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Chapter 1

If life gives you limes, make mojitos!

Identifying stakeholders, selling user experience research, and dealing with difficult people and situations

Chapter 1 describes the different roles of business, engineering, and user experience stakeholders. It looks at their perspective on UX research and identifies ways to deal with difficult people, teams, and organizations. It also discusses strategies for selling the value of UX research and presents the Lean Startup movement, which treats research as the most reasonable thing a startup does.

image image Joey Marburger

It’s hard to convince people that the design, UX, and brand are the cake, but technology is the oven. Electricity is expensive.

Introduction

Yeah, but this study will delay our launch date.

Yeah, but we already know what the problems are.

Yeah, but aren’t our designers suppose to know what people need? They are the experts.

Yeah, but we can’t learn much from only five participants.

Yeah, but we just want to launch and see if it sticks. We’ll fix it later.

Yeah, but we can’t pay that much for this.

Yeah, but our product managers already do interviews and look at analytics.

Yeah, but A/B testing gives us all the answers we need.

Yeah, but how statistically significant is a study with five participants?

Yeah, but can’t we run a quick study with internal users instead?

Yeah, but research sounds so academic.

Yeah, but Market Research already answered our questions.

(inspired by D’Hertefelt 2000)

To be able to sell UX research to people, one must first know them very well. Knowing people well means you know who they are and what makes them tick. Business, engineering, and UX practitioners all have different priorities and pressures. UX research is not always on top of their list. And that’s okay. It doesn’t have to be. To sell the value of UX research to people who have a lot on their plate requires one to focus on showing the benefits rather than talking about them. Exposing unaware people to usability testing by inviting them to observe users is a first small – yet key – step in building a relationship that is based on trust, mutual respect, and credibility.

Sometimes research is worth fighting for, and sometimes it isn’t, and that’s okay too. As a UX research practitioner, you learn in time how to make the decision between fight and flight. Most important, you learn to accept the fact that you can’t win every battle and that in many cases, there is not even a need for war. If you perceive your relationship with the people you work with as a journey rather than a constant fight, you’ll have a better, more satisfying experience.

This chapter introduces the different stakeholders of UX research and their perspectives on UX research. It will give you tools for dealing with difficult people who do not understand or respect UX research processes and help you better sell the value of what you do. It will also bring up the interesting case of the Lean Startup movement. This movement has captured the hearts and minds of many engineers, entrepreneurs, and garage geeks with UX research. The leaders of this movement (some of them interviewed for this book) successfully promote UX research while their audience listens.

Types of stakeholders

Business, engineering, and UX people are all stakeholders in product development. In the effort to develop products, UX researchers are more closely aligned with some parties. This section identifies the different types of stakeholders in UX research (Figure 1.1).

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Figure 1.1 Stakeholder circles.

Business stakeholders

Upper management

When I talk about upper management, I am referring to your CEO, VP R&D, VP of Product Management, the entire executive management group, or any other person in a senior management position in your organization who is, might be, or should be affected by UX research. Thanks to the great design of the iPod, iPhone, and especially the iPad (which is owned by many people in upper management), most of them are by now convinced that design is something that is extremely important and will try to understand how they can implement design thinking and processes into their organizations.

An upper management stakeholder might take an important role in the success of a user experience research practice. This stakeholder can:

ent Provide UX research direction and strategy to key individuals and departments

ent Allocate budget to conduct UX research

ent Be a champion for UX research by supporting and promoting it

Product managers

A product manager is responsible for many aspects of shipping a product, from identifying target audiences through gathering requirements to developing product roadmaps. A product manager is also someone who is dealing with day-to-day activities such as leading the product development timeline, implementation changes, and priorities. A product manager is usually working closely with many functions in the organization – sales, marketing, engineering (or development), support, and others. Another important aspect of product managers’ work is that they usually meet and converse with many customers and users as part of their role in gathering and defining product requirement documents.

In other words – and although it may not seem to be the case in many organizations – a product manager is the center of the product development process. Product management roles are being performed under other job titles such as product owner, business product manager, marketing product manager, program manager, and project manager.

A product manager is a stakeholder who might take the following roles in the success of a user experience research practice:

ent Crystallize the connection between business goals and UX research

ent Help develop UX research goals

ent Provide priorities for UX research based on the team focus and needs

ent Characterize research participants

ent Participate in drawing conclusions from UX studies

ent Help in following through with engineering to make sure that UX research results are implemented

image Many researchers whine to one another about their product managers. Watch my interview with Guy Winch, a psychologist, author of The Squeaky Wheel (which examines complaint psychology), speaker, and occasional stand-up comedian. Guy suggests that UX researchers should complain to people who can actually do something about the situation. Otherwise, they will become more frustrated. See the companion website for the full video (use QR code 139 to access the video) as well as a quick summary of the interview and Guy’s biography.

Marketing people

Marketing is the process for creating, communicating, and delivering offerings that have value for customers. Marketing people are deeply involved in identifying target customer segments, preferences, and requirements. It is a widely recognized practice and science that spans many concepts and disciplines.

A lot has been written about the relationship, overlap, and tension between marketing and UX research (Jarrett 2000), and cooperation (Swartz 2005). Both research disciplines have their strengths, weaknesses, and quirks. Market research has the goal of uncovering customer segments and customer opinions, and so is complementary to UX research, which mostly focuses on observed behavior of users. This complementary relationship means that there should be many opportunities to work closely with marketing people.

Salespeople

When a company has a sales department, salespeople are the ones who manage the relationship between the company and its clients. They try to understand and meet client needs and try to solve problems and tailor solutions so they can close deals. This work brings them into close contact with upper management, marketing, and product management. When working with and trying to understand salespeople, remember that the success of salespeople is directly related to the success of the organization. Also remember that a salesperson is the company’s representative in the client organization and is one of the client’s representatives in the company.

A salesperson is a stakeholder who might take the following roles in the success of a user experience research practice:

ent Help identify user pain points and delights

ent Help understand different user and client profiles and segments

ent Support a recruiting effort for UX research studies

As a UX researcher, you have something salespeople might find invaluable: your studies might result in information that salespeople find helpful as a part of their pitch to prospective or existing clients. For example, eye-tracking heat maps tailored for salespeople could be used as a demonstration of how serious the company is when it comes to developing engaging experiences for its customers. Another example for research data that might be helpful for salespeople is data that shows satisfaction levels from your company’s product compared to legacy or competitor products.

Engineering stakeholders

Software engineers

Also known as developers or programmers, engineers are the ones who make magic happen. Without them – their thinking, knowledge, creativity, and hard work – there will be no product. Throughout my career, I’ve learned a few important things about engineers:

ent They want to do a great job in the most efficient way.

ent Some of them have a great sense for design.

ent Most of them have never observed a user trying to use their product.

ent If you don’t provide your input on a timely manner, they will not wait for you. I see this point as an extremely positive one because it motivates researchers to come up with research results fast.

As a UX research practitioner, engineers are probably your closest allies. Their logical way of thinking about how to solve problems may not always align with common design principles. If you partner with engineers, you will be able to identify solutions as a team that are better and more balanced than ones UX research or engineering alone can come up with.

image Watch my interview with Jay Trimble who founded and leads the User Centered Technology (UCT) Group at NASA Ames Research Center. Jay says it is hard for people who are highly invested in an engineering process to incorporate UX research results into their software development practice. It’s always a learning curve. Use QR code 111 to access the video, a quick summary of the interview, and Jay’s biography.

image Watch my interview with Ben Shneiderman, a professor in the Department of Computer Science and founding director of the Human–Computer Interaction Laboratory at the University of Maryland. Professor Shneiderman says there are still faculty members who think that human–computer interaction (HCI) is not real computer science. He says that only when he was elected to the National Academy of Engineering in 2010 did that change a little bit. Use QR code 133 to access the video, a quick summary of the interview, and Professor Shneiderman’s biography.

QA professionals

Very generally speaking, quality assurance (QA) professionals make sure that software products meet certain quality standards through deep involvement in the development process and by carefully crafting and following rigorous acceptance tests.

QA professionals are potentially very close allies with UX research. When you think about evaluative research, such as usability testing, what QA professionals and study participants do has much in common. They both follow a script that describes a real-world scenario and help identify design flaws. Interviewing QA professionals from time to time will help you get a better picture of what works well and what does not work so well in a design of a product.

Technical support professionals

Professional services, technical support, customer care, and call centers are departments in which people are assigned with taking care of customers, their needs, and their challenges. People in those departments have day-to-day interaction with product users and are probably the ones with most customer-facing hours in the entire organization. To a UX researcher, that’s an invaluable source of information. A simple thing such as asking tech support once a quarter what are the ten most popular reasons that customers contact them would tremendously help a UX researcher prioritize his or her work.

User experience stakeholders

Designers

Designers are the ones to make products right; they are located on the top of the list of people who need to understand users. Designers integrate business requirements from product managers, user requirements from research, and their knowledge about design into coherent experience creations. Designers have an extremely difficult, challenging job. They put different people’s thoughts, opinions, and expectations into one melting pot and create a design that users are expected to be happy with. It’s such a hard job that most designers ask for a lot of feedback to make sure they are doing it right. One of the most important pieces of feedback they get comes from product users through UX research. Designers (together with engineers) are your closest allies. They are your partners.

Researchers

Others who do what you do internally and externally look up to you. They are interested in the quality of your research and in how you make an impact with research on your team and product.

Technical writers

Technical writers are involved in three writing activities:

ent They create product documentation such as manuals and guides.

ent They write product help content.

ent They (sometimes) write (or help write) microcontent that appears in products (e.g., labels, annotations, titles, and so on).

Technical writers sometimes need to deal with documenting bad designs. When you partner with them, you are better able to point to problematic product areas to prove or disprove research findings.

Users

Although this book only sometimes discusses users as stakeholders of UX research, they are probably the most important ones. To use a metaphor, you stand on the shoulders of users when you pitch for product direction or design changes following research. You have an implicit commitment to users who participate in UX studies. You must use the data you collect about their behavior and opinion to positively affect product design to their benefit, comfort, and satisfaction. By engaging other stakeholders (primarily, designers, product managers, and engineers), you meet this commitment. In the circle of UX research life, this work makes users happy, which makes UX research stakeholders happy, which makes you happy.

The perspectives of UX research stakeholders

It is key to understand the perspectives of the people we are trying to influence about UX research in general, about specific research methodologies, and about working with practitioners who are probably more interested in psychology than technology. The following is a selection of such perspectives of UX research stakeholders based on the experience of researchers from around the world, as well as interviews I have conducted with stakeholders in the past five years.

“This keeps us honest.” I have heard this phrase time and again from many designers and software engineers. After observing a usability study involving their product, they acknowledge the value of usability testing. They understand that now that their product has gone through a true reality check, they have learned about what to keep, what needs fine-tuning, and what should probably be thrown away and redesigned and evaluated. By “keeps us honest,” they mean that usability testing weeds out their own opinions and leaves users’ behavior to affect the design of the product.

“You are stepping on my toes.” In some cases, stakeholders may feel like UX researchers are stepping on their toes. For example, one of the primary roles of a product manager is to gather and define product requirements. One of the ways product managers do that is by meeting or interviewing users and potential users. They are also collecting customer pain points and feature requests. These interviews help product managers create requirement documents. When UX researchers come up with study proposals or results that are targeted at identifying users’ needs, product managers feel like someone else is trying to do their job. Without going into debate about whether product managers who feel this way or researchers who come up with these studies are right or wrong, know that certain people may think researchers are stepping on their toes.

“Usability testing is it.” When stakeholders are sold on usability testing, they sometimes like it so much that they are not open to any other research methodology that might better answer their question. To these stakeholders, UX research equals usability testing. This is a great validation of past studies, but it often gets in the way of picking the best or most practical research methodology based on the research objective.

“Field research is cool only if it’s fast and immediately actionable.” When stakeholders are first exposed to a field research proposal, they are usually quick to understand the downside of such research. They realize it’s a relatively slow process and that a serious field study usually cannot be completed in a matter of a week or two or three. They also realize, sometime after the study is completed, that results might take some time to become actionable. So the next time a field study comes up, they ask that it be completed quickly and with immediately actionable results. Otherwise, they refuse to support it.

“Negotiate sensibly.” The following example from Australia demonstrates a stakeholder perspective about how things should work for users. Research results came in and made it easier for stakeholders to accept a change in preliminary constraints. The reason the UX practitioner was successful here was that he chose to negotiate these constraints in a sensible way without picking a fight.

Negotiating Constraints
Gerry Gaffney, Director, Information & Design, Australia

Arbitrary constraints can be particularly frustrating. For example, we may be told at the start of a project that the entry screen must be blue, that everything must be no more than three clicks from some starting point, or that a book can have no more than seven sections.

A client asked me to help redesign a form, but a key constraint was that it needed to be faxable and precisely two pages long. This requirement was embedded in the brief, but an examination of the form quickly revealed that although it used the mandatory two pages, the appearance and flow were so compromised by this physical constraint that it was unlikely that a usable version could be created within the same footprint.

It seemed appropriate to push back against this constraint. The first thing to find out was where it originated. There were two drivers – first, that the form could be easily copied and faxed, and second, that it would not appear daunting to users. It transpired that the first factor was less relevant than it had been in previous years, so it could essentially be put aside.

On the second factor, the project team I worked with was gracious enough to allow me to proceed with design proposals that stepped outside the two-page limit, but with a clear expectation that if the form was considered more daunting than the original version, I could expect to be in some trouble.

Another constraint was that the form should be designed to match the data entry system, which was used to store the information gathered. This requirement was problematic because the system was database-centric rather than user-centric, and a form designed to support this model would be inherently difficult to use. Luckily, the project team was willing to be swayed by an argument that an inconvenience suffered by a small number of data entry staff was a lesser evil than all users of the form suffering.

When the draft form emerged at six pages, I undertook usability testing with a good deal of trepidation. However, users invariably failed to comment on the length of the form and found that the simpler layout and improved flow (many questions applied to few circumstances) was easier. Error rates were also much lower than with the existing form.

Although it’s not always easy, I’ve found that in many cases a well-reasoned open discussion with clients can help remove arbitrary constraints.

The next story, from Israel, demonstrates how an issue of secondary importance (the number of points to include on a scale of survey questions) led to a tense argument between research and marketing departments.

What About the Answers?
Moshe Ingel, Usability Expert, Biosense Webster, Israel

During the process of questionnaire design, much of the effort is usually dedicated to the questions. No wonder: question design is a complicated effort that involves decisions regarding the right number, order, and terminology of each question. When thinking about the answers, most people might claim that the best method would be to give respondents a small, even number of options. Our long development process of a complicated medical device includes an external evaluation phase (EE). In an EE, we ask physicians to work with the new product on real cases (treat heart arrhythmia patients) to get feedback and inputs. After each procedure, we ask physicians to fill out a questionnaire to capture their attitudes toward the new product and its features.

In our last version, we had a long debate between the usability expert (me) and the marketing department regarding the number of points on the answer scale. Marketing insisted that four should be the right number; I claimed that nine points are adequate for that kind of questionnaire and users. Marketing had two arguments: one was regulatory (FDA) – we have always used a four-point scale for this kind of questionnaires, and if we change it now, we might need to provide explanations to the FDA about this change. We are not sure we can easily explain the reason. The second argument was about user comprehension and complexity level. Marketing argued that they do not want to confuse respondents with too many options. Fewer options are easier to understand and choose from. The international (United States/Israel) interaction with Marketing went back and forth over both email and phone conferences. Eventually, Marketing “won” this debate (mainly because traditionally EE is a marketing event) and the questionnaire had four-point scales.

During the EE, we noticed that many physicians were marking their answers between the points. For instance, 2.5, 3.5, or even 5. Because Marketing team members observed the physicians fill out the questionnaire, the message was loud and clear: four points are not enough to express the exact attitude toward the new product.

Following these EE events, Marketing (not happily) agreed that a four-point scale was too limited. In the three years since this incident, we have been using seven-point (or nine-point) scales and everybody is happy.

Seeing is believing. The following story makes a point about stakeholders needing to see whether something works with their own eyes. Such stakeholder belief is really great. The design team was smart enough to be fast to react, involve users, and partner with stakeholders.

Choosing the Right Design
Eva kaniasty, UX Principal, Red Pill UX, LLC, United States

It was an exciting time in the project. We were about to start building a new website. The project involved several highly vocal stakeholders who wanted to be involved at every step and had many opinions about design. In the past, this situation had resulted in tension with the design team, as disagreements over design direction were not an uncommon occurrence. Starting work on a new project gave us the opportunity to start fresh.

The design sessions yielded three viable design approaches and three sketches illustrating them. The approaches differed fundamentally: we called them “the Traditional,” “the Fuzzy,” and “the Get to the Point.” If we let stakeholders decide, we knew they were likely to go with the Traditional – it was the familiar option that would appeal to business-oriented stakeholders. But maybe the more approachable Fuzzy was the answer, or maybe users just wanted to “Get to the Point”? It was clear the users should choose, but who has time to build three prototypes and test them? We certainly didn’t.

In the past, usability testing had proven effective in persuading stakeholders to fix usability problems in existing applications. But with a new product, we wanted to harness the persuasive power of usability now, not after time had been wasted fleshing out a potentially erroneous design direction. To the rescue: paper and Balsamiq. Balsamiq, a low-fidelity wireframing tool, allowed us to create three paper prototypes and test them with users in a matter of days. Our fears that a low-fidelity method might not be convincing to stakeholders proved unjustified. It was clear that users were able to engage with the prototypes and give realistic and useful feedback. Stakeholders could see for themselves that for this particular user scenario, the “Get to the Point” option was right.

Because we were able to bring the users’ voice into the process at an earlier date, the stakeholders felt convinced that the design direction was rooted in evidence, not just the opinion of the design team. The result? A less contentious design process overall and more stakeholder comfort with design decisions made by the team.

“Did you just say five?” Probably the most frequent question UXers are getting from stakeholders after they realize that a usability study involves only five participants. Stakeholders sometimes cannot understand how five participants (or six, or eight, or twelve, for that matter) can be representative of anything. Some of them gently ask researchers to explain the statistical validity of their findings. Other stakeholders either argue that these studies are not to be trusted, or they just completely ignore the recommendations. The state of mind of stakeholders is to question any finding and recommendation based on very few study participants.

image Watch my interview with Meena Kothandaraman, Adjunct Professor at Bentley University and a usability consultant. Meena argues that talking about research in the quantitative language makes stakeholders listen. Use QR code 127 to access the video, a quick summary of the interview, and Meena’s biography.

To be able to deal with these arguments, you need to first understand the reason why five is enough. With five users, you are not going to see most of the problems. Rather, you are likely to see most of the obvious problems and a few of the less obvious problems. More specifically, five users are likely to find problems that impact 30 percent or more of users (Sauro 2010). However, after five users, it’s less likely that you’ll see problems that 10 percent or 5 percent of users will have. In some cases, a problem that affects 10 percent of users can be substantial. You need to be able to understand the limitation, be able to coherently explain it to stakeholders, and tell them that if we want to detect the less obvious problems, we should fix the ones we see after five users, run another five, fix those problems, then run another five (Sauro 2010).

Jakob Nielsen created a famous chart that proves you need to test with only five users (2000). Even Nielsen, in the same column, just a few paragraphs below that chart, advocated for running three rounds of five users, not just five users.

image Watch my interview with Jeff Sauro, at Measuring Usability. Jeff says that when stakeholders tell him that five participants are not enough, he tells them they are right. He explains that these will be good only for identifying the obvious problems and that usually, there are many of those to work on. Use QR code 115 to access the video, a quick summary of the interview, and Jeff’s biography.

Another elegant way of dealing with stakeholder doubts about the sample size of a study is demonstrated by the following imaginary dialog between a researcher and a stakeholder:

Stakeholder: “Five users? How representative is that?”

Researcher: “What would be a number of study participants you’d be comfortable with?”

Stakeholder: “I’d be comfortable with 50 users.”

Researcher: “Perfect; let’s go for 50 study participants. If it’s okay with you, I’ll invite them in groups of five. So first we will have the first five participants, then the next five, and so on, until we reach 50 participants. It would make it easier for me to recruit and schedule them this way. Is that okay with you?”

Stakeholder: “Yes, sure. No problem at all.”

Needless to say that after the seventh or eighth participant, stakeholders understand that they don’t really need to see more users bump into the same issues over and over again. They ask to stop the study. I learned this technique from a colleague in China (thanks, Xueming!) and it works like magic. Try it out yourself!

The next story, from Japan, demonstrates how one consultancy dealt with objections to usability testing with five participants.

Persuading Large Companies that Five Is Enough
Hiroshi Ushioda, Head of User Experience; Susumu kuriyama, Interaction Designer; Reva Hamon, User Experience International Business manager, mitsue-links, japan

Our clients and potential clients, especially big companies, often ask us whether five users are sufficient. We have tried explaining the rationale and referencing Jakob Nielsen, but it usually is not persuasive to clients. In general, we believe we lack persuasive materials to convince customers of the value of lab usability testing with few users. But this year, we tried a new method of persuasion and were able to convince a large electronics distributor in Japan to do usability testing for their e-commerce site.

When making the bid for the client, we felt sure that the client wouldn’t be persuaded to do lab usability testing with a small number of participants, due to the large number of stakeholders that would be involved in the decision. So we decided to recommend a combination of quantitative research, in the form of remote unmoderated usability testing, and qualitative research, in the form of lab usability testing. Actually, we didn’t believe this to be the best plan for the client, because it was much more expensive than they had budgeted for. In spite of that, the project manager told us she loved the bid, due to the quantitative feature. In the end we won the bid, even though the cost of our estimate was by far the highest amongst the bids the client received.

When we finished reporting the results of both tests, the client was so highly satisfied that they decided to continue to do both remote usability testing, and lab usability testing periodically. Many stakeholders, including the company CEO, came to observe lab usability testing, and after watching, they understood the value of qualitative research, even with only a few users. Through the process, the client became a more sophisticated customer and came to understand the advantages and disadvantages of both methods.

In this case, we learned that combining quantitative and qualitative research is a good strategy to use with large customers. As of yet, combining methods is still a lot more expensive than just lab usability testing, so this strategy might not work for clients with smaller budgets. In addition, with smaller clients, there are often fewer decision makers, so it may not be necessary. However, the bigger the company, the more internal decision makers there are in the company. So it is quite difficult to persuade all of them of the value of qualitative research.

Drifting to edge cases. Product managers and software engineers tend to sometimes deal with edge cases. When they do that, they sail into waters that should not be charted. Instead of dealing with 95 percent of the design, they drift to 5 percent and sometimes 0.005 percent of the design. Being a nitpicky person myself, I can understand where this approach is coming from. Their perspective is that the edge case might happen, so we need to think about it and find a good solution to it. The next example shows how one smart UX person managed the focus of a stakeholder.

Managing Focus, Scope, and Participation
Gregg Almquist, Principal, Experient Interactive & Design LLC, United States

While I was at H&R Block working on digital consumer tax products, we created multiple cross-functional teams that were responsible for improving an existing feature or creating a new feature. The cross-functional teams gave us a diverse perspective, and team members across the development organization were able to participate in the design of the product, which built strong team dynamics.

These teams always included a QA tester. Most of them had worked in the H&R Block offices, and they’d seen every tax scenario imaginable. This experience could be really useful as an anecdotal source of information. Occasionally, some of the QA members would propose extensive coverage of just about every scenario they’d ever encountered in the office – even those that were relatively obscure. Once when we were designing a topic, a QA person brought up a scenario we didn’t cover extensively. It turned out it was a scenario that had occurred once in this person’s many years at H&R Block.

I can’t remember the exact scenario, but it was something really obscure – like the child had been raised in a forest by wolves for half the year. I needed to acknowledge the issue – and the contribution – but explain at the same time that if we handled every scenario like this in depth, not only would the majority of the users be heavily overburdened with a more complex experience, but also we would never be able to release an annual tax product. We had to make trade-offs and choices that ultimately helped the majority of our users, the product, and the business. Bringing the focus to these objective success criteria helped move the conversation forward.

The user experience specialists would often use this strategy, and slowly team members from the other cross-functional groups internalized this point and would raise it when issues of scope creep arose.

“You are very nice. Stay away from me.” Some stakeholders perceive UX research as a disturbance to a design and development effort. No matter what you say or do, they will not buy what you have to sell. Here is a story by Michael Summers, who was the only practitioner among all of the contributors for this book who chose to tell a story that does not have a happy ending. Surprisingly, the difficult stakeholder was a designer.

In Search of the Usable Creative Director
Michael Summers, Principal, SUMMERS Consulting LLC, United States

Earlier in my career, I worked at a large agency whose UX team was led by a very talented creative director (CD). Although he enjoyed mentoring younger team members, we always knew that when it came down to a deadline, if the team he’d put together didn’t have a really solid comp to bring to the client meeting, he could go into his office for a couple of hours and come out with something great.

I was often in conflict with this guy, but I have to admit that he had fantastic instincts for information design and creating layouts that were scannable and concise. His designs made it easy for users to visually discover which elements of the page or control were needed, and in what sequence – all while juggling the limitations of making sure relevant information was contiguous within a single scroll. He’d walk into meetings with a first draft that was often 80 percent of the way there.

However, the guy just could not deal with the idea that we needed to run real users on designs and then iterate based on the data.

The first few months we worked together, we did a business financing website. It had some complex forms and equities research tools. He put out a fantastic first draft and was then frustrated when I insisted on testing it – with the client observing. We discovered some serious problems involving how users selected individual equities, and pages where users did complex customizations, only to fail to save or enter the changes they had meant to apply.

This CD – we’ll call him Greg – went to great lengths not to see what everyone else was seeing through the one-way mirror. On day one, he said the users were the wrong age. So a hasty call to the recruiter resulted in younger traders for day two – same problems. The blocking and denial went on through additional days of research.

I wish Greg’s story had a happy ending. Despite more than 40 users in that first study and very tightly edited video highlights of more than 30 users having the exact same problems with that first design, he only grudgingly made any revisions and remained defensive.

He refused to attend the actual findings presentations with the client. As a result, the client had to act as the mediator, taking our findings, working with his team to demand revisions, ferrying them back to us to see if we felt they addressed the problems, and so on. Even when we did follow-up testing on revised designs, he sent his junior folks – if he sent anyone at all.

No doubt you’ll go to usability conferences and hear many tactics that are supposed to woo skeptical stakeholders to the lab, like free pizza, heavy use of video, and others. But in Greg’s case, he never had the big “a-ha!” moment.

His team would continue to crank out designs that were much stronger than industry average – say, 80 percent of the way there. We would continue to force the issue and have real users interact with the designs and discover important things they’d missed. Clients would continue to observe and realize that if the problems hadn’t been caught, they’d lose a lot of money. So they’d lobby for changes. Changes would come grudgingly, and we’d start the process all over again.

I went through it with Greg for over two years. When I moved on to my next job, we shook hands somewhat stiffly and muttered some well wishes. He never really changed his fundamental guiding assumption – which is that UI ought to be created by someone with a fine arts background and that what I was doing was “science” and could potentially kill “the creative process.”

I walked away with a stack of reports, video highlights of major problems his first drafts had missed, and notes from clients saying what I was doing was essential.

I guess you can look at it like a Saturday morning cartoon about the “separation of powers.” We were like the legislative and executive branches – meant to pull at each other and compromise. But I must say the process isn’t super fun. I doubt Greg will ever change. And I know I won’t!

Difficult people, teams, and organizations: Fight or flight?

An increasing number of organizations and individuals who develop or offer software products, web applications, websites, and other digital products have a better understanding and appreciation for design, user experience, and research. Since the introduction of several magnificent products and services (smart phones, tablets, web applications, social media, and video games, which many executives now own or use), there has been an even better understanding of what design and research can do to boost a business offering.

That said, it still seems that the majority of organizations and individuals have not bought into the benefits of UX fully – and even less so for UX research. If you encounter these sorts of organizations or individuals, you have a decision to make: fight or flight? To make a good decision, you should start by identifying the maturity of the organization you live in. It might be helpful to do this by considering a UX research maturity model offered here. Several maturity models for human-centered design and usability exist in the literature (Earthy 1998; Nielsen 2006a, 2006b). The following is a UX research maturity model based on the level of buy-in for research combined with the existence of UX research staff within an organization:

1. Maturity (yes buy-in, yes staff). The organization believes in and behaves consistently while fully trusting its UX research practice, whether in-house or external. These are the rare organizations that truly get it. They have deep understanding and appreciation for UX research, and they back it up with action. They ask potential customers all the right questions to understand what they need, and they iterate and validate their designs to perfection. Fight or flight? Neither. You won’t need to fight and there is no reason to flee. All is good.

2. Approaching maturity (yes buy-in, no staff). The organization states that UX research is important, but when it comes to action, there is no staff to act upon policy. The organization might have hired consultants for some ad hoc work in the past and plans to soon hire their first full-time user experience researcher or research team. Fight or flight? Neither. This type of organization is currently taking baby steps in the right direction. Join this organization when it hires people or internally transfer to a UX research position if you already work there in a different role.

3. Approaching immaturity (no buy-in, yes staff). The organization employs UX research staff but mostly does not buy in to what they do, find, and recommend. This organization is probably the hardest for UX practitioners and researchers. It’s extremely frustrating for UXers to work in an environment that sends you contradicting messages. On one hand, the organization appreciates design and research because it allocates headcount and hires the right people. On the other hand, it is evident that there is no appreciation for this discipline. Design decisions are made based on wrong considerations and stakeholders do not cut designers and researchers some slack, not empowering them to do their job. Fight or flight? I’d say fight to a limit, then flee.

4. Immaturity (no buy-in, no staff). The organization does not believe in UX research (or has no position about it) and does not employ any in-house or external practitioners. This type of organization is probably the easiest to handle. As Frank Costanza once said, “If they don’t want me, I don’t want them” (Seinfeld 1996). These organizations should not (and do not) get the attention of UX people. Maybe some of them will “get it” someday, maybe not. Most chances are that they will. Until then, I believe, it’s a waste of time to even try working with them. Fight or flight? Neither. You are probably not working for these organizations.

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Figure 1.2 UX research maturity model.

image Watch my interview with Rolf Molich, owner and manager at DialogDesign, Denmark. Rolf has a strong principle. He doesn’t take assignments on which he does not agree with what the potential client wants to do. Use QR code 125 to access the video, a quick summary of the interview, and Rolf’s biography.

image Watch my interview with Whitney Hess, a user experience designer, writer, and consultant from New York. Whitney says that if stakeholders ask to skip research, she understands that they are interested in user interface design, not product strategy and user experience. In this case, she points them to industry UI standards and chooses not to work with them. Use QR code 128 to access the video, a quick summary of the interview, and Whitney’s biography.

Many consultants have the privilege of choosing their clients. They can choose whether to work with certain clients and stakeholders. In many other cases, clients that approach consultancies are already persuaded that user-centered design (UCD) is what they need, so consultants do not need to make a big effort of persuading them to buy-in to research. Jared Spool, in his article “Why I Can’t Convince Executives to Invest in UX (And Neither Can You)” (2011), and Donna Spencer, in my interview with her (use QR code 120) talk directly to these issues. They don’t try to convince the unconvinced. image

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Figure 1.3 Organizational charts: how does UX research fit into these cultures?(Printed with permission from Manu Cornet, www.bonkersworld.net.)

I definitely acknowledge that there are more situations, complications, and types of organizations. What about organizations that have never believed in UX research and design, never had staff, then suddenly become somewhat interested? What about agencies, consultancies, and self-employed practitioners who deal with organizations that don’t give them too many options to fight, just to flight? What about government agencies who follow strict procedures? They may have bought in, but procedures force them to behave in different ways. The world is not as simple as four types of organization maturity.

image Watch my interview with Jared Spool, CEO and founding principal at UIE (User Interface Engineering). Jared claims that there’s no point in working with unengaged stakeholders. He suggests that you find better ones. Use QR code 116 to access the video, a quick summary of the interview, and Jared’s biography.

My general advice is this: fighting all the time isn’t worth it. It can be a rush to join an organization to be an agent of change, but if change is consistently getting blocked, people need to assess carefully whether they want to stay. If you work as an in-house practitioner and you have had enough of trying, you always have the option to join a consultancy or agency. All of the consultants interviewed for this book testified that their clients have already bought into UX and research to begin with and that it is like preaching to the choir. If you choose to work as an in-house practitioner, you sometimes have tough choices to make. Identify your situation and your organization’s maturity and make a good, thoughtful call. If you work as a consultant and consider switching to in-house, you need to be aware of the signs for buy-in during your hiring process.

The following stories showcase situations in which UX practitioners could have easily fled. Instead, they insisted on trying, took risks, and succeeded. No guts, no glory.

More Research as a Persuasion Technique
Richard Buttiglieri, Director of Design, Pearson, United States

Years ago, I was designing a system for call center reps to make referrals to sales reps in other departments within a company. These reps were to get monetary incentives for making the initial referrals as well as if the referral turned into a sale. While conducting field research in order to study the user’s workflow, I discovered a number of key factors that would lead to a successful referral, one of which was to support an ongoing dialog between referrer and recipient in the context of a referral. The referrer could learn over time what makes a higher-quality referral likely to purchase and thus receive more money with less effort. This ongoing dialog was the cornerstone of long-term usage of the system because call center reps had very little time between calls for this “other” work.

When designing the interface, I laid out the dialog area in reverse chronological order, as that best supported each user’s workflow – to focus only on the most recent response. This was also consistent with other applications the users worked with. The product manager, however, had a different idea: to put the dialog in chronological order because that was how they were most used to seeing a dialog. They fought for “consistency” without appreciating a higher design principle – use the natural order of objects appropriate for the target user.

I tried convincing them with the data I discovered in field research and with a usability test with internal participants that were a close analog for the actual target user. Unfortunately, this did not convince the product manager to overturn his ruling. Because this seemingly small part of the system was so pivotal in encouraging long-term usage, I decided I needed to go bigger – essentially over engineering UX research with several focus groups plus individual usability tests of actual end users comparing both designs (in a counterbalanced way, of course). I collected feedback from nearly 50 end users in total and made sure the product manager attended some of the sessions. Only after witnessing the head-to-head comparison with actual end users did the product manager agree that my first design was correct for this situation.

In our field, UCD can mean “user-compromised design,” as designers must make design compromises in the name of progress. But when that compromise could potentially put the product’s success at risk, it is worth the effort to collect extra data and involve your stakeholders to help make your case.

Focus on Projects that Produce Tangible Results
Gregg Almquist, Principal, Experient Interactive & Design LLC, United States

In one of my earliest roles as a user experience specialist, I was often asked to weigh in on projects that were outside the scope of my responsibilities. I believed these opportunities were good for our group’s exposure, so I would accept them when time permitted.

One day I got a call to attend a meeting about redesigning the customer support website. Call volume was climbing every year, and the added support costs were negatively impacting the profit and loss (P&L). The company decided to redesign the site in hopes that customers would use this self-service option versus making a call.

The team redesigning the site had no user experience background, but they had a firm plan to move forward, including an information architecture schema. I immediately recognized some basic information architecture and navigation issues, so I weighed in. However, it was clear that my ideas met some resistance because it didn’t align with the group’s direction.

I decided that our team could knock this project out of the park if we were allowed to lead the design. I contacted an ally of user experience design in the company and explained what I believed we could accomplish if given the opportunity. I laid out a plan – two card sorts to understand how users think about and categorize their problems, a usability study to validate a prototype design, and a review and rewrite of the content. Together we hammered out a budget to hire some contract UX designers, and she got us in front of the project sponsor. The sponsor gave approval, and we were off.

The project was successful beyond our expectations. At the end of the first three months, call volume had decreased significantly, as visits to the support site increased dramatically. Additionally, page views per visit were down, and customer satisfaction with the support website increased nearly 5 percent, which indicated that users were finding answers to their questions with fewer clicks.

This project cemented the credibility of the user experience team’s activities and its reputation as a valuable resource for the business.

Show, Don’t Tell
Lior Yair, CEO, and vitaly mijiritsky, UX Designer, Netcraft, Israel

Our agency was hired to redesign the “My Account” area on the website of one of the largest service providers in Israel, serving well over a third of the local population. Business intelligence data indicated that a very large portion of the requests handled by representatives at overcrowded service centers and overloaded call centers could be solved quickly and efficiently via well-designed self-service online. Our job was to make the interface efficient and enjoyable to use, maximizing the usage of available online services.

We cooperated closely with our client’s project manager, coming up with a design that both sides believed in. However, when the design was presented to the executives, they didn’t approve it. They felt that it was cumbersome and unclear and that users wouldn’t be able to use it well. They suggested a few key changes of their own, undoing our layout and information architecture principles. Our citing of various references from professional literature and similar websites was to no avail, and the final verdict was that it wasn’t enough of an improvement on the current interface, and they weren’t going to invest significant resources in something that offered “superficial changes” and provided “marginal benefit at best.”

Because we were also the ones who were supposed to develop the new interface, this was a big blow for us. After assessing the situation, we decided to go all-in. At our own expense, we developed fully interactive prototypes of both designs, set up our usability lab, recruited participants, and invited the executives to observe the testing with us behind a one-way mirror. We performed a full eye-tracking study, complete with user interviews and retrospective think-aloud sessions. When we saw the executives completely engaged in the process, watching the users’ progress, rooting for their own design as if this was a ball game, and listening to the users voice their dilemmas; we knew we had made the right call. Normally, we would also perform statistical analysis of the findings, but in this case it wasn’t needed – the executives saw the users handling our design with ease, completing all their tasks quickly and with few mistakes. Their design, on the other hand, brought about a lot of guesswork and frustration, with some participants giving up halfway on several tasks.

A couple of days later, the order came in for the graphical design and the development of our original design.

Selling the value of research

I have seen two approaches to selling the value of research. One involves a conscious decision to not sell research. People who take this approach are convinced that in this day and age, they should not be preaching and evangelizing UX research to stakeholders, prospects, and clients. Instead, they believe, they should only work with stakeholders who “get it.” At its core, I support this approach. How much more can we go on and on with saying we are a part of a team, looking for our well-deserved recognition? I also believe that UX research should be evangelized. Yes, we must keep on and on. Change is not something that is easily achieved. Let’s look at the filled half of the glass, let’s be positive, not grumpy about why people don’t listen. Let’s sell the value of research instead of almost begging to be heard.

image Watch the fascinating interview with Chris St. Hilaire, author of 27 Powers of Persuasion, from Los Angeles. Chris defines persuasion as the creation of consensus from conflict or indifference. When done appropriately, persuasion can move mountains. Use QR code 134 to access the video, a quick summary of the interview, and Chris’s biography.

The question many people ask themselves is: how best to do this? How does one sell the value of something many others think is redundant? I ask myself this question almost every day. I also ask others in my field how they sell research.

image Watch my interview with Takashi Sasaki, Partner at Infield Design, Japan. Takashi-san says that their pitch to clients who ask to drop the research part of a design project includes a metaphor of a pilot asking to not use a navigation system. Use QR code 121 to access the video, a quick summary of the interview, and Takashi’s biography.

Bill Albert also has an interesting answer to the question of how one sells research to stakeholders.

Usability Is Subtraction through Addition
Bill Albert, Director, Design and Usability Center, Bentley University, United States

Adding usability to the design and development process both saves time and money. This is counterintuitive to most people, specifically for folks who have not gone through usability testing before. How can you possibly save time by adding a step in the design/development process? The analogy I like to give is asking directions. Sometimes stopping to ask for directions takes a few extra minutes at the beginning but saves a lot of time in the long run. This is especially the case when driving around Boston! Usability testing and user experience research is really no different. Conducting user experience research and usability testing, when done well, clarifies the team’s understanding of the users, their current experiences, their needs/desires, and what improvements need to be made to the current design. Without this information, you are designing in the dark. How can a design team possibly know how to design something without this basic information? If they stumble on the right design, it is sheer dumb luck. Much more likely is that the design team comes up with something that isn’t right, and it doesn’t sit well with the rest of the team. There are countless meetings to come up with the right design, with a lot of guesswork and anecdotes being thrown around. Had the design team only done the upfront research and testing, they would have reached the right design much sooner and with a lot less pain. To some people, testing a product that is going to change doesn’t make sense. However, once they see the benefits, they never go back. The old adage “you can pay me now, or pay me later” rings true.

“Research” or “usability testing” sound like big words. People think (sometimes, rightly so) that they cost a lot of money, take a lot of time, and have an academic flair (which in industry might not be a positive thing). Above all, in my view, one of the most challenging arguments against research is that it is perceived as something that asks questions for which people already have answers. Many stakeholders think of themselves as people who know what users need. They claim to have great instincts and intuition about what people want. Some of them are convinced they are users. They use anecdotes from their own lives to prove they are right. Each time I attend a design discussion and I hear the words “I think” or “I as a user,” my eyes light up and I pay closer attention. These are the toughest nuts to crack. I see that as a challenge. If people who think this way can be convinced to buy-in to research, I feel I have made the world a better place. I don’t fight them. I invite them to come over and observe a usability test.

Usability testing is key to getting buy-in. Many people, including people in the UX world, see usability testing as a low-priority activity that carries little value. And here is a confession of my own. I myself don’t really like usability testing. Not because I don’t think it’s helpful. I think it’s the most useful thing a development team can do. Personally, I have done so many usability tests that at this point in my career, I prefer conducting other types of studies. That is not to say I don’t do them. As a matter of fact, as I am writing these words, I am preparing for a series of six usability tests that I am going to run in a period of ten weeks because this is what my team needs.

If there is one thing I would recommend that researchers do to better sell the value of UX research, it would be to make usability testing a small thing. Many make a big deal out of it. They hire an agency to run a $50 K usability test for them. They have multiple meetings beforehand to negotiate the study, plan, and prepare it. They study eight or twelve people, put about four weeks aside for analysis and report writing, then have a big meeting during which results are presented and a big report is handed out. Yes, there are situations when this is exactly what the organization needs. I understand and accept that. I’ve even advocated for these types of studies in the past. Today, I feel that the smaller the study, the bigger its impact. If a usability test is not a big deal, stakeholders see it as something they can be involved in. They can be a part of it because they understand it. How do you make a study small? Run one every week or two. Currently, I am running a study once every other Wednesday with three to five participants. Together with the team, we decide what to test on the Monday before the study. We prepare the study on Tuesday and analyze it on Thursday. I don’t write a report. Instead, we fill in a spreadsheet with findings and recommendations. The team discusses severities, impact on users, and ease of implementation of each recommendation and decides what will be done when. We then move on to preparing the next study. Recruitment of participants is happening in the background throughout the entire time. This can work if your user population is homogeneous. If not, you can decide that once every three studies you will recruit from a different population and test different content, and so on.

That’s how you turn research into a small deal, and that’s how I believe you sell the value of research. I have seen many stakeholders “convert” after experiencing and appreciating the value of such small usability tests. After you get this buy-in based on usability testing, you achieve credibility and can suggest other, different methodologies.

To be fair, what I have just described is a practice that is heavily tailored by – and enabled by – the development model used by most of the organizations I worked for. When products are continually updated, research can happen continually. The reality of a lot of release-style software (and other development) organizations might be different, yet there is always a place for not making a usability test a big deal.

The Art of Selling Experience Design and Design Thinking Approaches
Silvia C. Zimmermann, Managing Director, Usability, Switzerland

When I started working in the field 17 years ago, I had to write business cases to convince potential clients to embrace Design Thinking approaches in their development life cycle. I had to present them with detailed cost and risk models to demonstrate that they most probably will engage in an unbearable risk when they don’t involve their users and clients in their product or service design processes early on. Today, I don’t need to do this any more because my long-term clients have achieved a similar maturity model when it comes to usability, UX, and experience design.

One thing that was always very important for me personally, though, was the promise I gave myself when I started working in the field. I don’t try to persuade someone at any price. I show them the methods we use, the success we had in other projects, and the importance of embracing UX, but if a client remains skeptical about the added value we can bring to their innovation cycles, then they should not embrace our methods and services. It is not the responsibility of our field to persuade someone that what we do could be beneficial for him or her. That would be the same as if we would try to persuade someone to stop smoking, if he or she likes to smoke.

Here are my five tips to sell Experience Design and Design Thinking approaches:

1. Treat your client as a friend. A UX relationship with a client is like a long-term investment in friendship.

2. Approach your client with the Design Thinking experience in mind. Tell your client that you apply UX not just in their projects; make them feel that you approach them in the same way too.

3. Train your client. Not everyone knows all the details about all the different methods and processes we use. Always have a small slide deck with nice illustrations with you. This approach allows you to show very quickly the pros and cons of one particular method or UX process.

4. Be transparent in what you do and plan. Try to be as clear and transparent as possible: for example, “I select research methods based on IS0 16982,” “I evaluate based on ISO 9241,” or “I report based on ISO 25062.” Doing so helps clients understand pretty quickly what you do and how you do it.

5. Surprise your client and avoid doing the obvious. Everyone today knows the basics about UX and Design Thinking. If you can surprise them, you can win them.

To become more successful in selling the value of UX research to stakeholders, you must leverage certain organizational situations. When these situations occur, UX research is probably not in the minds of stakeholders as a discipline that might be helpful. Take that as an opportunity to make an impact.

ent When the organization wants to develop a new product, offer to help uncover user needs, identify who the users are, their current pain points, and how the organization can add value.

ent When the team plans the next version, offer UX research to understand what’s working well and what can be improved in the current version. Offer to look into the usability of competitor products to better understand their strengths and weaknesses.

ent When the product is about to launch, lend a hand in planning and instrumenting sensors that will educate the team about user experience success metrics based on usage data.

ent When a new senior decision maker joins the team, meet with him or her. Show them what you do and highlight the benefits.

ent When a product is succeeding, propose research to make it even better.

ent When a product is failing, offer research to help identify the problems and suggest solutions.

image Watch my interview with Dana Chisnell, an independent researcher and consultant at UsabilityWorks. Dana says that when the bottom line changes for the worst, stakeholders become more open to UX research. Use QR code 119 to access the video, a quick summary of the interview, and Dana’s biography.

ent When someone is already doing “research,” use other terminology and find ways to avoid conflict. The following story is an excellent example.

Words Matter
Carol Smith, Lead Consultant, Midwest Research, United States

To gain my client’s trust, I try to use clear language and terms and to incorporate the language that they are most comfortable using. In some cases, the client’s language supersedes the terms that I would normally use – or even those that would be considered proper.

For example, last year I was planning the redesign of a major website for a client. I needed to communicate my recommendations to the people who would create the clickable prototype. I determined that given the limited time available, it would make the most sense for me to create an initial set of wireframes as a communication tool. However, the people who were to develop the clickable prototype also owned the creation of “wireframes” for the organization. I spoke with the team, and they agreed that my suggestion of making initial wireframes made sense. A win! In order to make the process acceptable to the organization, we had to come up with a different term. Wireframes became pictorial representations.

With another client, despite the presence of a strong and successful UX team within the same building, the marketing department was responsible for “research” and “surveys.” The UX team was unable to use those terms to describe any of their work, so common UX methods were hidden with more obscure terminology. A simple focus group became a Joint Application Design (JAD) session, though when we needed to do a JAD session, there was confusion about what to call that to differentiate it as well. The work was interesting and challenging (and most importantly, funded), so the UX team continued to put extra effort into these minor details to avoid major conflicts. I also bring my vocabulary into the client’s realm. For instance, I have had a few clients show me their “personas,” despite not having conducted much (if any) user research. I take the time to educate them on what a persona entails with regard to user research and plan work to transition the existing documents into true personas. Until that effort is complete, I ask them to differentiate the existing documents by referring to them as profiles or a similar term indicating that it is not yet a persona because it is lacking research to support it.

These may seem like UX “losses,” but they don’t have to be seen that way. By making the effort to clarify and in some cases change the language we use, the team takes ownership of the work, issues with other teams are avoided, and we can get work done.

image Watch my interview with Professor William Gribbons, Director of the Human Factors in Information Design program and founder of the Design and Usability Center at Bentley University in Waltham, Massachusetts. Professor Gribbons sells the value of research by explaining that it is predicting a problem before it occurs and helps avoid it in the first place. Use QR code 132 to access the video, a quick summary of the interview, and Professor Gribbons’s biography.

Perfect your sales pitch. Make sure you come with data and concrete proposals for research. Talk with individual team members first. Get their feedback, change your plans, and get their buy-in. Come to decision makers together. Be approachable, open to other people’s ideas. Never give others a feeling you are frustrated. Always be positive. Learn from salespeople. Read books about becoming a better salesperson. My favorite is “The Little Red Book of Selling” (Gitomer 2004).

The Lean Startup movement

Early in 2011 I was exposed to the Lean Startup movement. I had a chance to interview the father of this movement and its most familiar voice, Eric Ries. The interesting thing that attracted me to the principles of the Lean Startup is how similar they are to what people in the UX world have been preaching for decades. The difference is that now stakeholders listen. It’s one thing when we UX people talk about how research is important. It’s a completely different thing when an entrepreneur such as Eric Ries talks about it.

image Watch my interview with Eric Ries, author of The Lean Startup: How Today’s Entrepreneurs Use Continuous Innovation to Create Radically Successful Businesses and the father of the Lean Startup movement. According to Eric, the Lean Startup approach calls for testing hypotheses. We all agree that we have a strong point of view about what customers ought to want and that we have a rigorous methodology for testing which elements of our vision are brilliant and which are crazy. Use QR code 129 to access the video, a quick summary of the interview, and Eric’s biography.

The Lean Startup movement, its literature (Ries 2011; Vlaskovits & Cooper 2010; Blank 2005 Ries 2011; Vlaskovits & Cooper 2010; Blank 2005), and its leaders advocate UX design and research as the solution to their business problems. Eric Ries, a former programmer and current entrepreneur and startup coach, talks about “validation,” and Steve Blank, a serial entrepreneur and a Stanford University professor, uses the mantra “get out of the building” (and talk to your users). “Validation” is usability testing. “Get out of the building” is ethnography. This is great music to our UX ears. When I started digging more into the Lean Startup concept, I learned that many startups now want to become lean. They now understand that user experience is a critical aspect of what they do and one of the cornerstones for their future success.

To better understand this phenomenon, here are the principles of the Lean Startup movement based on Eric Ries’s approach (2011):

ent Entrepreneurs are everywhere: As Eric Ries says, “Entrepreneurship is not just about two guys in a garage eating ramen noodles.” There are entrepreneurs in many places that you might not expect. Entrepreneurs operate in startups, large companies, nonprofit organizations, and government agencies. All that matters is that you are in an environment in which you create something new under conditions of extreme uncertainty. Many organizations do that.

ent The MVP (minimum viable product): The minimum thing that needs to be developed to learn whether the product development plan is correct. For example, if your product requires users to download it, develop a single web page that shows a screenshot of a mockup of the product with a short explanation of its benefits, as well as a big Download button. That’s it. The next page after clicking that button will either explain why you don’t have it or display a 404 (page not found) message. By doing that, you learn how much your product is needed. You created the minimum thing that will help you learn.

ent Validated learning: Traditional product development follows the waterfall model, in which things work in a linear way and work is passed from one department to another, similar to what happens in manufacturing and product lines. One of the things that happens is what Eric Ries calls “achieving failure”: building something that nobody wants, doing it on time, on budget, with high quality, and with beautiful designs. In other words, successfully executing the wrong plan. The Lean Startup approach calls for changing what companies do from “making stuff” to “validated learning.” The unit of progress changes from the stuff we make to the stuff we learn to create a sustainable business. In validated learning, teams evaluate their work with real potential customers as a part of the development process. They learn from customers what works well for them and what doesn’t and they change what they do to meet their customers’ needs. To our UX ears, that’s not a big revelation. We call it an “iterative” design process, “usability testing,” or the RITE methodology (Rapid Iterative Testing and Evaluation). Use QR code 140 to watch six minutes (minute 23:00 to 29:00) of a talk Eric Ries gave at Google in New York in 2011 to understand how validated learning could have made his life as a startup chief technology officer (CTO) much better. Fascinating stuff. image

image Watch my interview with Giles Colborne, author of Simple and Usable, Managing Director of cxpartners, and former president of the UK Usability Professionals’ Association (UPA). According to Giles, stakeholders need to understand why research is happening. We help them understand by framing it as “validation,” which answers to their fear of doing the wrong thing. Use QR code 126 to access the video, a quick summary of the interview, and Giles’s biography.

ent The pivot: In an analogy to the basketball “pivot,” one foot of a business is always firmly rooted in what we have learned, while the other foot is moving and exploring new changes for the business. If the time taken to pivot is reduced, the belief is that chances of success before funding is gone are increased. Instead of taking the high risks of developing something huge, we make baby steps forward, developing small things and pivoting to better directions. This way, if we fail, the fall will be relatively less painful and allow us to bounce back and continue. On the other hand, if we climbed a big cliff, the potential fall would be deadly.

ent Build-measure-learn: A feedback loop that incorporates validated learning to make sure the product provides value. One completion of the build-measure-learn cycle is one pivot. You build an MVP, then measure what real people do with it while collecting all kinds of data, and you learn whether your hypotheses were brilliant or crazy.

ent Customer development: Developing your own understanding of who your customers are and what they are like. This is done through “getting out of the building,” interviewing potential customers, observing them in their own environment, and trying to make sense of it. We UX people call it in different names: ethnography, fieldwork, generative, exploratory, discovery research. We create personas.

image Watch my interview with Janice Fraser, an Adaptive Path cofounder and principal of LUXr (Lean UX Residency). Janice is one of the more important voices in the Lean UX approach, which follows the Lean Startup movement. Notice how the following key principles of the Lean UX approach relate to those of the lean startup. Pay attention to the language. There’s not a word about usability and user experience.

ent A product team includes people who do design, product management, and development.

ent Generate many options and decide quickly which to pursue.

ent Recognize hypotheses and validate them.

ent Rapid think-make-check cycles.

ent Research with users is the best source of information.

ent Focus on solving the right problem.

ent Externalize. Make your work and your process visible to the rest of your team.

Use QR code 130 to access the video, a quick summary of the interview, and Janice’s biography.

Silicon Valley has seen many trends and phenomena. Most of them burst into people’s lives and went away as quickly as they showed up. Some stuck. Many feel that the Lean Startup movement is here to stay. Here is one piece of evidence to support this belief: Eric Ries’s annual conference, the Startup Lessons Learned Conference, was streamed to more than 40 locations worldwide in 2010. In 2011, it was streamed to more than 100 locations worldwide, where entrepreneurs watched it live – in some cases, all night long.

Accept the fact that it might not work and that it’s okay

As you know, selling UX research is hard. I attribute most of my gray hair to these efforts. Selling research to people who don’t respect or don’t understand the value of research is a challenge that might frustrate you. I learned one important thing throughout many successful and not so successful attempts at persuading stakeholders. That thing is to accept the fact that not all people will be persuaded. It is really wonderful and exciting when stakeholders have an “a-ha!” moment. We have all been there. There’s no feeling like it. Yet it is not the end of the world if they don’t want to buy what you have to sell.

image Watch my interview with Donna Spencer, a freelance information architect, interaction designer, and author of Card Sorting: Designing Usable Categories. If Donna hears from a potential client that they want her to do only a design without research, she might not take that job. When she does take the job, she keeps reminding clients that they are making things up, making mistakes, and that they don’t know which of the things they do is wrong. Use QR code 120 to access the video, a quick summary of the interview, and Donna’s biography.

An emerging theme that came up from the interviews I conducted with UX researchers from all over the world is that you need to develop empathy to UX research stakeholders. UX research is not at the top of their priority list. Sometimes, it is not even on the list. Sometimes they have other, more critical pressures – some of which you might not ever be aware.

image Watch my interview with Caroline Jarrett, an independent usability consultant from the United Kingdom. Caroline emphasizes that the need to develop products that are great for people is only one of the pressures on stakeholders. Use QR code 122 to access the video, a quick summary of the interview, and Caroline’s biography.

References

Blank, S.G., 2005. The Four Steps to the Epiphany. <Cafepress.com>.

D’Hertefelt, S., 2000. 13 common objections against user requirements analysis, and why you should not believe them. <http://www.interactionarchitect.com/articles/article20000609b.htm> (accessed 09.12.11).

Earthy, J.V., 1998. Usability maturity model: human-centredness scale. IE2016 INUSE Deliverable D5.1.4s. <http://www.idemployee.id.tue.nl/g.w.m.rauterberg/lecturenotes/USability-Maturity-Model%5B1%5D.PDF> (accessed 09.12.11).

Gammill T., (Writer), Pross M., (Writer), Ackerman A., (Director), 1996. The Doll [Television series episode]. In: L. David (Producer),(Ed.), Seinfeld. NBC, New York.

Gitomer, J. 2004. The Little Red Book of Selling Bard Press, Austin, Tx.

Jarrett, C., 2000. Market research and usability. STC Usability SIG Newsletter, 71. <http://www.stcsig.org/usability/newsletter/0007-marketing.html> (accessed 09.12.11).

Nielsen, J., 2006a. Corporate usability maturity: Stages 1–4. <http://www.useit.com/alertbox/maturity.html> (accessed 09.12.11).

Nielsen, J., 2006b. Corporate usability maturity: Stages 5–8. <http://www.useit.com/alertbox/process_maturity.html> (accessed 09.12.11).

Nielsen, J., 2000. Why you only need to test with five users. <http://www.useit.com/alertbox/20000319.html> (accessed 09.12.11).

Ries, E. 2011. The Lean Startup: How Today’s Entrepreneurs Use Continuous Innovation to Create Radically Successful Businesses Crown Business, New York, NY.

Sauro, J., 2010. Why you only need to test with five users (explained). <http://www.measuringusability.com/five-users.php> (accessed 09.12.11).

Spool, J.M., 2011. Why I can’t convince executives to invest in UX (and neither can you). <http://www.uie.com/brainsparks/2011/06/08/why-i-cant-convince-executives-to-invest-in-ux-and-neither-can-you> (accessed 09.12.11).

Swartz, A., 2005. Another usability tool: Marketing. <Usabilitynews.com>. <http://www.serco.com/Images/Another%20Usability%20Tool-%20Marketing%20Sep%2005_tcm3-32533.pdf> (accessed 09.12.11).

Vlaskovits, P. and Cooper, B. 2010. The Entrepreneur’s Guide to Customer Development: A cheat sheet to The Four Steps to the Epiphany Cooper-Vlaskovits, Menlo Park, CA.

Takeaways

In this chapter, we discussed the challenges of selling UX research to stakeholders, who the different UX research stakeholders are, their perspectives about UX research, how to provide value with research, and a primer to the Lean Startup movement. Here are the main things to remember:

1. You closely align with designers and engineers. Many other people in your organization have a stake in UX research. Map them out.

2. Develop empathy toward stakeholders. Understand what they care about.

3. Decide whether to fight or flee from an individual, team, or situation based on the UX research maturity model.

4. Use the driving directions metaphor for explaining why research is important. Asking for directions creates a delay and at the same time makes sure that you’ll get to your destination.

5. Invite skeptical stakeholders to watch usability testing sessions.

6. Make usability testing a small, natural thing. The smaller the study, the bigger its impact. When usability testing is not a big deal, stakeholders get involved because they understand it.

7. Run a small usability study once a week or two with three to five participants. Agree on the content of the study with your stakeholders a couple of days in advance. Talk with them after the last participant has left the building. Agree on action items to be completed for the next round.

8. Leverage organizational situations to pitch UX research opportunities.

9. Learn about the Lean Startup and Lean UX movements. Understand how their terminology and practices are gaining traction among entrepreneurs all over the world.

10. Accept the fact that some stakeholders will never understand or respect UX research.

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