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Alan Cox

As it grows, the company I work for is becoming more metric-driven. Ultimately, I support the idea of having goals and metrics that help us understand whether we're doing good work, the right work, etc.

I don't expect goals & metrics to ever tell the whole story; the world is squishy and numbers are unlikely to paint a completely honest picture. I do think, however, that they'll help us start conversations and give us something to shoot towards.

I'm curious: what type of goals and metrics exist in your company that are related to good user experience and good design? Do you have goals & metrics that are company-wide, team-wide and individual?

Alan

Chauncey Wilson

Hello Alan,

You might want to get the book Built for Use: Driving Profitability Through the User Experience
By Donoghue, Karen and Schrage, Michael D

The book never got the attention it should have, but it is full of good information and stories about how to connect:

Business goals with User Experience Goals with Product Features with specific metrics.

There is much discussion on how to set usability goals (multiple metrics or a composite metric).

There is an approach called SUM that is a usability metric for comparing products or different versions of a product. A paper on that is found at:

http://www.measuringusability.com/papers /HCII2005 _sauro _kindlund -V9.pdf

In your goal setting, you might examine the corporate goals and then fit your goals to the corporate goals (see the Donoghue book for a matrix that lays this out in a very powerful fashion).

Chauncey

On Fri, Mar 6, 2009 at 4:24 PM, Alan Cox alan.cox at icontact.com wrote: As it grows, the company I work for is becoming more metric-driven. Ultimately, I support the idea of having goals and metrics that help us understand whether we're doing good work, the right work, etc. I don't expect goals & metrics to ever tell the whole story; the world is squishy and numbers are unlikely to paint a completely honest picture.  I do think, however, that they'll help us start conversations and give us something to shoot towards. I'm curious: what type of goals and metrics exist in your company that are related to good user experience and good [trim]

Scott Berkun

There are several flavors of these sorts of things, but ironically setting metrics to measure is often done without a well formed goal. Are you trying to measure the value of your group? The value of people on your team? To win arguments with other groups? It's usually a mistake to create metrics unless you're clear on what you want to do with it, or more cynically, how others might use them against you.

The most common reason this stuff gets generated is because everyone else is - the CEO or VP is mandating it. In which case you should quickly decide what parts of this process are done for show, and what parts you care about and will find useful. Politically speaking, it can be best to align your metrics with the peer team that has the strongest standing and most affinity for your group. It's certainly a consideration to keep in mind (in other words, at a minimum your metrics speaks a similar language to their metrics).

I studied this stuff years ago, so here's a rusty recollection of an opinion on this:

The usability/analytic side is easier:

1) Ratio of usability recommendations to implemented changes - This is the most effective metric of how much value a usability group is adding. Running studies is one thing, but if a study results in zero changes than either the study was unnecessary or the results were ignored.

Often this ratio points out usability teams are better at generating data than they are at getting anyone to do anything with it. Which suggests their growth will come most from developing persuasion, storytelling, communication and political skills more than learning new methodologies.

2) Number of requests for consultations and usability studies - This is a reflection of how valued the usability team is perceived to be. If no one is asking for your input, perception of value is low. If everyone is asking for your input, and you can't meet demand, your perception is high. Should also track, per group, a) when in their project cycle their request for help came b) if they used your advice or not - more indicators of perceived value.

3) How often usability goals appear in the goals of project managers, team leaders and even executives. Ideally a UX goal is simply one of several project goals that the entire project team is expected to defend. If the only organization with a UX goal is the UX team, something is wrong - the UX team is set up to fail.

4) Work produced. This is easy to measure but has questionable value. # of Reports written, # of studies done, etc. But it captures zero about the impact or value of the work. Popular things like usability scorecards or heuristic evaluations are effectively a kind of recommendation generator (see # 1 above) and are best measured in terms of their impact rather than their quantity.

For design/creative it's harder:

The way designers are used varies so much it's harder to give one generic answer. Managers and team leads always have highly subjective measures for their own performance - so don't be afraid of having subjective measures for designers (There is a good philosophical argument that all metrics are subjective simply because someone has to pick which things to measure : ).

1) Recommendations vs. implementations is always a good measure. However for design it's more subjective, as what constitutes a design recommendation vs. a prototype or a conversation is something you have to sort out. Still, the balance should be on impact and effect on what goes out the door to customers.

2) Initiatives vs. results. Designers in a proactive role should be initiating feature, project and process designs into projects (e.g. The drafting of UX guidelines, or a new metaphor for a new website). Did anyone use them? How well were they used? Etc.) Even a subjective measure, by you and other designers, of the impact of designer driven initiatives has value. For example, for every quarter there should one design initiative per designer, and your job as a team is to meet at the end of every quarter and evaluate the results. Even subjective measures ("score from 1 to 5 on how successful this was on the following attributes..." etc.) can be useful.

3) Requests vs. results. In more service oriented roles, how did the engineer or manager requesting services feel their needs were met. Basic customer satisfaction data can be collected here in much the same way you do for actual (external) customers.

If you tell me more about the design work you're doing, and the nature of the relationship (proactive/responsive) with the clients, and I'll have better advice on the design side.

References:

I haven't done work on this stuff in awhile, but here's some working links from an old pile of bookmarks. Sadly googling for "ux goals" brings up very litte:

http://www.scottberkun.com/essays /27 -the -art -of -usability -benchmarking / - This is a good way to make UX a team goal. The project leaders should have the goal of raising benchmark scores with every release.

http://www.nigelbevan.com/papers /Classifying%20and%20selecting%20UX%20and%20 usability%20measures.pdf

-Scott

Original Message
From: discuss-bounces at lists.interactiondesigners.com [mailto:discuss-bounces at lists.interactiondesigners.com] On Behalf Of Alan Cox Sent: Friday, March 06, 2009 1:25 PM
To: discuss at ixda.org
Subject: [IxDA Discuss] Design/UX goals in your company

I'm curious: what type of goals and metrics exist in your company that are related to good user experience and good design? Do you have goals & metrics that are company-wide, team-wide and individual?

Chauncey Wilson

Here are some classic references that discuss usability goals. The earliest examples of usability specifications that I could locate came from Tom Gilb in the late 1970s and early 1980s. Whiteside, Bennett, and Holtblatt's chapter in the Handbook of HCI described usability specifications and highlighted how field work can inform usability goals. Mayhews book describes how goals fit into the usability engineering lifecycle.

Gilb, T. (1988). Principles of software engineering management. Wokingham, England: Addison-Wesley.
In his book on software engineering Gilb actually uses "Usability" in some of his examples as a quality attribute of his products and he had principles for developing attribute specifications that include: “measurability” (all attributes should be made measurable) and "result-oriented attributes (the attributes should be specified in terms of the final end-user results demanded). Gilb also gets into principles for choosing solutions to help designers meet those objectives.

Mayhew, D. (1999). The usability engineering lifecycle: A practitioner’s handbook for user interface design. San Francisco. CA: Morgan Kaufmann.
Mayhew’s book is a detailed blueprint of the usability engineering life cycle with a wealth of practical advice. This book has four sections: Requirements Analysis, Design/Testing/Development, Installation, and Organizational Issues. Each chapter discusses usability engineering tasks, roles, resources, levels of effort, short cuts (quick and dirty techniques to use when a rigorous approach isn’t possible), Web notes, and sample work products and templates. The book is both detailed and readable and worthwhile for both new and experienced usability specialists.

Whiteside, J., Bennett, J., & Holtzblatt, K. (1988). Usability engineering: Our experience and evolution. In M. Helander, (Ed.), Handbook of human-computer interaction (pp. 791-817). Amsterdam: North-Holland.
This chapter laid out the general guidelines for a usability specification which is the deliverable listing a product’s "usability requirements". A usability specification contains the usability attributes that are critical to the product's quality, the technique for measuring the attributes (which would include the context, constraints, user data requirements, etc), the quantitative metric that represents the usability value (say task completion rate without assistance), and the minimum level of usability for each attribute and the planned level. The Whiteside, et. al. chapter also made a point that usability requirements (and the scenarios for obtaining usability requirements) should be based on field input (through contextual inquiry or other methods) so that the requirements are realistic.

Wixon, D. & Wilson, C. E. The Usability Engineering Framework for Product Design and Evaluation. Handbook of Human-Computer Interaction (Second Edition). Elsevier: Amsterdam, The Netherlands, 1998, pp. 653-688.

Scott brought up some good issues about the impact of metrics. If you metric is around finding problems and you are not persuasive enough to get them implemented then your impact might be low. Paul Sawyer, Dennis Wixon and Alicia Flanders wrote about a metric they called the impact ratio. Here is the reference and abstract

Sawyer, P., Flanders, A., and Wixon, D. 1996. Making a difference—the impact of inspections. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems: Common Ground (Vancouver, British Columbia, Canada, April 13 - 18, 1996). M. J. Tauber, Ed. CHI '96. ACM, New York, NY, 376-382. DOI=
http://doi.acm.org/10.1145/238386.238579

ABSTRACT
In this methodology paper we define a metric we call impact ratio. We use this ratio to measure the effectiveness of inspections and other evaluative techniques in getting usability improvements into products. We inspected ten commercial software products and achieved an average impact ratio of 78%. We discuss factors affecting this ratio and its value in helping us to appraise usability
engineering's impact on products.

So this metric gets at how many are implemented, but there is another step - how much did the changes that were implemented improve the product on whatever usability attributes are most important. What if you implement fixes for 80% of the problems, but the fixes are bad.

So, perhaps you can measure how fixes from one version to the next make the product better but does it impact the revenues/profits of the company. It could be that you made your product 20% better and met your goal, but your competitor just came out with a really usable and useful product and was 20% better than your version.

So the link between goals and revenues is often really hard to figure. You might want to read some of the chapters in the Bias and Mayhew book Cost-Justifying Usability (Second Edition, 2005). http://www.amazon.com/Cost -Justifying -Usability -Second -Interactive -Technologies /dp /0120958112 /ref=sr _1 _1?ie=UTF8 &qid=1236384677 &sr=1 -1

Chauncey

On Fri, Mar 6, 2009 at 4:24 PM, Alan Cox alan.cox at icontact.com wrote: As it grows, the company I work for is becoming more metric-driven. Ultimately, I support the idea of having goals and metrics that help us understand whether we're doing good work, the right work, etc. I don't expect goals & metrics to ever tell the whole story; the world is squishy and numbers are unlikely to paint a completely honest picture.  I do think, however, that they'll help us start conversations and give us something to shoot towards. I'm curious: what type of goals and metrics exist in your company that are related to good user experience and good [trim]

Mike Myles

I've been working on using desired user responses as a way to communicate design intent. These responses are potentially measurable goals, but more importantly they are effective at getting non-designers to understand the core objectives of a project.

It's important to be able to measure design and usability objectives; and the response approach I've used can be linked to detailed qualitative and quantitative test plans. But I've found in most cases that the measurable goals, specs, prototypes, etc. don't help in the least with communicating design intent.

User responses are something I started using on a recent project, and they look to be very effective. I've started work on a presentation in an attempt to generalize their use for any project.

I have an early PowerPoint slide deck available for download off my website. There are no accompanying notes as of yet. I planned to do a few verbal presentations first to refine the message before adding that to the file.

That said, you are welcome to review the slides in the current format. Perhaps you will find them useful; and any comments, questions, or criticisms are welcome.

The slide deck is titled "Communicating Design Intent Through User Responses" and it's located here...
http://www.mylesdesignstudios.com/career.php# downloads

Alan Cox

Thanks all. That's given me a good bit to think about. I'll update this thread when I've drafted the goals for my group.

Peter Merholz

On Mar 6, 2009, at 1:24 PM, Alan Cox wrote:

I'm curious: what type of goals and metrics exist in your company that are related to good user experience and good design? Do you have goals & metrics that are company-wide, team-wide and individual?

I actually think this is really, startlingly, shockingly easy.

Whatever goals and metrics exist for your larger company, those are what you use for user experience and design. If UX is not contributing to an organization's goals and metrics, than what good is it?

This often means that design/UX has to do stuff that's not sexy, but that's ok. At our recent MX conference, Prof Sara Beckman related the story of Sam Lucente, VP of Design at HP. Sam was brought in by Carly Fiorina, but then had to figure out a way to succeed when she was replaced by Mark Hurd. Mark is a cost-cutter and efficiency guy.

So, Sam pointed out that through a design program to standardize and make consistent the use of HP's "jewel" logo, he could save $50,000,000. And that got Mark's attention. It wasn't sexy (it's essentially an operational project) but it helped Mark understand that design could deliver the kind of value he sought. And when it proved successful, it opened the doors to additional value that design can bring.

So, align your group's goals with the company's larger goals. Simple as that.

--peter

anjali magana

At Cisco we have been using SUMI (Standard Usability Measurement Inventory) for a few years (not to be confused with SUM, which Chauncey Wilson mentioned)

Though SUMI is good (as described below) does anyone know of new or upcoming metrics methodologies/tools for non-web site design?

Our design projects tend to be application software that is sometimes web-based. We don't do web pages, so web metrics don't apply. Some product examples are WebEx, Linksys home networking, and of course our huge line of enterprise networking products.

Some facts about SUMI in case you want to try it:

  • It works best as an addition to a usability study
  • Developed by Dr. Jurek Kirakowski from the Human Factors Research group at the University of Cork. See
    http://www.ucc.ie/hfrg/questionnaires/sumi/
  • A rigorously tested and proven method of measuring software quality from the end user's point of view. Similar in design to Myers-Briggs
  • It measures Efficiency, Affect (emotion), Helpfulness, Control and Learnability
  • Anjali Magana
    Cisco

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