THE ELEMENTS OF USER EXPERIENCE S E C O N D E D IT IO N USER C ENT ER ED D E S IG N F O R T HE W E B A ND BEY O ND Written and Illustrated by Jesse James Garrett The Elements of User Experience: User-Centered Design for the Web and Beyond, Second Edition Jesse James Garrett New Riders1249 Eighth Street Berkeley, CA 94710 510/524-2178 510/524-2221 (fax) Find us on the Web at: www.newriders.com To report errors, please send a note to errata@peachpit.com New Riders is an imprint of Peachpit, a division of Pearson Education. Copyright © 2011 by Jesse James Garrett Project Editor: M ichael J. Nolan Development Production Copyeditor: Proofreader: Editor: Rose Weisburd Editor: Tracey Croom Doug Adrianson Gretchen Dykstra Indexer: Valerie Perry Cover Designer: Aren Howell Straiger Interior Designer: K im Scott Compositor: K im Scott Notice of Rights A ll rights reserved. No part of this book may be reproduced or transmitted mechanical, without recording, or otherwise, the prior written permission information contact in any form by any means, electronic, photocopying, on getting permission of the publisher. For for reprints and excerpts, permissions@peachpit.com. Notice of Liability The information basis without in this book is distributed taken in the preparation Peachpit respect on an “As Is” warranty. While every precaution has been of the book, neither the author nor shall have any liability to any person or entity with to any loss or damage directly or indirectly book or by the computer described caused or alleged to be caused by the instructions contained software and hardware in this products in it. Trademarks Many of the designations to distinguish used by manufacturers their products and sellers are claimed as trademarks. Where those designations appear in this book, and Peachpit was aware of a trademark claim, the designations requested appear as by the owner of the trademark. A ll other product names and services identified throughout this book are used in editorial fashion only and for the benefit of such companies with no intention of infringement of the trademark. No such use, or the use of any trade name, is intended to convey endorsement this book. ISBN 13: 978-0-321-68368-7 ISBN 10 : 0-321-68368-4 or other affiliation with 9 8 7 6 5 4 3 2 1 Printed and bound in the United States of A merica For my wife, Rebecca Blood Garrett, who makes all things possible. THE ELEMENTS iv OF USER EXPERIENCE Table of Contents CHAPTER User 1 Experience and Why It Matters 2 Everyday Miseries Introducing User 3 Experience 4 From Product 7 Design to User Experience Design Designing (for) Experience: Use Matters 8 User Experience and the Web Good Business 9 Good User Experience Is 12 Minding Your Users 17 CHAPTER Meet 2 the Elements 18 The Five Planes 19 The Surface The Skeleton The Structure The Scope The Strategy Plane 20 Plane 20 Plane 20 Plane 21 21 Plane Building from Bottom to Top 21 A Basic Duality 25 The Elements of User 28 The Strategy The Scope The Structure The Skeleton The Surface Plane 28 Plane 29 Plane 30 Plane 30 Plane 30 Using THE ELEMENTS CHAPTER the Elements OF USER EXPERIENCE 3 The Strategy Plane Product Objectives and User Needs Experience Defining Product the Strategy Objectives Business Goals Brand Identity Success Metrics User Needs User Segmentation Usability and User Research Creating Personas Team Roles and Process CHAPTER 4 The Scope Plane Functional Specifications Defining and Content Requirements the Scope Reason #1: So You Know What You’re Building Reason #2: So You Know What You’re Not Building Functionality Defining and Content Requirements Functional Specifications Writing It Down Content Requirements Prioritizing Requirements v 34 36 37 37 38 39 42 42 46 49 52 56 58 59 60 61 65 68 69 71 74 THE ELEMENTS vi OF USER EXPERIENCE CHAPTER 5 The Structure Plane Interaction Design and Information Defining Architecture the Structure 80 Interaction 81 78 Conceptual Design Models 83 Error 86 Information 89 Architectural 88 92 Handling Architecture Structuring Content Approaches Organizing 96 Language 98 Team Principles and Roles and Metadata Process 101 CHAPTER 6 The Skeleton Plane Interface Design, Navigation and Information Defining the 108 Convention 110 Interface 1 14 118 Navigation Information Design, Design 106 Skeleton and Metaphor Design Design Design 124 Wayfinding 127 Wireframes THE ELEMENTS OF USER EXPERIENCE CHAPTER 7 The Surface Plane Sensory Design Defining Making the Surface Sense of the Senses Smell and Taste Touch Hearing Vision Follow the Eye Contrast and Uniformity Internal and External Consistency Color Palettes Design Comps CHAPTER and Typography and Style Guides 8 The Elements Applied Asking the Right Questions The Marathon and the Sprint Index vii 132 134 135 135 135 136 136 137 139 143 145 148 152 157 159 164 THE ELEMENTS viii OF USER EXPERIENCE About the Author Jesse James Garrett user experience Jesse has worked Intel, Boeing, on Web Motorola, Radio. His contributions Photo by: Colin Peck tecture Visual Vocabulary, at is destinations resources, and information he projects for companies Hewlett-Packard, ix and Path, a Since 1995, such as AT&T, National to the field of user experience that is one for is architecture of now Public include the by His personal site the information a archi- used frequent and issues. THE ELEMENTS of Adaptive in San Francisco. around the world. www.jjg.net popular based an open notation system for information documentation organizations is one of the founders consultancy OF USER EXPERIENCE user Web’s most architecture speaker on experience Acknowledgements Edition for the Second Michael Nolan spent years prodding me to do a second edition. His persistence—and his ingenuity in finally coming up with an offer Icouldn’t up —are the reasons pass it exists at all. At New Riders, the team of Rose Weisburd, Tracey Croom, Nancy and Kim Scott Davis, Charlene helped in Samantha kept me on track. Will, Hilal Sala, and Mimi Vitetta making things go. Thanks also to Bailey and Karl Fast for their support. My wife, Rebecca Blood Garrett, first, last, and most trusted remains my editor, advisor, and confidant. New additions to around were Tarentel, Sleeping and (especially) special thanks the musical Japan-cakes, People, Explosions to Steve score this Mono, Codes in in the Scarborough time Maserati, the Clouds, Sky. of Very Maserati for musical guidance. Acknowledgements Edition for the First Don’t let the number of names on the cover fool you—it takes a lot of people to make a book happen. First, I have Path: Lane Kuniavsky, Young. to thank my Becker, Peter Merholz, It is through partners Janice their at Adaptive Fraser, Jeffrey Mike Veen, and Indi indulgence that I was able to take on this project at all. Then there’s Michael Elzey, Jake everyone Nolan, Deborah McFarland. at New Karen Riders, Hittel-Shoaf, Their particularly Whitehouse, guidance John was Victoria Rahm, essential this process. x EXPERIENCE THE ELEMENTS OF USER and to Kim Scott and Aren Howell lent a keen eye and attention to detail to the design of this book. Their patience with especially Molly suggestions from the author was laudable. Wright provided Steenson invaluable manuscript. Every author Jess McMullin and insight turned David Hoffer in their review should of my be so lucky. out to be my toughest critic in many ways, and this book is immeasurably Thanks are authors who project like improved also due to the gave me advice this and Veen (again), Mike Krug, June Cohen, Rosenfeld, by his influence. Peter more experienced on how to tackle maintain my sanity: Kuniavsky Nathan Morville, and a Jeffrey (again), Steve Shedroff, Louis (especially) Steve Champeon. Others who offered valuable suggestions or simply good George West, moral support Olsen, Samantha Angeles, Cosic, Javier Thierry thought of included Christina Bailey, Eric Velasco, I didn’t, and Chan, Jessamyn Scheid, Antonio and Dennis Goulet, things Lisa Wodtke, Michael Volpon, Vuk Woudt. They that makes them the best kind of colleagues. Musical was accompaniment provided by Man Mermen, Dirty Machine, Don for Three, Trans Caballero, Men on a Shadowy writing process Pell Am, Tortoise, Mogwai, Planet, and (especially) Godspeed THE ELEMENTS the or Astro-man?, Ui, Do Make Mell, Turing Shadowy Say Think, You Black Emperor! OF USER EXPERIENCE xi Finally, this there book Sanders, who insisted there wife, Rebecca wiser in are would at three never a was party people have one someone way; and whom Dinah warm I had Blood, who makes every without happened: Texas to me stronger Daniel night meet; my and Grassam, without whose support I might business friendship, encouragement, not have found and my way into this at all. Thank you. This page intentionally left blank Introduction to the Second Edition Let’s cut to the chase: It’s the second edition. What’s different? The main difference first sites. is that Yes, Web-related, between this edition and the this book is no longer just about most but of the overall, examples the are themes, Web still concepts, and principles apply to products and services of all for this, both having to do kinds. There are two reasons hap-pened over the last ten years. One with what’s is what’s happened happened to user experience Over the years, people who products some take to Elements, I’ve have heard applied that have nothing cases they were on something and one is what’s itself. from (or heard the model Elements Web designers new, like a mobile asked of across somehow came other and saw a connection to their own work. xiv INTRODUCTION Meanwhile, broadened the field of user kinds Elements experience its horizons. Practitioners to application. In other cases, they were designers who to to do with the Web. In of products about) has now regularly talk about the impact and value of user experience design beyond of the in areas Web or far even the limited screen-based context interactive applications that dominated the conversation back when this book was first written. This new edition of the book takes a similarly broad view. The Web is still central to the book, if only to acknowledge medium. But insider’s the this knowl-edge happens—so you should even model’s book of if how you roots doesn’t Web don’t in that require an development cre-ate Web sites, be able to see how to apply these ideas in your own work. Despite first all this, those edition should radical reinvention. of familiar the hope-fully philosophy love), of rest It’s you who assured: a honing Elements with model the same have This read is the not you core know (and ideas people and intact. The little things change, but the big ones really don’t I remain a and refinement gratified have what happens and humbled by where taken Elements. I can’t wait to see next! Jesse James Garrett November 2010 Introduction to the First Edition This is not a how-to books book. There are many, many out there that explain how Web sites get made. This is not one of them. This is not a book about not a single technology. There is line of code to be found between these covers. This is not a book of answers. Instead, this book is about asking the right questions. This book before the will tell you what you need to know you go read those other books. If you need big picture, context for if the you need decisions to that under-stand user the experience practitio-ners make, this book is for you. This book is designed few hours. If you’re user for hiring maybe you’re into foundation with newcomer experience—maybe responsible way to be read a the xvi this easily you’re a user an world a of executive experience team, or a writer or designer just finding your field—this you need. methods and If book will give you’re already concerns of the you the famil-iar field INTRODUCTION this book will help you communicate effectively in just to the them more to the people you work with. of The Story Behind the Book Because Iget asked about it a lot, here is the story of how The Ele- ments of User Experience came to be. In late 1999, architect I became hired design into consultancy. responsible for people how in with were they perhaps came In both many Web I was position what they and to recognize information ways, my about what cautious first long-established defining educating it fit the a did. and I did, and Initially, they a bit wary, that I was there but soon to make their jobs easier, not harder, and that my presence did not mean their authority Simultaneously, collection of I was as my at www.jjg.net/ia/.) information research, seemingly compiling online material (This would eventually I was related a architecture While and I work. the Web resources was doing frustrated random personal to my find its way onto continually arbitrary was diminished. use of by page this the different terms one for the source basic called concepts in the information be the same as what another architecture. A rolled under interface to definitions express busy model working at a the relationships actual I was design appeared called to information everything together of late 1999 and January arrive trying to out anyway; set of and to find a way to between paying 2000, I self-consistent for these concerns with What design. Over the course struggled third field. work them. But I was as formulate well, and wasn’t the really so by the end of January I had given up on the whole idea. THE ELEMENTS OF USER EXPERIENCE xvii That March annual It was during ference’s begins I traveled South an engaging which to Austin, by Southwest and I didn’t schedule to resemble of Texas, Interactive for thought-provoking get day much and a marathon sleep —the night after the Festival. week con- activities a couple of days. At the end of that week, as I walked terminal of the board the plane popped that airport in Austin through the preparing to back to San Fran-cisco, it abruptly into my head: a three-dimensional captured until we all of boarded my ideas. I waited matrix patiently the plane. As soon as I reached my seat, Ipulled out a notebook and sketched it all out. Upon my return immediately I spent fevered worked about on letter-size of User a delirium. finished I was out week sliding I felt particularly turning my that in notebook would fit and sketch periodic Unfortunately, Later I would tables none and of Strunk these into a onto a about memories and associations my mind when Ichose that title—I a Elements hear people, that title evoked of lucid, I neatly piece of paper. I called it “The Experience.” almost head cold. When diagram how, for many of to San Francisco, laid up with an enervating White. was in chose elements out of a thesaurus to replace and technical-sounding On March 30, I posted Web. (It’s still there; you diagram at diagram started from Peter the more the final product can find the www.jjg.net/ia/elements. getting Merholz later become awkward components. some and Jeffrey my partners on the original pdf. ) The attention, first Veen, who would in Adaptive Path. Soon after, Ispoke with more people about it at the first Information started Architecture hear-ing from Summit. people all the I world INTRODUCTION xviii diagram to educate their co-workers their organizations discussing In Eventually over the Elements and to give a common vocabulary for these issues. year of after it was first released, Expe-rience” was from my site more than 20,000 times. hear it about User how was being “The downloaded used I began in to large and tiny Web development organizations help them effectively. formulate work By this groups and commu-nicate time, I was the idea for a book to more beginning that would to address this need better than a single sheet of paper could. Another myself March rolled around, in Austin for South met Michael Nolan told him and fortunately, my of New idea. He his and again I found by Southwest. Riders was bosses There Publishing I and enthusiastic about it, turned to as out be well. Thus, as found its way you do much with enlightening them together by luck as by intent, into your hands. the and ideas presented rewarding this for you here as in this book has been for me. Jesse James Garrett July 2002 This page intentionally book I hope that what left blank is as putting chapter 1 User Experience and Why It Matters THE ELEMENTS OF USER EXPERIENCE 3 We have products a double-edged and ser-vices relationship we use. They and frustrate us; they simplify lives; separate they together. But countless products easily that when forget that someone, they us even and they well bring we services are somewhere work and complicate and though for with made the empower us our us closer interact with every by day, people, we and should get the credit us— or get the blame when they don’t. Everyday Miseries Everyone, every once in a while, has one of those days. You know the kind of day I’m talking about: You wake up to sun-light and wonder it’s 3:43 make over a.m. to see that You stumble hasn’t to work on your out clock, which tells you it in your why your alarm clock yet. You look another streaming gone clock of bed that time—if window you you off thinks to find can leave still in 10 minutes. 4 EXPERIENCE You turn dressed, AND WHY IT MATTERS on the coffeemaker and hustle but when you go to retrieve life-sustaining caffeine, there’s pot. to out No 1 USER CHAPTER time figure to get your dose of no coffee in why—you’ve the got to get to work! You get about realize you that try to a block from your house the car needs use the one pump cards, but this time it won’t have to you have go inside to wait and when you gas. At the gas station, pay that accept the in line while takes credit yours. So you cashier, but the cashier first very slowly helps everyone in front of you. You detour have to take a the drive because accident, so takes expected. It’s official: Despite of longer a traffic than you all your efforts, you are now late for work. Finally, you make it to your desk. You’re irritable—and agitated, your harried, day hasn’t yet. And you still haven’t Introducing It seems weary, even really and started had any coffee. User Experience like a string of bad luck—just those days. But let’s rewind one of that series look closer, and see if, somehow, of events, all that bad luck could have been avoided. The accident: happened the He road had for accident the driver a moment to look to identify alone. The because down on took to turn because which was the volume the his eyes road off the radio down. it was impossible control by touch The register: station was moved complex paid The line so slowly and at the register because confusing, in the gas the cash register and unless the clerk extra-close attention while ringing THE ELEMENTS OF USER EXPERIENCE 5 up, he would make a mistake over again. If the register layout and colors and have to start all had been simpler of the buttons different, and the that line never would have formed. The pump: You wouldn’t have had to stand that line at all if the pump had accepted It would around have done so if you had turned the other way to swipe the pump indicated turned, and the card it, but nothing which way the card should you were in such in your card. a hurry that on be you didn’t think to try every orientation. The coffeemaker: make coffee because The you coffeemaker didn’t push didn’t down the power button all the way. The machine doesn’t anything to let you know on: no light, no sound, no resistance when the button makes contact. had turned problem you it could had set the automatically learned knew it existed but thing how And now whole start you, that alarm we come chain didn’t on the clock don’t if brewing in the morn-ing, but you function—if you on the front is of go to the factor events: off the because was wrong. The time was wrong because and reset The wrong. 12:00. the stepped you altogether to at all. The display The clock: The were avoided to use started clock. you been you can feel You thought coffeemaker first never still blinking on, have do that it has been turned in the middle it for you. (If this sounds laugh—it has had to go to surprising happened lengths is imper-vious to cat meddling.) configuration of buttons cat from resetting of that alarm the time your cat the night implausible to to me. Ihave to find a clock that A slightly different would have prevented the the clock, and conse-quently you would have time—no been out of bed 6 could one of the previous have different service. been choices These the product real world. developed, what creates people overlooked, works—that between for the people When a of can the often who is the it it. where When to how it difference and a failure. on the outside, in often is not about the inner workings with of being other, the it contact use is equation— or ser-vice. User experience works or a lack deal of attention a product into a product product make a suc-cessful product User experience of “bad someone experience :the experience experience side had all demonstrate pay a great it does. User cases avoided in designing examples atten-tion to the user the of AND WHY IT MATTERS In short, every made plenty 1 USER CHAPTER EXPERIENCE luck” with need to rush at all. a is about person someone of how comes asks you what it’s asking like to use a product about or service, the user experience. they’re Is it hard to do simple things? Is it easy to figure out? How does it feel to interact with the product? That interaction buttons, such as as alarm registers. involves of clocks, Sometimes, on your coffeemakers, it’s car. However, someone ketchup creates just bottles, a such every a pushing technology physi-cal mechanism, simple by often in the case reclining lot or of cash matter as product user a products the of gas a cap that is used experience: armchairs, books, cardigan sweaters. For any things you kind that push when Having doesn’t click design how deal. of makes a button seem the that if you button you feel was click when but between it matters realized causing a the little like much, coffee, never about it’s difference and not getting Even would or service, down get-ting coffee great product count. it that of you that a the trouble, coffeemaker that you were able to use successfully THE ELEMENTS only part of the OF USER EXPERIENCE 7 about the manufacturer? Would product from that company not. Thus, for the want customer of a button most Design of people it well-designed think in the eye and feels about products. Sound important or a the is of texture product come that (if appeal: looks aesthetic the curve a power of a good (The into play overlooked the of design aesthetic one often it’s Experience to the touch. don’t part product.) Whether of is good and taste body clicks, design at all), they often terms product of smell an that to User they think about product think another is lost. From Product Design When you buy in the future? Probably for to senses most but can appeal a sports drill’s grip, be of a car’s the aesthetic dimension of product design is a sure attention-getter. Another common product design well-designed promises way is product to do. And even blades though the write even these These products functionally, experience can Some people not the process development: le you place is don’t a full pen cut that of ink, a be failures great and of design. work well prod-ucts with the user outcome means looking or aesthetic. responsible think it product that sharp, it’s look as an explicit may are A what jams. but designing beyond the functional does scissors certainly might that about terms: designed though printer that constantly All of one a badly doesn’t: think functional is one that somehow doesn’t people in for creating products in terms of design at all. For them, of creating steadily 8 a building product up and is about refining 1 USER EXPERIENCE CHAPTER AND WHY IT MATTERS and functions something of the product until they add up to viable in the marketplace. In this view, the design of the product is dictated by its functionality— or, as it, “form function.” complete the follows concealed to the forth—the psychology makes at the sure on and it trig-gers that are and so dictated dictated it by by the of the users themselves. design button when labels, isn’t it’s put makes of a product, But product displays, form context. shape the device. User user. all. Instead, experience of a a buttons, and behavior questions appealing of “correct” functionality sure from parts user-facing—the User sometimes This approach sense for the inner workings parts comes designers often Aesthetic the coffeemaker texture. the experience deals design Functional appropriate with makes is an design action on design makes sure the aesthetic work asking such and in the functional context questions an design also asking questions place relative of rest function? makes of what aspects the sure ” the in the to accomplish, like, “Is the button to the other controls expe-rience works is trying button product, too small for User the button the user the of like, “Is the button important context of in the right the user would be using at the same time? ” Designing What’s (for) Experience: the difference a user and designing product every intended time experience. chair a designing experience? for humans product Consider a is After has used, simple a it product a product all, every user, and delivers such an as a or a table. To use the chair you sit on it; to THE ELEMENTS 9 between Use Matters OF USER EXPERIENCE both cases, the product satisfactory experience: the weight of a person, can fail to if the chair deliver won’t for example, a support or the table is unsteady. But the manufacturers not to employ simple cases, successful the user definition of of chairs user experience and requirements experience the product tables designers. to are itself: tend In these deliver built into In some a the sense, a chair you can’t sit on isn’t a chair at all. With more complex requirements experience to are products, deliver a independent the product. A telephone of though, successful the is defined the user definition of by its ability to place and/or receive calls; but there are practically infinite deliver variations on this on basic the varying degrees of successful And complex the difficult more it becomes to telephone that definition—with a can widely user experience. product identify is, the exactly more how to deliver a successful additional of using the has of to the or step in the process another more 1950s. modern functions As a for mobile than result, product where product by user experience experience opportunity A a successful That’s User Experience and services. to the user. Each short. many creating be supported experience fall of, say, quite different. User creates many, phone process function, a product experience phone desk feature, experience a the has to be design has to design. and the Web is vital to all kinds This book is primarily of one particular of products about the user kind of product: Web sites. (I’m using the term site here to refer to both content-oriented Web products and interactive 10 CHAPTER 1 USER EXPERIENCE AND WHY IT MATTERS On the Web, user important than experience becomes it is for other kinds even more of products. But the lessons experiences we’ve learned from creating on the Web can be applied user far beyond its boundaries. Web sites and are complicated funny something trouble They using blame must have they stupid. of technology, when people complicated pieces of themselves. They feel done weren’t pieces happens something paying wrong. enough Sure, it’s irrational. fault the site doesn’t work like They attention. After have technology: they feel like They feel all, it’s not their the way they expect it to. But they feel stupid anyway. And if you intend to drive people product), it’s approach than away hard to from your imagine a making them site more feel (or any effective stupid when site, in virtually every they use it. Regardless of the type of case, a Web site is a self-service no instruction training manual seminar representative to to attend, to help guide read no product. There beforehand, customer is no service the user through the site. There is only with her only the user, facing wits and the site alone expe-rience personal to guide her. Faced with a wide array of choices, the user is left to her own devices to determine which fea- tures of a site will meet her needs. THE ELEMENTS OF USER EXPERIENCE 11 It’s bad position own. enough of The fact acknowledge matters importance having that she’s been to figure that out most her helpless worse. Despite stuck the sites condition the of user experience in site the on her don’t even only makes vital strategic to the suc-cess of a Web site, what the people priority simple want for most matter and of need understanding has of the history been a low of the medium. If user experience is such a vital part of any Web site, so why is development it often process? neglected Many Web in sites the are built with the idea that being first to market is the key to success. In the earliest Web, like Yahoo! built struggled to of to overcome. Established set up perceived cases, days Web sites, companies whether the companies determined as falling behind deployed sites a the site actually not raced to be the times. But in most considered site the leads that later competitors early merely great having accomplishment; worked for people was, at best, an afterthought. To gain market competitors and from often functionality customers the share (and add in maybe competition). against more hopes these and of stealing This first-movers, more draw-ing a race few to content in new customers cram more features Web; into products from featuritis Having is endemic more the complexity in. very And attention that to use, out comes with become and many to what an increas- unappealing organizations users to be advantage. first-timers they are supposed still, the phones, categories. turns set, sites hard to mobile of competitive feature unwieldy, to the unique to however, source added ever-expanding ingly hardly to many product features, only a temporary With is wristwatches to draw pay little like, find valuable, or are really able to use. 12 CHAPTER EXPERIENCE AND WHY IT MATTERS More more and businesses have recognize that provid-ing a quality is essential, an advantage—not of products forms 1 USER now come to user experience sustainable competi-tive just for Web sites, but for all kinds and services. the customer’s It is user experience impres-sion of a that company’s offerings; it is user experience company from experience customer its that and determines whether All you you don’t provide company. It monopoly they have anything is information might to bookstore seem get in does. on that goals of want it, You don’t that an you can’t mainly site effectively put it afford to of what Web pros call is to have online of your site. information—then as understand a people way information presented your have you. enough just about from your site. you same Nevertheless, is, your it If your site consists content—that out user your the neglect the user experience find is Is Good Business sell on that information—if competition main it will ever come back. Good User Experience Maybe that differenti-ates a competitors; one of to com-municate as possible. out there. It It’s has the that to not be in a way that helps people absorb it and it. Otherwise, that you offer the user might the service or not ever product they’re to looking find the that for. And even information, conclusion that your people site site probably is a Web-based can use to accomplish buying airplane tickets is to draw difficult to is as well. application certain or do manage likely they’re if work with, your company Even if your if they that tasks (like manag-ing bank accounts), effective communication is a key factor THE ELEMENTS OF USER EXPERIENCE 13 success of your product. powerful functionality The world’s most falters and fails if users can’t figure out how to make it work. Simply they put, if your won’t experience come users back. with your not always matter, greater effect but a bad experience, they Features user have OK go back to that and experience customer an a better experience site, they’ll you. on If site but with your competitor’s com-petitor, have loyalty. functions has All a far your sophisticated won’t A technology bring good and those customers user experience brand back messaging a second will—and time. you don’t get much of a second chance to get it right. Customer loyalty on the user Businesses know site can pay off. in terms or ROI. of money: For dollar you spend, how many dollars of value back? does that out translates have terms. shows to be All that return expressed you your But need money is in a going measure of return on investment is rate. Any time you want to encourage your customers relationship something the ROI. into value for your company. One common conversion That’s not monetary measurement their way that focusing your on investment, measured on investment a of the return about are you getting strictly the only with an eye on the bot-tom line want to ROI is usually every isn’t expe-rience to take with as complex preferences or the next step you—whether as as customizing simple as in building that involves the site signing up to to receive rate an e-mail newsletter—there’s you can measure. per-centage you can of users measure you convert how meeting your business 14 EXPERIENCE Conversion rate is a common way of measuring the effectiveness of a user experience. By keeping a conversion of what to the next level, effectively track your site goals. CHAPTER AND WHY IT MATTERS 1 USER is 3 subscription sign-ups ÷ 36 visitors = 8.33% conversion rate Conversion rate becomes even more important in the case of com-merce sites. Far more people browse a commerce experience casual increase site than buy from it. A is a browsers key factor into active in your conversion i nto savin in quality converting buyers. Even a tiny rate can translate into g THE ELEMENTS OF USER EXPERIENCE 15 uncommon for a change in conversion small as one-tenth revenue increase user these of one percent of ten percent rate as to result in a or more. On to any give site you conversion food, or where some users rate, whether subscriptions itself. Conversion of the return have the opportunity money, you have a measurable you’re to the sell-ing books, content of the rate can give you a better on your user experience cat site sense investment than simple sales figures. Sales can suf-fer if you’re not successful in getting site. Conversion the word rate tracks out about how successful your you are in getting those who visit to spend some money. Even if your ROI metric the effect any less site doesn’t like conversion of user readily to an rate, that doesn’t mean experience significant. your customers, lend Whether your partners, itself on your business they are used is by or your employees, Web sites can have all kinds of indirect effects on the bottom line. No one outside your company might ever see the site you run (as in the case of an internal an intranet), but the user experi-ence huge difference. tool or still makes a Often, it can mean the differ-ence between a project organization that and a resource-consuming Any user helping make of This the tools the business complete done that in a translates work as a whole. The given task, saving into to a improve help-ing and the them efficiency the productivity less the In keeping is money, directly the in two key forms: Improving you use improves day. for becomes aims comes faster mistakes. any time effort basi-cally people fewer value that nightmare. experience efficiency. creates project time more with your saving it takes of to you can get the old employees your notion time business money. 16 EXPERIENCE Efficiency though. tools CHAPTER 1 USER AND WHY IT MATTERS doesn’t People are natural and needlessly only like and affect their easy jobs the more bottom line, when their to use, not frustrating complex. If that person is you, these kinds of tools make the difference home satisfied home exhausted if you right are at the end coming reasons—not with your tools.) Technology products that don’t work the way people expect make them feel stupid— even if they ultimately accomplish what they set out to do. of and hating home because between the day and coming coming your job. (Or at least, exhausted, you’ve it’s for the been struggling THE ELEMENTS OF USER EXPERIENCE 17 If that these person kinds of productivity, turn, training less means costs, level of quality employee your tools employee, increases providing not only but also their job satisfaction, the employee in is likely you plus to seek save you on benefit a new their making job. This, recruiting and from the higher that a more dedicated, experienced brings to her work. Minding Your Users The user practice The concept Take of experiences creating is called of user-centered the user into account engaging, user-centered efficient design. design is very simple: every step of the way as you develop this simple your product. concept, The implications however, are of surprisingly complex. Everything result of the a Realistically, promise But a those you here expense user experiences conscious might and have there in involved compromises don’t elements, perspectives, biggest is reason that don’t provide they won’t users, user by use full to fulfill with your a got is of products) a request that accident. breaking it at that of your decisions. your should matter users. If positive product. a solution. you can ensure to or and looking experience matters them all you’ve warehouse waiting it com- time ensures happen the part. a the better process you know all the ramifications you make of a be your about the user experience, it from several to to creating design down into its com-ponent The on because user-centered By thinking should decision dusty that And Web you experience, without server somewhere, will never (or idly come. For to the users provide cohesive, who them do with intuitive, pleasurable—an come, an and experience you must experience maybe in which set that out is even everything works the way it should. No matter how the rest of their day has gone. chapter 2 Meet the Elements THE ELEMENTS OF USER EXPERIENCE 19 The user ensuring with experience that your conscious, into design no aspect product explicit account every process of is the user’s happens intent. without This possibility all about experience of every that some at process. ways crafting it the component every It step sounds is. But user of the like by a we the the user’s way through big job, and in breaking the job of experience elements, taking action user is likely to take and under-standing expectations your means can down better into its understand the task as a whole. The Five Planes Most people, purchased at one a physical time product or over another, the Web. have The experience You go pretty to the (maybe by browsing card is much site, you find using a search a catalog), number confirms the same every the item engine you give the and your that the product you or site address, time : want maybe your and by credit the site will be shipped to you. 20 CHAPTER MEET 2 THE ELEMENTS That a neat, whole large—about tidy set experience of how actually decisions—some the site looks, results from small, some how it behaves, and what it allows you to do. These decisions upon each other, informing and build influencing all aspects of the user expe-rience. If we peel away the layers of understand that experience, we how those decisions can begin to are made. The Surface Plane On the surface you see a series of Web pages, made up of images and text. Some of these images are things you can click on, per- forming some sort of function such as taking you to a shopping cart. Some of these images are just illustrations, such as a photograph a product for sale of or the logo of the site itself. The Skeleton Plane Beneath the skeleton that surface of the site: the placement is of buttons, controls, photos, and blocks of text. The skeleton is designed to optimize elements for maximum and remember the arrangement of these effect efficiency—so that you the logo and can find that shopping cart button when you need it. The Structure Plane The skeleton is a concrete expression of the more abstract structure of the site. The skeleton might define the placement of the interface elements structure would on define our checkout page; the how users got to that page and where they could go when they were finished there. define the arrangement tional browse categories THE ELEMENTS skeleton might elements allowing the users to of products; the those categories The of naviga- structure would define what were. OF USER EXPERIENCE 21 The Scope Plane The structure functions functions of defines the site the way fit are constitutes commerce in which the various together. Just what features features the scope of the site. For example, and and some sites offer a feature that enables to save previously used shipping can be used again. Whether feature—is those addresses users so they that feature— or any included on a site is a question of scope. The Strategy Plane The scope is fundamentally This strategy incorporates determined not only by the strategy what the people of the site. running the site want to get out of it but what the users want to get out of the site as well. In the case of our store example, some of the strategic objectives Users want to buy products, them. Other objectives—such advertis-ing or content in our business are pretty obvious: and we want to sell as the role that produced by our users plays model, for example—might not be so easy to articulate. Building from Bottom to Top These five planes—strategy, skeleton, and surface— framework problems On concrete. concerned product, provide a conceptual for talking about user experience and the tools we use to solve them. each become scope, structure, a plane, the issues little less abstract On the with or service lowest the final at all—we we must and plane, shape a deal little we of are the with more not site, only care about how the site will fit into our strategy needs of our users). On the highest only concerned the appearance decisions specific (while meeting with the most plane, we are concrete details we have THE ELEMENTS of of the product. Plane by plane, the to make become a little more and involve finer levels of detail. 22 the CHAPTER 2 MEET Concrete Abstract Each So, plane the is dependent surface depends on the planes on the below skeleton, it. which depends on the structure, scope, which choices we and below, and costs team depends make tries to does doesn’t derail, deadlines decisions are the above missed, components that launch, users often hate it, because a means satisfying that each we plane make experience. decisions plane will have a sort of “ripple on those the development as together up the chain. Conversely, us with on the When fit. Even worse, when the product deliver dependence align to skyrocket piece don’t naturally finally don’t projects begin which depends on the strategy. are about This on the strategy effect” the choices all the way available constrained issues it on by the to the planes below it. THE ELEMENTS OF USER EXPERIENCE 23 range of choices available on the next plane The choices you make on each plane affect the choices available to you on the next plane above it. the option you chose range of possible choices This ripple effect means that choosing an “out of bounds” option on an upper plane will require rethinking decisions on lower planes. 24 THE ELEMENTS CHAPTER 2 MEET That does decision not about before the lower plane above Dependencies decisions run we of competition we know common it can both about our sense. These with forcing made for the first planes. At to each what best practices, users, decisions effect in both directions. made addressed. sometimes according is doing, industry be every be directions, planes on lower decisions that must (or an evaluation issues make however, plane in made on upper a reevaluation time!) mean, a and plain level, the what old can have a ripple If you to be consider set decisions in on certainly your decisions stone before higher planes, be throwing possibly the suc-cess on you you your project of lower take your planes on will your almost schedule—and final product—into jeopardy. Instead, work you on any lower should planes consideration plan plane cannot has here your project so finish before work finished. is to not The build that on impor-tant the roof of the house before you know the shape of its foundation. THE ELEMENTS OF USER EXPERIENCE 25 A Basic Duality Of course, there are more than just five elements user experience, and as with any specialized this one has evolved someone a vocabulary encountering the field field, all its own. for the of To first time, user experience can appear to complicated business. All these seemingly terms thrown around: are information What design, do they mean? more meaningless To further the same might another And Anything? industry complicate terms use in different knows as the When the they link Berners-Lee, as a way physics over potential findings. to be ways. will One to refer use person to what architecture.” between “interface design? ” Is there one? it create documents, and other documents. Tim them to inventor of researchers world, people could community, the other’s the for just started, People could Or are they design” difference Web information. design, architecture. “information design” and “interaction a buzzwords? matters, “information what’s interaction information be identical who the in all Web, the about created it high-energy were spread and refer to knew the Web had the more than but few to share He much was that, out all each others really understood how great its potential was. People originally publishing seized medium, but and new features were and Web servers alike, capabilities. functional catch on developed that in the the After Web as to Web took the Web sites but new browsers on new began community, and robust Web a advanced Web Internet complex enable the technology added larger a more would on as it feature set only to not to to distribute information manipulate it as well. With this, the Web became 26 collect and CHAPTER 2 MEET THE ELEMENTS interactive, responding to the input of users in ways that built upon and sometimes traditional desktop applications. With advent the of commercial Web, this applica-tion functionality range of uses, such as moved beyond interests on the found a wide electronic commerce, social media, and others. Meanwhile, as a publishing newspaper wave of and transition that as from When the started to languages. and turn, user group in terms saw sites were rooted of information dynamic, evolving. community prob-lem shoes.) the traditional from worlds. common problem-solving tradi-tional worlds information science. of group distribution and applied saw (These, practices from cars the Web and retrieval, approaches publishing, an applied software The other as and all kinds of products, of information on the spoke two different every in being made to problem, approaches the advance experience mainframe applied to creating to running to collections its members design problem-solving desktop “e-zines” sites that were constantly Web One of infrequently form, application and kinds countless augmenting continued static changed database-driven in all among to flourish with sites blogs Technol-ogy fronts services, medium, magazine Web-only published. both financial the Web continued from the media, and This became progress could not waters most quite could even were made agree resources—a muddied could functional the The that the fact categorized or seemed qualities little terminol-ogy. not be neatly huge number Very community by applica-tions hybrid, incorporating THE ELEMENTS block. when on basic further Web sites either a stumbling be as information of to be a sort from each world. OF USER EXPERIENCE 27 To address the Web, this let’s middle. On specific to the the functionality. specific basic split left, Web duality our we’ll as in five put a the planes nature down those platform of the ele-ments for On the right, we’ll put the elements to the Web as an information product as functionality ctionality medium. product as information s u r f a c e s k e l e t o n s t r u c t u r e s c o p e s t r a t e g y Concrete Abstract 28 CHAPTER 2 MEET THE ELEMENTS On the functionality concerned process and side, tasks— with how the people think them. Here, we consider set of tools that we steps are about the product the user employs mainly involved in a com-pleting as a tool or to accomplish one or more tasks. On the opposite information to our users. experience absorb, and side, our the product Creating is about make concern is what offers and what it means an information-rich enabling sense of people the to user find, information we provide. The Elements Now of User Experience we can map of terms that whole confusing into the model. By breaking down into its component array each plane elements, we’ll be able to take a closer look at how all the pieces fit together in the course of designing experience. the whole user The Strategy Plane The same both strategic concerns come functionality- oriented information-oriented the goals come specifically organization— from will use our site. We must audience User resources. for the site that into play products needs are from outside our the people under-stand wants from us and how for and who what our that fits in with other goals they have. Balanced objectives against for the can be business over the Web (“Inform voters election”). user goals this needs are site. These product (“Make year”) about In Chapter $1 million or other kinds the candidates 3 we’ll our own objectives in sales of goals in the next go into more detail about these elements. THE ELEMENTS OF USER EXPERIENCE product as functionality ctionality product as information s f ur e el sk st ac e Concrete Sensory Design to n Interface Design Navigation n Design D Information ation Design r t uc ur e Interaction tion Design Information ati Architecture re pe onal Content en c o Functional s Specifications onsRequirements nt st t ra eg y User Needs Ne Product t Objectives Obj Abstract The Scope Plane On the functionality side, the strategy is translated 29 into scope through the creation specifications “feature side, set” : a of scope the product. takes requirements: elements the functional of detailed description form a description of the On the information of content of the various content that will be required. Chapter 4 will cover the scope elements. 30 CHAPTER MEET 2 THE ELEMENTS The Structure The scope Plane is given functionality side in which define response we to the the structure how user. is the the arrangement structure of the For system information information content human understanding. on interaction through You’ll the design, behaves in resources, architecture : ele-ments to facilitate find more details on these in Chapter 5. The Skeleton Plane The skeleton plane components. On information in a understanding. design, enable the users to interact system. resource screen is The its elements through the of facilitates inter-face includes interface elements to with the functionality interface for navigation that three address presenta-tion that also arranging into must functionality-oriented skeleton or we the way For the down sides, design: information products, breaks both the of information design: allow information an the user set to architecture. of move There’s more about the skeleton plane in Chapter 6. The Surface Plane Finally, whether we we have are the surface. dealing functionality-oriented resource, our concern sensory experience Regardless with product here created of a or an information is the by same: the the finished product. It’s trickier than it sounds; you can find out all about it in Chapter 7. THE ELEMENTS OF USER EXPERIENCE 31 Using the Elements This model, planes, experience between problems. these Frequently, a another. user will have to be to straddle are a so and about user change reworked? areas the borders element to the Some visuals drawn. whether is best instead do the navigation design prob-lems require at once, and some identified services clearly problem to one the underlying or boxes to identify experience in several products neat to think not attention Can or attention into way In reality, of course, the lines areas through trick, Few up it can be difficult particular solved of divided is a convenient seem in this model. fall exclusively on one side of this model or the other. Within each plane, the elements must work together to accomplish that plane’s decisions other goals. you make elements example, Separating about product. All the elements function this skeleton— even if on every case, they organizations experience with or interface These many the all For design, plane the defining have larger the a user product’s perform that issues delegate responsibility often function complicates further. In some organizations, people from in ways. way user of difficult. navigation in determining experience—in The element is very design, effects design jointly define the skeleton of a common different one on the plane information and interface the people job titles designer. gener-ally of the elements specialty like have by architect be confused of user indicated you will encounter information Don’t for matters expertise by this. spanning experi-ence, not just their title. It’s not necessary to have a member specialist in each of these areas; instead, you only have to ensure that someone their time thinking of your team who is a spends at least part of about each of these issues. 32 CHAPTER MEET 2 THE ELEMENTS A couple of additional final user experi-ence factors go into shaping that you won’t the find covered in detail here. The first of these is content. The old saying (well, old in Web years) king” on single most the Web. This impor-tant offer to their users is is that “content absolutely thing most is content is true—the Web sites can that those users will find valuable. Users don’t visit of navigation. Web sites The content (or that you have resources to experience that is available want to you to obtain and manage) will play a huge role in shaping case of an online the joy your site. In the store, we might decide that we the users to be able to see cover images of all the books we sell. If we can get them, will we have a way to catalog keep them photos of them, up to date? the book keep And cov-ers track what at all? of them, if we can’t These and get content questions are experience of the site. essential Second, technology content in cre-ating In many can cases, provide technology. tools to fairly primitive has enabled experience navigation way the users Web user days sites more and approaches, systems move changing, has to adapt the by Web, databases As the were the technology databases elements more have become sophisticated such the as user dynamic in response site. to the Technology is and the field of user experience of to it. Nevertheless, user experience same. 33 you determined of to that change through always THE ELEMENTS as experience. of the experience largely limited. however, user used to drive Web sites. This in turn always mental is early and advanced, more widely has users ultimate as important successful the nature connect the can be just a your In to OF USER EXPERIENCE the fundaremain the Although I developed the Elements model course of my work on Web sites, others in the have since applied it to a wide range of prod-ucts and services. If you work applies to on the Web, everything you. technology If you work products, you’ll familiar considerations. products or services on in this book other see strong Even if you that have nothing technol-ogy, you can map these kinds of parallels to work on to do with concepts to your own processes. The rest of plane by closer look commonly the this plane, at way, we’ll see what the looks in greater some used play in products book to of the address see how on these elements, We’ll take tools and each element. these that aren’t elements at detail. elements Web sites each a tech-niques Along come into at all. We’ll plane have in common, what makes each one different, and how they the total affect each other to help us create user experience. The foundation a clearly of a successful articulated we want the product strategy. user experience Knowing to accomplish is both what for our organi- zation and what we want it to accomplish for our users informs the decisions we have to make about every aspect ing these it looks. of the user experience. simple questions But answer- can be trickier than Surface Skeleton Structure Scope Strategy Sensory Design InterfaceDesign Navigation n Design D InformationDesign Interaction Design Functional Information ati Architecture re Content en Specifications Requirements nt User Needs Product Objectives 36 STRATEGY PLANE CHAPTER 3 THE Defining the Strategy The most common site is either. not Web the first was reason for the failure tech-nology. line sites most of code pushed, or installed—nobody It’s not often was the of a Web experience fail because—before written, first bothered user the first server to answer pixel was two very basic questions: .What do we want to get out of this product? .What do our users want to get out of it? product as functionality ctionality product as information scope r st at y eg User Needs ProductObjectives By answering product organization. needs, The objectives outside. needs the first question, objec-tives coming second product form the strat-egy every decision user experience. experience explicit projects do product from and user the foundation as we design amazingly, not the user objectives process Yet, the inside addresses on the plane, in our begin many with of the underlying understanding THE ELEMENTS question imposed Together, we describe from for the user a clear, strategy. OF USER EXPERIENCE 37 The key word we can articulate exactly precisely goals. what here is explicit. exactly others we can adjust want The what from our choices more we clearly want, and the more to meet these us, Product Objectives The first part examining service. making our Too often, product an unspoken unspoken, When that different about explicit for the product among the often product is or exist only as those building understanding people what strategy objectives understanding the product. ideas of our own objectives remains have is different sup-posed to accomplish. Business Goals People or commonly business objectives. objectives narrow use drivers I’m too terms like describe going because and to to use that terms broad: Too narrow concern specific here has do), really terms possible the and is to product both because too not goal (after all, not same too are goals strategic term other organization businesses the these every internal goal is a business every business internal kinds broad identify what we expect of because in the goals our most the product itself to accomplish, business Most people start their products purposes: of the rest describing general of our objectives for terms. fundamentally to make the company company exactly out in very of Web sites, they the regardless activities. how money. In the case serve one of two money Sometimes it’s these sites are supposed or to save both. But to do that is not always clear. 38 STRATEGY CHAPTER don’t adequately For objectives THE PLANE On the other hand, objectives issue. 3 describe example, is “to provide com-munications tool” that are too specific the strategic stating that concerns one of users with a real-time doesn’t explain how at your text such a tool helps advance organization, or the how objectives it helps meet of the your needs of your users. In trying specific jumping don’t a to strike a balance and being ahead to identify yet fully understand suc-cessful user sure that every firm defining the the of we its solutions to get we when is for we To create have make too to avoid to make rooted in a Clearly consequences. conditions path being we want the problems. experience, decision understanding defining between too general, success—without there—assures that we don’t get ahead of ourselves. Brand Identity One essential objectives most of things consideration for any product us like see the logos, word color the revisit surface formulating is brand identity. branding, palettes, While these visual aspects (we’ll in and we When think of typography. of brand are important them in more detail when plane the in Chapter 7), we get the concept to of brand extends identity—a emotional impression You the about by the conceptual minds your choose of or as your choose or it’s users, is an inevitably with your product. a that impression result you have made in designing organizations Brand because organization whether accident visual. associations important by their interactions happens Most In must choices beyond of reactions—is inescapable. created far set to exert of conscious your product. some control over the THE ELEMENTS OF USER EXPERIENCE 39 of their brand, communicating perception brand identity product objective. Branding which is a very isn’t is why common just for commercial with a entities government agencies impression codifying as explicit chances nonprofit to through the specific an either— every site, from Web organization foundations individuals, user to creates an experience. qualities objective, of you that By impression increase your that it will be a positive impression. Success Metrics Races have finish lines. An important understanding how your objectives you will know when part of is understanding you have reached them. These as success are known metrics: indicators we can track after the product has been launched to see our own objectives and whether our metrics it users’ not only is meeting needs. Defining influences the course of the project; achieving concrete experience skeptical evidence efforts audience of if you when good decisions the them value find seeking success made yourself budget over provides of user facing a approval for your next user experience Sometimes product does each these itself visit? determine users metrics and how the average user If spend you to feel comfortable and explore are related it is used. How (Analytics this.) project. on your tools want can to site during help what you have to offer, you’ll to decrease out, want to functionality, access you may want the time per visit. 40 STRATEGY and your On the other hand, if you want to provide quick, get-in-get-out information you to encourage with the site, hang see the time per visit increase. to the much time PLANE CHAPTER 3 THE Success metrics are concrete indicators how effectively experience 10 of 9 the user is meeting 8 strategic goals. In this example, measuring target 7 the number of visits per registered 6 user per month indicates how 5 valuable the site is to its core audience. 4 3 2 launch of 1 redesigned Jan Feb Mar Apr May Jun Jul Aug Sep visits per month (registered For sites that depend impressions—the is served metric. your to But a Adding several between the want user—is you objectives on number have and an to the layers home will definitely page be careful of Dec users only) revenue, of important to balance your navigational and Nov each day an ad incred-ibly needs increase Oct advertising of times site the content users. pages users your ad impressions, user needs? Probably but is it serving the long run, frustrated and impressions it will show: decide not will drop will probably As to from end up lower not. And in your come that users back, initial than they get your high were and when you started. THE ELEMENTS OF USER EXPERIENCE 41 Not all success directly from indirect effects provides lines of with calls should pro-vide can your solutions encounter phone metrics cut site. the product, access on the the If and it the your site people number cus-tomer An effective time derived problems your to tools be measure well. common into to can as to go down. down You site your coming ready have intranet resources takes of support for can that your salespeople translates For to close directly success experience a metrics to meaningfully of user behavior turn, drive user launches and transactions daily jumps relationship revenue 40 percent, between that cause happen from from a user to see the effect. longer to identify the online it’s easy and over time, it can be difficult stem that can be shaped Of course, when a rede-sign by our design choices. changes in revenue. deci-sions, those metrics must be clearly tied to aspects changes sale—which, into increased But for period whether experience of those or from other factors. For example, do much site—you’ll your the user experience by itself have marketing experience whether has those to to rely efforts a bring upon for whole visitors lot you’re meeting Sometimes those user users users of But the influence back. don’t your but come or user on Measuring way to assess needs, to word-of-mouth that. come return visits can be a great of your site can’t new whether be careful: back because your competitor launched campaign or some press. bad because Any can be misleading; look at what’s a your metric gigantic advertising company viewed just got in isolation be sure to take a step back and going on beyond the Web site to make sure you’re getting the whole story. 42 STRATEGY CHAPTER THE 3 PLANE User Needs It can be easy to fall into the trap of thinking we are designing idealized aren’t our product user—someone designing or service exactly for ourselves; like we’re that for one us. But we designing for other people, and if those other people are going to like and understand use what we create, who they are and what we need to they need. By spending time researching those break out of our own limited needs, we perspective can and see the site from the point of view of the users. Identifying users user needs is can be quite diverse. a Web site for use inside may have to address are creating consumer a complicated because Even if we’re creating our orga-nization, we still a wide range of needs. If we mobile audience, app intended possibilities the for a increase exponentially. To get to the bottom define just whom we’re research trying with questions research our who and can of those users needs, are. to reach, them—in other observe help us we we can words, their define we have Once conduct ask behavior. and to know them That prioritize what people need when they use our product. User Segmentation We into can break this manageable mass chunks of user needs through down user segmentation. smaller groups with certain are nearly We (or divide segments) key characteristics as many ways our audience consisting of in common. to seg-ment user into users There groups as there are types of users, but here are a couple of the most common approaches. THE ELEMENTS 43 OF USER EXPERIENCE User segmentation helps us understand user needs better by dividing the entire audience into smaller groups of people with shared needs. Market researchers segments based age, education on. These commonly on demographic audience criteria :gender, level, marital status, income, and so demographic general (men create profiles 18 – 49) or very can specific be quite (unmarried, college-educated women 25–34 making over $50,000 a year). 44 STRATEGY CHAPTER PLANE Demographics look at describe users aren’t your the the about matter and that your about the site in particular. your often correlate People in income level identical But in people many have seeing and inter-acting of everybody That’s why you can profiles or location, attitudes. you world demographics: and way perceptions the of Psychographics only Psychographic users. attitudes have subject THE 3 the same often cases, very strongly age have with group, similar demographi- cally different ways of with the world. (Just think went uncovering to the high school with.) psychographics of your users can give you insights you can’t get from demographics. When developing product, a attitudes to consider: the and Web Web another there’s site or very the users’ technology any technology important atti-tudes itself. How set of toward much time do your users spend using the Web every week? Is technology working always do a part of their daily lives? Do they like with have only they Technophobes in very technology the In products? and upgrade greatest when Do ways, them. and they our Answers or have to? Web sites designs to they products, and power users approach different accommodate these latest need questions to like can help us do just that. addition familiarity need to know about understanding comfort understand cookware around to and what the subject to people a kitchen must our users’ level with technology, and matter just how much we they of our site. Selling learning their way be handled very differently from selling stock-trading with the approach to professional application stock differences in one for THE ELEMENTS will require seasoned experience the basis for segmenting Similarly, by those market from cooks. used or a unfamiliar a different investors . These expertise can form our audience. OF USER EXPERIENCE 45 The way on their people information applying use social needs for the student information or college of the are parents different herself. Identifying of your product’s you’ve user groups, depends role. of a from The student those of the different roles users can help you separate them and analyze their different After often professional conducted you needs. some might research need to on revise your the segments you are you’re college-educated needs the working with. For exam-ple, researching women, you might of the 30 –34-year-olds 25–29 enough, age groups, rather started with. group seems maybe you segments user group. you might needs. the other You difference 25–34 hand, similar to combine segments that the from those of is great to treat these as separate is just a means different find differ the single the pretty can If want than On if 25–34-year-old, the them. group if the you 18 –24 25–34 group, Creating user to the end of uncovering really only need as have different you as many sets of user needs. There’s another segments: have will Not different be of such a the would application sequence needs, in direct exam-ple novices important reason to only will different but Take stock-trading probably that sometimes opposition. broke be the create groups of those the user users needs preceding application. best served process down The by an into a of simple steps. For the experts, however, sequence would be a hindrance. The experts need a unified interface that provides rapid access to a wide range of functions. Obviously, we can’t meet both sets of user needs with a single solu-tion. Our options at this point are to focus on one user segment to the exclusion of the other, or to provide two separate ways for users 46 STRATEGY 3 THE PLANE to approach choose, CHAPTER the same this consequences task. Whichever stra-tegic for every decision additional course will we have choice we make about the user experience. Usability and User Research To understand what our users need, we first have to get a sense of who they are. The field of user research is devoted to collecting the data needed to develop that understanding. Some or research focus tools—such groups— are information about perceptions of as surveys, best the your suited general users. interviews, for gathering attitudes Other tools—such as user tests or field studies—are appropriate for user behavior Generally, the individual understanding and interaction more time spe-cific and research more aspects you spend user, the more detailed with time necessarily many users product Market focus in with you won’t the study each that user be able to include (if only because as the or service has to launch eventually). research groups information most spent means each the information you will get from the research study. However, additional of with your product. can about effective methods be valuable your when like surveys sources of users . These methods you clearly and general articulate are for yourself what information you’re trying to get out of them. Do you want to find out what your users are use doing when they a particular fea-ture of your product? Or maybe you already know that, but you need to know clearly you why they’re can describe effectively doing it. The more what you want, the more narrowly and questions you ask to ensure you can the formulate that you get the right information. THE ELEMENTS OF USER EXPERIENCE 47 Contextual methods powerful inquiry that, and understanding their everyday techniques refers to col-lectively, a whole form comprehensive your lives are derived users (hence in set the toolkit the the for context name). from the methods of most of These used by anthropologists Applied used to on a to examine, tribe functions, people who downside cultures scale, for the example, buy aircraft parts is that contextual the resources, and societies. methods how a nomadic of problem your inquiry behavior The only can be requires users, study can that function. inquiry how very expen-sive. If you have very and your understanding contextual and same can also be used to examine time-consuming user study smaller can’t a reveal be a deep full-blown subtleties discovered of through other methods. In other cases, lightweight not to produce research contextual and the deep behind task interaction with context some of Sometimes buying (such the movie as inquiry analysis a task tickets) learning very that every takes user place is focused and sometimes about of be tend a full closely is task analysis. is that is can they of a method product task although understanding study. One example related to contextual idea methods inex-pensive, international The user’s in the performing. (such as it’s broader commerce regula-tions). examining Task the accomplishing be done analysis steps precise those either is a method tasks. through users This of closely go through in examina-tion can interviews in which you get users to tell you stories about their experiences or through direct observa-tion in the field, studying the users in their natural habitat. User testing employed research. is form the of most commonly user User testing is not about testing your users; instead, it’s about getting your users to test what you’ve produced. Sometimes 48 THE STRATEGY user tests usability can test prototype 3 PLANE work preparation CHAPTER with a finished for a redesign or product, either to out root in any issues before launch. In other cases, users a work in progress or of the finished product. even a rough If you’ve all, done you’ve usability. any This different reading prob-ably come word about Web across means design at the concept of different things to people. Some people use it to refer to the practice of testing designs users. For others, it specific development Every approach products easier with means representative adopting a very methodology. to usability to use. Many seeks to different and lists of rules set out to codify make definitions what constitutes a usable Web site design. Some of them even agree with each principle other. But It’s the most universal Tests with very broad surveys clear before they all have the same at their core: Users need usable products. or a fully or operational very focus user need of all. narrow groups, it’s sense of what you you sit down with mean, however, Web in best want users. that a user test site scope. if can As you have to be with a investigate That doesn’t has to be strictly limited to assessing complete a narrowly also investigate example, whether a Another work user test from to user mockups rough using users concrete be used can issues. to find reinforce testing These can take a variety on paper, stripped-down to interface prototypes that OF USER EXPERIENCE stages through to gather user the design process. input of designs, create 49 way or “lo-fi” product. Larger-scale lot of ex perienc e in the at different out is to have users of a finished THE ELEMENTS For brand message. sketches “click-through” illusion successfully task. User testing to the design the company’s approach less could with pro-totypes. forms, to broader, modifications undermine how defined all the the Sometimes You user tests can recruit exercises don’t users the subject infor-mation-oriented method group used to explore information of index on it. The a variety of to users The sorts groups the or Analyzing site. For is one categorize user or is given a cards users they into categories the results several how information your sorting of a piece or type of content then with understand how elements. the natural. conducted of card cards, each of which has the name, user according matter sites, descrip-tion, or image most the site at all. perform that can give you insights into how they approach stack involve to that of card can think help about piles feel sorts us the our site provides. Creating Personas Collecting all sorts of data about incredibly sight of the You can them models valu-able, real make into but people your or user behind users personas profiles). your users can be sometimes more you all the real (sometimes A persona by can lose statistics. turning called user is a fictional character constructed to represent the needs whole range of real users. By putting name user on the disconnected research and can help ensure bits of data segmentation of a a face and a from your work, personas that you keep the users in mind during the design process. Let’s look at an example. designed Suppose our site is to provide information for people who are starting own businesses. their We know from our research that our audience mostly falls in the 30 – 45 age range. Our users tend to be fairly comfortable with the Web and technology in general. Some of them have a lot of experience 50 THE STRATEGY business in the CHAPTER PLANE world; for others, this is their first 3 exposure to all of the issues involved in running a business. In this case, two personas. 42 years She’s it might the married, last frustrated couple with working The second married persona with been a weekend friends furniture of years as Frank. child. vice He’s of Frank’s were 37 years Woodworking for many impressed he made, so he’s been thinking go into business for him-self selling not sure have if he’ll a become of her own. is his one Janet. She’s firm. She’s one hobby of create for other people, and now she wants to build a company and to and she has two kids. at a large accounting president Some appropriate We’ll call the first old, she’s spent be to quit his old has years. by some he could his work. He’s job as a school bus driver in order to launch his new business. Where for did all this the personas most information part, we made to be consistent come from? it up. We want Well, our with what we know about the users details from of our our research, personas used to breathe are but the fictional specific inventions, life into these characters who will stand in for our real, live users. Janet and Frank needs we’ll have to keep in mind as we’re making decisions about help us grab a couple represent of them stock more and a little photos with the information These around decisions profiles the “Would Frank react to that work it? ” The combine be printed so that and those personas every step of the way. OF USER EXPERIENCE out when for Janet? in mind THE ELEMENTS we’ll Janet about them we’ve put can office and user needs, to give to make we can ask our-selves other): our users identity, of of our site. To their photos Frank posted range the user experience remember together. the and we have (and each How help us would keep 51 Personas Janet characters are fictional drawn from user research who “I don’t have time to sort through a lot of information. Janet is frustrated with working in a corporate and wants to start her own accounting Age: 42 Occupation: Technical profile: Fairly comfortable Accounting firm vice president with technology; laptop (about one year old) running Windows; 5 Mbit Internet connection; 15-20 hours/week Household Internet use: 75% at home; news and information, online shopping Favorite sites: WSJ.com Salon.com during user experience environment development. practice. Family: Married, two children income: $180,000/year serve as example cases I need quick answers.” Travelocity.com Frank “This stuff is all new to me. Iwant a site that will explain everything.” Frank is interested in learning how he can turn his hobby of making furniture into a business. Dell Age: 37 Technical profile: Somewhat Occupation: School bus driver Apple iMac (about two years old); DSL Internet Family: Married, one child 8-10 hours/week Household income: $60,000/year Internet uncomfortable with technology; connection; online use: 100% at home; entertainment, shopping Favorite sites: ESPN.com moviefone.com eBay.com 52 THE STRATEGY CHAPTER 3 PLANE Team Roles and Process Strategic user fact issues experience (or the cracks. these tends these of objectives Consulting issues—but be process. because strategists to everyone design perhaps formulating employ affect because expensive, often despite falls the this for through will sometimes projects to manage such and But in it), responsibility firms on client involved rar-efied expertise because strategists aren’t directly the product responsible for building any piece of itself, this line item is often one of the first to be cut from a project budget. Strategists the will possible and on to to get user the who organization ultimate strategic in the provide customers support information, (and people many of prod-uct for responsible be will of a affected of the Web site access stakeholders marketing informal parts of the product. For designed to to product might include communications as well as product political senior by on the formal decision-making the as objectives are with from throughout perspectives are direction case and cus-tomer service It depends as Stakeholders that example, representatives many questions needs. decision-makers the talk organization realities) managers. structure of the organization. One group strategy responsible is often the for neglected rank and keeping in formulating file—the the a people organization running on a day-to-day often have what doesn’t inform a bet-ter than the user needs. having who often to one knows these what managers in with those surprised THE ELEMENTS But of can senior customers than customers and when it comes to what better people works do. They ways can’t— especially No trouble talk their strategy decision-makers basis. sense the every are people day. I am at how OF USER EXPERIENCE 53 infrequently the product customer feedback finds its way to design and development teams who need it. Product defined objectives and user in a formal strategy document. This document needs are document isn’t just often or vision a list of objectives—it relationships how provides those objectives the are stakeholders, users themselves. the strategic needs user are objectives supported These issues of objectives by rank-and-file report context and vividly in the of their direct documented quotes and illustrate project. in a User separate are certain all your information in one (though to having the and of employees, quotes involved sometimes research advantages The often from analysis fit into the larger organization. analysis an the various among there place). Bigger is not necessarily documenting include quote your every to get data your better strategy. point idea and time or interest of supporting important it comes don’t every across. and to the point. Remember will be exposed when You have it and understand that they be impressed concise that many people who to the doc-ument material, to sup-porting Keep won’t to wade through hundreds that they to it’s have far more the strategy by the volume of the of pages than verbiage you’ve not produced. only experience to build An effective serves as a development support strategy touchstone document for the user team; it can also be used for the project in other parts of the organization. The worst strategy thing limit your team’s wasn’t filed created away handful you document of do with your access to it. The document to be somewhere or shared only with a senior staff members—if going can is the effort that went into it is to pay off, the document the project. has to be used actively during All 54 CHAPTER THE STRATEGY PLANE participants— designers, managers—need developers, the strategy document 3 project to make informed decisions documents often about contain their work. sensitive Strategy material, but organiza-tions can go too far and keep the strategy away from undermines Strategy responsible team, which their ability to realize it. should experience your the be the beginning design process, strategy must be of but that set in your doesn’t stone user mean before the project can move forward. Although trying to hit a mov-ing target can be a tremendous waste of time and resources (not internal to mention frustration) , strategies evolve and refined system-atically, continuing be source user experience a refined. of huge can When strategy inspiration source and revised work can throughout design process. This page intentionally left blank of should and be a the chapter 4 The Scope Plane Functional Specifications Content Requirements and With a clear sense of what we want and what our users want, we can figure out how to satisfy all those strategic objectives. you translate Strategy becomes user needs and product specific requirements for what content scope objectives when into and function- ality the product will offer to users. Surface Skeleton Structure Scope Strategy Sensory Design InterfaceDesign Navigation n Design D InformationDesign Interaction Design Functional Information ati Architecture re Content en Specifications Requirements nt User Needs Product Objectives 58 SCOPE PLANE CHAPTER 4 THE Defining the Scope We do some process, things like because jog-ging or there’s practicing value scales piano. We do other things because there’s the product, like making a cheesecake car. Defining the scope of your project valuable The process is valuable potential product while hypothetical. tackle now The product the We talking or fixing whole can thing identify a is both: a product. it forces and rough the you spots is what to in the still we can and what will have to wait until later. is valuable team a reference throughout because conflicts on value in process that results in a valuable address in the because it gives the entire point for all the work to be done the project and a com-mon language about that work. ments drives ambiguity I once worked Defining your for require- out of the design process. on a Web application that seemed to be in a state of perpetual quite, ready things to roll out were was technol-ogy anything person wrong about in the with shaky, our beta: almost, but not to actual we users, whole and But none of the product was After an office explains unwillingness all, everything this it was a seem I was company at all with developing The to lot who we big and besides, know the only had any couldn’t stumbling define get block requirements. hassle down when we all worked anyway, to for the Web. why of A lot of approach—the didn’t experience to launch. users. our to write in the same the product manager needed to focus his energy on coming up with new features. THE ELEMENTS 59 OF USER EXPERIENCE The result was ever-changing stages of a completeness. body read or every while product mishmash inspired another playing a constant flow was no schedule, for in an various article some- that came with the along product consider-ation. There of work going there were no milestones, there was no end in sight. Because the scope was new thought feature was that features Every new was somebody of of the project, how on, but there and no one knew could anyone know when we were finished? There are two main reasons to bother to define requirements. Reason #1: So You Know What You’re Building This seems surprise kind of If you clearly articulate out obvious, but it came as a to the team building that Web application. to build, project’s goals are reached. The final exactly what you’re everyone and will know when product setting what they’ve stops being the been an amorphous head, everyone top picture and it in becomes at every executives the product something manager’s concrete level of the organization, to entry-level that from engineers, can work with. In the project game gets absence will of an mouth, slightly assumes of clear probably turn “Telephone”—each impression and everyone’s different. someone devel-opment of Or the requirements, out like a on the team person product via description even word ends worse, SCOPE PLANE of up everyone else is managing the design and of some crucial aspect of the product, when in fact no one is. 60 your schoolyard CHAPTER 4 THE Having you a defined to parcel efficiently. Seeing enables you apparent. entire see same scope mapped that might in discussions, the product like separate group a lot of should be Know What spec content them as requirements that there’s out between not otherwise early and seemed but defining allows for the work more connections example, have make it apparent the requirements documentation may features, that the to For the support sheets of requirements individual be set out responsibility might overlap and responsible for both. Reason #2: So You You’re Not Building Lots of don’t features objectives well for features underway. requirements evaluating helping like align of the project. possibilities is sound necessarily you ideas, the Additionally, emerge Having provides those good with but they strategic all sorts the project clearly identified you with a framework ideas understand as they how of after (or come if) for along, they fit into you’ve already committed what Knowing what knowing real comes into what value you’re you’re in concrete sets requests that THE ELEMENTS ways By requirements, don’t fit as also right those plans. releases, you can manage more deliberate all appropriate long-term of building building collecting from finding your not not to build. and possibilities the entire means now. great The ideas to fit them establishing stockpiling for future process in a way. OF USER EXPERIENCE 61 January (now) (next) January April Requirements July that October can’t be met in the current schedule can form the basis for the next milestone in your development Version 1.0 If you don’t consciously requirements, you’ll “scope The creep.” get caught image this mind for me is the snowball inch—and snow each turn until the hill, getting bigger way Likewise, down. requirement may not project rolling away and budget an inevitable Functionality your in the dreaded always brings to an it up a little is barreling and harder each out of estimates final crash. and Content extra down to stop all the additional seem like that work. But put them all together, deadlines manage that rolls forward then another—picking with cycle. Version 1.1 much extra and you’ve got a control, crushing on its way toward On the scope question plane, we start from the abstract of “Why are we making that we dealt with in the strategy build upon it with a new question: this product? ” plane and “What are we going to make? ” 62 CHAPTER 4 THE SCOPE PLANE product as functionality ctionality product as information structure o sc pe Functional Content Specifications Requirements strategy The split between functionality medium and starts the the Web Web coming into plane. On the functionality with what would the software we’re of Content and different as comes very In functionality two similar things to describe to at what the side, traditional marketing seem just be, about but this refer to as when chapter, both it in I’ll software offerings. the scope requirements Some mean requirements set of information could development, functional specifications. terms concerned the feature Throughout feature and content software through the scope on scope, they can be addressed ways. term functions and for groups. to defining use the play content, editorial communications vehicle information side, we’re On the with a an be considered product. dealing domain as as or organizations two different the beginning the system of is defined functional use these documents: the should project do, to and specifications actually are at the does. In developed THE ELEMENTS end other soon to describe cases, after the what it specifications the OF USER EXPERIENCE 63 requirements, But most of filling interchangeable—in functional sure time, all to specifications language language of concepts here development of terms are this often requirements- definition the refer to bases. to the make I’ll use document to refer to its contents. software apply just specification covered itself, and requirements The of implementation. these fact, some people use the term requirements they’ve functional in details the chapter is mostly the But the development. equally involves process to content. Content a less than software formal does, but the content underlying principles developer people will sit or pore over source in order to determine what in the content process defining content reviewing features existing and approaches Content usually requirements with stake-holders often days, These management The have pure through system systems a dozen lightweight to This is from the technologist and purposes functional content (CMS). tools that These dynamically different for are systems large and generate data optimized sites content a come in all shapes and sizes, from very from needs are the same. handled complex that clippings, developing. documentation. requirements implications. A with whether infor-mation she’s actually not all that different brainstorming same. talk full of news be included for the and material, or a drawer be a database are down pages sources to managing one specific type of content feature in the most efficient way. You might content decide management to purchase system, use a proprietary one of the many open-source alternatives, from scratch. any tinkering to organization In tailor case, the or even build it will system take to one some your and your content. 64 CHAPTER 4 THE SCOPE PLANE content editor A content management copy editor system can automate the workflow required to produce and deliver content to users. writer user stakeholder The functionality you need management system will depend the you’ll content be lawyer in your content on the nature managing. Will you of be maintaining formats? content languages or data The CMS will need to be able to handle all those kinds press release support workflow. of content elements. need to be approved vice presidents to in multiple and a lawyer? that kind of Will content recombined according user, or the device every The CMS will need approval elements to the Does by six exec-utive process be in its dynamically preferences of each they are using? The CMS will need to be able to accomplish that level of complex delivery. Similarly, the functional technology product Will be there configuration messages? time engineer’s final screen? field message a technical content the any about error those. on a Web I made made could it Every site like know nobody requirement. . pref-erences message projects of implications write exception,” because allegedly to message placeholder product on How has an error input requirements content instructions Some-body I see “Null have some into that the error Countless have been improved simply immeasurably taken the time if the to have developers someone the application with an eye toward content. THE ELEMENTS OF USER EXPERIENCE had look at 65 Defining Requirements Some requirements whole. example Branding apply to the product requirements of this; certain such as supported as a are one common technical requirements, browsers and operating systems, are another. Other feature. requirements Most requirement, description of they of apply only the time when a are single to thinking feature a people the of specific refer a to a short product is required The level often If to have. of detail the very goal in of the complex project be needed, the relative might content The PDFs a most of larger high number the scope site might of be content base of functionally manuals) source in for that the requirements themselves. requirements people of of can only be very general. be your users your one level a very large-scale product productive stakeholders, imple-ment very even though large requirements will always often, as will of the project. involve such a homogeneous (such identical content to a to the quite small. Conversely, project requirements scope is subsystem, detail might project your on the specific depend will your But come organization more from who have some say over what goes into your product. In either people research case, want is the best simply techniques way to outlined ask to find them. in Chapter out The what user 3 can all be used to help you get a better the kinds of features users understanding want to see of in your product. Whether you are defining requirements with help from stakehold- ers inside omer your service talk about CHAPTER agent, and the same a or working directly 66 marketing Web site can be THE SCOPE PLANE 4 requirements that fall into three obvious, organization are come out of the gen-eral categories. the things people Some of these are very clearly process First, say will and most they want. good ideas and will find their way into the final product. Sometimes not the the things uncommon difficulty things people actually they say they want. want It’s for anyone, when they encounter with a process a solution. Sometimes or a product, that solution are not some to imagine is unworkable, or it addresses underlying these a cause symptom of suggestions, completely the you different rather problem. can than By the exploring sometimes arrive requirements that requirement is solve at the real problem. The third type people don’t people talking requirements they’ll hit occurred of know that upon to maintenance they about might great of the have a chance to fulfill product. talk Ironically, sometimes in creating least These when through the and people and working able to imagine feature you and get new sometimes simply the exercises, for the project. involved them, that during possibilities are the ones When objectives ideas anyone out of brainstorming want. strategic the hadn’t ongoing often come participants explore most deeply with a product new directions for it. When you spend all your time immersed main-taining forget which an of existing your the product, you constraints are can real, in often and which are For this that bring simply products reason, group together the organization people considered to diverse tools in opening possibilities they choices. sessions parts of user groups the minds of wouldn’t have before. Getting customer historical from diverse or represent can be very effective participants of brainstorming service agent, and an engineer, a a marketing person in a room together THE ELEMENTS OF USER EXPERIENCE 67 enlightening for everyone. perspectives—and respond broader to having them—encourages terms about Hearing the people both the problems develop-ing the product unfamiliar opportunity to to think in involved in and the possible solutions. Whatever are device designing will need to requirements, camera? we are designing device the take too. into considerations functional will the inform and have a sensors? These constrain your possibilities. Generating requirements finding ways example, assume to is often remove that you decided haven’t decided if your product What to purchase can process—first your selecting a matter impediments. have already buy. set hard-ware device position if we feature account Does GPS? Gyroscopic for— or itself— our a For user who a product—they site has just is the one they will do your of to make product, this and then buy-ing your product— easier for them? In Chapter creating help us better determining personas into little 3, we fictional looked at char-acters understand requirements, again by put-ting our stories the called technique called personas user we can fictional scenarios. needs. use of to In those characters A scenario is a short, simple narrative go about might trying needs. By imagining through, we requirements describing how user the process our users might go can come up with potential to help meet their needs. We can also look to our competitors inspiration. a persona to fulfill one of those for Anyone else in the same business is almost certainly trying to meet the same user needs and is probably similar product trying to accomplish objec- tives as well. Has a competitor found a particularly effective feature to meet one of these strategic objectives? the same trade-offs How have they addressed and compromises 68 we face? CHAPTER 4 THE SCOPE PLANE Even products serve as fertile sources that aren’t for direct competitors possible can requirements. Some gaming the ability players. when platforms, to create Adopting scoping video recorder or a for example, social building similar offer groups on their feature users of for fellow approach our digital may give us an advan-tage over our direct competition. Functional Specifications Functional bad specifications reputation often hate dull, and specs the taken away specs go because time from they spent producing that producing it is! a self-fulfilling A in bad of them code. turn As is a time result, reinforces them is a approach the waste to prophecy. complaint about functional specifications that they reflect the actual product. change during understands implementation. this—it’s of specs One don’t a Programmers tend to be terribly reading which time—because something quarters. unread, impression becomes have in certain the nature is Things Everybody of working with tech-nology. would work work the is as a things not or a specs change enough of that likely it didn’t quite would. This, abandon it writing highlights actually the When work. implementation, up your hands spec specifications doesn’t the and declare lightweight become separate from devel-oping the product THE ELEMENTS thought specs. The answer is to make defining the to Instead, during of writing process more that is not to throw you thought reason cause. of the futility the something you lost importance answer didn’t, way however, specs Sometimes a project itself. OF USER EXPERIENCE 69 In other problems. words, documentation won’t Defini-tion will. It’s not about detail. It’s about clarity solve your volume and accu-racy. Specs or don’t have to embody the ones that every need aspect of the product—just definition to avoid in the design and development don’t need to capture for the product—just some confusion process. And specs ideal-ized future the decisions state that have been made in the course of creating it. Writing It Down No matter how large or complex the project may be, a few general rules apply to writing any kind of requirements. Be positive. system prevent Instead shouldn’t that bad of describing do, describe thing. For a bad thing the what it will do to example, instead this: The system will not allow the user to purchase without a kite kite string. This would be better: The system will direct the user to the kite string page of if the user tries to buy a kite without Be specific. Leaving interpretation whether Compare as little is the only a requirement string. as possible way we open to can determine has been fulfilled. these examples: 1. The most popular videos will be highlighted. 2. Videos with the most views in the last week will appear at the top of the list. 70 CHAPTER 4 THE SCOPE PLANE The first example requirement, but seems it does to identify not take a clear much investigation counts to as comments? start The ones And what constitutes The second detail, a removing the we with kinds What most votes? them? our mean goal in specific by for popular and high-lighting. By of second of it. the most “like” possibility the in the defines mechanism interpretations, skirts with what the holes Videos highlighting example defining describing poking popular? differing requirement arguments likely to neatly crop up during or after implementation. Avoid another subjective way of ambiguity—and language. being therefore misinterpretation—from Here’s This specific the is and really just removing possibil-ity for the requirements. a highly subjective requirement: The site will have a hip, flashy style. Requirements must be falsifiable—that is, it must be requirement possible has to not demonstrate whether and have flashy hipness probably demonstrate been met. subjective been doesn’t It’s a to qualities fulfilled. match when difficult My like hip idea of yours, and most likely the CEO has another idea entirely. This doesn’t mean you can’t require that your site be hip. You just have to find ways to specify which criteria will be applied: The site will meet the hipness expectations of Wayne, the mail clerk. Wayne project, normally but our wouldn’t project have any say about sponsor clearly the respects his sense of hipness. Hopefully it’s the same sense our users have. THE ELEMENTS OF USER EXPERIENCE 71 arbitrary because approval we’re instead objectively of defined. relying cri-teria So on that perhaps Wayne’s can this be more require-ment would be best of all: The look of the site will conform to the company branding The guidelines whole disappeared Instead, to document. concept of entirely from we have established branding marketing she may may even consult To her Wayne teenage make reference sure We some can also the hip, the V P of the mail clerk, daughter, some user research or findings. up to her. But now we can say definitively the requirement now requirement. are sufficiently consult consult has the a clear, unambiguous guidelines. guidelines may hipness or she It’s whether has been met. eliminate requirements subjectivity quantitatively. by Just defining as success metrics make defining help a requirement us identify requirement. that strategic the For system performance,” designed to goals in quantitative whether we’ve example, instead have high “a we can require support at least users. If the final product user numbers, quan-tifiable, that 1,000 only terms met of requiring level of the system allows three-digit we can tell the requirement hasn’t Content Requirements Much of the time, when we talk about content, referring to text. But images, audio, and video can be more important than the accompanying types text. These different content can also work together example, to fulfill a content a single be simultaneous been met. we’re can the requirement. For 72 CHAPTER 4 THE SCOPE PLANE feature covering article accompa-nied a sporting clips . Identifying with a feature resources Don’t get content first But content it have and types you associated at all). the format purpose. the term hear FAQ a simple what the content When of a piece discussing with stakeholders, I usually an video determine to produce between its might is, “We really series only of one of the should have refers to a questions and The real value of an FAQ to users is that provides information. fulfill and format: answers. help it can be produced requirements things FAQs.” all the content can confused content event photographs will be needed (or whether of by that ready access Other same to content purpose; but commonly needed requirements when can the focus is on the format, forgotten. the purpose itself More often than not, FAQs “frequently” part of the equation, answers to whatever provider could think to be the offering questions of can neglect instead the satisfy content the FAQ requirement. The expected features size has experience a of huge decisions requirements estimates of features, video, and stand-alone influence thumbnail provide knowing for elements the essential are a provide to is different in advance to rough audio fine. for files don’t or that access full-screen or have to We only needed to content. to from designing the size of count images information vehicle access user downloadable, like appro-priate site the word for These size esti-mates images content provide dimensions precise—approximations Designing on should sizes content have to collect to pixel file PDF documents. an your the size of each feature: for text design of you will have to make. Your content be each small a site photographs; THE ELEMENTS OF USER EXPERIENCE 73 the content enables elements we have to accommodate us to make smart, informed decisions along the way. It’s important to identify for each content it has been objectives, like too without validated any content for creating deep with features into identifying every required up as early as possible. against feature a really good idea—as responsible get who will be responsible element the content gaping holes everybody inevitably sounds else is maintaining it. If we development pro-cess will be responsible feature, we’re in our loved Once strategic long as someone and who our site when for likely to end because they those were hypotheti-cal turned anyone to actually And that’s out to be too much work what developing people often require-ments: You might (or, be able more marketing for take on. to hire likely, forget Content is stick someone work. resources on contract with the job) to create when hard down in the content in time for the initial launch, but who will keep it up to date? Content—well, anyway— requires Approaching forget content it leads effective constant as to a site if you that, content, maintenance can over post time, it . and does an increas-ingly poor job of meeting user needs. This is should why, identify The frequency your strategic product back? often However, do every content how frequently of updates goals objectives, to come how for for how Based they should the site: often feature, you it will be updated. be derived Based from on your do you want users on the needs of your users, expect updated informa-tion? keep in mind that the ideal frequency of updates for your users (“I want to know everything instantly, may 24 hours a day!”) for your organization. not be practical You’ll have to arrive at 74 CHAPTER 4 THE SCOPE PLANE a frequency that represents compromise between users and your available If your site has divergent of content. to serve is intended decisions about Information different of your resources. needs, knowing content better a reasonable the expectations multiple which for can how help to intended approach audiences audience you make present that for requires a intended for their parents; information them needs yet a third approach. with a piece from children information for both of For projects existing will that feed content involve content, much your Taking on your existing tedious process—and inventory the (which the same requirements reason is team knows exactly that what of that in of a all site may seem like a is. But takes important: lot is recorded having the simple, albeit very large, spreadsheet) for a an inventory it usually usually with information requirements inventory. the content working of form a is important having so the of concrete everyone on they have to work the with in creating the user experience. Prioritizing Requirements Collecting ideas not Almost hard. for possible everyone requirements who regularly in contact with a product—whether the organization one idea tricky for a or outside—will feature part is sorting that could out what is comes they are inside have be features at least added. should The be included in the scope for your project. THE ELEMENTS OF USER EXPERIENCE 75 Sometimes a strategic objective will result in multiple requirements (left). In other cases, one requirement can serve multiple strategic objectives (right). It’s actually one-to-one objectives one fairly rare correlation and your requirement multiple objective different you see be objectives. often be a your simple strategic Some-times requirements. can strategic will that between applied toward Similarly, associated with one several requirements. Because the scope is built upon the strategy, we’ll need to evaluate possible requirements fulfill our strategic based on whether they goals (both product objectives and user needs). In addition to those two considerations, third: How defining the scope adds a feasible will it be to actually 76 THE SCOPE PLANE make this stuff? CHAPTER 4 Some features they’re there’s over can’t be technically implemented because impossible—for example, just no way to allow users to smell products the might Web yet, (particularly feasible in because our disposal. The case they how badly Other In other of content) aren’t would demand more cases, it’s would they features or financial—than feature implement, matter ability. the resources—human time: no that want take just we have at a matter of months to three but we have an executive requirement to launch in two. In the features For case of time constraints, out to a later release resource constraints, organizational importantly, burden, changes not enabling (However, you or project feature impossible push technological can to or sometimes—but, always—reduce a can milestone. the be things resource imple-mented. will remain impossible. Sorry.) Few features exist in a vacuum. Even content features them on a Web site rely on the features to inform content the user provided. between This inevitably features. Some trade-offs with coherent, consistent may want process—but others a on how whole. one-step preferable to go on your strategic indicate eye document. require produce example, order a users submission the site all the data at once. Is it with a multiple-step process, or system? It depends objectives. out possible apparent to For should you rework the database an will order the tangle of legacy databases accommodate around to use the leads to conflicts features in uses can’t Keep best during for shifts the feature in suggestions strategy development that of Any feature suggestion strategy is, by definition, feature weren’t the vision with the proj-ect scope. But if a suggested that not in line out of that falls outside the scope doesn’t fit any of the types of constraints THE ELEMENTS OF USER EXPERIENCE 77 above and still sounds like a good idea, you may want to some reexamine objectives. If you aspects of probably jumped find your of strategy, into your yourself strategic revisiting however, defining many you’ve requirements too soon. If your strategy or clear hierarchy objectives, factors up clear. in among priorities should be Sometimes, importance the of In the these project cases, whether all too primary suggested the strategic a strategic the of however, scope identifies your priority two different down to corporate When document of priorities these in determining features. isn’t vision relative objectives features often end comes politics. stakeholders talk about strategy, they usually have start to out be strategic factors. trouble separating features will requirements with coaxed feature back Because often the have from champions. process Managing this The between stakeholders Focus on with feature the intended is to appeal them. her heart strategic not goal Admittedly, said than done. Demonstrating stakeholders is defined assure on a particular the feature is in some other of her constituents this is often easier empathy essential to feature conflicts. Who says tech workers people skills? be proposed If you can set feel the needs are being neglected. of can to the goals, to fulfill can be addressed way, she won’t needs stakeholders. process strategic accomplishing a stakeholder that the a matter best approach to resolving a conflict strategy. means of have certain Thus becomes negotiation then often strategy, of nego-tiation between motivated difficult. and underlying stakeholders features definition ideas, to with the resolving don’t need chapter 5 The Structure Plane Interaction Information Design and Architecture After the prioritized, included requirements have been we have a clear picture in the final product. The defined and of what will be requirements, however, don’t describe to form a cohesive whole. This is the next level up from scope: developing the site. how the pieces fit together a conceptual structure for Surface Skeleton Structure Scope Strategy Sensory Design InterfaceDesign Navigation n Design D InformationDesign Interaction Design Functional Information ati Architecture re Content en Specifications Requirements nt User Needs Product Objectives 80 STRUCTURE CHAPTER PLANE 5 THE Defining the Structure The realm planes, our of of structure concerns strategy shift and from But the line between blurry—although will have involve largely to abstract much the of the of the concrete what decisions conceptual five at which issues factors experience. and concrete tangible can be we decide influence themselves matters. product as functionality ctionality information third what users finally a noticeable, product, the it is the point the more abstract scope that will determine final is and appro-priately product as here on the still r st uc t skeleton eInteraction ur Information Design Architecture scope In traditional discipline experience design. of in for the user It used “interface now software involved THE ELEMENTS is known to be lumped design,” recognized development, creating but a as under the structured interac-tion the heading interaction design is as a separate discipline. OF USER EXPERIENCE 81 In content experience architecture. development, is a This structuring ques-tion field draws of the user information on a number of disciplines with that historically orga-nization, the presentation of journalism, have been grouping, content: and technical concerned ordering, library and science, communication, among others. Interaction share design an and emphasis sequences in which users . Interaction involved in Information involved deals design these disciplines all. They’re they aren’t about ensure who use it. into with think. the structure a successful the tasks. options architecture technical really to options to a user. about understanding and the information highly and pre-sented completing information and behave understanding we help will be and esoteric, architecture patterns concerns performing like way options architecture sound at defining design in conveying Interaction information on By of areas, but technology people—the building our experience this product, for those Interaction Design Interaction design is concerned with possible user behav-ior and defining will accommodate Any time a and respond person uses dance goes on between a dance in response goes software on. acknowledge But been has seems danced behavior. a sort of the two of them. The user responds. Then the to the system, and so the the typical designed way doesn’t that really this dance. The thinking 82 STRUCTURE to that product, moves around, and the system user moves describing how the system CHAPTER 5 THE PLANE to have a little unreasonable to been bit that if dif-ferently expect the every application anyway, user to it wasn’t adapt. The system could just do its thing, and if some toes got stepped on, well, process. But the dance anticipate that every was dancer to really work, of the learning will tell part you that each participant the moves of the other. Programmers cared most have about traditionally two aspects focused that is precisely makes do. But their was most technically what worked computing approach is good at for details what they would a system in the way that efficient without best for users. Especially power was a limited regard to back when resource, the best was the one that got the job done within those technical The for these focus meant that programmers gravitate toward building and what it a good reason passion programmers this on of software: does and how it does it. There’s this—it for must approach almost limitations. that never the person using reputation that works best the approach it. Thus, has for the technology that works software haunted it for best acquired most of for the its existence: Software is complicated, hard is to use. This literacy”—teaching workings why, for confusing, years, people about of computers—was widely be the only way to make users and “computer the inner considered and software to get along. It took a long time, but as we learned how people started used catching designing machine, technology, on software we THE ELEMENTS the that could best for the people to design idea more about eventually we that, instead works best software for that of the works who use OF USER EXPERIENCE 83 it, thereby sending file skipping clerks this to whole programming business classes of to improve their discipline that computer arose literacy. to help do this is called interaction Conceptual Users’ components we of create conceptual models. system a treat user doesn’t place acquires? a feature interactive are known as place sites your consistent a as does the thing the take different conceptual design the content what consistently, as the example, Different whether or an object; behaves For . Knowing matter element how a place the user visits, or an object you to make allows design. will behave particular user consumes, the new developers Models impressions approaches The software matters instead element is that of sometimes and model decisions. It is a the site treating an object the at other times. For example, shopping site is concept cart that the conceptual model compo-nent of a typical of a influences container. both This the for the e-commerce meta-phorical design of the component interface. “put and things “cart,” the language into” and and the system accomplish these tasks. Suppose the component such as a catalog provide both an the traditional metaphor edit add a use things in the and complete the for The that system would using process, to analog, might replace functions of the the real-world remove instead of” functions model form. function out provide differ-ent order cart, and to “take must conceptual were we holds objects; as a result, we A container of the a checkout users might send their orders in. 84 CHAPTER STRUCTURE PLANE Both retail the store model and 5 the THE catalog model seem to place The retail Web perfectly orders store that it’s convention. other Web there’s to is so on for allowing Which widely the users to choose? used status nothing probably Using familiar adapt convention reason model taken sites, you’ll already them suitable the Web. on the of a If your users do a lot of shopping that convention. are over to conceptual with wrong for doing model it so that as and you away an meet for Of course, have have will to people easier site. with breaking long on to stick models makes an unfamiliar either—as conceptual want from a good alternate your users’ needs while still making sense to them. Unfamiliar conceptual models can correctly A conceptual component When are only understand model the news and its magazine: The site had page when them. can refer to just users one of a system or to the system as a whole. launched, every effective and interpret conceptual commentary site Slate model was a real-world a front and a back, and had both a page number and interface elements it allowing turns doesn’t out, translate Slate eventually We don’t models this the user to “turn the magazine very effectively dropped have to them. It’s users more important used consistently development of Understanding Does our the the to the site (Does it work conceptual Ideally, the users that models users it work helps have helping conceptual the design. themselves OF USER EXPERIENCE us choose most to conceptual THE ELEMENTS sometimes of like a retail store? that will work won’t conceptual throughout interaction like a catalog?) models fact, instead are models bring to the Web, and communicate confuses As model it. to our users explicitly—in only the page.” conceptual be the effec-tively. told what 85 model we’re intuitively following; as behavior of they the they’ll use site the will pick site up on because match their it the implicit expectations. Basing our involving conceptual real-world models analogs on can be valuable, but it’s important metaphors literally. too site for Southwest a picture of of a customer brochures The Airlines to one metaphors to system functions not to take our home page used to consist service side, desk, a of the solely of with a stack telephone to the other side, and so on. For years, the site was held up too to the as an example far—placing making a phone reservation represented of a conceptual a reserva-tion may call, system by a telephone. but that should model siderably became light more functional. mean doesn’t actually Southwest must gotten tired of being used as a bad example; subsequently gone be analogous on metaphor be have its site and con- The old Southwest Airlines site is a classic example of conceptual models being tied too closely to real-world counterparts. 86 STRUCTURE CHAPTER 5 THE PLANE Error Handling A huge part involves system can of dealing any interaction with user do when people the system do to design error—what make project does the mistakes, and what prevent from hap-pening in the first place? those mistakes The first design and the impossible. defense A be complex actually abruptly. driver, and bystander who the happens this, unless it’s is any designed the the sensitive moreover, instead car, for lurches bad an for car with so the to the Unfortunately, it’s not car error quite The errors thing to making with never so easy in this way. best won’t disengaged. the the automatic starter is start engaged, an make most user errors impossible next the innocent to be in the path of transmission impossible transmission happens. but the bad of an the car while the mechanism; for type with car. prevent Because Bad to simply this car can damage start, is are of any Starting possibly transmission engage in errors errors example transmission forward against that seen is engaged the car doesn’t To so transmission. transmission lurching defense good can automatic and best system to impossible is to make them such measures happen. At merely difficult. in place, some errors this point, the But even with are bound system should to do what it can to help the user figure out the error and cases, the system fix it. In some error of on the user’s the products correct Word, most behalf. irritating results from But behavior know exactly ever used what about. THE ELEMENTS of well-intentioned user errors. (If you’ve you can even fix the be careful— OF USER EXPERIENCE I’m some software efforts to Microsoft talking them off so I can stop correcting the corrections and get some work done.) Helpful error interfaces can errors after actions may messages and help catch they’ve system from of is this recovery that can’t only the a way Of many can cause overlooked—and function, “Are of Architecture users to example but error plenty prevention this actu-ally you the really often too cases, forms. For errors course, users than it helps. Information for of user until it’s from, providing means when too kinds some best-known undo only provide. can effective confirmations be famous be recovered is Including to provide can take many different warning system to be errors the error. The the many But to catch them. In these should recover easy-to-interpret happened. not appear late for the system the users warning is notice it. sure? ” important annoys of the more ones users Information architecture old practice—in human communication have had information make choices information is a new fact, you could so idea, but it’s an say it’s as old as itself. For as long as people to convey, they have had to about how other people they structure that can understand and use it. Because with information how information architecture in any product of the architecture people cognitively that users presented. concerned information, consid-erations requires information is process come to make Obviously, considerations are THE ELEMENTS OF USER EXPERIENCE up sense these 89 critical in the case of information- oriented products they (like can corporate have a information huge functionality-oriented impact sites) even products (like in a but more mobile phone). Structuring On Content content concerned sites, with navigational through schemes site related to the of informa-tion often people field systems easily. called find of on problems commonly, require the But Web to to move is closely retrieval: users site to the find architectures do more than just help in many cases, they have to users. information creat-ing is and effectively. Web enable educate, inform, or persuade Most users and information that on things; allow efficiently architecture design architecture organizational that content Information are information creat-ing architecture categorization schemes that will correspond to our own objec-tives for the site, the we content user that needs intend will be incorporated to meet, and the in the site. We can tackle in two creating ways: such a categorization from the top down, or scheme from the bottom up. A top-down architecture directly approach involves from product needs. with Starting content accomplish these the cat-egories hierarchy the empty functionality shell user categories of needed to goals, we then and subcategories which break subsections. the content CHAPTER PLANE 5 This serves will be slotted. 90 STRUCTURE into plane and broadest into logical of categories architecture strategy functionality strategic down of objectives the and information the an understanding considerations: possible to cre-ating THE as and A bottom-up architecture subcategories, of the that with will exist group items derives but it does content Starting approach also the and group those building toward objectives a information and on an analysis functional material by the time and then product so based source together to categories requirements. exists (or the site launches), we into that low-level categories into higher-level structure that categories, reflects and user needs. A top-down architectural approach is driven by considerations strategy from the c a t e g o r ie s plane. content A bottom-up architectural approach is driven by considerations from the c a t e g o r ie s scope plane. content our Neither approach Approaching can sometimes content a result fitted cause itself hand, is to to bottom-up content bal-ance thinking the can that tuned it isn’t changes between the other sometimes so precisely accommodate a other. about On approach architecture the details overlooked. to the existing Striking than from the top down important be bottom-up in an enough better the archi-tecture or and flex-ible additions. top-down is the only way to make and sure the final result can avoid these pitfalls. THE ELEMENTS OF USER EXPERIENCE 91 It’s not number section necessary of of to categories the adhere at any architecture. to a level The particular or in categories have to be the right ones for your users any just and their needs. Some people steps it takes clicks it takes destination whether it Web process requirements a particular the quality of a sign of quality, steps the process naturally from favor the took, previous a clearly a confus-ingly living and over entities. defined compressed time. acquired In most along accumulation a grow the way structure new shouldn’t of the site. is its ability to growth and adapt to change. But the of new content re-examination employed architecture require they cases, a few the overall structure of an effective accommodate They feed-ing. Inevitably, require rethinking principles reach important many over are care and change require to alternative. sites One trait user will invariably three-step of of to evaluate The most followed seven-step the number a task or the number each step made sense to the user and Users constant a is not how but whether step. for as a way site structure. however, favor counting to complete that of will eventually the organizing on the site. For example, enabled users to page the through press when releases you organizing day-by-day had only a might few have months’ them by topic might been fine worth, but be more practi-cal after a few years. The entire structure user experience, including the of the site, is built on an understanding of your objectives and the needs of your users. If what you want to accomplish site is redefined with the or the needs you intend the site to meet change, be prepared to rework the structure of your site accordingly. The need for such structural change though; rarely announces itself in advance, often, by the time you can tell that you need to rework architecture, the your users are already suffering. 92 CHAPTER 5 THE STRUCTURE PLANE An adaptable architecture can accommodate the addition of new content within a section (top) as well as entire new sections (bottom). Architectural The basic node. A Approaches unit node of information can correspond structures to any is the piece or group of information—it can be as small as a single number of (like as an entire the price a product) library. By dealing than with pages, docu-ments, can apply a common or language or as with nodes large rather components, and we a common set of structural concepts to a diverse range of problems. The abstraction of set concerned with. Most ects are only pages the nodes explicitly level of Web concerned also allows detail site be dealing us to will be architecture proj- with the arrangement on the site; by identifying base-level we the page node, we make it explicit with anything of as our that we won’t smaller. If the page itself is THE ELEMENTS OF USER EXPERIENCE 93 too small for the project node correspond the page individual is at hand, we can have each to an entire section of the site. If too content big, we elements can define within nodes as the page, and the page as a group of nodes. These nodes can be arranged ways, but these structures in many different really fall into just a few general classes. In a hierarchical tree or structure—sometimes parent/child relationships nodes . Child nodes within the parent node. Not with represent broader category every root parent of concept work structure of the the tree, of hierarchical understood to node by in if users entire you and hierarchies related concepts represented node has a have other narrower every node has a parent, leading the called structure—nodes spoke hub-and- by the children, but all the way up to structure prefer). relationships because anyway, (or the Because the well is software this tends type of is far and away the most common. Hierarchical structure. A matrix from structure node to dimensions. allows Matrix for enabling the along node structures users with different through the same content, can be associated axis but really want need accommodate use-ful needs to navigate because three For example, to browse to browse both each user need THE 5 dimensions if you expect primary navigational isn’t very if some products by groups. however, simply often move more PLANE others than are CHAPTER of the matrix. users to or with one 94 STRUCTURE user two A can of your by size, a matrix matrix cause of color, can more problems, users to rely on it as their tool. well The equipped human to brain visualize movement in four or more dimensions. Matrix structure. Organic structures don’t on a case-by-case basis, no strong concept of are for good relationship structures sense you attempt pattern. Nodes consistent is unclear don’t where want to educational sites, as of users are on an organic need to reliably a strong of structure If free-form entertainment it can present the same piece of content whose organic architecture. feeling some has structures But with in the a any together topics evolving. encourage such Organic set provide they good choice; however, your users or follow the architecture sections. a to connected and exploring of exploration, are can or be a challenge a if find their way back to again. THE ELEMENTS OF USER EXPERIENCE 95 Organic structure. Sequential most you’re sequential of structures familiar experiencing flow informa-tion faculties are with from needed one of language architecture to process the offline ones you media—in right now. is the most there is, it are built are fact, The basic type and right the into our brains. all designed fashion. used as Books, to articles, be Sequential most often individual sequential for structures in presentation is tend which the essential such as in instructional Sequential to are sequential the Web struc-tures sections; to video a are such large-scale be limited order of meeting to content user needs, material. structure. 96 STRUCTURE Organizing Nodes on smaller-scale or and in structures articles applications audio, experienced CHAPTER 5 THE PLANE Principles in an information structure are arranged to orga-nizing according principles. basic level, the organizing by which grouped Different different For we determine together and and at different example, information in site, the we case might At its most is the criterion which which prin-ciples organizing areas principle are nodes kept will be levels of applied in of the site. a have are separate. corporate categories near the top of our tree such as “Consumer,” “Busi-ness,” and organizing “Investor.” principle At this level, is the audience intended. Another categories like for which the content site “North might have America,” “Africa.” Using geography principle is approach one the “Europe,” as an is top-level and organizing to meeting the needs of a global audience. Generally, the organizing the highest the lev-els product levels in the of principles your objectives and architecture, con-tent and functional site you employ are closely user needs. issues requirements tied at to At lower specific to the begin to have a greater influence on the organizing principles that should be used. For example, a site with will often have chronology organizing principle. news-oriented as its most Timeliness factor for users (who, after news for information on current history) as well as for the creators must emphasize the timeliness prominent is the single important sites content most all, look events, to not of the site (who of their content in order to remain competitive). THE ELEMENTS OF USER EXPERIENCE 97 At the factors next more level closely play. For a sports divided into in the tied news to architecture, content site, the content categories such as other come might into be “Baseball,” and “Hockey”; “Tennis,” site might News,” have “National Any News,” collection consists inherent of conceptual to solve. general-interest like “International News.” information—whether items, 200, or structure. has more than one. That’s have more and “Local of two a categories The In fact, challenge isn’t but creating objectives and the needs of our users. example, repository possible question. principle according So the our informa-tion organizing information the right suppose of first would be information an it usually part of the problem structure, For it 2,000 —has structure site contained cars. would thing the a for our about to the weight we creating arrange a One the of the car in user would see about the heaviest car in our database, then the second heaviest, and on down to the lightest. For a consumer the wrong information way to organize site, this is probably the information. Most people, most the weight according of of be deal important fuel less important, or type basis overseas, For and with these These car would audience. are professionals the business people, a qualities are of very like consider-ably if they matter at all. THE 5 PLANE attributes, are provide a preceding of this CHAPTER science, principles with information becomes type 98 STRUCTURE for weight engine concerned the if our users daily factor. economy model, hand, on a cars aren’t appropriate more On the other shipping time, to make, probably who the a car. Organizing in known simple, for almost example the as language facets, and flexible set any content. shows, using of of library they can organizing But the wrong as the facets can be worse common than response using to this no facets problem at all. One is to position every conceivable facet and let the users pick the one that’s as an organizing principle important to them. Unfortunately, unless simple information this approach unwieldy The the attributes which A and into an so many options that The important—the strategy tells us scope tells us the what will suc-cessful the specific be user foremost expectations for. Language and Metadata aspects is the of that in the experience the what will meet those needs. In creating the user’s accounted very be on the user to sort through all we identify information have and pick out what’s need, information minds. users is on us. The structure, with that no one can find anything. burden shouldn’t users dealing of only a few facets, soon turns the archi-tecture mess. to sort through burden you’re consisting users’ one are anticipated in and Even if the structure representation your subject find their can’t of the matter, way language of consistent fashion. your consistency a users the and reason, accurate think won’t about be able to architecture if nomenclature: other it’s users to we called the to use the do use they the terminology essential and The tool is perfectly people your labels, site uses. For this that your around under-stand descriptions, is way so to in a enforce controlled a vocabulary. THE ELEMENTS OF USER EXPERIENCE 99 A set controlled of vocabulary standard another area Talking to terms in which users and is nothing more than a for use on the site. This is user research understanding is essential. how they commu-nicate is the most effective system of nomenclature them. Creating vocabulary users and that is the organization’s that adhering reflects best way to develop a will feel the way internal to natural a language to to controlled of prevent your your j argon from creeping onto the site, where it will only confuse your users. Controlled vocabularies consistency people right next for to the that the content sit on separate vocabulary ensure create Whether or in offices the controlled resource help content. producing to each other definitive speaking also all your responsible continents, A across provides everyone a is the user’s language. more sophisticated vocabulary is to approach cre-ate to controlling thesaurus. a Unlike a simple list of approved terms, a thesau-rus will also document terms used but a alternative not thesaurus, shorthand, approved you slang that for use can terms, map or are commonly on the site. With internal acronyms jargon, to their approved include terms, counterparts. other providing narrower, or picture of can thesaurus terms. give which you range also among for a more of concepts in turn approaches. Having a controlled vocabulary can the broader, Documenting tional architectural be especially might relationships recommendations the entire content, A of related relation-ships your types these complete found suggest or thesaurus in addi- can help- ful if you decide to build a system that includes metadata. The term metadata means simply “information a structured about information.” approach It refers to to describing a given piece of content. 100 THE STRUCTURE Suppose 5 PLANE we were how CHAPTER your dealing with an article latest product about is being used by volunteer metadata fire departments. Some of the for that article might include . . . . . . . The name of the author The date the piece was posted The type of piece (for example, a case study or article) The name of the product The type of product The customer’s industry (for example, volunteer fire department) Related topics (for example, municipal emergency Having this information allows range of possible architectural would be difficult (if to implement detailed agencies or services) without information not it. you us to consider approaches downright In that impossible) short, have a the about more your content, the structuring shows the it. If potential company allow more flexibility emergency new to expand into, having needs of create these users have services as a lucrative us to rapidly you suddenly market for the this metadata a new section with the systems to in will to meet content we already have. But track itself creating technical all this meta-data isn’t consistent. vocabularies for come each unique can rely on connections Your won’t in. That’s By concept in site could dynamically link more term consistently THE ELEMENTS one term you the elements. together than use the same OF USER EXPERIENCE controlled define anyone in their metadata. and content, help content pages on a specific topic without do anything only your to your collect us if the data where using automation between help all the having to 101 In addition, and more good information search be on engine dumb —you of your can can for site than provide. in much characters. a faster to basic can very, very of characters, for don’t find full-text engines they’re looking They a users Search general go provide your give them a string pretty string way but powerful, they metadata reliable exactly understand and that what any of it means. Connecting your thesaurus content and can help search engine search for even some subjects with metadata make the engine the thesaurus use a disal-lowed term. Instead engine providing can then it can check gets highly search targeted, to recom-mendations a term; at all, the user results—and that might be of interest. The map for that preferred no results relevant your smarter. term to a preferred the metadata of getting for a for other maybe related Team Roles and Process The documents and metadata information complexity to vary content the big spreadsheets and some overall interaction depending For proj-ects databases to help capture of and on the involving structure, can be an effective information interaction architecture way to document cases, will tools be the nuances pressed the structure communicate tool for or visuway for us to the branches, groups, and interrelationships components of our site. among like into of a complex design is the diagram. Representing ally is the most efficient a simple architecture. But the major documentation of nomenclature picture substantially In the structure of in a hierarchical architecture. service details of the project. text outlines the to describe architecture design— can lot of needed the specific a site—from the 102 THE STRUCTURE Web site things; pretty CHAPTER PLANE structures trying much 5 are to convey inherently complicated this complexity guarantees that no one in words will read them. In the early days of the Web, this kind of diagram was called a site map; but because term used for a particular site map is also a kind of navigational tool on a site (which you’ll read more about in Chap-ter 6), architecture for the tool diagram we use is now internally the to favored term describe site structure. The diagram doesn’t link on every page in your cases and that level obscure of the have detail to document every site. In fact, in most only information serves the to confuse team really needs. It’s more conceptual together, important relationships and which remain steps in a given interaction Early in express my career, the same to : Which document cat-egories separate? sequence I found fit together? myself basic interaction go How do the having structures to over and over again from project to project. Over time, I started way standardizing the ideas in my site diagrams. set of shapes I illustrated my I settled on a particular that I used, and defined what each of those shapes meant. The system called it to and I created the Web interaction have adopted Visual to diagram the Visual Vocabulary. in it. You tools for all can see over learn sample using www.jjg.net/ia/visvocab/. I first informa-tion designers Vocabulary, download 2000, site structures Since it at more architects the world about diagrams, my is posted Web the and site: THE ELEMENTS OF USER EXPERIENCE home media info products support home products file press releases archives office products 103 The Visual Vocabulary is a system for diagramming architectures ranging from the very simple (top) to the very complex (bottom). See www.jjg.net/ia / visvocab/ details. for more continue from: login flow latest news home (2c) continue to: (2a) entry page member list technical papers 104 THE STRUCTURE Many structural designers employ who issues. In other responsibility for someone’s by lap 5 PLANE organizations experience conscious CHAPTER planning. bear organizations, structure default Who full-time responsibility often rather ends than user for however, lands in through up responsible for structure often depends on the culture of the orga-nization or the nature of the project. For content-heavy which creating initially seen responsibility the site as for people working within or historically had a in was the structure of development, com-munications groups. been led If by technology-oriented for fallen to the technical project can specialist this designer, referred title benefit dedi-cated interaction in Web activity, the content responsibility Sometimes some the structure project has manager on the Web site. full-time the organizations on marketing has culture, commonly Every a or marketing internal in determining organization technical or presence has resided editorial, the sites a person goes but information creating by others to as an information confuse from the it’s specialize organizational a issues. job prefer architect. you—although architects having to structural to Don’t true title be let that exclusively schemes and navigational often structures than have some design not, an degree of issues someone Your and so designer experience interaction closely has become a user more more will with interaction design related, sites, architect information issues are experience common title for with these skills. organization ongoing content and vice versa. Because architecture often for information work might experience designer your If staff. not have to warrant your as hiring a Web the volume a full-time of user permanent member development efforts of are mostly THE ELEMENTS OF USER EXPERIENCE 105 limited up-to-date to keeping and you the don’t content do you have much new development between projects couple every experience spend your stream added designer of years, probably money. new site-wide of But content if a good you have and be most users that process effective and for for user way to a steady functionality being designer can in the way that will meeting meeting staff isn’t to your site, a user experience help you manage redesign a the your needs own of your strategic objectives. Whether you structural important someone. or not ones that Your you according those a specialist isn’t concerns site will have plan it out. require con-crete are sites address but it addressed a structure The less results to important, to a clear structural that produce have concerns that is by whether are built plan tend to be the frequent for satisfy the needs of their users. their overhauls, owners, and chapter 6 The Skeleton Plane Interface Design, Navigation and Information Design Design, The conceptual structure the mass of requirements objectives. On the skeleton that structure, identifying begins to give shape to arising from our strategic plane, we further refine specific aspects of inter- face, navigation, and make the intangible information structure design concrete. that will Surface Skeleton Structure Scope Strategy SensoryDesign InterfaceDesign Navigation n Design D InformationDesign Interaction Design Functional Information ati Architecture re Content en Specifications Requirements nt User Needs ProductObjectives 108 SKELETON PLANE CHAPTER 6 THE Defining the Skeleton The structure chapter plane defines skeleton plane functionality addressing plane, we plane, the will our smaller level looked and In the scale of that involve large-scale exist on almost individual to presentation, On the interaction; concerns of the that addition issues detail. preceding work; form with matters of at the will what take. plane deals in product concrete refined architecture covered our defines more the skeleton a more how structure issues the of skeleton exclusively components at and their relationships. On the functionality through interface buttons, But fields, and information side, we define design—the other products interface have a prob-lems all their own. Navigation form presenting information both sides, we of interface specialized have the skeleton familiar unique of set of design is the design tailored spaces . Finally, information realm components . to crossing design, the presentation of information for effective communication. product as functionality ctionality product as information surface e sk t le on InterfaceDesign NavigationDesign InformationDesign structure THE ELEMENTS OF USER EXPERIENCE 109 These three together—more elements covered elements so than in this are closely any of book. It’s the not bound other uncom- mon to be faced with navigation that blur begin problems, or information interface Even to problems encounter design questions about of design. identifying us suitable correct design information design that turn out to be matters though helps to into the these better lines as separate assess solution. Good between areas whether bad information difference sometimes get blurry, of concern we’ve settled on a navigation design can’t design. If we can’t tell the the types of problems, we can’t tell if we’ve really solved them. If it involves providing things, it’s inter-face means by which with the The users actually functionality defined tions and structured If it involves places, users with the ability to do design. it’s architecture in in the interaction providing is the the specifica- design. users with the ability to go navi-gation applied interface come into contact a design. structure The to information the content requirements design we developed; is the lens through that structure, the navigation which the user can see and is the means by which the user can move through it. If it involves it’s communicating design. This elements is the broadest to the user, incorporating aspects almost of everything we’ve functionality side information crosses of the three on this plane, potentially the ideas information the or drawing seen so far on both the and side. boundary Information between design task-oriented functionality and information-oriented tems because neither interface navigation sys- design nor design can be fully successful to support upon without good information design them. 110 CHAPTER 6 THE SKELETON Convention Habit our and PLANE and Metaphor reflex interaction weren’t reflex, are the foundation with the able to reduce we’d accomplish world—indeed, a whole if driving any easier than it was the first ability mobile to needed by for Convention different dirty time a of if we we do to less every never got you tried meal, being or it? use a thoroughly tremendous concentration on the of lots of tiny reflexes. caused drove thing lot a car task— depends allows us to did because (though those when-ever they was they apply reflexes in I used to have a car that trouble it. When they This wasn’t was cook circum-stances. invariably first the the accumulation friends drive, phone—without exhausted much so much of what day. Can you imagine Your for started wash thought it probably the the any the of my car, the windshield. windshield was); rather, it was because they headlights. were trying The controls from the conventions Telephones are importance of another layout rows Circular the six time standard each, arrangements rotary-dial are or still pop becoming phones the time a user spends THE ELEMENTS such as two rows ever like the layout shouldn’t much of a difference, with up from on which the time, three-by-four three fade into the mists of technological It seems the of to experimented the buttons but these on different example From for the buttons on a telephone, of time, good have from turn they were used to. conven-tion. manufacturers deviations to on my car were of to rare as more they four. time are based oblivion. make that but it does. If you measured trying to figure OF USER EXPERIENCE 111 out which telephone, three button push on a nonstandard it might turn out to be something seconds per difference—but aren’t just filled with becomes to to call. the pure slow that those Those as simply big three three frustration, agonizingly of convention user, time. lost Not like a seconds seconds are a reflexive task because the rug has been pulled out from under the user’s feet. In fact, digits standard do with remote not telephone’s for other three-by-four inverts used registers, applications by order is used that have as in this old of the adding digits on calculators, and such as in nothing microwave Interestingly, only standard the keypad, such matrix that it has become devices telephones, controls. the standard cash the is so well ingrained the inventory phone pad is “10-key” machines, which telephone keyboards, specialized to ovens or area: The on the of the ATMs, data-entry systems. Because both standards people can though a single use adapt a to three-by-four either standard with matrix, relative ease, really be the best would solution of all. This is not interface to convention. cautious only say problem that Instead, about the you deviating do so when benefits. Creating requires having from explicitly every to simply be convention approach successful to adherence should a different a answer slavish is and offers user clear experience defined reasons for every choice you make. Making that your your important, your product but interface conceptual interface users are even consistent already more important consistent mod-els for the can help you ensure with familiar with is is making itself. features internal others with of The your 112 SKELETON CHAPTER PLANE consistency. same If familiar Even two features they are requirements in both places the ideas conceptual conceptual that apply models not identically) like “start,” can be found the for a be treated wherever apply what they other parts of treatment already of similarly they appear. “go back,” or “save” throughout know the system, is features variety in a wide range of contexts. these a consistent same who to the other. models “finish,” the to have a user across should Concepts with likely . Using allows with one to adapt quickly where differ, have model, interface conventions (if you conceptual similar THE 6 Giving lets users from having getting them used to their goals faster and with fewer mistakes. Just as you shouldn’t take the conceptual models underlying you your should product around Metaphors cute interaction resist for the a series the design of features concrete of and fun, but they almost as it seems they should. too literally, to construct impulse your your metaphors. product are never work as well In fact, they often don’t work at all. In some cases, you might be inclined to pattern the interface design for a particular interface of a real-world navigation just and like in which in a navigational product of physics, the the you real could “turn” magazine? Most devices Screen-based products the Slate’s pages interfaces of the real world: materials, of and so on. such as Web sites and other software have few of the same constraints. THE ELEMENTS after the in the real world are the constraints properties function object. Remember OF USER EXPERIENCE 113 Drawing and analogies experiences might on However, this nature Even what though the of its metaphorical you, it’s just your users come you telephone phone any of number does mean? call? Check Will cultural that it get a about. obscures revealing between clear allow to associations if those background little it. the feature is of apply— espe-cially a different What usually instead site world all representation of might from do. one are approach the association and your real to help people features feature of in the way those kind of features have seem like a good handle the between people than picture me to my voice mail? Pay users of a make a my phone bill? Of course, provide the better guesses are intended diverse content some degree of of context your about what features to represent. the range of content site should to help users make your metaphors But the and functionality more you offer, the less reliable at any rate, some these guesses part of your going to guess incorrectly. simpler) to eliminate Using metaphors reducing get around product. Having represent an numbers coffee effectively and might shop effort use an icon be just to represent is altogether. really required the actual is always It would be better (and that guesswork the mental become—and audience just for functionality of a of phone directory of about users book chat area is of a a bit more problematic. 114 SKELETON PLANE Interface Design CHAPTER to telephone fine; having a picture your to your 6 THE Interface design interface to accomplish in a is elements way and that all about arranging will easily used. Tasks be for end up on which interaction the design those user down functions of which the for aspects and reducing altogether). screens with. Which is a matter structure of plane; those the in which important is users stuff. stuff, on the other hand, doesn’t noticed—sometimes interfaces are notice Unimportant contend in the several set of interface design. interfaces immediately across and are real-ized on the screen the realm of interface Successful to right is trying understood will often stretch functions the them on the screen readily elements One the user each contain-ing a different screens, how selecting for the task because biggest it’s not challenges complex systems the users don’t their visibility there of is need at get all. designing figuring out to deal with (or leaving them out For people with a background in programming, this way of think-ing can require some adjustment. It’s often very different Good programmers most unlikely scenarios programming doesn’t exactly So take for into (called jar-gon) . After accomplishment software from what they are used to. always account “edge that for under programmers equally, whether in all, the ultimate programmers is creating that never breaks; but programming account the cases” edge cases is those extreme are trained it represents to likely that to do circumstances. treat one every user or case one thousand. This approach An interface doesn’t work for interface design. that gives a small number of extreme cases the same weight as the needs THE ELEMENTS OF USER EXPERIENCE 115 of the vast ill-equipped majority to well-designed action users interface are most likely This doesn’t most users can along to that push employ the the a way to your understanding the checked by automatically search Show to of default be of whether most means options to the tasks of them would more took ease simple users’ brief Detail with they the label on the checkbox to One over More happy your are Interface tricks goals. every users one. of results Me makes is first presented leads you to think leaving and about the default user. If regardless biggest their when the interface detailed of solution variety trick is to think carefully prefer take A courses to access and use. the selected and goals to easiest the up happy. is to make the button problem likely designs ends audience recognizes interface elements mean users either those interface of make what ones, checkbox people they the time will get, to read and make a decision for themselves. Even automatically selected the sometimes last time than would appear is result is system options stopped more by, technical necessary impractical a the they requires as a better remembers that a user but this acrobatics on the surface, and for some development teams to imple-ment successfully. Technology inherent tools and technical interface options available both bad and good. It’s opportunities approaches technologies oth-ers. users But who for that might learn set of standard that to us. This bad because be be impossible situation how possible is to work controls also the is actu-ally it limits using certain to realize good, our interface with because with a fairly can apply across a wide range of products. have limit innovation—some might this frameworks con-straints small that knowledge 116 CHAPTER SKELETON PLANE Interface conventions change, but technologies re-examine seem they do, if sometimes existing like very conventions some new ones. User experience to seek out new gestural of the range standard of desktop or controls computer of standard Checkboxes independently allow designers see continue devices. across to select like Most wide with like Mac systems elements: of one another. a originated systems operating users to up with for technologies we interface New need or come products operating These shouldn’t slowly. the touchscreen controls screen-based Windows. handful conventions and they bring THE 6 options offer OS a Radio buttons allow users to select one option from among a set of mutually exclusive options. Text fields allow users to —wait for it— enter text. THE ELEMENTS 117 OF USER EXPERIENCE Dropdown as radio lists compact space, be presented List boxes checkboxes, space Action the they allowing same do functionality so in a more many more options same functionality to efficiently. provide but the they do list this so in a boxes enables more scroll). the list as compact As with to easily box a large num-ber of options. buttons Typically, other but (because dropdowns, support provide buttons, they can tell information do lots of the system the user different to has take things. all provided the via other interface something—take Some technologies elements, using elements but in provide don’t them, flexibility force allowing how the the user. Con-sequently, lot more and action—with choices to be do it. this same designers a set of to stick greater interface these made can basic degree of respond to interfaces involve during the design process, and they tend to be harder to get right. 118 SKELETON PLANE Dropdown lists can to CHAPTER 6 THE a hinder users by hiding important options from view (left). Radio buttons easily display all the available options (right), but they take more space in the Juggling all the interface. different among that also want to database, to hide set the it of type might puts choosing radio put there are only six to choose space choices but from categories less load True, on the buttons, in the more from trade-offs. you some available people search but a and involves will save relative user. Having elements inevitably dropdown screen will interface them on load the from anyway, it the they on the user; if maybe some checkboxes would be better. Navigation Design Designing navigation simple business: users for the Web seems like a Put links on every page that allow to get around on the site. If you scratch the surface, however, design become any site must the complexities apparent. of navigation The navigation design accom-plish three simultaneous of goals : .First, it must provide users with a means for getting from one point to another on the site. Because it’s usually impracti-cal (and even when practical, it’s generally not a good idea) to link to every page from every other page, navigation ments have to be selected to facilitate behavior— ele- real user and by the way, that means those links have to actually work, too. THE ELEMENTS OF USER EXPERIENCE 119 .Second, the navigation communicate design must the rela-tionship between the elements it contains. It’s not enough to merely provide a list of links. What do those links have to do with each other? Are some more important than others? What are the relevant differences between them? This com-munication for users to understand is necessary what choices are available to them. .Third, the navigation design must communicate the relation-ship between its contents the user is currently and the page viewing. What does any of this stuff have to do with what I’m looking at right now? Communicating this helps users understand which of the available choices might best support the task or goal they are pursuing. Even for products information- all—these Unless users people oriented— or three can aren’t functionality you’ll find their aren’t considerations all your interface, that need way rely sense of direction to some around. some Web come fits sites into into a navigation In a physical degree on to orient themselves. an at play. single to help space, innate (Of course, some people just seem to be perpetu-ally the mechanisms in our brain that lost.) help us our way around in the physical world (“Let’s think the entrance where I came behind me and to the left”) helping us find our way around But find see, I in should are utterly be useless in in an information space. That’s page why it’s of vital importance that every of a Web site communicate clearly to users where they are on the site and where they can go. To what extent users orient themselves spaces in information is a matter of some debate: Some people strongly favor the notion that users make little maps in their heads when they visit Web sites, just as they do in hardware 120 stores and libraries; others CHAPTER 6 THE SKELETON claim PLANE users navigational as if each rely almost step they from their memory took keep through just the structure how of the that knowledge, is that assume the site users (or how Web heads. Without to on faded shortly after they took it. It’s hard for us to know people entirely and wayfind-ing cues in front of them, sites the best carry no much) in their approach knowledge with them from page to page. (After all, if a public search any engine page such could be as Google an indexes entry point your to site, your site anyway.) Most sites actually systems, each enabling the user in a types variety of practice. of provide fulfilling multiple a to navigate systems role in the site successfully circumstances. navigation navigation particular Several have common sprung up in Global navigation. Global navigation provides access to the broad sweep of the entire site. The use of the term global here doesn’t appears necessarily on every imply that this navigation page in the site—although that’s not a bad idea. (We use the term to refer to throughout persistent Instead, set of navigation a site; elements again, are global navigation access points elements that keep not in together might persistent appear mind necessarily brings users that that global.) the key need to get from one end of the site to the other. Navigation THE ELEMENTS 121 OF USER EXPERIENCE bars linking a classic you to all the main sections example might (eventually) of global want to of a site are navigation. go, you can Anywhere get there with global navigation. Local navigation. Local navigation what’s “nearby” hierarchical provide children. reflect content, to your the local ways a users with architecture. page’s parent, architecture users navigation use than other navigation access is think will to In a strictly local navigation architecture, access If provides in the might siblings, and constructed about typically to the site’s get more systems. Supplementary navigation. Supplementary navigation to related content accessible provides shortcuts that might not be readily through the global or local navi- gation. This type of navigation scheme offers some of the benefits of faceted classification (allowing users to discussed shift the focus of their exploration without in Chapter 5 of the content starting over at the beginning), while still permitting the site to maintain a primarily hierarchical 122 THE SKELETON Contextual navigation. PLANE architecture. CHAPTER 6 Contextual inline of navigation navigation) the page example, is itself. reading they the an the relevant Reaching their needs, crammed can’t pick contextual clutter. When they are users of decide information. to scan the page for element— or worse, sending to the search engine—why not put link right there? all the the way more tasks full out of back to you understand navigation. users’ content of navigation—for piece your users the better contextual your additional navigation them scurrying called the within the text of a page—is or misutilized. of forcing right plane, type in the text is often the moment need Instead This a hyperlink often underutilized (sometimes embedded effectively so what’s navigation clearly goals—if many your hyperlinks relevant will strategy users and you can deploy If it doesn’t and the your to text that their (rightly) support be is users needs— seen as Courtesy navigation that don’t users are commonly physical hours all that whether knowing helps a retail operation customers, contact provided world, of provides most helpful: access need on a regular to as a con-venience. store will usually at its items basis, but that entrance. In the post For of the time, this information Anybody can tell pretty isn’t quickly or not the shop is open for business. that the information them when information, they do is readily need feedback it. forms, its most But available Links and to policy statements are commonly found in courtesy navigation. THE ELEMENTS OF USER EXPERIENCE 123 Courtesy navigation. Some navigational within the their own, navigation of your with the provided, of site. the These conclusion attempting other systems that site and quickly they’re is a common links to beneath architecture. as pro-viding a better remote links off come not to even navigation two more detail levels isn’t, there’s snapshot site map outline to all the top-level major than The hierarchical second-level them. Site maps high-level systems to figure them out. map presented or remote are taken one look that gives users a concise, one-page overall on content naviga-tional or when they’ve at your navigational A site embedded pages, but stand tools that users turn to when they get frustrated the aren’t of your independent functionality you’ve devices structure than of sections usually typically something architecture). usually the sections need wrong site, with indented show hierarchy—beyond users probably don’t is of tool of the more that (and is if it with your An index links is an alphabetical list of topics with to relevant pages, much like the index in the back of a book. This type of tool is most effective for sites that have a great deal of content covering a diverse range of subjects. In most other cases, a site map and a wellplanned Indexes architecture should be sufficient. are sometimes developed for individual sections of a site, rather than attempting to cover the entire sweep of the site’s content; this approach can be useful when you have sections intended to serve different with divergent information 124 THE SKELETON PLANE audiences needs. CHAPTER 6 Information Design Information finger holds the other together. down design can be difficult on. But it often serves components of the design In all cases, information to making design comes about how to present so that people can use it or information understand Sometimes decisions to put your as the glue that it more easily. information design is visual. Is a pie chart the best way to present that data, or would a bar chart work better for our users? Does the binoculars icon adequately convey the concept search-ing the site, or would a magnifying better understood? design involves information. Sometimes grouping We design for granted seeing common often or take because information information arranging this we pieces aspect are grouped of used .Job title .Telephone .Street number address to in certain ways. For example, look at this list of items: .State of glass be of .Name .Zip code .Organization .City .E-mail address THE ELEMENTS OF USER EXPERIENCE It seems a little confusing, because usually it looks like this: .Name .Job title .Organization .Street address .City .State .Zip code . Telephone number . E-mail address Even this arrangement . Personal could be clarified information .Name .Job title .Organization further: . Address information .Street address .City .State .Zip code . Other contact .Telephone information number .E-mail address 125 126 SKELETON 6 THE PLANE This example slightly CHAPTER seems pretty different straightforward, but a list of items would prove more challenging: .Power limit .Rotor size .Tank capacity .Transmission type .Median angular .Chassis .Maximum The key, of course, elements your think users The these elements into group in a way and really when arrange reflects their amount to have to and between micro-level information we the how tasks relationships architecture; play and that supports conceptual information comes output is to information goals. velocity style design communicate that struc-ture on the page. Information problems gather design plays a role in interface because information communicate Error the interface from information messages are a the to classic problem in creating successful instructional because the information biggest must user, the as information is another challenge is well. design providing one, getting only but user interfaces; design not if only users to actually read the instruc-tions. system has to give the users them it’s to use because they’re just the interface they made getting Any some time information the for successfully—whether a mistake started—that’s or because an information design problem. THE ELEMENTS OF USER EXPERIENCE 127 Wayfinding One important and navigation is function design supporting understand where that work wayfinding— they are go. The idea of wayfinding of public spaces in stores, roads, airports, from the information together the and comes physical of design perform helping where and parking incorporation to people they can from the design world. Parks, lots all benefit wayfinding devices. Park-ing garages, for example, color-coding give remember signs, to where maps, they and will sometimes people cues left their other to help use them cars. In airports, indicators help people typically involves find their way around. On Web sites, wayfinding and navigation design navigation systems have the to provide site, they choices clearly. quickly get where they information employed access also have Good a mental can to by the to a site only areas communicate picture of enables where which The not different way-finding go, and both design. users they choices of those to are, will get them closer to their objectives. The information involves page navigational parking design function. garages, successful some in using almost never that For of wayfinding don’t example, Web sites color-coding section a user is looking is component ele-ments by a like in have been to indicate at. (However, used perform just very which color-coding itself—instead, it reinforces place.) are another Icons, other wayfinding label-ing information used to help reinforce system systems, design and also in typography choices sometimes a sense of “you are here” for users. 128 SKELETON CHAPTER THE 6 PLANE Wireframes Page layout interface together page navigation interface on the where and information navigation to form a unified, cohesive layout different is design, must systems, view of elements page; and incorporate each the designed by any information come skel-eton. The the to architec-ture; required the all design, design various convey all a the functionality design that supports both of these, as well as the information design of the page content It’s a lot to balance layout is covered page schematic bare-bones all the itself. all at once. That’s in detail or wireframe. depiction components (as of a why in a document page called The wireframe the name page and suggests) how they together. Wireframes capture COURTESY all the skeleton decisions in a single document GLOBAL NAV WAYFINDING for CUES visual design work and HEADER site implementation. Wireframes of detail—this one is SEARCH QUERY GRAPHIC dropdown can contain varying levels NAV LOGO that serves as a reference LOCAL NAV Pack my box with five dozen liquor jugs. How razorback-jumping frogs can level six The job requires extra pluck and zeal from pretty light. text field piqued gymnasts! We dislike to exchange job lots of sizes varying from a quarter up. button every young wage earner. PARTNER CONTENT A quart jar of oil mixed with zinc oxide makes a very bright paint. Six big juicy steaks sizzled in a pan as five workmen left the quarry. The juke box music puzzled a gentle visitor from a quaint valley town. SUPP. NAV The job requires extra pluck and zeal from every young wage earner. A quart jar of oil mixed with zinc oxide makes a very Pack my box with five dozen liquor jugs. How razorback-jumping frogs can level six piqued gymnasts! COURTESY NAV a is a bright paint. Pack my box with five dozen liquor jugs. of fit THE ELEMENTS OF USER EXPERIENCE 129 This simple line drawing annotated, referring diagrams or the other documentation, is usually reader to interaction content heavily architecture design requirements or specifications, or other types of detailed functional documentation wireframe as refers elements, it might needed. to For specific provide example, existing pointers if a content to where they can be found. In addition, the wire-frame will often contain supplementary that might not the wireframe In many be notes on intended obvious from just and the architecture ways, the architecture behavior looking at diagram. diagram we saw back in the struc-ture plane is the grand vision for the project; wireframe just how is here the in the detailed that vision skeleton document will be fulfilled. plane, that the shows Wireframes will sometimes navigational detail be supple-mented by comprehensive specifications, the precise describing composition of in each more of the various naviga-tional components. For smaller wireframe less complex products, however, multiple wireframes the complexity are of the intended probably won’t however. Just as the architectural us to need a wireframe classify content categories or types, standard screens development, Wireframes involved needed to result. You pro-cess allowed into small emerge projects, broad number of from wireframe on the functional or naviga- of your product. are a necessary first step in the of formally establishing almost single for each screen, elements a relatively will based tional diversity process a that will be built. For many the screens convey or is suffi-cient to serve as a template for all the visual design for the site, but everyone in the development process will use them at some point. 130 THE SKELETON People can the 6 PLANE responsible structure that CHAPTER for refer final expectations. strategy, to the product People building the product answer questions scope, wireframe will to meet responsible and confirm their for actually can refer to the wireframe about how the site to should function. The wireframe, architecture often a subject experience designers who reflect architec-tures. wireframes visual of designers architectures don’t being the place where information and design debate come and complain together, dis-pute. that is User visual create wireframes obscure their behind navigation systems that the Visual produced principles designers underlying the complain that by user experience designers reduce artist, their role to squandering that the of a paint-by-numbers experience and expertise in visual commu-nication they bring to information design problems. When you have designers and produce successful collaboration. the details side to see and it process can separate visual The process is having uncover (instead of later, enables point problems when way is wondering out each of view, early the to through to work together from the other’s help being built and everyone working of experience the only wireframes of the wireframe issues user designers, in the product is why it isn’t as planned). All of this makes wireframes sound like a whole lot of work. They don’t have to be. Documentation is never an end in itself; it is only a means end. Creating not merely documentation a counterproductive waste and of for its own time—it demoral-izing. the right level of documentation can to an sake is be Producing for your needs— and with not fooling yourself less—turns that you documentation can from get by a problem into an advantage. THE ELEMENTS OF USER EXPERIENCE 131 Some of the most worked sketches team with sticky in programmer level when successful wireframes with have been nothing which sit notes the right of documentation programming attached. designer next is to For halfway around the more formal is probably The value of wireframes all three elements ever small the other, that sufficient. responsibility entire team and not just one person—and is a and each is perfectly the I’ve more than pencil of But an that team world—something a bit called for. is the way they integrate of the structure plane: interface design, through interface the the arrangement elements; identification navigational through and systems; the and placement components. together a single can define underlying a of core information By design, prioritization bringing that structure the builds while of through definition document, skeleton conceptual selection design, and informational into and navigation of all three wireframe on the pointing the way forward toward the surface design. chapter 7 The Surface Plane Sensory Design At the top of the five-plane tion to those aspects model, we turn our atten- of the product our users will notice first: the sensory design. Here, content, func- tionality, and aesthetics come together to produce a finished design that pleases the senses while fulfilling all the goals of the other four planes. Surface Skeleton Structure Scope Strategy Sensory Design InterfaceDesign Navigation n Design D InformationDesign Interaction Design Functional Information ati Architecture re Content en Specifications Requirements nt User Needs Product Objectives 134 SURFACE PLANE CHAPTER 7 THE Defining the Surface On the skeleton primarily with concerns the interaction; Moving to presentation that of to design to enable the enable and information movement design, the communicate the logical of we are design we should elements visual of design, should now and arrangements the group the we that product. atten-tion to information how arrangement plane, sensory skeleton through to to surface the information attention Interface elements elements the the we determine the dealing to the user. with example, were design, ele-ments of up up of navigation the product; dealing make arrange-ment. of arrangement information we arrangement arrangement through plane, and arrange page; through determine be presented For design, how visually. product as functionality ctionality product as information s f ur ac e SensoryDesign skeleton THE ELEMENTS OF USER EXPERIENCE 135 Making Sense of the Senses Every experience products with and each we services, have—not but with other—fundamentally just the with world comes to and us through the our senses. last stop experience to everything about people’s In the design on the our users our senses. Which hearing, touch, depends way smell, to this is delivering will the five and an how : determining design of process, manifest senses to (vision, taste) we can employ on the type of product we are designing. Smell and Taste Except for food, fragrance, smell and taste are rarely experience designers sometimes smell develop of which a has are strong long after of the result in the product’s scented true products, as “new user people with car the smell,” that it can be added the car has “new”—but of the choice construction, for that associations so popular definition typically experience It’s product—such proven as a fragrance anyone’s . or considerations outstripped these smells of materials not the decisions of designers. Touch The touch experience of a physical product lies within the designers physical entails realm of industrial are concerned engagement with ele-ments of interface (such as the arrangements phone) but (rounded? rough?) of as the shape textures and the materials This design on a mobile purely the 136 SURFACE buttons such user’s product. and interaction includes square?), Industrial with the a also considerations, design. primarily sensory of used a device (smooth? employed CHAPTER 7 THE PLANE (plastic? metal?). screen-based Thanks experi-ences to vibrating can have devices, touch dimensions as well. Mobile phones and video game controllers both with the user. use vibration to communicate Hearing Sound kinds and plays a role in the products. Think of buzzes messages in a of many of all the different beeps typical experience automobile they send: Your headlights seat belt is unfastened. left your key and the are on. Your Your door is open, but you in the igni-tion. Sound can be used not just to inform the user, but to imbue a product with a sense of personality. user can easily For example, recall the variety and bumps that accompany any TiVo of bings, navigation boops, through the TiVo experience. Vision This is designers the area have the where most user visual design plays a role in virtually product there chapter will focus experience sophistication, is. For this reason, on how visual because every kind of the rest design of this supports the user experience. Initially, simple you matter might of think visual aes-thetics. design Everybody is a has different taste, and everybody of what constitutes argu-ment every down to a visually over design personal everybody does aesthetics, but that appealing a doesn’t on what just right? different mean looks idea design, so decisions preference, have have to be based has a different comes Well, sense design of decisions cool to everyone involved. Instead in of terms evaluating of what visual seems you should THE ELEMENTS design ideas aesthetically focus solely pleasing, your attention on OF USER EXPERIENCE 137 how well design they support the lower work. How the objectives planes? effectively does defined by each of the look of For example, does the the product of the make distinctions architecture between unclear undermining the design clarify the options structure? or Or does available sections ambiguous, the visual to users, rein- forcing the structure? Communicating a brand identity, for example, common strate-gic objective identity comes language you use or in the interaction across for a Web in many your site’s functionality—but used to design. communicate If technical fonts the and and you identity want authoritative, bright pastel ways—in the design of one of the main tools brand identity is a site. Brand colors is to using visual convey is comic-book probably isn’t the right choice. It’s not just a matter of aesthetics, it’s a matter of strategy. Follow the Eye One simple product What way to evaluate is to ask: Where element of the the visual design of a does design the eye initially go draws first? the users’ attention? important is the Are they to the product’s first object of drawn to strategic something objectives? their attention Or a distraction from their goals (or yours)? Researchers sometimes eyetracking equipment use sophisticated to determine exactly what test subjects are looking at and how their eyes move around visual the screen. design usually of a If you’re just product, fine-tuning however, can get away with sim-ply asking people— even just asking yourself. This approach 138 PLANE provide the most capture equipment won’t 7 THE and it CHAPTER SURFACE never the you can all accurate the results, nuances provide. But that most will eyetracking of the time, simply asking questions is perfectly way to find the dominant Another suitable. design element is to squint at the page or blur your eyes until you can’t out the details— or walk make to the other end of the room and look at it from there. Then try to determine you’re serving notice the around what the page where your own unconscious the you’re subject, as page. naturally. ask them eye think at; just of too If try to your much let your eyes If someone goes. subject, movements Don’t looking the test else is take in your to call out the elements page in the order that their attention eyes about test of the is drawn to them. Generally, you’ll find fairly consistent how people move their eyes—after largely instinctive unconscious, subjects different report their eyes patterns all, these movements. following a in are If very pattern from other people, they probably aren’t really aware of their natural eye movements, or they’re just telling want to hear (or both). you what they think you If your design is successful, the pattern the user’s eye follows will have two important qualities: .First, it follows a smooth flow. When people comment that a design is “busy” or “cluttered,” they’re really reacting to the fact that the design doesn’t lead them smoothly around the page. Instead, their eyes bounce back and forth among a variety of elements all clamoring for their attention. THE ELEMENTS OF USER EXPERIENCE 139 .Second, it gives users a sort of guided tour of the possibilities overwhelming possibilities available to them without them with detail. As always, those should support the goals and tasks the user is trying to accomplish at this point in their interac-tion with the product. Perhaps importantly, those pos-sibilities from information more shouldn’t or functions distract that users will need to fulfill those goals. The movement doesn’t of the user’s happen by complex set responses to visual stimuli Fortunately are not of for variety deeply us as the of effective and directing Contrast It’s outside centuries, mass, without share. responses control our developed visual techniques a instinc-tive these we’ve of a for attracting attention. and Uniformity user’s without the page result ingrained In visual design, the primary the the that all humans designers, completely either— over eyes around accident. atten-tion contrast causing the settling is is seen user’s on tool we use to draw contrast. as a eyes anything A design gray, featureless to drift in around particular. Contrast is vital to drawing essential the aspects user the of navigational contrast interface, the on means elements instinctive in a design They can’t behavior contrast the of groups in information pay attention. attention relationships elements is the primary conceptual When the understand the user’s to helps between page, and com-municating design. are different, users help it. You can use this to your advan-tage by making the pieces users really need to see stand out from 140 CHAPTER SURFACE PLANE the rest of interfaces rest text the elements. Error in messages often suf-fer from blending of the page; contrasting a highlighting different them color 7 THE in Web in with the them by putting the (like, with a bold say, graphic red) or can make all the difference. In a visually neutral layout (near right, top), nothing stands out. Contrast can be used to guide the user’s eye around the page (far right, top) or draw their attention to a few key elements (near right, bottom). Overuse contrast of leads to a cluttered look (far right, bottom). THE ELEMENTS OF USER EXPERIENCE 141 For this strategy difference user to intended design has to clearly to of work, two the same, users the enough design something. elements get notice something is the for the choice is When the similar but con-fused. “Why are Are they supposed it was just a mistake. grab users’ however, sig-nificant that communicate those different? Maybe be tell treatment not quite to to be the same? Or am I supposed to here? ” Instead, we want both to attention and to assure them that it is intentional. uniformity Maintaining important part communicates overwhelming of in your ensuring that effectively your design without users. Uniformity your is an design con-fusing comes or into play in many different Keeping aspects of visual design. the sizes of elements uniform can make it easier to recom-bine them into new need them. buttons you For example, use for if designs all navigation the are the height, they can be mixed and matched without creating that new graphics Grid-based design This for will a master creat-ing layouts element’s is one over or layout technique effectively ensures layout every layout same as needed requiring be produced. carries approach use clut-tered layout that through a as you graphic uniformity of the print the Web. of Not every grid—in will probably use only placement on the uniform and consistent. from design that is used as a template variations. part to a few—but grid layout fact, most every should be CHAPTER 142 Grid-based layout ensures that diverse designs have a shared visual order. 7 THE SURFACE PLANE However, because screen resolution to it screen-based is trap print design. of adhering working isn’t a to grid ensure sizes, and applying always easy to grids as simple fall into as the system— or any uniformity— even anymore. The anar-chy isn’t working without screen widely, It’s to intended when it clearly of design in standard devices, can vary design standards is bad, but the straitjacket THE ELEMENTS OF USER EXPERIENCE 143 of trying are to Maybe the functionality time work inadequate when within for your product that the no grid design needs has one was standards can taken had be on imagined developed; that worse. new at the maybe the grid just place. able never worked Whatever the to recognize foundations all that reason, when it’s it’s well in the important time to first to be revisit the of your visual design system. Internal and External Consistency Because of the way Web sites often have been produced—piecemeal, ad hoc, and isolated from other design work going on in the organization—they of consistency have been plagued with problems in visual design. These problems take two forms: .There are problems of internal consistency, in which different parts of the product reflect different approaches. .Then there are problems consistency, of external in which the product approach design doesn’t reflect the same design used in other products from the same organization. Good solutions consistency to problems are rooted an understanding of internal in of the skeleton of the site. The key is to identify recurring different throughout and design elements that appear in contexts the various information interface, design problems By isolating each design element from different those contexts navigation, in the product. before designing it, we can more clearly see the small-scale problem we’re trying to solve, instead of getting distracted larger-scale Rather problems imposed than designing by the by context. the same element over and over again, we can design it once and use that design throughout the product. 144 THE SURFACE For such CHAPTER 7 PLANE an approach to work, we will have to check our work against which that element red STOP button the different appears. page, but it might not crowded product best approach is to design contexts, and in a big, round, fine for the checkout be as visually the various Maybe will work contexts effective customization each then page. on The element, try it in rework the design as needed. Even though many of the design elements will be created should still in isola-tion from each other, work merely objects; together. a collection rather, that operates successful of small, the objects should design design your consistency form employees, observers—with a brand identity. be present design of your at every product, of level from media prospects, casual impression This consistency should a system across or uniform not whole. audi-ence— customers, shareholders, is well-designed as a cohesive, consistent Enforcing presents A they of brand of the the your identity visual navigation elements humble appearing button Presenting every screen on your Web inconsistent with your style in doesn’t affect the that a across just product; company as style it affects with Inconsistent visual your with corporate the audience’s their a whole. People companies of clearly styles image impression that site the respond of 145 Color Palettes and Typography to identities. the the clarity audience this is a company OF USER EXPERIENCE of your positively defined leave media impression undermine and that’s other impression hasn’t quite figured out who it is. THE ELEMENTS to that appears only once. that Color can be one communicate of the most a brand identity. closely associated with colors think of company the automatically effective that to the mind— consider UPS, or Kodak. These com-panies employed specific brown, consis-tently over the That doesn’t exclusion usually of part mean pany’s standard for how well color lend palette they the palette brighter which work these core you want a colors to the colors are palette The colors are stronger mind. brand color selected together, used in in a comspecifically complementing incorporate to a wide range or bolder foreground create have yellow) competing. should themselves cases, use The materials. each other without A they a broader all of a company’s to in the public’s all others. of (red, years sense of their identities to color Coca-Cola, colors to are so it’s difficult without coming ways Some brands of to draw that of uses. In most used for design— elements to colors your colors can be attention. More muted colors are better used for background elements that don’t need to jump off the page. Having a range of colors to choose from provides making effective Just to as other us with a toolkit for design choices. contrast and areas of visual role in the creation uniformity design, are important they play a vital of color palettes as well. When used in the same context, colors that are very close to one another, but not quite the same, undermine the effectiveness of your color palette. This doesn’t mean you only get one shade of red, 146 CHAPTER 7 Orbitz has used a limited color palette (top) to differentiate features and functionality r:102 on the g:153 Web site (bottom). b:204 r:255 g:255 b:204 THE SURFACE PLANE r:0 r:0 r:0 r:255 g:102 g:51 g:153 g:153 b:204 b:153 b:0 b:0 r:204 r:153 r:51 r:204 g:204 g:153 g:51 g:204 b:102 b:51 b:204 b:153 THE ELEMENTS OF USER EXPERIENCE 147 one shade of blue, and so forth. It means you want to use dif-ferent shades they’re different that apart, and make enough that if of red, make sure users can tell them sure you use each in consistent ways. For some fonts typefaces style—is that to so they be to the to create important have to their Underground of communications. identities brand special for typefaces their and identity Even even typography in Martha a their if you choose not to take step, type can still serve effective communicating of use. to create this extraordinary part of visual from Apple to Volkswagen have used custom sense use particular specifically ranging London stronger a commissioned produced Organizations Stewart typography—the companies, or your as an identity through visual design. For body text—any material that will be presented users eyes text in larger in longer quickly blocks tired trying like Helvetica They aren’t For larger your or Times only little more visual a wide small ways— can contribute most cases, clutter, number you won’t widely used. you don’t readability. labels like those typefaces with and of of fonts to that using fonts— or in sense need more a appropriate. is not to overwhelm variety of why simple per-fectly are Our in lots though; or short But one of our objectives with are so elements, personality better. That’s choices, text elements on naviga-tional unnecessarily is take style to accommodate seen using to in a more ornate typeface. have to sacrifice will be read by stretches—simpler get fonts users or that our an even inconsistent of clutter. In than a handful of fonts to meet all your commu-nication needs. 148 SURFACE CHAPTER PLANE The principles the same design: as Don’t not exactly indi-cate trying of using those use type for that the same. Use in to communicate. styles attention as that aspects the of visual styles only information Provide enough can but are really are very similar different you needed, effectively other styles differences between design THE 7 draw don’t but to you’re contrast the user’s overload the with a wide range of diverse styles. Design Comps and Style Guides The most realm design of direct comp. Comp because that’s of finished the analog visual design components exactly that to the wireframe is is what product have the visual short it or composite, is: a visualization built been for for the mock-up up chosen. from The the comp shows how cohesive the all the pieces whole; breakdown constraints work or, if they is that happening it shows and any solution to form a together don’t, where demonstrates will have to account for. You should be correlation wireframe comp. and The we The surface core simple the comp into the information of the faithfully fact, the design reproduce it account instead isolation come in evident may in one-to-one of doesn’t Building issues presented not focusing issues regarding they might the design ideas plainly a components wireframe skeleton. tackle skeleton see of the wireframe—in design concerns, the to components comp the layout won’t. able between probably for visual on document- ing wireframe allows first, play. then see Nevertheless, wireframe, design before us to look at how the particularly issues, should be in the design comps, even though not in the follow the precise arrangement wireframe. THE ELEMENTS OF USER EXPERIENCE BRANDING AREA COURTESY NAV LOGO GLOBAL NAV FEATURED ITEMS SUPPLEMENTAL TOP NATIONAL STORIES TOP LOCAL STORIES NAV 149 The visual design doesn’t have to match the wireframe precisely—it to account only has for the relative importance grouping and of elements presented wireframe. in the 150 SURFACE All of CHAPTER PLANE this documentation work, but it time, the reasons memory. happens for for The ad-hoc is, of a Another reason is When they and built a lot reason: decisions made Over fade from to address circumstance intended of a get all to form the for future design work. system knowledge good decisions jumbled up with the decisions foundation course, our prob-lem in a specific specific THE 7 that to do, they about on a document people walk how your eventually a day-to-day away quit jobs. with a wealth product basis. design their gets Without of designed a style guide that standards Over remains and time, whole as as reasons parts the for of with change things decisions company latest is lost. positions, the suffers were drift or the knowledge gradually ways those the that people organization amnesia, up-to-date practices, a sort done and away back to out of the other into the workforce. The definitive decisions we documentation compendium defines design, from the Global standards product—such typography every largest scale design standards, guidelines— aspect affecting as are usually of the is the style have made of to grids, or the the every design guide. smallest. part color logo This visual of the palettes, treatment the first things to go into a style guide. The style specific guide to product. a In documented down to will particu-lar some also section cases, include or the standards function of a standards in the style guide will go all the way the level of individual interface and navigation elements. guide is to provide make smart most of the The overall enough decisions thinking goal of the style detail in the to help people future—because has already been done for them. THE ELEMENTS OF USER EXPERIENCE 151 Creating a style design consistency organization. diverse scattered like standards. and of Web in imposing a decentralized operations independent worked on by con-sist of a projects people in all over the world, your site is a random Getting with a unified work, is also helpful across If your range initiated look guide which set is mishmash all those of why of people standards can responsibility being offices likely styles to go be a for to and along lot of enforcing design the style style guides organization guide effective you way can to get cohesive whole tacked-on pieces. often resides higher up in than you might expect. Having a refer your instead to is product of just the single looking a most like jumble a of chapter 8 The Elements Applied THE ELEMENTS OF USER EXPERIENCE 153 The elements consistent But putting practice by of the It’s ideas not resources—it’s experience how complex can sometimes itself. Looking user no matter just behind seem a the like elements of back over the five planes—strategy, and specialists, Not some a must take months small army of scope, attention to of develop-ment highly trained right? necessarily. Certainly, for organiza-tions, employing specialists all and all sounds like a whole lot of work. Surely such careful time time of mindset. structure, skele-ton, and surface—it all these details is. into a challenge question often a question remain your product is the most effective some projects and a team of dedicated way to parcel out responsibility plex to for a product handle any that’s other specialists can focus exclusively complete user deeper experience, understanding of simply way. too com- Also, they those issues THE ELEMENTS Much of the limited a to bear in a CHAPTER APPLIED time, resources Sometimes of the bring often 154 8 because on a subset however, can group actually produce because it is easier achieve of better small just a results for them teams similar few with results. people than a large to stay can team, in sync on a shared vision of the user experience. Designing more the than problems successful a user very experience to be solved. approach is large collection The and little small difference one doomed really comes down to two basic ideas: . . really of very between to a failure Understand you’ve what problem you’re trying to solve. So worked out that the big purple button on the home screen is a problem. Is it the bigness the button that needs to change and the purpleness (surface)? button is in the wrong place on the page (skeleton) the function the button represents expect doesn’t of Or is it that the or that do what users (structure)? Understand the consequences problem. Remember that there’s of your solution to the a potential ripple effect up and down through the elements make. The navigation your product from every decision you design that works so well in one part of might not quite meet the needs of another sec- tion of the architecture. The interaction design for the prod- uct selection wizard might well be an innovative but will it meet the needs of your technophobic THE ELEMENTS OF USER EXPERIENCE approach, users? 155 Only by having someone in your organization think about each of the five planes can you address all the considerations crucial to creating a successful experience. user How these responsibilities distributed in your organization important are isn’t as as making sure all the elements of user experience accounted for. 156 ELEMENTS You’d the THE CHAPTER 8 many the tiny APPLIED be surprised decisions process are at just how that make up the user aren’t time, experience made the consciously choices made of experience at design all. Most about the of user fall into one of these scenarios: . . . Design by default. This happens the user experience technology follows when the structure the structure or of your organization. Keeping order history and billing information mean keeping them separate also a good idea. Similarly, content departments is brought in the company the customer’s in separate might work better for your existing technical doesn’t of of the underlying databases system, but that in the user experience is that comes from different might serve the user better if it together, not kept separate. Design by mimicry. This happens falls back on familiar conventions when the user experience from other products, publi- cations, or software applications, ate those conventions regardless of how appropri- might be to your users (or even to the Web itself). Design by fiat. This happens when personal preferences instead of user needs or product rience decisions. because objectives If orange dominates one of the senior vice presidents all your navigational elements drive user expe- your color palette is fond of it, or if are dropdown menus because that’s what your head engineer likes, you’ve lost sight of the strategic that should be driving the goals and user insights choices you make. THE ELEMENTS OF USER EXPERIENCE 157 Asking the Right Questions Facing the tangle in designing be you times, small the user disheartening. problem of problems experience Occasionally you you will had have to already make can sometimes a solution will force you to rethink thought to be solved other to one problems solved. compromises Many and evaluate When trade-offs you’re these kinds between in the of decisions, frustrated and the approach. right ground the each you should you should the user ask easy approach play. yourself (and be able to answer) make become right at experience to to you’re in your issues approaches. having whether The decision of it’s question underlying different middle taking is to understanding The of first question the first question about any aspect is: Why did you do of mind it of that way? Having the right approaching the most. other Every design process money, gather and Maybe you aspect can people market frame problems be can find or feedback messages, Recruit user to data the time, No time your audience? to look at the have, such as server afford to rent family, to on to get a sense friends, matters expe-rience fit disposal. ways you already lab? the adjusted information of your users. Can’t of at your research about you are facing or logs of the needs a usability co-workers test to participate Resist in informal testing. the temptation fundamental user in the name of projects, saving someone to gloss experi-ence issues time or money. will thoughtfully form of user experience over evaluation the of the project On some tack on some to the very end 158 THE ELEMENTS CHAPTER 8 time actually to address out. Racing toward might seemed have the launch be a APPLIED those launch like issues without a good requirements that meets for the project all but run looking idea back date was set, but the result product has the back when is likely to technical doesn’t work for your users. Even worse, by tacking user experience evaluation launching on at a product have no opportunity Some the organizations end, you might that you know (or money favor end up is broken but left) to fix. this approach, calling it “user acceptance very telling they like testing.” The here—the the word question product or will is acceptance is not whether use the product, but rather can they accept the product? This type of testing all too often the process, have shaped being the user examined. extraordinarily testing of happens at experience Those difficult the finished people primary to you some make people they never substitute a Asking users your of seems put as good it are the user to be that in front But thoughtful, design process. elements be user they testing a about. user experience specific in of they like it, and then fix complained for ever can because user something, to see how whatever a for of and interaction. This line of thinking should without ensuring of end assumptions uncover product, advocate means experience. very assumptions hidden behind layers of interface Many the by which time countless questions that the user experience testing is informed focus on can help you gather more constructed of user relevant without which THE ELEMENTS User in turn can lead tests the elements can end up asking experi-ence questions, input. an eye toward the wrong to the wrong OF USER EXPERIENCE 159 knowing what investigate subjects matter is problem crucial you’re to with an experience with unrelated You that doesn’t cannot their needs users depend needs. any user experience the just better the color? one of many the on your challenge is to understand than them-selves. understand The needs they Testing of your with Or is it to? users to in creating the needs understand can to test cloud the that your users are responding simply articulate out your issues. Is the problem that naviga-tion bar really the wording setting presenting help of those you users, but it’s just tools that can help achieve the same end. The Marathon and the Sprint Just as user experience your Too you shouldn’t leave to chance, any you own development process many development teams of permanent emergency. result, every project of the leave to chance either. operate in a state Each project is conceived to some as the response aspect shouldn’t perceived is behind crisis, and as a sched-ule before it even begins. Here’s a metaphor development describing sprint. for process problems Know which the user I often that experience use to clients: A marathon kind of race you’re when is not a in and run accordingly. A sprint upon starting energy is vast a short reserves race. of gun is fired—and in the space of Sprinters energy at have the to call instant the they expend a few minutes. all of that Right off the starting line, the sprinter he can and keep running reaches has to run as fast as as fast as he can until he the finish line. 160 ELEMENTS A CHAPTER APPLIED marathon need just they expend marathon is as a long much it down Marathon as differently. when but in the the runners being equal, the to speed likely do, Suc-cess on how effectively is far more runners sprinters All other factors who knows to slow race. energy very depends pace themselves. runner THE 8 up and when to win— or even to finish the race at all. The from only sprint strategy—run beginning sensible you ought approach to be able were a series as to end— can to a fast race. simple of sprints—but physical you to limit of be It seems to run a marathon it doesn’t way. Part of the reason it doesn’t the as appear can the like as if it work that work that way is human endur-ance. There’s that another factor here, too: To accommodate limit, marathon their performance, what isn’t runners constantly watch for what’s working, and adjust monitor working their and approach accordingly. Product development often, there building by prototypes times is rarely a sprint. More will be times when you push forward, when and generating you pull ideas, followed back, testing what you’ve built, seeing how the pieces fit together, and refining the big picture for the project. are best others undertaken require mara-thon with an emphasis a more runners deliberate know Some approach. which is tasks on speed; Good which—so should you. Thoughtful, you time deliberate you much more and developers to design in the short strategy, time term, will cost will save they in the long term. Designers often lament scope, decisions but and the lack of attention structure they work on. I have been involved in the projects in more than one project constantly in which these activities were under threat of being eliminated. Some THE ELEMENTS OF USER EXPERIENCE 161 impatient with production graphic the tasks an or a piece first behind of line that actual of items code. cut don’t site involve component These from tasks a product as functionality ctionality information product as a are often project schedule or over budget. the like that’s su sk r st ce a rf SensoryDesign o et l e n Interface Design Navigation n Design D Information ation Design u re u ct Interaction tion Design p co Information ati Architecture re e Functional onal Content en s Specifications onsRequirements nt s tr e at gy User Needs Ne Product t Objectives Obj Concrete Abstract 162 ELEMENTS CHAPTER APPLIED But these tasks were included in the first place preparation for later why the THE 8 five because in the project they deliverables planes build as the foundation When tasks these left uninformed by the (That’s bottom to top, for those above it.) are eliminated, in scope as essential to come. from each serving deliverables served the tasks the project schedule larger context of and feel the project a product and discon-nected from one another. When that only you get falls have problem, for the to the end, you’ve short of you you’ve your-self everyone’s failed actually because horizon is to shortcomings of the cycle repeats. to now solve created the next attempt last got expectations. to project. your new problems big project address And Not original on the so the Looking at a product from the outside— or coming into the develop-ment process easy to focus on the more the top of the five-plane those closer that the that scope, and strategy, model to the bottom. elements for the first time—it’s obvi-ous elements hardest to structure of the the overall or failure of the user experience. In many obscure cases, failures successes colors turn users that on are role upper on lower planes. visual design—layouts or important in the planes Problems can with that seem clut-tered or busy, inconsistent off so quickly or clashing— can that they never discover all the smart choices you made with navigation interaction design create design. approaches a sound, THE ELEMENTS 163 is see—the product—play success of The irony, however, are most near at the expense Poorly can flexible conceived make all your information OF USER EXPERIENCE or navigation work to architecture Similarly, making upper planes founded The all the means on bad choices history decisions on the if those decisions are made on the lower planes. of the Web failed because, right nothing although is strewn with sites that they were beautiful, they were utterly unusable. Focusing on visual design to the elements exclusion of experience drove bankruptcy and the other more led than other why they were bothering It doesn’t your complete out have product of it liability. By experiences the explicit product strategic way. product your into to wonder If you process in mind, making with conscious, that to be that a user with the Web at all. experience with of start-up companies devel-opment user one that’s product works to the you can come an everything decision, approach with the you fulfill asset, the not result can a user of a ensure both goals and the needs your of your users. Index THE ELEMENTS OF USER EXPERIENCE Aaction Ccard buttons, described, architectural 117 approaches. sorting, 49 checkboxes, See also information described, 118 architecture hierarchical structure, 93 hub-and-spoke structure, 93 matrix organic structure, structure, sequential of users, considering, 94 –95 structure, tree structure, 93 attitudes 93–94 44 95 audience, considering content for, 74 audience segments, demographics, basing on 43– 44 Bbrand identity, considering, 38 –39 branding requirements, considering, business 65 goals, defining, 37–38 CMS (content management system), 63– 64 color palettes, considering sensory in design, 145–148 communication, importance of, 12–13 comp, defined, 148 competitors, getting inspiration conceptual from, 67– 68 models, 83–85, 97, 111–112 consistency considering in sensory design, 143–144 internal versus external, 143–144 content considering audience for, 74 defined, 12 format versus purpose, 72 impact on user experience, 32 structuring, 89–92 versus technology, 32 165 116, 166 INDEX content features, updating, 73–74 content inventory, content requirements, taking, 74 71–74. See also project requirements; considering, considering requirements 29 on scope plane, 61– 64 defining, 63 contextual inquiry, 47 contextual navigation, contrast 122 and uniformity, considering in sensory design, 139–143 controlled vocabulary, using, 98 –99 convention and metaphor, 110 –113 conventions considering, 84 developing, 116 conversion rate, measuring, 13–15 courtesy customer navigation, 122–123 loyalty, 13 Ddemographics, applying to audience segments, 43– 44 design. See also product design; user-centered design by default, 156 by fiat, 156 by mimicry, 156 design comps, considering sensory in design, 148 –151 design consistency, 144 enforcing, design systems, documenting, 150 documenting. See also wireframes design systems, 150 functional specifications, 69–71 dropdown 117–118 lists, described, Eefficiency, improving, Elements 15–16 model. See planes error handling, correction, 86 –88 86 –87 prevention, 86 –87 recovery, 86 –87 undo function, 88 error messages, occurrence of, 64 eyetracking, sensory considering design, 137–139 in Ffacets benefits of, 121 defined, 98 FAQs, considering, 72 features conflicts between, 76 drawing analogies to experiences, 113 implementation suggestions, of, 76 76 –77 time constraints on, 76 use of terminology, 62 five planes. See also scope plane; skeleton plane; strategy plane; structure THE ELEMENTS OF USER EXPERIENCE plane; surface experience building plane; user from bottom to top, 162 choices related to, 23 considering, decisions 155 related to, 24 dependencies of, 22–23 failures on, 162–163 scope, 21, 29 skeleton, 20, 30 strategy, 21, 28 structure, 20, 30 surface, 20, 30 using elements working of, 31–33 on, 24 functional specifications, 29, 62– 64, 68 –71 Gglobal 167 adaptability of, 91–92 approaches, bottom-up categories 92–95 approach, conceptual structure considering, controlled 90 in, 90 –91 of, 97 30 vocabulary, 98 –99 diagramming, 101–105 documenting, 101–105 flow of language in, 95 language, 98 –101 metadata, 98 –101 nodes in, 92–93 organizing principles, 96 –98 structuring top-down content, 89–92 approach, use of thesaurus, 89–90 99 Visual Vocabulary, 102– 103 navigation, grid-based layout 120 –121 technique, 141–142 Hhearing experience, hierarchical 136 structure, hub-and-spoke 93 structure, 93 hyperlinks, of, 122 underutilization Iimpressions, defined, 40 indexes, using for navigation, 123 information architecture, 81, 88 –89. See also architectural approaches information design, 108 –109. See also interface considering, organizing design 30, 45 principles, 124 –126 role in interface design, 126 visual type of, 124 wayfinding, 127 inline navigation, interaction 122 design, 81–82 conceptual models, 83–85 considering, 30 consistency of, 111–112 convention and metaphor, 110 conventions, 84 error handling, 86 –88 interface changes 168 conventions, in, 116 INDEX interface design, 108 –109. See also information considering, design 30 success of, 114 interface elements action buttons, 117 checkboxes, dropdown 116, 118 lists, 117–118 list boxes, 117 radio buttons, 116, 118 text fields, 116 Llanguage and metadata, 98 –101 list boxes, described, local navigation, 117 121 Mmarathon and sprint, 159– 163 market research methods, matrix structure, metadata 46 93–94 and language, 98 –101 metaphor and convention, 110 –113 Nnavigation design, 108 –109. See also wayfinding considering, 30 goals of, 118 –119 importance navigation of, 119–120 systems, 120 contextual, 122 courtesy, 122–123 global, 120 –121 indexes, 123 inline, 122 local, 121 persistent elements, 120 site maps, 123 supplementary, navigation 121 tools, 123 nodes child and parent, 93 in hierarchical structure, 93 in matrix structure, 93–94 in organic structure, organizing principles 96 role in information structures, nomenclature, 92–93 98 94 of, Oobjectives. See product objectives operating elements, systems, interface 116 –118 Orbitz color palette, 146 organic structure, organizing 94 –95 principles, applying, 96 –98 Ppage layout, 128 –131 persistent navigation elements, personas 120 creating, 49–51 including in requirements, 67 phones, conventions related to, 110 –111 THE ELEMENTS OF USER EXPERIENCE 169 planes. See also scope plane; skeleton plane; strategy plane; structure plane; surface plane; user experience building from bottom to top, 162 choices related to, 23 considering, decisions 155 related to, 24 dependencies failures of, 22–23 on, 162–163 scope, 21, 29 skeleton, 20, 30 strategy, 21, 28 structure, 20, 30 surface, 20, 30 using elements of, 31–33 working on, 24 problem solving, 157–159 product design, concept of, 7–8. See also design; usercentered product design goals, clarifying, 61– 64 product objectives brand identity, 38 –39 business goals, 37–38 considering, success 28, 36, 91 metrics, 39– 41 products describing feature sets of, 29 as functionality, 27–29, 161 as information, planning, success project 27–29, 161 59– 60 of, 12–13 requirements. also content See requirements; requirements clarifying, 59– 61 defining, 65– 68 generating, including managing, 67 personas 61 projects, planning, 24 in, 67 prototypes, 48 – 49 psychographic profiles, 44 Qquestions, posing to users, 158 –159 Rradio buttons, described, 116, 118 requirements. requirements; requirements See also content project collecting ideas for, 74 developing, 73 evaluating, 75 prioritizing, strategic research 74 –77 objectives for, 75 tools card sorting, 49 contextual market inquiry, 47 research methods, 46 prototypes, 48 – 49 task analysis, 47 user testing, 47– 48 return visits, measuring, revenue, increasing, 41 14 –15 ROI (return on investment), 13 170 INDEX Sscope, defining, 58 –59 scope plane, 21, 29. See also planes content, 61– 64 content requirements, 29, 71–74 defining content requirements, defining 63 requirements, 65– 68 functional specifications, 29, 62, 68 –71 functionality, prioritizing 74 –77 61– 64 requirements, role in bottom-up architecture, strategy sensory 90 component of, 75 design, 134 color palettes, 145–148 consistency, 143–144 contrast and uniformity, 139–143 design comps, 148 –151 eyetracking, 137–139 hearing, 136 smell and taste, 135 style guides, 148 –151 touch, 135–136 typography, 145–148 vision, 136 –137 sensory experience, considering, sequential 30 structure, 95 site, use of terminology, 9–10 site maps, use of, 102, 123 skeleton, defining, 108 –109 skeleton plane, 20, 30. See also planes convention, 110 –113 information design, 30, 108 –109, 124 –127 interface design, 30, 108 – 109, 114 –118 metaphor, 110 –113 navigation design, 30, 108 –109, 118 –123 wireframes, 128 –131 smell and taste, considering in sensory design, 135 software, focus of, 82–83 solutions, finding problems, Southwest for 157–159 Airlines sprint defined, 159 site, 85 strategy, 160 stakeholders concerns about strategy, 77 defined, 52 resolving conflicts between, 77 strategic goals, meeting, strategic objectives, requirements strategists, 40 for, 75 employment of, 52 strategy document contents hierarchy strategy of, 53–54 of, 77 plane, 21, 28. See also planes product objectives, 28 role in top-down architecture, 90 user needs, 28 THE ELEMENTS OF USER EXPERIENCE 171 structure plane, 20, 30. See also planes information architecture, 30, 81, 88 –101 interaction 80 –88 design, 30, team roles and process, 101–105 structures defining, 80 –81 hierarchical structure, hub-and-spoke 93 structure, 93 matrix structure, organic structure, sequential 93–94 94 –95 structure, tree structure, 95 93 style guides, considering sensory success design, 148 –151 metrics, 39– 41 in supplementary navigation, 121 surface, defining, 134 surface plane, 20, 30. See also planes color palettes, 145–148 consistency, contrast 143–144 and uniformity, 139–143 design comps, 148 –151 eyetracking, 137–139 hearing, 136 senses, 135–137 sensory experience, 30 smell and taste, 135 style guides, 148 –151 touch, 135–136 typography, 145–148 vision, 136 –137 Ttask analysis, 47 taste and smell, considering in sensory design, 135 team roles and process for strategy for structure 101–105 plane, 52–54 plane, technology tools, constraints on, 115 technology versus content, 32 telephones, conventions related to, 110 –111 text elements, considering, 147 text fields, described, thesaurus, using, 99 touch experience, tree structure, typography, sensory 116 135–136 93 considering design, 147–148 in Uundo function, using in error handling, uniformity 88 and contrast, considering in sensory design, 139–143 usability, defined, 48 user acceptance user behavior. testing, 158 See interaction design user experience. See also planes choices made about, 156 defined, 6 delegating responsibility for, 31 design, 7–8 172 INDEX user experience (continued) design by default, 156 design by fiat, 156 design by mimicry, 156 designing for, 8 –9 details of, 6 drawing analogies to features, 113 formation of community, 26 impact of content impact on business, 12–17 including on, 32 in development process, 11 metaphor quality for, 159 of, 12–17 successful design of, 154 on Web, 9–12 user models, creating, 49–51 user needs considering, creating 28, 36 personas, 49–51 identifying, 42 psychographic research profiles, 44 tools related to, 46 understanding, 46 – 49 usability, 46 – 49 user profiles, creating, 49–51 user research, 46 – 49, 51 user segments, importance 42– 46 of, 45 revising after research, 45 user testing, 47– 48 user-centered design, 17. See also design; product users choices presented posing questions 158 –159 Vvision design to, 10 to, document contents of, 53–54 hierarchy of, 77 vision experience, 136 –137 visual designs, matching wireframes, to 149 visual neutral layout, 140 Visual Vocabulary, 102–103 Wwayfinding, 127. See also navigation Web design commercial interests on, 26 content requirements, evolution 62 of, 25–26 functional specifications, 62 user experience on, 9–12 Web elements functionality, information 27–28 medium, 27–28 Web sites, failure of, 36 wireframes. See also documenting matching visual designs to, 149 skeleton plane, 128 –131