Grassroots Acceptance
Grassroots acceptance, a.k.a., the bottom-up approach or team
member buy in, entails getting the people working on the actual
products themselves (product team members, such as programmers,
designers, developers, engineers, tech. staff, etc.) to support
and believe in human factors. The rationale is that this is
where the "real" work is done, and as such, it is at
this level that you can most effectively implement human factors
methodology. Similarly, if the grassroots personnel do not
support human factors, nothing will
get implemented. The more acceptance you get from
the design team, the more likely you'll be involved earlier in
the design process which in turn affects the opportunities you
have to affect the design process, the likelihood your ideas will
be implemented/listened to, in short, how effectively you'll
affect the design of the product/system.
As with most things, acceptance is not an overnight event.
It does, however, seem to follow a life cycle of its
own.
- Skepticism: Typically, team members are skeptical at
first. Human factors is new and its importance
is doubted.
- Curiosity: As team members
become more educated and start seeing
results, they become curious as to how they can
utilize and benefit from human factors.
- Acceptance: At this point, Human factors has
proven itself and has come to be a full and equal member
of the design process.
Ways to encourage grassroots acceptance:
The methods to garnering grassroots support can be
categorized into two approaches. The first involves
techniques which enable team members to see and experience
first hand the benefits of usability testing. The second
category discusses the interpersonal interactions between
human factors people and team members - ways to interact which
promote a good working relationship.
Involve team members in the testing process.
Seeing users struggle has a HUGE impact on a developer's
belief that a product needs to be improved. A typical
scenario goes like this: when watching testing for the first
time, a developer sees a user struggle and thinks, "these
first users aren't too bright "; after a few more users
struggle, the developer starts to think, "the software has
some significant problems"; finally, as more users struggle,
the developer decides, "the software is dumb." At
this point, the once skeptical developer is now "gung
ho" to implement fixes
Developers learn about usability by participating. they
begin to realize how usability problems are not always obvious
and why usability testing is required to uncover them
How exactly do you involve developers in the usability
process?
- Ehrlich, Butler, and Pernice from the Lotus group
described 4 Specific Techniques
they've used effectively to involve developers into the
usability process.
- Produce hands-on prototypes. Additionally, this
gives a tangible thing with which to assess.
Interacting with developers
An equally important aspect of winning over grassroots
personnel is the development of a mutual level of
professional respect between yourself and other team members.
Because of the intrusive/new/unknown nature of human
factors/usability, this relationship requires special attention.
The following are important issues to consider:
Provide quick turnaround on results
- You'll be initially perceived as a source of added work
and delay to existing processes. Do everything in your
power to disprove this misperception.
Provide tangible deliverables
- Give team members the opportunity to "see"
your work, e.g., hands-on prototypes. This helps to
alleviate the perception that the field is mostly
"soft" with no tangible results.
- Take responsibility for a specific and visible aspect of
the product.
Don't be the "police"
- Don't only identify problems, also provide design
alternatives, make it clear that your not
"judging" the work, but your working with them
to improve the product, be open to compromise and show
that you understand the bigger picture (i.e., you realize
there are constraints that others also have to deal
with).
- People don't appreciate being constantly told that
they're wrong. If you gain the reputation of a user
interface or design "cop", people will actively
avoid you.
Understand that developers are "people" and treat
them accordingly
- Offer to take tasks off their plates - these don't
have to be human factors or usability related.
- Acknowledge their expertise - it's interesting that this
is what we always want, yet it's very easy to forget that
it goes both ways.
- Don't be afraid to ask for help. When someone
helps you, that person feels more powerful, gains
recognition, and a sense of task ownership.
- Acknowledge successes, positive aspects, in fact, do it
first
- Give them food - little things like having M&M's, or
candy can become a catalyst for conversation,
familiarity, regular visits, etc.
- Make "friends" - you're more likely to listen
to and respect, people you like. But don't just roll
over, if you're compromising, make sure they understand
that so they return the favour
- Get in the trenches, become familiar with other issues
that are critical, understand the hurdles, problems faced
by developer and the effect of your recommendation on
them
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