When working with users, I am frequently reminded of this conversation in David O. Russell's movie Three Kings:
GATES
What is the most important thing in life?TROY
What are you talking about?GATES
What's the most important thing?TROY
Respect?GATES
Too dependent on other people.VIG
What, love?GATES
That's a little Disneyland, isn't it?DOC
God's will?GATES
Close.TROY
What is it then?GATES
Necessity.TROY
As in..?GATES
As in people do what is most necessary to them at any given moment. Right now what is most necessary to Saddam's troops is to put down the uprising. We can do what we want, they won't touch us.TROY
All right. I'll be wearing fashionable Kevlar.
This is a wartime version of what Steve Krug, in his book Don't Make Me Think, calls satisficing:
When we're designing pages, we tend to assume that users will scan the page, consider all of the available options, and choose the best one.In reality, though, most of the time we don't choose the best option—we choose the first reasonable option, a strategy known as satisficing. As soon as we find a link that seems like it might lead to what we're looking for, there's a very good chance that we'll click it.
I'd observed this behavior for years, but its significance wasn't really clear to me until I read Gary Klein's book Sources of Power: How People Make Decisions. Klein spent 15 years studying naturalistic decision making: how people like firefighters, pilots, chessmasters, and nuclear power plant operators make high-stakes decisions in real settings with time pressure, vague goals, limited information, and changing conditions.
Klein's team of observers went into their first study (of field commanders at fire scenes) with the generally accepted model of rational decision making: Faced with a problem, a person gathers information, identifies the possible solutions, and chooses the best one. They started with the hypothesis that because of the high stakes and extreme time pressure, fire captains would be able to compare only two options, an assumption they thought was conservative. As it turned out, the fire commanders didn't compare any options. They took the first reasonable plan that came to mind and did a quick mental test for problems. If they didn't find any, they had their plan of action.
Make sure you're designing for what is necessary rather than what is possible. Designs that assume more investment on the part of the user are doomed, because they are designing for idealized behavior rather than actual behavior. Users really don't care about your application-- they have specific goals and will do only the absolute minimum necessary to achieve those goals. For web sites, Steve lists a few reasons users may behave this way:
For a more in-depth discussion, I strongly recommend picking up a copy of Don't Make Me Think.
I assume you've also read Malcolm's Gladwell's "Blink" -- also about decision making, although his emphasis (including among people whose decisions are super critical) is in how fast decisions are made.
mike on March 27, 2005 4:18 PMI've heard of it, but haven't read it.
I also found another article recently which talked about the "going second" phenomenon-- where contestants, of any type, who go later tend to score better. They proved this statistically using olympic results. Really fascinating. There was an episode of Penn & Teller's "bullshit" where they observed this phenomenon accidentally, and it was amazing how consistent it was-- the 2nd person to appear was ALWAYS graded higher, no matter what variables they changed.
I'll have to dig up that link, but in the meantime, remember to never go first..
Jeff Atwood on March 28, 2005 12:03 PMMaybe that has something to do with the format of a lot of multi-day competition, in which the people who score better on the first day go last on the second. Even in events where that is not the case, an experienced judge may well subconciously weight the latter performers scores higher out of simple habit.
Richard on March 28, 2005 6:10 PMAh, here it is:
> In fact, the idea for the research emerged when Bruine De Bruin was looking for an apartment herself. It would be nice if we could see all the options available when we are trying to make a decision, she says, but "in the real world it doesn't always work that way. You can't see all the options at the same time." Even while looking for an apartment, she says, she tended to exaggerate the importance of the good things in the apartments she viewed last as opposed to those she had seen earlier.
http://abcnews.go.com/Technology/DyeHard/story?id=541432&page=1
You can also see this in action on Penn & Teller's Bullshit DVD, season 1, disc 2. It's the episode where they test "pheremones" using twins.
http://www.amazon.com/exec/obidos/tg/detail/-/B00019PDNY/104-4559561-6608715?v=glance
It's really shocking to see, because it is so.. repeatable. No matter what they varied, across dozens of people, the second twin was always picked. If I hadn't seen that DVD prior to reading that article, I'd be skeptical too.
Jeff Atwood on March 28, 2005 11:00 PM| Content (c) 2009 Jeff Atwood. Logo image used with permission of the author. (c) 1993 Steven C. McConnell. All Rights Reserved. |