Tag: users

  • How Do Users Define Success?

    This is part 4 of a series of blog posts based on a talk I prepared called Successfully Derailed Product. It’s about the ways in which we define and talk about “success” influence what – and how – we build. See part 1, part 2, part 3.

    Let’s take another step back and talk about how users define success.

    Because really – we’re building software to do something, right? For actual humans to use. So why wouldn’t we talk about them when we talk about success.

    Working on WordPress.com, we talk about this a lot. It turns out people mostly don’t want to “make a website” or “choose a theme”, they might talk about wanting to “make my site look the way I want it”. But really, they want to be found by potential clients, sell things or just take payments, share their ideas and perspectives – in the hope of reaching a community or potential clients. They love their stats, because it’s a metric that shows them how they’re doing on their goals. There’s a framework for thinking about this called “jobs to be done”, which is essentially the idea that people “hire” software to do “a job”. So when they talk about the software they want, they’re talking about what they think will do the job. But we’ll design better experiences if we focus on what job they want the software to do.

    A fascinating article from basecamp about people requesting a calendar view was one of the two user focused articles I found in my research on teams.

    So if we think about the job to be done for an On demand app, they might be around:

    • Convenient way to get what (or where to) I need.
    • Faster than alternatives.
    • Cheaper or comparable.
    • More choice.

    But on demand apps are two sided market places, so what kind of things might the providers of on demand services be thinking about?

    • Be discovered by new people.
    • Make more money.
    • Flexibility about when to work.

    And then you can think about things like surge pricing as balancing that tradeoff – more money, for less flexibility for the driver. More expensive, but more convenient for the rider.

    If we thought about Social networking, there are some well documented adverse effects – like depression and low self esteem. But what might be the job to be done?

    • Connecting with friends, or new people.
    • Building an online presence (in pursuit of some goal). Although someone told me the other day his kid wanted to be “a youtube star” so…. I guess that’s a job now.
    • Finding relevant, real time, information.

    But! Social networks are also a two sided market place, and the other side is the advertiser. So what are they trying to achieve?

    • Selling their product, which they quantify by return on ad spend. So per dollar spent advertising in some place, what amount of sales are generated.

    One thing that starts to be clearer here is how products can align their success with the user’s idea of success. So if someone can achieve the goals of their website – if they can connect with people, or sell their product or generate leads for their business, it’s doing it’s “job” and they will be happy to keep paying for it. What’s good for the user is good for the business.

    You can see that with an on demand app too, if it’s a better experience for the customer, and allows the service provider to make more money, it’s a win for the platform because more business flows through it. Let’s just leave out bending employment law and potential monopolies for now.

    With things like social networking though, it’s much harder to align the interests of both sides of the marketplace. I did not join Instagram thinking I wanted to be sold random shit, I joined to for the constant stream of raccoon pictures. And yet Instagram shows me as many advertisements for random shit I don’t want  – and yet so compellingly I often wonder for a minute if I do – as adorable raccoons.

    average_minutes_per_day.png

    There was a study recently from a company called Moment (an app to encourage you to use your phone less, oh the irony), that showed the apps we like most are the ones we spend the least time using.

    Capture d’écran 2018-03-23 à 11.01.57.png

    What’s also noticeable to me is how many of the apps that make people happy are ones where they are more clearly serving some kind of purpose, rather than things used to pass time. Those tend to make us unhappy.

    There was a period where we talked a lot about “delighting” users, and this by and large seemed to be a conversation about aesthetics and animations. But what I take from this is the value of thinking about how we serve users. What do we make possible for them? What do we make easier? Because if we’re not building what I would term “digital crack” user success is product success, and product success is team success.

    What’s next? How might we define success.

  • Your Users On Mobile

    Your Users On Mobile

    gondolier on phone
    Credit: Flickr / Yari Simone Prete

    I think I first rode the tube in London about 10 years ago. Now I ride the tube a bunch, and sometimes I see people doing something I find really weird.

    Reading a physical book. Sometimes – especially odd – a large, hardback book. Who carries such a thing around with them, when you can carry hundreds of books at a tiny fraction of the weight?

    I’m sure 10 years ago people were reading books on the tube. And that it did not seem weird at all.

    More “normal” on the tube, is use of a smart phone. It is our most intimate device, always close to hand, there to while away the time.

    This is how we use our phones. Whenever we have a minute, here and there. Always with something else going on. Whatever the technical capabilities of “multitasking” on the device, the screen only supports viewing one app at a time, yet it is so rare that is all we are doing. We go back and forth, here’s my stop, woah that guy is reading a book, “let me offer you my seat, ma’am”, oh back to the device. Or watching TV, oh, ads over, back to the program. Bored, back to the phone, wait, a Kardashian is getting married? Back to the TV.

    Long term, the trend is that people will be able to do everything they do on their computer, on their mobile device. Already Ebay sells 13,000 cars a year through it’s mobile app.

    We expect things to be easy, on the phone, we use the apps that work well, that entertain us or offer us something we want, whether it’s connection, or amusement (as of 2009, eight of the top ten paid iOS apps were games). If it’s painful, why suffer, we can put it off to later, when we’re near a computer.

    By which time we may well have forgotten about it.

    I think this has a few implications for how we approach creating experiences on mobile.

    Firstly, it has to be a good experience. It’s rare we will suffer through a painful experience on a phone, it has to be a real emergency. If, say, you’re at the airport and have forgotten to apply for an ESTA.

    When you start expecting users to be distracted, I think you run into some other concerns.

    Consistency. Something isn’t getting my full attention, so when something not where I’m absent mindedly poking, it’s more jarring. Consistency is king.

    Call to actions need to be clear, it’s easy to forget what I was doing there in the first place. I’m also liable to forget what I filled in to get to this point, so keep reminding me.

    Texting while driving, is worse for response times than being drunk; it is six times as dangerous as driving drunk.

    This is the cognitive cost of multitasking. This is your user on mobile – they are distracted, a cognitive impairment equivalent to that of a few vodkas.

    When we create mobile experiences, we shouldn’t underestimate that. Little things, that it’s easy to write off as no big deal, a UX designer getting too worked up about.

    Think about the last time you came home drunk, and had to focus to put your key in the lock. Or the last time you were super jet lagged, to the point where you had a hard time directing the cab driver to where you live. Or when you had your wisdom teeth out and took a bunch of narcotics.

    This is your user on mobile. Multitasking. It makes sense to allow for it.