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Our thinking

Instead of getting someone to sit down and lecture you on our usability testing course we decided to get a little more…creative. We made this video to better explain usability testing and what you learn on our course. This is our first video and it’s not perfect but we think it’s rather charming!

The competition

It’s easy:

  1. Watch our recently created usability testing video (above). It’s not too long! If the embedded video is not working, you can also watch it on Vimeo and YouTube
  2. Voice your opinion. Love it or hate it, tweet your feedback or any goofs you have noticed to @webcredible with the hash tag #uxvid
  3. Win. Two people will win a place on any of our one-day user experience courses (worth £495.00) and the obligatory bottle of champagne (the good stuff, no sparkling wine)

Please note: The competition will close in one week today (13th March at 1pm). No cash equivalent will be offered and the prize is not transferable. Entrants must be over 18 years old and the competition is open to UK and ROI residents only (We would love to think you would come to the UK just for one of our courses, but it just isn’t practical).

One approach to using multiple channels as an organisation is to do everything you do through every channel  available. For example, as a retailer, you might sell products via web (desktop), mobile (website and app), tablet, at the store etc.

A more sophisticated approach is to tailor specific types of content and deliver these types of content through specific channels in order to increase the sales as a whole for the organisation. For example, Boots use YouTube to offer customers tips about make-up and Topshop use Facebook to showcase fashion trends together with their latest lines. Neither of these social media channels directly drives sales, yet both retailers are offering content that customers are likely to value as a way of learning more about their products. The point is the content aligns with customer behaviour and desires in a way that is likely to enhance the brand in general, and more importantly encourage sales through different channels. The channels chosen are the best ones to deliver these types of content – YouTube for video, Facebook for timely updates.

In retail the imperative to increase sales can at least provide an exacting focus for the alignment of content and channels. But how do you work out which content should be delivered through which channel in a domain that doesn’t involve sales where the content is the offering and the offering is free? The lack of constraints makes it hard because so many options are available – do you present the content as text, audio, visual, or a combination? Which channels do you use – mobile app, tablet app, podcast, physical book, or all of these?

A History Of The World In 100 Objects is a collaboration between the British Museum and the BBC and a great example of an multichannel solution to deliver content.

On the face of it, an attempt to tell an entire history of mankind spanning 2 million years through a manageable set of 100 objects held in 1 museum seems impossibly ambitious. However, the limits posed by such an undertaking have both helped define what the content should be and the channels it should therefore be delivered through.

The content

Without considering channels for now, let’s just look purely at the content. The choice of the content and the way it’s structured scales effortlessly up and down – each object equates to one 15-minute radio programme, 5 objects to a theme e.g. Inside the Palace: Secrets at Court (700 – 900 AD), 20 themes in rough chronological order from early man to the present day. The trick is in choosing the 100 objects to illustrate the broad social and economic changes happening worldwide – a task that draws on the skill and knowledge of teams of curators and Neil MacGregor, director of the British Museum.

The beauty of it is you can dip into 1 object at random or plough through all 100. It’s up to you. Every programme makes sense as a standalone bite-size piece of content. However, if you take the trouble to follow them in order, each programme and theme builds upon previous content. Even the consistent format of each 15-minute programme (with contributions from guest experts and commentators) helps make multiple programmes more digestible.

In short, the content is designed. And it’s designed very carefully with user needs in mind. A 2-million-year history is a daunting thing to consume, so the creators have done their best to allow consumers to choose which level of commitment suits them.

It would seem that justice can only be done to content about the historical significance of beautiful and priceless things via video rather than audio. But the project partnership chose radio, not television. However, given that the entire content lasts for 25 hours, radio is actually the perfect choice. People have to commit all their attention to the passive experience of television, whereas it’s much easier to combine radio with something else like a commuter journey or cooking. Also, Neil MacGregor explains that history programmes on TV are too often “a rather large number of quite expensive rearrangements of medieval battles and lovingly rendered shots of brass rubbings”, and radio is better able to explain the cultural, political and economic history of an object. Besides, there is something great about listening to the presenter’s description blind and recreating the object in your mind.

So, the core content is audio (initially 100 scheduled radio episodes). And all the other content is peripheral in that it’s complementary to the core, and optional. The peripheral content is delivered in multiple forms and channels: web (text, still pictures, podcast, streaming), CD box set, physical book, and an actual visit to the British Museum. The project is further enriched with innovative spin-off broadcast content such as the CBBC series, Relic: Guardians of the Museum, and regional variations such as a Welsh version featuring 50 objects from Wales.

What truly makes A History Of The World In 100 Objects work is the way consumers can pick and choose the peripheral content to enhance the experience.

The channels

The web provides flexibility – a way to explore the wealth of content in surprising and useful ways. The visual browsing tool on the BBC site offers a kind of 3D time-travel simulation and intuitive filters such as material, culture and size to examine the collection from a multitude of angles.

The BBC site also provides zoomable images, extra written content (not just a transcript of the audio) that perfectly complements the radio programmes. There’s even content contributed by members of the public nominating their own objects to the collection.

There many different ways to explore the collection as a brief skim which works particularly well on the web: object of the day, highlight lists, celebrity choices and a 5-minute video montage that provides an introduction to the whole collection.

Of course, the content also lends itself to offline formats such as the book and CD box set. But the most compelling opportunity for combining online and offline channels is to show visitors to the British Museum where the objects are on display. Unfortunately, this experience is poor. The British Museum website isn’t optimised for mobile and the floor plan map is hard to use with numbered rooms competing for numbered objects.

The user experience

The user experience isn’t perfect. The web experience can be fragmented and confusing because content is hosted and to some extent repeated over 2 main sites: BBC and British Museum. The experience suffers from the lack of a single point of entry built around a single searchable browseable list of the objects. For example you have to search in two different places to view an object and listen to the accompanying programme. It’s quite hard to search for specific objects and the search results are sometimes unreliable. The mobile experience is poor. A mobile app that makes use of geolocation to guide you to objects would be perfect, but even just tagging the object content as being available to visit in the museum would be an inexpensive improvement on the current experience.

However, the overall experience of the content across many channels is rich and compelling. The original motivation for the project was to encourage more people to take an interest in history and visit museums, and I think the multichannel experience is likely to achieve that. 30 million downloads of the radio series certainly demonstrates appetite for the content.

Conclusion

The design of a successful multichannel experience to deliver content relies on two main things:

  • The design of content – how it should be chunked, what form it should take e.g. text, image, audio, video
  • The design of the delivery of that content across different channels

Compelling user experiences often involve a clever combination of channels e.g. an intelligent mobile guide to objects during a museum visit. A coherent multichannel approach can be achieved by choosing what the core content is and what peripheral content can usefully complement that core content. An appreciation of the strengths different channels and content forms can offer is also vital. Ultimately though, the solution will only work if it’s based on user needs, behaviour and expectations. Design questions like ‘Are users likely to prefer 25 hours of content as video or audio?’ and ‘Does it matter that radio listeners can’t necessarily see the object?’ can only be answered by carrying some kind of user research.

The problem

Having researched, designed, and tested various social media platforms for different types of businesses for the past year, I’ve learnt one valuable lesson – when it comes to asking the average website user about what they think about a new social media related concept, most people aren’t able to imagine it without making references to existing popular social networking sites such as Facebook, Twitter or Linkedin.

The reason for this is simple, social media content is about communication. In its simplest form, a 2-way interaction between a person and another has to exist in order for this to work or make any sense. In other words, social media technology cannot exist without someone responding. In the case of testing prototypes, this interaction is difficult to simulate, and given the personal nature of such content, it is often difficult for participants to relate to fictitious content.

For that reason, asking participants during usability testing sessions about what they think about the functionality of prototype social media platforms usually ends up with references being made to existing, familiar social media technologies – the most popular being Facebook and Twitter. Many participants that I’ve spoken to try to imagine the social interactions taking place using Twitter or Facebook as their reference points.

Some participant quotes include:

  • “I think it will be useful if it’s like Twitter feeds ”
  • “Oh, is it like being so and so’s friend on Facebook?”
  • “I don’t think I will find it useful because I am not on Twitter or Facebook”
  • “I think I will use it if it’s like Twitter or Facebook”

A solution

See the problem with the above? What if the concepts you’re testing are neither like Twitter nor Facebook but share some elements of the two? Or even better, what if the concept you’re testing is completely revolutionary and is nothing like Twitter or Facebook?

Hence, there are a few things to bear in mind when interpreting participant feedback on social media functionality:

  • You won’t know how people will use it until it’s launched and used
  • User generated content determines the value of the product itself
  • User generated content can change the intention of the product
  • Users might not know what the product can do until something’s happened
  • Constant monitoring and analysis is important to understand what works and what doesn’t
  • Clear explanation to participants on how it works during testing is important to get valid feedback
  • This can include explaining how it is similar to or different from Facebook or Twitter if relevant
  • Provide scenarios of the social interactions by using fictitious characters when possible
  • Even better, use fictitious characters that people can relate to as shown in this brilliant example by Matt Biddulph http://www.flickr.com/photos/mbiddulph/7407629996/in/photostream
  • Produce enough realistic dummy content for the prototype to aid understanding of a particular user journey or scenario
  • If interaction components are key, make sure they are included in the test prototype and explained clearly to participants

The conclusion

Social interactions are complex and difficult to imagine or predict. It takes time for a social media platform to generate enough content to encourage adoption. As a social media platform evolves with continuous use, new ideas and needs will arise, creating new design opportunities.

In a recent article in the Guardian about toddlers’ relationship with touchscreen technology, I was struck by some interesting aspects of children’s behaviour and attitudes.

Children aren’t afraid to experiment and they’ll interact with the technology in ways that the designers can’t predict. During user testing of a Three Blind Mice app, after chopping off the tails of the mice, children immediately tried to put the tails back on. Designers hadn’t foreseen this feature and amended the app straight away!

This demonstrates perfectly the point of usability testing.

  • As designers we necessarily have a different perspective to the designs we come up with. We try to live in the shoes of potential customers but ultimately we’ll be too close to the designs to ever know exactly how users will perceive them.
  • No design, however well-informed by user research, will be perfect. One of the joys and given facts of usability testing is that it always throws up surprises. For example, I conducted some usability testing of a site that offered health information some of which was for sale. Users consistently failed to use a main navigation ‘Shop’ link to purchase information – they noticed it but didn’t want to use it. The designers were surprised that their customers didn’t want a separate shop area on the site. Instead, they wanted to find the information first, then buy it from wherever they ended up in the site.

Adults tend to be dazzled by the novelty of hi-tech solutions, but children just take it for granted. The latest technology is no newer to young children than anything else they’ve come across. The article makes the point that we are running to stand still – our expectations change as technology becomes ever more advanced. Tablets and smart phones are essentially just hi-tech toys. We’re wowed by the potential, by the sheer eye-candy newness of them but that quickly wears off.

Once the gloss has gone, the apps and features that persist are the ones that solve a tangible problem or that provide enduring fun. As designers we are seduced by what the technology is capable of and are all too quick to produce applications just because we can. An iPhone app that takes as input a number of people round a dinner table and outputs an overlay of a pie chart shape to show where a pizza should be cut into equal slices isn’t usable because you need two hands free to cut the pizza! As a throwaway gimmick it works because we are wowed by what a smart phone with a camera can be made to do but it’s not useful in the long run.

Children are interested in blinking lights and listening to funny noises for the same reasons adults are because as humans we can’t help responding to stimuli, but children don’t make a fundamental distinction between the 2d world of touchscreen devices and the 3d world of real-world objects.

Very young toddlers are likely to be attracted to an app that features a purple hippo that repeats everything you say and laughs when tickled. But they’ll also try to grab the hippo and are disappointed when their fingers bump against the screen. Footage of young children using swiping gestures they’ve just learned from playing with an iPad on non-interactive magazines are bound to make some of us feel like dinosaurs!

But in truth, they’re still working out the difference between the 2d and 3d worlds – they might be disappointed that magazines don’t respond to touch (yet!) but they’re just trying to master the environment at large and of course that’s mainly 3d. Pop-up books have more appeal because they happen in the real world, even if to adults they seem unsophisticated.

It can be argued that a lot of digital design happens independently of the offline processes it’s meant to support. As a result, websites and mobile apps often seem to operate in a silo, and have weak or unreliable relationships with the real world. Since user experiences are increasingly multi-channel with both online and offline customer touch points, successful design can’t really be conducted in a digital vacuum.

User experiences have to be considered in a holistic way with the customer placed centre stage – users care only that their aims are satisfied, not whether the interactions are digital or non-digital. The interactions are just the means that justify the end.

Perhaps designers can get into the right holistic mindset if they take their lead from children who make little distinction between online interactions (2d) and offline interactions (3d)! After all, with technology advances in augmented reality and the internet connection of real-world objects, the online and offline worlds are set to merge ever closer anyway.

Perhaps future generations of toddlers will reach out to grab the digital laughing hippo, and this time they’ll succeed!

As a User Experience Consultancy we have had years and years of practice in researching and observing people to understand their natural behaviour and interactions with a variety of different digital interfaces.  But what is it like to be on the other end of the process, what is it like to be a participant?

Well, yesterday I got to see exactly what it is like to be a participant as I was used in a test run for some user research we were doing for a client. I was taken through the entire participant experience and I have to say I found it fascinating but my first piece of feedback is that it was very tiring. Usually doing 4 tasks on a website would be very easy and I would do them without thinking so I was surprised how tiring it was.

The next interesting thing I noted, albeit maybe not surprising, is that I instantly had an opinion. I found myself saying “I would expect this and that on each page” giving advice and ideas of what could be on the site to make my experience better. Suddenly, I seem to have become a UX consultant and web designer. I wonder if we had real participants who had a similar low level of exposure to User Experience if their feedback during the tests would be more explicit, more opinionated, and perhaps less natural?

The second thing I observed was the amount of skill and practice it must take to be a good UX consultant. It became evident that the key attributes for an observer/researcher is to be supportive, give clear instructions, and remain neutral. This skill was put to the test by having a friend or colleague as a participant but I have to say they did show a real ability to remain very objective and non-opinionated.

This whole experience made me think, maybe I should perform user testing on my work. As a Marketing Manager, maybe I should spend a bit of time testing behaviour and reaction to my marketing strategy, digital and non-digital tactics (social interactions, white papers, even on this blog?) All marketers do market research to determine the right platforms to use and determine target markets, product development and competitive advantage but what about utilising purer user experience and user testing theory on each digital marketing platform? Taking it a step further, what about using UX to ensure great customer experience across all brand and customer interaction points, on and off line?

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