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EFFECTIVE DESIGN REVIEWS How to give and receive meaningful, actionable design feedback Everett McKay UX Design Edge uxdesignedge.com UX Scotland (June 2015)

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EFFECTIVE DESIGN REVIEWSHow to give and receive meaningful, actionable design feedback

Everett McKayUX Design Edgeuxdesignedge.com

UX Scotland (June 2015)

Who is this guy?

Copyright 2015 UX Design Edge. All rights reserved.

Principal of UX Design Edge (from Vermont, USA)

Offer UI design classes, workshops, and consulting services, primarily to software teams that don’t have (sufficient) design talent and resources

Previously was a Windows PM at Microsoft, where I owned Windows Server security UI and wrote the Windows UX Guidelines (but not for Windows 8)

Before that, was a developer of Windows and Mac UIs

I’m really good at doing design reviews!

My new book is UI is Communication

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Why are we here—why do you care?

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Great design requires great design reviews

We need constructive, actionable feedback to do our best work

Most design reviews aren’t very effective!

A top workshop request: advice on how to give more effective, persuasive feedback

My promise

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You will learn at least two new, useful things!!

A special requests:

Email me to get deck and Everett’s Design Review Rules

Please tweet about any especially good design review ideas!

Today’s agenda

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Design review challenges

Design review solutions

Design review techniques

Hands-on design review exercise

Wrapup and Q&A

We have a hard end time!

Let’s quickly review the essentials and their problems

Design review challenges

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Design review facts of life

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The goal of most design reviews: make the design better

Which means we focus on problems, improvements

Our goal in most design reviews: to hear how awesome our design is

These are conflicting goals!!

It’s hard to not react to critical feedback emotionally

Effective design reviews require a thick skin

Setting a (low) baseline

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The design team walks through the design, carefully explaining it screen by screen. The designers point out that it is early in the process, so they are more interested in the big picture issues than low-level details. Along the way, fellow team members nitpick at the design, focusing on minor details while completely missing any critical usability problems. At some point, someone volunteers to redesign a feature whose problems aren't yet even fully understood. The boss, a “visual thinker”, points out that she really can't stand that shade of blue, and that her mom could never use this UI, even though it is targeted at trained specialists. The consensus feedback of “looks great!”, while encouraging to hear, is probably quite literal because the mockup does in fact look great visually.

Setting a (low) baseline

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The design team walks through the design, carefully explaining it screen by screen. The designers point out that it is early in the process, so they are more interested in the big picture issues than low-level details. Along the way, fellow team members nitpick at the design, focusing on minor details while completely missing any critical usability problems. At some point, someone volunteers to redesign a feature whose problems aren't yet even fully understood. The boss, a “visual thinker”, points out that she really can't stand that shade of blue, and that her mom could never use this UI, even though it is targeted at trained specialists. The consensus feedback of “looks great!”, while encouraging to hear, is probably quite literal because the mockup does in fact look great visually.

#1 Own the design review

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If it is your design, it’s your design review process

You know the feedback you need best (non-designers on your team don’t)

You know how to get that feedback best (non-designers on your team don’t)

Things to own: agenda, goals, process, rules, attendees

Bottom line: Design the design review—don’t just show up!

Manage up!

#2 Have clear design review goals

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Always have a clear design review goal

Set the objective: Improve the design, sell the design, get stakeholder buyoff

These are conflicting!

Level: Type of feedback varies during process

Early in process: high-level, big picture issues

Late in process: low-level details

Bottom line: Effective design reviews have clear goals. Set them and communicate them!

Non-goals for good design reviews

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For design teams

To defend the current design

For participants

To propose how you would have designed it

To embarrass the design team or promote an agenda

To demonstrate how smart you are

For review meetings

To make everyone happy (design vs. politics)

To find solutions or resolve every issue raised

#3 Set the expectations

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Set expectations—don’t assume that everyone gets it

Another non-goal: to rationalize poor design

Our target users are trained professionals. Is it really a problem if our design requires training?

This is an internal LOB tool. Our target users must use it. Does it really matter if it is hard to use?

Bottom line: If the design review goal is to make it better, then the review should focus on making it better!

#4 “Looks good!” isn’t good feedback

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Ineffective design reviews are driven by the team’s emotional reaction to how the UI appears visually

Low fidelity prototypes avoid feedback based on emotion and visual appearance

Bottom line: “Looks good!” is often quite literal

#5 Lower fidelity is better

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Use the lowest fidelity prototyping that does the job reasonably well

Focuses on the high-level issues instead of details

Perceived as unfinished and easily changeable, so doesn’t discourage feedback

People react emotionally to beautiful things

Bottom line: Beauty hides flaws

The Windows Vista story

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The Windows Vista design team used Photoshop-based task flows for design reviews

They were gorgeous! (Especially compared to XP)

Typical outcome

Design reviews “went well” with few problems found

The actual results were often disappointing (to me)

I wanted to figure out why

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#6 Understand “visual thinkers”

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Some managers are “visual thinkers”

“Visual thinkers” don’t understand interaction design, but they have strong ideas about visual design details

They can’t deal with sketches and wireframes, so the insist on high-fidelity, interactive prototypes

“I need to see it!”

Bottom line: “visual thinkers” dislike low fi prototypes

LinkedIn: Do wireframes even work?

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A discussion on LinkedIn:

We have tried using wireframes, but we have found them to be a waste of time. Do wireframes even work?

Me: I bet the boss is a “visual thinker”

Later in the thread: My manager wants to give feedback on the shade of red, for example, but can’t because the wireframe doesn’t use the actual colors

Bazinga!

#7 Manager “feedback inversion”

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Some managers tend to give detailed feedback early in the process (colors, fonts, icons, pixels), and give high-level feedback later in the process

My explanation

“Visual thinkers” don’t take wireframes seriously because they look preliminary—instead, they give the feedback that is easiest

Once the design “gets real”, they engage and give the high-level feedback

Bottom line: We need to manage up

Putting it all together

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A quick summary

Own the process and goals, communicate them!

Set the right level and expectations

Lower fidelity designs are better early in the process

Watch out for “visual thinkers” and manager “feedback inversion”

My advice for solving common design review problems

Design review solutions

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Dealing with personal opinion

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Problem: Our feedback usually starts as subjective, personal opinion—I like this, I don’t like that…

To make it actionable, we need to translate it into something objective

How?Design frameworks: scenarios, personas

Design principles and guidelines

Design vocabulary

Compare: This design is unintuitive to That feature isn’t discoverable

My mom would never fly this airplane

Dealing with non-designers

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Problem: Most feedback is good, but often poorly expressed

Observation: Most poorly expressed feedback is in the form of a (poor) solution—Let’s just add an option to…

Solution:

Understand the problem first

OK, great! What problem will that solve?

Once you understand the problem, now you can discuss solutions

Dealing with developers

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Problem: Developers hate our designs

Observation: Developers are focused on two things:How much work to implement

Finding problems (engineers are trained to find problems)

Solutions: Know the UI framework, propose realistic designs, require

custom code only when really worth it

Have and enforce design review rules

Understand that if you invite developers to give feedback on the feasibility of your design, they will give it to you!

Dealing with managers, clients, stakeholders

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Problem: Managers, clients, and stakeholders who don’t get design process and design reviews

Observation: We have two choices:

Own the process and manage up

Deal with it

Solution:

Consider the goal of the review and your relationship

If goal is to sell a design, deal with it

Just doing my job properly

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Dealing with politics

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Problem: Stakeholders are obsessed with an agenda that don’t clearly make the design better

Observation: Non-design-savvy stakeholders are just trying to do their job properly

Solution:

Distinguish design discussions from political discussions

Design discussions make the design better

Political discussions are about being heard

Hear the stakeholder and their agenda (listen, don’t debate)

Dealing with unproductive review behavior

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Problem: Effective design review participation is an advanced skill

Observation: Non-designers especially don’t know how to do this

Solution:

Set (and enforce) design review rules

Put design review goals, review rules, and expectations in the meeting invitation email

My favorite design review rules

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We are evaluating the design, not the designers

Provide user-based feedback, not personal opinion

Be helpful: avoid complaining

Be specific: give specific problems, examples

Focus on potential problems, not solutions

Don’t defend, redesign during the review (stop asap!)

Don’t mention off-topic, wrong level details (take offline)

Be balanced, encouraging, courteous, and respectful

There’s no shame in finding problems (it’s good!)

Everyone participates

Focus on potential problems, not solutions

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Problem: We waste a lot of time arguing and defending, proving and winning

Observation: We are going to figure out what changes to make later anyway, why waste time on this?

Solution: Focus on identifying potential problems

Quantity beats quality—would rather have 20 potential problems than labor over 4 in detail

Identify, understand, record, move on

Similar to brainstorming

Everyone participates

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Problem: Not everyone in a design review participates

Observation: Dominate personalities dominate

Solution:

Reserve 10 minutes at end

Go around the room, starting with the people who participated the least

Ask to quickly share the single best idea to the design team

Results: Surprisingly brilliant!

Make effective reviews a pleasant experience

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Problem: Poor design reviews are miserable

Observation: You aren’t Steve Jobs, so don’t act like him!

Solutions:

Give balanced feedback—appreciate the good!

Make it an uplifting experience—try to smile!

We should leave feeling good about what we are doing, and inspired to make it even better

But having a thick skin really helps

We can’t review our own designs

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Problem: Team can no longer evaluate its own designs effectively

Observation: It happens

Solutions:

Usability lab studies

Hire an awesome UX design consultant!

So many design review goals, so many design review techniques

Design review techniques

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Design walkthrough (Show and Tell)

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Process: Design team walks through design page by page, explaining what is going on

Purpose: To present and explain the design

Pros: Simple to do—a very popular format

Cons: Everything! My least favorite approach

Why I dislike Show and Tell reviews

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We aren’t our users, but…

There is a brief period of time where team members have the same perspective as target users

Show and tells make this time as short as possible!!

We never attempt to figure it out on our own and immediately know the “happy path”

You never see the design with a fresh perspective

Best question to ask in a Show and Tell

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During a walkthrough, constantly ask yourself

Will users know what to do based on what they see in the UI alone?

If the answer is no, you have found a problem

Share the most important ones at an appropriate time

Show and sell (Madmen, Don Draper)

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Process: Design team presents and explains the design as a sales pitch

Purpose: To sell a design—to get consensus quickly. Can take advantage of people’s emotional reaction

Pros: Perfect if your goal is to sell a design to management, stakeholders, clients

Cons: Useless if your goal is to improve the design

Show and not Tell

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Process: Design team walks through design page by page, without explaining what is going on

Purpose: To present the design, get feedback from team with a fresh perspective

Pros: Simple to do—better than a show and tell

Cons: Requires direction (like Please try to figure out how to use each screen), otherwise random nitpicking (with What do you think?)

Communication reviews

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Concept: What we say in person is better than what we put on the screen—we tend to fix bad UI when we explain it

Process: Like a Show and Tell, but listening for differences between the designers explanation and what is actually on the screen

Pros: A simple way to redeem a Show and Tell

Communication review demo

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“Inductive” task flow reviews

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Concept: Task flow steps are often unclear, and pages often lack integrity

Process: Define the purpose of each page, evaluate

Purpose: To evaluate the clarity of the purpose, make sure the page delivers that purpose

Pros: Can give incredible insight quickly

Cons: Unfamiliar process, requires experience to do well

“Inductive” task flow review demo

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Heuristic reviews

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Process: As a team, evaluate your own design against a list of usability heuristics

Pros: Potentially much faster and more focused and comprehensive than a usability lab study

Cons: Usually not productive—inexperienced design teams just check everything off the list

Nielsen’s well-known usability heuristics are old and useless

Mine are awesome! Check out UIisC page 26

Streamlined cognitive walkthroughs

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Process: Evaluate the intuitiveness of a design by walking through a task step-by-step and asking four questions: How will users know what to do at this step? If users do the right thing, how will they know? If users do the wrong thing, how will they know? If users do the wrong thing, how will they correct the

problem?

Pros: These can be amazing! Persuasive because people never argue with their own conclusions

Cons: Unfamiliar process, requires experience to do well

Scenario reviews

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Process: Evaluate a design against a set of top scenarios

Purpose: To evaluate a design the same way your users will

Pros: Awesome! They give amazing insight—and are my single favorite technique

Best way to deal with “visual thinkers”

Cons: Requires ability to write excellent scenarios and deeply understanding their implications

An example scenario

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John is a food and beverage event planner for the University of Vermont. He needs to order frozen chicken breasts for several upcoming events. Since they cannot be refrozen, John appreciates flexible bulk packaging to minimize cost and waste. The typical event requires serving about 50 chicken breasts, so 10, 20, 25, and 50 packs will work, but 75+ packs won’t.

John is on a tight budget, so cost drives most purchasing decisions. While he doesn’t have a fixed formula, John usually starts by looking for the most cost effective products first. John will pay a premium for top brands and quality products with strong customer reviews. Since UVM strives to use locally produced products, John will pay a premium for quality products sourced locally in Vermont, New York, and NE.

The “full monty”

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A value proposition, persona, scenario, and inductive task reviews

My personal favorite when there is enough time

Let’s try it!

Hands-on design review exercise

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Here’s the deal…

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We only have about 15 minutes

I will present a simple design

As a group, we will quickly to a Show and Not Tell

As a group, we will then do a Scenario review

Compare the results

The design challenge

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Instructor takes attendance before starting a fitness class

Assumptions

Instructor is responsible for collecting payment

The attendance list is removed upon submission

What do you think?

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Let’s try a scenario-based review

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Betty is a popular Zumba instructor at a large fitness center with 400 members. Her noon class gets strong attendance, usually around 30 members. While she encourages her students to reserve a spot, typically only a few do. Students pay in advance by purchasing a pass, but sometimes their passes are used up.

The previous class is also well attended and ends at 11:55. Betty needs to take accurate attendance on her iPad to get paid, but feels pressure to get the class started as quickly as possible. Typically she knows about 20 students by name or by face.

Now what do you think?

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Scenario-based observations

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Betty is really in a hurry and under stress

Accurate attendance is important to get paid

[implied] Inaccurate attendance will need to be fixed and lead to dissatisfaction

The current solution requires finding each student, one at a time, from a list of 400

Process isn’t efficient enough for 30 students

No way to handle reservations

No way to confirm or enroll students with their pictures

Assumes Betty will sell passes beforehand, but will most likely do afterwards (and attendance list is gone at that point)

Targets too small for touch, like scrolling likely error prone & unforgiving

No way to confirm total number of attendees (to double check)

What I’m expecting

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The Show and Not Tell review focused more on details

The Scenario-based review uncovered significant usability issues (really easily!)

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Almost done!

But don’t leave…there’s a free book on the line!

Summary and wrapup

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If you remember only 7 things…

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1. Effective design reviews are hard to do well—there is plenty of room for improvement

2. You own the review goals & process; manage up as required

3. There are many design review problems, but they all have simple solutions

4. Different roles have different skills and goals, so learn how to handle them

5. Have design review rules and make it a positive experience

6. Scenario, Inductive task, and SCW reviews can be amazing!

7. Show and Tell reviews are not, but you can redeem them by turning them into Communication reviews

Got feedback?

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Would love to hear it!

Please send it to [email protected]

Share your thoughts on Twitter (#greatDesignReviews)

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Let’s connect on LinkedIn and Twitter (@uxdesignedge)

Book giveaway!

Questions

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Brilliant!

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