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the180 - Don't Spend a Dime on Technology...

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Don't Spend a Dime on Technology.....

...... Until You Know It Works!

According to Wall Street Journal, "Roughly 40% of all information-technology projects fail or are canceled. ... The average aborted project is slated to last 27 weeks, but is canceled after 14 weeks. Companies spend nearly $1 million, on average, on projects that fail." (bolding not in original article)
- "Tech Project Inefficiencies Found in Corporate Study," WSJ, 11/14/2000

It doesn't have to be this way.

Don't spend a dime on technology until....

... You create task scenarios.

  • They describe a likely motivation and circumstance for a real user.
  • They rely on someone using the proposed new or modified technology.
  • The scenarios must deal with common and critical tasks that justify the proposed technology investment.

... You create fast prototypes of the final screen design.

  • Can be done very effectively with paper, pencil, scissors, and post-it correction tape.
  • 'Fake' the data quickly with pencil and paper.
  • Neatness doesn't count, and in fact gets in the way.
  • Testers will take the prototypes as seriously as you do.
  • Example of what a paper prototype looks like is at http://www.grantconsulting.com/whateverPrototype/
  • 90% if what matters to your users and customers can be represented with this kind of prototype.

... You prepare for the test.

  • Designate someone to do nothing but manage the prototype.
  • Known as the 'human computer'.
  • One other person should observe and take notes.
  • Ideally, a third person facilitates.
  • You grab a user to test your design.
  • Ideally someone outside your organization.
  • Ideally someone close to your customer profile.
  • AT LEAST get somebody, even if someone from customer service or a friend.
  • Get someone from outside the project.

... You do the test.

  • The facilitator has the user read aloud your scenario.
  • The user uses her pencil to 'point-and-click' and to 'type' in data.
  • The human computer busily puts the correct 'parts' of the computer screen in front of the user.
  • The human computer puts the correct 'data' in front of the user.

... You get valuable feedback.

  • 100%, no-doubt-about-it, works-every-time-it-is-tried, feedback that WILL prompt you to change the design.
  • All without a dime spent on programming.

... You make changes to the prototype, and test it again.

  • Don't wait long, best if you already have another user scheduled to come the next day.
  • Make changes, test, and repeat for several times until it is good enough.

 

When done, you have a superior technology design you can put your confidence -- and your money -- in.

 

Posted January 22, 2002
By Joe Grant

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