28 January 2010

Lessons learned from Apple: the iPad

What can I say more than what's already been said and written about the name for Apple's attempt of a Kindle and smartphone all bundled into one tablet.

You would think a large and successful company like Apple, Inc. would have the best market researchers and could have prevented the unstoppable mockery and ridicule surrounding the chosen name. Any 13 and older female could have given Apple's market research department a solid list of the negative connotations the iPad term invokes. At the least, they could have googled the term and seen that it had already been ridiculed in 2007 in a MadTV sketch (I won't post the link but google it if you're really intrigued) . Watching this sketch would have saved them from the everlasting negative press. With so much talk regarding the name "iPad", I am surprised that Apple hasn't issued an explanation of the rationale behind the name to at least defend it's choice. Silence has been their strategy, only time will tell whether it's the right strategy.

As mentioned before, so much has been said already so instead of analyzing it more here are some lessons learned and reminders:

1. First impressions are hard to forget:

Negative first impressive are impossible to forget however taking user feedback and showing them you heard their frustration and dissatisfaction and incorporating it into the next product version will positively impact the user experience going forward and over time lessen the negative first impression and build back some user trust.

2. Choose your labels and product names carefully:

Labels, their understanding and their usage are the easiest way to communicate 'something' to someone. If a label isn't understood or used in a way that fits the users expectations then confusion and other negative emotions will always arise. There's always time for another round of focus groups or user testing to gather feedback because once rolled out to the public, negative connotations, reactions will always hinder the user's experience and will ultimately affect the product adoption process and therefore sales. User testing doesn't require a large budget to be successful as long as you are testing your target user group and you are getting uncontaminated feedback. Contaminated feedback is data gathered from a user that has been contaminated by factors such as desire to please, dishonesty, knowledge level of the product or system, etc. and is therefore unusable.

3. Test early and test often:

Test early: The earlier you test in the design process, the better you can gather and modify the design accordingly before anyone gets too attached to the design and before resources and time is put in to later design stages. Start testing the low-fidelity -- meaning the less detailed -- designs before developing any high-fidelity -- meaning the more detailed -- designs and you will see how early tweaking will solve a lot of usability and user experience problems sooner.

Test often: test as often as needed to validate your user's mental model, meaning their expectations to their goals and tasks) before moving onto more detailed prototypes. Remember anything can be tested at any time in the design process and by 'anything' I mean 'every thing' can potentially be testing if there's any doubt to its validity. This includes internal testing (remember the risk of contaminated data), internal reviews and user testing to gather quantitative (data that can be defined using metrics) and/or qualitative data (data that can be described) related to, but not limited to layout, navigation, labels, information architecture, interaction design, user experience, visual design, feedback, flow, aesthetics, etc.

4. Fill a need:

Does your product fill a need and by need I mean 'a practical need' not a 'I need that because I want to be cool' need? Even though early adopters will think they need, want and buy the latest gadget, if it doesn't fill a practical need the hype and sales will be short-lived because late adopters won't understand the validity or the necessity and the product won't turn into a long-term success.

Update on May 8th, 2010: From the Huffington Post: One woman's iPad review

18 January 2010

Video: Change Blindness

UX Magazine just posted an interesting article about an occurrence called "change blindness." The article includes videos of the experiments carried out that support the phenomenon.

The experiments are enlightening, mainly because it's amusing to see the scenarios unfolding. As a spectator seeing how evident the differences are, it's surprising how the subjects in the videos are oblivious to the changes. It would be interesting to see the full quantitative data from the experiments to see the percentages and variation by variable. The videos clearly reinforce that user behavior needs to be tested to validate expectation and minimize the difference between actual behavior and desired behavior. I would have expected more participants to notice. Then again the video is probably not be representative of the participant sample.

The end of the article states:

"What are we failing to capture when observing people using the products we design? We [as UX professionals] need to reserve space in our work for uncovering those things that we don't know we don't know, and make it an official part of the process."

This is quite obvious and a good reminder especially when rolling out new features that seem evident to those working closely on the project.

12 January 2010

Color Scheme Tool - Review

Color Scheme Designer
As a designer, I'm always looking for color scheme tools and wheels that are efficient and fun to use. Color Scheme Designer is the most interactive and fun one to use I have found thus far. It also has numerous features for a free color scheme tool as well.

Dislikes:
  • Absence of Reset Button: the only way to reset the colors and start fresh is to refresh the page from the browser refresh button
  • Overlay Interaction: certain examples pop-up as an overlay (notably the light color & dark color page examples). These pop-ups lack a 'close' button. The only way to close out is by clicking beside the overlay so by clicking on the backdrop or by pressing on the 'ESC' key which wouldn't be evident for the average user.

Likes:
  • Interactive, clean interface design, detailed features.
  • Several Color Models: choose whether you want a monochromatic, complimentary, tetrad, or analogic color scheme. Do you want to use one or several colors and how they should contrast each other.
  • Color Vision Simulation: shows you how people with color deficiencies will see the chosen palette and what percentages of people have the deficiency. (A dislike is that the percentages lack information on whether the percentage relates to the world population, a specific country, or a continent.)
  • Export: you can export the color palette (hue blocks, color list and hexidecimal values) as: html and css, xml, text, Photoshop Palette and finally GIMP Palette
  • Undo - Redo buttons: enables you to easily undo or redo a color change you've made while tweaking your color scheme
  • Random Option: random option gives you ideas of palettes to use if you're lacking inspiration
  • Adjust the Theme: You can adjust specific hues in the theme
  • Light Page & Dark Page examples of the scheme once chosen
  • Show or Hide Tool Tips: in case you need a refresher or what a 'tetrad color model' is.

Another color scheme tool I've used in the past is ColorBlender.