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User Centered

Studying the design of everyday things

Posts tagged with "technology"

Just like me!, Techie Toys, part 3 of 3

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There's something...creepy about machines that display human qualities. From the "we are sorry" used in Microsoft's "This program has encountered a problem" dialog, to the doll that says "dumb mama!" when she gets "mad," we don't like it when computers impersonate us.

The $40,000 word is "anthropomorphism" and it just means "things that are given human qualities." We do it ourselves, naturally, so there's no cause for alarm. If you've ever named your car or believed that your pet is "trying to comfort you," you've anthropomorphized them.

How does this relate to toys? Well, dolls and stuffed animals have always tried to be "more human." Before technology, they were made impressive by the quality of the materials used, clothes and accessories that look "just like" their owners full-sized counterparts. And with the myriad technologies available now (voice chips, sensors, motors, screens), it seems the more a toy can trick us into believing it's human, the better it sells. 20 questions, digital pets, anyone?

But when can we (or should we?) use the technique when developing user-focused systems? First of all, try not to do it by accident. It only takes a subtle shift in tone: "I need a valid telephone number" vs "Please enter a valid telephone number." (use the second one, btw)

Second of all, fit with your theme. A video game probably benefits from a "virtual guide," but why did most people hate Clippy? Wrong setting. People were trying to get stuff done, and this stupid character kept interrupting their work. Anthropomorphism rarely works in "regular" applications. Even Skype, a very fun-themed application, doesn't use "I" for itself (and only uses "we" on their website when it's clear they're referring to the people in their company).

And last of all, don't do it unless you can really pull it off. A five year old might be "fooled" by a talking doll (our niece actually got mad at Amanda when she said "dumb mama"). There isn't a system yet, however, that can pass the Turing Test.

Usability principle: Usable systems rarely benefit from anthropomorphism. Steer clear!

Also see:
Part 1 Amazing oversight: forcing functions, and Part 2 Some assembly required: Buyers as users.

Some assembly required, Techie toys part 2 of 3

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Toy marketing has a double edged sword to walk. The users have no money and the buyers will never use the product. What a pickle!

Parental fear of "some assembly required" shows how powerless we feel, stuck between the demands of a three year old and the shareholders in Mattel. We secretly suspect that parents are the weak link in this whole Christmas machine. Nobody really cares about us. But should they? [1]

The issue is one that usability professionals often face: The buyers are not the users. How do you convince company xyz that a usability evaluation will help their project? And what do you do when company xyz requests something that is a clear usability violation?

The question of cost-justifying usability has had entire books written about it, but what's the real bottom line? How do companies know when they've made unusable products? Customer reviews and customer purchasing data is a good start. For the most part, this data is reliable. And this Christmas, there may just be enough data to start influencing producers:
What do customers ultimately buy after viewing this item? 78% buy this item, 11% buy competitor B, 7% buy ...
Amazon is beginning to do some interesting things with its product purchasing data (I read the above quote looking for a webcam). As long as shopping sites' allegiance remains with the buyers, this is a good thing. We almost didn't buy Amazing Amanda because of some negative reviews we saw.

The numbers Amazon delivers about customer reviews and purchasing data is exactly the kind of thing managers understand. When they consistently get bad numbers, they'll come looking for reasons, and usability professionals will have some of the answers. That's one gift I love to give.

[1] An interesting and challenging side note: does usability even matter anymore?

Part 1 Amazing oversight: Forcing functions, Next Just like me!: Anthropomorphism, Techie toys part 3 of 3

Amazing oversight, Techie toys part 1 of 3

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With Christmas upon us, I thought I'd blog about every child's favorite realm for the use of technology: Toys.

...before you can begin to play with Amazing Amanda, you must set the correct date and time.

We just bought Amazing Amanda for our niece, and this little gem of a quote was the first thing in the instruction manual. How could any toy begin with the words, "before you can play?" It's like a Big Mac with a label, "before you can eat this burger..."

Toys = play. It's the mathematics of childhood. Why would you add any other variables to that perfectly balanced equation?

Well, Amanda has certain features that are time-dependent. She "wakes up" at the same time as your child, she knows when Christmas and other holidays are (though there was nothing in the instructions about Kwanzaa or Hanukkah--the doll is Norwegian, I might mention).

But is time-dependence any reason to cripple her main function? (Play, in case you forgot, like the designers did). By erecting a barrier like this, you're saying that the user cannot continue without completing these tasks. The true story is that in a computer, it is often easier to make one brick wall than to build indivual boxes around all the affected functions.

So Amanda can't say, "Time for lunch, mama!"* She can still go potty, get fed, recognize when you brush her hair, change her clothes... The number of different things she can do is pretty...Amazing.

Anytime you feel the need to popup a dialog box, (Usability principle) stop and think: What can the user still do? You'll have a huge list, and you'll see that your super-important must-be-decided-now forcing function really only affects one tiny part of the user experience. Instead, build little boxes around just the things that really can't be done. Is it more difficult, slightly. Is it worth it, absolutely! When it's done right, the user feels like your technology is actually helping them instead of just getting in the way.

* For students of Norwegian, that's "Nå er det lunsjtid, mama!"

Part 2 Some assembly required: Buyers as users, Part 3 Just like me!: Anthropomorphism