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CHAPTER
Wl
Design Case Studies
Prototyping helps you get ideas out of your head and into
something more tangible —something you can feel, experience,
work through, play with and test . . . you can't afford not to
prototype on your next project. 99
Todd ZakiWarfel
a thousand meetings.99
A prototype is worth
Mike Davidson
Vice President of Design for Twitter*
CHAPTER OUTLINE
6.1 Introduction
•[Link]
181
9
182 Chapter 6 Design Case Studies
6.1 Introduction
This chapter's case studies present design contexts and applications to let readers
see how tradeoffs and choices are made. Readers may find the case studies valu
able for encapsulating design learning and showing the challenges of a design
context so that they can be shared within teams or across an organization.
The three case studies were chosen to cover this book's design methods. One
example of the design methods is whiteboard or digital sketching (Buxton, 2007;
Greenberg et al., 2011), where prototype screen designs are presented for dis
cussion and collaboration using whiteboard drawing. A number of tools and
apps exist to support this technique.
User-interface designs are often proposed on a napkin at a favorite coffee
shop. Wireframes ([Link], 2015) and supporting wireframing tools are
popular to define an interface design. Other design methods include sticky
notes placed strategically on a whiteboard sketch or computer-based mockup of
a screen. Higher-fidelity screen prototypes can be generated to illustrate the
state of the design by adding navigation options, icons, and animation for clari
fication of design decisions.
Case Study 1 is titled "Iterative Design Evaluation of Automated Teller
Machines (ATMs)," a study in the user-interface process of developing ATMs
with details on how to perform usability testing of ATMs. This case study is a
good example of how an iterative HCI process could be performed, exposing
potential roadblocks while illustrating in a specific example the processes described
in previous chapters regarding user-interface design and development: observe,
refine, design, implement, evaluate, iterate.
Case Study 2 is titled "Design Consistency at Apple Computer" (Apple,
2015a). This case study is part of the Apple Human Interfaces Guidelines (Apple,
2015b) that results in a perspective and suggested approach for practitioners.
Many product manufacturers besides Apple have developed style guidelines to
ensure a consistent user interface across multiple products. For example, a com
pany developing multiple technology products would prefer that its user inter
face be consistent across the product lines, follow a corporate style that reflects
branding, and ensure that it is easy for a new user to master a new product from
the same manufacturer. Although arguably Apple may be one of the best at this,
other industries, such as automobile manufacturers and medical equipment
companies, work hard to pursue this goal.
Case Study 3: "Data-Driven Design at Volvo" (Wozniak et al., 2015) shows
successful collaboration methods in action to solve a diverse, distributed corpo
rate data-analysis problem. By using user-interface development process meth
ods, data are retrieved and presented in a tailorable format that empowers the
users to achieve their business and organization goals.
6.2 Case Study 1: Iterative Design Evaluation of AutomatedTeller Machines (ATMs) 183
See also:
° Chapter 4, Design
• Chapter 5, Evaluation and the User Experience
* Chapter 12, Advancing the User Experience
rhe chapter concludes with general observations and a summary that com
pares and contrasts all three case studies and their importance. There are many
design process models and user experience evaluation approaches. While read
ing about the case studies in this chapter, reflect on the process steps required
for a successful outcome.
Most of us have become familiar with ATMs of varying styles and sizes. Drive-
thru, stand-up, kiosk-style, standalone ATM structure, part of a bank wall or
lobby—these machines are everywhere. One can go to another bank and pay a
fee if he or she needs cash right away. An individual can travel the world and
get cash in the local currency just by inserting his or her ATM/debit card, enter
ing the PIN, and making a few choices, hopefully in a language that the user
understands. Many ATMs have multi-lingual options now. Many banking
mobile apps allow for many of the same transactions that an ATM provides
except getting cash. So, let's limit this case study to just physical ATMs, an
example of which appears as Fig. 6.1.
As for any device, the user interface for ATMs has evolved, from a more prim
itive electronic keypad to a magnificent, immersive experience of touchscreen
displays with animated advertisements, tones signaling completion of task steps
or key presses, color and font choices to improve the appearance while remain
ing consistent with the bank brand, and the latest security features such as small
mirrors to see behind the customer, security cameras recording the customer's
presence for safety, copious lighting at night, and card entry points that hinder
"skimming" or copying of ATM cards by thieves and fraudsters.
When learning about usability of the user interface for an ATM, after reviewing
Chapters 1-5 of this text, go visit the nearest ATM. (Disclaimer: The authors cer
tainly understand it takes more than a few minutes to understand usability meth
ods and techniques, but please read on regarding this usability "experiment.")
184 Chapter6 Design Case Studies
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FIGURE 6.1
Sample ATM.
into the machine." Consider having a team record this event in a video to
analyze later as is done in user experience labs. An excellent set of guiding
principles for user experience appears in Hartson and Pyla (2012).
The amount of data to analyze is growing! The previous chapter (Chapter 5)
discusses how to structure this usability evaluation to make this process practi
cal and finite.
Designers who study neighborhood ATMs and review current literature
from ATM developers or other vendors can develop a useful competitive fea
ture analysis. One intriguing design for an ATM kiosk in developing countries
is discussed in Birnie (2011). Numerous ATM screenshot examples and ATM
designs can be found by a quick web search, illustrating style alternatives world
wide of current ATM machine design.
Look al the ATM design for accessibility, i.e., universal usability (see Chapter 2).
Consider some of the guidelines, principles, and theories that drive the design
(Chapter 3), often resulting in a style guide that merges these concepts with
product branding to ensure an end result that fits the business objective for the
ATM. Of course, manage the design process in an organized, well-defined, user
centered, iterative fashion (Chapter 4).
Once this usability experimentation and literature search is complete, design
ers could enter the next life-cycle (design) phase. Think of this as an incremental
continuous improvement. The data collected can be analyzed to arrive at con
crete, data-driven design interventions that may improve the user experience.
These alternative designs can then be sketched and prototyped as discussed in
Buxton (2007) and Greenberg et al. (2011). Make sure to review Chapters 4-5 of
this book for design and evaluation processes.
Designs can then be documented, tradeoffs between alternative designs evalu
ated, and specifications written for an improved ATM design. Iterative design is the
best approach here, with design prototypes developed, evaluated, and improved.
Again, striving to make this process complete yet finite is the challenge. Typically, a
delivery deadline will drive the depth and fidelity of any prototyping effort—for
example, the next-generation prototype ATM needs to appear and be operational at
a trade show on a specific date and location. Some clients require "capability dem
onstrations," where the increasing fidelity of the prototype is shown in "proof of
concept" demonstrations following a planned, incremental development strategy.
Sales commitments are made, final implementation continues, ATMs built,
delivered, and fitted into a physical structure and integrated into the banking
network, bank personnel are trained, customers are notified, and so on, to bring
these products online.
Observations
Does the analysis of the usability of the newly installed ATM stop here? Certainly
not. Continue gathering feedback from customers and monitoring implementation
success. Consider rolling out test sites (e.g., beta testing) to first ensure new designs
186 Chapter 6 Design Case Studies
are accepted on a smaller scale. These business decisions are tightly coupled to the
design and usability results discussed here. Ultimately, as in many user-interface
designs, the success of a product is often judged by the user interface.
At this point in the life cycle of the ATM case study, the following possible
scenario could occur: In the ideal situation, everything works perfectly and the
bank clients love the new design. System performance is terrific, cost per trans
action drops, profits are up, and customers flock to the bank to use the new
ATMs.
Realistically, some changes may need to be made. There could be numerous
unanticipated user transition and acceptance issues. The bank could hire someone
to independently develop an alternative user experience. The bank captures data
from the deployed systems to methodically (like a software upgrade) roll out
improvements to the ATM network. The feedback loop continues.
The remainder of this chapter focuses on two specific design case studies and
how the organizations approached their user-interface challenges.
Case Study 2 examines the process and decisions reflected in an Apple document
titled "From Desktop to iOS" (Apple, 2015a, 2015b). In this analysis, Apple examined
products and design decisions made for Keynote' (for presentations), Mail (e-mail
for iPhone), and web content.
The case study reviews style guidelines from the Apple Development Guide
lines and how these were applied in bringing apps to iOS-enabled devices. For
more information on related issues, see the iOS Human Interface Guidelines in
the iOS Developer Library that Apple provides (Apple, 2015b). Following are a
few samples of the referenced iOS Human Interface Guidelines (explanation,
use, and screenshot illustrations are given for the guidelines):
• Take advantage of the whole screen
• Reconsider visual indicators of physicality and realism
• Let translucent user interface elements hint at the content behind them
• Let color simplify the user interface
• Ensure legibility by using the system fonts
• Use depth to communicate
There are guidelines for icons and image design, iOS technologies, user inter
face elements, and more.
Keynote has presentation development tools, graphics and toolbars for rapid
generation of presentations. An example screenshot appears as Fig. 6.2.
6.3 Case Study 2: Design Consistency at Apple Computer 187
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Observations
Some general observations are worth noting with respect to this case study. The
years of experience with the referenced Apple Fluman Interface Guidelines are
brought to bear on the problem. There is a consistent style across all products
188 Chapter 6 Design Case Studies
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and devices that makes device operation comfortable and intuitive. Rapid
device technology improvements (lighter weight, faster, more colors, more pix
els, improved throughput, etc.) result in a constant reevaluation of the user
interface and improvements of the guidelines applied. Still, the principles dis
cussed in this text also hold true in this case study, universal usability, guide
lines based on principles and theory, iterative user-centered design processes,
and a keen appreciation of the user experience and of style.
The following case study shows a successful collaboration in a large cor
poration utilizing user-interface development process methods to solve a
data-analysis challenge.
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(and how) in order to get their jobs done. Also, there were discussions in the
workshops to analyze the data outputs. The final output was corporate big data
policies that led to stakeholder-customizable report formats to better improve
internal corporate communication and decision making. The tool is now used in
all European Volvo truck dealerships.
Observations
There are some general observations worth making here. What was essentially a
process for developing a big data analysis strategy, service design, and support
ing tools for a company to use to increase internal communication and profit
ability turned out to apply methods and processes taken from the world of user
experience design and designing user interfaces! The authors applied a well-
known methodology and an interface design paradigm—the process worked.
Often, user-interface processes are applied to business processes without the
persons leading the change realizing its origin. For example, to analyze patient
flow in a hospital (patient recordkeeping, scheduling of resources, sendee bottle
necks, prioritization of patient needs, etc.) may sound to some like a simple data
base or queueing problem or an application of business-process reengineering.
However, when humans are mixed with sources of diverse data often in a time
sensitive environment, quick and easy access to critical data can make an organi
zation rim more smoothly, better allocate resources, and lead to better decisions to
improve customer satisfaction and patient outcomes. "Knowing thy user," opti
mizing access to meaningful data, iteratively gathering feedback data, getting
stakeholder buy-in, and so on, can all be accomplished using user-interface design
and development methods as was performed in this case study.
This chapter's case studies are "a tip of the iceberg" in what can be accomplished
by designers of user-interface systems. The case studies were chosen strategi
cally to highlight design contexts, various applications, and incremental contin
uous improvement.
The ATM design example illustrated where what may have started out as a
relatively straightforward task turned into a methodical study of how to improve
a user interface to the machines and was not only accepted but embraced by the
general banking customers. Clearly a competitive edge and source of profitability
are the extension of the banking functions for customers via well-designed ATMs.
192 Chapter 6 Design Case Studies
The Apple guidelines case study shows one company's approach to a consis
tent, easy-to-to use style for all the company's products and iOS-enabled
devices. Lastly, the Volvo study shows how following a good user-interface
design process can result in a successful conclusion with a large, data-intensive
problem.
Additional sources for interesting user-interface case studies can be found on
the web and in Snyder (2003), Righi and James (2007), Karat and Karat (2010),
and Warfel (2011).
Practitioner's Summary
Researcher's Agenda
Reverences