I frequently see teams implement a bad strategy that came disguised as a good idea. I call this strategy “kidnap a user and make them part of the development team.”
As you know, I am a strong proponent of involving real users in the software development process. The question is, “Is kidnapping the user and making them part of the team a good way to elicit user input?”
The answer, “Absolutely not.”
The reasons this strategy fails are too numerous to fully catalog here, so I’ll cover just the top few.
First, it fails with how candidates are selected. Typically, this is a very benevolent kidnapping. Its starts with the development team polling the end user community and asking, “who would like to be kidnapped?” We saw this plan play out at a scientific company. The end user “scientists” who jumped up and down and called out “pick me” had a significant bias: they didn’t want to be scientists any more. These “typical” end users were learning Java at home and really wanted to be part of a software team instead of a scientific team. Can you already sense the danger here? The resulting system was very usable – by power users, or at least by “one specific” power user. But the average user did not find the resulting application either useful or usable.
When I asked the development manager about the application, he told me how “great” it was. I asked him how many target users there were for the application. He indicated there were about 300 potential scientific users at this lab. I then asked him how many were actually using it. The answer, “About six.” How sad. He expressed his frustration to me. They had made multiple presentations advertising the availability of the new application, but no one was following up to actually use it. Within six months, this entire development team was laid off. An unfortunate but predictable outcome.
You cannot kidnap a user and make them a member of the development team because any user willing to be kidnapped, by definition, does not represent the user community.
A second problem with kidnapping a user is that the user rapidly becomes a “former user.” The Stockholm Syndrome kicks in and the kidnap victim begins to identify with their captors. They start to accept the explanations that intuitive interface is simply “too hard” to implement. It doesn’t take long before the developers have fully brain washed the captive user, and the user begins to think of the “computer” as the dominant force in making interface decisions. From here it’s a slippery slope into the morass of “file selection dialogs”, “standard user interface widgets from Microsoft” and other “standard practices” in building user interface that leave the real users saying, “What were they thinking?”
At its core the “kidnap a user” approach is irreparably flawed. Any users repeatedly exposed to designs during the process of software development are unconsciously “tainted” by the process itself. Assumptions become facts, facts become reality, and serious blind spots develop. A screen that is not intuitive at all seems intuitive to the “kidnapped user” after they have seen it 100 times.
A proper software development process requires not just one user, but a continuing series of fresh users, users not tainted by earlier drafts and earlier tests.
When Hollywood is testing a movie to see how well an audience likes it, they never bring an old audience back to see if they like the next cut better. They get a fresh audience. We believe the same is true of showing test users incremental interface designs.
So what can be done?
The simple answer is: leave the users right where they are; that is, where they are the most useful to you. In fact, the most useful users are the ones who would be frightened to death if you asked them to join the “development team.” They’re convinced that they have nothing to offer since they aren’t very “computer savvy” (and don’t want anybody to find out how little they really know about computers).
Here at Menlo, we refer to the High-tech Anthropology® team as the “Voice of the User” team. Their job: be an advocate for the users. These folks are not the developers, but are empathetic, sympathetic, patient observers and listeners who discover over time what the end users actually need to do their job. They discover the vocabulary, the customers, habits and rituals of the end user community. They pay attention to every little detail along the way – and they know how to communicate with the development team.
I hope this has given you a fresh perspective on what might be hindering your efforts to build truly useful and usable software.