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This is a very typical project lifecycle in high-level terms.

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Generally start off with *requirements* – finding out what's needed,

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and we go off and talk to stakeholders.

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And one of the problems we have with *user requirements*, in particular,

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is that often analysts and requirements researchers in the IT world

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tend to go off and want to ask *users* what they want.

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They don't really understand that users don't quite know what they want,

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that you actually need to do user research, and that is

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one of the biggest issues that we face in user experience:

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is the lack of understanding of user research and the whole field of user experience.

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From requirements, we might expect to be doing surveys

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to find out – particularly if we have an existing offering of some kind –

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we might find out what's good about it, what's not so good about it,

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what people would like to do with it.

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And surveys might be helpful in those particular areas.

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Now, bear in mind that generally when we're talking about surveys, we already need to have

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some idea of the questions and the kinds of answers people are going to give us.

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It is really a very bad plan to launch a large survey

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without doing some early research on that,

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doing some qualitative research on how people think about these questions and these topics

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and trying to understand it a little bit better before we launch a major 
initiative in terms of survey research.

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We can also use surveys in *analysis and design*

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perhaps to ask people which kinds of things might work better for their particular needs and behaviors.

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We also can start to employ *early-design testing*, even in the analysis and design phase

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so that we've got perhaps some wireframes that we're thinking about on the *design* side,

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and we can start to *test* them – start to try to find out:

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"Will people understand this? Will they be able to perform the most important tasks from perspective?"

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I have been involved in user testing

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of new product ideas where users had *no idea* what the service being offered was about

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because it was just presented *so confusingly*;

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there was no clear message; there was no clear understanding of the concepts behind the message

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because it wasn't very clear to start with, and so on.

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So, early-design testing really has an important role to play there.

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*Implementation* and *testing* – that's when we can start doing a lot more

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in terms of evaluating what's going on with our products.

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There we would employ *usability evaluations*.

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And the things that I've called "early-design testing", by the way,

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can be done later on too. It's just they don't really involve the finished product.

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So, they're perhaps not quite as relevant.

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But if we've got questions about how the navigation might be changed,

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then we might fall back to the tree testing

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where we're just showing people the navigation hierarchy rather than the whole site

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and asking them to perform tasks and

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just tweak the navigation as required to improve that.

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And one of my big complaints with our whole industry

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– still, after all these decades! –

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is that we do tend only to be allowed to do usability evaluations,

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and we do tend to wait until implementation has taken place

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and the product is being tested before we start to try to involve real users,

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which really is far too late in the whole process.

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If you want to be able to be confident in the

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concepts and the terminology that your interactive solution is providing to your users and customers,

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then that needs to start way back at the beginning of the project cycle.

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And then, finally, once we've got live solutions available,

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we can use *analytics* for websites and apps

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and we can also use A/B and multivariate testing

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to make sure that our designs are optimal.

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If we find problems, we might set up an A/B experiment

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to see whether this particular alternative would be a better solution

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or we could go down the multivariate route

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where we provide permutations of a *number* of different design elements

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on a particular page and see which 
of those elements proved to be the most effective.

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The fact that if you're doing project development, 
software development in an iterative environment

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– like agile, for example – then you might be doing 
a little bit of this in every single iteration;

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so, there might be a little bit of work on the 
requirements at the front

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and there might be a little bit of design and analysis.

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Having said that, there is usually some upfront requirements

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and analysis and design that has to go on

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so that you know what *shape* your project is

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– what *shape and size* I think is perhaps a better or more complete description –

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because in order for you to be able to even guess

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at how long this is going to take you, you need to have *scoped* it.

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And to scope it means to set the boundaries, 
and to set the boundaries means to understand the requirements

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and to understand what kind of solutions would be acceptable;

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so, there will be some of this done always up front.

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Anybody who sets on a major project

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*without* doing upfront requirements analysis and design of some sort

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is – I'm afraid – probably asking for trouble.
