interacting with the interface and moving the mouse around, often
automatically pointing at the element they’re interested in, which creates the
opportunity to communicate with hover effects. With a touch interface, however,
there is generally no contact between the user and the interface until the user has
already decided what to tap, so the functionality must be clearly communicated by
the basic interface.
Russell and Wuehler chose to label the button Edit to help keep the interface simple
enough to use immediately, without any instructions or help files. As Wuehler
explains, they felt that “if it was complicated enough to need a help file, it was
probably too complicated. …That was definitely one of our goals: to make it obvious
enough that somebody can just pick it up and use it? …That’s why we chose the word
‘edit’ instead of a pencil or something: because that’s obvious. If we’re not going to
include a help file, we have to make it self-explanatory.”
Usability Testing
Highlight’s creators subjected each stage of the design to quick, guerilla-style
usability testing. Friends and family served as test subjects, both for convenience
and to make sure that the application would be easy enough for anyone to pick up
and use immediately, regardless of technical ability. Wuehler explains, “I would
make a build and hand it to my twelve-year-old and say, start recording and mark
two highlights. Once she had seen it a few times she could do it so I had to switch to
my wife and my other kids...it was kind of a poor man’s usability test.”
Findings from these tests were immediately incorporated into the design. This
lightweight methodology allowed the designers to explore a variety of design options
in a short amount of time. “We could experiment, try stuff, get feedback, and iterate
in these really tiny loops. So we got to try tons of things in a short period of time to
get the winner, versus doing stuff that was very heavyweight and only getting to try
two or three options because the testing was expensive, or done at the end but
nothing at the start,” says Russell.
Beta Testing
With any application, and especially with mobile applications, actually using the
program reveals issues that don’t emerge in simulated settings. For example, the
possibility of getting a call that interrupts your recording, or having files that are too
large for email. Local designers helped beta test Highlight by actually using it for field
research, which yielded valuable design insights. Russell explains, "One of the
biggest things they said is they really want to get [the recording] back to their
broader team... initially the only way you could share the recording was to email it to
someone. People said, ‘We want to share it in other ways, we can put big files in
Dropbox but the email server can’t handle something too big.’ That was something
we learned in research, and were able to add."
Implementation
While Russell sketched iterations of the front end design, Wuehler began developing
the back end functionality. This simultaneous approach required significant up-front
communication and ongoing check-ins between the two, but ended up being far
more efficient and productive that traditional linear approaches. “It worked well
because as we progressed we had both sketches we could play with and stuff we
could try that was actually in code. The two together were really powerful, because
we learned a lot in development that informed the sketching,” explains Russell.
Another benefit was that because the development was initially focused on just the
back end functionality, the front end user interface code was left unfinished until
later in the process, after sketching and testing had refined the design into a better
user experience. From the development perspective, Wuehler felt that this approach
improved both the design and the code, "Really tight collaboration between the
design and the development allowed design to understand what the development
constraints are, and the flip side, having design push me to think a little bit
differently about how I might be able to do things."
Wuehler’s early development efforts focused on created a ‘black and white’ functional
prototype, built mostly with the standard widgets in the iPhone toolkit. This
Left: The ‘black and white’ functional prototype of the Highlight Home screen.
Right: The functional prototype of the New Recording screen.
The close collaboration between design and developed saved time, both by helping to
quickly determine which design alternatives would be most practical to build, and by
solving the major usability issues while the interface design was still in the form of
sketches rather than code. Russell explains, “We really had very little rework. In
many projects...a bunch of stuff gets coded, you do a big usability test halfway
through the project and [find problems.] Now the cost [to fix it] is huge because
we’re almost done. Our rework… was pushed to the lowest-cost step of the project.
By collaborating with sketches intensely, there was more rework on sketching than
Long-term planning
Highlight’s creators also strive to keep future product plans in mind during the design
process. ‘We try to design out a couple of features ahead…For example we know
there’s a couple of things that we won’t have time to build into Highlight Version 2.
But we’re designing out what those should be so we can make sure that as we’re
developing it now we don’t box ourselves into a corner,” explains Russell.
This approach applies to both specific features and to entire applications, and this
philosophy of long-range planning and reuse has worked well. For example, a
product called the Highlight Converter used to be offered as a way of transforming
Highlight files into several different audio formats. The Converter was a less than
ideal solution as it did not preserve any of the highlight metadata, but Wuehler was
able to re-use the core basis of the Converter when he built Highlight Player. Russell
and Wuehler are now considering creating a web service for sharing Highlight
recordings, and plan to re-use the code from the Highlight Player. “Because of
limited development resources, we have to figure out how to achieve multiple things
with one product. We think about not just features but technology use one or two
products ahead, and how, in what we’re building today, we can re-use some of those
guts tomorrow,” explains Russell.
LESSONS LEARNED
Russell and Wuehler shared a few lessons learned from this design effort:
• Get your design onto the device ASAP. Interface elements may look big
enough on a monitor, but it’s not until you actually see them on a small
device that you understand how easy or difficulty they will be to manipulate.
"Regardless of how you’re rendering the design, you’ve got to get it on the
device really quickly. Even just saving it as an image file and putting it as a
photo on your phone. On a monitor…everything looks big enough to touch,
but as soon as you put it on a device, things are too packed together, they’re
too tight and not enough room for my fingers in there. So now I render in
Photoshop and copy it over to my iPhone or iPad to quickly see what it looks
like and if the spacing’s ok,” says Russell.
• Don't try to be clever. "If we’re trying to be clever it usually means we
don’t have the best solution, and we need to keep working. Because clever
usually equals ‘hard to figure out.’ It’s only clever to the person who came up
with it,” says Russell.
• Fight Feature creep. “With Highlight, we’ve been able to prove that when
you focus on figuring out what the heart of the application is… you can create
something that’s really magical and that delights people. There’s always a
push for more features, so it was fun to build something focused and spend
our time removing, not adding… We can be better than our competition by
doing one thing well, even though they do 10 more things than us. There’s a
creative director at a local design firm who uses Highlight as an example for
his clients. When their client wants a million features, they show them
Highlight and say, ‘Look how easy it is to use, look how delightful it is. We can
make your app like this.’ It’s exciting for us to have someone using it as an
example of that philosophy,” says Russell.
"We are focused on helping individuals bring their ideas to life. As UX professionals
we had a need for some additional tools to help us get our job done. We made a few
tools for ourselves, others liked them too, so we decided to go into business," says
Russell.
“The right gear in your pack makes all the difference. It allows you to be agile and
ready for what’s ahead. At Cohdoo we believe great gear does what you need it to
without getting in your way. It’s not about the gear, but what the gear allows you to
do."
The company name is taken from “Coh doo,” words that rang throughout Russell's
home as his little boy. This small phrase was the beginning of a more complex
declaration, “I can do that.” In those first words an experience was built, an idea
expressed: Cohdoo’s goal is to create products that help grow others' ideas from
infancy to maturity.
OVERVIEW
Main Function: The Mobile Unified Communication (UC) client allows business
customers to link two phone numbers, their mobile and business lines, with their
mobile phone. It runs on Verizon Wireless Android Smartphones and enables
customers to use one mobile phone both at their desk and on-the-go to make and
receive personal and business calls.
Why It’s Unique: Simply put, this application is unique because it lets the user be
connected anywhere. No matter what kind of call a user needs to take - business or
personal - he can receive it on a single mobile device, on his mobile phone,
seamlessly. Additionally, when on-the-go, users can place business calls and select
whether their caller ID appears from their business or mobile phone number. Plus,
this app affords them business capabilities they would have on a desk phone such as
merging and switching between calls, transferring calls, and creating up to a four-
way conference call while mobile.
The Organization: Verizon Wireless is the largest mobile communications network
operator in the United States. It had 108.7 million subscribers as of the end of 2011,
the largest number of any wireless service provider in the United States.
Design Philosophy: The genius behind this application is how effectively the design
team has put a simplified face on top of complex technical architecture. Though
there are a lot of complicated things going on behind the scenes, the user is exposed
only to a coherent, smooth interaction with quick access to what he needs, when he
needs it.
USERS
The primary audience for this application casts a wide net. It includes any business
customer who has an Avaya, Cisco, or BroadSoft PBX in their office and has the need
for employees to be mobile. This means users are primarily (though not exclusively)
employees of larger organizations, which are more likely to have such PBX systems.
The docking station was designed to replace existing desk phones. It is specifically
designed to have a universal cradle, so that different devices can fit into the same
type of dock, even though each device may have its micro-USB connection in a
different place. Additionally, it goes the extra mile to connect to mobile phone with
cases on them: No need to make your mobile naked to use this dock.
When the mobile phone is docked, Mobile UC turns a regular mobile phone into a
powerhouse desk phone, as it supports the following functionality: corporate
directory lookup, multiple-line and shared-line access, transfer, conference, “do not
disturb,” mute, hold, voicemail, speed dial, and call history of incoming and outgoing
calls. The docking station also charges the phone battery, and the phone can be used
for all other smartphone functionality even while it is docked.
Mobile UC also allows users to keep the current call active while they either dock or
undock the mobile phone, so users don’t need to pause or be disconnected when
they need to leave the office or arrive and want to dock.
When the device is docked, the Mobile UC home screen allows users to accomplish
many tasks, such as: call, check voicemail and call logs, and retrieve contacts and
favorites, including any smartphone functionality. Designers chose to display each
command as its own button in a flat display rather than consolidating in menus,
drop-downs, or panels. Since there is only a small number of frequently used
commands, the display accommodates them well and is a smart choice. The screen
shows the following large buttons for easy access: Phone, Voicemail, Call Logs,
Favorites, Contacts, Applications, Settings, Add, and Undock. The user may
customize and reorganize these buttons. Buttons show recognizable and recallable
icons along with clear text.
But not all important commands are presented at that flat top-level. The designers
made decisions at each step of the way about the most expected and helpful places
to put each command in the call workflows. For example, in the case of making a
call, designers chose to use progressive disclosure—hiding some commands until the
user is ready for them. Once the user selects to make a call he is then presented
with the options to make a Business call or a Mobile one. Designers could have
placed these commands at the home level but it would have made that page too
busy, and potentially confusing to offer types of calls at that level.
These buttons are color coded so users may easily pick them out, and the colors are
carried through the UI. If you are on a business call it is indicated in blue and a
mobile call is indicated in green. The call type also displays in the top status area
above the buttons.
Users may also add customized widgets their device’s OS home screen, so that when
the phone is not docked they have a shortcut to make calls of a specific type. The
widgets can be customized to Business, Mobile, or Prompt (which prompts users to
choose a call type every time they place a call.) A second widget, Quick Call,
changes appropriately depending on the default settings so that a user can make a
call quickly.
If the widget is set to Prompt, then the user is presented with a screen that allows
him to then choose Business or Mobile. This UI helps people who make roughly an
equal number of calls from their business and mobile lines. So regardless of her
usage scenario—mostly make business calls, mostly make mobile calls, or make
roughly an equal number of mobile and business calls—the UI lets the user be in
control and happy.
To set the default call type selection users may tap the Always place calls this way
checkbox.
The buttons are quite large, easy targets to hit, which comes in handy when the user
is walking or otherwise moving while using the phone. Designers strove to make the
buttons throughout the UI as large as possible so people who are moving, and yes,
even driving, can make selections quickly and error freely, having no-miss
experiences.
When placing calls while undocked, the user has the option to select whether to
place the call using their business or mobile line. Business calls are shown in
blue and Mobile calls are colored green.
Incoming calls are as easy to deal with as outgoing ones are in Mobile UC. When the
phone rings the user is prompted with a screen with the most important elements
displaying, including:
Action items: large buttons to Answer or Decline the call, and
Status items: the caller’s name, telephone number, and image.
The affordance on these items is appropriate, as the status items are legible and
recognizable, and the action items (buttons) appear to be interactive elements in all
important areas, like: size, visual treatment, and verbal terms used as commands.
Once on a business call, the user may create a conference call or transfer the call.
(On a Mobile call the phone will be as it was before the app.) Users may choose who
to transfer the call to by tapping in their contacts, call log, or favorites.
If a user decides to transfer a call he may enter the number or select from the
call log, their contacts, or their favorites. He may also have the choice of talking
first (consultation), transferring without talking, or sending the call to his
voicemail.
The panel displays the length of time of the call in the lower left and displays the
time of day in the lower right. The name of the person on the call is clearly displayed
in the upper left. The commands to add more people to the call, transfer, and end
the call are all visible and are easy touch targets. The user may also conference in
another person, or make another call by tapping the New Line button.
The user may end the entire conference call, or even disconnect the last user who
was added to the call.
Sometimes a user may want to say a few words to a caller before adding him to the
conference call. Imagine you are talking with a manager or client and she needs
another person to answer a few questions. You may want to call the second person
and say just a few words to brief him before conferencing him in with the manager
or client. In these cases the user may choose the Talk First button.
After talking with that third party, the user has the option to add him to the
conference or cancel adding the person to the conference call.
When docked, users may have up to three concurrent calls and may start a new call
by tapping the New Line button. This button is only visible adding a new line is an
available option. While docked, all available features are shown on the screen,
including the ability to make another call, transfer, conference, or look up a contact
in the corporate directory. Each person the user is speaking with is displayed—name,
picture, and phone number—at the top of the call.
The New Line button is only present when users can actually add another line
(that is, they have fewer than three currently active calls.)
When the user has three lines in use, the three callers are displayed at the top and
the New Line button is removed since a user can only have a maximum of three
concurrent calls.
The Call Log feature is one that is often not available on traditional office phones, but
it is helpful and available in Mobile UC. Selecting Call Log displays a list of all
incoming and outgoing calls, sorted by most recent. Whether the call was outgoing
or incoming is displayed with text and icons in the list. Received calls show a blue
down arrow, placed calls show a green up arrow, and missed calls show a twisted red
arrow. Designers made it very easy to take action from this page too, rather than
making it status only. Helping users to move forward easily is one sign of a great
app design. The caller’s name and phone number are visible, as are the possible
commands to Talk First or Transfer.
Users may access their settings via the options menu. The following setting options
are available: show dial pad when docked, authentication credentials, notify low
signal, screen timeout, doc configuration. These follow Android conventions.
While most users probably won’t need help in this app, designers still provide a
thorough description of features and how to’s. A few of the topics described in help
include: Mobile UC features, placing calls while undocked, receiving calls while
undocked, placing and receiving calls while undocked, and transferring calls. Each
topic is presented in the list with an arrow to expand and collapse the write-up, so
users may read the instructions in place.
Mobile UC marries the power of the traditional office phone with the flexibility of the
mobile phone to make for a convenient, reliable, and simple experience for business
users who also have a personal life.
DESIGN PROCESS
Usability Methods
The design process involved a number of iterative steps that were required to both
refine the user interaction layer of the application and at the same time ensure that
the application could deliver functionality despite (and constrained by) the challenges
of the multiplicity of PBX environments. The team used several methods to refine the
application design:
• Iterating wireframes: The team began with very detailed
wireframes that demonstrated task flows exactly, as in, “When you
press this button this should happen.” The wireframes even included
all the error messages that the user would receive when completing
the task. While the application functionality was effectively illustrated
by these detailed wireframe designs, the wireframes had to continue
to be iterated over time to accommodate changes that were required
for technical constraints as they were discovered. And this was a
constant flow of changes, across the designs. So, adding a design
layer to this meant keeping precise track of which wireframe aligned
with which comp.
“Then what we did was we had comps to go along with all the
wireframes,” says Borghesani. “So we labeled everything by screen
number. So [for example] this is undocked screen 621. Then we would
create a comp that would be marked ‘U621’ so that they’d know
exactly which comp matched up with which part of the wireframes.
That was a nice syncing process.”
PROJECT TIMELINE
2010 May
• Product ideation and internal championing
June
• Marketing Service Requirements (MSR) created
to describe the product
• Series of discussions with Product Marketing to
determine the scope of the features in addition,
we also had specialists: one team member was
a PBX expert, one an Android development
expert
July
• Draft graphics and design concepts to be
applied to use cases. These helped the team
evangelize the product and what the app was
going to “do.”
Summer
• Vendor RFPs issued. The team needed two
vendors to build the product: software and
hardware
August /September
• The usability team developed draft comps to
support use cases and product functionality.
October
• Usability testing on specific parts of the product
that the team thought would be most confusing
to users
November
• Began detailed wireframing to determine what
functions to include in the application and to
match the user cases and design specifications
December
• Baseline wireframes completed (docked flows,
undocked flows, docking, undocking, settings,
web portal and the setup wizard)
LESSONS LEARNED
Verizon team members share a few lessons learned from the redesign effort:
• Create good wireframes and design against them. “The wireframes
helped so much,” says Borghesani, “and we had comps to go along with all
the wireframes, and each box in the wireframe had a comp to go with it that
was numbered and labeled.”
• Create a generous timeline. The team learned the hard way that
application design is very time-consuming and without a generous timeline
things like testing get eliminated. “It takes a lot more time than you think and
I wish there had been time in the schedule for usability testing. We used
TEAM
The team responsible for the application is in a user experience design group that’s
part of device marketing at Verizon Wireless. This placement of the team within the
company shifted as the project proceeded, but despite this shift, the team remained
with the project to its conclusion. Both a PBX expert and an Android expert were
added to the team to address technical considerations of the project. And as
mentioned before, the team hired both a hardware and software vendor to realize
the vision of the Mobile UC application and docking station.
The design team roles were as follows:
Pictured: Members of the application design team manning the company booth
at Enterprise Connect 2011 where the product was first announced: Stanimir
Dinov, Samantha Kalita, Kathleen Murphy, Linda Borghesani, Yeharn Hwang.
Among the many submissions we judged that did not make our short winners’ list
were some truly wonderful applications. Also in this group were some applications
with some severe design and usability issues. Without mentioning any specific
applications, organizations, or features, the list below summarizes some of the top
reasons why some applications did not make the winners list.
Finally, another element of poor paths for the user comes in the form of lacking
affordances, or not communicating when items are clickable, moveable, or in some
way possible to take action on. This is especially true on touch interfaces where
controls are very subtle, too small, don't look clickable, or are just plain invisible.
4. HIDEOUS FORMS
Alignment and balance go an incredibly long way in form design and usage. So why
do designers still come up with forms that look like a game on Jenga 5? Users have
trouble dealing with forms with right-aligned labels, and fields that are also right
aligned, not aligned at all, or arranged in multiple sloppy columns.
And while stacked fields are typically better than multiple columns of fields, and
sectioned steps are better than a potpourri of fields, cutting a form into too many
screens, like mini-forms, makes the process take longer and can make the user feel
constrained. Some of the non-winning apps shied away for long forms and broke
their questions into too many steps.
5
From Wikipedia: Jenga is a game of physical and mental skill created by Leslie Scott, and currently
marketed by Parker Brothers, a division of Hasbro. During the game, players take turns to remove a block
from a tower and balance it on top, creating a taller and increasingly unstable structure as the game
progresses.
Kara Pernice is the Managing Director at Nielsen Norman Group and is an expert
with more than 20 years of experience in user experience (UX) research and design.
The Wall Street Journal called Pernice an "intranet guru." Since joining Nielsen
Norman Group, Pernice has led many major intercontinental research studies and
authored many research reports and guidelines, and is coauthor of the
book Eyetracking Web Usability (2009.) She has lectured around the world on a wide
range of topics, and her client work spans many businesses and industries. Before
joining NN/g, Pernice gained invaluable experience about building and managing UX
in an assortment of development environments and established several successful
user-experience programs. A champion for usability, Pernice chaired the Usability
Professionals' Association 2000 and 2001 conferences, and served as 2002
conference advisor. She holds an M.B.A. from Northeastern University and a B.A.
from Simmons College.
Kathryn Whitenton is a User Experience Specialist with Nielsen Norman Group. She
works with clients to evaluate the usability and information architecture of websites
in a variety of industries including technology, telecommunications, and media, as
well as corporate intranets. She has conducted usability research, eyetracking user
research, and studies of users on mobile devices in the United States, Europe, Asia,
and Australia. Her user studies have included general audiences as well as specific
consumer types, business segments, children, and seniors. She teaches seminars
on Information Architecture, Principles of Human–Computer Interaction, and
Fundamental Guidelines for Web Usability.
Prior to joining NN/g, Whitenton worked as a Usability Engineer with the University
of Washington Libraries, where she led user research and usability testing for the
Libraries' website. She also worked on developing the user experience for agile web
application startup companies, and as a Psychology researcher at the University of
Texas at Austin, where she managed a clinical research study funded by the National
Institute of Health. Whitenton holds Masters in Library and Information Science from
the University of Washington, and a B.A. in Psychology and Plan II from the
University of Texas at Austin.
Patty Caya (www.pattycaya.com) is a multi-platform journalist, editor, and award-
winning digital media producer. In her business writing, she specializes in topics
relating to usability, social media, and the business and technology of the web. For
NN/g she has co-authored the Intranet Design Annuals since 2008 and she wrote the
3rd and 4th editions of the report on Intranet Portals. She is the author of the report,
Enterprise 2.0: Social Software on Intranets.
For over a decade, Caya has split her time between journalism projects and web
consulting. She is an experienced content strategist and information architect. She
has consulted for many of Boston’s top interactive agencies, leading web and
intranet development projects as well as usability testing, research, and design
initiatives. Her client roster spans a wide range of industries and includes leading
national brands alongside mission-driven non-profits. She has a BFA from New York
University’s Tisch School of the Arts and has completed coursework in the User
Experience Program at Bentley University.
Dr. Jakob Nielsen (www.useit.com) is a principal of Nielsen Norman Group. He is
the founder of the “discount usability engineering” movement, which emphasizes fast
Thank you to all of the organizations and designers who submitted their applications
for this content. Special thanks to the winners in this report, for their wonderful apps
and for sharing them with us.
Also thank you to Susan Pernice for her assistance with this report.
For a full list of services and current prices, please see www.nngroup.com/services
CONSULTING
• Independent expert review of the user experience of most designs, such as
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competitive study. Less for a mobile app or other small UI.
TRAINING
We produce an annual conference series where world-class experts teach the latest
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NN/g is the only company that presents high-end usability training events bringing
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Special training events are optimized for leveraging your own design questions:
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WEB USABILITY
• E-commerce user experience: series of 13 reports
• Corporate Image: presenting company information in a site’s “About Us” area
• PR section of corporate sites: supporting journalists
• Investor Relations area of corporate website: supporting investors
• Site map usability FREE
• B2B: guidelines for converting business users into leads and customers
INTRANET USABILITY
• Intranet usability guidelines: 10 reports based on user testing of 27 intranets
• Intranet information architecture (IA)
• Intranet design annual: published every year about that year’s 10 best intranets
• Sector-specific intranets: financial services, manufacturing, technology, retail,
knowledge-intensive, and government agencies
• Intranet portals: report from the trenches
• Social networking and collaboration features on intranets
MOBILE DEVICES
• Mobile websites and apps
• iPad usability FREE
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E-MAIL USABILITY
• Email newsletters
• Transactional email and confirmation messages
APPLICATION USABILITY
• Application design showcase: case studies of award-winning app UIs
• Customization usability
• Flash and Rich Internet Applications (RIA) FREE
SPECIAL USER SEGMENTS
• Usability of websites for children (age 3–12)
• Teenagers on the Web (age 13–17)
• College students (age 18–24)
• Web usability for senior citizens (age 65+)
• Beyond ALT text: improving usability for users with disabilities FREE