Archive for the ‘1. 用户体验’ category

Windows 7的桌面设计经验

April 11th, 2009

历时两年,10几个人为任务栏工作,包括:设计人员,开发人员,可用性研究人员等;30个人工作在桌面设计上。

用户研究数据:纵向研究,在设计过程中,对63个被试在家使用电脑的跟踪调查;还有1100万用户选择匿名共享使用习惯的数据。

Windows 7 Desktop Design

Areas of Improvement

  • Windows Vista Desktop user interface had several areas for improvement.
  • here are lots of ways to access Outlook on the Vista desktop (Stephan counted 8): most do the same thing. Any reasonably complex app could be spread out across the desktop.
  • Microsoft asked 300 people to share their Windows task bars with the design team. They learned a lot by seeing these real-life examples.
  • Many people’s task bar had lots of overflow in each section from too many elements in it.
  • For many people it was unclear which element in the task bar represented which document because all the elements were labeled as program names.
  • Areas of improvement: App functionality is scattered, too much noise, switching windows may be error prone, and arranging windows requires acrobatics.

Goals

  • The desktop experience is about getting to your destination. “Turn all the lights to green”. The team’s goal was to evolve (not fundamentally change) an existing system.
  • Desktop Experience Goals:
  • 1. Things you use all the time are at your fingertips
  • 2. Manage your windows with confidence
  • 3. You are in control
  • 4. Clean & lightweight: look & feel should reflect efficiency
  • New task bar is 10 pixels bigger: icons more recognizable, easier to click. Can now drag and drop applications into task bar.
  • Thumbnail view of application is available in task bar. Saw in testing people wanted to click on thumbnails, made them clickable in Windows 7. Can close windows from thumbnail previews with small close icon.
  • Both windows and tabs in Internet Explorer are shown as thumbnails.
  • Thumbnails change real windows on the Desktop in hover.
  • Jump lists in taskbar allow you to directly jump to documents you were working on: current, recent, pinned.
  • Moving windows to the side puts them into overview mode
  • Can shake a window to hide all windows around it. Then shake again to bring other windows back.

Design Process

  • Two-year process. About a dozen people working on task bar: developers, QA, designers, researchers, etc. 30 people working on desktop.
  • Early on in process used sketches and light animations to explore transitions and ideas for layout & controls.
  • Created over 150 high fidelity comps. How can the team stay focused across all these ideas?
  • Goals are the mountain peaks you are trying to get to. UX principles are the path we use to get to the top of the mountain.
    • Reduce concepts to increase confidence
    • Small things matter, good and bad
    • Solve distractions, not discoverability
    • Time matters, build for people on the go
    • Value the full lifecycle of the experience
    • Be great at “look” and “do”
  • Another way to make sure you do not get lost is through user data. 11 million people opted in to share usage data anonymously. This data set boundaries for design ideas.
  • How many windows do people have open? Data showed 90% of sessions have 0-14 windows open.
  • Start small, prototype early in real code, iterate (try other ideas), plan for the small details.
  • Longitudinal usability: 63 participants used desktops for months at home during design process.
  • Introduced a small menu in the taskbar to invoke a jump list, but it was optimized for discoverability. Instead it created distraction –so it was moved to right click only.
  • Longitudinal study showed that 100% of families used right click on task. Had previously assumed right click was more of an advanced feature

原文及访谈录像:http://www.lukew.com/ff/entry.asp?790

参考更多:

微软产品中的设计原则

相关关系图(Affinity Diagram)

April 10th, 2009

用户研究中大量的数据需要整理,有个很好的办法,也是很常用的方法就是将来自用户访谈中的观察,用户的行为,评论,观点,习惯等所有的数据整理成affinity notes,然后把这些notes根据相关度,以及内在的联系分析整理成相关关系图,英文叫Affinity Diagram。

有个免费软件叫StickySorter,能帮助你和你的团队很好的整理那些notes。TYR IT NOW!

StickySorter允许你使用熟悉的便条界面来处理和组织大量的信息。你可以用该软件创建便条,或者从已有文件中导入数据。你可以安排和分组便条并将结果保存为csv文件,这个文件随后可以用很多其他应用程序打开和处理。
StickySorter allows you to work with and organize large sets of information using a familiar sticky note interface.  You can create notes in the application or import data from existing files.  You can arrange and group the notes and save the results to a csv file, which you can then open and work with in a variety of other applications.
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StickySorter支持相关关系图,这是一种数据分析方法,可用于很多领域,包括用户研究、产品规划,以及设计。

StickySorter supports Affinity Diagramming, a data analysis method used in many disciplines including user research, product planning, and design.
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这张StickySorter的拷屏显示除了可以在多个输入区中编辑便条内容外,还可以将便条分组排列。

A screenshot of StickySorter showing various groups and arrangements of notes, as well as editing a note with multiple fields.
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右键点击一个便条,查看菜单选项,包括便条颜色。

Right click on a note to see a menu of options, including note colors.
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StickySorter允许你在一个便条中显示多个区域。使用区域编辑器命名和组织区域并对其赋值,例如一个区域是否显示在便条的前面或者后面。

StickySorter allows you to show multiple fields on a note.  Use the Field Editor to name and organize fields and to set properties, such as whether a field appears on the front or back side of the note.

可用性第一原则?别听用户的

March 27th, 2009

原文:http://www.useit.com/alertbox/20010805.html
Summary:
To design an easy-to-use interface, pay attention to what users do, not what they say. Self-reported claims are unreliable, as are user speculations about future behavior.

In past years, the greatest usability barrier was the preponderance of cool design. Most projects were ruled by usability opponents who preferred complexity over simplicity. As a result, billions of dollars were wasted on flashy designs that were difficult to use.

One of the main advantages of the “dot-bomb” downturn is that cool design has suffered a severe set back. Companies are now focused on the bottom line:

  • Public websites, which formerly focused on building awareness, now aim at making it easy for customers to do business.
  • Intranets are similarly refocused on improving employee productivity. Many companies are attempting to create order, impose design standards, and enhance navigation on previously chaotic intranets.

Happily, glamour-based design has lost and usability advocates have won the first and hardest victory: Companies are now paying attention to usability needs.

Unfortunately, winning a battle with usability opponents doesn’t win the war with complexity. It simply moves us to a new front line: The battle is now to get companies to do usability right.

Watch Users Work

Too frequently, I hear about companies basing their designs on user input obtained through misguided methods. A typical example? Create a few alternative designs, show them to a group of users, and ask which one they prefer. Wrong. If the users have not actually tried to use the designs, they’ll base their comments on surface features. Such input often contrasts strongly with feedback based on real use.

For example: A spinning logo might look pretty cool if you don’t need to accomplish anything on the page. Another example is the drop-down menu. Users always love the idea: finally a standard user interface widget that they understand and that stays the same on every page. However, while they offer users a sense of power over the design, drop-down menus often have low usability and either confuse users or lead them to unintended parts of the site.

To discover which designs work best, watch users as they attempt to perform tasks with the user interface. This method is so simple that many people overlook it, assuming that there must be something more to usability testing. Of course, there are many ways to watch and many tricks to running an optimal user test or field study. But ultimately, the way to get user data boils down to the basic rules of usability:

  • Watch what people actually do.
  • Do not believe what people say they do.
  • Definitely don’t believe what people predict they may do in the future.

Say, for example, that 50% of survey respondents claim they would buy more from e-commerce sites that offer 3D product views. Does this mean you should rush to implement 3D on your site? No. It means that 3D sounds cool. The world is littered with failed businesses that banked on people’s attitude toward hypothetical products and services. In speculative surveys, people are simply guessing how they might act or which features they’ll like; it doesn’t meant they’ll actually use or like them in real life.

When and How to Listen

When should you collect preference data from users? Only after they have used a design and have a real feeling for how well it supports them. Jonathan Levy and I analyzed data from 113 pairwise comparisons of user interfaces designed to support the same task and found a 0.44 correlation between users’ measured performance and their stated preference. The more a design supports users in easily and efficiently doing what they want to do, the more they like the design. Very understandable.

However, when collecting preference data, you must take human nature into account. When talking about past behavior, users self-reported data is typically three steps removed from the truth:

  • In answering questions (particularly in a focus group), people bend the truth to be closer to what they think you want to hear or what’s socially acceptable.
  • In telling you what they do, people are really telling you what they remember doing. Human memory is very fallible, especially regarding the small details that are crucial for interface design. Users cannot remember some details at all, such as interface elements that they didn’t see.
  • In reporting what they do remember, people rationalize their behavior. Countless times I have heard statements like “I would have seen the button if it had been bigger.” Maybe. All we know is that the user didn’t see the button.

Finally, you must consider how and when to solicit feedback. Although it might be tempting to simply post a survey online, you’re unlikely to get reliable input (if you get any at all). Users who see the survey and fill it out before they’ve used the site will offer irrelevant answers. Users who see the survey after they’ve used the site will most likely leave without answering the questions. One question that does work well in a website survey is “Why are you visiting our site today?” This question goes to users’ motivation and they can answer it as soon as they arrive.

Your best bet in soliciting reliable feedback is to have a captive audience: Conduct formal testing and ask users to fill out a survey at the end. With techniques like paper prototyping, you can test designs and question users without implementing a thing. Following these basic usability rules and methods will help you ensure that your design is truly as cool as it looks.

焦点小组的误用

March 27th, 2009

by Jakob Nielsen, 1997 ,原文:http://www.useit.com/papers/focusgroups.html

Focus groups are a somewhat informal technique that can help you assess user needs and feelings both before interface design and long after implementation. In a focus group, you bring together from six to nine users to discuss issues and concerns about the features of a user interface. The group typically lasts about two hours and is run by a moderator who maintains the group’s focus.

Focus groups often bring out users’ spontaneous reactions and ideas and let you observe some group dynamics and organizational issues. You can also ask people to discuss how they perform activities that span many days or weeks: something that is expensive to observe directly. However, they can only assess what customers say they do and not the way customers actually operate the product. Since there are often major differences between what people say and what they do, direct observation of one user at a time always needs to be done to supplement focus groups.

Narrow View

Although focus groups can be a powerful tool in system development, you shouldn’t use them as your only source of usability data. People with an advertising or marketing background often rely solely on focus groups to expose products to users. Thus, because advertising and marketing people frequently contribute to web site development, focus groups are often used to evaluate Web projects. Unfortunately, focus groups are a rather poor method for evaluating interface usability. It is thus dangerous to rely on them as your only method in a Web design project. Traditional market research targets products for which usability is a minor concern. When judging, for example, what proposals a politician should support, how sweet a chocolate bar should be, or whether to show a new Mercedes braking in snow or in rain, you need only expose a group of consumers to different versions of the proposal, candy, or commercial, ask them which they prefer, and listen to their reasons as to why they prefer one or the other.

Software products, websites, and other interactive systems also need to be liked by customers, but no amount of subjective preference will make a product viable if users can’t use it. To assess whether users can operate an interactive system, the only proper methodology is to sit users down, one at a time, and have them use the system. Because focus groups are groups, individuals rarely get the chance to explore the system on their own; instead, the moderator usually provides a product demo as the basis for discussion. Watching a demo is fundamentally different from actually using the product: There is never a question as to what to do next and you don’t have to ponder the meaning of numerous screen options.

Consider, for example, the problem of windowing versus scrolling as methods for changing the information visible on the screen. The windowing principle says that to see the information in the beginning of a file, the user moves the window to the top of the file. Scrolling, on the contrary, says that to see the beginning of the file, you scroll down the screen until the desired content becomes visible. In other words, the command to get to the top of the file should be called UP (or shown as an upward-pointing arrow) if windowing is preferred, whereas the same command should be called DOWN if scrolling is preferred.

When they actually carry out the task, most users perform better in the windowing model (which is therefore used in most current GUI standards). But if you give a demo of moving text files to people new to computers, many of them will say that the scrolling model characterizes what they are seeing (since they see the text move down to get to the beginning). If GUIs had been designed by focus groups, we would have ended up with a suboptimal command.

Benefits

In interactive systems development, the proper role of focus groups is not to assess interaction styles or design usability, but to discover what users want from the system. For example, in developing Sun’s new online documentation system, we ran a focus group with system administrators to discover

  • their thoughts and preferences on issues like distributing and replicating huge documentation files across multiple servers, and
  • whether or not they needed faster access to local copies of the documentation on specific client machines.

These questions would never emerge in a usability test (although we did run usability studies to see if administrators could operate the system). We could have investigated the needs of system administrators in other ways — including field trips to customer locations — but it was more efficient to have a focus group discuss the problems in a single session.

Getting Focused

For participants, the focus-group session should feel free-flowing and relatively unstructured, but in reality, the moderator must follow a preplanned script of specific issues and set goals for the type of information to be gathered. During the group session, the moderator has the difficult job of keeping the discussion on track without inhibiting the flow of ideas and comments. The moderator also must ensure that all group members contribute to the discussion and must avoid letting one participant’s opinions dominate. After the session, data analysis can be as simple as having the moderator write a short report summing up the prevailing mood in the group, illustrated with a few colorful quotes. You can also do more detailed analyses, but the unstructured nature of the groups make this difficult and time-consuming.

Focus groups require several representative users. Because you need a flowing discussion and various perspectives, the initial focus group should have at least six users. Typically, you should run more than one focus group, because the outcome of any single session may not be representative and discussions can get sidetracked.

Other Issues

As with any method based on asking users what they want — instead of measuring or observing how they actually use things — focus groups can produce inaccurate data because users may think they want one thing when they need another. You can minimize this problem by exposing users to the most concrete examples of the technology being discussed as possible.

For example, Irene Greif ran focus groups to assess a version management facility for Lotus 1-2-3. The new features were presented to the focus group as a way to let multiple users compare alternative views of a spreadsheet across computer networks Initially, group members were skeptical about these ideas and expressed distrust in networks and nervousness about what other people would do to their spreadsheets. After seeing a prototype and scenarios of version management in use, participants moved from skepticism to enthusiasm.

A cheap way to approximate a focus group is to rely on email, Web sites, or Usenet newsgroups. For example, Yia Yang started a project on undo facilities by posting on the British academic network, asking users what undo facilities they used and how they liked them. Posting questions to a newsgroup with an interest in the issues can generate considerable discussion. A disadvantage is that online discussions are difficult (or impossible) to keep confidential unless they take place on an intranet, behind a firewall.

Another disadvantage to this approach is bias. Internet users tend to be people with above-average interest in computers, and participants in online discussion groups tend to have above-average involvement in the group’s topic.

Although online forum discussions are unlikely to reflect the average user’s concerns, they can be a good way of getting in touch with “power users.” These users have needs that will sometimes surface later for the average user. Thus, addressing the power users’ needs may be a way of getting a head start on future usability work.

用户研究:什么时候用什么方法?

March 27th, 2009

By Christian Rohrer 原文:http://www.useit.com/alertbox/user-research-methods.html

Summary:
Modern day user experience research methods can now answer a wide range of questions. Knowing when to use each method can be understood by mapping them in 3 key dimensions and across typical product development phases.

The field of user experience, is blessed (or cursed) with a very wide range of research methods, ranging from tried-and-true methods such as lab-based usability studies to those that have been more recently developed, such as desirability studies (to measure aesthetic appeal).

You can’t use the full set of methods on every project, but most design teams benefit from combining insights from multiple research methods. The key question is what to do when. To better understand when to use which method, it is helpful to realize that they differ along 3 dimensions:

  • Attitudinal vs. Behavioral
  • Qualitative vs. Quantitative
  • Context of Website or Product Use

The following chart illustrates where several popular methods appear along these dimensions:

  user-research-methods-3d  

Each dimension provides a way to distinguish between studies in terms of the questions they answer and the kinds of purposes they are most suited for.

The Attitudinal vs. Behavioral Dimension

This distinction can be summed up by contrasting “what people say” with “what people do” (very often quite different). The purpose of attitudinal research is usually to understand, measure, or inform change of people’s stated beliefs, which is why attitudinal research is used heavily in marketing departments.

While most usability studies should rely more on behavior, methods that use self-reported information can still be quite useful. For example, card sorting provides you with insights about users’ mental model of an information space, which can help you determine the best information architecture for your site. Surveys measure attitudes or collect self-reported data that can help track or discover important issues with your site. Focus groups tend to be less useful for usability purposes, for a variety of reasons.

On the other end of this dimension, methods that focus mostly on behavior usually seek to understand “what people do” with minimal interference from the method itself. A/B testing only changes the site’s design, but attempts to hold all else constant, in order to see the effect of site design on behavior, while eyetracking seeks to understand how users visually interact with interface designs.

Between these two extremes lie the two most popular methods we use: usability studies and field studies. They utilize a mixture of self-reported and behavioral data, and can move toward either end of this dimension, though leaning toward the behavioral side is generally recommended.

The Qualitative vs. Quantitative Dimension

The basic distinction here is that, in qualitative studies, the data is usually being gathered directly, whereas in quantitative studies, the data is gathered indirectly, through an instrument, such as a survey or a web server log. In field studies and usability studies, for example, the researcher directly observes how people use technology (or not) to meet their needs. This gives them the ability to ask questions, probe on behavior or possibly even adjust the study protocol to better meet its objectives. Analysis of the data is usually not mathematical.

By contrast, insights in quantitative methods are typically derived from mathematical analysis, since the instrument of data collection (e.g., survey tool or web-server log) captures such large amounts of data that are coded numerically.

Due to the nature of their differences, qualitative methods are much better suited for answering question about why or how to fix a problem, whereas quantitative methods do a much better job answering how many and how much type of questions. The following chart illustrates how the first two dimensions affect the types of questions that can be asked:

  user-research-methods-2dandqs  

The Context of Product Use Dimension

The final distinction has to do with how and whether participants in the study are using the website or product in question. This can be described by:

  • Natural or near-natural use of the product
  • Scripted use of the product
  • Not using the product during the study
  • A hybrid of the above

When studying natural use of the product, the goal is to minimize interference from the study in order to understand behavior or attitudes as close to reality as possible. Many ethnographic field studies attempt to do this, though there are always some observation biases. Intercept surveys and data mining/analytic techniques are quantitative examples of this.

A scripted study of product usage is done in order to focus the insights in very specific ways, such as on a redesigned flow. The degree of scripting can vary quite a bit, depending on the study goals. For example, a benchmarking study is usually very tightly scripted so that it can produce reliable usability metrics.

Studies where the product is not used are conducted to examine issues that are broader than usage and usability, such as a study of the brand or larger cultural behaviors.

Hybrid methods use a creative form of product usage to meet their goals. For example, participatory design allows users to interact with and rearrange design elements and discuss why they made certain choices.

Most of the methods in the chart can move along one or more dimensions, and some do so even in the same study, usually to satisfy multiple goals. For example, field studies can focus on what people say (ethnographic interviews) or what they do (extended observation); desirability studies and cardsorting have both qualitative and quantitative versions; and eyetracking can be scripted or unscripted.

Phases of Product Development (the time dimension)

Another important distinction to consider when making a choice among research methodologies is the phase of product development and its associated objectives.

  1. STRATEGIZE: In the beginning phase of the product development, you are typically considering new ideas and opportunities for the future. Research methods in this phase can vary greatly.
  2. OPTIMIZE: Eventually, you will reach a “go/no-go” decision point, when you transition into a period when you are continually improving the design direction you have chosen. Research in this phase is mainly formative and helps you reduce the risk of execution.
  3. ASSESS: At some point, the website or product will be available for use by enough users where you can begin measuring how well you are doing.

The table below summarizes these goals and lists typical research approaches and methods associated with each:

  whentousemethods  

Art or Science?

While many user experience research methods have their roots in scientific practice, their aims are not purely scientific and still need to be adjusted to meet stakeholder needs. This is why the characterizations of the methods here are meant as general guidelines, rather than rigid classifications.

In the end, the success of your work will be determined by how much of an impact it has on improving the user experience of the website or product in question. These classifications are meant to help you make the best choice at the right time.

马化腾讲产品:让产品自己召唤人

March 26th, 2009

原文来自:http://www.cnbeta.com/articles/80308.htm
产品经理要把自己当一个挑剔的用户。我们做产品的精力是有限的,交互内容很多,所以要抓最常见的一块。流量、用量最大的地方都要考虑。规范到要让用户使用的舒服。要在感觉、触觉上都有琢磨,有困惑要想到去改善。如鼠标少移动、可快速点到等等。

为产品做设计最难的是订优先级和先后次序。判断功能的好坏不能写个报告统计下流量证明是完了。这是非常错误的,我们要看用户是不是需要这个功 能。所以我希望我们的产品经理在产品设计之初就想得透彻一点。产品经理需要投入更多的关注度,关注度不一样,结果出来的很不一样。
  1.核心能力

  任何产品都有核心功能,其宗旨就是能帮助到用户,解决用户某一方面的需求,如节省时间、解决问题、提升效率等。

  很多产品经理对核心能力的关注不够,不是说完全没有关注,而是没有关注到位。核心能力不仅仅是功能,也包括性能。对于技术出身的产品经理,特别 是做后台出来的,如果自己有能力、有信心做到对核心能力的关注,肯定会渴望将速度、后台做到极限。但是现在的问题是产品还没做好。比如前段时间的网页速度 优化,优化之后速度提高很多,真不知道之前都做什么去了?让用户忍受了这么久,既浪费时间又浪费我们的资源。不抓,都没人理,很说不过去。所以说我们要在 性能方面放入更多精力。

  谈到核心的能力,首先就要有技术突破点。比如做QQ影音,我们不能做人家有我也有的东西,否则总是排在第二第三,虽然也有机会,但缺乏第一次出 来时的惊喜,会失去用户的认同感。这时候,你第一要关注的就是你的产品的硬指标。在设计和开发的时候你就要考虑到外界会将它与竞争对手做比较,如播放能 力、占用内存等。就像QQ影音,它的核心性能和速度都超越了暴风影音,所以推出之后发展的势头将会很好。

  硬指标选择上其实也有很多选择,如网络播放、交流、分享,这都是很好的思路。但是最后都砍掉了,我们就是要做播放器,因为这是用户的需求。并不 是所有人都需要高清,但是高端用户需要(这个后面口碑创造会再提到)。只有硬指标满足了,用户说,我这个破机器,暴风影音不能放,QQ影音能放。就这一句 话,口碑就出来了,用户知道你行,口碑要有差异性。

  核心能力要做到极致。要多想如何通过技术实现差异化,让人家做不到,或通过一年半载才能追上。

  很多用户评论QQ时说用QQ唯一的理由是传文件快,有群。那这就是我们的优势,我们要将这样的优势发挥到极致。比如离线传文件,以邮件方式体现 就是一个中转站,即使是超大的文件也不困难,关键是要去做。虽然真正使用的用户并不一定多,但用户会说,我要传大文件,找了半天找不到可以传的地方,万般 无奈之下用了很烂的QQmail,居然行了,于是我们的口碑就来了。

  要做大,你首先要考虑的就是如何让人家想到也追不上。这么多年在IDC(互联网数据中心)上的积累我们不能浪费,高速上传、城域网中转站,支持 高速地上传 ⋯⋯可能又会发现新的问题,如果不是邮件,在IM(及时通讯软件)上又该怎么实现。我们的目的是要让用户感到超快、飞快,让用户体验非常好,这些都需要大 量技术和后台来配合。

  产品的更新和升级需要产品经理来配合,但我们产品经理做研发出身的不多。而产品和服务是需要大量技术背景的,我们希望的产品经理是非常资深的, 做过前端、后端开发的技术研发人员晋升而来。好的产品最好交到一个有技术能力、有经验的人员手上,这样会让大家更加放心。如果产品经理不合格,让很多兄弟 陪着干,结果就会发现方向错误是非常浪费和挫伤团队士气的。

  2.口碑

  做产品要做口碑就要关注高端用户、意见领袖关注的方向。以前,我们的思路是抓大放小,满足大部分“小白”用户的需求。但是现在来看,高端用户的感受才是真正可以拿口碑的。

  如何提升高端用户的关注,这是在基础功能比较好的情况下需要考虑的问题。如邮件搜索、RSS聚合等,这些只有“很炫”的用户在博客和论坛里面会 提及,在有能力的情况下我们要保证。在产品已经成型的情况下,对待高端用户的心态也要不一样。比如允许用户在我们的QQmail上使用别的邮箱。之前我们 自己心里打着小九九,让别人不方便使用外部邮箱地址,好使用我们的,但是这些小九九,高端用户是看得出来的,所以要改掉,只有这样才能做到真正的方便用 户。

  个性化服务,并不是大众化服务,也是要取得口碑的。

  一个产品在没有口碑的时候,不要滥用平台。如像IM(及时通讯)部门要求支持,投入营销资源、要marking(市场部门)联系公关公司投放广 告,提广告位要求⋯⋯等着人家砍,其实心里想着有一半也够了。我们的产品经理精力好像分配得很好,50% 产品、30%营销⋯⋯当然,如果你在基础环节控制得好,这样当然可以。但多数情况下我们的人第一点都做不好。如果你的实力和胜算不到70%〜80%,那么 就把精力放在最核心的地方。当你的产品已经获得良好口碑,处于上升期后再考虑这些。

  产品经理要关注最最核心、能够获得用户口碑的战略点,如果这块没做透,结果只能是用户过来,失望,再花更多的精力弥补,这是得不偿失的。当用户 在自动增长(用户会主动推荐朋友来使用我们的产品),就不要去打扰用户,否则可能是好心办坏事。这时,每做一件事情,每加一个东西都要很慎重的考虑,真的 是有建设性地去增加产品的一个口碑。当用户口碑坏掉后,再将用户拉回来很难。

  增加功能,在管理控制功能上也要有技巧。在核心功能做好后,常用功能是要逐步补齐的。产品在局部、细小之处的创新需要永不满足。作为一个有良好 口碑的产品,每加一个功能都要考虑清楚,这个功能给10%的用户带来好感的时候是否会给90%的用户带来困惑。有冲突的时候要聪明,分情况避免。每个功能 不一定要用得多才是好,而是用了的人都觉得好才是真正的好。

  做产品开发的时候需要有较强的研发机制保证,这样可以让产品开发更加敏捷和快速。就算是大项目也要灵活。不能说等3个月后再给你东西看,这个时候竞争对手已经跑出去已经不知道有多远了。

  开发人员要用心来思考产品,而不是公事公办的态度。你要知道用户、同行会关注你的产品,在这种驱动下开发人员要有责任心去主动完成。不能说等到 产品都做好了,流水线一样送到面前再做。40-50%左右的产品最终体验应是由开发人员决定的。产品人员不要嫉妒有些工作是是开发人员设计的,只有这样才 是团队共同参与的。否则出来的产品一定会慢半拍。

  运营式管理:敏感才能找到不足

  关键词:天天用

  我们的产品不是单机版,不仅需要很强的用户感和技术功底,更重要的是服务。我们要关注一些很复杂的内容,如架构、应用等,产品需要有更好的架 构,这需要花很多精力,常态下可能看不出来,所以需要我们高层更多的从KPI(重要绩效指标)上考虑。这很考验功力,谁做的好,总办领导是看得到的,好的 设计架构不会手乱脚乱。如把核心的东西做成组件模块分发。

  发现产品的不足,最简单的方法就是天天用你的产品。产品经理只有更敏感才能找出你产品的不足之处。我经常感到很奇怪,有的产品经理说找不出问 题,我相信如果产品上线的时候你坚持使用三个月,问题是有限的,一天发现一个,解决掉,你就会慢慢逼近那个“很有口碑”的点。不要因为工作没有技术含量就 不去做,很多好的产品都是靠这个方法做出来的。我们的领导不仅仅要安排下面的人去做,一定要自己做。这些都不难,关键要坚持,心里一定要想着,这个周末不 试,肯定出事,直到一个产品基本成型。

  从哪个地方找问题呢?论坛、博客、RSS订阅啊。高端用户不屑于去论坛提出问题,我们的产品经理就要主动追出来,去查、去搜,然后主动和用户接 触,解决,有些确实是用户搞错了,有些是我们自己的问题。产品经理心态要很好,希望用户能找出问题我们再解决掉。哪怕再小的问题解决了也是完成一件大事。 有些事情做了,见效很快。产品经理要关注多个方面,经常去看看运营,比如说你的产品慢,用户不会管你的IDC(互联网数据中心)差或者其他原因,只知道你 的速度慢。

  交互设计:做最挑剔的用户

  关键词:细致

  产品经理要把自己当一个挑剔的用户。我们做产品的精力是有限的,交互内容很多,所以要抓最常见的一块。流量、用量最大的地方都要考虑。规范到要让用户使用的舒服。要在感觉、触觉上都有琢磨,有困惑要想到去改善。如鼠标少移动、可快速点到等等。

  像邮箱的“返回”按钮放在哪儿,放右边还是左边,大家要多琢磨,怎么放更好,想好了再上线测试。对同一个用户发信,在此用户有多个邮箱的情况下如何默认选最近用的一个账号。这些需求都小,但你真正做出来了,用户就会说好,虽然他未必能说出好在哪里。

  产品的使用要符合用户的习惯,如写邮件的时候拷贝东西,更多人习惯用键盘来操作。虽然有些技术难度,但也可以解决,交互,对鼠标反馈的灵敏性,便捷性。

  在设计上我们应该坚持几点:

  1.   不强迫用户。如点亮图标,如QQmail,不为1%的需求骚扰99%的用户。
  2.   操作便利。如QQ音乐,新旧列表,两者都要兼顾到,如QQ影音的快捷播放,从圆形到方形,最后因为影响性能而放弃。
  3.   淡淡的美术,点到即止。如QQmail,QQmail在UI界面上的启发,不用太重也能做得很好。图案和简洁并不是一对矛盾体。
  4.   重点要突出,不能刻意地迎合低龄化。

你需要了解的无意识

November 24th, 2008

意识是从大脑中数以亿计的神经元的协作中涌现出来的。但是这仍然太笼统了,具体来说,神经元是如何产生意识的?

» Read more: 你需要了解的无意识

ZMET技术:新的市场研究范式

November 18th, 2008

萨尔特曼隐喻诱引技术(Zaltman Metaphor Elicitation Technique,简称ZMET)被认定为全球范围内最有效的探究消费者认知和动机的研究方法。

什么是隐喻诱引技术

萨尔特曼隐喻诱引技术(ZMET)是一种结合非文字语言(图片)与文字语言(深入访谈)的崭新消费者研究方法,是哈佛商学院的萨尔特曼(Gerald Zaltman)教授于20世纪90年代提出(Zaltman and Coulter, 1994;Zaltman and Coulter, 1995),是一项专利研究技术。ZMET撷取了心理学、认知科学、社会学、符号学、视觉人类学等多种科的精华,而形成其深厚稳固之理论基础。但ZMET这种以图片为媒介,并以人类思考基本单位——“隐喻”为工具之调查方法,则突破了以上限制。

  ZMET以受访者收集而来之图片为素材,透过个人深度访谈,来抽取受访者之构念(construct)并联结构念间的关系,描绘出阐释消费者感觉及想法并产生行动或决策之心智模式地图。心智模式,以广义而言,可包括:看法、情绪和感觉、象征、活动、目标、个人价值、印象、过去消费者议题的记忆、经验预期消费观和经验知觉的陈述,如:触觉、味觉和嗅觉等(Christensen and Jerry, 2002)。再者,由于ZMET是以视觉隐喻与图片为基础,因此当这些研究结果要转化成广告、电影、网站等强调视觉元素的传播媒介时,更是有其便利性与有效性。

  萨尔特曼隐喻诱引技术(ZMET),它代表了当今先进研究成果。萨尔特曼尝试找到一种方法能越过往往不可靠的抽样小组调查,避免不相干因素的干扰,掌握顾客的真正需求。ZMET技术的工作原理是取得那些人们不自觉地与某种产品或感觉联系起来的深度隐喻。他要求试验对象画出能代表他们对某件事物的想法和感情的图画,即使他们无法解释为何这样画。

  萨尔特曼隐喻诱引技术的核心价值在于了解在消费者行为背后的“为什么”,围绕驱动消费行为的关键元素制定出营销策略,从而“构建”消费者的情感意识。

» Read more: ZMET技术:新的市场研究范式

持续失败的焦点小组

November 18th, 2008

如果你仔细聆听你能听到这些声音:来自于市场销售和产品开发人员对焦点小组研究数据不知所措的茫然。这些声音不会置若罔闻。营销和研究人员都认识到了焦点小组的存在的问题,以及必须得开始做点什么了。

Daniel Gross最近在Slate杂志中发表的“谎话,大谎话以及焦点小组”一文中,极大的质疑了焦点小组的有效性及其对产品开发和营销部门的价值。对人们在焦点小组中说一套,而实际去市场购买时又做一套的问题给予了很多的关注,这种说一套做一套的不一致让公司每年花上数百万美元,而结果只是误导了产品。Gross并不是唯一一个质疑这种目前毫无疑问用得最多的调研方法的人。全球管理顾问公司A.T. Kearney的首席分析师Kay Polit认为焦点小组是一个“错误的流程”。Just Ask A Woman公司的创始人和首席执行官Mary Lou Quinlan说焦点小组是“获得市场信息的危险方法”。战略设计公司 Jump Associates的Dev Patnaik把焦点小组比作“客户培养皿”,即将被研究的人从自然环境中剥离出来,然后用于科学研究观察…焦点小组是市场研究的可卡因,一旦依赖上了它,你就唯恐离开它会寸步难行。此外, Joseph Pine和James Gilmore两位作家则将焦点小组视为“一个大谎话”。在他们看来,“由焦点小组中得到的东西可能是非常危险的”。

谎话?危险?错误的过程?公司可不能将上百万美元或者公司的未来押注在这些不靠谱的事情上吧?那么这些质疑又有多大的合理性呢?

一些真实的例子

NBC的情景喜剧,像很多的其它的电视剧试播一样,都要根据焦点小组的结论来决定节目的走向。结果是播出不到一个月的,仅仅三集之后,NBC就不得不将节目撤了。Beryl Vertue,原剧的主要作者说:太依赖于焦点小组,而基本没有一点自己来自于直觉的坚持,太遗憾了。不,我觉得这就是一个错误。
对来自于焦点小组中的数据没有有效管理,也搞砸了通用的旁蒂克Aztek。它的风格不被焦点小组中的被访者所接受,本来应该引起一些考虑或者重新设计,Kay Polit指出,理想的情况下,当Aztek不被用户接受的情况下,通用汽车应该停止Aztek的研发。也许只是改变一下几片金属片,他们或许能拯救这款车,然而实际上却是某些人编辑了他们得到的数据,高级管理人员再根据这些漂亮的编辑意见做出了决策…这个时候去卖这部汽车会比更改设计重新制造花费的更多。
焦点小组也曾搞砸过克莱斯勒的PT漫步者,尽管它的销售现在超过了预期。焦点小组的数据使得克莱斯勒的策划人员相信他们拥有的不是大众喜欢的汽车而是一款边缘汽车。他们因此而调整了方向,并且调低了产量。
焦点小组也错误的让一个公司将目标客户群定位为十几岁的女孩子。MIT教授Justine Cassell,在一部引人深思的书“女人要什么”中报告了她和那个公司的一段经历。在一系列的焦点小组研究之后,公司得出结论说十几岁的女孩们需要的是高科技的指甲油。公司很高兴地看到顾客需要的正是公司所生产的!然而,在Cassell自己的研究中,139个国家的3062个孩子(60%是女孩)被邀请描述他们希望使用高科技来做些什么,没有一个人提到高科技指甲油!
Yankelovich最近提供的数据表明用户所说的和实际所做的之间缺乏正相关。Yankelovich列出了受访者声称影响其购买SUV决策的6大决定性因素,并且列出了用户在实际购买时的决策标准。你可以猜到两者之间的关系会是怎样的。受访者所提到的6个因素没有一个在最后的实际购买决策中起了作用。
这样的例子还有很多。一个令人震惊的数据是:80%的产品在发布后的6个月之内失败了,并且绝大多数是在有看似强大的市场研究数据的支持下失败的。顺便提一句,在2001年,得到那些数据花了11亿美元。然而80%的失败率?!这可不是一个小问题。其严重程度好比10次开灯有8次被电击一样。

焦点小组为何失败

那么,焦点小组为何会导致如此昂贵的失误呢?毕竟,焦点小组:

  • 有着很长的历史(美国政府的社会工作者在60多年前就首次使用该方法调查第二次世界大战的军事宣传影片的效果);
  • 被广泛使用;
  • 表面效度高;
  • 设计和使用起来快捷且简便;
  • 似乎能直接触及“消费者的声音”。

当然,像任何研究方法一样,焦点小组需要使用得当,并且需要有关专家亲自掌控。精心准备并且有效实施的焦点小组研究还是能够很好地满足某些目标的。我在美国和欧洲工作时,使用焦点小组数据成功的解决了许多问题;并且,我还看到其他人很好的使用这个方法。

相比用于市场验证而言,焦点小组用于产生想法时更为有效。想法就是想法,所有的想法对我们都有益处。我主持过许多群体的焦点小组,其中包括电信经理、工程师、外科医生、护士、警察和消防员。这些十分特殊小组会议确实都有一个真实而且明确的焦点,并能给我们提供一些真知灼见。焦点小组的数据通常需要有现场观察和访谈作为补充,因此焦点小组中讨论的行为通常作为我们的最初经验。

但是,我也从焦点小组中得到过一些平淡无味的结果以及没什么见地的数据。这些小组更多的代表了一般的市场细分,比如青少年、家庭主妇、一般消费者等等。

有许多重要的原因可以用来解释为什么大部分焦点小组的效果都不尽如人意,这些原因对我们大多数人来说十分熟悉。人们可以很容易指出方法设计上的缺陷或者会议主持上的不足。矛头还常指向取样的错误或者偏差、误导性的数据解释、写得十分糟糕的报告或者被忽视的建议。无论采用何种方法,上述原因都无益于做一个好的研究。但这些都不是问题的症结所在。根本的问题在于,应该去了解用户的心理,而不是像通常所认为的仅仅听他们怎么说。我们最大的失误就在于相信人们心里想什么,他们就能说什么(speak their mind)。说到这里,我想起在纽卡斯尔的一次经历——具有讽刺意味的是,那是我所主持过的最有用的焦点小组之一——当时,所有的参与者都略有醉意。焦点小组开始之前,他们一直被安排在酒店里的酒吧中等待,并且每个人到的时候都会拿到一瓶(约0.473升)啤酒!我并不是在这里推崇这个小伎俩——但我确实明显的感觉到,我绕开了他们的意识觉知,触及了他们的真实想法和信念!

洞察力还是后见之明?

有一个原因可以解释为什么“无法说清的需要”是无法被说清的。行为科学家早就知道,专家行为(消费者在他们自己的日常行为领域就是专家)是不可能被内省的,因此是很难被说清楚的。我们在差不多30年前就已经知道了(详见Nisbett和Wilson发表在Psychological Review上的经典论文),尽管可能存在一些途径,但是并没有一个可靠的途径来获取人们决策行为背后的认知推理过程;多数情况下,人们并不会意识到那些影响到他们行为反应的因素。当然,这并不意味着受访者不能回答“为什么”类型的问题;并且,多数焦点小组的主持人主要依赖于这种类型的问题。但是,这却意味着受访者给出的答案并不是基于真实的内省过程的。取而代之的是,这些答案通常反映了人们固有的一些先验因果观念,即人们对特定刺激与特定反应之间可能存在关联的固有看法。换句话说,受访者对其决策行为的解释通常是为了适应当时的情境而即时创造出来的,而并不是反映其真正的深层认知过程的。

但是,即便我们假设这样一种情况——这种情况并不是事实,但还是让我们做一下假设——即便受访者能够可靠地获取自己的推理过程并且还能够可靠地报告其决策,从而研究者能够确实收集到真实的数据,我们还是不能摆脱这样的事实:大部分常规焦点小组实际上测量的是错误的东西。它们测量到的并不是人们在购买时的想法,而是人们在参加焦点小组讨论时的想法。一个人在参与焦点小组讨论中做出回答时和他在实际购物中做出购买决策时,心理学、社会学、神经学,甚至金钱上的因素对其决策行为的影响是不一样的。哈佛商学院教授Gerald Zaltman认为,焦点小组方法只能触及到人们整个思维过程的5%——位于人们意识水平之上的5%。但是,正是位于受访者意识水平之下的95%的认知过程——焦点小组无法触及到的那一部分——主要决定了人们的决策过程。

超越消费者的声音

因此,我们需要开始考虑采用更有效和可靠的方法来发掘消费者的需要和偏好。我们得撇开泄露研究者意图的简单而直接的提问方式,从消费者所意想不到的方向来展开研究(这和侦探的工作方式有点相像)。事实上,这正是实验心理学家和认知科学家的工作方式。他们在探究人类行为的复杂机制时,不是通过简单的询问人们“你在想什么”,并且也很少依赖人们的内省和主观报告。取而代之的是,他们使用间接的方法来探究认知和行为。消费者研究可以从实验心理学家那里借鉴许多方法和工具。

关键是要设法真正的绕过消费者的直接表述。我们认为人们所说的和他们所做的通常并不是一回事。因而仍然令人费解的是:我们持续的根据人们说了什么来做出重大决策,同时却很少关注人们做了什么。我们最终想知道的是消费者的真实意图。指望焦点小组的受访者来观察自己的认知机制、理解观察到的结果并转换成语言描述,进而清晰的表述出来,这种惯用的方法不能确保实现我们的最终目标。应该不难理解这样一个事实,那些直接探究和捕捉消费者实际行为的方法对实际行为有极强的预测性!文化或者社会的人类学和民族志学(人类学家和民族志学家的研究领域),以及其结构化的方法(比如Beyer和Holtzblatt提出的Contextual Design能够十分有效地揭示那些无法说清的消费者需要当然,这并不是偶然,这些方法实际上正是在日常活动中观察人们的行为的。这样获得的结果能够驱动随后有关真正产品的构想、开发和市场方案——这些方案能够切实的解决一些问题。尽管这类消费者研究方法所投入的资源与焦点小组相比要多一些,但比起错误的开发和市场决策所付出的代价还是微不足道的。

在随后的发展过程中,在实验室或家庭中采用高保真原型进行的用户测试可用于深入理解用户需要,并可针对消费者的问题验证解决方案的适用性。尽管可用性测试通常用于识别用户交互方面的问题,但也可以有效地帮助我们理解产品的有用性问题。这类方法都是十分有效的,因为它们无需消费者的内省和想象。还有一类方法出自于MIT大脑和行为小组,比如Gerald Zaltman提出的萨尔特曼隐喻诱引技术ZMET(主要探究利用隐喻技术绕过消费者的外显意识觉知),这类方法吸收了认知科学、心理学和脑科学的精华。这类方法采用实验心理学的技术,本质上就是“探访大脑”的方法。它们被用于探究那95%的意识水平之下的认知过程,也正是焦点小组不能触及到的那部分。

我们需要反思一下焦点小组。现在,是时候去开始使用那些更能预测用户行为的新方法了。如果不采用那些能够探究消费者行为核心的方法,而继续依赖消费者所说的做决策,那么每年数十亿美元的投资仍将会在市场上饱尝失败的苦果。

原文:Is Consumer Research Losing It’s Focus? 译:陈军 齐雅琼userfree.cn

谎话,大谎话和焦点小组(Focus Group)

November 17th, 2008

原文,By Daniel Gross 译:陈军 userfree.cn

为什么消费者不告诉他们究竟想要什么的真相呢?

这里有个看起来矛盾的地方:5000万美国人都在一个叫Do Not Call的list上注册了,此举表明很多人都不想被那些电话推销所打扰,即便被打扰了也不会去买他们的产品。然而还是有那么多的电话依然持续打给了他们。为什么?因为电话推销人员相信消费者说想要什么和实际上做什么是不一样的。那些不想被电话打扰的有时候却实际上买了电话推销中的商品。

如果消费者撒谎,那么焦点小组有什么好?

有证据表明焦点小组(Focus Group)的用户经常撒谎。哈佛商学院教授Gerald Zaltman在他一本非常有影响力的书“How Customers Think”中写道:“表述的意愿和实际行为实际上相关度很低甚至是负数”。毕竟80%的新产品或者服务在通过焦点小组确认之后却在上市后半年内都失败了。好莱坞电影和电视剧的预告片也都会在发布前通过焦点小组来确认是否会受到市场欢迎,但是结果表明后来也都在市场上失败了。

焦点小组已经变成产品上市之前的一项政治运动了。但是却很少人怀疑它的价值,认识到消费者在焦点小组中表述的意愿和他们在真实的市场中的行为是有着巨大差距的。

有几个主要的原因。先从焦点小组的参与者来说:当然,他们首先是自愿参加的,但是他们背后存在的心理原因却有可能让他们在一个没有窗户的小组座谈会的会议室里说一套,而到了一个大的商场做的却是另一套。 Moneybox参加过几个焦点小组,并和几个主持人交流。不同人参加座谈会的动机很显然是不一样的。有些人因为需要钱,有些人或者为了点心或者为了和其他人交流而来;甚至有像Moneybox这样的为了搞清楚谁来参加座谈会而来的。

有一小部分的座谈会参与者可能会恶意的撒谎,但是大多数的参与者还都是想去愉悦主持人及其它参与者的。因为他们能拿到钱,还有点心吃,甚至会讨好主持人。因此,他们可能会告诉他们——在单面镜后面的市场调查人员——他们认为他们会喜欢听的话,而不是他们真正所想的。

况且,一个人很难在这种不自然的环境中提出发自内心的或者非常诚实的观点。因为报酬把一些彼此不认识的陌生人聚在一起,而且由另一个陌生人来主持,这本身就不是很自然的一个谈话环境。Herbert Rubin和Irene Rubin在他们的《定性访谈》一书中说,主持人并没有足够的时间来建立座谈会中的这种信任关系,而这种信任是参与者能表达真情实感的一个前提条件。如果讨论是有争议的话题,例如种族和妇女在工作的角色等为题,很多人将很难真实的表达自己的想法,而是会因为政治或者其它的考虑而过滤了他们的回答。

另外一个关于焦点小组的问题:焦点小组经常让参与者来判断他们从来没有见过或者用过的产品。人类学家Robbie Blinkoff,Context-Based研究公司的管理人员,说“当你问别人一个问题,别人将会有一个意见。他们可能对此一无所知,或者没有任何经验。这个问题对他们来说相对他们的现实而言是抽象的。”(与做焦点小组不同,Context是一家专注于现场研究的人。Brinkoff和他的同事去用户真实的环境观察他们如何使用产品。)

Gerald Zaltman教授同意这样的观点。因为焦点小组并没有反应人们的经验而是在假想的情形下去做一些选择,“焦点小组对于发展和评估新的产品概念,测试广告,或者评估品牌形象等是无效的。”

不过Gerald教授对于这个问题的研究更深入一些。人们可能会在焦点小组中撒谎的真正原因仅仅是因为他们不知道他们自己想要什么,或者不能欣然的说服自己想要的是什么。“标准的提问有时候可以揭示用户对他们比较熟悉的产品和服务的态度,前提是他们关于这些产品和服务的想法、感觉是稳定的,可及的,随时可以清楚的用语言表达出来的”。但是这里包含很多的“如果”。Zaltman教授说,“大多数影响消费者行为的想法和感觉都存在于无意识当中”,不是“非理性的”,而是“无意识的”。

“无意识的想法对预测人们真正的行为才是最重要的,最需要去探索的,”Zaltman教授在一次访谈中说。“在一次焦点小组中,每个人的时间平均5-10分钟,你是不可能在这么短的时间探索到他们的无意识的。”

既然如此,为什么焦点小组还这么流行呢?因为焦点小组历史悠久,有标准收费,并能在给定时间范围内交付数据。可能更重要的原因是,焦点小组被用来评测新产品和新概念,而委任这项研究的甲方可能是在该产品或项目上已经投入了大量的人力物力。比较典型的像好莱坞电影的大结局或者已经完成的pilots——而非电影剧本。广告公司希望用座谈会来讨论他们通过头脑风暴搞出来的几个ideas,并且让用户来评分,然后他们可以把评分最高的那个拿给客户。焦点小组的主要作用被用来确认市场销售人员自己关于产品的信念。 焦点小组原本应该是用来探索客户的心理需求的,现在却被更多的用来满足销售人员的心理需求了