Category Archives: user experience

on being senior

John Allspaw wrote a great blog post titled On Being a Senior Engineer.  I read it, nodding along, and realized that his post isn’t really about being a senior engineer.  As Allspaw puts it, “I expect a ‘senior’ engineer to be a mature engineer”.

He’s totally right.  A senior engineer, or a senior user experience professional, or (I think) a senior anything is about maturity.  It’s not just about the number of years that you’ve worked with a given technology or done a particular job.  It’s about how well you get your job done.  These items from his post particularly resonated with me:

  • seek out constructive criticism of their designs – When you’re senior, you know that your work isn’t automatically perfect.  You know that others have valuable perspectives, that they have knowledge that you don’t have, that others can be the source of a valuable insight that you wouldn’t get otherwise.
  • understand […] how they are perceived – Allspaw said it well here: “Mature engineers know that no matter how complete, elegant, or superior their designs are, it won’t matter if no one wants to work alongside them because they are assholes.”  Oh, and this too: “Be the engineer that everyone wants to work with.”
  • understand that not all of their projects are filled with rockstar-on-stage work – There’s a lot of work to get done.  Being willing to do the work that needs to get done, not just the high-profile work, is one of the ways that you become senior.  This is related to, but definitely not the same as, being the person who everyone who everyone wants to work with.
  • lift the skills and expertise of those around them – One of the most important things that you can do in a senior role is to help your team be better. If you’re the rockstar on your team, but everyone else around you is floundering, you’re not senior.  You need to help those around you so that they can be rockstars too.  Create a team of rockstars, and that’s one of the ways that you become senior.
  • make their trade-offs explicit when making judgements and decisions – Nothing is perfect.  Life is a balancing act.  When you’re making trade-offs, document them.  It will help others understand your thinking, which makes the team better and which helps with gathering constructive criticism.  It will also help yourself in the future so that you remember why it is that you decided on one thing over another.

Allspaw makes a lot of other awesome points, and I feel like I’ve lifted enough from his post as it is.  His blog post is one of the most insightful and thought-provoking that I’ve read in quite some time.  It’s long, but I recommend reading all of it and thinking about how it applies to your career and your life.

VMware User Experience 2013

In November 2011, I led VMware’s very first internal conference for its user experience community, with the creative title VMware User Experience (vUE).  VMware’s user experience community is spread across the whole company.  There’s my team, which works on the vCloud Suite and related products.  There’s a few other small user experience teams across the company, in places like Customer Advocacy and Socialcast.  And there’s a lot of interaction designers who are embedded with their teams, one or two people sprinkled here and there throughout the company.  Our goal for the first vUE was simple: get everyone together for two days and get to know each other.  We ended up with 60 people attending, representing a diverse array of products, with people coming from as far away as Sofia, Bulgaria; Herzliya, Israel; and Sydney, Australia.

After vUE 2011, we instituted some new practices to help our user experience community keep its momentum going.  I created and am leading a series of UX tech talks, in which we as a community come together and share our experience and expertise about user experience.  The UX tech talk series isn’t limited to just user experience people, and we usually get ~100 people attending each tech talk.  We also have a monthly UX all-hands meeting, which is led by one of our Directors of User Experience at VMware, and gives us an opportunity to share things that are of interest to the whole community.

I’m also chairing vUE 2013 1.   We’ve had the opportunity to meet each other, and we now have other ways to keep in touch and be able to share our expertise.  This time, our goal is to build upon all of that, and talk about ways that we can improve the user experience at VMware.  We have 22 UX people across the company who are going to give technical talks (10-20 minutes each) about a topic that they’re passionate about, and we have several invited talks, including each of our Directors of User Experience as well as members of our executive team.  We’re also having breakout sessions to give everyone a chance to dive deeper into specific topics, and the all-important social event to share cocktails and swap stories of user experience.

vUE 2013 is five weeks away, and we’re wrapping up all of the final details.  I’ve got a great committee to help me out, and I’ve also worked to ensure that we’re set up for success for vUE 2014.  We’ve already identified the vUE 2014 conference chair and technical chair, and they are responsible for everything.  I will act as a mentor to them as they go through everything, and I’ve tried to document what I think they’ll need to know, but I won’t be on the committee myself.  vUE needs to continue to grow and evolve, which means that it can’t have the same person running it.

I’ve got a lot to do in the next five weeks, but it’s going to be worth it.  vUE 2011 was a smashing success, and I’m hopeful that we exceed the high bar that we set for ourselves.

  1. It was originally supposed to be vUE 2012, but we had to move the dates to accommodate a few things.

VMware Take 3

One of VMware’s benefits is the Take 3 program.  For those who have been with VMware for at least five years, they can take 3 months off to do something completely different from their usual job.  One option is to work on a different project or try out a different discipline.  Another option is to work with the VMware Foundation and spend 3 months working for a charitable organization.

Deanna McCusker is a UX designer on my team who has been with VMware for 9 years.  She’s on her Take 3 project now, and she’s taking the latter option.  She is working for the Community for Open Source Microfinance on an application called Mifos.  She’s also keeping a blog about her experience, and you can follow along here.

I’ve already informed Deanna that she’s signed up to give a UX tech talk when she’s completed this!

on blind design

Alex Griendling wrote an awesome blog post about the predilection of the design community to redesign something that they glance at and decide that they don’t like.  His post concludes with this, which I think applies to more than just design:

Were designers to simply offer their opinions on newly released identities or logos, that’d be one thing. Instead, by offering an opinion and an alternate solution that is presented as being better, we’re disrespecting the designer(s) that made the work while completely ignoring that the piece being critiqued went through the same process that we deal with every day. A little empathy towards work produced and, in turn, the designers that produce said work, would go a long way toward elevating the community’s discussion next time a redesign descends upon us.

It’s important to remember that, when you’re not involved with a project, you don’t know why design decisions were made, what constraints they were under, or what inputs they had to consider.  Coming in as an outsider, criticizing a design, and then presuming that you can create a new design in a day or two in a vacuum is a bad example of the design process, and it sets a bad precedent for all of us in user experience.

Q&A: about the use of jargon

In my DevFest talk a couple of weeks ago, I cautioned developers about using jargon.  I got a question about the use of jargon via email, which I’ll paraphrase like this:

I often use jargon when I talk to my customers.  I wanted to show them my IT skills and build trust.  Should I always avoid jargon?

This is an awesome point.  One of your goals when you are talking to users is to build rapport with them.  By building rapport, you make them more comfortable in sharing information with you, and it’s information that you need.

I think that you should use jargon with users, but you need to be careful about it.  You should avoid introducing jargon into your conversation with your user yourself.  You don’t want to lead them to using a term that they know but don’t naturally use themselves.  You want to hear the term that they naturally use.  If you hear that enough people don’t use the jargon that you use, but instead use something else, you might want to change how you refer to this item to match their own terminology.

You should listen closely to how they refer to something.  If they use jargon to refer to that thing, use that same jargon to refer to the same thing.  Be careful to ensure that you understand exactly what they mean when they use that term.  One of the examples that I gave was in the case of looking through log files: “event”, “alarm”, and “alert” are often used in log files.  Different log files use those terms in very different manners.  I’ve seen log files where “event” meant “something very bad has happened”, and I’ve seen log files where “event” meant “something has happened; could be good, could be bad, could be neutral”.  If you were talking to users about troubleshooting and they used the word “event”, you should clarify with them what “event” means to them to ensure that you are using “event” in the same way that they are.    If you assume that you’re using “event” in the same way, but they mean something different than you do, you could make erroneous inferences based on that misunderstanding.

 

how to present your results from user experience research

It might just be confirmation bias, but I feel like I’ve been hearing the same question a lot lately: how do you present your results from your user experience research?

I don’t think of the question in this manner.  When you state the problem in this fashion, it presumes that there is one way to do it, and that you do it once and that’s it.  My goal in conducting research is to have it make an impact.  I can do the most awesome user experience research that has ever been completed on any product anywhere in the world by any researcher, and it’s meaningless if it doesn’t actually result in an improvement to the product.  I think that the correct question to ask is, “how do you share the results from your user experience research such that they get acted upon?”

Presenting your research results is never a single task that you do once and never do again.  You will share the results of your research over and over again throughout the development process, regardless of whether the process is agile or waterfall or some mix therein.

The first thing that you should do when you are conducting research is ensure that you have buy-in from whoever you’re going to need it from.  This certainly includes the designer and program manager, and usually includes others as well: additional researchers and designers who are working on related projects, software architects, engineering managers, QA managers, and anyone else who could block the adoption of whatever results come out of your research.

The second thing that you must do is ensure that you and the designer are always on the same page.  After you have conducted the research and are in the process of analyzing the data, you need to involve the designer to ensure that you have captured all of their concerns.  When I am crafting recommendations, I usually create a first pass of them as part of the analysis, and then work with the designer to get their perspective.  In my eyes, that first pass at recommendations is a strawman, intended to kickstart the conversation about what the final results should be.   You want your final results to include recommendations that are the user experience recommendations, not just the user experience research recommendations.  You don’t want a designer to feel like they’ve never heard about an issue until an official results presentation meeting, and you certainly don’t want them to feel like your recommendations don’t meet their design goals.

Likewise, if you anticipate that these recommendations are going to be contentious or will require significant unexpected work, you should discuss the research results and recommendations  with those who are most likely to be impacted by that.  These discussions are usually 1:1, and give you the opportunity to understand other constraints.  If there are major constraints, such as scheduling constraints, you can work in advance to prioritize the recommendations, and work with the designer to come up with a design that addresses as much as possible now as well as a long-term design that will be implemented in the next version.

Once all of this is done, the way that you communicate your research recommendations depends on the needs of your audience. Your communication style needs to match theirs. If they communicate exclusively through their bug-tracking mechanism, then your design needs to be communicated there too. If they communicate via wiki, then your design needs to be wiki-fied. If there’s one stakeholder who really needs to buy off on your design and everyone else will follow that person, then you need to figure out who that stakeholder is and figure out how to get them to buy off on your design. If everyone needs to come to agreement that your design is the one that they will implement, then you probably need to have one discussion with project managers and a different discussion with engineering. Each of those groups have different goals and different needs, so having a separate discussion with each of them means that you’re able to address their unique goals and needs, as well as answer any questions that they might have.

As a part of all of this, you might give a presentation to a roomful of people to discuss your research results, and you might write up a big report and send it out in email.  But that’s not the end of the process.  It’s only the beginning.  You’ll need to share your research results more than once. You’ll need to track the development process and ensure that your recommendations are being acted upon, and communicate with the team if they’re deviating from the recommendations. It might be that they’ve forgotten elements of your recommendations, or that someone new has come on board and simply isn’t aware of them, or they disagree with it and so are conveniently disregarding the research, or (as in every software project that has ever existed) they’re having to make changes to their plan (adding features, cutting features, cutting parts of features, etc), and thus parts of your research recommendations are impacted by those changes. If they’re going to make changes or compromises in the design that you researched, you should be a part of that discussion — you know the design and the research recommendations the best of anyone, and you know why you made the design recommendations that you made, and you can help them make decisions and discuss the trade-offs between development time and user experience.

Remember: no-one cares about your work more than you do. For your research recommendations to be truly effective and fully implemented, you’re the one who’s going to have to track it and make sure that it actually happens.

Greg Hoy: “good work isn’t enough”

Greg Hoy of Happy Cog has written an awesome blog post about being a great user experience designer: “Good work isn’t enough”.  Greg is right: creating the most amazing designs (and research) isn’t sufficient for you to advance in your career.  You also have to be a good person to work with.  You have to be a good team member.  Greg lists several points of what makes a great designer, including being respectful, being patient, and put in extra effort with no strings attached.

Greg says that this applies to people who ” work in an agency or web department within an organization”, but I think that it’s a lot wider than that.  I think it definitely applies to anyone in user experience, and quite possibly anyone in software engineering at all.

starting over on your user experience

The HTC blog has a post from its Director of User Experience about how they redefined the HTC Sense, and did so via user research.  He doesn’t elaborate a lot on what research they did, but rather their key learnings and how that informed all of the design decisions that they made.

My little researcher heart goes pitter-patter when I hear of stories like this, of companies willing to step back and completely reconsider everything based on user research.  Go HTC!

User research != user feedback

This quote has been making the rounds again:

“User feedback is bad at telling you what to build. It’s great at telling you what you fucked up” – Phil Libin, CEO of @Evernote

I haven’t actually been able to find the quote in context, so I hope that Libin isn’t as ignorant about what user research brings to the table as he sounds in this Twitter-sized quote.

It appears to be making the mistake of assuming that gathering user feedback is the same as doing user research.  They’re different beasts.  It’s not difficult to show users something and get feedback on it.  User research is more than just showing something to people, writing down what they say or did, and then going back and telling people about that.

Feedback doesn’t just tell you “what you fucked up”.  If you think that’s all that you’re hearing in your user feedback, then you’re not listening to your feedback.  You’re only hearing part of the message in the feedback.  Don’t just take your feedback at face value.  Take the time to analyze it and understand it.  You’ll learn a lot about what you got right and what you got wrong.  If your users perceive that you got something wrong, then you’ve got to decide what to do about it.  I wrote a post about feedback and constructive criticism awhile ago that covers a lot of this.

Feedback also can tell you what to build.  By hearing what works and what doesn’t work from your users, you have the seeds of inspiration for building the next big thing.  It might or might not be related to what the feedback was actually about, but that’s the beauty of the human experience: every interaction we have impacts us, and it all comes together sometimes in ways that we can’t explain when we have that sudden insight that tells us what to build next.

But feedback isn’t everything.  Feedback is just a teensy subset of user research, and I sincerely hope that anyone who is CEO of a company knows that.  User research can tell you what to build.  The research that you do when you need to figure out what to build isn’t as neat or easy-to-conduct as the formative research that you need to do when you’re trying to figure out what to build, but it can lead to that lightbulb moment where you figure out what’s next.  If you don’t know what this entails, go find an awesome user researcher (hi) and ask.