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Humanizing Data 
Alex Wright 
alex@agwright.com | www.alexwright.org
About me 
1991 1995 1999 2007 2013
“It isn’t the consumers’ job to 
know what they want.”
“When the point of contact between the product and 
the people becomes a point of friction, then the 
designer has failed. 
! 
On the other hand if people are made safer, more 
comfortable, more eager to purchase, more 
efficient – or just plain happier – by contact with the 
product, then the designer has succeeded.” 
! 
Henry Dreyfuss, 
Designing for People,1955
Why do user research? 
To build empathy with others 
To identify “trouble spots” in a design 
To find the “negative space” where new ideas 
can emerge
to
Etsy’s mission is to re-imagine commerce in ways 
that build a more fulfilling and lasting world.
“Production by the masses, 
not mass production.” - Gandhi
Etsy is a certified B Corporation — a new kind of 
company that uses the power of business to solve social 
and environmental problems.
the NSA surveillance scandals).
Credit: Mike Brittain
Credit: Mike Brittain
Credit: Dan McKinley
Experimentation
But data is … people!
UX Research Market Research 
What people do 
What people say 
Behavior and context 
Attitudes and emotions 
Interaction Storytelling
Methods 
Usability testing 
Surveys 
Ethnography 
Focus groups 
Contextual inquiry Customer panels 
Card sorting Sentiment analysis 
Scenario design Personas 
Segmentation 
Eye-tracking 
UX 
Research 
Market 
Research 
Heuristic analysis Market trends
Sold 
Orders
Analyzing insights
Quantitative vs. qualitative 
http://www.uie.com/brainsparks/wp-content/uploads/2011/10/LR-slide-2-resized.jpg
Qualitative 
Inductive 
Subjective 
Emergent 
Quantitative 
Deductive 
Objective 
Conclusive
Behavioral 
Eye tracking 
Attitudinal 
Summative 
usability testing 
© January 12, 2010 15 
Qualitative 
Quantitative 
Formative 
usability testing 
Ethnographic 
research 
Focus groups 
Participatory 
design Card sorting 
Surveys 
Individual 
interviews 
A/B Testing 
Analytics 
Diary studies 
Customer panels
Why usability testing? 
Identify “trouble spots” in a design 
Ensure an early focus on user goals 
Increase likelihood of adoption
Nielsen
Usability heuristics
Nielsen’s heuristics 
Based on a factor analysis of 249 usability 
problems 
Widely accepted as the baseline principles of 
usability engineering 
Molich, R., and Nielsen, J. (1990). Improving a human-computer 
dialogue, Communications of the ACM 33, 3 (March), 338-348.
Visibility of system status 
The system should keep users informed of what 
is going on, through appropriate feedback within 
reasonable time.
Match between system and 
the real world 
The system should speak the users’ language, 
with words, phrases and concepts familiar to the 
user, rather than syste-oriented terms. Follow 
real-world conventions, making information 
appear in a natural and logical order
User control and freedom 
Users often choose system functions by mistake 
and will need a clearly marked “emergency exit” 
to leave the unwanted state without having to go 
through an extended dialogue. Support undo 
and redo.
Consistency and standards 
Users should not have to wonder whether 
different words, situations, or actions mean the 
same thing. Follow platform conventions.
Error prevention 
Even better than good error messages is a 
careful design which prevents a problem from 
occurring in the first place.
Recognition rather than recall 
Minimize the user’s memory load by making 
objects, actions, and options visible. The user 
should not have to remember information from 
one part of the dialogue to another.
Flexibility and efficiency of use 
Accelerators - unseen by the novice user - may 
often speed up the interaction for the expert user 
such that the system can cater to both 
inexperienced and experienced users. Allow 
users to tailor frequent actions.
Aesthetic and minimalist design 
Dialogues should not contain information which 
is irrelevant or rarely needed. Every extra unit of 
information in a dialogue competes with the 
relevant units of information and diminishes their 
relative visibility.
Help users recognize, diagnose, 
and recover from errors 
Error messages should be express in plain 
language (no codes), precisely indicate the 
problem, and constructively suggest a solution.
Help and documentation 
Even though it is better if the system can be used without 
documentation, it may be necessary to provide help and 
documentation. Any such information should be easy to 
search, focused on the user’s task, list concrete steps to 
be carried out, and not be too large.
Interviewing
Probing 
“Tell me more”! 
“Help me understand”! 
“Why do you say that?”! 
“Talk about ...”! 
“Walk me through this...”
Controlling for bias 
Avoid leading questions 
Ask questions grounded in personal experience 
Avoid complex, lengthy questions 
Don’t defend; don’t offend
Three kinds of interviews 
Structured 
Semi-structured 
Unstructured
Structured interviews 
Exacting wording and sequence of question is 
predetermined 
Good for quantitative research (e.g. opinion polls) 
Produces highly valid, comparable results
Semi-structured 
Topics selected in advance 
Sequence and wording determined over course of 
the interview 
Some questions may go unasked 
Script may evolve over the course of the project
Unstructured 
Questions emerge in context 
Good for early stage, exploratory research 
Most likely to produce unexpected results
Assessing validity 
Credibility 
Is the participant believable? 
Transferability 
Can the findings be applied to others? 
Confirmability 
Can the findings be replicated?
Exercise
KJ Analysis
KJ Analysis 
Created by Jiro Kawakita (1960s) 
! 
Powerful method for fostering group consensus 
! 
Very well-suited to analyzing research results 
!
Ground rules 
Put one idea/observation on a post-it note 
! 
Place the notes on the wall 
! 
As a group, cluster them into categories 
! 
Then, label the categories 
! 
No talking! 
!

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Alex wright mons_workshop_051214

  • 1. Humanizing Data Alex Wright alex@agwright.com | www.alexwright.org
  • 2. About me 1991 1995 1999 2007 2013
  • 3. “It isn’t the consumers’ job to know what they want.”
  • 4. “When the point of contact between the product and the people becomes a point of friction, then the designer has failed. ! On the other hand if people are made safer, more comfortable, more eager to purchase, more efficient – or just plain happier – by contact with the product, then the designer has succeeded.” ! Henry Dreyfuss, Designing for People,1955
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  • 11. Why do user research? To build empathy with others To identify “trouble spots” in a design To find the “negative space” where new ideas can emerge
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  • 20. Etsy’s mission is to re-imagine commerce in ways that build a more fulfilling and lasting world.
  • 21. “Production by the masses, not mass production.” - Gandhi
  • 22. Etsy is a certified B Corporation — a new kind of company that uses the power of business to solve social and environmental problems.
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  • 25. the NSA surveillance scandals).
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  • 34. But data is … people!
  • 35. UX Research Market Research What people do What people say Behavior and context Attitudes and emotions Interaction Storytelling
  • 36. Methods Usability testing Surveys Ethnography Focus groups Contextual inquiry Customer panels Card sorting Sentiment analysis Scenario design Personas Segmentation Eye-tracking UX Research Market Research Heuristic analysis Market trends
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  • 40. Quantitative vs. qualitative http://www.uie.com/brainsparks/wp-content/uploads/2011/10/LR-slide-2-resized.jpg
  • 41. Qualitative Inductive Subjective Emergent Quantitative Deductive Objective Conclusive
  • 42. Behavioral Eye tracking Attitudinal Summative usability testing © January 12, 2010 15 Qualitative Quantitative Formative usability testing Ethnographic research Focus groups Participatory design Card sorting Surveys Individual interviews A/B Testing Analytics Diary studies Customer panels
  • 43. Why usability testing? Identify “trouble spots” in a design Ensure an early focus on user goals Increase likelihood of adoption
  • 46. Nielsen’s heuristics Based on a factor analysis of 249 usability problems Widely accepted as the baseline principles of usability engineering Molich, R., and Nielsen, J. (1990). Improving a human-computer dialogue, Communications of the ACM 33, 3 (March), 338-348.
  • 47. Visibility of system status The system should keep users informed of what is going on, through appropriate feedback within reasonable time.
  • 48. Match between system and the real world The system should speak the users’ language, with words, phrases and concepts familiar to the user, rather than syste-oriented terms. Follow real-world conventions, making information appear in a natural and logical order
  • 49. User control and freedom Users often choose system functions by mistake and will need a clearly marked “emergency exit” to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
  • 50. Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
  • 51. Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place.
  • 52. Recognition rather than recall Minimize the user’s memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another.
  • 53. Flexibility and efficiency of use Accelerators - unseen by the novice user - may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
  • 54. Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • 55. Help users recognize, diagnose, and recover from errors Error messages should be express in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
  • 56. Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user’s task, list concrete steps to be carried out, and not be too large.
  • 58. Probing “Tell me more”! “Help me understand”! “Why do you say that?”! “Talk about ...”! “Walk me through this...”
  • 59. Controlling for bias Avoid leading questions Ask questions grounded in personal experience Avoid complex, lengthy questions Don’t defend; don’t offend
  • 60. Three kinds of interviews Structured Semi-structured Unstructured
  • 61. Structured interviews Exacting wording and sequence of question is predetermined Good for quantitative research (e.g. opinion polls) Produces highly valid, comparable results
  • 62. Semi-structured Topics selected in advance Sequence and wording determined over course of the interview Some questions may go unasked Script may evolve over the course of the project
  • 63. Unstructured Questions emerge in context Good for early stage, exploratory research Most likely to produce unexpected results
  • 64. Assessing validity Credibility Is the participant believable? Transferability Can the findings be applied to others? Confirmability Can the findings be replicated?
  • 67. KJ Analysis Created by Jiro Kawakita (1960s) ! Powerful method for fostering group consensus ! Very well-suited to analyzing research results !
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  • 69. Ground rules Put one idea/observation on a post-it note ! Place the notes on the wall ! As a group, cluster them into categories ! Then, label the categories ! No talking! !