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Published: January 23, 2012
In my new column, UX Strategy, I’ll
explore the growing field of user experience strategy, which combines
business strategy with user experience design to build a rationale and a
road map for guiding an organization’s UX efforts. This column will
address methods and practices that UX Strategists can use to collect
data, formulate personas and interaction models, document UX strategies,
and create UX road maps.
“UX teams are feeling the pressure from all
sides to integrate and innovate as they design user interfaces that must
span multiple channels such as the Web—on multiple
browsers—smartphones, tablets, game consoles, and kiosks.”
UX teams are feeling the pressure from all sides to
integrate and innovate as they design user interfaces that must span
multiple channels such as the Web—on multiple browsers—smartphones,
tablets, game consoles, and kiosks. Airport kiosks, iPods, ATMs, and
video game consoles have convinced consumers that every digital
experience should be simple, self-contained, and let them achieve their
desired goals with just a few taps or clicks. Layer onto all of this the
need for integration with social networks and the ability to factor in
location, and the number of moving parts increases dramatically. It’s
like going from playing chess on a two-dimensional board to playing in
three dimensions.
Zooming Out
“A common solution is to introduce a uniform
set of standards and patterns that work across all platforms. This is
an understandable attempt to reduce complexity and keep up with the
demand for UX design work.”
But there is a problem. Satisfying this demand is not simply a question of thinking about and producing solutions for more of the same types of UX issues. We need to think about these for sure, but we also face an entirely new set of UX issues. We don’t simply need to design more
user interfaces. The existence of similar user experiences on various
devices and in different channels influences the patterns that designers
employ when designing a particular user interface. We need to design
user interfaces that take into account the existence of similar
interactions and information on other devices, with the goal of meeting
related, but different needs. The theory of relativity is making its
way into UX strategy!
Zooming In
“As consumers become comfortable with
emerging technologies, they are trying new combinations of interactions
that help them to optimize the usefulness of these technologies.”
Then, she might even tap an Accessories
link to see images of coordinated accessories superimposed on the dress
her virtual model is wearing. She could then look for various sources
of the products making up the whole outfit, balancing price with the
reputations of retailers. This isn’t really a far-out scenario; nor is
it just more of the same old ecommerce user experience. It’s both more and different.
The most common user research methods—usability
testing, A/B testing, and online surveys—are not adequate for fleshing
out usage scenarios in the coming multichannel world. In-depth
interviews that take place within a user’s context—known as in-context interviews or contextual inquiry—are
not sufficient either. They offer a deep, but narrow slice of reality,
are too brief, and occur in only one setting. It takes a holistic
immersion in the consumers’ world, with all of its devices and
complexity of options, by people who understand design, user research,
and consumer decision making. This is not research to enable the
incremental change of existing user interfaces. It’s about designing an
overall user experience that spans multiple, complementary, yet
different user interfaces.
One research method I’ve used extensively in the past
couple of years to gain a deep, inside look at consumers’ rapidly
evolving interactive behaviors is the video diary. Instead of my team
of user researchers’ querying consumers about their usage patterns, we
empower consumers to produce their own stories, over a period of time,
as they use various resources and devices to complete real-life tasks.
Using readily accessible digital tools, participants self-document their
behavior in the context of activities we are studying.
The Video Diary Protocol
“The video diary protocol is different from
most user research protocols, because participants lead themselves
through it rather than a researcher’s guiding them.”
We structure our video diary protocols similarly to a
printed diary. It’s divided into days, with a large heading at the top
of each page for DAY 1, DAY 2, and so on. Below each heading are the
questions corresponding to that day. Although, in reality, participants
usually complete the diary when it’s most convenient for them to do so,
without much regard to the actual days in the diary. Nevertheless, the
diary structure helps participants pace themselves and also gives them a
clear expectation of how much content they need to produce over the
course of the project. Each day in the diary covers two or three related
topics and requires between 10 and 20 minutes to fill in.
We begin the diary with easy identification
questions—such as asking participants to tell us about themselves and
show us their phones or their homes or their clothes closet. Throughout
the study, we progress through the days by bringing participants into
deeper and deeper reflection on their own behaviors. We continually ask
participants to both show us and explain rather than just explain. A
talking head can be a very convincing way for design teams and
executives to come face to face with the people they are trying to
reach—particularly as they discuss real-life activities and their
associated barriers and opportunities. However, an hour of just a
talking head is more than monotonous; it is a story without context. We
want to see how people behave in situations that are as real as we can
make them.
Once we have written a protocol that we think will get
people to talk about the subject matter we are studying—such as shopping
behaviors across multiple devices—we pilot test it with a few people
who will not take part in the actual study. We do this for
several reasons. First, we want to see how long it will take
participants to go through each day’s activities. Second, we want to
find any parts of the text that don’t make sense to them. Because we’re
so close to the topics and the research goals, our initial drafts tend
to be stilted or convoluted in places. Finally, we want to see whether
the questions we’re asking really encourage people to give us the types
of answers we are looking for—or instead just lead to lots of blah blah blah without any real substance.
Writing a good video diary protocol is tricky. It’s
very important to build in flexibility, while at the same time ensuring
that participants encounter key questions at a pace that encourages them
to be as thorough as possible.
After printing out the video diary guides in full
color, we give them to participants as part of a packet of materials.
The packet also includes a video camera, a charger, instructions on how
to use the camera, a self-addressed box with sufficient postage to
return everything to us, and lots of bubble wrap and packing tape.
Selecting Video Technology
“Video continues to improve in quality,
while the cost and size of video recording equipment decreases. This is a
great boon to user researchers.”
The type of camera you decide to use for consumer video
diaries has multiple consequences at different stages of a project.
It’s simplest to have people use Webcams that are built into their
computer—unless, of course, they don’t own a computer with a Webcam.
Selecting participants on the basis of the technology they own and know
how to use might skew your sample in a direction that could help or harm
your study, depending on whether the resulting sample reflects your
target audience. If you’re designing tools for the general public,
technologically savvy study participants could give you results that are
not representative of the people you are trying to reach.
In my earlier video diary studies, I tended to use
Webcams exclusively. In more recent studies, I have been using Kodak
Playsport cameras in VGA mode, because the resolution of the resulting
videos is high enough to clearly see what’s going on, while at the same
time being viewable on my iPad, which I tend to have with me everywhere.
Pocket video cameras with SD cards are very easy to set up for
participants, are easy for them to handle in a variety of situations,
and participants can mail them back to you using readily available
packing materials. I give participants a charger with the camera, just
in case the batteries go dead when they’re in the middle of making their
masterpiece.
I've read about studies in which a research team
distributed smartphones with cameras to participants. They used the
phone to probe, calling or texting participants at particular times and
asking them to take pictures or shoot video of the context they were in
at that moment. This is an interesting approach, but doesn't really fit
the multichannel shopping studies my team and I typically conduct.
Analyzing Video Data
“Analyzing video data is a time-intensive
process, no matter how you do it. We usually watch the videos completely
through once, identifying clips that give us the greatest insights into
the design problem we are studying.”
We typically use an open coding scheme for the first
pass or the first set of videos that we code, so we don’t restrict what
tags or codes the team can use during the initial coding process. But
once two or three different researchers have coded several videos, and
we have a widely applicable set of tags to work with, we analyze the
tags and eliminate duplicate and similar terms, so only one tag
represents each unique concept.
We then create a table comprising all of our notes for
each segment of a video, with participant numbers in the leftmost
column, followed by a sentence or paragraph that we’ve transcribed from
the videos, then the tag describing that video segment. We do this for
all of the video notes or transcripts. We then sort the table by the
tags, bringing together sections of the videos dealing with the same
topic in the table, regardless of whose video we took them from. As we
read through these similar comments, concepts and themes begin to emerge
that directly address the research questions that led us to conduct the
study. We refine these themes and concepts, then look for the video
clips that illustrate them most succinctly. The themes translate
directly into our findings.
While creating the findings, we identify direct,
verbatim quotations that we’ll later call out in the study deliverable.
We also create video clips that highlight, support, and clarify our
findings. Video is still a medium that people pay close attention
to—albeit for a very brief time—as they evaluate whether you’ve got the
goods. I have often been in meetings where everybody was staring at
their own screens—on some kind of device—during our verbal presentation,
but put down their devices for the first five minutes of customer
videos, paying rapt attention to them. Don’t lose the moment by showing
lots of mildly interesting clips that make stakeholders wonder when they
will end. Instead, make sure the clips punch hard and get to the point
you want to make quickly.
We do much of our video editing in Final Cut Pro, but
QuickTime Pro is a very handy tool for creating highlight clips. You can
trim a large clip down to a single meaningful segment, then save the
segment as a new video file in a matter of seconds. Final Cut Pro
requires rendering and exporting, which you must do in real time, which
is very time consuming.
Formulating Recommendations
“Research findings, by themselves, are
interesting, but relatively worthless in the context of a UX strategy
and design research program. What matters is what you recommend as a
result of the findings.”
Writing meaningful recommendations from video diaries
requires you to dig deep into the data, but also to have a general
understanding of current trends and UX design patterns. Written
recommendations may be enough, particularly if that is the
expectation of your project sponsor. However, you may need to supplement
your written recommendations with concept wireframes illustrating your
recommendations. As a UX Strategy consulting agency, one of our key
deliverables is a UX road map for a program that extends one to three
years into the future.
Quantification
The participant sample for video diaries is relatively small in comparison to a product’s target audience. It is impossible to take data from a small sample of people, then infer any percentages that are representative of the larger population. Therefore, it is important to follow up your video diary study by proposing an approach to quantifying your findings. For example, if you have recommended a strategy that is based on a specific set of interactions across devices, you might propose an analytics measurement schema that tracks the current traffic for functionality that supports that type of interaction pattern.Summary
“Video diaries provide a rich set of data that we can use to guide complex design programs.”
Video diaries give both UX teams and executives an up-close and
personal view of the people and activities they are designing systems to
support. It is a particularly useful method for gaining an in-depth
understanding of the rapidly evolving ways that consumers use multiple,
related technologies to achieve their goals. Multichannel UX strategy is
a moving target that will continue to accelerate, but video diaries
provide a rich set of data that we can use to guide complex design
programs.
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