The Short History of Typhoon


In the heady days of 1996, PointCast was king. A service that ingeniously transformed the mundane screen saver into a unique advertising-driven news and stock service, it was the wunderkind on the block. It attracted tens of thousands of users and landed its creators on the covers of all the industry magazines. Information coming to people, rather than people having to ask for it, was a brand-new concept and quickly acquired a buzzword summarizing it. It was push technology, and it was the future. Soon, everybody was on the push bandwagon, building a push service.

Let me tell you a fable about one company that was on the bandwagon. It's based on a true story, but the details have been changed in the interest of storytelling (and to protect the innocent, of course). Let's call the company Bengali. Bengali had several high-profile successes with online news and information services, and now was confident, ready, and eager to take on a new challenge. They wanted to create something entirely revolutionary—to challenge everyone's assumptions about media and create the next television, radio, or printing press. They decided that their dreams of creating a new medium through the Internet had its greatest chance for success in push.

It was going to be called Typhoon, and it would put PointCast to shame. Bengali went into skunkworks mode, developing Typhoon completely in-house, using the most talented individuals and releasing it only when it was completely ready.

PointCast Killer development takes a lot of work. The developers worked on the project in secret for a year, speaking about it to no one outside the company (and few inside). Starting with "How will the society of the future interact with its media?" the development team created a vision of the medium of the future. They questioned all of their assumptions about media. Each answer led to more questions, and each question required envisioning another facet of the future.

The software and the vision grew and mutated together. The final product was intricate, complex, and patched together in places, but after a year Bengali was ready to release it.

When it was ready to launch, it was shown to top company management. Although undeniably impressed with the magnitude of the achievement, the executives felt some apprehension. Some wondered who the audience was going to be. Others asked the team how people would use it. Although the team had answers for everything (over the year, they had developed a very thorough model of the program and how it was to be used), they admitted that they had to qualify most of their answers because the software had not been put in front of many end users. They were experienced developers, and they had done some in-house evaluation, so they figured that—if not right on—their design was pretty close to what their users would want. But, to placate the executives and check where the rough spots were, the developers decided to do some user research before launching it.

A dozen people were picked and invited for one-on-one user tests. They came in, one at a time, over the course of several days. The plan was to have them sit down, give some initial thoughts about the product, and then let them try a couple of different tasks with it.

The tests were a disaster. This is a portion of a verbatim transcript from one session.

start sidebar
USABILITY TEST SESSION TRANSCRIPT

If this is just graphics that are supposed to look that way it's kind of confusing because you think that maybe it's supposed to do something ... I don't know.

All of these words down here are barely legible.

If this is supposed to say something that I'm supposed to understand, I guess it's very hard to figure what that stuff is.

None of these headlines are making any sense to me.

I don't know what to make of these.

I know if I click on them they'll do something but ...

It's not inspiring me to click on any of them so far.

Also, there's no status bar so you're not really sure when a page is finished being loaded.

I don't know if these numbers have anything to do with that or not ... I don't know.

I hope that that's a story that I'm going to follow the link to.

This must be [downloading over] a 28.8 [modem] I'm assuming.

It seems a little slow.

This doesn't seem like what I was looking for.

I'm really curious about what these numbers are down here.

They may be nothing.

I just want to know what they're about.

OK, I don't really want to follow that ...

I'm waiting for some sort of text to tell me what this is going to be about.

Since there's nothing, I don't know what's it's about.

I'm not even sure if the page is finished loading.

OK, there it is ...

When I hold that down I would hope that it would stay there but it keeps going away.

end sidebar

Even without seeing what the user is talking about, the frustration and confusion are clear. When the test participants tried to use it, either they used it differently from how the developers intended or, when they used it as intended, it didn't behave as they expected. From a usability standpoint, it was largely unusable.

As bad as this situation was, one point was even worse: none of the participants knew what Typhoon was. It became clear that people would never begin trying to work with it because they had no idea what it was for. Usability was beside the point because the product was incomprehensible.

The developers scrambled to fix the problems, to make Typhoon clearer, and to help people use it, but there were no clear directions for them to go in. The product launch was coming up fast, and they were able to fix some of the most obvious problems. Many problems remained, however, and their confidence shaken, they nervously suspected that many more problems existed.

When Typhoon launched, it was met with confusion. Neither the press nor its initial users knew what to do with it. It got significantly less traffic than Bengali had projected and, despite an aggressive advertising campaign, the number of users kept dwindling.

As the development team worked on the next revision of Typhoon, the direction in which to take it became less clear. Fundamental questions kept popping up. There was constant debate about scope, audience, purpose, and functionality. What had seemed certain suddenly seemed precarious. The executives were quickly losing confidence in the team's ability to fix Typhoon. The debates continued. Their fixes failed to keep visitors from abandoning the product, and after a couple of months, the project leader was replaced with someone who had a more traditional software background. The new project leader tried to revamp Typhoon into a more ordinary news service, but the new specs made Typhoon look just like the company's other products, which ran contrary to the very premise of the service. Requests for additional staff to implement deeper changes were denied. Opinions about how to attract visitors began to multiply and diverge. The team felt betrayed; they felt that their creativity had been wasted and that their good ideas had been being thrown out by management.

Four months after the project launched, the last of the original members abandoned it for other projects within the company. Two months after that, it was quietly closed down and written off as a complete loss. Today, only the T-shirts remain.

Sadly, this is a true story. The details have been changed, but the core of the situation is true. It happened to me. I watched Typhoon's creation, was the person who ran those tests, and watched it disintegrate. Years later, some of the people involved still have feelings of bitterness that so much effort, so many ideas, and so much innovation was abandoned.

It was abandoned for good reason. It was a bad product. What made it bad was not the quality of the code (which was very tight) or the core innovations (which were real and legitimate).What made it bad was that it was a good product with no understanding of its audience. And a good product that doesn't satisfy the needs, fulfill the desires, or respect the abilities of its audience is not a good product, no matter how good the code or the visual design.

This book is about knowing your audience and using that knowledge to create great software. It will help you avoid situations like Typhoon while still retaining the creativity that leads to innovative, exciting, unique, profitable products. User experience research is a collection of tools designed to allow you to find the boundaries of people's needs and abilities, and its core, the philosophy espoused here, is not about creating solutions but defining problems. The ultimate goal is not merely to make people happy; it's to make successful products by making people happy. When you know what problems people have, you are much less likely to create solutions that address the wrong problem, or worse, no problem at all.




Observing the User Experience. A Practioner's Guide for User Research
Real-World .NET Applications
ISBN: 1558609237
EAN: 2147483647
Year: 2002
Pages: 144

flylib.com © 2008-2017.
If you may any questions please contact us: flylib@qtcs.net