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Hello everyone, how are you enjoying the conference so far? Excellent! I m Andy Sutton, the e-builder User Experience Lead, and I m here to talk to you about User Experience. In this session, we re going to talk about: What user experience is and why it s important. What User Experience means to us at e-builder. Share with you e-builder s plans for addressing the User Experience. 2

So what is user experience? A lot of people tend to use the terms usability and user experience interchangeably. But usability is just a single facet of the user experience. User Experience is actually the intersection of 3 different software attributes: 1) Utility For a quality software user experience, the product must, first and foremost, help users achieve their goals. Nobody cares how easy your software is to use if it doesn t help them do what they re trying to do. 2) Usability For a quality user experience, software has to be usable. Usability itself has different facets to address: Discoverability, Learnability, Memorability, Efficiency, and Error Handling. There is sometimes a tradeoff between usability and utility. Sometimes a goal is not immediate, so that there may be a task that is not made easier by using software, but the advantage comes down the line. An example is that it may be easier to record information by hand (handwritten notes) than it is to enter it into a software system, but the longer term advantage of having that information in a digital format that can be searched, indexed, cross-referenced and reported on outweighs the usability tradeoff. 3) Likeability For a quality user experience, software has to be pleasant to use. This includes aspects of image, identity, brand, and other elements of emotional design. Software should be engaging, not off-putting. So what? Why should anyone care about any of this stuff? The overall software user experience is a crucial factor driving adoption. When the user experience is poor, people are less inclined to like the product, and therefore less likely to use it. And the opposite is also true: the more people like a product the more likely they are to use it. Driving adoption is the key to your organizations getting the highest possible return on your e-builder investment; we realize that and want to help you increase adoption in your organization. That s what this presentation is about: We want you to understand the effort that we are putting in to these aspects of e-builder in order to increase adoption. 3

So what? Why should anyone care about any of this stuff? The overall software user experience is a crucial factor driving adoption. When the user experience is poor, people are less inclined to like the product, and therefore less likely to use it. And the opposite is also true: the more people like a product the more likely they are to use it. Driving adoption is the key to your organizations getting the highest possible return on your e-builder investment; we realize that and want to help you increase adoption in your organization. That s what this presentation is about: We want you to understand the effort that we are putting in to these aspects of e-builder in order to increase adoption. 4

Somebody asked me just a couple weeks ago, why UX and Why now? It is part of a growing realization in the software industry that user experience matters. 20 years ago, most people s experience with software was limited to those who used software in a business setting. You learned the complexities and idiosyncrasies of that software and that was that. However, with the massive consumerization of software and the explosive growth and exposure of people to the Internet, people s expectations of software have changed. People expect the software they use at work to be just as easy to use as the software they use in their free time. Companies that thrive are those companies that recognize that people s expectations have changed and continue to do so. 5

So we ve talked about the components of User Experience, but how is e-builder going to address all of these aspects? That was my first question on joining the company, so I set out to put together a plan to get us where we wanted to go: a Roadmap! The first step was to figure out our destination: A world-class user experience Then we needed to figure out how we were going to get there: We considered a straight line, but driving directly to your destination is not always the safest route. We wanted to take an iterative approach with stops along the way in order to minimize the disruption that a single massive change would cause to your projects and your organization. Next we needed to make sure that we had the proper gear/tools/infrastructure to get us safely to where we re going. The we needed to start driving: but make sure that we leave some extra time for stops at the Alligator Farm and other roadside attractions! (or to address user experience opportunities as they arise). 6

These are the components of our roadmap, our stops along the way to our ultimate destination. We re going to take a look at each of these in just a little more detail. Targeted UX Refreshes 7

The User Experience infrastructure is what helps us address all aspects of the user Experience in our products. 1) First and foremost, the User Experience Team Our user experience team is made up of a User Experience Architect, a User Experience Designer, a User Experience Visual Designer, a Technical Writer, and 3 dedicated developers. This is a massive investment for the e-builder Organization, with 30-40 percent of our development staff dedicated to directly improving the user experience of our products. This is a team of experts who design user experiences and user interfaces, rather than a general resource that just happens to be assigned this work. The equivalent of an architect, to put it in construction terms. We design the experiences that our developers (or contractors) build. As an aside, while these are the resources that are dedicated to user experience, it doesn t stop there. We want every e-builder employee to be committed to delivering the highest quality user experience we can. 2) Strategy A concrete plan to get us to where we want to go. You can t just build a new function and tell it to get on with it. You have to have a plan, or strategy, that spells out where you re going and how you re going to get there. 3) Processes Defining the best way to do things, and doing them that way consistently. 4) Standards Consistency is one of the most important things we can build in to our products, it makes it easier to learn and remember, key facets of usability. This is not to say that eb hasn t had processes and standards in the past, but having a dedicated team focused on these attributes of the user experience lends a formality to their creation and maintenance; they have to be drafted, reviewed, agreed upon, and constantly revisited. 8

Ooops. That s Aristotle the muppet, not Aristotle the philosopher! 9

Usability enhancements are the smaller-scale changes (but not always smaller-effort changes!) that directly address the usability (surprise!) of existing functionality, making e-builder easier and more efficient to use. The majority of our Usability Enhancements are derived from our users based on feedback that we gather through multiple channels, but the User Experience team also address usability issues that we discover in our products that might not even be noticed by our users. On the infrastructure side, we have recently overhauled our internal processes for handling the product feedback that we gather from these various sources, all of which has to be Validated, Evaluated, Prioritized, and Developed. Our Usability Enhancement release has really accelerated this year, with us pushing out XX usability enhancements in the last 3 quarterly releases. Back to the UX infrastructure, we have a dedicated UX Designer set up to lead our effort to address usability enhancements in more timely, transparent, and consistent manner. We re trying to avoid this: 10

New feature enhancements are exactly what they sound like: the enhancement of our products through the addition of new features, directly addressing e-builder s utility. These features tend to be larger in scale and scope than our usability enhancements, and more complex to design, develop, and implement. New Feature Enhancements come from a variety of sources, but the majority are derived from feedback from our users and general market research. On the infrastructure side, we have refined our new feature enhancement process so that we are evaluating new features to make sure that we are leveraging our design and development resources on those changes that are most in demand by the industry. Any new feature enhancement that has a user interface component is going to have a User Experience Designer assigned to be sure that we are addressing usability in a proactive manner. The entire UX Team is involved in ensuring that our new features are inherently Useful, Usable, and Likeable. 11

Targeted UX Refreshes are our opportunity to address existing functionality in a more comprehensive and holistic manner than a series of usability enhancements would allow. It is the complete refreshing and reimagining of a targeted component of e- Builder. Targeted UX refreshes are e-builder s way of bringing larger-scale improvements to specific functions and areas without a complete rewrite of the product, giving us the opportunity to address both utility and usability within a specific context. Targeted UX Refreshes can really focus on any component of the product, including a module or discrete piece of a module, a repeated task that crosses modules, or a specific component outside a module. A couple of good examples of targeted refreshes include our in-progress Online Help refresh and the e-builder Enterprise User Interface Refresh. We are of course going to talk a little bit more about that in just a few minutes. 12

We are implementing a program of ongoing usability enhancements balanced by the addition of new features and the refreshing of existing features. This is the best approach for e-builder to increase both the utility and usability of our products, helping to increase adoption and helping you get the most from your e- Builder investment. 13

And now, the main event: the unveiling of the UI Refresh! One of the first things we wanted to address as part of our roadmap was the visual design of the system. I fear that there may be some likeability issues with the current design Rather than changing the interface in bits and pieces, we decided to make this project our first Targeted Refresh, allowing us to broaden the scope of the project beyond a simple Usability Enhancement We did a lot of research, looked at trends in Web application design, and have been actively working on this project for about 6 months. We established some strong guidelines at the start of this project; mainly to ensure that there are no big changes that require retraining or present challenges to our users. So, let s take a look So what does everything think. Tie back to likability. Do you think the new interface will be more pleasant to work in? If you have any feedback, get me with. Project Background Visual Only, not functional Modernize the appearance Usability Easier to read and see things UI Navigation Free up some real estate Home Documents Processes Calendar Modal window Time Frame Expected 4Q 2012 14

Here s a page everyone should be familiar with, and a look that everyone should recognize. 15

Improve how users view our product. Elements such as layout, consistency, typography, color and style all the affect how users perceive our application Lightened things up a bit and make the UI as a whole a little easier on the eye 16

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Enhances users impression of the overall application and function 19

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One other feature to note here: we did manage to include some usability improvements as part of this targeted refresh as well. Here you can see that we have made the left navigation area collapsible so that you can regain some horizontal real estate as you work. Increasing white space can increase comprehension by up to 20%. 23

De-clutters a the page by giving items room to breathe. Making content more readable Adding white space can increase the comprehension speed and levels by up to 20% 24