Shadowing Practice: Why User Experience Is Harder Than Engineering - Learn English Speaking with Video

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Hello, welcome back to China Manufacturing Decoded from Sophist.
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Adrian hosting today and Paul Adams, our head of new product development, joins me for this episode.
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Hello, Paul.
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Adrian, good to be back.
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How are you doing, sir?
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Well, we're recording this just after England have crashed out of the World Cup.
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So try to minimise the long faces today and still enjoy the podcast.
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yeah yeah yeah it's uh less said about
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that the better i think that's it that's it we move
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we move on good effort boys good effort that's it that's it that's it um
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so episode 337 today and we're going to be talking a little bit about uh user experience
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so let's say you've got a product and it meets every specification
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and it passes all of the tests
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but it's still actually kind of of frustrating users it sounds like the product is fine
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but clearly there's something that is not okay
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and you know the users they don't experience all the stuff
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that happens beforehand so test results and and uh
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and the different testing
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and whether it reaches a specification they're going to experience actually using the product
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so if it doesn't respond properly or the controls aren't very clear or it feels awkward somehow,
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that's going to be negative for users.
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So what I'd like to explore today with you,
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Paul, is why user experience is actually often harder to get right rather than the engineering itself.
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So for the first question,
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how can a product pass every technical test but still fail when it's in a user's hands?
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Well, yeah, this is an interesting topic and that's a very good question to open the adventure, I think.
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And I guess a specification is a checklist, okay, is not an end product.
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And I think that's the key thing.
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Now, a specification should be a measurement or a voltage or timing or something very,
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very specific that has a number or a specification against it.
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Okay.
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Whereas the user experience, you can't really pin that down to anything very, very specific in a specification.
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Okay.
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So the specification may be, um, it's, it's a soft touch or it's a hard touch or it's got the grip or whatever the case may be.
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You can write that down.
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Yeah.
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But until you actually get it in your hands or the user starts to use it for real, then that's when you start to get the feedback.
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Right.
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And your, you know, detailed specification where you've written down that the grip of a, uh, let's call it a pistol drill,
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you know, so I have an electric drill, whatever the pistol can be.
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You said, you know what?
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It needs to be soft.
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It needs to be pliable.
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It needs to be actually a sure hardness of 60A.
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Yeah.
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It's very, very specific, but how does that actually feel in the right?
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So this is very, very different when it comes to each person using it.
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You can't actually write that down in numbers.
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I think this is where things go wrong.
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So there's actually, you know, for example, I've got a live case I'm working on at the moment where it's a battery-operated product.
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And you can imagine in the packaging, you need to lift out the products from the packaging.
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Now, depending on how to look it out on where the product is actually put into the packaging, there's finger holes to pull this out.
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Right there is potentially the on-off button.
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Now, during our pre-production testing, we built a number of products.
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and the operators were putting the product into the packaging
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and now accidentally turning on the products as they were putting
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in the packaging okay it gets sent out to the customer
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the customer says no this product's fault is no good
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or it's right they're not even charged even when I buy my
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expensive phones they come at 80% charge this is dead already you know user experience straight out the box,
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you know, first experience is this product's not good,
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you know, because we've had an accidental mischief on the way it's being operated.
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Now, is it correct?
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Well, a specification says it was supposed to be turned on by the press of a button.
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Okay.
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In this particular case, talk to the customer about this.
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This is a good point.
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Let's change it to a two second long press.
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okay excellent okay let's build iteration software change and we sent
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that out to a number of people
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and the feedback was the product's faulty it doesn't turn on
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okay it does all you got to do is hold it
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for two seconds for all of our products all i've got to do is hold it for
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you know two milliseconds or whatever and it turns on
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so again we discussed that internally and with the customer
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and said look this is the actual real life this is
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the user experience okay not the specification specification is correct it's all about the user experience the user experience
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regardless whether it comes out of the bro you know it's when you turn it on it's a short on
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long off okay
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so we've changed it what we've done in order to overcome the accidental press down is remove the the position
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or the orientation of the how it puts in in other words we have
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four finger groups we remove two so the only way
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that you could actually manage to put the product into the packaging
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and take it out of the packaging is where the on off button was not located
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so that will overcome that problem and it resolved the user experience by getting
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that feedback to how it's expected okay
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so this is all about specification versus real life user experience
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okay you can't necessarily in this case it was a number literally two milliseconds versus two seconds was wrong
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but we wouldn't have done that unless we had that user experience feedback
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and not another one i'm working on as well is you take the product safety specification
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and look at temperature okay
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so you know it's like i've got a speaker yeah recipe
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does it get hot no it doesn't is it comfortable hold yes it is
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but if i go down kitchen and pick up my kettle
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and it's just boiled man i'm not going to be able to pick
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that up okay specification says right the temperature of the outside
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surface of a product uh exclude the kettle obviously should be
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less than 60 degrees centigrade from a safety point of view
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now obviously there's variations with respect to how long you can hold it you know there's talking about seconds
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but if you come up with a product
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that says right okay 60 i want to go 40
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so we've got plenty of safety margin so that 40 degrees
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that sounds all right that's all good okay look at that written down in a specification
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We actually build the products in 40 degrees okay user experience
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okay there's a kitchen product for example now it's on therefore it is at 40 degrees
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user picks it up in the kitchen
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because they want to move it from one service work service to the kitchen table or
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or another counter okay halfway through they're thinking oh this is
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getting hot what do they do burn the hands drop it
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or run whatever the case may be does it make the
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stress of game yes it does with quite a bit of
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safety margin is it comfortable for the user no it's not um
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so you know it's specification and the feel or user experience is
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that that gap that is often forgotten about okay
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and this is i think the key theme with respect to this whole podcast
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and what we're talking about here is specification is one thing
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the user experience is not necessarily something you put down accurately in a product spec
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or product requirement at all
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so i think those two real life experiences i've been working
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on just recently um come to mind give this uh a
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really good grounding with respect to yeah how we how we address this let's say
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which i think is the next section we should talk about yeah it's more nebulous isn't it uh
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when you're in the development
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phase of of bringing your product to market
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because it's like until you get the product into users hands there's actually all bets are off yeah yeah exactly
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so yeah in um yeah for example right the usability right is harder than the engineering aspect
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when it comes to design let me explain what
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that means you know and i've already alluded to this a little bit um
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so the engineering has the right answer okay experience does not
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and which i sort of said earlier
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because you can't actually write the experience down as a specification sometimes now for example uh
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and i said something about this and you take a circuit
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or it either works
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or it doesn't you know you take a tolerance now a tolerance could be held
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or it can't you know with intolerance
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or it's a help in other words it's very easy to prove
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when the engineering aspect is being solved or it's not
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so very clear cut with usability on the other hand that's
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a bit of a fuzzy area you know there is no clear line with respect to how to actually say
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that yes this has actually passed all of the specifications from
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a usability point of view say i'll take a product right i'm testing it
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and i think oh this is great it feels good in
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my hand it does what it's supposed to do um it doesn't you know, it's not too heavy.
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It's perfect for me.
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It's great.
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You then get the bird, Adrian, and you go, well, actually, it's a bit light.
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It feels a little bit flimsy to me.
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We put it onto my own mum, for example, bless her.
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You know, that's too heavy.
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You know, I can't use it at all.
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So again, we need to understand that the usability is very fuzzy with respect to who's using it to start with
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what's the intention of the product right
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and how we address all of those moving forward with respect to how do we get a solid design
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that meets probably not everybody's usability experience
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but certainly well on the way to nine percent and
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that is you know what let's face it that's what products are all about solving a problem
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that you've got a problem you need a solution now
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that is where the product comes in it solves the solution or provides the solutions that you've got
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now it depends as like i said earlier depends on the
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device it depends on using it depends on whether it's left hand
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or right hand it what that again so yeah that's the old joke he's got a left-handed toothbrush.
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Guess what?
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But it's all of these things that need to be taken into consideration.
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And that is the difficult part.
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And this is why the usability is a lot more difficult to actually pin down than anyone else.
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Now, I want to talk about why this is underinvested, not investigated, probably is as well um
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but it's not in my mind is not enough time
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or effort or funds within the mpi process
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that is allocated to this particular area and here's why okay
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and and again no no surprises here it's not in the spec you can't actually put it in the spec
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or if it is in the spec it's a little bit ambiguous
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or it's a little bit you know you're sure a 60 what does
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that mean is it a soft touch hard touch is it
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like what about the texture what about the grips about them right
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and all people children you know it's all these different things
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that come into it from a specification point of view let's
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say intolerance out of tolerance very easy okay well who's going to spend money on
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it's field trials on the product you haven't got okay very
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very difficult in in development now you can actually produce um
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prototypes early early uh products intent with respect to it's a dummy product
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but it weighs about the same as what it was
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and we're only going to be testing one of this one feature that's a great idea how many people do
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that not many okay under-invested in this particular area is it
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hard to measure very hard to measure very hard to measure
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particularly when it's subjective okay yeah
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so i said earlier perfect for me a little bit you know a little bit light for you
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but too heavy for my mom you know who's right who's right okay
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because this is a subjective answer
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that we're trying to actually pin down this specification how do you do
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that there's a very fuzzy area like i said earlier um you know
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and it's very difficult to actually say you know i'm gonna
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i'm gonna spend twenty thousand dollars on this particular area now
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if you've got that great i suggest you try and do
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that and we can actually help you do
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that with respect to like i said earlier early prototypes
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that specifically are designed to actually capture one particular area of
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a product like from a usability point of view um
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and another thing it's this often comes up too late in
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the mpi process in other words people don't do it at the early process stage
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and they don't get the feedback until we're in production
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or pre-production let's say where the pre-production is already in other words tooling is done we've got the jigs
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and fixtures we've got everything ready and this is like pre-production
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when you get a mass production you're going to order the next order is on the container loads
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and then you're getting feedback that was saying, you know, oh, it's too heavy, it's too light, it's too this, too that, it's wrong, then you've got a product that's failed.
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Did it fail from a specification?
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No. It ticked all the boxes.
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Everything was green as we went down the checklist.
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It passed the NPI process.
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It passed the final phase gate for the spec team.
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Yes, let's go to mass production, but it still failed from user experience.
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And this is why we are suggesting that let's look at this earlier in the MPI process,
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as opposed to waiting until you've got a final product.
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I'm trying to look around, for example, with my microphone that I had plugged earlier
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but you know it's a great little great little products you know does it work yes it does
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but it couldn't have worked at some point in certain circumstances you know etc etc you know
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so you know it's it's one of those situations where it's under investigative uh under invested story
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and investigative because it's a very difficult thing to actually pin down i mean very very good
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and you can never judge this yourself because it's your pro it's the best thing ever
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don't get the engineers designed it to actually judge it before
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because i designed it it's gonna be great it's a perfect product yeah get people
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that have never seen it before don't even know how to
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use it nothing about it just get it to a blind with respect to give me your feedback
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that is the best way you can actually do this for
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sure your example about um some some products being too heavy
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my grandmother um she needed a new vacuum cleaner i bought her one really nice big one um wireless
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but too heavy and she doesn't like it uh but
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if you want one with a powerful motor they are quite heavy
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so is it bad is it wrong no
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but is it actually good for you know elderly people
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or some elderly people actually no i've got exactly the same situation you know
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so my old mom you know she's uh mid-80s you know
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she can't get around too much she must have vacuumed
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that she can't even get the vacuum out of where it's stored you know let her use it um
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so you know it's just one example you know this is one
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so i've got a good example right i had
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when i was um many years ago i was living in
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china i bought myself a new phone this this thing is
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it looks wonderful it's beautiful touch screen uh this many years ago i'm not going to tell you many years ago
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and it was like it was beautiful how many times did i drop
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that in a day i can't tell you why
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because it was too slippery it it was just the wrong material you know function wise beautiful
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i got rid of it within a month one month i must have dropped out about 40
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or 50 times it was insane yeah it just wouldn't stay
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in your hands you know it's just wrong material you know too smooth
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so again this is a great uh example with respect to
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product was great it probably ticked all of the boxes from
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a specification for a view including cost um back then did it work well yeah it works
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but user experience i hated it hated it you know i
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couldn't keep it in my hands i don't know why it's
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just i changed it after then every other phone after
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that never had the same problem you know so it was the material
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that was used on the on the case that was just snubber
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and it could be something as simple as
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that yeah absolutely okay yeah yeah absolutely absolutely
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so we know what the problem is right uh
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but how do we identify these experience problems these experience faults
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um you know is there are are there some tips
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that you can share
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that can help us to know where to find them um
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yes yeah yeah for sure for sure um it's uh you
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know it's we're looking at i'm going to break this down
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a few things okay um timing okay let me touch on timing that's in the specification
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but it feels broken for example on
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that lamp for example yeah the specification says wake up
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or turn on uh after two seconds okay the feedback was doesn't work
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you know
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because the expectation from the user was as soon as you press the button it turns off okay
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so twirling is a key thing with respect to specification is
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something you need to get the user experience to actually provide
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an accurate timing i've got multiple points where this is absolutely critical with respect to user experience is it working
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or isn't yeah are the lights flashing right
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or is it my eyes you know is it on or is it off i'm not sure
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you know timing is a thing
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so don't use uh your gut feel get user feedback with
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respect to what timing you need to put on particularly in
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the trans press okay i'm talking about turn on turn off
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um reset you know after how many times does uh your
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phone go you know black you think oh by the minute i'm still looking at it was gone blank yeah
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so you're looking at response levels you're looking at pauses you're looking at pressing nothing happened
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so timing is one of those things
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that is quite easy to actually put in specification get it
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right once you get user feedback okay well another one is um feedback that's missing
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or it's ambiguous you know well to you know all of these are mentioned earlier
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but breaking down into specifics you know i'm talking about getting user feedback on for example a product
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that gives you a sound feedback like a beep
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or something like this is the beat too loud isn't it
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loud enough is it too long is it the wrong pitch
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is it high pitch by pitch some people can't hear it low pitch yeah is it annoying you know
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you've got in the specification product will beep for 30 seconds once it's doing this
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or it will beat twice once it turns on that's great it pops as a specification you know
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but a lot of people say i hate this product
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that the noise it makes is to drive me nuts you know get it right you know
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so it's not necessarily about the specification it's getting the the details from user experience this is why i'm saying
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if you didn't get early feedback so much the better okay
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so much the better don't wait until you've got products in the market where it's expensive to change
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or do over the updates or whatever the case may be
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because first unit experience is so important
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because that's where your uh that's where your real feedback is
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when it comes to reviews for example bad review product don't
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work yes it does you just didn't hold it down long enough yeah uh too late no
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another one is um reachability and readability okay
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if it's got a button on it make sure it's tactile enough to actually understand what you're feeling.
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I've run a motorbike and i've got an intercom so
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when i've got my gloves on it's quite difficult
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when i've got my gloves off it's easy for me to
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actually say oh this is the intercom i want to talk
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to the passenger on the back this is the income where the volume's up
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or the volume's down or whatever the case may be
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because i can beat it okay i haven't got a look
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i can't look you know i'm riding my bike okay so So this is something that is really, really important from a usability point of view.
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Again, very, very easy to actually put a design inside.
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So you say, here's the symbol, put that on, we'll have that XYZ.
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It's got the symbol on it, but does it work for the user?
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Again, this is where you need that information.
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Label on the products, okay?
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Serial number.
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If you've got a problem, just give us a serial number.
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Where do I find the serial number?
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Can't find it anywhere it you know make sure it's visible
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and readable okay not printed on the inside
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so no one can see it yeah make sure it's readable reachable
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and accessible um is it hard to press yeah make sure the buttons you know it works yeah it works
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but yeah my poor old mom your grandma yeah can't press
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it you know that's no good it doesn't work yeah pressability
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usability reachability all of these things are again in the in
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the fuzzy specification area with respect to does it meet the
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specification yeah we've got a button we've got the symbol
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and it works okay but to what level okay
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so again this is something uh very very simple to you know write down
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but not as easy to actually get right so physical reach
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and readability is one thing another one is setup oh my
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goodness i am one of those type of guys will get the user manual throughout the window
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and let's go for it myself you know as most guys
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are okay no this is not necessarily the best way forward all right make sure
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that your product is either intuitive to set up
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or the user manual is so easy to read
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that anybody can do it okay this is really really key
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when it comes to a new product launch particularly
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if it's a an innovative product that's new to the market
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where you've never got one of these on the market before how does everybody oh this is the same as
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so and so and
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so yeah all we've got to do is press the button
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turn it on the way we go no not necessarily the case sometimes
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so make sure your setup is easy to understand intuitive to the user and clearly written down in the user manual
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again very easy to give feedback on this send out the
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user manual send out a product please give me some feedback
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where can i improve things where can i make it simpler to understand
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okay not everybody you don't need a Harvard degree
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or an Oxford you know a university degree to use this
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thing um yeah it could be uh sort of kindergarten level that's perfect okay so And setup is super, super important.
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A lot of people don't take the time to actually understand that.
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They just say, do do do do do do do do do do in specification, get ripped down the spec.
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Whereas like black and white ones and zeros, yes, what is the case?
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And the other big thing is you've got a product, you've got to live with it.
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Okay.
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You've got to use it you've got to use it not
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just once not just one day not just one week you've got to live with this thing
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if it's your product you need to be able to take this product phone
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and use it as intended now again this may be a little bit biased
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because you designate your products and you're talking about you as the product owner um
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but you will soon realize and understand the this is annoying
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or that could be better you know
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because you actually start to live with it as opposed to
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you wrote the spec you know you agreed all of the
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designs you know you signed off on the tooling you were there for the pv run you know
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and everything like this
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but have you actually used it for any length of time
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has anybody else used it for any length of time
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so you've got to live with it
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so they are my um let's say go to golden nuggets with respect to how do you actually understand
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how to specify usability better than uh make the grip sure 60 well same as everything else
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needs a little bit more than that guys needs a lot more than that so i think that is basically
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the golden nuggets from that one so you know it's it's
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that you know deep diet was to how to use the product
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and i think that
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that last one where i said living with it you will
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not start to understand whether this is a good product
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or it's a bad product for example you know
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if you've got a mobile phone there's a size of a brick
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and it's heavy as a brick you know looks great you
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know potentially it's like you know fantastic best thing since sliced
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bread is it convenient to carry in your bag could you
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put it in your pocket what about you know all of
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these things until you actually live with it you think actually this is not
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so great after all so this is one of the biggest things
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that i would say get early early prototypes as as early as you can or some very very early
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um sort of off tool products you can actually start to use
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and use for a long time now i do have one customer
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that has actually done that
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and in fact i'm using one of the products as well on a daily basis i love it it's great
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and this is where we actually found out that the the on button was
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two seconds that's not intuitive doesn't feel like the two seconds off yes great
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but it needs to turn it on for the one button
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so this is uh much needed okay to understand uh yeah okay
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so uh those those golden nuggets are a good sort of place to end.
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Definitely something to be thinking of.
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And that's why I always enjoy these episodes from the mind of an engineer when we get you on, Paul, because this kind of,
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this is real theory that gets put into practice at a jillion, you know, on the daily.
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So, yeah, I hope that the listeners are getting some food for thought from these these.
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So yeah, specifications, all well and good, but when it comes to user experience,
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that's not necessarily going to be the be all and end all.
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Yes, true.
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Yeah, you need to feel it, use it and live with it.
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There you go.
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That should be the title of the podcast.
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Nice one.
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Great, okay.
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Well, thanks for joining us, Paul.
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And to the listeners, thanks for joining us as well.
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Any other questions, do contact us and let us know.
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We will be back next week as normal.

About This Lesson

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