NEW BOOK! We Need to Talk: A Survival Guide for Tough Conversations

Sample Chapter: Surveys That Work

This is a sample chapter from Caroline Jarrett‘s book Surveys That Work: A Practical Guide for Designing and Running Better Surveys. 2021, Rosenfeld Media.

Chapter 1: Goals: Establish Your Goals for the Survey

In this chapter, you’re going to think about the reason why you’re doing the survey (Figure 1.1).

Figure 1.1
It’s easier to hit a target if you know which one you’re aiming for.

By the end of the chapter, you’ll have turned the list of possible questions into a smaller set of questions that you need answers to.

Write down all your questions

I’m going to talk about two sorts of questions for a moment:

  • Research questions
  • Questions that you put into the questionnaire

Research questions are the topics that you want to find out about. At this stage, they may be very precise (“What is the resident
population of the U.S. on 1st April in the years of the U.S. Decennial Census?”) or very vague (“What can we find out about people who purchase yogurt?”).

Questions that go into the questionnaire are different; they are the ones that you’ll write when you get to Chapter 3, “Questions.”

Now that I’ve said that—don’t worry about it. At this point, you ought to have neatly defined research questions, but my experience is that I usually have a mush of draft questions, topic titles, and ideas (good and bad).

Write down all the questions. Variety is good. Duplicates are OK.

Give your subconscious a chance

If you’re working on your own, or you have the primary responsibility for the survey in a team, then try to take a decent break between two sessions of writing down questions. A night’s sleep gives your subconscious a chance to work out what you really want to find out. If that isn’t practical, then maybe try a walk in the fresh air, a break to chat with a friend, or anything else that might provide a pause.

Get plenty of suggestions for questions

If you’re working with a team or you’re in an organization, then often when word gets out that there’s a survey ahead, colleagues will pile in with all sorts of suggestions for their questions. This can feel a little overwhelming at first, but it’s best to encourage everyone to contribute their potential questions as early as possible so that you can carefully evaluate all of them, focus on some goals for this specific survey, and have a good selection of other questions available for follow-up surveys and other research.

If I’m too restrictive at the very beginning, I find that everyone tries to sneak just one little extra essential question into the questionnaire a day—or even an hour—before the fieldwork starts. By then, it is too late to test the little extra questions properly, and they could sink my whole survey.

But while you’re still establishing the goals for the survey? Great! Collect as many questions as possible. Encourage everyone to join in—colleagues, stakeholders, managers, whoever you think might be interested. If you’re running a workshop, give the introverts some space by having a bit of silent writing where everyone captures their individual question ideas by writing them down.

Create a nice big spreadsheet of all the suggestions, a pile of sticky notes, or whatever idea-gathering tool works for you.

Ideally, make it clear that there’s a cutoff: suggestions before a particular date will get considered for this survey; miss the date, and they’ll be deferred until the next opportunity. This helps to encourage the idea of many Light Touch Surveys.

Challenge your question ideas

When you’ve gathered or created question ideas, it’s time to confront them with these four detailed challenges in Figure 1.2:

  • What do you want to know?
  • Why do you want to know?
  • What decision will you make based on the answers?
  • What number do you need to make the decision?

Figure 1.2
What decisions will you make based on the answers?

Ask: What do you want to know?

Surprisingly, I find that the question suggestions that I create or collect from colleagues often do not relate to what we want to know. Many times, I’ve challenged a question by saying, “OK, so you’re thinking about <xxx question>. What do you want to know?” and it turns out that there’s a gap between the question and the reason for asking it.

Probably the most common example is the question: “Are you satisfied?” The question is OK but very general.

Ask: Why do you want to know?

I’m usually working with someone else when I’m doing a survey. To help narrow down from ”every possible suggestion” to a sensible set of goals for the survey, I ask “Why do you want to know the answers to these questions?” and we then go on to challenge ourselves with the three questions in Figure 1.2.

If I’m on my own, then I find it helps to add “this time” or “right now”—to help me focus on the practical matter of getting my ideas down to something manageable. Come to think about it, that’s not a bad idea for a team, too—it helps all of them realize that they don’t have to ask everyone everything all at once.

Ask: What decision will you make based on the answers?

If you’re not going to make any decision, why are you doing the survey?

Look very hard at each of the suggested questions and think about whether or not the answers to them will help you make a decision.

Don’t worry at this stage about the wording of the questions or whether people will want to answer them. You’ll work on those topics in upcoming chapters.

But if the answers to a question won’t help you make a decision, set that question aside. Be bold! The question might be fascinating. You might be looking forward to reading the answers. But you’re trying to focus really hard on making the smallest possible useful survey. You don’t need to waste the question—it can go into the possible suggestions for next time.

At this point, you’ll have some candidate questions where you know what decisions you’ll make based on the answers.

Ask: What number do you need to make the decision?

In the opening chapter, “Definitions,” I emphasized that a survey is a quantitative method and the result is a number. Sometimes you’ll realize at this point that although you have candidate questions, you do not need numeric answers to them in order to make the decisions. That’s fine, but it also means that a survey is probably not the right method for you. Your work so far will not be wasted because you can use it to prepare for a more appropriate method.

Choose the Most Crucial Question (MCQ)

If you were only allowed answers to one of your candidate questions, which would it be?

That’s your Most Crucial Question (MCQ).

    • The

Most Crucial Question

    is the one that makes a difference. It’s the one that will provide essential data for decision-making.

You’ll be able to state your question in these terms:

    • We need to ask _______.

 

    So that we can decide _______.

At this stage, don’t worry if it’s a Research Question (in your language, maybe even full of jargon) or the question that will go into the questionnaire (using words that are familiar to the people who will answer).

Test your goals: Attack your Most Crucial Question

Try attacking every word in your Most Crucial Question to find out what you really mean by it. Really hammer it.

Here’s an example: “Do you like our magazine?”

  • Who is “you”? Purchaser, subscriber, reader, recommender, vendor, or someone else?
  • What does “like” mean? Admire? Recommend? Plan to purchase? Actually purchase? Obsessively collect every edition? Give subscriptions as gifts?
  • What do you mean by “our”? Us as a brand? A department? A team? As a supplier to someone else?
  • What do you mean by “magazine”? Every aspect of it? The paper edition? The online one? The Facebook page? The article they read most recently? Some parts, but not others? Does it matter if they’ve read it or not?

I found a great attack on a question by Annie Pettit, survey methodologist. She starts with the question:

    “When was the last time you bought milk?”

Here’s how Annie attacks “bought” and “milk”:

    • Wait, do you care if the milk was purchased? Or could it be that we have an arrangement whereby we don’t actually pay for milk? Perhaps people who live on a farm with dairy cows, or people who own a convenience store?

Do you mean only cow milk? What about milk from goats, sheep, buffalo, camel, reindeer? Or what about milk-substitutes from nuts or plants like soy, almond, rice, and coconut that are labeled as milk? Were you really trying to figure out if we put a liquid on cereal? (Pettit, 2016)

(And she added a whole lot more about topics, like whether or not chocolate milk counts.)

Decide on your defined group of people

When you’ve really attacked your MCQ, look back and think about your “defined group of people”—the ones who you want to answer. Add them to your statement like this: We need to ask (people who you want to answer). The question (MCQ goes here). So that we can decide (decision goes here).

If your defined group of people is still vague—“everyone” or something equally woolly—then try attacking again. A strong definition of the group you want to answer at this point will help tremendously when you get to the next chapter, “Sample.”

But before you proceed to Chapter 2, let’s pause for a moment and think about your plans.

Check that a survey is the right thing to do

Is your research question something that you must explore by asking people, or would it be better to observe them?

Do you want to know “why?”—qualitative—or “how many?”—quantitative?

Let’s look at this definition again:

    • >A

survey

    is a process of asking questions that are answered by a sample of a defined group of people to get numbers that you can use to make decisions.

I’m going to contrast that with this definition:

    • An

interview

    is a conversation where an interviewer asks questions that are answered by one person to get answers that help to understand that person’s point of view, opinions, and motivations.

Both of them rely on asking: the interview is about “why”— qualitative—and the survey is about “how many”—quantitative, as in Figure 1.3.

Figure 1.3
Contrasting interviews as qualitative and surveys as quantitative.

Must your MCQ be answered by people?

One of my favorite questions was on a printer manufacturer’s survey:

    “How many pages do you print in a month?”

I had no idea. I knew the answer was more than one and less than a full box of paper because I hadn’t bought a box of paper that month—but I didn’t feel sufficiently motivated to work out how many pages are in a full box. I guessed, wildly. Very poor data.

The real irony, though, was that my printer was connected to their customer feedback program and was giving them the exact figure all the time: their analytics should have told them.

Here’s another example that arrived in my inbox recently:

    We need to ask visitors to our website whether pop-ups make them feel less like buying from us so that we can decide whether to remove pop-ups.

I’m sure that client must have some good business reasons for using pop-ups that make them hesitate about removing them, but asking people whether they “feel like buying” is a notoriously unreliable thing to do. They may feel like buying, but not actually buy, or feel unlike buying, but buy anyway. (We’ll return to this topic in Chapter 3 when we look at the “Curve of Prediction.”)

There’s a much better quantitative method for questions like this: A/B testing, where you publish two versions and use analytics to decide which one contributes better to the desired outcome. A/B tests and the many other different types of analytics silently observe what people do without bothering them with questions. These are contrasted with surveys in Figure 1.4.

Figure 1.4
Analytics and A/B tests are ways of observing how many people do something without asking them.

Do you want to find out “why”?

You may have spotted that we’re sneaking up on the four-way matrix in Figure 1.5. The quadrant we haven’t yet looked at is the top-left corner: observing to find out “why.”

It’s not always obvious why people are doing something. For example, if people tell you they can’t find things on your website, then search log analytics will tell you what they are searching for—but not why they are searching. Did they try searching straight away? Did they try a few clicks without success? Did they see your term for what they’re searching for but not recognize it because they had something different in mind?

Here’s another MCQ that I see quite often:

    We need to ask visitors to our website the question: “What do you dislike about our site?” so that we can decide what to improve.

Figure 1.5
A matrix for choosing the right method.

Leaving aside the problem that “What do you dislike” doesn’t have a numeric answer, you’ve got the more fundamental problem that there isn’t a direct connection between “What do you dislike” and “What should we improve?” You need to know why people dislike something in order to get ideas about how to change it.

You might turn to interviews, but it’s unreasonable to expect most people to retain all the little details that made something easy or difficult. Observing them as they use the thing is much easier for them—and much richer data for you.

In a usability test, you can observe a participant who is tackling some tasks—often in a research facility. Or you can go out to observe people in their natural setting, a field study.

Consider “why” alongside “how many”

A four-way matrix always makes it look as if the ideas are separate, doesn’t it? Of course, in reality, the techniques complement each other.

  • The route in Figure 1.6 is one that I took around the matrix for a client recently.
  • Analytics showed that sales of one product had dropped.
  • Usability tests revealed that people thought the website was no longer maintained, so the product must also be out-of-date.
  • Interviews at the same time revealed that people often left a long gap between deciding to buy the product and actually using it.
  • A survey told us that the out-of-date problem was affecting more people than the wait-to-use problem.

Figure 1.6
One of many possible routes around the matrix.

I would love to encourage you to try some triangulation.

Triangulation

    is when you use a mixture of research methods and compare the results to improve your overall insights.

A draft presentation can help you decide between “why” and “how many”

A couple of years ago, I was chatting about surveys with user experience consultant Natalie Webb. Her tip was:

    “Create a draft of your presentation, based on the results you expect to get from your survey.”

It seemed a strange idea to me at first, but the more I’ve tried it, the more I like it as a way of testing whether I’ve really thought enough about what I want to ask and whether the number that I will get as a result of my survey really will help me to make a decision—the “so what” of surveys in Figure 1.7.

Figure 1.7
A draft presentation helps you to think about the “so what?” of your survey.

I worried that by drafting the presentation first, I’d be somehow constraining the direction of the research—preventing my team from thinking freely about what they were doing, closing down what they might learn.

Gradually, I realized that this is part of the power of surveys. Because you’re finding out “how many” of something, you need to understand the “why” before you start. If you don’t yet know enough about “why,” then you should be choosing to start with observation and interviews.

Think about what sort of number you need

Thinking about the “so what” and the number that you’ll need for the decision you’ll make also helps with another point to consider now: what sort of number do you need as your result? It may seem early, but statisticians will tell you that you must work out your statistical strategy before you collect the data, not afterward.

Do you need to know the actual number of people who answer a question in a particular way? For example, when I helped with a survey about planning an office move, I wanted to know how many people said that when the office moved to the new location, their commute would become excessively long.

Is it the proportion who answer one way rather than another? For example, I wanted to compare the proportion of people who claimed they would leave if the office moved to a new location to the proportion who said they would be likely to accept the change.

Are you looking for a mean (the arithmetical average)? For example, I might have considered whether increasing the mean commute by more than an hour would kill the idea.

Are you looking for a median (the value right in the middle when you place them all in order from largest to smallest)? Means can get easily distorted by one or two outlandishly large values. If one person’s commute suddenly became nearly impossible—10 hours or more—that would greatly increase the mean, but the median wouldn’t be affected very much.

And for design, I’m often looking at ranges and modes. The range is the difference between the largest and the smallest values, so with a 10-hour commute and another commute that’s zero because the person lived in an apartment above the possible new location, my range would be 10 hours. The mode is the most frequent value, and something that I find I have to consider very carefully for many design challenges—both to design for the people who answered with the most frequent value and to make sure that I’m not accidentally excluding people who don’t fit “the norm” for any reason.

Or something else? You may be doing a comparative survey so you’ll be considering what you want to compare from this survey to the next, or a modeling survey where you’ll do all sorts of advanced statistical manipulations, or something quite different.

Whatever you’re planning to do with the answers to your survey, some careful thought at this stage about those statistics will be well worth the time you put into it—and may send you back to have another review of your Most Crucial Question and how you plan to use it.

Determine the time you have and the help you need

So, you have a Most Crucial Question, you know the decision you’ll make, and you’ve thought a bit about the type of number you need to make that decision. It’s a good moment to think about timing and who needs to be involved.

First, think about the time available:

  • When do you need to have a result, and how much time can you put into it?
  • If you’re lucky enough to have team members to work with, how much time can they spare?
  • When will you deliver the report from the survey?

Next, think about the tools:

  • Do you or your organization already have a survey tool?
  • Do you know how to use it?
  • Will you need to buy or subscribe to one?

Finally, and perhaps most importantly, who else is involved?

  • Who needs to be involved in the survey but isn’t part of your team, such as the privacy or legal people?
  • Who will get the results from the survey?
  • Who is involved in making the decisions based on the results?

Interview first, survey later

A common mistake is to think that you’ll do a survey first and then do follow-up interviews with some of the people who answer.

The rule is: interview first, survey later. Two especially useful types of interviews are:

  • Interviews to find out what your defined group of people think about the topic of your survey (covered in Chapter 2)
  • Cognitive interviews—a special type of interview just for survey questions—to help you discover whether the questions are working (Chapter 3)

And, in fact, to get the best results from your survey, you’ll complement these interviews with two other techniques from the matrix, aa noted in Figure 1.8:

  • Usability tests of the questionnaire (Chapter 4, “Questionnaire”)
  • A pilot test between the usability test and the survey itself (Chapter 5, “Fieldwork”)

Figure 1.8
We’ll use techniques from other parts of the matrix on our way to the survey.

If you want a couple of ideas for how to fit all those activities into the time you have available, then skip ahead to Chapter 8, “The Least You Can DoTM.” A recent survey where I worked hard to get a single Most Crucial Question took me four days—spread out over a month, admittedly, but only because I had a week’s vacation in the middle.

What could possibly go wrong with the goals?

For many years, I was quite a purist about surveys. If you’d asked me “What can go wrong when choosing a goal for your survey?” I’d have answered, “Insisting on doing a survey when it’s the wrong method for the research problem.”

These days, I’ve mellowed. I know that sometimes colleagues or clients will carry on with a survey for all sorts of reasons, good and bad, when it’s not the ideal thing to do. If that’s happening to you, don’t worry. Keep making good choices, aim for a Light Touch Survey, and iterate as much as possible. No matter what the outcome is, you’ll definitely learn a lot about how to do a better survey next time.

Strictly between you and me, I’ve also become more relaxed about some of the other aims of this chapter. Couldn’t get down to exactly one Most Crucial Question? If you still have dozens of MCQs: definitely not. But five or six candidates for MCQ? Not so bad—you can whittle them down when you start working on them in Chapter 3. Not entirely clear about the decision you’ll make? Have a go, and revisit it when you’ve done some more steps. You can iterate, after all.

But I wouldn’t often admit that to the team or the client because I know that when we can agree on one Most Crucial Question with a clear decision to be made, the rest of the survey process is going to be much easier and quicker. So I try pretty hard to persuade them to get there.

To be valid, the goals and questions must match

This brings me to the first of the challenges that you’ll meet through the steps of the survey process. In this chapter, you’ve been looking at the first tentacle of the Survey Octopus: “The reason you’re doing
it,” as shown in Figure 1.9.

Figure 1.9
Lack of validity.

There’s always an error between each tentacle and the next one. In this case, it’s “lack of validity.”

Lack of validity

    happens when the questions you ask do not match the reason why you are doing the survey and what you want to ask about.

Or in other words:

    A survey is valid when the questions you ask are a good match to the reason why you are doing the survey and what you want to ask about.

So work really hard on the reason why you are doing it, the decision that you’ll make, and that Most Crucial Question.

At this point, you will know

To have an easier ride with the next steps in the survey process, it helps a lot of at this point if you know:

  • The resources you have for the survey
  • Who you want to answer your question—your defined group of people
  • The decision you’ll make based on the results
  • The Most Crucial Question to help you make the decision
  • Whether the Most Crucial Question needs to be answered by people or not
  • Whether a survey is the right thing to do

Back to Surveys That Work

Frequently Asked Questions

These common questions and their short answers are taken from Tomer Sharon’s book Validating Product Ideas: Through Lean User Research . You can find longer answers to each in your copy of the book, either printed or digital version.

  1. What is lean user research?
    Lean user research is a discipline that provides insights into users, their perspectives, and their abilities to use products and then gives this information to the right people at the right time so that the research is invaluable for developing products. Lean user research focuses on answering three big questions about people: What do people need? (See Chapter 1.) What do people want? (See Chapter 5.) Can people use the thing? (See Chapter 6.)
  2. How is lean user research different than “regular” user research?
    Lean user research is mostly conducted by non-researchers who have burning questions about their audience (or potential audience). They want to answer these questions quickly, effectively, and on their own without hiring a professional. Lean user research is not perfect and can be at times quick and dirty, meaning some corners are cut. For example, since non-researchers might not have very good control of their body language, lean user research calls for more indirect approaches to learning. It values remote techniques over in-person ones (see Chapters 7 and 8).
  3. Does this book include everything I need to know about user research?
    No! This is a book for product developers and managers who are not skilled researchers. Therefore, research techniques are described in a relatively prescribed manner, skipping underlying factors, options, and dilemmas. The goal here is to help non-skilled product developers to do their own far-from-being-perfect-yet-effective research. If you want to learn more about research techniques described in this book, there are multiple excellent resources available. These are listed on the companion website at leanresearch.co.
  4. I prefer to spend three free hours on writing more code rather than reading yet another book. If I only have time to read one chapter, which one should I read?
    The short answer is Chapter 3 “How Do People Currently Solve a Problem?”
    The long answer is read the introduction first and then the table of contents, and see if any of the chapters discusses a burning question you might have right now. If so, read that chapter first. I recommend reading Chapter 3 regardless, because observation, the research technique described there, is a fundamental tool about learning from users.
  5. Should I read this book cover to cover?
    No! This is a “doing,” not a “reading” book. The best way to digest the content of the book is to first scan it to identify a burning question (or questions) you (or your team) currently have. Then access the relevant chapter, read its premise, roll up your sleeves, and start going through the steps while completing the activities described in them. Reading about these activities won’t get you anywhere. As Ric Flair used to say, “To be the man, you have to beat the man.” Or if you are not a pro-wrestling fan, “If you want to shoot, shoot. Don’t talk!”
  6. UX is about designing interfaces. Does this book include guidance on that?
    Heck, no! UX is about so many things: user interface, interaction design, user research, information architecture, visual design, content strategy, and more. This book includes tons of advice about user research; however, it will not help you with guidance on how to design screens and wireframes. Some of the chapters will help you get insights about your screen design (for example, Chapter 6) or your product’s information architecture (Chapter 8), but there aren’t any design guidelines in here.

back to Validating Product Ideas

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Frequently Asked Questions

These common questions and their short answers are taken from Victor Lombardi’s book Why We Fail: Learning from Experience Design Failures . You can find longer answers to each in your copy of the book, either printed or digital version.

  1. What kinds of products are described in this book?
    Of the ten products profiled in this book, four of them are websites (Classmates.com, Wave, Pownce, and Wesabe), two of them are services (Plaxo and OpenID), one is a software package (Final Cut Pro X), one is an operating system (Symbian), and two are hardware-based (iDrive and Zune). They were all generally created in the United States and Europe. All of them were designed for consumers rather than for businesses.
  2. Why did you choose those products?
    I began my research by surveying dozens of failed products—from small unheard-of start-ups to Boo.com, which spent more than $100 million; and from early consumer software such as WordStar to the most recent video games. I then focused on products that tried to innovate. There are certainly many examples of failed products that were attempts to copy others, or were simply incremental improvements over what came previously, but those cases aren’t as interesting or instructive. I also excluded products that failed merely because the creators were incompetent or whose lessons are outdated or irrelevant.See Chapter 1 for a longer explanation.
  3. How do you define “failure”?
    The failures in this book are customer experience failures. The products somehow failed to offer their audiences a good experience. As a result, the product either failed in the marketplace (e.g., Symbian) or the company was forced to change the product to offer a better experience in order to survive in the marketplace (e.g., Plaxo).Chapter 1 has more examples of this definition.
  4. Isn’t a “customer experience failure” just another way to say it was a bad design?
    This was often the case in the past when products were simpler and could be judged by their list of specifications, such as the speed of the processor or how many colors the screen could display. But today’s digital products are so complex we engage with them differently. A product such as a smartphone may seem good based on how it looks and its list of specifications, and it might function perfectly fine, but we don’t know if we like it until we try it. Our reasons for using these complex new products are multifaceted, and our experiences of them are emotional and subjective. They are experiential products, and they fail in experiential ways.In Chapter 1 I point to some videos that nicely illustrate the difference between design and experience.
  5. Isn’t there usually some other, underlying cause of the failure, such as hiring poorly trained designers?
    Sometimes, but for this book I tried to find stories that revealed more interesting, less obvious lessons. For example, a product might work fine for one audience but fail when given to a different audience (e.g., OpenID). Or one aspect of the experience we think might be vital, such as a website that is always available, doesn’t beat a competitor whose website is often down for maintenance (e.g., Pownce). Or two similar products might offer a similar experience to the consumer, but one might fail because of cultural and social reasons (e.g., Zune). In any case, I also look behind the experiential reason for failure to find what caused that failure.See the “Why the Experience Failed” and “The Underlying Cause” sections in the Summaries that end Chapters 2 through 8.
  6. Is experience design the main way products fail?
    Products can fail for many reasons, from malfunctioning technology to ineffective marketing. This book focuses on customer experience failure because it’s relatively new and not enough has been written about it to date.
  7. Isn’t learning from failure overrated?
    There’s an argument that says you should study your successes and then try to repeat those successes, making them a little better each time. That’s fine if what you’re doing is simple and is similar to something you’ve done in the past, such as designing a “Contact Us” form for a website. But what I see in the experience design field is change—a lot of change. Technology, products, customers’ expectations, and culture are all changing quickly. To think we can only repeat what worked in the past is wishful thinking. I believe we need methods to help us understand customers’ current experiences, quickly make design changes, and avoid failure on the product or project level.Chapter 1 has a longer explanation of why learning from failure is useful.
  8. You recommend using a design process based on the scientific method, but how is that relevant to design?
    First, because the scientific method is a universally understood, repeatable technique that underlies our civilization’s massive progress since the 17th century. Design is about creating something that works for people, and we can use the scientific method for discovering if that something did indeed work.Second, a reason the scientific method works well is because it seeks to remove psychological biases from our work by rationally and explicitly stating how our designs should work, how we will test them, and how we should evaluate the results of the tests.Chapter 9 discusses a host of psychological problems that lead to failure, and Chapter 10 outlines how to apply the scientific method to our work.
  9. How can I use this book to avoid failure in my work?
    There are at least three ways:If you make a product similar to the ones in this book, you can directly apply the lessons learned. For example, if your product involves social networking, you and your colleagues should read Chapter 6 about Pownce. Then, as a group, study the key points in the Lessons and Summary sections at the end of the chapter. Compare them to your tactics and strategy to see if you might be making the same missteps.Perhaps your products have started to be judged on their customers’ experience rather than product performance (see explanation in Chapter 1). For example, television, musical instruments, home automation, and automobile telematics are product categories currently making this transition. If so, focus on Chapters 5 and 8 to learn from other product categories (mobile phones and media players) that made this transition. Then you may want to start applying the method described in Chapter 10 to develop and test your products with your customers’ experience in mind.If you’ve had failures in the past, you can conduct a postmortem to understand why the products failed and make changes to avoid failure in the future. Use the method in Chapter 10, particularly step 1 (“Understand the Customer Experience”), and refer to the Resources section at the back of the book for more specific guidance.

back to Why We Fail

Frequently Asked Questions

These common questions about mobile design and their short answers are taken from Rachel Hinman’s book The Mobile Frontier. You can find longer answers to each in your copy of the book, either printed or digital version.

  1. Why is mobile UX such a hot topic right now?
    For what felt like the longest time, mobile UX was considered a small and obscure design space that most designers felt obliged to learn more about but loathed participating in because of all the inherent design constraints. The release of the first iPhone in 2007 changed all that. The iPhone demonstrated to the mobile industry and the world what was possible when innovative mobile technology was paired with a stellar user experience. The iPhone was more than an innovative product; it was the first mobile device that got people—regular, everyday people (not just the geeks)—excited about using a mobile phone. Now, as increasingly more people are experiencing what it’s like to access and interact with information from nearly anywhere, through devices that are beautifully designed, mobile is no longer a niche topic. There’s never been a better time to design mobile experiences.
    See Chapter 1 for more.
  2. What makes mobile user experience and design different?
    Practitioners of mobile UX design often cite context as the biggest difference between designing for mobile experiences and other design spaces.Developing an understanding and empathy for the depth, breadth, and design implications of the mobile context is quite possibly the most essential skill necessary in creating great mobile experiences. If you’re a practicing designer, chances are that context is your design blindside. Most designers have been steeped in a tradition of creating experiences with few context considerations, although they may not realize it. Books, Web sites, software programs, and even menus for interactive televisions share an implicit and often overlooked commonality: use occurs in relatively static and predictable environments. In contrast, most mobile experiences are situated in highly dynamic and unpredictable environments.
    See Chapter 3 for more information on designing for the mobile context.
  3. What modifications to my existing design processes do I need to make to create good mobile experiences?
    Mobile UX professionals use many of the same tools and processes as other UX professionals. Designers new to mobile UX must learn to calibrate their design decision-making skills to a new medium—and prototyping is essential in developing those decision-making skills. Although prototyping is considered a luxury for many PC-based experiences, it is an absolutely essential part of creating compelling tablet and mobile experiences. The reason is simple. Chances are, if you are new to mobile, your design experience and instincts aren’t very well tuned to mobile. Unlike the PC, the mobile design space is relatively new, and design patterns have yet to be formally codified. In lieu of experience and heuristics, the best way to develop these skills is to practice turning the brilliant ideas in your head into tangible experiences you and other people can engage with. Prototyping can become your saving grace in this regard.
    See Chapter 6 for tons of info on prototyping methods.
  4. How do I design for touchscreen experiences?
    One of the issues that makes designing for touchscreen experiences challenging for designers is that most of us have been steeped in a tradition of creating experiences using GUI (graphical user interface) principles. With the widespread uptake of mobile phones and tablets outfitted with touchscreens, we’re currently in the midst of a UI paradigm shift. Designers and UX professionals must now learn to create experiences that leverage NUI (natural user interface) principles. This includes learning the key differences between GUI and NUI, as well as understanding how to optimize experiences for touch.
    Chapter 2 will help you understand what makes NUI interesting and different, and Chapter 8 will give you valuable info on how to optimize screen-based experiences for touch UIs.
  5. Should I design a native mobile app, a mobile Web app, or a mobile Web site?
    Many experts in the mobile industry have deeply held philosophical viewpoints on this question and have been willing to fight verbal cage fights with those whose opinions differ. The short answer is: “It depends.” Chapter 4 covers some of the pros and cons of each approach. A word of caution: While this is an important implementation question to answer, it’s not necessarily the first question you should be asking at the beginning of a mobile user experience project. Ultimately, your goal should be to create a great user experience. Technology and implementation choices can help guide your design and decision-making process–but they should not dictate it.
    More on identifying mobile needs in Chapter 3.
  6. What does the future hold? What’s next for mobile user experience?
    In the near future, many designers and UX professionals will focus on pioneering the parts of the mobile frontier that have already been discovered. And that is a good place to be. But there’s a vast space just beyond what’s been discovered that some brave souls have already begun to explore. There are three mobile trends I’ve been tracking that I believe will have a profound impact on the future. These themes will not only redefine mobility, but they’ll also irrevocably alter the relationship we have with computing. They are: the shifting boundary between computers and the human body, the shifting boundary between computers and the environment, and mobile experiences for emerging markets.
    These topics will all be covered in Chapter 9.

back to The Mobile Frontier

Frequently Asked Questions

These common questions and their short answers are taken from Val Head’s book Designing Interface Animation: Meaningful Motion for User Experience. You can find longer answers to each in your copy of the book, either printed or digital version.

  1. Is this book only about web animation?
    I’m framing the majority of my discussion of animation around the web because that’s my preferred medium; however, all of the theory and design approaches to using animation effectively apply to other platforms as well. Even if the technology of web animation isn’t what you’ll be working with, there are still many benefits you can gain from including animation in your design efforts.
  2. Why talk about animation now?
    The technology available on the web means that it’s now possible to create effective animation using the same technologies that you’ve been using to build websites all along. At the same time, much of the audience’s expectations have changed in recent years, due to the popularity of smartphones, touch screens, and similar devices. The combination of these two recent trends means that you should consider the potential design benefits of animation more closely. See page 4 for more information.
  3. How can animation improve the user experience? How does it become more than just decoration or distraction?
    Animation can improve feedback, aid in orientation, direct attention, show causality, and express your brand’s personality. Great interface animation combines a known purpose and expert animation style to blend seamlessly into the rest of the design and enhance the experience. Identifying strong foundations of purpose for animation are covered in Chapters 4 through 9.
  4. How do I convince my boss/client/team that animation is something we should use?
    Getting your teammates or colleagues to view animation as a useful design tool takes time and won’t happen overnight, but it can be done. The way to do this is to be an internal champion of animation and what it can add to your design efforts at every opportunity. The more examples you can show to demonstrate what animation can offer design, the easier it will be for your colleagues to see the potential benefits of animation. See page 164 for more advice on how to be an undercover animation hero.
  5. How can I express my brand in motion?
    Knowing your brand’s personality and how it expresses itself in motion is key to creating a unique experience across many platforms and mediums. The same voice and tone your brand expresses with things like copy, content, type, and color can be expressed in animation terms as well. Depending on whether you are working with an established brand or a brand new venture, you may want to start with a motion audit—cataloging the animation that you already have—or by translating your brand’s current personality traits to animation directly. See Chapter 9 for more details on each approach and other tips for expressing your brand in motion.
  6. Do Disney’s classic principles of animation still apply to animating interfaces?
    They absolutely do! While interface animation works in a different medium than these classic principles were originally written for, the concepts covered in the classic principles show you how to create animation that references the real world and communicates effectively—both of which are useful for designing effective interface animations. Much like you might reference the general guidelines of typography before delving into a layout with type, the classic principles can help guide your animation decisions. For more on the classic principles and how they apply to interface work, see Chapter 2.
  7. How does animation affect the accessibility of an interface?
    Animation can have both positive and negative effects on accessibility. It can help to make interfaces easier to understand by reducing cognitive load and making feedback or state changes easier to follow and understand. But it can also negatively affect people with vestibular disorders and similar conditions. For more on the potential impacts of animation on accessibility and how to animate responsibly, see Chapter 12.

Back to Designing Interface Animation

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