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Office 2007
introduced
a totally
redesigned
user experience

How and why
did it happen?
August 2003
• Product Cycle Begins


     September 2005
     • First Public Demo of the New Office UI at PDC


          November 2005
          • Beta 1


               May 2006
               • Beta 2


                     November 2006
                     • Released to Manufacturing
   Conventional wisdom:
     “Office is good enough.”
     “People only use the same 5% of Office.”
     “Everything I need was in Office [95, 97, 2000].”
   Asking real people told us a different story:
     “I’m sure there’s a way to do this, but I can’t figure
      out how.”
     “Office is so powerful, I would be better at my job
      if I knew how to use it more.”
We added new features…
  …but hardly anyone found or used them

Office seemed increasingly complicated…
   …and that seemed to get worse every year

People want better ways to get things done…
   …but they assume nothing will ever change
Ye Olde Museum Of
    Office Past
Menus and Toolbars were designed for less
full-featured programs
The feature set of Office had grown and
stretched existing UI mechanisms to
the limit
It was harder to find functionality than it was
a decade ago
   “There must be a way to do this…”
   “I don’t even know where to start looking.”
The Ribbon          Enhanced Status Bar
Galleries           Live Zoom
Live Preview        Customizable Status Bar
Contextual Tabs     KeyTips and
Quick Access        Keyboard Navigation
Toolbar             Streamlined Options
Mini Toolbar        Context Menus
Enhanced Tooltips   Office Menu
Think about features instead of commands
Present functionality at a higher level
Illustrate features by their results
Use galleries to get the user close to the
result they want to achieve as quickly as
possible


Compare to: Command-Oriented Design
Design
Research            Prototypes   Evaluation
           Tenets
Design
Research            Prototypes   Evaluation
           Tenets
and one part science.
User interface is the language by which
software communicates to a human what
it’s capable of

People have an emotional relationship with
their computer
  On average, Office users spend more 1-on-1
  time with Office than with their spouse
Visited people at their workplace
Visited people in their home
Invited people into our labs for freeform
working and discussion
We amassed over 10,000 hours of video of
people using Office


How did people feel when using Office?
The
“Sense of Mastery”
    was gone
   Over 3 billion data sessions collected from
    Office users
   ~2 million sessions per day
   Over the last 90 days, we’ve tracked
    352 million command bar clicks in Word
   We track nearly 6000 individual data points
   We couldn’t have done this without data!
   Which commands do people
    use most?
   How are commands commonly
    sequenced together?
   Which commands are accessed
    via toolbar, mouse, keyboard?
   Where do people fail to find
    functionality they’re asking for
    (in newsgroups, support calls,
    etc.)?
Design
Research            Prototypes   Evaluation
           Tenets
“[I feel] a sort of terror
when, finding myself before
the infinitude of possibilities
 that present themselves, I
    have the feeling that
 everything is permissible...
…If nothing offers me any
resistance, then any effort is
     inconceivable, and
     consequently every
   undertaking becomes
            futile.”
Make the software easier to use
Help people save time
Help people to discover more of the power
of Office
Help people create beautiful, powerful
documents
   A person’s focus should be on their
    content, not on the UI. Help people work
    without interference.
   Reduce the number of choices presented at
    any given time.
   Increase efficiency.
   Embrace consistency, but not homogeneity.
   Give features a permanent home. Prefer
    consistent-location UI over “smart” UI.
   Straightforward is better than clever.
   Someone has a design idea:
   Take the idea and validate against the
    design tenets


                “Straightforward is better than clever.”
Design
Research            Prototypes   Evaluation
           Tenets
You can do anything in the world.
What should you do?

Hundreds of discrete prototypes were
created
   Over 25,000 images alone

Everything from scratches on the
whiteboard to elaborate Flash prototypes
Lots of late nights…
First step: Conceptual Prototypes
Designed to explore a few key concepts
deeply (as opposed to broadly)
A few examples:
  The Configurator
  Fluid Menus
  The Strawman
  Full-Page UI
  Ring Task Guide
Reset Picture


   Add to Favorites
Microsoft Confidential
Microsoft Confidential
Design
Research            Prototypes   Evaluation
           Tenets
Beta Users (internal and 3 million external)
Anecdotal Feedback (blogs, forums)
Benchmarks and Metrics
Observations and Interviews
Usability Studies (around the world and remote)
Card Sorts and Paper Prototypes
Surveys
Longitudinal Usability Studies
Long-Term Deployments (5 months+)
Truman Show
SQM (Customer Experience Improvement Program)
Measures the impact of the product on
someone over a number of months
Rich, direct feedback mechanisms (both
anecdotal and raw instrumented data)
Studying learning curve, feature depth of
usage, efficiency
The single most valuable source of
actionable feedback for us
Card Sorts
  Physical and Virtual
Feature Affinity Research
Command Loops
Beta Feedback
Longitudinal Usability

Needed to keep getting fresh eyes!
Game Show
What Do These Have In Common?
Find out the current number of words
Turn on speech command and control
Create a SharePoint Document Workspace
Print Envelopes
Open the Visual Basic Editor
Turn on hyphenation
Merge the contents of multiple documents
Start a web conference
Tweak AutoCorrect settings
They’re all on the
Word 2003 Tools menu!
Learn how people interact with the UI by
watching where they look
Two types used:
   Heat map
   Gaze tracking
Help to understand linguistic similarities and
differences
   Right-to-left reading languages
   Vertical text languages
Design




Evaluate                    Prototype




       Code            Evaluate
Planted the “culture of iteration” in the team
Time to iterate was accounted for in the dev
schedule
Certain things we knew we’d need to do
3 times to get right
Our architecture was designed to make it
possible for us to iterate late in the cycle
   Only way to respond to longitudinal usability
Case Study: Object Formatting
Case Study: Object Formatting
Case Study: Object Formatting
Case Study: Object Formatting
Case Study: Object Formatting
PC World:


Consumer Electronics Show (CES):


Office 2007 #1 on Amazon.com software
Make the software easier to use
Help people save time
Help people to discover more of the power
of Office
Help people create beautiful, powerful
documents
makes it easier to create professional looking documents
                                         is more fun to use
                                  is more enjoyable to use
   requires fewer steps to accomplish what I want to do
                                            is more intuitive
  makes it easier to discover new features and functions
                                             is simple to use
                                              is easier to use
                                              is easy to learn
            enables me to accomplish tasks more quickly
                                    better meets my needs
                         makes it easier to get tasks done
  enables me to find and use new features more quickly
                              makes me more productive
                                 makes me more effective
                                               saves me time
                             makes it easier to do my job
                    enhances my effectiveness on the job
                                     gives me more control
     gives me more control over the activities in my life
                               makes my job less stressful

                                                                 0%   10% 20% 30% 40% 50% 60% 70% 80% 90% 100%

            Strongly Agree             Somewhat Agree                 Somewhat Disagree   Strongly Disagree
Design
Research            Prototypes   Evaluation
           Tenets
My Office User Interface Blog:
http://blogs.msdn.com/jensenh
© 2008 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries.
The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market
    conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation.
                                        MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.
U X09  Harris

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U X09 Harris

  • 1.
  • 2. Office 2007 introduced a totally redesigned user experience How and why did it happen?
  • 3. August 2003 • Product Cycle Begins September 2005 • First Public Demo of the New Office UI at PDC November 2005 • Beta 1 May 2006 • Beta 2 November 2006 • Released to Manufacturing
  • 4.
  • 5.
  • 6. Conventional wisdom:  “Office is good enough.”  “People only use the same 5% of Office.”  “Everything I need was in Office [95, 97, 2000].”  Asking real people told us a different story:  “I’m sure there’s a way to do this, but I can’t figure out how.”  “Office is so powerful, I would be better at my job if I knew how to use it more.”
  • 7.
  • 8. We added new features… …but hardly anyone found or used them Office seemed increasingly complicated… …and that seemed to get worse every year People want better ways to get things done… …but they assume nothing will ever change
  • 9.
  • 10.
  • 11.
  • 12. Ye Olde Museum Of Office Past
  • 13.
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  • 26.
  • 27.
  • 28.
  • 29. Menus and Toolbars were designed for less full-featured programs The feature set of Office had grown and stretched existing UI mechanisms to the limit It was harder to find functionality than it was a decade ago “There must be a way to do this…” “I don’t even know where to start looking.”
  • 30.
  • 31.
  • 32.
  • 33.
  • 34. The Ribbon Enhanced Status Bar Galleries Live Zoom Live Preview Customizable Status Bar Contextual Tabs KeyTips and Quick Access Keyboard Navigation Toolbar Streamlined Options Mini Toolbar Context Menus Enhanced Tooltips Office Menu
  • 35. Think about features instead of commands Present functionality at a higher level Illustrate features by their results Use galleries to get the user close to the result they want to achieve as quickly as possible Compare to: Command-Oriented Design
  • 36. Design Research Prototypes Evaluation Tenets
  • 37. Design Research Prototypes Evaluation Tenets
  • 38. and one part science.
  • 39. User interface is the language by which software communicates to a human what it’s capable of People have an emotional relationship with their computer On average, Office users spend more 1-on-1 time with Office than with their spouse
  • 40. Visited people at their workplace Visited people in their home Invited people into our labs for freeform working and discussion We amassed over 10,000 hours of video of people using Office How did people feel when using Office?
  • 41.
  • 43.
  • 44.
  • 45.
  • 46.
  • 47. Over 3 billion data sessions collected from Office users  ~2 million sessions per day  Over the last 90 days, we’ve tracked 352 million command bar clicks in Word  We track nearly 6000 individual data points  We couldn’t have done this without data!
  • 48. Which commands do people use most?  How are commands commonly sequenced together?  Which commands are accessed via toolbar, mouse, keyboard?  Where do people fail to find functionality they’re asking for (in newsgroups, support calls, etc.)?
  • 49.
  • 50. Design Research Prototypes Evaluation Tenets
  • 51.
  • 52. “[I feel] a sort of terror when, finding myself before the infinitude of possibilities that present themselves, I have the feeling that everything is permissible...
  • 53. …If nothing offers me any resistance, then any effort is inconceivable, and consequently every undertaking becomes futile.”
  • 54. Make the software easier to use Help people save time Help people to discover more of the power of Office Help people create beautiful, powerful documents
  • 55. A person’s focus should be on their content, not on the UI. Help people work without interference.  Reduce the number of choices presented at any given time.  Increase efficiency.  Embrace consistency, but not homogeneity.  Give features a permanent home. Prefer consistent-location UI over “smart” UI.  Straightforward is better than clever.
  • 56. Someone has a design idea:
  • 57. Take the idea and validate against the design tenets “Straightforward is better than clever.”
  • 58.
  • 59. Design Research Prototypes Evaluation Tenets
  • 60. You can do anything in the world. What should you do? Hundreds of discrete prototypes were created Over 25,000 images alone Everything from scratches on the whiteboard to elaborate Flash prototypes Lots of late nights…
  • 61.
  • 62. First step: Conceptual Prototypes Designed to explore a few key concepts deeply (as opposed to broadly) A few examples: The Configurator Fluid Menus The Strawman Full-Page UI Ring Task Guide
  • 63.
  • 64.
  • 65.
  • 66. Reset Picture Add to Favorites
  • 67.
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  • 93.
  • 94.
  • 95.
  • 96.
  • 97.
  • 100. Design Research Prototypes Evaluation Tenets
  • 101. Beta Users (internal and 3 million external) Anecdotal Feedback (blogs, forums) Benchmarks and Metrics Observations and Interviews Usability Studies (around the world and remote) Card Sorts and Paper Prototypes Surveys Longitudinal Usability Studies Long-Term Deployments (5 months+) Truman Show SQM (Customer Experience Improvement Program)
  • 102. Measures the impact of the product on someone over a number of months Rich, direct feedback mechanisms (both anecdotal and raw instrumented data) Studying learning curve, feature depth of usage, efficiency The single most valuable source of actionable feedback for us
  • 103.
  • 104.
  • 105. Card Sorts Physical and Virtual Feature Affinity Research Command Loops Beta Feedback Longitudinal Usability Needed to keep getting fresh eyes!
  • 107. What Do These Have In Common? Find out the current number of words Turn on speech command and control Create a SharePoint Document Workspace Print Envelopes Open the Visual Basic Editor Turn on hyphenation Merge the contents of multiple documents Start a web conference Tweak AutoCorrect settings
  • 108. They’re all on the Word 2003 Tools menu!
  • 109.
  • 110. Learn how people interact with the UI by watching where they look Two types used: Heat map Gaze tracking Help to understand linguistic similarities and differences Right-to-left reading languages Vertical text languages
  • 111.
  • 112.
  • 113.
  • 114. Design Evaluate Prototype Code Evaluate
  • 115. Planted the “culture of iteration” in the team Time to iterate was accounted for in the dev schedule Certain things we knew we’d need to do 3 times to get right Our architecture was designed to make it possible for us to iterate late in the cycle Only way to respond to longitudinal usability
  • 116.
  • 117. Case Study: Object Formatting
  • 118.
  • 119. Case Study: Object Formatting
  • 120.
  • 121.
  • 122.
  • 123.
  • 124. Case Study: Object Formatting
  • 125.
  • 126.
  • 127.
  • 128. Case Study: Object Formatting
  • 129.
  • 130.
  • 131.
  • 132.
  • 133.
  • 134.
  • 135. Case Study: Object Formatting
  • 136.
  • 137.
  • 138. PC World: Consumer Electronics Show (CES): Office 2007 #1 on Amazon.com software
  • 139. Make the software easier to use Help people save time Help people to discover more of the power of Office Help people create beautiful, powerful documents
  • 140. makes it easier to create professional looking documents is more fun to use is more enjoyable to use requires fewer steps to accomplish what I want to do is more intuitive makes it easier to discover new features and functions is simple to use is easier to use is easy to learn enables me to accomplish tasks more quickly better meets my needs makes it easier to get tasks done enables me to find and use new features more quickly makes me more productive makes me more effective saves me time makes it easier to do my job enhances my effectiveness on the job gives me more control gives me more control over the activities in my life makes my job less stressful 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Strongly Agree Somewhat Agree Somewhat Disagree Strongly Disagree
  • 141. Design Research Prototypes Evaluation Tenets
  • 142.
  • 143.
  • 144. My Office User Interface Blog: http://blogs.msdn.com/jensenh
  • 145. © 2008 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.