Title: Designing The User Experience In The Lotus Notes Client
1Designing The User Experience In The Lotus Notes
Client
- Chris Blatnick
- interfacematters.com
2Who Am I?
- Internal/external consultant with 10 years
experience in Notes and web development - Recent presenter for Lotus Developer2006,
Lotusphere 2007 and local/regional user groups - Project contributor to OpenNTF (Application
Activity Tracking) - Author of Interface Matters blog focused on UI
topics such as interface design, usability and
the overall software user experience
3What Well Cover
- Defining Interface First design
- Exploring the elements of Interface First design
- Caring about usability
- Conducting user interviews and creating user
profiles - Creating Low-Fidelity prototypes
- Leveraging usability tests
- Thinking beyond the screen
4Why Are We Even Talking About This?
- To the users, the interface is the application
- Users dont care about the technology, just
getting their jobs done quickly and efficiently
5What Do We Mean by Interface First?
- Simply put, when developing a new
application,start with the design of the
interface, NOT the programming logic - This is a new way of looking at development, but
it is not a radical departure - Use same skills and tools that are currently
employed, but possibly get rid of some of the
non-value-added processes and enhance other
design skills - Use fewer design documents (views, forms, etc.)
- User interviews become more important
- Learn to focus on usability
6Looking From the Outside In
- Using Interface First design ideas, initial
efforts focus on determining what the user sees
and does while inthe application - The aim is to address the users work experience
- We want to answer some basic questions
- How will it look?
- How will it work?
- How can we simplify it?
7The Interface Is King
- The interface is designed before any code is
written - This is a crucial point at this stage, its
still easyto turn back - Great benefit Changes are cheaper and faster
- Often the choice of interface has a direct effect
onthe code path you take - Changes to the interface can cause a lot of
rework
8Whats the Payoff for Doing Interface First
Design?
- Design methods are low cost and changes canbe
made easily - Early emphasis on the design allows you to make
many iterations before being locked in. Dont
like something?Make a quick change or throw it
away completely. - If changes are required after code is written,
the applicationis already on the way to
increased costs
9Additional Benefits Are Seen When Finished
- User acceptance is usually higher and the users
have greater satisfaction with the application - This is especially true if they are involved in
thedesign process - For example, helping design the low-fidelity
prototypeand being involved in usability testing
10What Well Cover
- Defining Interface First design
- Exploring the elements of Interface First design
- Caring about usability
- Conducting user interviews and creating user
profiles - Creating Low-Fidelity prototypes
- Leveraging usability tests
- Thinking beyond the screen
11Key Elements of Interface First Design
- Interface design is an integrated part of
thedevelopment plan - It should be a required part of all projects
- It should be the first phase of the development
process - Interface design is ITERATIVE
- Does not stop after the first part of the process
is complete - Keep examining if the interface is living up to
its expectations. Remember the questions - How will it look?
- How will it work?
- How can we simplify it?
12Use of Standard Tools
- Low-fidelity prototypes
- Answers How will it look?
- User interviews and user profiles
- Answers How should it work?
- Usability testing
- Answers How does it work and how can we simplify
it?
13No Code Allowed!
- Code should not be written during the initial
phase of Interface First design - Stay technology agnostic
- Although customers may come to the table
expecting touse Notes, it may not be the right
fit - Dont become constrained by the software. Design
the interface and then worry about how to build
it.
14What Well Cover
- Defining Interface First design
- Exploring the elements of Interface First design
- Caring about usability
- Conducting user interviews and creating user
profiles - Creating Low-Fidelity prototypes
- Leveraging usability tests
- Thinking beyond the screen
15Usability Its All About the User
- What is usability?
- Usability is about trying to make a product
transparent to whoever is using it. The goal of
usability is not to get people to like the
program it is to make it so they do not
noticethe software at all. - "Good design is transparent.
- It's so good you can't see it." Justin Fox
16In Other Words
- Its all about ease of use
- Good usability productive, happy users
- Poor usability unproductive, grumpy users
- In Interface First design, usability is one of
thedriving forces - Continue to test usability through each iteration
of the design - Make features fight for their lives
- If they dont have a purpose or they hinder
usability,get rid of them
17Whats Included
- Usability addresses several factors
- Interface
- Functionality
- Copywriting
- Learnability
- User satisfaction
- Errors
18You Be the Designer
- How can the train notification system be improved?
19Elements of Good Usability
- An application with good usability will usually
have - A clean, uncluttered interface
- Readability as a priority
- Clear definition of the purpose of each element
- Logical flow of information across the page
- Absence of unnecessary features
20Aesthetics Matter
- An application has to be functional, but it must
look good while doing so - Research shows that perceived usability is
increased witha pleasing design - A good design does not mean fancy graphics
orcomplex layout - Simple and clean applications are highly prized
- Avoid non-standard UI elements
- Example Using checkboxes but only allowing
asingle value
21The Overall Goal
- The best interface is the one that the user does
not notice. That is get the interface out of
the way. - If the user does not have to consciously think
about how the program works, the designer has
achievedtheir goal!
22What Users Hate
- There are many things users hate to do whenusing
software - Good usability avoids this when possible
- Dont make users
- Repeat information
- Learn obscure codes, routines, etc.
- Wait
- Search for functionality they need
- Read a manual
-
23So Why Care About Usability?
- In the end, a focus on usability is important
because it has a direct impact on the customers
satisfaction - Usability is also important to the developer
since it - Helps reduce cost of rework
- Can minimize customer complaints
- Simplifies end-user support
- Enhances the image of the firm or company
24What Well Cover
- Defining Interface First design
- Exploring the elements of Interface First design
- Caring about usability
- Conducting user interviews and creating user
profiles - Creating Low-Fidelity prototypes
- Leveraging usability tests
- Thinking beyond the screen
25Beyond Requirements
- Users often come to the development staff with a
preconceived notion of what they want - Often they leave out a lot of important
information - Many times, they are not sure what they REALLY
want - Requirements only tell part of the story
- To be thorough, it is important to uncover all
the necessary details to design the application - This is done with User Interviews
26The User Interview
- The purpose of the User Interview is to gain
additional information about the users work - Gaining this knowledge allows the developer to
frame the context of the application - Look for
- Additional detail about the requirements
- Background information about the job, department
politics, past project failures and successes
27Ideally, the User Interview Consists of
- Direct face to face conversation about the
application and the users job function - Observation of the users behavior i.e., how
theydo the job today
28Nondirected Interviews
- To be most effective, ask questions that remove
bias, opinions, and expectations - Open-ended questions are best
- Avoid Yes/No questions
- Good Questions
- What do you likeabout this?
- How would you ?
- Bad Questions
- Is this a good idea?
- Do you likethis feature?
- Dont you think ?
29Choosing the Right Users
- For user interviews to be successful and most
productive, make sure that the best
candidatesare chosen - Good mix of subject matter experts
- Users that represent the end-to-end process
- Let them know what is expected ahead of time
- On large projects, ensure that users will have
the time tomake themselves available - Dont go for marathon sessions two hours or
lessworks best
30The Role of User Profiles
- User Profiles are typically used in larger
applications where there are so many users that
interviews wouldbe impossible - In these cases, create fictional models that
represent some typical users, based on
interviews with some of the intended real world
users
31User Profiles Help Shape Your Design
- To use them effectively, user profiles should not
just be a list of duties or requirements - Treat the profiles as real people
- Develop goals, personality traits, needs and
wants, tools, etc. - Just as done in actual user interviews, construct
a picture of how the user works in a typical day - What do they do?
- What do they need to accomplish?
32How Do User Interviews and Profiles Help?
- Use the information that has been compiled to
drivethe design - Answer the questions that were asked
- Align the design with the targeted goals
- Frequently review the user interviews or profiles
as work moves through the design process to
ensurethat the team is on the right path
33A Sample User Profile
34What Well Cover
- Defining Interface First design
- Exploring the elements of Interface First design
- Caring about usability
- Conducting user interviews and creating user
profiles - Creating Low-Fidelity prototypes
- Leveraging usability tests
- Thinking beyond the screen
35About Prototyping
- Prototyping is a crucial part of a good design
process - Prototypes should be used as early as possible in
thedesign phase - Prototypes are much cheaper and easier to change
than code - Prototypes provide a solid foundation for
discussion between developers and users - Fortunately, due to its RAD nature, prototyping
is well known by most Notes developers - Whats not so well known is the power
ofLow-Fidelity Prototypes
36Low-Fidelity Whats That?
- Fidelity refers to the level of detail in the
design - Low-fidelity Hand-drawn screens
- High-fidelity Lots of detail
- Professionally rendered drawings
- Screenshots
37Simple Tools Are Used
- The low-fidelity method uses simple tools to
buildthe prototype - Paper
- Pencils
- Crayons
- Scissors
38Features of a Low-Fidelity Prototype
- Good low-fidelity prototypes
- Are quick and dirty
- Are easily changed
- Can be thrown away without worry
- Are combined with usability testing
- Are created at the very beginning of the project
- Go through several iterations
39Purpose of the Low-Fidelity Prototype
- The main purpose of the low-fidelity prototype is
to map out the key aspects of the user interface
and application functionality early in the
process - With this method, prototyping can be done
cheaplyand easily in a very short time frame - This usually results in big cost savings
40Low-Fidelity Prototyping Benefits
- There are some key benefits that low-fidelity
prototyping gives the developer - Because it doesnt look professional, users are
much more likely to speak freely about the design - Users can become actively involved in the design
processby picking up the crayons or pencils
investment leads to better acceptance
41More Benefits
- Specifically from the developers perspective,
the changes required dont hurt as much, since
the developer is not emotionally invested in the
design
42Low-Fidelity Examples
43Low-Fidelity Examples (cont.)
44Low-Fidelity Examples (cont.)
45Low-Fidelity Examples (cont.)
46The First Step
- Begin by creating the frame of your UI togive
it context - Its OK to cheat here by capturing a screenshot
of the Notes client window, Web browser, etc. - This sets up the environment the user will be
working in and provides them with a familiar
starting point (menus, window commands, etc.)
47Building the Interface
- Next, simply draw out the features of the
interface - Screen layout
- Buttons
- Dialogs, etc.
- Use a new sheet of paper for each screen
- For example, in a Notes application, there might
be pages for - Home page
- Forms
- Views
- Embedded Editors
48Additional Bonus
- At the end of the project, the low-fidelity
prototype serves both as a history of the design
changes and as a good documentation resource
49What Well Cover
- Defining Interface First design
- Exploring the elements of Interface First design
- Caring about usability
- Conducting user interviews and creating user
profiles - Creating Low-Fidelity prototypes
- Leveraging usability tests
- Thinking beyond the screen
50Bringing It All Together
- Usability testing is the component of Interface
First design that joins together all of the
design workdone to this point
51Usability Testing Defined
- Usability testing is a technique for ensuring
that the users of a system can carry out the
intended tasks efficiently, effectively, and
satisfactorily - Note that this is not the same as testing that
the system actually returns the correct results - Functional testing and QA should still take place
52Usability Testing Is About Testing Your Design
- The purpose of the usability test is to test the
application, NOT the user - Never make the user feel like they made a
mistake. If they dont do what was planned, the
design MAY be wrong! - The test should uncover whether or not thedesign
works - In particular, look for
- Ease of use
- Functionality
- Uncovering unknowns or items not thought of
before
53Poking a Little Fun
54Participants in a Usability Test
- User
- In testing, users should be given specific tasks
to accomplish (e.g., complete an employee
profile) - Facilitator/Host
- The Facilitator runs the test session, explaining
the test tothe user, collecting notes, etc. - Usually, the Facilitator is the only person
besides the user who will speak during a testing
session
55Additional Participants
- Computer
- One person takes on the role of the computer,
explaining to the user what is happening when
they perform a certain action - They also change the screens when necessary
- Observer(s)
- The observation group may be made up of several
team members, including process owners,
developers, etc. Observers do not interact with
users they are there onlyto record the actions
of the user.
56But Theres Only One of Me
- Taking on multiple roles is OK
- Sometimes it is necessary to play all the roles
in the usability test. Just remember some
simple
rules - When acting as the computer, dont talk or guide
the user - Take notes after the user has completed an action
- Break sessions into small chunks a tired user
wont give you optimal results
57Using the Testing Results
- The results of the usability test should be used
to - Fix obvious flaws in the design
- If a significant percentage of users could not
accomplisha specific task or were confused by an
aspect of the functionality, it should be
redesigned. (Thus, a good reason that initial
testing should be done with a low-fidelity
prototype.) -
58Additional Considerations
- Test results can also be used to
- Add or modify behavior to meet user expectations
- For example, if users kept clicking certain text
thinking it was a link, it might be worthwhile
actually turning that text into a link - Learn what works and what doesnt work for
future designs - If desired, create a knowledge base containing
materials used in the testing process and results
obtained - This can be a great resource for future developers
59What Well Cover
- Defining Interface First design
- Exploring the elements of Interface First design
- Caring about usability
- Conducting user interviews and creating user
profiles - Creating Low-Fidelity prototypes
- Leveraging usability tests
- Thinking beyond the screen
60The User Experience
- Usability and UI design are all part of a greater
package that encompasses every aspect of the
users interaction with your software - This all encompassing nature of design
consideration is known as the user experience - BUTgood user experience design goes beyond just
the software itself
61Theres Only One Chance To Make A First
Impression
- The initial engagement with a customer often sets
the stage for the entire project - Make sure to
- Clearly map out the work plan
- Inform customer of unique design ideas they may
not have seen before, such as low-fi prototyping
and usability testing - Project an enthusiastic, up-beat attitude
- Truly LISTEN to what the customer has to say
- Avoid the temptation to start solving their
problems - Use this time to really focus on the people
involved
62Have Fun And Delight The Customer
- Dont underestimate the power of fun
- Just because it is a business environment doesnt
mean that humor and fun cant be injected into
the project - Look for opportunities to play
- Use funny test names or names that have a lot of
meaning to the customer (favorite singer, actor,
etc.) - Build an Easter Egg into your app
63Question The Whole Process
- Consider the users perception of working with
the designer and with the application - How are problems reported?
- How are answers communicated?
- How do users make suggestions for improvement?
- Is online help readily available?
- How do users get support?
64Some Good Answers
- Develop a sense of community around the
application - Build a mechanism for users to interact,
especially if the user base is geographically
disperse - Discussion area?
- Process owner blog?
- Design a feedback process directly into the
application - Provide on-line help that users can update
themselves - Use a wiki to let users build a self-sustaining,
more relevant help system
65Consider Fast Release Cycles
- Many Web 2.0 apps introduce new features almost
daily - Sometimes new features work and sometimes they
dont - Dont be afraid to introduce a feature and then
remove it if it doesnt live up to expectations - Users prefer small, incremental changes to big,
sweeping modifications - Endeavour to make responding to bug reports a
critical task - Perception of responsiveness is key to engaging
the users
66Some Ideas To Get You Started
67Rethinking Your UI
- Some great ideas to think about when building
your UI - Use layers
- Do you really need views?
- Hide complexityuse the 80-20 rule
- Embrace the concepts of dashboards
68Resources
- Steve Krug, Dont Make Me Think A Common Sense
Approach to Web Usability (New Riders Press,
2005). - Excellent book about using a common sense
approach inWeb design (applicable to Notes too) - Carolyn Snyder, Paper Prototyping The Fast and
Easy Way to Design and Refine User Interfaces
(Morgan Kaufmann, 2003). - Companion Web site can be found at
www.paperprototyping.com - Great selection of downloadable materials to use
- www.useit.com
- Website of Jakob Nielsen, one of the foremost
authoritieson usability and user interface design
69Resources (cont.)
- www-03.ibm.com/developerworks/blogs/page/marybeth
- Mary Beth Ravens blog (lead product designer for
Hannover) - interfacematters.com
- My blog, where I discuss UI issues with a focus
onNotes and Domino
70How To Contact Me
Chris Blatnick http//interfacematters.com chris_at_i
nterfacematters.com