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Human
Computer Interaction
(CS408)
VU
Lecture
19
Lecture
19. User
Research Part-I
Learning
Goals
As the
aim of this lecture is to
introduce you the study of
Human Computer
Interaction,
so that after studying this
you will be able to:
· Understand
the difference in qualitative
and quantitative
research
· Discuss
in detail qualitative research
technique
The
outcome of any design effort
must ultimately be judged by how
successfully it
meets
the requirements of both the
user and the organization
that commissioned it.
No
matter
how skillful and creative
the designer. If she does
not have a clear and
detailed
knowledge
of the users she is
designing for, what the
constraints of the problem
are,
and
what business or organizational
goals the design is hoping
to achieve, she will
have
little chance of
success.
What
and how questions like
these are best answered by
qualitative research,
not
metrics
or demographics (though these also
have their purpose). There
are many types
of
qualitative research, each of
which plays an important
role in filling in a picture
of
the
design landscape of a product.
Qualitative
versus Quantitative
Research
Research
is a word that most people
associate with science and
objectivity. This
association
isn't incorrect, but it
biases many people towards
the notion that the
only
valid
sort of research is the kind
that yields the supposed
ultimate in objectivity:
quantitative
data. The notion that
numbers don't lie is
prevalent in the business
and
engineering
communities, even though we
all rationally understand
that numbers--
especially
numbers ascribed to human activities--can be
manipulated or reinterpreted
at least as
dramatically as words.
Data
gathered by the hard
sciences like physics is
simply different from that
gathered
on human
activities: electrons don't
have moods that vary from
minute to minute, and
the
tight controls physicists
place on their experiments to
isolate observed
behaviors
are next
to impossible in the social
sciences. Any attempt to reduce human
behavior
to statistics is
likely to overlook important
nuances, which though they
might not
directly
affect business plans, do
make an enormous difference to
the design of
products.
Quantitative research can
only answer questions about
how much or how
many
along a few reductive axes.
Qualitative research can
tell you about what,
how
and
why in rich, multivariate
detail.
Social
scientists have long realized
that human behaviors are too
complex and subject
to too
many variables to rely
solely on quantitative data to understand
them. Usability
practitioners,
borrowing techniques from
anthropology and other
social sciences, have
developed
many alternative methods for
gathering useful data on user
behaviors to a
more
pragmatic end: to help
create products that better
serve user need.
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The value
of qualitative research
Qualitative
research helps us understand
the domain, context and
constraints of a
product
in different, more useful
ways than quantitative
research does. It also
quickly
helps us
identify patterns of behavior among
users and potential users of
a product
much
more quickly and easily
than would be possible with
quantitative approaches. In
particular,
qualitative research helps us
understand:
· Existing
products, and how they
are used.
Potential
users of new or existing
products, and how they
currently approach
·
activities
and problems the new
product design hopes to
address
Technical,
business, and environmental
contexts--the domain--of the
product
·
to be
designed
Vocabulary
and other social aspects of
the domain in
question
·
Qualitative
research cab also help
the progress of design
projects by:
· Providing
credibility and authority to
the design team, because
design
decisions
can be traced to research
results
· Uniting
the team with a common
understanding of domain issues
and user
concerns
· Empowering
management to make more informed
decisions about
product
design
issues that would otherwise
be based on guesswork or
personal
preference
It is the
experienced that qualitative
method, in addition to the
benefits described
above,
tend to be faster, less
expensive, more flexible,
and more likely than
their
quantitative
counterparts t provide useful
answers to impotent questions
that leads t
superior
design:
· What
problems are people encountering
with their current ways of
doing what
the
product hopes to do?
· Into
what broader contexts in
people's lives does the
product fit and how?
· What
are the basic goals
people have in using the
product, and what
basic
tasks
help people accomplish
them?
Types of
qualitative research
19.1
Social
science and usability texts
are full of methods and
techniques for
conducting
qualitative
research. We will discuss following
qualitative research
techniques:
· Stakeholder
interviews
· Subject
matter expert (SME)
interviews
· User
and customer interviews
· User
observation/ethnographic field
studies
· Literature
review
· Product/prototype
and competitive
audits
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Stakeholder
interviews
Research
for any new product
design, through it must end
with understanding
the
user,
should start by understanding the
business and technical
context in which the
product
will be built. This is necessary
not only to ensure a viable
and feasible end
result,
but also to provide a common
language and understanding
among the design
team, management,
and engineering
teams.
Stakeholders
are any key members of the
organization commissioning the
design
work,
and typically include
managers and key
contributors from engineering,
sales,
product
marketing, marketing communications,
customer support, and usability.
They
may
also include similar people
from other organizations in
business partnership
with
the
commissioning organization, and
executives. Interviews with
stakeholders should
occur
before any user research
begins.
It is
usually most effective to interview
each stakeholder one-on-one,
rather than in a
larger,
cross-departmental group. A one-on-one
setting promotes candor on
the part of
the
stakeholder, and ensure that
individual views are not
lost in a crowd.
Interviews
need not
last longer than about an
hour, though follow-up
meetings may be called
for
if a
particular stakeholder is identified as
an exceptionally valuable source
of
information.
The
type of information that is
important to gather from
stakeholders includes:
· What
is the preliminary vision of
the product from each
stakeholder
perspective?
As in the fable of the blind
men and the elephant, you
may find
that
each business department has
a slightly different and
slightly incomplete
perspective
on the product to be designed.
Part of the design approach
must
therefore
involve harmonizing these perspectives
with those of users
and
customers.
· What
is the budget and schedule?
The answer to this question
often provides a
reality
check on the scope of the
design effort and provides a
decision point
for
management if user research indicates a
greater scope is
required.
· What
are the technical constraints?
Another important determinant of
design
scope is
a firm understanding of what is
technically feasible given
budget,
time,
and technology.
· What
are the business drivers? It
is important for the design
team to
understand
what the business is trying
to accomplish. This again leads to
a
decision
point, should user research
indicate a conflict between
business and
user
needs. The design must, as
much as possible, create a win-win
situation
for
users, customers, and
providers of the
product.
· What
are the stakeholders'
perceptions of the user?
Stakeholders who have
relationships
with users (such as customer support
representative) may
have
important
insights on users that will
help you to formulate your
user research
plan.
You may also find
that there are significant
disconnects between some
stakeholders'
perceptions of their users
and what you discover in
your
research.
This information can become an
important decision point
for
management
later in the process.
Understanding
these issues and their
impact on design solutions
helps you as a
designer
to better serve your customer, as
well as users of the
product. Building
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consensus
internally will help you to
articulate issues that the
business as a whole
may
not
identified, build internal
consensus that is critical
for decision making later in
the
design
process, and build
credibility for your design
team.
Subject
matter expert (SME)
interviews
Some
stakeholders may also be
subject matter experts
(SMEs): experts on the
domain
within
which the product you
are designing will operate.
Most SMEs were users
of
the
product or its predecessors at
one time, and may
now be trainers, managers, or
consultants.
Often they are experts
hired by stakeholders, rather
than stakeholders
themselves.
Similar to stakeholders, SMEs
can provide valuable
perspective on a
product
and its users, but designers
should be careful to recognize
that SMEs
represent a
somewhat skewed perspective.
Some points to consider
about using SMEs
are:
· SMEs
are expert users. Their long
experience with a product or
its domain
mean that
they may have grown
accustomed to current interactions. They
may
also
lean towards expert controls
rather than interactions
designed for
perpetual
intermediate perspective. SMEs
are often not current
users of the
product,
and may have more of a
management perspective.
· SMEs
are knowledgeable, but they
aren't designers. They may
have many
ideas on
how to improve a product.
Some of these may be valid
and valuable,
but
the most useful pieces of
information to glean from
these suggestions are
the
causative problems that lead
to their proposed
solutions.
· SMEs
are necessary in complex or
specialized domains such as
medical,
scientific,
or financial services. If you are
designing for a technical
or
otherwise
specialized domain, you will
likely need some guidance
from
SMEs,
unless you are one yourself.
Use SMEs to get information
on complex
regulations
and industry best practices.
SME knowledge of user roles
and
characteristics is
critical for planning user
research in complex
domains.
· You
will want access to SMEs
throughout the design
process. If your
product
domain
requires use of SMEs, you
should be able to bring them
in at different
stages of
the design to help perform
reality checks on design
details. Make
sure
that you secure this
access in your early
interviews.
User
and customer
interviews
It is
easy to confuse users with
customers. For consumer products,
customers are
often
the same as users, but in
corporate or technical domain,
users and customers
rarely
describe the same sets of
people. Although both groups
should be interviewed,
each
has its own perspective on
the product that needs to be
factored quite
differently
into an
eventual design.
Customers of a
product are those people who
make the decision to
purchase it. For
consumer
product, customers are frequently
users of the product;
although for
products
aimed at children or teens,
the customers are parents or
other adult
supervisors
of children. In the case of most
enterprise or technical products,
the
customer is
someone very different from
the user--often an IT
manager--with
distinct
goals and needs. It's
important to understand customers
and their goals in
order to
make a product viable. It is
also important to realize
that customers seldom
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actually
use the product themselves,
and when they do,
they use it quite
differently
than
the way their users
do.
When
interviewing customers, you will
want to understand:
Their
goals in purchasing the
product
·
Their
frustrations with current
solutions
·
Their
decision process for
purchasing a product of the
type you're designing
·
Their
role in installation, maintenance,
and management of the
product
·
Domain
related issues and
vocabulary
·
Like
SMEs, customers may have
many opinions about how to
improve the design of
the
product. It is important to analyze
these suggestions, as in the case of
SMEs, to
determine
what issues or problems
underline the ideas offered,
because better, more
integrated
solutions become evident later in
the design process.
Users of a
product should be the main
focus of the design effort.
They are the
people
(not
their managers or support
team) who are personally
trying to accomplish
something
with the product. Potential
users are people who do not
currently use the
product,
but who are good candidates
for using it in the future.
A good set of user
interviews
includes both current users
(if the product already
exists and is being
revised)
and potential users (users
of competitive products and
non-automated
systems
of appropriate). Information we are
interested in learning from
users includes:
· Problems
and frustrations with the
product (or analogous system
if they are
potential
users)
· The
context of how the product
fits into their lives or
workflow: when, why,
and
how the product is used,
that is, patterns of user
behavior with the
product.
· Domain
knowledge from a user
perspective: what do users need to
know to
accomplish
their jobs
· A basic
understanding of the users' current
tasks: both those the
product
requires
and those it doesn't
support
· A
clear understanding of user
goals: their motivations and
expectations
concerning
use of the product
User
observation
Most
people are incapable of accurately
assessing their own
behaviors, especially
outside
of the context of their
activities. It then follows
that interviews
performed
outside
the context of the
situations the designer hopes to
document will yield
less
complete
and less accurate data. Basically,
you can talk to users
about how they
think
they
behave, or you can observe it
first hand. The latter
route provides
superior
results.
Many
usability professionals make
use of technological aids
such as audio or
video
recorders to
capture what users say
and do. Care must be taken
not to make these
technologies
too obtrusive: otherwise the
users will be distracted and
behave
differently
than they would
off-tape.
Perhaps
the most effective technique
for gathering qualitative
user data combines
interviews
and observation, allowing
the designer to ask
clarifying questions
and
direct
inquiries about situations
and behaviors they observe in
real-time.
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Literature
review
In
parallel with stakeholder
interviews, the design team
should review any
literature
pertaining
to the product or its
domain. This can and
should include
product
marketing
plans, market research,
technology specifications and
white papers,
business
and technical journal
articles in the domain,
competitive studies. Web
searches
for related and competing
products and news, usability
study results and
metrics,
and customer support data such as
call center statistics.
The
design team should collect
this literature, use it as a
basis for developing
questions
to ask stakeholders and SMEs,
and later use it to supply
addition domain
knowledge
and vocabulary, and to check
against compiled user
data.
Product
and competitive
audits
Also in
parallel to stakeholder and
SME interviews, it is often
quite helpful for
the
design
team to examine any existing
version or prototype of the
product, as well as
its
chief
competitors. Doing so gives
the design team a sense of
the state of the art,
and
provides
fuel for questions during
the interviews. The design
team, ideally, should
engage in an
informal heuristic or expert
review of both the current
and competitive
interfaces,
comparing each against
interaction and visual
design principles.
This
procedure
both familiarizes the team
with the strengths and
limitations of what is
currently
available to users, and
provides a general idea of
the current
functional
scope of
the product.
Ethnographic
interviews
19.2
It has
been experienced that combination of
one-on-one interviews and
work/lifestyle
observation
is the most effective and
efficient tool in a designer's arsenal
for
gathering
qualitative data about users
and their goals. The
technique of ethnographic
interviews
is a combination of immersive observation
and directed
interview
technique.
Hugh
Beyer and Karen Holtzblatt
have pioneered an ethnographic
interviewing
technique
that they call contextual
inquiry. Their method has,
for good reason,
rapidly
gained
traction in the industry,
and provides a sound basis
for qualitative user
research.
Contextual
inquiry
Contextual
inquiry, according to Beyer
and Holtzblatt, is based on a
master-
apprentice
model of learning: observing
and asking questions of the
users as if she is
the
master craftsman and he
interviews the new
apprentice. Beyer and
Holtzblatt also
enumerate
four basic principles for
engaging in ethnographic
interview:
Context:
Rather
than interviewing the user
in a clean white room, it is
important to interact
with
and observe the user in
their normal work
environment, or whatever
physical
context
is appropriate for the
product. Observing users as
they perform activities
and
questioning
them in their own
environment, filled with the
artifacts they use each
day,
can
bring the all-important
details of their behaviors to
light.
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Partnership:
The
interview and observation
should take the tone of a
collaborative exploration
with
the
user, alternating between
observation of and discussion f its
structure and
details.
Interpretation:
Much of
the work of the designer is
reading between the lines of
facts gathered about
user's
behaviors, their environment,
and what they say. These facts must be
taken
together
as a whole, and analyzed by
the designer to uncover the
design implications.
Interviewers
must be careful, however, to avoid
assumptions based on their
own
interpretation
of the facts without verifying
these assumptions with
users.
Focus:
Rather
than coming to interviews
with a set questionnaire or
letting the interview
wander
aimlessly, the designer
needs to subtly direct the
interview so as to capture
data
relevant t design
issues.
Improving
on contextual inquiry
Contextual
inquiry forms a solid
theoretical foundation for
quantitative research,
but
as a
specific method it has some
limitations and inefficiencies.
The following process
improvements
result in a more highly
leveraged research phase
that better set
the
stage
for successful
design:
· Shortening
the interview process: contextual
inquiry assumes full
day
interviews
with users. The authors
have found that interviews
as short as one
hour in
duration are sufficient to
gather the necessary user
data, provided that
a
sufficient number of interviews
(about six well-selected
users for each
hypothesized
role or type) are scheduled. It is
much easier and more
effective
to find a
diverse set of users who
will consent to an hour with a designer
than
it is to
find users who will agree to
spend an entire day.
· Using
smaller design teams: Contextual
inquiry assumes a large
design
team that
conducts multiple interviews in parallel,
followed by debriefing
sessions
in which the full team
participates. Experiments shows
that it is more
effective
to conduct interviews sequentially
with the same designers in
each
interview.
This allows the design team
to remain small (two or
three
designers),
but even more important, it
means that the entire team
interacts
with
all interviewed users
directly, allowing the
members to most effectively
analyzed
and synthesized the user
data.
· Identifying
goals first: Contextual
inquiry, as described by Beyer
and
Holtzblatt,
feeds a design process that is
fundamentally task-focused. It is
proposed
that ethnographic interviews
first identify and
prioritize user goals
before
determining the tasks that
relate to these
goals.
· Looking
beyond business contexts: the
vocabulary of contextual
inquiry
assumes a
business product and a
corporate environment.
Ethnographic
interviews
are also possible in consumer
domains, though the focus
of
questioning
is somewhat different.
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