Institutionalization of UX PDF
Institutionalization of UX PDF
Institutionalization of UX PDF
of UX
Second Edition
This page intentionally left blank
Institutionalization
of UX
A Step-by-Step Guide to a User
Experience Practice
Second Edition
Eric Schaffer
Apala Lahiri
The authors and publisher have taken care in the preparation of this book, but make no expressed or implied
warranty of any kind and assume no responsibility for errors or omissions. No liability is assumed for incidental
or consequential damages in connection with or arising out of the use of the information or programs contained
herein.
For information about buying this title in bulk quantities, or for special sales opportunities (which may include
electronic versions; custom cover designs; and content particular to your business, training goals, market-
ing focus, or branding interests), please contact our corporate sales department at corpsales@pearsoned.
com or (800) 382-3419.
For questions about sales outside the U.S., please contact [email protected].
All rights reserved. Printed in the United States of America. This publication is protected by copyright, and per-
mission must be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system,
or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To
obtain permission to use material from this work, please submit a written request to Pearson Education, Inc.,
Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request
to (201) 236-3290.
ISBN-13: 978-0-321-88481-7
ISBN-10: 0-321-88481-7
Text printed in the United States on recycled paper at RR Donnelley in Crawfordsville, Indiana.
First printing, December 2013
Contents
Preface xiii
Acknowledgments xvii
Read This First! xix
About the Authors xxxix
Part I: Startup 1
Chapter 1: The Executive Champion 3
The Value of Usability 4
Reducing Design Cycles 7
Avoiding Building Unnecessary Functions 7
Expediting Decision Making 8
Increasing Sales 8
Avoiding “Reinventing the Wheel” 9
Avoiding Disasters 9
Beyond Classic Usability 11
Ecosystem Viewpoint 11
Strategy 12
Innovation 14
Persuasion Engineering 15
CEO Wants a Great Customer Experience:
Now Don’t Fall for UX Fads or Half-measures 16
Relying on Good Intentions 17
Relying on Testing 17
Relying on Training 17
Relying on Repair Jobs 19
Relying on Projects by Ad Agencies 19
Hiring UX Consultants 19
Hiring New UX Staff 20
v
vi Contents
Chapter 4: Methodology 67
What to Look for in a User-Centered Methodology 68
An Outline of The HFI Framework 73
Strategy and Innovation 73
Assessment 76
Research 77
User-Centered Design 78
Feedback and Improvement 80
A Quick Check of Your Methodology 82
The Challenges of Retrofitting a Development Life Cycle 82
Using Classic Methodologies 86
Retrofitting a Method That Has Added User-Centered
Activities 86
Retrofitting a Development Process That Has Only
Usability Testing 86
Templates 87
Summary 88
References 301
Index 305
This page intentionally left blank
Preface
xiii
xiv Preface
this topic with the great usability pioneer Jared Spool in a session
that was billed as “The Celebrity Death Match.” His argument was
that usability could be practiced only as craftsmanship—that it could
not be institutionalized. Yet I was already institutionalizing it within
my own company, Human Factors International, Inc. (HFI), and
starting to help my corporate clients build their own practice. Today,
most organizations of any size and sophistication are building UX
teams, and there is widespread recognition that customer-centered
design is the best practice for system development. In the process of
helping to mature our clients’ UX teams, we have learned quite a lot.
The challenges of institutionalization have clearly changed. In the
past, the major issue was securing executive championship. Today,
however, most high-level executives understand that customer
experience is a key business goal. They have read about the user
experience economy, seen Apple Computer thrive, and read innu-
merable executive briefings on customer experience. Unfortunately,
these executives often have no idea how to bring about UX, and
they take a fairly predictable set of wrong paths to try to make it
happen. In addition, there are still challenges in culture change and
governance—cultural and organizational design issues are pivotal
today. Staffing also poses serious challenges. It is common for orga-
nizations to get perhaps 2% of the UX staff they need and then drop
the initiative when they find that their designs have not substan-
tially improved, and their UX team seems demoralized. Yet the pool
of qualified UX specialists remains small. HFI is by now quite expe-
rienced in hiring practices, internal training, and the use of offshore
resources.
Setting up a UX infrastructure today is relatively easy. Training and
certification are available. Methods and standards simply need to be
customized to fit an organization’s needs, and plenty of new UX
tools can be readily accessed. These foundational components
should no longer be an impediment to creating a UX capability.
The best practice of UX work has been a bit of a surprise. My initial
thought was that institutionalized UX work would be like what it
was in the 1990s, except that there would be more of it. I thought
implementing UX would involve more craftspeople and appren-
tices. They would have methods and standards, of course, but, I
Preface xv
Finally, I would like to thank Apala Lahiri, who has been a great
innovator in the transition of the field to process-oriented work, not
to mention her contribution to the internal design strategies that she
shares in this book.
—Eric Schaffer
Read This First!
Cultural Transformation
xix
xx Read This First!
comments do flow from actual users. The users may share ideas,
but typically only very happy or very angry customers send feed-
back. Also, these comments tend to focus on features, rather than
the overall design, error handling, page layout, or other user experi-
ence design issues. The result is the design of features that may not
represent the needs of the majority of end users and may not address
the application as a whole.
It isn’t enough to just apply standard user experience design tech-
niques such as user experience design testing, because just applying
techniques does not address the underlying issue. There is still a
need to change the focus away from functionality. Software devel-
opers often build applications that have unneeded functions. They
focus on completing a checklist of features for each product. Unfor-
tunately, a clutter of irrelevant features makes the product harder to
use. The whole focus of the development team is on creating all
these functions on time, but if those functions are not needed or
cannot be used, is timeliness so important?
It will take some work to get your organization to understand that
the function race was one of the roads to success in the 1990s, but is
no longer critical. Certainly, users want features. Some users focus
on obtaining the maximum set of features and actually thrive on the
challenge of learning their operation, but they typically comprise a
small group of early adopters. In this new millennium, software
and website developers must deliver adequate features that are
simple and useful. Most users want information appliances to be as
easy to operate as a toaster—practical, useful, usable, and satisfying
solutions. Achieving this feat requires a broader change to the mind-
set of design and development.
bulldog. The results are not pretty. Executives are often focused on
the appearance of the design, but this is a common mistake.
Some executives seem really wedded to the graphic issue. In a way,
this emphasis might simply reflect the fun of doing uncontrolled
graphic work, much in the same way that people love to select col-
ors for their house or clothing. In classic visual design work, the
graphics team often focuses on creating a design that pleases the
executive. Their criterion for success is that the executive likes it. In
such a case, the graphics team creates one good design and two bad
designs, and then they hope the executive picks the good design
from the lineup. There is no real measurement of success, so the
process of graphics development can be free, easy, and entertaining.
In contrast, in serious graphic development, the design needs to be
informed and validated. The criteria for success, in turn, are based
on observed user behavior.
Graphic designers can be trained and can learn to do the more ana-
lytic and interpersonal work of the user experience design practi-
tioner. Even the most sophisticated creative directors, however, do
not have training in the user experience design field.
Executives
Today, it is hard to find an executive who does not care about cus-
tomer experience. As executives around the world play the chess
game of business strategy, most of them are having the same real-
ization: Every organization can get hardware that works (usually
better than really matters), and every organization can get software
to run and not crash and hold tons of data. Thus, there is now one
primary differentiator among companies in the digital space: cus-
tomer experience. Today, the organization with the best customer
experience wins.
Top executives are usually determined to optimize their organiza-
tion’s customer experience, but they usually try things that don’t
work well. They give passionate speeches that address caring about
xxvi Read This First!
customers, with sweet stories describing how their kids were treated
in Disneyland. In reality, the problem with digital customer experi-
ences is not a problem with staff motivation. Being motivated does
not make for good designs. Being motivated without the training,
and certification, and methods, and standards, and tools of the user
experience design field just makes for dispirited staff—and shout-
ing at them until they panic just makes things worse.
Some executives get frustrated, rip off their ties, roll up their sleeves,
and start designing interfaces themselves. Of course, most execu-
tives have no human–computer interface design skills. What they
create makes sense to them (because they know what it’s supposed
to do), but it rarely makes sense to the users.
Some executives think that “customer-led design” means design
work that is “led by customers.” As a result, they arrange for real
customers to be a part of the design process. Unfortunately, users
are not designers, so they don’t know what the designs should be.
Also, the users allocated to the design committee are really never
representative (you tend to get either users who are experts in the
software or users who are below average and therefore expend-
able). In addition, the users quickly become less representative as
they learn the organization’s viewpoint and language, so they
quickly stop being even a good source of insight into “how things
are” (subject-matter expertise).
Exhausted by the effort, senior executives finally turn to other key
areas such as security and advertising. They decide that user experi-
ence design is a mystical thing and hope that a miracle occurs. With
luck, the scattered user experience design people in the organiza-
tion will climb up the organizational structure and share a clear
understanding of what it takes to make an industrial-strength prac-
tice in user experience design. Otherwise, the whole initiative
dissipates—perhaps to be reinvigorated later by a startling loss in
market share, wasted design efforts, or a change in leadership.
When presented with an understanding of the requirements for the
development of a mature practice, many top executives become very
excited and want to get started right away. It is a challenge to per-
suade them to carefully plan the overall institutionalization process.
Changing Middle management Values xxvii
share the value of user experience design with the whole develop-
ment community.
Summary
In choosing to set an institutionalization process into motion at your
organization, you are choosing to change the feature mindset, tech-
nology mindset, management values, and process for interface
design that previously governed your operations. This bold move
requires the commitment of staff and resources. Organizing your
activities to align with the step-by-step process outlined in this book
will help ensure visible progress. While this book presents a step-
by-step approach, clearly this sequence may vary at specific organi-
zations. Most organizations must face the problem of “changing the
wings while the plane is in flight.” At HFI, we must often use our
own staff to meet our client organization’s immediate needs, while
we concurrently develop internal capabilities. This is not all bad, as
we can use the immediate programs as a training opportunity for
internal staff and as a proving ground for methods and standards.
Chapter 1 outlines some of the more typical wake-up calls to user
experience design that companies experience. An exploration of
some of the more common reactions to these experiences is valuable
for capitalizing on initial momentum.
This page intentionally left blank
About the Authors
• Speed
• Accuracy
• Training requirements (or self-evidency)
• Satisfaction
• Safety
By applying usability engineering methods, you can build a site or
an application that is practical, useful, usable, and satisfying.
The Value of Usability 5
In a Dilbert comic strip, Scott Adams had Dilbert present his man-
ager with a tough choice: either spend a million dollars to fix the
incomprehensible interface, or close your eyes and wish real hard
the users won’t care. The manager is left with eyes closed, wishing
intensely, and thereby saving all that money.
Usability does require an investment. It costs money to provide
staff, training, standards, tools, and a user-centered process. It takes
time to establish the infrastructure. You may need to hire consul-
tants and new staff.
Is it worth spending this money and time setting up a usability
effort? Harley Manning, Vice President & Research Director of Cus-
tomer Experience Practice at Forrester Research, posted on one of
the studies that have shown a correlation between capability in user
experience design and stock price [Manning, 2011]. While many fac-
tors affect share price, companies that are customer experience lead-
ers clearly do better than customer experience laggards, even in a
bear market. It really seems like investors have understood the criti-
cality of customer experience. When HFI awarded ROLTA a certifi-
cation for its usability practice, an article in Yahoo Finance (“ROLTA
India Accelerates on Receiving an HFI Level V Certification”) cited
a 5.33% increase in share price. It is actually not a very surprising
result when you look at the more detailed numbers.
It is common for a usable website to sell 100% or more than an unus-
able one [Nielsen and Gilutz 2003], and for site traffic, productivity,
and function usage to more than double. Unfortunately, it is also
common to see developers build applications that users reject
because of lack of usability. For example, clients who have come to
HFI recently include a major service provider whose new sign-up
process had a 97% drop-off rate and bank with a voice response sys-
tem that achieved only a 3% usage level. There is no question that
usability work can prevent these types of multimillion-dollar
disasters.
If you follow a user-centered design process, you can expect to
spend about 10% of the overall project budget on usability work
[Nielsen and Gilutz 2003]. This includes everything—from evalua-
tion of previous and competitive designs to data gathering with
The Value of Usability 7
manage and the interface can become cleaner. There is also a huge
savings in development and maintenance costs. Unnecessary func-
tions need not be designed, coded, tested, and maintained.
Increasing Sales
If you are developing a product for sale, a usable product will sell
more units. If you are developing a website to sell a product or ser-
vice, a usable site will sell more products and services. Usable prod-
ucts mean more sales. For example, an insurance company has a site
that is currently feeding 10 leads per day to its insurance agents.
The company could be feeding them 15 leads per day, but it is los-
ing 5 leads per day because of usability problems. Visitors are drop-
ping out because they can’t figure out how to contact an agent or
finish using the “insurance quote application” on the site. If usabil-
ity became routine in this organization and those usability problems
were fixed or prevented, how much would the company be able to
increase its sales? The answer can be determined with a few simple
calculations.
Avoiding Disasters
Users are highly adaptable. Even when an interface is poorly
designed, some users have enough motivation to keep trying to use
the product, even if the application is remarkably complex and
awkward. But sometimes a design is completely rejected. The peo-
ple who are supposed to use the product may refuse to stick with it;
they go back to their old ways of getting the task done, buy else-
where, or just give up. These are usability and product disasters. It’s
best to get it right the first time.
For all these reasons, the 10% of the budget you should be spending
on usability work is easily saved on every project, in addition to the
benefit provided by the improved value of the end design. Even if
you take into account only the typical savings from working with
reusable templates, usability work pays for itself—it is really free.
However, the decision to begin institutionalizing usability requires
more than a simple calculation of benefits. The organization—and
particularly the executives in the organization—need to understand
how implementing usability means changing the way their busi-
ness is done. For this realization to occur, a strong wake-up call is
often required.
10 Chapter 1 The Executive Champion
Ecosystem Viewpoint
The foundation of classic usability work was a model of a person,
interacting with a device, in a specific environment. That model was
often simply a person in an office using a computer to do various
tasks. We built a whole industry around optimizing that human–
computer interaction. As early as the 1990s, however, that model
started to fall apart. With graphical interfaces, interactions became
so complex that we could not analyze all the tasks. Instead, we had
to analyze a sample of tasks (which the industry has termed a sce-
nario or, if involving only online activities, a use case). Since then,
this model has also unraveled.
Today we have ubiquitous computing. Numerous devices (mobile
devices, tablets, laptops, and desktops) are being used by many dif-
ferent people acting out various roles. These devices operate in
diverse environments and employ a blizzard of artifacts. The field
has been forced to adopt a set of methods modeled on the work of
various ethnographers to handle this complexity. The ecosystem
could be “everything that happens with a mobile device,” “every-
thing that happens in an x-ray room,” or “everything involved in
making a buying decision.” We will see later in this chapter how
this complex array of users, channels, and contexts plays out and
pays off.
12 Chapter 1 The Executive Champion
Strategy
If we don’t have a good UX strategy, we are likely to build a usable
wrong thing. Each siloed team builds a great offering. When all the
features and points of entry are taken together, however, they are inef-
fective and confusing. Figure 1-1 is an example from a bank: imagine,
as a customer, trying to work out whether you need to use telephone
banking, speech-activated banking, mobile banking, or .mobi!
A good UX strategy will dictate the plan for how users will be moti-
vated in the online environment. For example, if you are “the Asian
Bank,” what does that really mean in terms of your online designs?
It is nice to say, “We are the Asian Bank”—but what do you do dif-
ferently? In this situation, you will find that different parts of Asia
need different designs. For example, Japanese people have a very
low tolerance for ambiguity and risk, so the design needs to have
lots of explanations, FAQs, help, and confirmations. Or suppose
your organization wants to migrate mobile customers to digital self-
service. It is a great idea, but just building a usable online facility
probably won’t make that shift happen. You need a scheme to pull
people into a digital relationship. You might start with a small step,
such as sending an alert for a low balance via SMS. Then you can
gradually increase the online interaction (a method called compli-
ance laddering). You might also appeal to a specific motivational
theme as you move people into a digital relationship. Perhaps that
theme could be the status of an account geared to the digital life-
style. Perhaps it might be saving paper and being eco-friendly. Per-
haps it might be the physical safety of paying bills online from the
customer’s home. In any case, we can never just hope that people
will convert to the new system exactly the way we want them to; we
have to plan a motivational strategy that compels them to migrate
the new system.
Once you have a motivational plan, then you need to look at the
way that the various channels fit together to meet your objectives in
a coordinated way. This is the beginning of a journey toward cross-
channel integration. The idea that “the user can do everything,
everywhere, at any time” is very attractive, mostly because it is sim-
ple and has a certain rhythm. In reality, it is rarely the right answer.
The ATM is not a great place to pay bills. Sure, you can do it. But
people feel anxious at an ATM. Also, there is rarely enough room to
lay out your bills, and the keyboard is not likely to be designed for
bill payment tasks. Each channel has its own characteristics.
We need a simple story. If you can’t tell the user where to go for
which activities in a single breath, then you have a problem.
Once the overall design of the set of channels is in place (possibly
with multiple Web properties and various mobile facilities), then
it becomes possible to design the right facilities with proper
14 Chapter 1 The Executive Champion
Innovation
New product and business ideas are often developed by technology
groups or business experts. There is no question that each of these
groups adds a valuable perspective, but their ideas often fail because
of a missing “human element.” Part of being a user experience
designer is participating in a systematic, industrial-scale innovation
process. There is an enormous difference between implementing a
professional innovation process and asking people to be innovative.
Certainly, you can ask people to be aware of opportunities that they
see. You can mobilize staff and customers to contribute ideas. Nev-
ertheless, even “crowdsourcing,” while popular, is unlikely to pro-
vide truly innovative origination.
When user experience design staff get involved with innovation
work, they don’t just sit around trying to be creative or evaluating
other people’s ideas. Instead, they do research to build an ecosys-
tem model that then serves as the foundation of the creative work.
For example, when we worked for Intel developing the Classmate
PC, we first studied the educational ecosystems of several emerg-
ing markets. We understood the roles of students, parents, teach-
ers, and tutors. We modeled their environments and their
activities. I think the product was so successful because the inno-
vation and design work continuously referenced research on
those ecosystems.
Innovation projects are generally large-scale operations. They take
months and require a strong and specialized team. There is a flow of
foundational research, ideation, concept selection, concept elabora-
tion, assessment, and economic/feasibility analysis. While the user
experience design team is critical to success, it is always best to have
participants who specialize in both business and technology.
Beyond Classic Usability 15
Persuasion Engineering
In 2003, Dr. Don Norman published the brilliant book Emotional
Design: Why We Love (or Hate) Everyday Things. This book marked a
real transition in the usability field. Certainly, many of us had been
interested in the motivational aspect of software for years (c.f.,
E. Schaffer, “Predictors of Successful Arcade Machines,” Proceedings
of the Human Factors Society, 1981). The focus of the usability field
was on making it possible for people to use their computers, how-
ever (Figure 1-2). When you run usability tests and find that per-
haps 6% of customers are able to check out, you are not concerned
about making the checkout procedure fun—you just want it to
work. But Don got the timing right. By the turn of the millennium,
we were, fairly routinely, able to create software that people were
able to use. It then became possible to turn to issues beyond basic
80%
70%
60%
50%
40%
30%
20%
10%
0%
ep card
Le als
Ow d a tory
a v ry
Bu cces fo
ote
qu r ts
e
w for a ct
d s w a hing
ten Vie Clot l
ma er
are
s
Co Visa er
on
ten Ord pecs
at rds
ve g
Ph ts
pa icle
n
Lo Aw s
Ap e co cle
a
icl
ard
oto
mo used asin
ec loa
n
a
nu
so
en
l
tur
a
ne dea
nta Ge esti
de
na ei
ntr
ma a qu
ic ehi
eh
Se omp
h
Fin ven
an er p
ym
tc
fac
s
m
ial
v
n
nu
C
nd
r’s
t
hi
ok
ce
nc
ild
Vie ly
sp
ly
arc
erv
ta
nth
ute for
ct
Se
Ge
k
ain
Co Loo
Co
km
Ex
mp
As
Task or Information
1. Data taken from an HFI usability test of a major auto manufacturer’s website, completed
in 2002.
16 Chapter 1 The Executive Champion
usability. That is why I say that basic usability (“I can do”) is a
hygiene factor. You pretty much have to get that right to even be in
business.
In Emotional Design, Don talked about designing things that people
love to use. This is a fascinating area that is certainly among the
capabilities of a user experience designer. But it is generally not his
or her main focus. The real question is, “Will people convert?” For
most organizations, it is a plus if people love their designs, but it is
making the sale that makes the company executives happy.
Conversion is partly about making things that people like, but it
goes far beyond that. There is a whole world of persuasion engineer-
ing that determines whether people will buy the product, use the
software, ask their doctor, vote for a candidate, tell their friends,
migrate to a digital self-service channel, or otherwise do what the
organization wants them to do. To reach this point, we have to go
beyond “Can do” to “Will do.” “Can do” is a hygiene factor—you
really have to make it usable. But persuasion engineering is the key
differentiator. Only advanced user experience design practitioners
are good at it. Persuasion engineering is not magic: PET (“persua-
sion, emotion, and trust”), as we call this field at HFI, is based just
as much on a scientific approach as human–computer interface
design work. Research-based models on how to motivate custom-
ers have been developed, and there are so many ways to influence
customers that I’ve felt the need for HFI to restrict the kinds of
companies we work for. The methods of influence are just that
powerful.
Relying on Testing
Sometimes companies get the idea that all they need to create a
good user experience is usability testing. It is good to be able to test,
but testing alone is not enough. Testing pinpoints problems in the
design and its usability that can be fixed. But to be successful and to
institutionalize user experience design, companies need a complete
methodology including concept development, data gathering,
structural design, design standards, and so on. While testing is
important, by itself it’s not a long-term solution.
Relying on Training
It makes sense. You have smart people who know the domain and
technology, so you think you can just give them some training in
18 Chapter 1 The Executive Champion
usability, and things will be fine. If you pick a good program, train-
ing will help, and the staff will learn a good set of basic skills.
The key word here is basic. You will probably give people 3 to 10
days of training. In this time frame, they are not about to become
doctors of user interface design. Instead, they will be paramedics.
The trained staff members will see the problems clearly. As a result,
they will create better designs, but they will still feel frustrated. The
corporate culture won’t have changed enough to value UX, and
there will be no plan for user experience design in the corporate
system development life cycle. There will be no design standards.
Organizational channels won’t be provided for testing with users.
There will be no one to call with questions and no repository of
CEO Wants a Great Customer Experience 19
examples and templates. The staff members will know when some-
thing isn’t quite right, but they probably won’t know how to fix it.
Hiring UX Consultants
A common response to a wake-up call is to hire a consultant to
review a site or application. This might be a good starting point and
20 Chapter 1 The Executive Champion
will probably help with a particular project, but it won’t address the
problems of the next application or website. That is, bringing in a
consultant on one project will not disseminate usability engineering
throughout the organization.
These consultants can be expected to do a good job and can be cost-
effective. However, hiring consultants still leaves the client com-
pany without internal capabilities. The company may see the value
of the good design work, but it will have to call the UX team back
for each new project.
Some user experience design consultants try to transfer knowledge
to the client organization. Following this practice does help com-
pany staff see that good UX practice makes a difference. Realisti-
cally, though, without training, standards, and tools, this approach
leaves little behind that is useful over the long term.
position and authority, and the organization may not have even
begun the process of sensitization and assimilation. Yet the execu-
tive champion must gather resources, create a strategy, and keep the
process moving. He or she must manage points of contention and
chart the course to full acceptance.
Without a champion, the usability staff often has a hard time being
included as part of a cohesive strategic effort. The presence of an
effective executive champion is the best predictor of success for a
UX institutionalization effort. Without a usability champion, the
usability group does not have access to key players in the organiza-
tion, and it is nearly impossible for them to effect change within the
organization. With an executive champion, however, the group has
a chance to create change and attain the visibility needed to
succeed.
The executive champion doesn’t need a background in usability
engineering or software development, but he or she does need to
understand the value of user experience design, its proper applica-
tions, and the importance of an implementation strategy. It is pos-
sible to get a sufficient foundation in usability engineering from a
short course and some reading. First and foremost, though, the
champion must have a clear understanding of the business impera-
tives of the organization and must see how UX work supports these
objectives. He or she must understand the core value of user experi-
ence design in the organization and repeatedly reinforce this focus,
with examples showing how UX design will reduce call time or
increase sales.
The champion keeps the whole effort focused on the business goal.
This guidance is the differentiator between an effective executive
champion and an ineffective one. Ineffective champions say, “We
need user experience design.” That is nice, but the reality is that no
business ever needs UX for the sake of UX. Effective executive champi-
ons say, “We need to sell more, get fewer returns, and reduce sup-
port costs.” They know the specific things their business needs.
They say this over and over, thousands of times. The business focus
of the usability effort is their mantra—and it works.
The executive champion needs to be able to effectively influence the
key people in the organization’s power structure. This means
24 Chapter 1 The Executive Champion
The person at the top of the organization must believe that user
experience is important and must require people to follow
good practices. Unless that person is committed to this idea,
good usability is not going to happen.
The companies that really get it tend to have C-level people who
care deeply, like Charles Schwab. Charles Schwab himself, the
guy who runs the company, uses the site every day. The woman
who headed up the site design came to a workshop I ran a few
years ago. She said that Schwab called down on a pretty much
daily basis. Certainly, she didn’t go a week without hearing di-
rectly from him about some problem that he or his mother or his
friend had with the site or about something he thought could be
better. So this guy is very engaged, very demanding. And the
site works as well as it does because, from the top down, it’s
critically important that the site deliver a great user experience.
We come back to this time and again—the executives must un-
derstand the importance of the user experience to the business.
Because no executives will put up their hands and say, “Let’s
do something that’s bad for business” or “Let’s do something
that hurts our customers”—they won’t do that on purpose.
When they do those things, they do them out of ignorance.
You don’t get widespread attention to user experience unless
its importance is understood at the top. That’s where the lever-
age is.
the company intranet cost the average employee 6 minutes per day,
for a total of $10 million in lost time per year [Ward 2001]. A single
second removed from the average call-handling time can be worth
$50,000 per year or more in large call centers. With an application
that has a large number of users, even benefits from small improve-
ments can add up fast (Figures 1-3 and 1-4). It is no accident that the
term “usability” is commonly discussed in executive suites now.
Once the executive champion determines the specific value of
usability to the organization, he or she must spread the word and
keep people focused on the goal.
Figure 1-3: Chart showing increased lead generation from a mutual fund
and an insurance site reworked by an HFI user experience design team.
Keep Moving on the Strategy, Keep Expanding and Innovating 27