This is my tiny wrap up of uxcamplondon talk that I held at the Ebay Headquarters down in Richmond. My talk had the inspiring title “designing for the difficult – because some things just aren’t simple”. Before I had my talk I had only a vague understanding of the concept. But I think I understand it a bit better now, so i decided to give you a rough outline of the concept.
The problem is quite clear, many applications (be it software such as word, excel, be it web-apps such as Ebay or Facebook) are quite well designed to get beginners up to steam, and also have some advanced features for the top of the end users. How someone goes from beginner to advanced users is still an hardly explored terrain, leading to many people stuck in the middle. To use a graph to explain the problem: If a new product arrives on the market some people will quickly ‘get it’ and become an advanced user, most people will slowly grown in to the functionality they need and become moderate users, and also a fairly large chunk will never grow out of the beginner state and or give up, or only use the very basic of functionality of the software. The challenge therefore is: how can we get as many users from beginners to moderate and from moderate to advanced in a way is most natural to the user.
Old answer – the manuals
Rtfm Write lengthy manuals, hundreds of frequently asked questions, and many pages on help. Although this is not a bad thing to do, it’s also not the best for two reasons:
- Users don’t read for various reasons, but mainly because reading requires true effort
- Developers and designers don’t like to write manuals (no statistics for this claim, so I’m happy to be proven wrong)
So the reading coin doesn’t work out for two reasons, no-one likes to read and no-one (almost no-one) loves to write help texts, faq and manuals when they know they won’t be read.
Old answer – the course, seminar, workshop
Sent the users of your software so lengthy and expensive help courses, where they will burn away their valuable hours and burn away valuable company’s cash. Although this method works, it comes with the down down sides, that it requires even more effort than reading and most times courses are more expensive than the software itself.
I believe there are better methods to educate the user and there are several fields of which ux-designers can borrow inspiration and information.
- Game design – is already working for decades on how to get users through their levels with giving them the right challenges at the right time.
- Marketing – also has a long track record in how to get users to do something /anything
- Education – Just as the classic examples of the book and the classroom, there should be a lot of information there on how to motivate people to learn new tasks.
Together with the fields above there are also two scientific areas that give a lot of ‘new’ answers: sociology and psychology both studying human behaviours and trying to come up more answers on how to keep the change > effect train running. Recently this whole field has got an incredible boost by both the further development of neuro research and the incredible rise of data mining
To me it seems no more than logic that ux field should learn as much as they can from those three fields of work, two fields of science and two incredible methods. Luckily this is already happening, but as far as I can see not in a very structured way.
To give you some links to sources where you can read more on this subject:
- Neuro web design – what makes them click (read my review)
- What video games have to teach us about learning and literacy
- Making meaning – (still have to read this, thanks for the tip Alfred)
I’ve gathered quite a series of examples, but at the moment I feel it’s to early yet to state that it is anything beyond incidental anecdotes, but for those interested; have a look at my presentation: