Showing posts with label user needs. Show all posts
Showing posts with label user needs. Show all posts

Tuesday, June 12, 2007

Mapping Participation

A while back I saw a post on Forester about a new article on a topic they called Social Technographics. It peaked my interest and they were offering copies to bloggers, who wanted to review, so I sent in a request. Never heard anything so I went through another source and got the paper anyway, and here is my summary of the key concepts:)

I always find it funny how the think-tanks come up with new terms, register them and then tell everyone how they were the first to come up with the idea. This time its 'Social Technographics' which essentially means describing a population based on their level of participation. Companies are starting to realize that demographics don't mean what they used to especially when it comes to online usage and especially social software. You can no longer equate race, sex or age to social software engagement. Forester suggests that you need to create a social strategy based on how your users map into a set of profiles. They have identified 6 increasing levels of participation. (note - participation levels are not mutually exclusive)

1. Creators: online consumers who publish blogs, maintain web pages, or upload videos at least once a month.
2. Critics: participate by either commenting on blogs, or posting ratings and reviews. Their participation is not near as intense as creators. Critics pick and choose where they offer their thoughts, and often use blogs or other items as a launch pad for their participation.
3. Collectors: save URL's, use social bookmarking, tagging, and RSS. They create meta data that shared with the entire community and add to the self organization of web content.
4. Joiners: one defining behavior - use of social networking sites. Highly likely to engage in other social software activities.
5. Spectators: read blogs, view videos, and listen to podcasts. The audience for the social content created by users in the other groups.
6. Inactives: do not participate in social computing activities. They site this as 52 percent which jives well with this study.

These profiles of course do vary by age. For example teenagers generate more content than any other generation, and joiners are dominated by Gen-Y. However age is not the only way to slice the data. User motivation (entertainment, career, family etc) as well as site features, and brand appeal can all drive different participation profiles.

The key with this is to think about these it terms of your users/customers to define the right strategy with respect to deploying social software. Make sure you deploy what will best fit the participation levels of your audience. Once you understand your audience, Forester continues that you should:

  • Map out how users will participate today and in the future
  • Create multiple participation points (don't just give your audience one option to participate)
  • Find lightweight ways for first time creators to contribute
  • Make it easy for spectators to find user generated content
  • Prepare your organization for participation (and criticism)
Overall, a decent article, I wouldn't say its worth the $280 for 12 pages of content, but if your organization has a contract with Forester its worth a read.

Friday, March 30, 2007

Why People Go Online

With business today its important for you to understand how to understand and interact with your customers online. Stowe Boyde puts forth an interesting idea about why people are online:

People are online for discovery. It looks like its about things, but its not. They go to 'places', but really to find people. And below it all, they are involved with people to discover themselves.

This is not a high-minded philosophy pitch: it just practical. If you are trying to build social apps you have to understand that, even if the people using the apps think that they are merely trying to find new music, or better shoes, or the best extreme kayaking trip in Hawaii.

As more of the web moves toward this model, more power moves to the edge. Users want control, they want to make the rules, choose their terms, friends, networks. Only the players that understand this will succeed. People will find meaning from relationship with others, not by membership in organizations or groups.

Not a lot to add to this, but just something to think about as look to better utilize this channel more effectively. I also recommend watching the slide show, and the video presentation called Social = me first posted on the site where this concept is discussed.

Tuesday, February 13, 2007

User Control Balanced With User Capability

In the new economy it seems like giving users more and more control is the way to enrich the user experience. Although mostly applicable to software, I feel that this is happening in many business outside of software, but often users find out that more control isn't exactly what they need.

In our business we just started a new development sprint that includes the start of some new functionality that we have been hashing through for a few weeks now. Its not a technical problem but a business problem, where we are trying to build functionality meant to handle the needs of different types of users through a single model. The architecture to support the model wasn't near as difficult as trying to determine the most effective business model and whether or not the model would/will work for our customers since there are no existing frameworks in this space.

A post by Kathy Sierra entitled How Much Control Should Users Have sums up much of our more recent conversations along with efforts to strike a balance between over-engineering and flexibility to handle different user needs. Its a great post which I encourage you to read, but a key take away for me was the following summary statement:

So we should be trying to give users more capability and control...and encouraging them to take it. But we must balance that with the learning they need to take that responsibility without being overwhelmed.

Like everything else, it all comes back to user education. The more we help them learn and improve, the more control they can handle... and appreciate. By putting the user first, it's our job to give them the responsibility they want, but only when we know they're ready to handle it.

This is exactly what we are facing - this balance between building functionality that will enable them to feel empowered and control, but also not confuse the heck out of them when their first see it. In our case we have had numerous discussions about how to help ease users during their transition. Some of the items we came up with in a short brainstorming session were the following:

  1. online help driven by user wants over forced usage (similar to how turbo tax works where they explain what a function will do, and then asks you if you need this, and want to know more)
  2. interactive demo/help to walk them through actual business scenarios - not technical functions
  3. building the application so that the user is not required to use the feature to get up and running.
  4. have the application do some of the work by default until they are ready to take more control on their own.

Its not the results here that are important - its the practice of actively going through this exercise. I feel that the same type of exercise can and should be performed in all businesses - especially services based business. We often assume that the user is always right and/or wants full control over decisions, but there is a difference between being empowered and being in control. If they wanted full control they likely wouldn't not have hired you in the first place.

Think about your users and different needs they may have so that you can strike the right balance between control and capability, and how you can recognize traits associated with these needs to ensure the highest level of value to your user/customer.

Monday, September 18, 2006

Focus On True User 'Needs'

In coming across this article today about feature creep on the Swiss Army Giant Knife, I was reminded of a great post on the Creating Passionate Users Blog entitled "Featuritus vs the Happy User Peak", that along with a great visual has some solid points about designing products for users. The following statement from that post is one that Wenger as well as many other companies should heed:

"continuing to pile on new features eventually leads to an endless downhill slide toward poor usability and maintenance. A negative spiral of incremental improvements. Fighting and clawing for market share by competing solely on features is an unhealthy, unsustainable, and unfun way to live"

Be the "I Rule" product, not the "This thing I bought does everything, but I suck!" product

Part of this is listening to your customers. Just look at some of the reader comments returned about it in the article in Outdoor life. Part of building great products is truely understanding the needs of the customer.