Presented at Ark Group Conference on Information Architecture, 30th September 2009 in Sydney.
* User Experience (UX) is more than just the Information Architecture (IA) of a site
* A good UX addresses the useful as well as the usable
* Thus I will discuss why UX should be prioritised over IA
* To create a good UX we need to do research to uncover the goals, attitudes and behaviours of our audience
* This high level approach can then direct lower level design such as the IA
* However getting user involvement at both the UX and IA levels can be challenging, and organisations often need some encouragement from UX/IA practitioners
* Thus I will also discuss prioritising UX within the organisation
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Prioritising User Experience
1. Prioritising User Experience Patrick Kennedy Design Research Lead News Digital Media Ark Group – Information Architecture 30 th September 2009 Rydges World Square, Sydney
This session will cover two main topics * Why user experience (UX) should be prioritised over information architecture (IA) * Prioritising UX within the organisation
They're the same thing aren't they? depending on level, both of these views hold true forms of user-centred design (UCD) and similar to each other than… synonymous let's define them as being quite different from each other
Better way of illustrating them
A fairly narrow definition of IA of a website or other information system product-centric; user interface, the system, the thing
Holistic UX many different factors, and many different components It's more than just the IA, it's more than just the UI, it's more than even the product itself A good UX will satisfy your audience, and keep them coming back
We're talking about multiple touch points and multiple elements Not just the technical elements JJG
IF low level definition of IA--one that is focussed on the interface--then you're leaving out quite a bit! Service Design and Customer Experience
focus on the overall experience Not interface, IA, visual design, technical design and usability usability is not the most important factor So prioritising UX, making sure useful Does it make some aspect of their life easier/faster/better?
appropriate I mean fitting a user's "ecosystem“ variety of sources from which you gather information often offline, little loyalty killing the myth of the "one stop shop“ sense check might be tasked with designing a website, yet does that make sense?
Of course there are times when product/service can have a marked impact on people's lives change their ecosystem, change their habits, change the way they see the world people do do things differently now because of the impact of those things serendipitous "this will be a market killer!“
Point is need to fit into your audience's ecosystem doesn't matter how pretty, clever or usable can easily miss the boat, and forget to meet our true objective meet the needs of real people in the real world just usable not enough – just IA not enough
To go to UX, beyond IA, you must understand Who your audience is What they need What they want What they do before creating something useful and fits ecosystem You need to undertake research to find out these things
Confusion between User research is generative, exploratory and formative Usability testing on the other hand is evaluative, validitory and summative similarity user involvement many methods similar
research - generating insight that informs design, and strategy Who is our audience? What are their goals, attitudes and behaviours? What are their information needs? variety of methods
how inform our UX strategy? And how doe this trickle down to structuring the IA? strategy is deciding "what to do" at a big picture level go on to the IA CLICK - need to create an IA at some point Your user research can inform each one of these
structure of the information card sorting feedback on an existing categorisation scheme
closely related to both structure and labelling task analysis process users follow -> model your navigation
naming parts of your IA should reflect the words/terminology/jargon that the audience uses "taking holidays" unlearn the official language In research you bridge the gap between org and participant The bottom line is: speak your audience's language
How do we get them involved? Costs can be high if you outsource But cut costs if DIY, Internal recruiting or Ethnio grab people in the hallway, rather than lab The approach really depends on your objectives and available resources Compensation Non-users
Even before research, be open to feedback and suggestions from your audience website, email address, UserVoice Twitter Stop hiding phone number
Get in front of users is relatively easy Encouraging your colleagues is somewhat harder Many people talked about maturity And user involvement is definitely one area in which this is quite evident Sometimes an organisation or a team just aren't ready to have user involvement
IF you can sell UX IF the organisation sees that bad user experience means… Those are, of course, rather large IFs Easier said than done Even in companies whose sole business is… Dan Szuc and John S. Rhodes I'm not going to repeat, but rather I'll discuss a few tactics that I have seen work
Don't expect respect and understanding, rather "gain their belief" You'll do this by showing you're effective make some quick wins, get a few runs on the board, prove why R equires choosing the right projects to demonstrate value and impact
As I said before with reference to labelling, ditch the pseudo-scientific jargon and geeky terminology Speak the language of your audience Which in the case of selling UX is likely to be business and management types This will probably require you to drop the ego
They might just tell you what they're looking to get out of your relationship Thus giving you something to aim for and hopefully exceed You may need to study up a bit in order to understand them and what they do
products of UX very useful for (some say sole purpose) attracting attention and generating discussion Personas and concept models Stick them on the wall in a high traffic part of the office Make sure it's clear who created them and that they welcome feedback life-size cardboard cut-out personas
They are a great way of breathing life into what can be a rather dry subject Tell stories of your success but also of UX challenges The latter works in the same way as that old usability cliche: show management a video of usability testing where the user becomes frustrated by the product and they will probably get on board the usability train pretty quickly Better yet invite key stakeholders to research and testing sessions It can be tough letting them watch but you'll need to get past that if you really want them to take you and your work seriously
overlapping or complimentary skills and capabilities A UX "Community of Practice" good, low cost way to kick off this co-operation In many ways more effective cross-pollination: knowledge and skills, but also reputation, legitimacy and respect
If you're boring and act like the situation is dire, then why on earth would anyone want to encourage or support you?
getting someone with authority on board Look for like-minded or sympathetic people who "get it“ Usually the result of demonstrating value through a project but also networking "off the clock" A born networker is thus a valuable asset for the UX team