Title: Making the Business Case for Usability
1Making the Business Casefor Usability
2Fundamental UCD activities you want someone to
pay for
- An early focus on users and tasks
- Empirical measurement of product usability (ease
of learning, ease of use) - Iterative design
3Usability goalsthe golden ring
- Usefulness (enables user to achieve her goals)
- Effectiveness, or ease of use (can sometimes be
defined quantitatively) - Learnability
- Likeability
4Common Objections
- We already know what our users want.
- Were changing the process (or this is a new
process), so the old process is irrelevant. - Were just changing one part -- study that.
- All users are different. We cant design it to
please just a few users.
5Standard business case
- Description of project
- Market analysis
- Costs and benefits of business as usual vs.
business as proposed - Personnel and equipment costs
- Project timetable
- Analysis of project dependencies
- Risk analysis (reasons and probability that costs
could be higher, benefits lower than projected)
6Measuring ROI increased benefits
- More sales
- Higher productivity
- More successful proposals
- More awards
- More tasks completed
- More people take medicine as prescribed
- Higher customer satisfaction ratings
7Measuring ROIreduced costs
- Fewer support calls
- Fewer complaints (perhaps even less litigation)
- Reduced need for training
- Reduced maintenance/repair costs
- Less downtime for workers
- Less effort (time, lines of code, rework)
- Fewer errors, accidents
8Product owner vs. user costs
- Costs to site/product owner
- increased support costs
- reduced sales
- expensive redesign
- Costs to customer/user
- reduced employee productivity
- increased employee frustration
- more frequent mistakes
9Cost of support
- Hypothetical case
- Software application costs 150
- Support call costs 9 a minute (very reasonable
assumption) - So a single support call could mean you lose
money on that sale
10Effect of usability on sales
- Humans like to feel competent. They dont like to
feel incompetent. - High error rates make users uncomfortable, and
can lead to avoidance of the application. - Usable products get recommended to other users.
11Employee turnover
- Employee turnover is expensive. Estimates are
that the cost of turnover is 1.5 times the
employees annual salary. - Improving employee job satisfaction and reducing
turnover can dramatically increase profits. - Tech support employees
- Customers and other users
12Shortening development cycles
- User research can help you identify which
features matter most to users - You identify key tasks more reliably and earlier
in the development process. - Adding features and fixing errors costs ¼ as much
in the early stages of development as it costs in
later stages. Post-release changes cost even more.
13Research
- Schlesinger and Heskett, 1991.
- Total cost of employee turnover is 1.5 times
annual salary. - Mantei and Teory, 1988.
- Early changes cost ¼ as much as late changes.
- Wixon and Jones, 1992.
- 40 of development effort is user interface.
- Pressman, 1992. Martin and McClure, 1983.
- 80 of software lifecycle costs are post-release
maintenance. 20 of these costs are to fix bugs
or reliability problems, 80 are to support unmet
or unforeseen user requirements.
14User research techniques
- User interviews
- User questionnaires
- Usage statistics
- Contextual interviews
- Task walk-throughs task scenarios and personas
- Card sorting
- Image elicitation or image collaging
- Qualitative and quantitative usability testing
15Calculating costs for user research and usability
testing
- Equipment and materials
- Travel expenses
- Participant compensation
- Employee work hours
- Cost of employee work hours must be the loaded
cost hourly rate of worker plus benefits plus
office space plus equipment plus support
personnel costs
16Your costs for contextual interviews
- Planning interviews
- Recruiting participants
- Conducting contextual interviews
- Your time, travel
- Participants time
- Analyzing results
- Preparing report
17Usability testing costs
- Writing scripts and screeners
- Recruiting users
- Conducting pilot test
- Conducting tests
- Your time, travel
- Participants time
- Video equipment and materials
- Analyzing results
- Preparing report
- Preparing video highlights
18Survey costs
- Developing survey
- Conducting pilot test
- Conducting survey
- Paper, mailing
- Web, hosting, database
- Analyzing results
- Reporting results
19Prototype costs
- Designing prototype
- Building prototype
- Testing prototype (see usability testing)
- Revising prototype
- Re-testing prototype
- Creating style guide
20Limitations of usability testing
- Testing situations are always artificial, and
thus will influence the results - Test participants are usually not perfectly
representative users - The test design can never fully duplicate natural
user behavior
21Common questions
- How much more usable will it be?
- How much more usable does it need to be?
- How do we measure the usability?
- How much will it cost to make it more usable?
- How much more money will I make (or save) if we
spend money on usability?
22Calculating BenefitsReduced Processing Time
- Data Entry
- 250 users
- 60 screens per day
- 230 work days per yr
- 1 second reduction per screen
- 25 loaded hourly wage
- Benefit per year
- 250
- x 60
- x 230
- x 1/36000
- x 25
- ______
- 23,958 per year
23Calculating BenefitsReduced training
- Data entry training (one week reduced by four
hours 10) - 250 users
- 4 hours less
- 25
- One-time benefit
- 250
- x 4
- x 25
- _______
- 25,000
24Calculating BenefitsDecreased Errors
- Data Entryone fewer error per week
- 250 users
- 0.2 errors eliminated per user per day
- 2 minutes recovery time per error
- 230 work days per yr
- 25 loaded hourly wage
- Benefit per year
- 250
- x 0.2
- x 230
- x 0.833 per error
- ______
- 9,580 per year
25Calculating BenefitsFewer late design changes
- Changes made early cost ¼ as much as late changes
- 20 early changes
- 8 hrs per change
- 45 loaded hourly rate
- Early changes
- 20x8x457200
- One-time benefit
- Late changes
- 4x720028,800
- 28,800
- -7200
- 21,600
26Total savings
- For first year
- 23,958 (reduced processing time)
- 25,000 (reduced training)
- 9,580 (reduced errors)
- 21,600 (fewer late design changes)
- Total 80,138
- For subsequent years
- 23,958 (reduced processing time
- 9,580 (reduced errors)
- Total 33,538
27Conservative Estimates
- Make very conservative estimates because they are
hard to challenge - Measure before and after benchmarks to show that
benefits were much greater than estimated - Next proposal will be welcomed with open arms
28Cultural barriers
- Management
- One department pays costs of user research while
another department reaps benefits - Development team
- Want to do work that is fun
- Want to do work that is easy
- Want to re-use old code
- Want to code in modules
- Want to make the system run more smoothly and
efficiently - Think they are just like users, but arent
- Customers/buyers are not users
29Triggers for change
- A high-level advocate
- A big, expensive usability pratfall
- Market pressures
- Education
- Internal, small-scale, proven ROI
30Further resources
- Marianne Rudisill, Clayton Lewis, Peter B.
Polson, Timothy D. McKay, eds. Human-Computer
Interface Design Success Stories, Emerging
Methods, and Real-World Context. San Francisco
Morgan Kaufman, 1996. - Randolph G. Bias, Deborah Mayhew, eds.
Cost-Justifying Usability. New York Harcourt
Brace, 1994. - Janice Redish, Judith Ramey. Special section
Measuring the value added by professional
technical communicators. Technical Communication
42.1 (Feb 1995) 23-83.
31Conclusion
- User research and usability testing do cost
money. - Choose what types of research to do, and when to
do it, based on what will give you the best
return on your investment.