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Michele Tepper

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Failing at focus groups

Back in March, I was part of a focus group for an online shopping site. I’m not a big fan of focus groups - there are too many interpersonal dynamics at work and I think you get better, more authentic responses in an interview. But it was $100, and an opportunity to be on the other side of the table for a change, so I was legitimately psyched walking in to the session.

Unfortunately, it wasn’t the good experience I was hoping for. I’ve sat on my post about it for a while, unsure whether I wanted to say anything publicly, but I think it’s worth it if it helps anyone stumbling across this post run a better user research session in the future.

The first thing I noticed, after checking in at the door, was that there was no release or mutual NDA for me to sign. Then, they immediately wanted to take my picture. I said I wasn’t comfortable with that, and they didn’t pressure me, but the same photographer was snapping away throughout the two hour session, and I am sure there were plenty of photos of me in the mix.

I know that the NDA is an easy piece of paper to forget or handwave away as unnecessary; I’ve done it myself in the past. That was a mistake. Don’t ever skip the NDA, especially if you’re taking pictures or video. I was surprised to discover how much having my picture taken during the session threw me out of the experience and put me on my guard, all because I didn’t have confidence that my picture wouldn’t end up on some corporate promotional site somewhere.

(And for those of you who say “oh, we’d never do that; we’re really careful with our confidential research material!” let me tell you a story I heard from someone who worked in-house: one of her designers took all the pictures they’d taken during a usability session and proudly posted them to the corporate Flickr feed. Only being reminded of the mutual NDA that all the testing participants had signed got the designer to take them down. Now you can say, and rightfully so, that this story proves NDAs aren’t guarantees someone’s privacy will be respected. But at least they give the interviewee some confidence and some recourse if it isn’t. Don’t skip this step.)

The second thing I noticed were the set of cafe tables on the far side of the room, and the group of people who all seemed to know each other sitting there and chatting. Oh, that can’t be the clients, can it? I thought. Yes it can. The moderator, from a small SF-based brand research company, tried to explain that it was more “authentic” for the team from the online shopping site to be in the room with us, that you can’t really grasp all of the nuances of body language and the subtlety of interpersonal communication while eating M&Ms behind a one-way mirror.* If anyone ever tries to sell you, as a client, on this being the best way to do research, please show them the door, because they are talking nonsense. Don’t be in the room observing your focus group.

Photograph © AMCThere is a huge body of research that shows that people’s behavior, perceptions, and attitudes are changed by their environment, and part of their environment is the people who around them. Doing user research, one of your biggest challenges is getting people comfortable with an extremely artificial situation, one in which you are paying them for their opinions on something that the typically believe (rightly or wrongly) that you have some personal investment in, so that you can get past polite awkwardness and into something like truth. When you feel yourself being watched by the people who want your opinions, it’s going to change what you say, and make it more what you think they want to hear. 

What’s more, the rationale that the clients could see us better out from behind a one-way mirror was ridiculous on the face of it, because they were sitting behind the table, which meant they were staring at the back of two focus group members’ heads. Lots of ability to see the nuance of what was going on there, indeed.

I’ve spent some time trying to figure out what led the brand consultancy to use this weird setup, and I’ve only come up with two possible answers. One is that they had us get up and look at images pinned to the wall, and in a typical focus group room, that would have been harder. The other is that, since they were specifically targeting people who live in Brooklyn, they wanted to make sure the sessions were in Brooklyn, and they couldn’t find a proper research facility outside of Manhattan. These are both understandable concerns, but neither of them are insurmountable, and neither one is worth giving up whatever measure of critical distance that not having the people paying for the research in the room during the research can provide.

The final thing I noticed was the composition of the group. Out of the ten women at the table, two were in marketing, one worked in branding, and three (including one of the marketers and me) had experience running focus groups. I can almost make an argument that if you want Brooklyn tastemakers, you want to include a few people whose job involves branding and marketing, but even so, you need diversity, and more people who don’t know how the sausage is made. Screen your focus group members effectively.

Portigal Consulting, one of the top user research consultancies on the West Coast, talks about the complexity of writing a good screener on their blog, with links to a sample screener. If you go to that screener (which is a great example of a script for a recruitment firm), you’ll see that a lot of the early questions are looking for, and getting rid of, people just like the ones who were around that table. Why? Because most people don’t work in marketing and user research, and don’t think like them. Just like I wouldn’t want to just take a programmer’s word on what makes for a great piece of consumer software, I wouldn’t take a marketer’s word - or my own word! - on what makes a compelling online shopping experience. We’re not the typical user, and we think about it differently than the typical user would. It’s precisely to get that perspective from the other side of the interaction that you do user research and focus groups in the first place. 

I went home that night annoyed in the way that only a job badly done can annoy you, and wrote an angry bunch of notes for this post. Then I unsubscribed from the site’s mailing list. I spent the honorarium on framing art that I bought somewhere else.

 

* The only downsides I have ever found to being in an observation room in a testing facility are (a) overdosing on M&Ms and (b) since Mad Men started, people who are new to user research come in and say “I feel just like Don Draper!”  

tags: Design research, focus groups, what not to do
categories: Product design, Technology
Tuesday 05.15.12
Posted by Michele Tepper
 

Epic games

I didn’t find out about the City of Epic Kickstarter campaign until about half an hour before it closed, or I would have mentioned it sooner. But it’s worth talking about and keeping an eye on even if you aren’t a donor.

“Gamification” has been a buzzword in interaction design for a couple of years now, inspired by the success of Foursquare and similar systems that give you points and badges for achievements. There’s some evidence that adding game-style features to behavior modification systems works; Gretchen Anderson has done some great work on how to think about these features as you build your system. But, like with 3D movies and bacon-flavored everything, there’s been a backlash: too many people have slapped badges and points onto otherwise undistinguished apps and hoped those tricks would rescue the experience, so now people new greet points systems with some understandable skepticism.

What I like about Kelly Maguire and Katherine Ramos’s take on games is that they are approaching it from the other direction. Having gotten started by competitively checking in at the gym on Foursquare, they understand the value of points systems, and where their impact starts to wane. So they decided to try to start from the other direction - create a good game, and layer real-world achievements into it. I am not sure whether this will be a harder or easier thing to do, but it certainly distinguishes them from the pack.

I have some confidence that they’ll be able to pull it off from having met Kelly Maguire through a close mutual friend. Kelly’s best-known project is the Tinysaur, a set of teeny tiny laser-cut make-your-own-dinosaur kits. Making the Tinysaur required technical skill, a creative vision, and most of all a sense of the value of delight for its own sake. A tinysaur is just a ridiculous thing, but you can’t help smiling at those photos. Delight is too often undervalued and underconsidered as a design element; the fact that City of Epic is already delightful (watch that Kickstarter video!) makes me very happy indeed.

Kelly is also the co-creator of the Indie Crafts Shows directory site, now five years old, which means she knows something about building for, and sustaining, a community as well, which will be a critical piece of the puzzle. I don’t think that the game will stay thrilling forever - games, like stories, have an end. But Katherine is right when she notes on the company blog that motivation and consistency are key factors to starting a workout routine. Giving people a reason to build that consistency in the early weeks and months, before they start seeing results, is something City of Epic could be great at. What it will need as it grows is a way for people who have built that consistency, who have that routine, to want to stay engaged. A MMPORG designer once told me that most of their subscribers, after a certain plateau of success, are just there to hang out with their friends; Katherine and Kelly will have to watch to see what the City of Epic equivalent of that is, and figure out how to design for the person who is happy going to the gym twice a week but doesn’t necessarily want to do more.

The Kickstarter campaign is over, and successful, and Kelly and Katherine are off working on the beta. But I am sure if you were to contact them about adding a late donation, they would be interested in talking further.

tags: cityofepic, games, gamification, kickstarter
categories: Interaction design, Technology
Sunday 06.19.11
Posted by Michele Tepper
 

"We're going to demote the PC"

“Keeping [our] devices in sync is driving us crazy. We have a great solution for this problem. We are going to demote the PC to just be a device.”

- Steve Jobs, WWDC 2011 Keynote

Between iCloud and the Wii U announcement, it’s been a great week for multi-screen experiences. Large players in the industry are getting behind the idea that the system is more important than any given platform. I think this will lead in time to a proliferation of new smart devices, and a whole new range of exciting interaction design problems. 

What I find myself thinking about is some user research I did in 2007 on the future of mobile connectivity. The iPhone was brand new, 4G connectivity was starting to get built out, and we were being asked to think three to five years out, to what the right offering for our client would be as we looked towards a 2010-2013 timeframe.

One thing that we heard over and over again, from interviewees in a range of demographics, was that they wanted an uninterrupted experience across platforms. “Why should I have to learn a different screen layout on my phone than on my computer?” asked one guy.* “It should look the same, it should work the same.”

We put that point into our research and recommendations, and then more or less ignored it. At least for the short-term tools we were building for the client’s initial rollout, there was no way the UI could be the same on a smartphone as on a desktop. And after a long while struggling with the limitations of a mobile screen, we started to wonder - why would you even want that, anyhow?

What I realize this week, looking at iCloud and Wii U and the rest, is that that our interviewee might have been asking for the same UI, but what he really was looking for was the same experience. He wanted what he’s starting to get - the ability to access the same data, the same documents, the features and functionality from one platform to the next, and move seamlessly across them. John Gardner, in The Art of Fiction, says that the writer’s goal is to create “a vivid and continuous dream in the reader’s mind.” We are coming closer - and right on that 3 to 5 year out schedule, no less - to being able to create a vivid and continuous experience. I can’t wait to see where this goes.

 

* All quotations from memory, and guaranteed unreliable 

tags: apple, icloud, multiplatform, nintendo
categories: Interaction design, Technology
Friday 06.10.11
Posted by Michele Tepper
 

Technocultural moment

I wonder if the complete lack of alarm clocks so far in my South African hotel rooms is in any way related to the intermittent blackouts the country is being plagued by? An alarm clock not guaranteed to ring in the morning is worse than no alarm clock at all. I will try to remember to to ask my hosts in the AM.

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tags: project m
categories: Technology
Monday 02.18.08
Posted by Michele Tepper
 

After Interaction’08

I had hoped to do a Rebecca and blog the heck out of Interactions'08, but the fact is, there came a point where all I could do was sit back and let it wash over me. With eight sessions a day for two days straight, there was a lot to think about, and a lot to take notes on. Plus, as it turns out, the whole thing is going to be available online as streaming Flash movies anyhow. The TED talks have really, I think, changed the game in terms of how a conference's knowledge can live on as a continuing provocation/education and publicity for what the conference does. It will also, I'm sure, change the game for conference speakers -- in the same way that John Darnielle of the Mountain Goats has admitted to being super-aware that he can no longer reuse a joke onstage without someone in the audience having already heard a bootleg of the first time he told it, streaming video will make regular conference speakers break out of their practiced shtick or risk seeming like hacks. (How you balance the need to build on earlier thought with the demand for novelty is the next problem, I guess.) So for now I'll just congratulate the tireless Dave Malouf, Dan Saffer, Joshua Seiden, Liz Bacon, my colleague Robert Reisman, and the rest of the IxDA board, the volunteers, and the faculty and staff at SCAD for a truly extraordinary conference experience. The quality of the dialogue, the intensity of the energy, and experience of the place were all extraordinary. I am so honored to have been a part of this first-ever conference for interaction designers, and I can't wait for 2009. (If you can't wait for the movies to be online later this week, or don't have 20 minutes to spare to see me race through my deck, Core77 did a bite-sized writeup of my talk and a few other talks as well.)

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tags: interaction08
categories: Technology
Monday 02.11.08
Posted by Michele Tepper
 
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Michele Tepper • User Experience Design & Strategy • Brooklyn, NY