Slashdot Mirror


Ask Slashdot: Convincing a Team To Undertake UX Enhancements On a Large Codebase?

unteer writes: I work at a enterprise software company that builds an ERP system for a niche industry (i.e. not Salesforce or SAP size). Our product has been continuously developed for 10 years, and incorporates code that is even older. Our userbase is constantly expanding, and many of these users expect modern conveniences like intuitive UI and documented processes. However, convincing the development teams that undertaking projects to clean up the UI or build more self-explanatory features are often met with, "It's too big an undertaking," or, "it's not worth it." Help me out: What is your advice for how to quantify and qualify improving the user experience of an aging, fairly large,but also fairly niche, ERP product?

9 of 192 comments (clear)

  1. Go Work for the Competition by TechyImmigrant · · Score: 5, Insightful

    Your product UI stinks. Sooner or later someone will come along with a better product and eat your lunch. Your customers hate your product because of the bad UI. The business is at extreme risk.

    So find out who the competition is and get a job there.

    --
    I should use this sig to advertise my book ISBN-13 : 978-1501515132.
    1. Re:Go Work for the Competition by Anonymous Coward · · Score: 5, Insightful

      Interesting place you work where developers set the companies strategic priorities. I don't see that often. Are you sure you have correctly identified the people you need to convince?

    2. Re:Go Work for the Competition by Penguinisto · · Score: 5, Interesting

      Barring the idea of jumping ship, just go make some pretty images and/or a mock-up site showing the UI enhancements, and then show them to some of the head honchos at Marketing. Be sure to include lots of eye candy and extraneous gee-whiz shit that will be naturally pared off when the final requirements are drawn-up by Management.

      You'll be re-writing the UI within a month at the most.

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    3. Re:Go Work for the Competition by ShanghaiBill · · Score: 5, Insightful

      Nobody high up in a big company cares about legacy code and technical debt.

      Then focus on what they do care about: money. If you can show the decision makers that the company is losing customers and revenue, and you can quantify that, then fixing the UX will become a priority. If you are not losing revenue over this issue, then the development team should be working on something else.

  2. You're asking in the wrong place by iONiUM · · Score: 5, Insightful

    Slashdot is notoriously against changes in UI/UX. Look at all the hate against almost *every* modern UI in all comments.

    And before you give me the "Metro is shit! Flat icons are shit! Fuck Unity!" arguments, show me *one* place where the general Slashdot consensus on a updated UI/UX (within the last 5 years) was actually positive and then I'll listen, because there aren't any. It's all "how do I make it look like Windows 2000?", and "why do you keep changing things to make it look better?"

    And people wonder why Linux (mostly) looks like ass, and why Firefox has a button for every single small thing (and became the monster it is).

    1. Re:You're asking in the wrong place by localman · · Score: 5, Insightful

      Just to be clear UX is not "making it look better". One of the reasons UX is given such low priority by developers is because so many think that UX is just new colors or flat/glossy design. And indeed, if that's what OP is talking about, it is a waste of time for an ERP app. But it sounds like they're talking about workflow enhancements, and that can be a big win. Most people are thrilled to get workflow enhancements. It's just that 90% of the time companies bring out UI window dressing along with workflow limitations and call it a "new improved User Experience", which it is not. Then you end up with people who actually use software to get things done complaining, and people who just play with software thinking the first group is luddites because it looks so much better.

    2. Re:You're asking in the wrong place by sexconker · · Score: 5, Insightful

      Slashdot is notoriously against changes in UI/UX. Look at all the hate against almost *every* modern UI in all comments.

      No, we're against shitty change - change for the sake of change, change that offers less functionality, change that seeks to be "mobile first" when I have an actual monitor in front of me, change that dumbs everything down, change that is inconsistent with what the program actually does, change that keeps changing every few days, change that removes information and slaps on the trend in button styles, fonts, or padding., change not based on actual user feedback, change based on user feedback about how strongly they associate the phrases "emergent design" or "socially conscious" with the brand instead of how the program actually works, etc.

      If you're asking us to change shit and you mention "UX" then we know it's a shit change because we immediately know the type of person you are and the type of changes you want and how frequently you want them.

  3. User Experience expert by Anonymous Coward · · Score: 5, Insightful

    1) You have a functional site or application and a large userbase.
    2) You hire some UXtards whose job it is to change things for change's sake.
    3) The UXtards implement changes like those involved in Digg v3. GNOME 3. Firefox 4-without-the-status bar through Australis inclusive. Windows 8. Google Maps. And, of course, Slashdot beta.
    4) The users revolt.
    5) The devs' jobs depend on constantly learning new frameworks/tech and polishing up their resumes for their next job. The UXtard's job depends on implementing "the vision." The UX manager's career relies on not having the UX redesign project fail. The CEO's career depends on monetization, and he/she is told by the CTO and VPs of engineering that the UX redesign is part and parcel of this. Everywhere along the chain of command, somebody's personal career goals are in direct conflict with the overwhelming negative user feedback.
    6) Everyone in the chain of command issues patronizing puff pieces and blog posts with verbiage like "we're making it better for you!" which are intended to placate the userbase, but which only anger it more, because the users aren't that stupid.
    7) The user feedback is ignored, pageviews/clicks/marketshare, and revenue, plummets.
    8) Nobody gets fired, because everybody was just doing their jobs / covering their asses. Devs implemented the UX team's spec and got to play with cool tech. UX team got buy-in from marketing. Marketing had orders from C-suite. C-suite wanted to monetize. Everybody gets their paycheck, even if all they accomplished was ruining the underlying asset.

    It has happened over and over and over again, and seems to be the hallmark of this decade in tech: take a working project, rip out everything useful in order to make it "cleaner" or "simpler," ignore overwhelming feedback until long after the damage to the asset or brand is permanent, pretend nothing was ever wrong in the first place, liquidate.

  4. Easy: it's a buy-in problem by bluefoxlucid · · Score: 5, Informative

    This is an easy one.

    You're looking at a buy-in problem, which is two-part: getting and keeping. You first need buy-in, and second need to maintain buy-in.

    Getting buy-in is not difficult. Find the people with the most stake, the most interest. You need to figure out who's important and who's aligned.

    First, you build a stakeholder engagement assessment matrix. List the people involved (your boss, the VP, coworkers), their Current (C) state, and their Desired (D) state, ranging from Unaware to Resistant (opposition), through Neutral (doesn't care), up into Supportive (is interested) and Leading (is actively advocating, pushing back against opposition).

    Take the ones in a less-than-desired state and work on them, picking out who's important first. Figure out what drives them, what do they want. Someone who says, "It's a lot of work," has given you a way in: it would be a good idea, right? It'd be nice if we could do it, wouldn't it? Take responsibility. You'll find a way to make it workable; you'll figure out what it will take; you'll make sure we know going in if this is doable or if it's an unending behemoth we simply can't tackle. Now you've got them to agree that this is a good idea, and allow you to go find out just how hard it'd be.

    Get those executive stakeholders on the line first, if possible. Especially hit the command chain: if your boss is concerned with his boss and you typically have that communication line, bring it casually up to his boss. Remember to manage all of your stakeholders: if you're going to go over your boss's head, point out that it's a lot of effort; shift responsibility off your boss for getting it done right, underscore that it may be impossible even if it's worth a look. If your boss is okay on the idea and it's generally a very structured organization where you don't have that rapport with his boss, bring it to him first, then let him take it upwards; don't circumvent where circumvention isn't just called "small-office politics".

    Your boss being good with the idea means your team has to go along with it, in theory. Don't lay that weight on them if you don't have to; it's your idea, it was your proposal, and he sent you to find out what it's going to take. It's not their responsibility, not yet anyway. They'll hand you enough rope to hang yourself, especially if you seem to think they've got what it takes to actually do it--remember, the team's doing the work, not just you.

    So now you've got people to listen in, to say, "Hmm, yes, it's a good idea in theory..." and to let you find out just how bad "...but it's a lot of work" really is.

    Now you need to keep it.

    The simple way there is to produce results. Ask questions, find the people who know and get their input. Get together and determine what pieces need to change and how, conceptually; then determine, roughly, what it would take. Build a work breakdown structure, every element down to the work package being a deliverable--an adjective-noun--and not a task; no verbs on WBS. Work packages are the largest manageable deliverable, the piece that you fully understand and can estimate time and complexity and completion; break it down further if it's a nebulous piece, don't break it down further if you already understand it.

    Project managers break those work packages into activities and tasks; these can be verbs. You don't have to do that right away; we do that during scheduling.

    Once you have your Work Breakdown Structure, you can look at it and say, "This is everything it will take." Just having that scaffold in front of you will show you something important: big or small, you can do it.

    You can do it.

    It's not a phantom under your bed, not a giant behemoth you can't conquer; it's a mountain, y