USABILITY & DESIGN
WHEN DOES ONE TRUMP THE OTHER?




PRESENTED BY
Josh Levine & Jordan Lustig
               April 5, 2012
DESIGN
  JOSH LEVINE
           CXO




 END-TO-END ECOMMERCE
  DESIGN & DEVELOPMENT

Founded 2002, Independent
             •

        Manhattan
             •

 50 Hands-On Employees
             •

  Transactional Expertise
             •

   IMA Top 10 Agency
UX
  JORDAN LUSTIG
DIRECTOR OF PRODUCT MANAGEMENT




Omni-Channel Luxury Retailer
               •

 Launched Saks.com in 2000
               •

       New York Based
               •

     46 Stores in 22 States
               •

 Dedicated to our Customers
2 YEARS AGO TODAY
Usability
So what is it?
WHAT IS IT?

THE EASE OF USE
OF A HUMAN-MADE
OBJECT.
WHY SHOULD YOU CARE?

ON THE WEB,
IT IS NECESSARY
FOR SURVIVAL.

                       Copyright: Jakob Nielsen’s Alertbox
IF YOUR SITE HAS
POOR USABILITY,
PEOPLE LEAVE.
HOW DO WE
CREATE
USABILITY?
LEARNABLE.
1   On first encounter with an interface, it must
    be easy to accomplish basic tasks without
    needing to acquire new skill sets.
EFFICIENT.
2   Customers achieve maximum productivity
    in minimum amount of time. Performing
    tasks can be accomplished easily and
    quickly.
FINDABLE.
3   Locate what you are looking for,
    providing multiple ways of finding
    things.
MEMORABLE.
4   What is learned on the first encounter is
    easily applied to other areas/tasks within
    the site and easily retained for subsequent
    visits.
FORGIVING.
5   It is easy to recover. Errors don’t lead to
    a cascade of additional problems and
    wasted time.
Analytics
  WHAT    User Testing
          Multivariate
ARE THE   Prototyping
 TOOLS?   Wireframes
          Surveys
Design
So what is it?
WHAT IS IT?

A SET OF PRINCIPLES
CONCERNED WITH
THE NATURE AND
APPRECIATION OF
BEAUTY, ART, TASTE.
WHY SHOULD YOU CARE?

CREATES AN
EMOTIONAL
CONNECTION
WHY SHOULD YOU CARE?

AND TELLS A
COMPELLING
STORY.
HOW DO WE
CREATE GREAT
DESIGN?
Color
   The

ELEMENTS
           Type
           Texture
           Imagery
Balance
    The
             Unity
PRINCIPLES   Contrast
             White Space
             Repetition
ULTIMATELY, GREAT DESIGN ESTABLISHES

Emotional Connection
Brand Story
Visual Organization
Credibility
Delight
ARE USABILITY
AND DESIGN
REALLY AT ODDS?
U
        The beauty of the Web lies in
    “   its function, not its form, and
        I would rather that my sites
        attract attention because they
        are widely useful and usable
        than because they are pretty.
U
        While a high-quality site is
    “   important, the majority of
        people today value usability
        more than good looks or
        fanciness.
D
        Look after the design and
    “   usability will look out for
        itself.
D
        Attractive things
    “   work better.
DIRECT FROM FLORIDA   WEDNESDAY


    RINGSIDE AT ORLANDO   1:30 PM




DESIGN                    USABILITY
Harmony
Design and Usability are not separate
entities. Truly compelling experiences
consist of harmonious balance.
AESTHETICS    USABILITY

       FORM    FUNCTION

     BEAUTY    UTILITY

HOW IT LOOKS   HOW IT WORKS

  JOY OF USE   EASE OF USE
BIG GUYS ARE CATCHING ON

COMPANIES NOT
NORMALLY ASSOCIATED
WITH AESTHETICS,
NO LONGER SACRIFICE
FUNCTION FOR FORM.
Saks
How we found harmony.
CASE 1

NAVIGATION
REDESIGN
BEFORE




                          AFTER




** Note: Need to replace this footer with final, live version **
BEFORE DESIGN

           Define roles & ownership.
           Business requirements.
           Dig in to data and brand.
           Create KPI’s and testing strategy.

HOW WE     DURING DESIGN

           Sketch before wires.
  DID IT   Multiple iterations.
           Get management buy-in.

           AFTER DESIGN

           Test.
           Share findings.
           Measure and refine.
BUSINESS GOALS & REQUIREMENTS
Modernize design.
Be more on brand.
Maximize real estate.
More flexibility.
Fulfill long term strategies.
Must integrate within existing site.


        ** Note: Need to replace this footer with final, live version **
** Note: Need to replace this footer with final, live version **
** Note: Need to replace this footer with final, live version **
DISPUTE IS INEVITABLE. AND HEALTHY.

Stubborn IT folks
Subjective executives
The significant others
Arrogant designers
Grumpy product owners
CASE 2

CATEGORY
LANDING PAGES
BUSINESS GOALS & REQUIREMENTS

More flexibility for creative.
Maximize real estate.
Leverage opportunities with vendors.
More editorialized content.
Bring more emotion (too flat).
CASE 3

MOBILE
CHECKOUT
MOBILE – CHECKOUT / OLD (jordan, do you have a screenshot of Step 1?)
MOBILE – CHECKOUT / NEW (Jordan, send me any updated screenshots)
So Who’s
Doing It
Right?
BUT MOST OF ALL, DIFFERENTIATE
BEAUTIFUL ON THE INSIDE TOO

CREATE A PLATFORM
TO SHOWCASE
YOUR PRODUCTS
Key

Takeaways
FACE IT
Usability is Design.
Design is having an effect on
your customers whether you are
consciously in control or not.
Easy-to-use isn’t good enough.
Design is what differentiates it.
PRACTICE IT
Everything must have a purpose.
Don’t let design decisions
interfere with key UX principles.
KPI’s
Clarify roles & responsibilities.
PROTECT IT
Empathize – treat your co-
workers as partners.
Debate. Move on. Test.
PREACH IT
Everyone needs to be a brand
champion.
Integrate into your culture.
Style guides are crucial and
constantly evolve.
Harmony
Josh Levine   jl@alexanderinteractive.com
Jordan Lustig jordan_lustig@s5a.com

Usability vs Design – When Does One Trump the Other? AI (Alexander Interactive) and Saks Fifth Avenue

  • 1.
    USABILITY & DESIGN WHENDOES ONE TRUMP THE OTHER? PRESENTED BY Josh Levine & Jordan Lustig April 5, 2012
  • 3.
    DESIGN JOSHLEVINE CXO END-TO-END ECOMMERCE DESIGN & DEVELOPMENT Founded 2002, Independent • Manhattan • 50 Hands-On Employees • Transactional Expertise • IMA Top 10 Agency
  • 4.
    UX JORDANLUSTIG DIRECTOR OF PRODUCT MANAGEMENT Omni-Channel Luxury Retailer • Launched Saks.com in 2000 • New York Based • 46 Stores in 22 States • Dedicated to our Customers
  • 5.
  • 6.
  • 7.
    WHAT IS IT? THEEASE OF USE OF A HUMAN-MADE OBJECT.
  • 8.
    WHY SHOULD YOUCARE? ON THE WEB, IT IS NECESSARY FOR SURVIVAL. Copyright: Jakob Nielsen’s Alertbox
  • 9.
    IF YOUR SITEHAS POOR USABILITY, PEOPLE LEAVE.
  • 10.
  • 11.
    LEARNABLE. 1 On first encounter with an interface, it must be easy to accomplish basic tasks without needing to acquire new skill sets.
  • 12.
    EFFICIENT. 2 Customers achieve maximum productivity in minimum amount of time. Performing tasks can be accomplished easily and quickly.
  • 13.
    FINDABLE. 3 Locate what you are looking for, providing multiple ways of finding things.
  • 14.
    MEMORABLE. 4 What is learned on the first encounter is easily applied to other areas/tasks within the site and easily retained for subsequent visits.
  • 15.
    FORGIVING. 5 It is easy to recover. Errors don’t lead to a cascade of additional problems and wasted time.
  • 16.
    Analytics WHAT User Testing Multivariate ARE THE Prototyping TOOLS? Wireframes Surveys
  • 17.
  • 18.
    WHAT IS IT? ASET OF PRINCIPLES CONCERNED WITH THE NATURE AND APPRECIATION OF BEAUTY, ART, TASTE.
  • 19.
    WHY SHOULD YOUCARE? CREATES AN EMOTIONAL CONNECTION
  • 20.
    WHY SHOULD YOUCARE? AND TELLS A COMPELLING STORY.
  • 21.
    HOW DO WE CREATEGREAT DESIGN?
  • 22.
    Color The ELEMENTS Type Texture Imagery
  • 23.
    Balance The Unity PRINCIPLES Contrast White Space Repetition
  • 24.
    ULTIMATELY, GREAT DESIGNESTABLISHES Emotional Connection Brand Story Visual Organization Credibility Delight
  • 25.
  • 26.
    U The beauty of the Web lies in “ its function, not its form, and I would rather that my sites attract attention because they are widely useful and usable than because they are pretty.
  • 27.
    U While a high-quality site is “ important, the majority of people today value usability more than good looks or fanciness.
  • 28.
    D Look after the design and “ usability will look out for itself.
  • 29.
    D Attractive things “ work better.
  • 30.
    DIRECT FROM FLORIDA WEDNESDAY RINGSIDE AT ORLANDO 1:30 PM DESIGN USABILITY
  • 31.
    Harmony Design and Usabilityare not separate entities. Truly compelling experiences consist of harmonious balance.
  • 32.
    AESTHETICS USABILITY FORM FUNCTION BEAUTY UTILITY HOW IT LOOKS HOW IT WORKS JOY OF USE EASE OF USE
  • 33.
    BIG GUYS ARECATCHING ON COMPANIES NOT NORMALLY ASSOCIATED WITH AESTHETICS, NO LONGER SACRIFICE FUNCTION FOR FORM.
  • 34.
  • 35.
  • 37.
    BEFORE AFTER ** Note: Need to replace this footer with final, live version **
  • 38.
    BEFORE DESIGN Define roles & ownership. Business requirements. Dig in to data and brand. Create KPI’s and testing strategy. HOW WE DURING DESIGN Sketch before wires. DID IT Multiple iterations. Get management buy-in. AFTER DESIGN Test. Share findings. Measure and refine.
  • 39.
    BUSINESS GOALS &REQUIREMENTS Modernize design. Be more on brand. Maximize real estate. More flexibility. Fulfill long term strategies. Must integrate within existing site. ** Note: Need to replace this footer with final, live version **
  • 43.
    ** Note: Needto replace this footer with final, live version **
  • 44.
    ** Note: Needto replace this footer with final, live version **
  • 45.
    DISPUTE IS INEVITABLE.AND HEALTHY. Stubborn IT folks Subjective executives The significant others Arrogant designers Grumpy product owners
  • 46.
  • 48.
    BUSINESS GOALS &REQUIREMENTS More flexibility for creative. Maximize real estate. Leverage opportunities with vendors. More editorialized content. Bring more emotion (too flat).
  • 51.
  • 53.
    MOBILE – CHECKOUT/ OLD (jordan, do you have a screenshot of Step 1?)
  • 54.
    MOBILE – CHECKOUT/ NEW (Jordan, send me any updated screenshots)
  • 55.
  • 57.
    BUT MOST OFALL, DIFFERENTIATE
  • 62.
    BEAUTIFUL ON THEINSIDE TOO CREATE A PLATFORM TO SHOWCASE YOUR PRODUCTS
  • 69.
  • 70.
    FACE IT Usability isDesign. Design is having an effect on your customers whether you are consciously in control or not. Easy-to-use isn’t good enough. Design is what differentiates it.
  • 71.
    PRACTICE IT Everything musthave a purpose. Don’t let design decisions interfere with key UX principles. KPI’s Clarify roles & responsibilities.
  • 72.
    PROTECT IT Empathize –treat your co- workers as partners. Debate. Move on. Test.
  • 73.
    PREACH IT Everyone needsto be a brand champion. Integrate into your culture. Style guides are crucial and constantly evolve.
  • 74.