Title: How Not To Destroy A Great User Experience
1How (Not) To DestroyA Great User Experience
Stories from the 2nd generation of UI designers
at TiVo
- Rich Fulcher, Zing
- Rachel Garb, Google
- Alex Liston, TiVo
- Donna Slote, Good Works Design
2About Us
- From the TiVo UI Design Team
- Rachel 2001- 2005
- Donna 2001- 2005
- Alex 2003 - present
- Rich 2004 - 2005
- Overlapped for a period of two years (2003
2005)
3About TiVo
- TiVo is both a product and a service
- The TiVo Box is a Digital Video Recorder (DVR)
- Records television shows on a hard drive
- Users interact with a TV UI via a remote control
- The TiVo Service delivers programming data to the
DVR - Knows time and channel every show is on
- Users can search by name, setup Season Passes to
record every instance of their favorite shows,
and more - DVR and Service communicate
- Via phone line, satellite feed, or internet
connection - Internet connection enables additional features
4Generations of TiVo UI Design
- 1st Generation 1998 1999
- One UI Designer in collaboration with engineers
and video production team - 1st UI Designer left, and a couple more came
onboard - 2nd Generation 1999 - 2005
- TiVo emerged as leading DVR brand
- New UI Design Manager joined to grow team and its
processes - Focus on evolving features and platforms
- 3rd Generation 2005 - present
- New CEO and executive team, corporate
restructuring - Turnover of UI Designers from 1st 2nd
Generation - Huge company growth, including UI Designers
52nd Generation Design at TiVo
- Millions of users
- Well recognized brand
- Extremely passionate users who evangelize the
product - Our job Dont screw it up!
6Topic Overview
- Learning the story behind an established user
experience - Continuing and extending an established design
tradition - Adding new designers to a team, and keeping
veteran designers engaged - Documenting in a way the helps future generations
of products and designers
7Topic Overview
- Learning the story behind an established user
experience - Continuing and extending an established design
tradition - Adding new designers to a team, and keeping
veteran designers engaged - Documenting in a way the helps future generations
of products and designers
8Learning How a Design Emerged
- Document Archeology
- From design team
- From other teams
- Identify Research Allies
- Identify UI Historian
9Document Archeology
- Collect docs from previous design teams
- Wireframes and detailed mockups
- Block flows and detailed flows
- Functional specs
- Style guides and pattern libraries
- Scenarios and use cases
- Personae
- Object Models
- Prototypes
10Document Archeology
- Collect docs from UR marketing
- User research
- Research findings
- Research questions
- Log/traffic analysis
- Marketing
- Branding guidelines
- Market segmentations
- Surveys
- Competitive analysis
11Document Archeology
- Collect docs from other teams
- Executive mantras / tenets
- E.g. Dont break my television
- Engineering Artifacts
- Architectural documents, object models, use
cases, etc - Comments in code or bugs
- Customer service reports
- Email archives
- Knowledge nuggets that havent been archived
elsewhere - Other serendipitous discoveries on shared
resources
12Identify Research Allies
- User Researchers
- Get old reports, highlight tapes, etc
- Learn their pet peeves / existing issues
- Market Research
- Surveys, user satisfaction results, etc
- May be source of segmentation data that can guide
personae - Get invited to their meetings
- Research roundtable
13Identify a UI Historian
- Your UI Historian(s) may come from design,
engineering, or even product management - Find a passionate grizzled veteran
- Original builder/designer
- Someone who would know the arcane reasons behind
particular design decisions - Architectural / performance / legal constraints
- High-risk areas
- Things that have failed in the past
- Include and empower them
- Make them extension of design team
14Topic Overview
- Learning the story behind an established user
experience - Continuing and extending an established design
tradition - Adding new designers to a team, and keeping
veteran designers engaged - Documenting in a way the helps future generations
of products and designers
15Continuing a Design Tradition
- Foster a Design Culture of Collaboration
- Include other Teams
- Create a Shared Design Vision
16Foster a design culture of collaboration
- Sit together
- Cover the physical space with design ideas
- Act like a team
- Form an identity with the corporate culture
- Leverage the teams strengths
- Have multiple design meetings each week
- Bring designs to be critiqued
- Try different brainstorming techniques
- Invite research and your UI Historians
- Learn from each other
- Task analysis methods
- Design skills
- Presentation techniques
17Include other Teams
- Engineering
- Include developers in design reviews
- File bugs
- Attend bug councils
- Build and maintain relationships with teams that
are directly affected by the UI - Customer Support
- Documentation
- Weekly Homework Meetings
18Create a Shared Design Vision
- Adopt, Elaborate, and Evangelizing the Design
Principles - Its TV, damn it!
- Lean back user experience
- Document the Design Language
- Common UI specification
- Style Guidelines
19Common UI Specification
- Document global behaviors and elements in one
place - Navigation model
- Widgets
- Sounds
- Agree on a shared vocabulary
- The process of defining the vocabulary is useful
- Unique but descriptive vocabulary helped with
adoption
20Style Guidelines
Does anyone ever have time to write guidelines?
21Style Guidelines
Create a new screen? A widget? Capture it for
the guidelines.
22Style Guidelines
Dont forget the spirit
23Extending the Design
- Dont sacrifice existing, fundamental behaviors
(or introduce conflicting behaviors) - Do take advantage of new capabilities if it
enhances the UE - Identify the core elements of the design language
which must be carried through to maintain tonal
consistency
24Extending the Design - Examples
25Extending the Design - Examples
26Extending the Design - Examples
27Topic Overview
- Learning the story behind an established user
experience - Continuing and extending an established design
tradition - Adding new designers to a team, and keeping
veteran designers engaged - Documenting in a way the helps future generations
of products and designers
28Growing a Strong Design Team
- Adding new members
- Conducting interviews
- Initial projects for new hires
- The Buddy system
29Adding New Members
- A single bad hire can disrupt an effective team
- Be particular when hiring new members
- Allow bulk of team to participate in interviews,
plus representatives from teams with critical
relationships - Always interview multiple candidates to gain
perspective - Make sure there is a attitudinal fit
- Do they believe in the design research
partnership? - Can they be free of ego in their design work?
- Do they have passion for the product?
- Dont rely solely on pedigree / credentials
- To see their skills at work, use design exercises
30Design Exercises in Interviews
- A good design exercise will be
- Focused (but still provide a variety of
responses) - Accessible to those new to the domain
- Short not a lot of setup required
- Many types
- Blank slate with only a few requirements
- Take a broken design and improve it
- Critique a new (unfamiliar) design
- Dont provide problem in advance
- You want to see their natural problem-solving
style - Each designer can re-use their favorite
31Sample Design Exercise
32Grading Design Exercises
- Youll get a solution you can evaluate, but at
least as important is seeing how the designer
works - Some good signs
- Talks about users, tasks, and contexts of use
before diving in - Asks intelligent questions
- Explicitly identifies assumptions they are making
- Applies even modest knowledge of product space
- Some bad signs
- Cant meaningfully critique the example
- Only follows one design path
- Cant communicate rationale behind their
decisions - Becomes argumentative in response to feedback
33Initial Projects for New Hires
- Some approaches to first projects
- The Shepherd guide a mature project to
completion - Learn about existing products and documentation
standards - Develop relationships with engineering, QA, etc
- Might seem a bit dull
- Trial by Fire work a small, well-contained
project start-to-end - Gives a sense of ownership and immediate
contribution - Can be quite valuable if a languishing project
needs fresh thinking - Potentially overwhelming
- Avoid silod projects which prevent broader
learning - The Spec Monkey take all the spec bugs and fix
em - Can learn a lot about a variety of products
- BUT may not really feel like theyre making a
real contribution - You may be able to audition designers by hiring
them as contractors first, moving to full time
later
34The Buddy System
- Assign the new designer a buddy designer more
familiar with the process/products/culture - Buddy need not be more senior merely more rooted
in the organization - How a Buddy helps
- Introductions to co-workers and navigational
guidance - Explanations of processes, documentation
standards, etc - Sounding board for design ideas
- Drags the new design along to helpful meetings
- Being a good buddy takes effort
- Dont assume this comes for free ear-mark 25
of the buddys time for at least a couple of
weeks - Recognize the holes in start-up documentation
and fix them
35Keeping the Team Energized
- Fix Known Problems
- Create Concepts for Future Ideas
- Get Ideas in Releases
36Fix Known Problems
- Too often, even features that are widely
recognized as flawed dont get attention - Theyre not the new thing, or theyre good
enough - The solution may not be simple or obvious
- Their continued presence can drag down morale
with each release that fails to address them - Give designers time to work these problems
- Clearly state the problem
- Explore multiple solutions and review with team
- Test the best designs (tag-on studies)
- If you find a solution, make it ready to
implement - Document the design
- Work out any required visual assets
37Create Concepts for Future Ideas
- Allow the team some time to brainstorm about some
what if scenarios unbounded by technical
constraints, and then scale back - Create scenarios and storyboards describing this
new experience - Useful for early user testing
- Should clearly articulate the user benefit
- Valuable for enticing product management
- If interest, develop further
- Concept whitepaper
- Build prototypes
38Getting Ideas into Releases
- Sell the designs internally
- Get them on product marketings radar
- Brand simple fixes to turn them into Features
- When an area gets touched, sneak in some fixes
- Use all architectural overhauls as an excuse to
Do it the right way this time - Make friends with passionate/maverick engineers
- Excite them, and they may just build it on their
own - Once implemented, even partly, it can be much
more attractive to product managers looking to
pad the feature list of a release
39Topic Overview
- Learning the story behind an established user
experience - Continuing and extending an established design
tradition - Adding new designers to a team, and keeping
veteran designers engaged - Documenting in a way the helps future generations
of products and designers
40Documenting Design
- Dont just capture now, also capture before
and after. - Dont just capture what, also capture why.
- Having a standard format for UI specs can help
with this
41Capturing Before
- Track all UI design changes in a bug database so
all design decisions and discussions are well
archived and you know who was involved. - Include a Change History section in the UI specs
and link changes to specific bug numbers. (This
is good for CYA too)
42Capturing After
- Use a bug database to submit all feature
enhancements and store all futured behaviors. - If a feature gets futured, leave it in the spec
(but grey it out) - Devote some time to speculative design Work
on wireframe concepts for new products and
features that may be years down the road. - Hang them on the wall for inspiration
- You may be gone when they finally get built, but
youll help the next generation of designer
43Capturing Why
- Documenting before gives you a lot of the
why. - Devote a place in the UI spec for any free form
notes not covered well in bug history.
44UI Specs
- Design a standard format that helps both readers
and writers of specs - Get input from Engineering, QA, Product Mgt., and
UI Designers - Try it out on a sample project and work out the
kinks. - Finalize it and make it the work product of the
UI Design Team. - If necessary, include a Read Me.
45Conclusions
- Its not uncommon to have significant generation
gaps between design teams (especially small
ones), but some digging can help fill these gaps - Clearly articulating a design vision benefits the
design team both internally and externally - Making good hires, incorporating them into the
team quickly, and keeping the design work moving
forward helps keep the teams energy high - A designer who cares about the product and their
contributions to it should take on the
responsibility of documenting their work for the
future
46The End
- Paper and functional spec templateare on your
conference proceedings CD - These slides will be posted to
- The conference web site
- http//homepage.mac.com/rfulcher/upa2006(this
URL is also in the paper on the CD) - Questions and Comments?