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Published: March 5, 2012
“Effectiveness depends
enormously on the profiles of the individuals on a team and an
organization’s understanding of user experience.”
- the impact of an organization’s mindset on product teams
- the influence of each team member on the final product
The problems lie in the process, they told me.
There are many UX design methods and tools that guide
designers in creating brilliant solutions for whatever types of products
or services they create. However, I’d argue that their effectiveness
depends enormously on the profiles of the individuals on a team and an
organization’s understanding of user experience. If we fail to take
these factors into consideration, those methods and tools alone won’t
make us successful. Hence, I want to take a step back and look at what I
think forms the foundation that enables and sustains great user
experience.
Two Sides of User Experience
“User experience is about the impressions a design solution makes on users—what they remember about a solution and whether it left them satisfied or frustrated.”
Believing that the moment of experience is all that
matters can mislead designers. That moment is certainly important, but
it is not the crucial aspect of user experience. We often focus too much on the temporary wow and too little on designing solutions that are meaningful and have a positive impact on people’s lives. The book Paradox of Choice, by Barry Schwartz, and the short documentary The Story of Stuff,
by Annie Leonard, both illustrate this problem wonderfully. How can we
consistently design products that both address users’ goals—that is,
the experiential moment—and leave great memories?
Meta-users: All of the Stakeholders Who Play a Part in Creating User Experiences
“While understanding our prospective users
is vital, there are other players who we, as designers, need to
consider: the stakeholders who are participants in our design process.
These are a project’s meta-users.”
Before team members do any work together, each person
on a team needs to understand all of the other team members, their
motivations, and their agendas. These will have a direct impact on our
design work and, thus, the resulting user experience. We need to get
answers to the following questions:
- What are the company’s goals and agenda?
- Who in the company is asking for this product and why?
- Who are the decision makers?
- Who sets the constraints in the organization?
- Who are the team members creating the product?
- How do their skills fit together in helping to design and develop the product?
- What are the motivations, agendas, and influences of each team member?
Answering these questions—and it’s crucial to probe
until we have the actual facts—helps us to understand our meta-users.
Then we’ll know how to adapt our design process to get the best effort
out of everyone. It also gives us the necessary confidence to deal with
obstacles that we encounter along the way. Challenging stakeholders lets
us achieve better results. To do so, we have to grasp the motivations
behind each of their requests and identify the source of requirements.
For example, on two different occasions, a designer
wondered why the product she was working on had to have a timer in its
user interface. The businessperson in charge claimed that, without the
timer, the product couldn’t get built, but gave no further explanation.
Getting answers to that list of questions I outlined earlier uncovered
the true reasons behind his statement. In one case, the product was part
of the clock business group. All of their products had to have a timer;
otherwise, they would belong to another business unit and that
particular businessperson would lose the project. In the second case,
the product consumed more energy in its standby mode than government
regulations regarding maximum power consumption would allow. Including a
timer in the display was a cunning evasive move: regulators would not
then consider the product to be in standby mode.
Understanding the underlying facts makes our work much easier.
Assembling a Team: From Titles to Skills
“A product development
process can be more fruitful if a product team leaves behind narrow,
siloed thinking; considers the strengths and weaknesses of the specific
people they have on board; and emphasizes answering the questions and
resolving the issues the team needs to tackle.”
I’ve noticed that, when people discuss their product
development process, the talk often revolves around job titles, with
every role having predetermined tasks, as follows:
- designer—Gets the design brief and comes up with a solution that fulfills users’ needs. Studies users’ behavior to craft an appropriate solution. Along the way, comes up with many new ideas about how to address and solve the design problem.
- product manager—Identifies market needs and builds the business case for a product. Along the way, defines new business models and the product’s value proposition.
- marketer—Spots market gaps and helps the business to formulate market needs. Along the way, finds different ways of expanding the business’s product portfolio.
- engineer—Looks at ways of developing the product. Along the way, discovers new technologies that suit the project and address its various development problems.
When people in specific roles limit their contributions
to working in just their own area of expertise, they complete their
job, then hand responsibility over to a person in another role. There
may be some collaboration, but designers, business people, marketers,
and engineers have their own individual jobs to do during product
development. While people in every role try to innovate and improve on
what others have done before them, because they’re working in silos,
their ideas stay within those silos.
However, a product development process can be more
fruitful if a product team leaves behind narrow, siloed thinking;
considers the strengths and weaknesses of the specific people they have
on board; and emphasizes answering the questions and resolving the
issues the team needs to tackle. Some of the questions that any product
team needs to answer during the course of a project include the
following:
Proposition
- What goals are users trying to achieve?
- Why do people need the product? What job would it perform for users?
- Why would someone care about having the product?
- What should the product do? What features should it have?
- How should people use it?
- How could we make the product stand out in the marketplace?
Development
- What level of performance should the product have?
- How can our team implement the product?
Distribution
- When would be the right time to introduce the product?
- What should the product’s price be?
- How should we introduce the product?
- What are the right promotion and distribution channels for the product?
- How should our organization follow up with customer care and getting feedback?
“A cross-functional product team can
consider these issues from various angles and should address them
collaboratively. Only real teamwork lets us utilize the unique skills of
everyone on a team.”
A cross-functional product team can consider these
issues from various angles and should address them collaboratively.
Only real teamwork lets us utilize the unique skills of everyone on a
team—whether it’s a product team or a UX team. However, it’s important
to align the skills and motivations of all team members to ensure we have a high-performing workgroup.
Pabini Gabriel-Petit’s article “Specialists Versus Generalists: A False Dichotomy”
exemplifies this principle of collaborative work. [2] In her article,
she describes her ideal small UX team and the skills a team needs
versus job titles.
When we organize teams by job titles, each person on a
team sees only what other team members’ business cards tell them to see.
However, if a team works together to address and solve all issues, three things happen:
- When the team discusses issues as a team, they’ll develop a common mindset and shared objectives. The team comes to have a single vision of what they want to achieve.
- Everyone gives their best, because they are working toward a common goal that they’ve agreed on. This is very different from individual team members’ working toward only the goals for which their job titles say they’re responsible.
- Everyone contributes to every aspect of the product because they’re sharing responsibility for it.
On high-functioning teams, job titles become relevant only
when they’re assigning accountability for decision making. Team members
should be experts in whatever role an organization has employed them
to fulfill and should be responsible for making decisions in their own
areas of expertise. If more than one person is making decisions about
the same thing, you’ll know they’re working in silos.
Why Is Team Integration Relevant to User Experience?
“When a team is truly working together as a
team, they’ll develop a shared vision for a product that addresses
users’ goals and needs.”
Conversely, when a team is truly working together as a
team, they’ll develop a shared vision for a product that addresses
users’ goals and needs. When a team has a shared mindset, it’s possible
to successfully accomplish work either as a team or individually,
because everyone is striving toward one vision. This is very different
from typical discussions in which we hear us and them viewpoints. When we hear “We do this...” and “They do that...,” we’ll know that people are not working together as an integrated team.
When a team is focused on what users want to achieve,
doing a task analysis can enable them to identify the steps users would
need to take to achieve their goals. This is what every product team
should be doing. The more diverse a team, the better they’re able to
identify users’ tasks. This is the responsibility of every team member,
from the business person to the UX designer; from the engineer to the
marketer and salesman. Identify all of the actions users need to take
to achieve their goals, think in depth about what steps are truly
essential, and devise a solution that minimizes the number of steps
users must take. Taking this approach increases the likelihood that
users will remember an experience and, thus, talk about it with others.
To achieve the design and development of a great user experience, a
team must remove the barriers that lie between users and their desired
results. Let me give you two examples.
All portable music players can play music, but often,
their developers don’t pay enough attention to how users get to their
goals. They don’t help users to eliminate music management, which is an
unnecessary hurdle that users need to overcome before they can listen to
music. Many companies even ignore users’ ultimate goals altogether and
allocate UX design resources to designing what’s in between—the stuff
that users don’t want. Many companies focus on creating
fancy-looking players, with flashy user interfaces and loads of
functionality instead of providing a great user experience.
Only one enterprise has successfully minimized the
barriers that previously existed between users and their goals,
providing solutions that enable users to listen to music without
worrying about buying songs, organizing them, or copying them onto their
devices. This company is Apple. iTunes manages everything for users,
letting them focus on enjoying their music—whether on an iPod, iPhone,
iPad, personal computer, or television. On the iPhone, cover-flow
navigation makes it fun to look for albums. Downloading a podcast to
listen to it is easy. iTunes automatically downloads podcasts whenever
users connect their devices to iTunes. Now users need not even do that,
because all of this happens automatically via Wi-Fi or the Apple iCloud
service. This is not to claim that Apple has a perfect system, but it
does provide a great example that shows what user centeredness means.
Another example of a user goal is communicating with
others. Google enables users to focus on communication via chat, email,
and documents, while handling the content for them. They provide a
search engine so users can find their latest communications and continue
where they left off. It’s possible to apply the same approach to
users’ file systems. The alternative is that users need to figure out
the best way to organize their files, so end up spending a lot of time
managing files—from creating the right folders, to making backups, to
sorting out files they’ve left on their desktop or received via email.
When all team members bring together their various
perspectives and focus on how to help users achieve their goals, they
can reduce the number of steps that users must take. User experience is
about enabling users to reach their goals in a satisfying way. These are
merely problems that remain to be solved—problems to which we must give
our attention.
Some teams rely on a UX design lead or manager to lead
all such efforts. In other cases, different team members take
responsibility for leading the team in specific activities. Every team
is different. The important thing is to have shared goals that keep the
team motivated. In an article about creativity, Robert Fabricant of
Frog Design uses the cartoon characters Wile E. Coyote and the Road
Runner to show that, with the right motivation, anyone can be creative.
Fabricant points out that “[Coyote’s] relationship with Road Runner is a
dynamic that constantly pushes him farther, faster, and (unfortunately
in most cases) higher than he imagined.”
The main role of a team’s leader should be to ignite
everyone’s creativity when solving design problems. For me, the
filmmaking duo of the director and the producer presents a perfect
example of effective team leadership. Brad Bird, the director of two of
Pixar's Academy Award-winning animated features, has described this
well. [3]
Why Does an Organization’s Mindset Matter?
“Great products that provide excellent user experiences are the result of a company’s intention—its core values. … When a company’s products don’t provide great user experiences, we know that user experience is not truly part of that company’s purpose.”
Seeing a company as a system enables us to understand that its reason for existence is what it actually
does. Great products that provide excellent user experiences are the
result of a company’s intention—its core values. A company’s role is to
enable its teams to fulfill its true purpose. Some believe that an
organization just needs to hire great UX professionals to produce great
design solutions. But it’s the other way around: UX professionals need
to work for companies that exist to create great user experiences.
When a company’s products don’t provide great
user experiences, we know that user experience is not truly part of that
company’s purpose. When user experience matters to a company, it
focuses on achieving great user experiences. When its purpose is
something else, the company focuses on that. There are plenty of
examples of companies whose focus is on profit, market share, creating
copy-cat products, being a market follower, gaining publicity, and so
forth. They put these goals ahead of user experience. The nature of a
company’s business dictates the user experience of its products.
So, instead of merely thinking that a company’s
processes are wrong, question the company’s purpose. Then change the
processes, because they represent the company’s purpose. If a company
intends to create great user experiences, its role should be to reduce
the complexity of the way product teams work—and remove bureaucracy,
too—so everyone can focus on its true purpose: creating great products.
UX Processes and Models Link the Goals of an Organization, Product Team, and Its Users
“Great user experiences happen when
organizations enable their product teams to create products that empower
people—their users—to achieve their goals in a desirable way.”
- pleasant—when people listen to music or create a photo album
- fast—when people search
- smooth—when people wake up in the morning
- challenging—when people are playing games
- exciting—when people can see their parents in a live video from the other side of the planet
It is crucial to note that, in all of these examples,
I’m talking about not just products, but goals that people want to
achieve in different ways. Users who want to achieve the same goal may
have different preferences for how they actually accomplish that goal.
The steps or actions they need to take might differ according to their
desired way of achieving their goal.
There is often too great a focus on creating objects,
which stops product teams from looking beyond their preconceptions to
see what users really want. Once teams understand this, they can craft
systems that enable users to reach their goals.
Users create the experience of satisfaction that they
remember—and the stories that they tell others about the products and
services that they’ve used. For example, even getting a vaccination can
become a positive experience. To replace the typical syringe, IDEO has
designed a needle-free product. [5] After experiencing it, someone might
say, “I didn't even feel it! Can you believe that there was no needle?”
This is the type of result people would talk about. The story describes
the users’ experience and expresses their satisfaction in achieving
their goal, not a product’s features.
Conclusion
“The responsibility of leadership is not to come up
with all the ideas, but to create an environment in which great ideas
can happen.”—Simon Sinek
“To be successful, a UX design process
needs to consider a company’s purpose, a product team’s skills, and
users’ expectations and goals. A UX team’s role is to make this
information visible to the company.”
A company’s market positioning sets boundaries for its
product user experiences. If a company’s purpose is create
best-in-class products, it can produce great user experiences. On the
other hand, if a company’s purpose is to create mass-market products for
the average consumer, it will never achieve great user experiences, no
matter what UX professionals it employs, because design always gets
pushed toward the business goal of a mass-market, average product.
To be successful, a UX design process needs to consider
a company’s purpose, a product team’s skills, and users’ expectations
and goals. A UX team’s role is to make this information visible to the
company. A product team’s role is to eliminate as many barriers that
stop users from achieving their goals as possible. This is a
systems-thinking perspective on achieving great user experiences.
References
[1] Kahneman, Daniel. “The Riddle of Experience vs. Memory.” TED, March, 2010. Retrieved February 27, 2012.
[2] Gabriel-Petit, Pabini. “Specialists Versus Generalists: A False Dichotomy?” UXmatters, February 9, 2009. Retrieved February 27, 2012.
[3] Rao, H., R. Sutton, and A. P. Webb. “Innovation Lessons from Pixar: An Interview with Oscar-Winning Director Brad Bird.” The McKinsey Quarterly, 2008.
[4] Beer, Stafford. “What Is Cybernetics?” Kybernetes, 2002.
[5] IDEO, “Transcutaneous Immunization Delivery Method for Intercell.” IDEO, 2008. Retrieved February 27, 2012.
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