July 6, 2004
Clean, cutting-edge UI design cuts McAfee's support calls by 90%
by Bruce Hadley, SoftwareCEO
When McAfee Inc. recently introduced its ProtectionPilot software—a "dashboard"-type
management console for its Active VirusScan SMB Edition and Active Virus
Defense SMB Edition suites—the trial downloads were fast and furious:
In the first 10 weeks after release, more than 20,000 users went online
to get a copy.
No surprise there; after all, McAfee is a leader in anti-virus technology,
and the ProtectionPilot tool promised to relieve a lot of headaches for administrators
of small to medium businesses.
In a nutshell, these sysadmins can use ProtectionPilot to manage antivirus
settings on all the PCs in their domain, and to detect intrusions and make
repairs quickly. These target users typically manage 50 to 500 machines with
tiny, maxed-out IT departments; McAfee's stated goal with ProtectionPilot
is to reduce antivirus management time to one hour or less per week.
Given that ambition and the size of the SMB market, 2,000+ downloads per
week for a company with McAfee's presence is as much an indicator of market
demand as it is marketing smarts.
But here's the amazing metric (and the point of this story):
Those 20,000 downloads of ProtectionPilot over a 10-week time span generated
only 170 calls to McAfee's support lines—approximately one-tenth the
volume that the company would expect, according to McAfee software development
manager David Ries.
And, roughly a third of those support calls were actually pre-sales questions,
Ries says, from people who wanted more information about what the product
could do; they didn't need technical help.
OK, let's let this sink if for a moment:
You've just introduced version one-dot-oh of a brand-new software product.
You put it up on your site for its production field trials—i.e., this
is the first time it will be used by "unschooled" users—those
who have no prior exposure to it.
If you're a normal software company with a normal product, you beef up your
tech support resources: Your tech reps, SEs, QA people, and developers are
all put on call to deal with the anticipated onslaught of calls from frustrated
users who can't figure out how to use your software (as well as those who
refuse to read manuals, FAQs, and help files).
As you watch the downloads spool off at the rate of 2,000 per week, you
should expect—if your experience is anything like McAfee's with its
enterprise products—to get about 100 support calls from each week's
downloads.
Instead, you get just 10 support calls per week—just two per business
day. You can send those extra tech reps home, and let the SEs get back to
selling, the QA people back to testing, and the developers back to developing.
For most B2B software vendors, this would be a very happy outcome indeed.
Consumer tools are accustomed to lighter support loads, but ISVs targeting
business markets—especially in the rarefied world of network management—don't
often get off this easy.
So, how'd McAfee do it? How did they maintain hot sales activity and yet
reduce their initial support load by 90 percent?
Two words: user interface.
This was no lucky accident, of course; McAfee made user interface (UI)
design a prime directive of ProtectionPilot very early on. (For a product
screenshot, click here.)
"We knew that the sweet spot [for ProtectionPilot] is the sysadmin
who's managing 250 machines," Ries says. "These guys have a lot
of different jobs, and they don't have a large staff; they generally have
one IT guy who doesn't have a lot of time.
"At the outset, we had two big concerns: We designed ProtectionPilot
so that the person using it would need to spend less than hour a week maintaining
his organization's antivirus protection.
"Second, because of the large number of users, we wanted to keep our
support calls low. No matter how trivial, every support call has some costs
associated with it. Installation should be easy, and initial use should be
intuitive."
The bottom line, as far as Ries is concerned, is straightforward: Focusing
on the design of the product had a significant impact on the cost of supporting
the product.
Of course, there's a very positive sales benefit to this, too: ProtectionPilot's
UI design has already generated favorable reviews in the U.S. and Europe,
with ease of use a common theme. (Here are examples from NetworkWorldFusion
and eWeek.)
"By focusing on the user's experience, we were able to deliver a favorable
user experience," Ries says.
Well, that sounds easy, right?
Hardly. Here are 23 detailed tips we gleaned from McAfee and their external
UI design team; if you can master this list, you've got a great chance at
selling more software and spending less to support it.
UI tip #1: Start the UI design before you build the product.
An early focus on user experience meant that McAfee included users
at a very early stage in product development. This may sound obvious, but
it's surprisingly difficult for most software developers; products are typically
kept under wraps until there's a beta release.
Big mistake, Ries says; you need to get that user feedback before you build
anything real. "Early in the development stage we developed a mockup
or prototype of the product," he says. "It had some live links
to make it look and feel like a real product.
"We came up with a set of essential tasks—the list of things
that the product had to do—and then did the prototyping in-house and
figured out the workflow."
But it wasn't real; it was a sketch, or, to use Ries' example, a storyboard. "Rather
than shooting a whole movie and showing it to people to see if they like
it, we put together a storyboard. That prototyping was very, very important.
All the prototyping was done in HTML, which meant you could run it in a browser."
"We created a facade, like a movie-set western town. A lot of the things
that users saw were not real: For example, you might see a picture of a report—we
flung a jpeg of a log file out there—rather than an actual report.
"The point is to get something out there quickly. It's really hard
to jettison a week's worth of development work; but if you've just whacked
together a picture, your team is not emotionally attached to it."
UI tip #2: Understand your software from a user's standpoint.
Of course, you can't prototype anything—at least not well—until
you understand what it is the user will be able to accomplish with your software.
"You have to have a very clear understanding of what the product is
supposed to do, from a task perspective rather than features," Ries
says. "You're really talking about workflow here.
"For example, the feature is that I can run a report. But at the end
of the day, users don't care about running reports, they just want to be
able to make a decision—and the report answers what that decision is
supposed to be.
"For example, we dropped reporting as a feature in the small business
product, and instead created an active dashboard. So yes, it generates reports,
but not in the same way that most people think about reports."
When you're prototyping, the UI consideration is about user accomplishment,
not product features, says McAfee engineering director Mark Wyman: "What
is the end-user trying to accomplish by interacting with your product?"
UI tip #3: Get feedback through task-oriented use.
The whole point of UI design is usability. If that sounds like another "Well,
duh," humor us for a moment.
Most developers, when (and if) they include users, look for feature feedback.
You want to know what needs to be in the software, what can wait for the
next release, and how you stack up against the competition.
Trouble is, that sort of quest does nothing to improve your software's usability.
You need to stay focused, Ries says, on real and specific tasks that your
users will need to perform.
"We sent the mockup to real IT administrators and asked them to play
around with it," he says. A week later, we asked them to answer some
questions—not about functionality of the product, but strictly about
the tasks they had to perform.
"For example, we asked them if they could figure out, via the ProtectionPilot
prototype, how many machines are up to date, and which ones were not up to
date. Could they tell us how they'd perform an on-demand update?"
Another example: The McAfee team asked users how they knew when a new virus
threat was out there in the world. The answer: Either it gets detected by
their anti-virus software, or they saw a report on CNN, or they "heard
it from a buddy."
That kind of feedback told the McAfee team that it would be desirable to
deliver more data to them via ProtectionPilot—to make the software
an answer to their information needs.
McAfee works hard to protect the good relationship it has with this elite
group of users. "We are really careful to use their time wisely," says
Pam Conrad, project manager for mile7, the Portland, Ore.-based design and
research consultancy that worked with McAfee.
"Our calls with the users are generally weekly, and we send them information
at least two days in advance. If we're trying to test something specific,
we'll give them an agenda for the upcoming call, and backup information if
needed."
In addition to the small group meetings, McAfee and mile7 also do one-on-one
calls. "We'll often break out and do calls with individuals," Conrad
says.
"If there's a particular scenario we want to test, we'll send them
the scenario, then use MeetingPlace so that we can actually observe what
they're doing as they go through the scenario, and talk to them as they're
doing it. We try to keep these calls to about half an hour, but they often
take longer."
UI tip #4: Segment the process into logical chunks.
The McAfee team created four very specific phases within its 14-week
ProtectionPilot development; the goal was to map UI feedback from users very
specifically to the product's development maturity.
"The way you plan the iterations is key," says McAfee engineering
director Mark Wyman. "You want to get the UI nailed first, and then
fill in behind it."
"In each iteration we dropped to our customers, we had a specific focus
and specific questions for the user," says Ries, "which helped
us determine whether we'd successfully passed each milestone.
"Over the span of the development, we gave them four drops of the product
to try out in their environment. In a couple cases where we got negative
feedback, we knew what we had to tweak."
McAfee's segmentation for ProtectionPilot went like this:
Phase 1: In the first phase, when users were looking at a mockup, the
questions to be answered were more broad: Does it look like it is going
to work? Do we have the scope of the product right?
"This was about the general scope of the product—the implied
functionality that it provided," Ries says. "For example, you have
a help button that shows you're going to have help, even if that only brings
up a picture."
Phase 2: In phase two, McAfee wanted to measure users' first exposure
to the product: Can you install it and get it running?
"At this point we had a real installer, and you could accomplish the
core tasks, with live code," Ries says, "but some of the things
we showed you were still pictures."
Phase 3: In phase three, the task-oriented questions drove toward product
usability: Are there enough options and settings? Does it work for you?
"Here we allowed user customization and changes," Ries says. "You
could modify properties, you could add real machines and tasks, but a lot
of the things weren't operational like error messages and boundary conditions.
"At this point, we were still a little fuzzy on performance timing
issues; we were still tweaking the product."
Phase 4: The final phase was wrap-up and reality check: Does it look
like it's complete? Are the terminology, styles, colors, and layout all
consistent and easy to understand?
"In final drop, we pushed to a UI freeze so that we could do our localization
and translation work," Ries says. "ProtectionPilot was released
simultaneously in five languages."
This final phase and UI lock occurred three months before the software's
production release. "We weren't fuzzy at this point; it was all there," Ries
says.
"This stage was all about finding bugs, rather than validating the
UI. We could focus on performance and defects; it became a QA process rather
than 'What do you think about our product?'"
Even with the best-laid plans, not everything works out perfectly. Ries
says the final drop of ProtectionPilot came two days before Christmas, "so
the product didn't get a lot of testing until post-Super Bowl."
UI tip #5: Never shut the product down.
Despite the structure of a four-phase development plan, McAfee wanted
maximum feedback; therefore, they made sure ProtectionPilot prototypes were
available to anyone, anytime.
"We kept the product running and operational the whole time," Ries
says. "We demo'd it to everybody who walked by. Everybody could demo
it, and everybody was encouraged to. By playing with it so much, we got used
to how the product felt.
UI tip #6: Let user demand defend against code creep.
"
Our team strove to understand what is necessary versus what's desirable," Ries
says. "Everything you add in to the product affects documentation, support,
and code.
"With every feature, you have to make a design decision. We tried to
make reasonable and good assumptions about setting limits; we actively eliminated
options, and then validated those options with the users.
"We ran into lots of feature that are good ideas, but they were clipped
until we can get enough evidence that there's enough demand. There are always
next versions that we can use to include them."
UI tip #7: More is nearly always less.
Related to the problem of code or feature creep is the tendency among
software developers to put every possible option into the UI—a common
mistake, says Ries.
"Too many developers confuse what is possible with what is needed," he
says. "You've got UI products out there with 200 different settings;
as a user, you're not sure what to touch. It's like sitting in the cockpit
of a 747.
"It's difficult, because some users will always request more. I think
you have to decide what you want the product to do, and take a stand. Among
the products I've used that don't work well, most made the assumption that
if they gave me more options I'd be happier.
"It's really hard to get rid of something once it's in. Yes, occasionally
you're going to get the gold-plated feature—but you have to ask around,
and be sure to include marketing and sales when you're making these decisions."
Part of the reason for jam-packed UIs nowadays, says Ted Olson, mile7's
creative director, is the newfound freedom developers find in Web-based apps.
"People are coming out of that MSDN world, and what happens in the
transition to the browser world is that pretty much anything goes, as long
as you're staying in two dimensions. Given that freedom of the Web and the
ability to throw out the yoke of the MSDN guidelines, there's a tendency
to overdo—to overpopulate the page.
"With some clients—not McAfee—we'll go in to design a set
of icons, and they'll want an icon for every single thing. We try to reduce
the set of nouns to the lowest common denominator.
"We try to build very limited libraries and deploy them with care and
augment them with simple descriptive text, so that the icon becomes a way-finding
point and the text becomes much more descriptive—for example, title
text or text on the page.
"Even though we look at industry standards, we can still make them
your icons. McAfee, for example, had a color palette, and we worked hard
to play to that. We based their icons on a blue cast, so that we had a nice
contrast to their corporate red."
Good UI design isn't just about icons, of course; it's about the entire "canvas," the
screenful of information you present every time your software starts up.
In many cases, it's more like an assault than an assist.
"We try to come back and think about ways to segment this vast array
of information, to see if there's a way to put a Next button in there," Olson
says. "For example, wizards are a good way to chunk or simplify—though
they're not even really wizards anymore, because they're not so formalized
and mechanical.
"If there's a process, the UI needs to break it into steps. Say you
have to choose a rate plan for your cell phone: You have to tell me about
your habits and your usage; what can I do along the way to help you, and
to also build my brand, but not in a shameless way? What can I do to help
ensure that you do not fail?
"A successful user interface is all about speed, accuracy, and customer
satisfaction. What's hard to measure is what's pleasant about an experience.
We can measure speed and accuracy quantitatively, using short test scenarios
that are observed across the desk or in usability labs.
"Satisfaction is harder. You can ask those questions with multiple
or graded choices, but for me it's all about listening—listening really
carefully for the hints, and listening in the hallways as things are being
designed."
UI tip #8: Use your UI to give the user a sense of context.
A common failure of most software UIs is that the user is unable to
derive any sense of context, Olson says.
"They don't know where they are in the product or the process. You'll
find this in software installation scripts as well as day-to-day use.
"What was great about ProtectionPilot is that we were able to give
them a dashboard upfront. When you open that product, your initial screen
is a dashboard of network health, and from there you can decide what you
want to do. There's always this 'home' screen.
"It sounds simple, but there's a lot of rigor we bring to these products.
Once you determine that there's a lead screen that we all want to go back
to, we try to add value to that screen.
"If you just stop at a user's cubicle and peek over the wall, what
screen do you want to see?" In other words, what one screen will best
convey the function and purpose—and value—of your software? A
good UI ensures that you answer that question correctly.
UI tip #9: Don't offer direction, and never assume.
To keep UI design valid, it's important that users' experience is as
close to reality as possible. Most customers won't have you at their side
the first time they use your software, so your early tests should reflect
that fact. In other words: observe, don't direct.
"The most helpful thing you can do is to not interfere with their process," Conrad
says. "That's where you'll understand what their issues are.
"Hearing them struggle, watching them try different things—those
are important. We will say, 'What are you thinking?' so that we can understand
why something is not clear to them.
"We may give them a hint to try to guide them, rather than specific
instruction. For example, let's say they're looking at a page with a bunch
of information, and some of the links are hot, and their task is to drill
down. They're looking around the page and can't find the right links; we
might say, 'Where would you look for information related to that?'"
UI tip #10: Resist the urge to make a quick fix.
What you do with this information is key, says Conrad. There's a tendency
to "fix" user confusion with a simple pointer or a quick software
update, and that may be exactly the wrong answer.
"Sometimes they'll be having a problem with a particular piece of the
application, and rather than issue a quick fix, you need to step back and
think about whether that's the right way to display the information or have
the product function.
"Users will say that if you did this a different way, that would fix
the problem—but you need the ability to not just listen to what they
say, but to rethink how you're presenting the information.
"You can't assume anything. You can't assume that the users are going
to think like you do, and you can't assume that a simple fix is the right
fix.
"Part of the role we play is that we're not so close to the product.
We're part of the team, but we don't bring the same agenda. A good UI engineer
is very good at not bringing his or her own assumptions to the table; they
can really look at things with a clean slate."
Here's another example:
"We were testing the landing page of a software product," Conrad
says. "Clearly, users were having issues. They kept giving feedback
on how we could rearrange the page or use different wording to make the page
better.
"It would have been easy to make changes they suggested. However, the
real message was that the users were looking for a level of information that
just wasn't on the page.
"What they really needed on the landing page—but couldn't or
didn't articulate—was a summary of top-level information. We made this
change to the UI and tested it with the users. Result: problem solved!"
UI tip #11: Treat UI as an ongoing program, not a one-off.
At McAfee, they call it their Joint Development Program—abbreviated
to "JDP" in internal usage.
McAfee budgets time and development personnel to manage the JDP and react
to user feedback, and they involve their external UI design team every step
of the way.
"McAfee's JDP is so crucial, because we get to test all along the way," says
Olson. "It gives us the platform for iterative testing from the concept
right through to the pixel-based design.
"By the time we're at the graphic design stage, we're designing task-based
usage scenarios, so we're able to observe them using the actual or a mocked-up
product, and we can gather all that feedback and roll that up into the design.
This is not a one shot, it's a consistent program.
"They pull a JDP call together, and they get people from Helsinki ,
Toronto , Beaverton , all at one time. They have their high-stakes users
in this process, people who live and breathe using these products.
"Yes, they're fans of McAfee, but you know these people: They're IT,
and they'll drop your stuff like a hot rock if a security product fails and
a virus crashes 300 computers.
UI tip #12: Get a manageable but representative group.
What's the right number of users to include in your equivalent of McAfee's
JDP? "The best sample is going to be larger, but it has to be manageable," Olson
says.
"Someone has to set up those calls, keep the JDP people happy, and
walk around with the clipboard."I think four to five at any one time
is about all you can reasonably handle and still get valuable input.
"You need people who are willing to be vocal, and you need a variety
across the spectrum of companies you're trying to hit; you want a mix of
experts of newbies."
But if you're looking for the widest possible input, why not go to many
more users?
"Well, first of all there's the matter of expense," says Conrad. "As
long as you're careful about whom you're getting and you really know your
audience profile, I think you can get a really good representative sampling
with 12 to 20.
"As long as the user group selected for a usability test is a good
sample of the product's user base, the tests will provide valuable data,"
"You're testing user performance. Typically, there isn't that much
variation in user performance. So, working with 12 to 20 users will provide
the necessary UI feedback.
"This is different from market research, which is typically opinion-focused;
that requires polling much larger numbers of people because there can be
such a wide range of opinions."
UI tip #13: Choose active, willing, and unbiased users.
For the ProtectionPilot development program, McAfee went to a dozen
users. "We involved them very early, before we started writing code,
and we kept them actively involved," Ries says.
In addition to the time spent playing with the prototypes, users were asked
to take part in an hour-long phone call once a week over a 12 to 14-week
cycle.
"We worked with our sales organization to create a profile of the kind
of company we were looking for. We wanted people who were actively managing
antivirus, but not using our existing software; we didn't want to bias the
results with those who were using our enterprise tool."
And, practicality demands that you try to find some users who are nearby. "We
also wanted a couple who were local, so we could easily observe them using
the tool," Ries says.
Still, McAfee's fan base is strong enough that geographic proximity isn't
always required.
"We have customers who'll pay their way to get here for a local meeting," says
Wyman. "We'll put them up once they get here, but it's their travel
dime. They'll come because it's important to them."
One note of warning: Although your marketing department will likely cooperate
with your efforts to identify key users, your sales folks may be protective
of their more sensitive accounts; a bit of diplomacy may be needed to ensure
them that you're not going to disrupt sales relationships.
And, be sensitive to their own demands and deadlines: You'd be wise to not
ask for sales' help at the end of the quarter when they're facing do-or-die
quotas.
UI tip #14: Reward your early adopters by acknowledging their role.
If you choose the right users for your UI testing, it isn't likely
you'll have to bribe them or shower them with gifts; they're there because
they want a say in the future of your software.
"The most important thing was that we treated them as part of the development
team," Ries says. "What they got was the ability to work directly
with the designers and to influence what they got in the final product. They
wanted to control the end result."
McAfee's test users got a free copy of the software, but most were already
entitled to it anyway as part of their existing licenses. In addition, the
JDP participants did get a plaque at the end of the development period—but
it was almost an afterthought, Ries says.
Here's an interesting measure of the success of McAfee's program: At the
end of the ProtectionPilot program, all users were asked if they'd be willing
to participate in the next JDP; they unanimously answered yes.
UI tip #15: Get your developers (and yourself) into the right mindset.
Good UI design starts with a mindset adjustment, Ries says, and your
entire development team has to be on board. "The trick is to really
identify with the user," says Ries.
A common failure among ISVs is believing that because a UI is intuitive
to your programmers it is therefore intuitive to your users.
"For example, the word 'abort' means something to developers, but it
doesn't fly with users," Ries says. "If you ask the programmer
if something makes sense in his product, he will say that of course it does."
But, that over-reliance on programmers causes a lot of problems, even among
software companies that think they're doing the right thing. As Ries says,
nobody intentionally builds software that's hard to use.
"You have to break the typical mindset of features and technology," he
says. "If you take those things out of your vocabulary, and focus on
the user's ability to complete tasks, it makes it a little easier."
This means you'll have to watch your own team as well as your users. "We
looking at the people who are interacting with the customers," Wyman
says. "Rarely, we'll have to move a developer out of the way, but we
do monitor that."
UI tip #16: Do-it-yourself design is nearly always a bad idea.
For UI design issues, McAfee sought outside expertise. "We worked with
design consultants who really are the pros as to colors, interface—how
you present things in a coherent way," Ries says.
"They didn't just implement the concept; they showed us a lot of ways
we could improve it." It's a big—and common—mistake to confuse
programmers with artists, Ries says.
"Your programmers can maybe draw bitmaps, but that doesn't mean they're
very good," he says. There's a huge difference between a professional
graphic artist and a programmer who happens to know how to draw.
"A professional really does make a huge difference in the quality of
a finished product. It's like the difference between a BMW and a Hyundai:
Fit and finish count, and it affects sales as well as usability.
"A product that is comfortable and enjoyable to use gets used more.
If you want to stand out, use pros. It will cost you more to not use them."
UI tip #17: Make the designers a part of the development team.
"
McAfee is such a good example of what's good about the process," Olson
says. "If there's one overriding theme, it's the relationship of the
design firm not only to the client but also to their customers.
"We've helped them to understand the iterative design process; it's
not about prima donna designers going away and designing in a black box and
coming back with gorgeous designs.
"McAfee brings their very steep, deep, amazing industry knowledge and
passion—they're just so into it that you can just feel the hum of energy
when you walk in there.
"We bring a fresh set of objective eyes. We come in and ask why; we're
not just sitting there taking direction. In a sense, we help craft the product.
I don't want to take too much credit there, but there is a balance of experience
that plays well.
"We become an extension of their team. We have access, up and down
the team, from managers to the programmers who are tapping out the HTML for
the skins.
"We don't have to fool around with all the barriers that are usually
associated with a big company like McAfee. On our way in to see David, we're
solving problems in the hallways.
"We started with them doing small things—just doing icons. We've
now done 17 or 18 projects with them, and over time we've developed trust.
Trust happens over time, and over delivery."
UI tip #18: Don't let technology overpower usability.
"
A common mistake in the PC world is allowing technology to take the
lead," says Conrad, "forgetting that the person still needs to
be able to use it.
"If it's not easy to navigate, not easy to understand, there's going
to be a disconnect there. One of the things we see is that instructions are
not clear or incomplete. Is there some line that tells you what to do? Is
the UI clear enough that you know what to do on a certain page? Is everything
laid out in a way that matches the way people think?
"We're often brought in when engineers have done a great job on functionality,
but looking at the page and knowing what to do is a whole different ballgame.
We take that page and translate it into something that's easy for the user
to understand. Ideally, it is a very iterative process—all the way
from the front end and conceptual design, defining what the product is and
what it's supposed to do.
"If there's ever a clash, it will most likely come from engineering—they
don't always see the value of the UI. They see things in terms of functionality.
As far as they're concerned, 'Look, the users can do all this stuff, because
we've built the functionality into the software.'
"They know the product so well, they don't understand how others would
have problems. We try to win them over by showing respect for what they've
done, and when we put our designs up, we highlight their good work."
UI tip #19: Bring the engineers into the UI calls.
"
The other part of this is that if you have a JDP program like McAfee's,
get the engineers involved in those calls," Conrad says.
"You want to get the users excited about the functionality, while at
the same time letting the engineers understand where the users have problems.
Sitting in on usability calls is one of the best educations they can get.
Lots of time things will come out in those calls that no one has ever questioned—users
just get stuck.
UI tip #20: Find an internal UI champion.
"
McAfee has an internal champion in David Levine," says Conrad. "He
has this amazing ability to sit in meetings and interpret what engineers
are saying, what users are saying, and what the UI people are saying.
"We do a certain amount of that, but he's internal, and he's there
everyday. Having a person like that—someone who understands UI but
can also speak the engineers' language—he's really been key in making
this work. Incredibly articulate guy.
UI tip #21: Contain costs by including the designers early.
Expert assistance on UI design will typically cost from $10,000 to
$50,000 for a single software product, depending on the depth of usability
and testing you want.
But the surest way to drive up the cost, Olson says, is to wait to ask for
help at the last minute. "A lot of the time we get called in to do triage," he
says, "which wasn't the case with McAfee. There we got called in early,
and that's why it worked so well.
"To hold fees down, bring the pros in early, get some good advice about
what this thing is going to look like, and find a way to phase your designers
into the project.
"You don't want us on the floor all the time; you want us where we
can do the most good. If your development team has already taken it way down
the line, well, there's a natural reluctance on the part of the software
engineer to concede on points.
If you've ever been around a software development shop, you can understand
this: When they're facing mountains of work, and someone comes along and
says, 'You know, I really wish this was blue,' you feel like murdering the
guy."
UI tip #22: For the best UI examples, look to consumer software.
"
Consumer products tend to have better UIs, in part because it's a lower
common denominator," Conrad says. "You're forced to, because of
the broad audience."
However, good UI design isn't just about dumbing things down, says Conrad. "Because
products are task-focused, the UI should be driven by the needs of the specific
user audience.
"Good UI design is all about understanding users and the tasks they
need to accomplish. Given this, a software UI that might be effective for
one user base might not be effective if applied to a product targeted at
a different user base."
OK, so where should you look for good examples? In addition to McAfee's
products, Conrad likes Adobe: "With Adobe's Creative Suite, moving between
products feels seamless. Other designers I've talked to concur: Adobe understands
the needs of graphic designers."
UI tip #23: How to tell if your UI might need work.
If you think your software's UI design might need help, there are a
few simple things you can do, says Conrad:
Check your tech support call logs. Are there common themes and complaints?
In general, are you getting too many calls?
Talk with your users. Talk with prospects. What do they say? Can they
accomplish the tasks you put to them?
Consider usability testing—the real stuff, with outside experts in
a controlled and objective environment.
True, this last option isn't as cheap as the first two, but if your
experience is anything like McAfee's, it could be an investment with fast
and significant payback.
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