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Case study: the user experience of kalahari.com, one year later

When I arrived at kalahari.com in December 2010 the site hasn’t seen any significant UI improvements during the 10+ years of its existence. My job description was pretty straightforward: do something about that.

In this post I’d like to talk about the work our team did over the past 12 months to get where we are today. When I look at the site now I still see so much wrong with it – there are way too many things that we still need to fix. So this isn’t an attempt to hold up our work as some kind of standard. I’m doing this in the interest of sharing our methods and lessons learned with the larger design community. I’ve learned so much from others who have shared their stories that it seems only fair that I do the same. So here’s our journey so far.

Making sense of the landscape

Here’s what kalahari.com looked like on December 1, 2010:

Kalahari.com home page - old

 

If you stepped through the site back then you probably would have felt as overwhelmed as I did. Where do we start? What order should we do things in? After the first few days of having too much coffee and talking to people all over the organization I realized that we had two primary challenges:

  • No formal prioritization or product development process. It was the same situation I’ve seen many times before. Requirements went straight from “The Business” to developers. That kicked off an endless back and forth about what was needed, with only a cursory nod to Design. The “First In First Out” approach to prioritization was also quite common. The result was, well, not ideal. We needed to fix this.
  • No formal user experience design. This was no surprise, and it was the reason I took the job in the first place. There was no user research, no content strategy, no interaction design, and no visual design beyond marketing and merchandizing materials. This is the part that really excited me: the opportunity to introduce User Experience Design into an organization that was (to their enormous credit) hungry for it but didn’t know where to start.

So we immediately got to work on both those problems.
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Software version numbers: a neglected opportunity to improve customer experience

I love opening the App Store to see what updates are available for my iOS apps. Sometimes I forget to go there for a week or so and as the loading spinner comes up I play a little guessing game – will there be four updates? Seven? Double figures!?

Yes, I know I need to get out more. But I do believe my irrational excitement about something so inane points to an underutilized product marketing opportunity: Software version numbers as part of a delightful customer experience.

Before SaaS and the ease of over-the-air updates, version numbers made sense. In most cases v2.0 came after v1.0, and it was followed by v3.0, or maybe v2.1 for a non-significant update. Companies like Microsoft went a little more granular, but that was usually the exception. 1985-1992 saw the release of Windows 1.01 through 3.1, with only a few point releases in between[1].

These days, with updates and releases coming with much more frequency than it used to, it’s not uncommon to see an update screen like this one:

versions-ios-updates.jpg

 

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Product Ownership is a role, not a job title

Marty Cagan argues that splitting the Product Manager and Product Ownership roles into two positions is a mistake:

This approach has two common negative consequences.  The first is that there is no clear owner (neither person takes responsibility for the product), and the second is a common lack of respect or understanding between the two (the “product manager” doesn’t appreciate the technical complexities, and the “product owner” doesn’t appreciate the customer’s pain).

I agree, and I would actually go one step further. I view Product Ownership activities (representing the voice of the customer, interacting with the development team, managing the backlog, etc.) as a subset of the overall strategic Product Management position (product planning, execution, and marketing). I’ve resisted calling my team Product Owners, and prefer to say that they are Product Managers who fulfill a Product Ownership role on Agile projects.

The problem is that splitting these roles into distinct job titles also splits their goals. It’s easy for one to become all about the market, and the other to become all about internal development tasks. Instead, a Product Manager should ultimately take end-to-end responsibility for the development of product solutions that meet user goals and business needs. That’s the job. Managing the backlog and working with developers on specifications are just part of that overall function, not a thing on its own.

New new Twitter’s new new direction: Monetization

Mike Rundle sums up how many of us feel about Twitter’s new new iPhone app in Twitter For iPhone Takes A Step Back:

The new app will be more inviting and accessible to new users, but I don’t like that this comes at the expense of the user experience and existing gesture shortcuts. There’s a way to make both novice and advanced users happy, and I hope Twitter 4.1 does a better job at appealing to all sides of their userbase than 4.0 has done.

If you step back from all the interaction and visual changes, this is the overarching theme that stands out for me as well. Expert users are suddenly left out in the cold. The new approach breaks the fundamental UI principle of flexibility and efficiency of use:

Accelerators – unseen by the novice user – may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

A great example of accelerators done right is Gmail’s keyboard shortcuts. They’re there to increase efficiency for expert users, but they don’t get in the way of novice users. The same functionality is there for all users, yet expert users have the ability to become more efficient by learning these shortcuts.

And that’s where the new Twitter for iPhone falls down. The biggest culprit is the now defunct swipe gesture on individual tweets. I’m with Ben Brooks on this one:

What is absolutely crazy – what drives me nuts – is the ditching of the swipe-to-act gesture. In previous versions you could swipe left or right on a tweet to slide open an action menu. From there you could quickly favorite, retweet, Instapaper, or reply to the tweet.

But let’s get real about this. I don’t think any of the design decisions the team made were an accident or an oversight. This is just all indicative of a company that is shifting the balance from being purely user-centered to a company that needs to sacrifice some user needs in order to make money. Dan Frommer summarized this well:

This is the beginning of Jack Dorsey’s real vision for Twitter combined with Dick Costolo’s vision for a real-time social advertising product. The main components: writing and Tweets, obviously; having conversations with other people; discovering what’s happening in the world through Twitter; and seeing a promoted message from brands here and there.

Spot on. I mentioned this morning that they should have just come clean and called the “Discover” tab the “Monetization” tab. Some have complained that users should be able to remove that tab, which is true, but it’s not going to happen because the balance has shifted. Our needs are going to be sacrificed more and more in favor of business goals[1].

So here’s the truth in all of this: the new app isn’t a mistake. It’s a deliberate and effective redesign to reduce all the pesky “distractions” (like viewing your lists and favorites easily) so that you’re more likely to “discover” the “promoted messages from brands here and there”.

I don’t think we should pass judgment on Twitter for making these decisions to increase revenue – we want them to stay around, after all. But I think we can request and expect a 4.1 version that at least meets us in the middle. Simplifying is not just about taking features away, it’s about making complex actions easier to understand and use. We need our accelerators back, please.

 


  1. I will say this though – I really like the “Connect” tab. The labeling might be horrible, but it’s a great feature.  â†©

Google Circles and Path 2.0: How good UI design cannot fix a broken solution

When Google+ first came out there was plenty of praise for its UI design[1], particularly the “un-Google like” design of the Circles feature. Oliver Reichenstein wrote:

Every interaction seems to have been thought through and designed until its last little bits (and those matter as much as the big bits). It even has room for some warmth (like the circle rolling away when you delete it) which is rare for Google’s cold UID approach.

We’re seeing the same thing with last week’s release of Path 2.0. I agree with the entire Internet on this: the design is gorgeous with lots of small delightful details. Here’s Geoff Teehan in Going down the right Path:

It feels familiar, but they’ve made some smart decisions that break away from the norm without wandering off into obtuse interactions or under/over-designed visuals. The decisions they’ve made not only make things better, they add personality and delight ““ something that is crucial, and often overlooked when designing something functional.

Here’s the thing. Google Circles aims to solve a real problem with social networks, but the solution is tedious. Path has a beautiful interface, but I can’t figure out what user need it’s trying to solve. And those issues are problematic if you want to get to product/market fit.

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What children’s drawings would look like if they were painted realistically

The Monster Engine is one of those projects that make me love the Internet for its ability to expose amazing creative talent to a worldwide audience. Illustrator Dave DeVries started with a simple question: What would a child’s drawing look like if it were painted realistically? In his own words:

It began at the Jersey Shore in 1998, where my niece Jessica often filled my sketchbook with doodles. While I stared at them, I wondered if color, texture and shading could be applied for a 3D effect. As a painter, I made cartoons look three dimensional every day for the likes of Marvel and DC comics, so why couldn’t I apply those same techniques to a kid’s drawing? That was it… no research, no years of toil, just the curiosity of seeing Jessica’s drawings come to life.

The Monster Engine is the 48-page outcome from that curiosity, and it looks wonderful. He describes the process as follows:

I project a child’s drawing with an opaque projector, faithfully tracing each line. Applying a combination of logic and instinct, I then paint the image as realistically as I can.

Below are some of my favorite illustrations from the project. Be sure to check out the whole gallery.


monsters3.jpg

 

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The dangers of teaching without doing

I love teaching and writing about user experience and design, and have often wondered what would happen if I tried to make a full-time career out of doing that. My main fear (well, apart from the fear of failing miserably) has always been that if I stop designing and building products, those muscles might atrophy.

Bret Victor puts that fear into words in his great piece Some Thoughts on Teaching:

Can you trust a teacher whose only connection to a subject is teaching it?

How can such a teacher know if what he’s teaching is valuable, or how well he’s teaching it? (“Curricula” and “exams”, respectively, are horrendous answers to those questions.)

Real teaching is not about transferring “the material”, as if knowledge were some sort of mass-produced commodity that ships from Amazon. Real teaching is about conveying a way of thinking. How can a teacher convey a way of thinking when he doesn’t genuinely think that way?

It’s a great reminder of the value of making things – especially if we often write or talk about the process.

Security, passwords, and the messiness of everyday experiences

I enjoyed On Culture and Interaction Design, an interview with anthropologist Genevieve Bell. In one section she discusses how we often design systems based on a cultural ideal, but in practice it ends up solving the wrong problem. She uses the example of security:

We design systems to keep systems safe and people write their passwords on bits of paper stuck to their systems. So, is it that people don’t care about security or is that the security we are designing is securing the wrong things? Or, are they just securing them in the wrong ways? Clearly we know that people care about the security of their homes, their possessions, their digital selves, but they adopt a range of patterns for doing it that are incredibly messy, complicated, and contradictory.

Passwords ensure that unauthorized people don’t get access to a system. But the mere fact that tools like 1Password exist to remove the need to remember passwords should tell us that we’re doing it wrong. Current password systems solve the problem from the wrong perspective: the system, not the user.

The problem runs even deeper. We’re not only solving the problem from the wrong perspective, we’re also introducing unnecessary complexity because of the way these systems are implemented. From a great post on the AgileBits blog:

Security systems (well, the good ones anyway) are designed by people who fully understand the reasons behind the rules. The problem is that they try to design things for people like themselves””people who thoroughly understand the reasons. Thus we are left with products that only work well for people who have a deep understanding of the system and its components.

This is why people have weak passwords and write them down on pieces of paper everywhere. It’s why the experience is complex and messy, and why we have to spend so much time building “Forgot password” flows when we could be spending that time making the core experience of our products better.

So what’s the alternative? I have a huge appreciation for the role that anthropology can play in the design of products and experiences – which is what Genevieve advocates in her interview as well. Ethnography (often called Contextual Inquiry in the user-centered design world) is the single best way to uncover unmet needs and make sure we are solving the right problems for our users.

In Ethnography in Industry, Victoria Bellotti defines ethnography as “a holistic, in-person, and qualitative approach to the study of human behavior and interaction in natural settings.” By using this method to understand the culture and real needs of personal security, we should be able to design a user-centered solution to protecting digital information. One that isn’t stuck in the downward spiral of designer myopia we often encounter in proposed solutions to complex problems.

Security is an impossible industry to reinvent, you say? Maybe. But the problem does remind me of something Matt Legend Gemmell says about innovation in his excellent post Copycats:

The lesson of the technology industry in the past five years is that really successful products dare to NOT copy. They’re pure, in that they’re actually designed from first principles – they’re based on the problem and the constraints, without being viewed through the lens of someon’s existing attempt. You know, the kind of thing you actually wanted to work on when you got your degree and were still unsullied by the lazy, corporate machine.

So who wants to take a crack at it?

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