The Hard Work Lies Ahead
(If You Want It)
Steve Portigal
Portigal Consulting | steve@portigal.com
Abraham Maslow’s “Hierarchy
of Needs” from 1943 is a well-known psychological framework
that has been applied (directly,
or through derivative versions) to
thousands of diverse problems.
Our work often brings us back
to his hierarchy as we consider
addressing a richer set of needs
through the stuff we are making. And while I like to look at
and think about people more
than stuff, I feel as though we’ve
come to a point where we are not
thinking hard enough about the
“stuff.” It’s high time to leverage
this style of hierarchy to challenge the types of user experiences we’re enabling with the
stuff we’re making.
I challenge all of us in design,
marketing, and research (and
beyond) to consider these ques-
tions as instrumental to new
product development:
• Can it be used without physi-
cal distress?
• Can it be used easily (i.e.,
without frustration or other
immediate emotional distress?)
• Does it bring new experiences and capabilities into people’s
lives?
• Does it improve society?
answer to this question of physical distress, then, depends on
what part of the lifecycle we
consider.
Can It Be Used Without
Physical Distress?
While ergonomists will continue
to advocate for greater aware-
ness of the physical risks from
our various devices, it seems like
we’re doing pretty well. We can
sit in front of computers, stare
at displays of all sizes, type and
text, and plug things into our
ears without most of us abrad-
ing, bleeding, or aching too badly.
Most readers of this publica-
tion live in a geographic setting
where government regulations
offer some expectation of injury-
free product usage. There will
always be quality-control issues
(such as the occasional spate of
exploding laptop or iPod batter-
ies), but we enjoy a fairly high
standard of safety as primary
users of devices.
Can It Be Used Easily?
The other day, I was flying Virgin
America. As we were preparing
to take off, the flight attendants
told us about their “award winning” in-flight entertainment
system. Meanwhile, I was watching a man in the row in front of
me trying to use it. He had his
credit card out and couldn’t master the swipe gesture. He pushed
soft keys and hard keys, and he
took his card in and out of his
wallet. He was utterly lost—even
if he had swiped properly, he was
not even at a place in the transaction flow where the system
was looking for a swiped card. I
was tempted to page the flight
attendant for him, because he
was never ever going to be able
to complete even the most basic
task like paying for a movie.
We in the UX community
are always gathering those stories, and we have some belief
that with our usability testing
and our agile-waterfall-scrum-hoosits that this sort of thing
happens only when the culture is
bad, or the process is bad, or the
leadership is bad, or the company doesn’t care or whatever. But
really, it’s far worse than that.
The truth we don’t want to
face is that most of the tech-
November + December 2010