Archive for the 'Dialog Design' Category

Error recovery strategies and the verbiage around them has always been a hot topic of debate. We’ve all heard the classical “I’m sorry I didn’t hear you.” and “I’m sorry I didn’t understand you.” messages that are normally implemented as global prefixes to further attempts to help users get back on track. Some other designers prefer to eliminate this generic approach and opt instead for a more context-sensitive alternative, where based on the possible cause of error, you could very well eliminate them completely and simply attempt to reprompt the user in a more natural way, with maybe a slight change in intonation to convey the meaning of “Hello, are you listening to me?” in a subtle way.

In regards to the content of the error messages themselves, we’ve all heard that they should not simply be repetitions of what the user has already heard, but rather slightly different variations based on the context and possible cause of the problem in the first place, so as to try to help them recover: is it due to a noisy environment? is the user providing me more information than I’m requesting? are they struggling to find it? do they need more time? are they getting confused by what I’m asking?, etc.

Of course, errors are nothing new and are particularly prevalent in the software and web world, where the value of the message and its ability to help users recover is very often dubious (or flat out ridiculous), resulting in bad user experiences. Some examples:

“Unknown Error -1″

“Keyboard error (press F1 to resume)”

“Wrong parameter”

“An unexpected error occurred, because an error of type – 110 occurred.”

“It is not necessary to dial 0 after the country code for this country.” (If they know that, why not simply recognize it, remove/ignore the 0 and move on?)

Some others here and here.

With that in mind, I have to say I found it very refreshing when my Firefox browser recently crashed and I was presented with the following message:

I found a few interesting things about it that made me think about my own error prompts:

  1. It’s unexpected - talk about user expectations. You know having an error (or crashing in this case) is not fun. Yet the unexpected style distracts you and in my case made me feel a little better about the situation (ok, ok, I’ll admit it, it made me smile)
  2. Even though it had a funny side, it was still useful. It clearly states what the problem was in terms I understand (my windows and tabs), plus it gives me a possible reason for the problem which might help me avoid the problem in the future (a recent web page)
  3. It provides solutions on how to fix it

Reduce the negative impact of an error + clear description of error + clear explanation of the possible cause + alternatives to solve it. When was the last time your error messages achieved all these goals?

As you know, I enjoy looking at other fields that might have design elements that could be leveraged in a speech and multimodal world.

My latest discovery was the film “Objectified” by Gary Hustwit. Even though the documentary is centered around the topic of Industrial Design and the process by which well known products are designed, created and injected into the marketplace, there are some great quotes by various designers that I couldn’t help but feel compelled to share with you and analyze in an attempt to find a way to apply them to our field. With so many quotes, I though this might be better off divided in parts so people can add comments and share their own insights and experiences. Let’s get started:

“What we really need to do to design is look at the extremes – the weakest, with arthritis, the athlete, the strongest, the fastest – because if we understand what the extremes are, the middle will take care of itself.” — Dan Formosa, Design and Research, Smart Design

Wow, what a way to start this topic! After readings this one, I couldn’t help but feel a little guilty about perpetuating the common design approach of the 80-20 rule. We try to capture what 20% of the population which will use 80% of the features might do, add support for a few other common “corner cases”, and ignore the really obscure and unlikely scenarios altogether. This point definitively made me wonder what if… what if we were to do it backwards, design by looking at those extremes - the distracted caller, the multitasking mom, the user that requires extra time to process the information or respond - and letting the middle take care of itself.



Case in point, the creation of the Oxo kitchenware, a peeler originally designed for people with arthritis that turned out to be more comfortable and easier to use for everyone!


“What we’re really always looking for whenever we design are ways we can improve the way people do things or improve their daily life… without them really even knowing, ever thinking about it.” — Davin Stowell, CEO & Founder, Smart Design

Another quote from Smart Design, but this time addressing the reasons behind our designs. How often are we really looking for ways in which we can improve how people do things or improve their lives? How often can we articulate this need and help evaluate it in the context of other seemingly more important needs such as completion rates, retention and automation? Can we really tell we designed something that not only solved someone’s issue or allowed them to complete their task but that in fact had a positive impact on them without them even knowing? Quite a challenge (and intrinsic motivator for me)!

“Good design should be innovative. Good design should make a product useful. Good design is aesthetic design. Good design will make a product understandable. Good design is honest. Good design is unobtrusive. Good design is long-lived. Good design is consistent in every detail. Good design is environmentally friendly. Good design is as little design as possible.” — Dieter Rams, Former Design Director, Braun

I think Mr. Rams said it perfectly. Seeing what goes on inside the minds of product creators behind brands like Braun and their philosophy definitively makes me appreciate the responsibility of a designer.

That’s it for part 1. Stay tuned for more quotes and nuggets of wisdom. And if you get a chance, watch the movie, you won’t regret it (and your users will appreciate it)!

During any Requirement’s Gathering process, one of the hardest yet most critical steps involves finding out the features that will be offered to the users. Figuring out the final set normally involves talking to agents, listening to the different business units, looking at statistics, etc.

Furthermore, if the customer is migrating from an existing system to a new one, part of the process also involves reevaluating the set of features currently being offered to determine which ones should be migrated and which ones should be eliminated for good (which very often becomes a challenge by itself since customers tend to feel that by doing so, they are “loosing” functionality)

Some of the tools available to us include performing a Usability test on an existing system, doing a benchmark analysis to compare features offered by competitors, looking at usage data to determine the frequency of usage of each existing feature, or setting up focus groups or customer surveys to explore the likely usage of new features.

So yes, there are way to figure out how often they might use a certain feature or what they might think about it, but how do you gauge how deeply your users care about those features?

Well, while watching a recent Burger King stunt (an interesting mix of market research and marketing) in which they made one of their US branches a “Whooper Free Zone”, and recorded via hidden cameras the reactions of their customers upon being told that they were no longer serving Whooper sandwiches (see video below).

This stunt made me think about a tool that designers don’t use very often: Subtraction.

By that I mean that very often we run complex studies and champion-challenger scenarios (aka A-B designs) to figure out what the best combination of items might be, or what the impact of adding one more choice will have on a user base. But how often do you test the impact of removing a choice both from a performance as well as from an emotional perspective? (and no, I’m not talking about those bad designs where options are so buried down or words are so poorly chosen that it’s almost impossible for users to find what they need or realize what they need is in front of their eyes (or ears).

So, next time you’re thinking about your users and the options they need, consider subtraction as one more tool in your ever-growing UI toolkit. And if you’ve used before, I’d be very interested in knowing what your results were.

Oh yeah, it’s that time of the year again. If you’re planning to attend this year’s SpeechTEK in New York, please stop by and say hi.

Also, you can now look at the final version of the program. In particular, I would like to invite you to the following sessions:

  1. Introduction to Voice User Interface Design (STKU-2)

    Sunday August 23rd, from 1:30 PM to 5:00 PM. This workshop is designed to quickly get those new to VUI design up-to-speed so they can make the most of the Principles of VUI Design track at the conference

  2. Efficient Design (B102)

    Monday August 24rd, from 11:15 AM to 12:00 PM. Here we’ll talk about “Truths and Myths About Reusable Designs”. How can you design for reuse? Can user requirements be captured the standard way?

  3. Bilingual Spanish/English Design (B301)

    Wednesday August 26th, from 10:45 AM to 11:30 AM. Here we’ll talk about “How to Present Names of
    Geographical Locations in Spanish Systems”. Yes, listening for and capturing names of places seems like a trivial task, but what factors should be considered when making translation/pronunciation decision? What do those decisions say about you and your company?

Safe travels, and see you there.

Someone recently brought to my attention the fantastic keynote presentation by Bill Buxton (the author of Sketching User Experiences) from this year’s Mix 09 event.

The concepts and ideas mentioned by Bill — particularly the notion of ROE or Return On Experience — resonated so much with me, that I think his vision should help anyone in the Design profession feel awesome about what they do (even though most people still don’t really understand what is it we do) and feel energized about the potential and future of any User Experience profession.

One of the points I completely agree with is the notion of learning from the past (both successes and failures) and figuring out how to exploit that past, not in the sense of simply copying what has been done before, but to figure out how relevant the core concepts might be, and figure out how to bring them over to our time, age and circumstance. As he points out, that’s the real definition of Creativity, Design, and of course, ROE.
The second point I loved, had to do with Experiences. He makes the point of how in the past everyone focused on the products and the services, but now we need to refocus and be aware that the real differentiation now comes from what a product, image, or sound might trigger in us! And figuring out the origin of the feeling we’re trying to provoke in our users is the real art of what we do.

“How can we tailor what we’re making to generate those feelings?”

The third point I want to mention is his assessment of how nowadays the Interface is just as important as the Object, yet it is really hard to sketch/prototype interfaces as fast as we do products in rapid iterations. He also added that it is not about a device/product/service, it is about the whole ecosystem (think iPod + iTunes). And along this idea of prototyping, he points out that going through multiple iterations is the essence of Design, in fact, that is the only way to explore a more broad design space compared to the typical process of choosing a single direction and spending time and effort refining it.

I think he summarized his concepts in a beautiful way:

“Our job is not to answer questions. It’s to ask the right questions to get us to the right question that would get us to the right answer.”

What do you think? How many different variants have you done lately for each of your designs?

You can watch the full presentation here, or download it from here (Windows Media Audio/Video file, 748 MB).

I was recently reading an article about the future of wireframes in the context of user interface design documentation. Wireframes have been used mostly for visual elements and became a critical building block in the early days of the web.

But since I like drawing analogies between other UI fields and the VUI field, there were a few quotes that struck a cord because of their universality:

“The object was to create as many wireframes as possible, of every screen in the entire site, in big, monolithic and hugely detailed chunks. Rather than exploring different approaches to the information and structure of the site, the emphasis became entirely focused on using all of the time available to build a collection of wireframes, regardless of whether they were the right wireframes.”

Ouch, how much of that is still taking place nowadays? You create as many “detailed individual states” as possible sometimes loosing track of the real intent of the document. Nevertheless, some of those risks can be lowered by using a layered approach where you start as simple as possible and then start adding details to the design that make sense from a design perspective and that help clarify the overarching intent; for example: starting with a high-level, 1-page interaction flow, then adding details in the form of sample calls, which then evolve into detailed flows and become the source for an initial or “skeleton” specification document (containing mostly initial interactions, without error strategies) which after various reviews (including Usability) become a complete or “full” specification document.

“Why hold the information in a document that’s no one wants to read?”

Thank you, thank you, thank you. How many times designers have to create alternative “views” of their documents because some groups may not be able to use (or care) about certain aspects of the design, which might be buried with other details or is presented in a format that is neither usable nor efficient. But of course, the question that begs to be answered is “What’s the ideal document the developer would like to see to build a system from?.” Suggestions anyone?

“In a previous life at a big ‘old style’ new media agency, there often seemed to be a one tool fits all approach to projects. This applied to information architecture too.”

I’m sorry to say some of might still be living that life. Methodologies/Systems anyone? I totally agree with the notion of finding out what’s the best tool for a particular project. Not every project requires the 12-step program, and not every customer processes information the same way.

“The best sites are those where there’s a seamless divide between the look, the content and the experience.”

This one I would like to borrow and extend as a closing statement: “The best systems are those where there’s a seamless divide between the look, the sound, the content and the experience.”

Time to rethink our current documentation practices…

An interesting discussion came up this week where there was a debate about the length of menu choices and how short/long options should be to help users move along in both an efficient and successful way through a system.

Interestingly enough, around the same time I ran across an article from Nielsen talking about taking about links and how well can users predict what will be contained within each link.  I’ve mentioned in the past that I feel there are many similarities between the web world and the voice world, so thinking along the same lines, I feel web links are the siblings of menu choices in speech, so I felt the part where he talked about the results of only showing the first 11 characters of a link was relevant for that discussion:

The two winning links (“Gift Cards” and “New Custome”) also showcase principles for effective Web content.  Both links:

  • Use plain language
  • Use specific terminology
  • Follow conventions for naming common features
  • Front-load user- and action-oriented terms

The point being that the importance is not really on the length of the word but on its meaning.  For example he found the worse links were the ones that only showed “Introducing” and “Working whi” that had the same length as the winning ones but were bad because of:

  • Bland, generic words
  • Made-up words or terms
  • Starting with blah-blah and deferring the information-carrying text to the end

What this means in practice is that using single word commands on a menu (e.g. “Emergency”, “Billing”, “Status”) does not necessarily make menu choices easier to understand, more intuitive for users, or faster to navigate.  On the contrary, they may limit the user’s ability to infer what can be found underneath them, creating the exact opposite effect.

JTLYK   :)

Smashing Magazine just published an article about Useful Techniques for Good UI Design, that even though concentrated on Web Applications, I felt there were a few techniques that could be reviewed with an eye towards VUI design:

  1. Highlight important changes
  2. And by this I don’t mean “Please listen careful for our menu options have changed”. Here we’re talking about system status visibility - knowing where you are and that actions led to expected results. Implicit confirmations are a good example of this.

  3. Enable shortcuts in your application
  4. The key concept here is to offer users more responsive user interfaces. In the case of the phone, this can be somewhat compared to having “touch-tone equivalents” which allow expert users to breeze through applications without having to wait to be prompted for input. But here I would also argue that other things would fall under this same principle: good command selection, “shadow” options that even though not prompted for can be supported if tuning data backs up the decision, and even “parallel” choices which allow someone picking one branch to swiftly change “branches” without having to “go back” or return to a “main menu”.

  5. “Upgrade” options
  6. I feel this would be similar to having functionality available for “expert users”. Proper use of barge-in as well as multi-slot support allows someone to interact in more “advanced” ways with a system keeping such a transition simple and intuitive.

  7. Advertise features of the application
  8. And no, sending out “user manuals” for applications does not qualify for this. Here we would be talking about pointing out “new” features or even “advanced” features that are available. As with most non-task-oriented information, this should be presented only after the user has successfully completed their task.

  9. Use “color-coded” lists
  10. Items appearing together are an issue, no matter what type of interface we’re talking about. Therefore it is really important to put attention to the different tools at our disposal to avoid this issue: voice intonation/emphasis (such as making menu options clearer), word choice (avoid confusion amongst different choices), silences (natural pauses to allow mental processing of the information), etc.

  11. Offer personalization options
  12. I’m sorry to say this has been out there for quite a few years for most interfaces, yet voice user interfaces hardly ever offer them. It may be harder to do than with visual interfaces (where you can change colors, rearrange items, etc.) yet small things like offering only relevant choices based on someone profile or remembering the last tasks they’ve performed go a long way in making users feel like they “own” the system.

  13. Display help messages
  14. Help is definitively one of those topics that has been debated a lot, and like most controversial ones, whether or not it should be used and how it should be used can be summarized in two words: “it depends”. Personally I feel help should not be a stand-alone piece of a design (whether it is a tutorial or a separate collection of help prompts) but rather an integral part of design – commands offered should be helpful to a user, error messages should add relevant information to help users recover, transition messages should help users know where they are and where they are going, etc.

  15. Design feedback messages carefully
  16. Here we can think about transition messages (exit prompts) and error recovery prompts. Here, there are various things that can be done to make them more effective: control voice intonation so as to convey the right meaning, reword questions and statements so as to convey the same meaning without simply “reprompting” users (if the problem had to do with users not understanding you in the first place, simply repeating is not going to help at all)

  17. Use tabbed navigation
  18. This is one of those areas where visual design has an advantage over non-visual design. Nevertheless, good information architecture can help obtain similar results, where applications reflect user’s mental models making it easier for them to know what choices mean and how the system works. This makes users feel at ease since they feel more in control.

  19. Darken background
  20. Conversely, here non-visual design has the advantage since all interactions happen in sequence. No need to “gray out” parts of our design since by the time we move on with a new “task”, all previous information now belongs to the past.

  21. Lightboxes and Slideshows
  22. The concept here is to allow users to navigate back and forth. In the visual world there are a lot of tricks to reduce the noise and allow a user to focus on a particular item. In the case of non-visual design, there are ways to do similar things when the system has been properly architected, which should include consideration of “go back” behavior that would contextually match a user’s mental model, as well as proper “sub task” definitions so that if users need to make a change or update a certain piece of information, they don’t have to start all over again or get confused about how to do it.

  23. Short sign-up forms
  24. This is another one where non-visual design has the opportunity to leverage information. The whole notion here is to minimize the effort needed to identify a user and to speed up the process. On one hand, this means taking advantage of what technology has to offer: ANI identification, DNIS separation (ideal for language selection), CTI (please, please, please don’t loose everything that the user has accomplished so far). And on the other, there are design techniques such as the removal of “optional” elements if that allows a user to proceed (and especially if that avoids confusion and distraction from the user’s real goal).

With more people spending more time watching video on their computers than on TV, it makes sense to have a XUI – A channel for User Interface Design. Enjoy!

I’ve always been fascinated by the cross-pollination that can be achieved when various fields and disciplines work together. As you might have noticed from my various posts, I also like to keep an eye out for opportunities in the UI field – things happening in other fields that may not be working together in ours yet, but whose potential definitively makes them worth a second thought and an evaluation to see what properties and ideas can be applied to UI design.

Therefore, you can imagine my excitement after seeing this particular video from TED: Yves Behar demonstrates in a very engaging presentation how business requirements, resource limitations and the status-quo (read “fear of change”) tend to yield “us-too” type of designs and solutions that don’t really add any value to those companies or the customers of those companies.

I loved the phrase he presented: “…Advertising is the price companies pay for being un-original.”, which makes me wonder what other things aside from Advertising may be “prices” companies are paying for not trying to push the envelope, for not questioning “best practices”, and as he puts it, from not “designing from the inside out”.

For me, the biggest UI lesson contained in his words have to do with how we all do our best to deliver VALUE to our customers and to their users, but how many times have you brought YOUR VALUES to the table? When was the last time you, as he puts it, “fought like an animal” to make sure the VALUES that drove the project in the first place are maintained until the end, without compromises?