We recently had the opportunity to speak with Marc Rettig. Marc is one of the leading thinkers in the field of
user experience design. He was among the first to apply behavioral
research techniques to web design projects. These days he's teaching at
Carnegie Mellon University, after serving as Chief Experience Officer at
Hanna Hodge, a Chicago-based user experience consulting firm.
In this interview, Mark explains how research has evolved for experience
designers and describes in detail how research led to very different
solutions for two very similar intranet projects.
We're thrilled that Marc will be joining us in Chicago at the Adaptive
Path User Experience Workshop. We hope you enjoy his comments!
Adaptive Path: Do you think there's enough emphasis on customer research in the Web
design and development industry? Is it growing, or has the emphasis always
been there?
Marc: From the beginning there has been a lot of talk about customer
research, and this has been both increasing and changing in tone over the
last couple of years. At first it was mostly influenced by marketing, so
"customer research" meant bringing market research techniques to bear on
web projects -- surveys, focus groups, demographic studies, and so on.
These help you learn what people say as opposed to what they actually do,
and aren't much help when it comes to guiding the design of something new.
As an industry, we're just starting to learn how to get out of our office,
go where people are doing the activities we are designing for, and really
understand what's going on.
Lately the buzz has been increasing about behavioral research,
ethnographic methods, contextual design (it has lots of names), and its
value is becoming widely appreciated. The business and technology press is
even starting to cover it. But there's still a lack of understanding about
what it actually takes to do it well, especially on the part of managers,
team leaders, and executives. The biggest gap, in my opinion, is what to
*do* with research data once you've collected it -- which is the topic of
my workshop.
Finally, while the industry has learned a lot about using research to
shape the design of products and services, it has been slower to use the
same methods to guide decisions about which products to make in the first
place. Research-driven user-centered design methods are powerful strategic
tools. They can help steer a company as well as the details of a product.
AP: How do you avoid having a big stack of carefully considered research
sitting in a filing cabinet somewhere?
Marc: By making the results of research an explicit part of your working
documents and team activities throughout the process. This question
connects to other project management issues, because it's not just user
research that can get lost in a file cabinet (or more often, a file
server). Lessons from customer support, technology issues, content
opportunities, business realities -- all these things need to be brought
together. When different groups are responsible for them, it can be
difficult for the product or web team to integrate it all.
I've found that the greatest difference comes from facilitating the team
and changing what they are expected to make. For example, an early
whole-team activity is to gather *all* the research -- user, market,
technology, content, etc. Get it out of notebooks and electronic documents
and up on the wall -- make it physical, easy to manipulate. Make it big.
When the team surrounds itself with the data, the activities that lead to
profound design insights design become concrete. They happen on the wall
with the team, rather than in the imaginations of one or two people. You
use sticky notes, big pieces of paper, diagrams, white boards,
photographs, quotes from users, lists and matrices, concept models, flow
diagrams, timelines, relationship maps, and so on.
It's amazing how these tools can work to get research out of the files and
into the minds and hearts of the team. And from there, into the minds and
hearts of the stakeholders and into every nook and cranny of the design.
(I'm sure this sounds vague, since I tried to fit the spirit of a whole
way of working into one paragraph. In the workshop I break it into steps:
analysis, synthesis and modeling, concept generation, concept validation
through mock-ups, detailed design and validation through prototypes. I'll
provide a number of specific tools and facilitation techniques, and show
examples from projects.)
AP: What projects have you worked on that best illustrates this point?
Marc: In the late '90's I worked on two intranet projects back-to-back.
Both began with the request, "we need an intranet," by which the clients
meant, "we need one of those things everybody's talking about, where you
store your documents and have discussions." One was a product company with
an incredibly fast-paced culture. The other was a consulting firm, where
it was important to be really smart in front of your client. In both cases
we did a fairly short amount of interviewing and shadowing, involving
researchers, designers, technologists, and business analysts. We did
cluster analysis of the research on the wall with sticky notes, finding
the themes, patterns, and structures in the data. This led to diagrams
that represented the relationships and information flows in those two
companies.
The results were very different for each. The product company was all
about reacting fast to the competition. These people spent a lot of time
looking for each other, using personal networks, and reacting to news. The
information half-life was about four weeks. So the design for the intranet
had dynamic categories, a sort of intranet matchmaking service (to help
newcomers build their personal network), and ways that conversations could
be attached to any news item. Lots of churn. And since they lived in
email, you could actually participate in the intranet by email.
The consulting firm's intranet was about aggregating expertise. Finding
the lasting insights and the really smart people -- then organizing all
this into points of view on industries, ways of working on different kinds
of projects, and tools for research in lots of different areas. We made
people and documents look more or less the same as content types. Ease of
publishing was a big deal, especially for their internal experts.
Categories were semi-permanent, and the information half-life was probably
6-12 months.
These very different solutions came out of the same original
"requirement," because the team developing the intranets lived the
research, and made sure that the research shaped the product. On those
teams, "collaboration" didn't mean that the designers and developers
emailed documents to each other, it meant that they and others had long
work sessions in the same room together, doing their work on the wall. At
each step of the way, the design reflected our best shot at digesting
research, forecasting technology and functionality, and supporting the
business realities.
I'm living through this right now on a very different project, designing
the interface for a medical application. After one week the project room
is a melting pot of product functionality, user activity models,
questions, and visions. Our Friday status report consisted of a guided
tour of the room. Much better communication than handing in a written
report.
AP: Do you think our industry is still moving at a break-neck pace? How
does that affect research and development?
Marc: The pace was ridiculous for a while, because the deadlines were
often artificial. They came from management goals rather than market
realities or honest reflection about trade-offs between quality, time,
cost, and market opportunity. I can't say for sure, but hopefully some of
the new caution will lead people to set more thoughtful deadlines. I'm
reading more opinions and business school articles about how important
customer experience is for competitive advantage, which is another hopeful
sign.
Personally, I've seen enough projects undermined by inappropriate pace
that I am learning to hold my ground. Say "no." Defend quality. I used to
work tons of hours and whine about it. I'm learning that this is doubly
counter-productive, so I'm changing the whining into businesslike
conversations about pace that start when the project is conceived. I've
learned a lot about how to conduct research quickly and inexpensively.
I've learned a lot about how to move quickly through the phases of a
project. This is good. But I'm also learning that some things can only be
done so fast, and if you try to do them faster it's a lot like not doing
them at all. If the team needs the results from research, or from research
synthesis, or from the design phase, then it needs them at a certain level
of quality and completeness. Less than that raises the risk of failure
sky-high. And it makes everybody unhappy.
Which is the long way of saying this: On average our industry was going
too fast, which meant we were taking big risks. We were building based on
assumptions rather than understanding, for example. These risks caught up
with us. In my experience, taking enough time (which doesn't mean a *lot*
of time) for the heart of the user-centered process is good business
because it is good risk management.
AP: What is the Museum Innovation Project?
Marc: I'm teaching a course at Carnegie Mellon's Graduate School of
Design. It's a studio course, the first time the grad students have done a
single project for a whole semester. Our client and collaborator is the
Carnegie Museum of Art, and they gave us a nice challenge. "We have lots
of art, which we put on display. We have lots of stories and information
about that art, which is inaccessible to visitors. All they get is a
little plaque. How can we use technology to improve visitors' experience,
without that technology intruding into the quiet moments that happen
between people and art?"
The "museum innovation project" is the name for this overall effort. Learn
interaction design, work in teams, understand what's going on between
people and art in the museum, and try to make it better. The goal is to
deliver three concepts or visions that are grounded in research,
technically feasible in two years, and practical for the museum to
implement. We spent about a month planning and conducting research, then
another few weeks thinking up tons of ideas. Those ideas have finally
consolidated into three directions, one for each student team.
One team is working on passive interfaces to audio content -- you control
the delivery of audio just by walking around in the museum. They're trying
to keep the number of buttons down to one or two. Another team is trying
several different "activities." They're giving people things to do in the
museum that change the way they look at the art -- collecting, collaging,
annotating, trail-making, connection-making, and so on. The third team is
exploring how a device can provide access to a rich base of content
without distracting people from looking at the art itself.
We have a site, which unfortunately has gotten a little stale because of
the pace of the project . But we will definitely update it, and the
results of the project will be posted there:
http://www.andrew.cmu.edu/course/51-712
Anyway, it has been a exercise in applying the sorts of things I've just
talked about. Translate research into product direction, then into the
details of product form and behavior. While having fun.
See Marc in person at the Chicago stop of the Adaptive Path Tour 2002.