Brian
LaLonde
Final
report for EECS 547, Fall 2001
Submitted
12/12/2001
E-Commerce
solutions must be usable, but developers have difficulty in spending resource on
usability. Discount Usability Engineering is a good solution, but it is not
sufficient because available resources are often hard to use themselves. The argument for usability will be
summarized and a useable summary of practical applications will be provided. The summary will be published on the
Internet, along with tools that have been implemented to aid in Discount
Usability Engineering.
E-Commerce is a term referring to the migration, or
even total automation, of standard commerce practices to more efficient
electronic means. There are many
aspects involved in this process, and when considering a typical new E-Commerce
mechanism, some aspects are focused on more than others. Aspects commonly in the limelight include
the potential for success of the ideas themselves, the actual implementation of
the idea through technology, and even the race to be the first to actually
succeed with the idea, among others.
At some point in all E-Commerce endeavors it is
realized that the user experience is a very important aspect to consider. Often, this realization comes too late, or
even never at all, due to fact that all work is being put into the aspects
already mentioned. Consequently, focus
on the user experience, or the usability, of these mechanisms is all too often
neglected and new E-Commerce mechanisms fail as a result.
This is why the study of Human
Computer Interaction (HCI) plays a key role in E-Commerce. This is plain to see, and will be shown
through specific examples, but the important realization is that, to succeed,
all E-Commerce endeavors should pull from the field of HCI to practically
improve the usability of their mechanisms.
The problem with this realization,
though, is that it adds another layer of complexity to the work of E-Commerce
developers. They are left with yet
another aspect of their already large task of innovating an E-Commerce
mechanism. And not only is this another
aspect for them to consider, but usability is an area that very few developers
have resource in.
Faced with this lack of knowledge,
HCI specialists can be turned to, but this route is expensive in both funds and
time. So, another solution needs to be
found. This solution is commonly called
discount or cheap or easy usability testing or engineering (for the remainder
of the writing it will be referred to as Discount Usability Engineering).
But, yet another problem
arises. These “cheap and fast
techniques” are still too expensive for developers to utilize. Resources in this area are easy to find, but
are flawed in usability themselves, either by being too in-depth or too broad
to ever practically make a difference.
This is the last reason developers end up spending little to no time
considering usability factors in their work; intimidation.
The solution to these problems should be a usable
summary by a developer for developers.
This summary will be presented in this paper. And, since this phenomenon is especially applicable in the arena
of Business to Consumer (B2C) ventures, the summary will be focused toward
usability-deficient B2C developers.
The approach taken for this study is a review of the
current state of information available pertaining to E-Commerce usability. In that sense, the study is a summary of
that information. The results of that
summary will be put into web form.
The summary will include a usable heuristic for
evaluation of B2C E-Commerce web interfaces.
This heuristic will pull strongly from existing models, but will be
focused through the cutting out of unneeded information. Tools to aid in the automation of this
heuristic will be found, discussed, and even implemented and made available
along with the summary.
It’s incredible to consider how fast our society has become an
information-centric one. Simply put,
society has moved from being focused on the production of physical goods to one
who’s emphasis is on the production and exchange of information. The Internet, and specifically, the World
Wide Web, is cited as being the force driving this information-centric society
[4]. Internet statistics source Nua.com
estimates the Internet user base to be 513.4 million people as of August 2001,
and they expect it to reach 1 billion by 2005.
It is astounding that 513.4 million is only 8.5 percent of the world’s
total population and that even three years ago the estimate of Internet users
was only at 150 million people. [5]

This information-centric society gives rise to
new financial trends. We now have
E-Commerce, or, the buying and selling of goods on the Internet [8, definition
from whatis.com]. Figures vary, but estimated
E-commerce spending for 2001 is at $52 billion for the United States
alone. This amount is also expect to
show rapid growth in the near future.
These statistics point toward a
new E-Economy, part of which we already experience, but one that will surely
see even more change each year. Along with the proliferation of this new change
and growth, of course, come many problems.
The simplest way to see these problems is by looking to the users
themselves.
The Graphics, Visualization &
Usability (GVU) Center at Georgia Tech has been conducting Internet user
surveys since 1994. The data they have
collected is useful in viewing the voice of Internet users. In particular, the survey respondents
consistently report that E-Commerce Internet sites are deficient in three key
areas; 1. disorganized or confusing, 2.
too slow to download, and 3. lacking basic information about products [9].
These areas are all problems due to
the lack of focus on the user experience of a mechanism in the design of that
mechanism. This focus on the user
experience of an Internet mechanism is focus on the usability of a mechanism.
Usability is a measure of how easily users can
interact with a given mechanism, or to what extent users can efficiently and
effectively achieve their goals.
Usability fundamentally has to do with the way a user interacts with a
system [1][2].
The study of how to improve usability is within the
realm of Human Computer Interaction (HCI).
This is an interdisciplinary field in which computer scientists,
engineers, psychologists, social scientists, and design professionals all come
together to making computer-based systems easier to use and fundamentally more
useful for people and organizations.
They do this through solving real problems in the design and use of
technologies. [3]
In general, it seems that usability on the Internet
will be a problem to focus on for years to come and that these HCI specialists
have a lot of work in front of them.
This is true, but some would limit the impact that work on usability
could have by citing Metcalfe’s Law.
This phenomenon, named Metcalfe’s Law after Bob
Metcalfe, the inventor of Ethernet, says that an electronic network’s value
grows as the square of the number of its users [11]. This effect is often cited to explain why new efforts on the
Internet do not become ubiquitous. The
theory is that because only a fraction of the world’s population is on the
Internet, the value of it as a network is limited. It can be argued that the word “usability” fits in this context
of network value. If the number of
users on a network is low, then by Metcalfe’s Law, the usability of that network is going to be limited to being low as
well [10, pg 349].
This does not render focus on
usability useless, though. Metcalfe’s
Law applies most specifically to physical machines that are connected on
networks [12]. The usability factors
mentioned here apply greatly to the already valuable growing world of the
Internet. Though the Internet may not
yet be ubiquitous, the network already has very high value. Usability as defined and addressed here
still has much significance, even in the face of Metcalfe’s Law, and any
attempts to increase usability are not in vain
Simply put, bad usability equals no customers [10 pg.
14]. On the Internet, the user controls
everything. They get to choose what
site to visit, and then when they get to the site, where to click on that
site. With millions of sites available
and even within a single site, many things to click on, users can at any point
click away from where an E-Commerce site would like them to be; and that’s
buying. Clicks away from your site are
bad, but users have the freedom, and are quick, to click away to another buying
option.
Users experience E-Commerce websites
in a similar way to actual stores that they would visit. Jakob Neilsen gives a great analogy for
this:
“having bad
usability is like having a store that is on the 17th floor of a
building (so nobody can find it), is only open Wednesdays between 3 and 4
o’clock (so nobody can get in), and has nothing but grumpy salespeople who
won’t talk to the customers (so people don’t buy too much).”
The customer’s needs
must be put first. These needs include
how well the users can navigate through a site, find information, make
purchases, find help if they need it, and the list goes on. This is the fundamental problem that
usability for E-Commerce tries to solve.
The idea is to solve problems before users encounter them.
Again,
the users’ voice speaks clearly. More
data from the GVU Internet user surveys [9] shows that, though Internet
shopping is on the rise, users are not satisfied with their E-Commerce
experiences in general. Only 20% of
Internet shoppers find what they are looking for all of the time. Only 16% of online buyers could say that
they haven’t had a problem with a site causing them to click away to another
site. The top problems they cite are
sites being disorganized or confusing,
too slow to download, and lacking basic information about products. These are all problems with site usability.
Not only are these reasons easy to see, but there are
more numbers to support a usability focus. Zona Research, Inc. conducted a
study on consumer behaviors when faced with slow download times, a key issue in
site usability. From their research,
they concluded that $362 million is lost each month due to connection speeds alone
[6]. That totals to $4.4 billion a year. If the industry is still loosing sales at
the same rate, then that figure could be well above $7 billion.
The Zona research focused on download time problems,
while there are other factors that make sites less usable as well. Jakob Nielsen estimates that all the
usability problems of intranet design
will cost $50-100 billion per year in lost employee productivity in 2001 (he also notes “$50B is the
conservative estimate; $100B is the median estimate; you don't want to hear the
worst-case estimate!”) [7].
There are three major reasons for the sub-par
usability of the majority of websites:
·
Not knowing or taking
into account history,
·
Treating the web as a
direct extension of what you already have,
·
And, that most people
aren’t HCI specialists.
With a new medium, mistakes are made.
Fortunately, the Internet isn’t entirely new, so most mistakes have
already been made. New E-Commerce sites
classically repeat the same mistakes that others have already committed and
already fixed. If development teams
took into account good examples that are already on the web, as well as the
wealth of information available from the field of HCI, they could avoid the
sorry mistake of being the ones who do not know history and, therefore, are
doomed to repeat it. [10, pg. 15]
Companies are big ships to steer. They see the possibilities that the Internet
offers and jump right to it. A major
result of this Internet rush is that they end up turning what they already have
directly into a website. The problem
here is that when existing commerce processes go electronic, they generally
don’t directly translate well. The
Internet is a new medium to be considered.
It is different from traditional brochures, paper catalogs, and
storerooms. Usable websites require a
shift in thinking.
These two reasons of repeating historical failures and not being able to
shift thinking seem like they could be fixed by hiring on an HCI professional,
and although Jodi Bollaert at Compuware [2] claims that hiring a usability
expert has a cost-benefit ratio of $1:$10-$100, companies rarely do hire a
specialist. Two reasons are pointed out for this.
If 200 million people design sites without considering usability, and
the losses due to this add up to $100 billion, then each designer is only
causing $500 worth of loss. That is not
enough to justify the costs of hiring professional designers or paying for
advanced usability work [7].
Also, the world has about 20,000 user-interface professionals. If all websites employed a single HCI
professional then, at the current rate of Internet growth, every one of those
professionals would need to design one Web site every working hour to meet
demand [13].
So, unless it becomes feasible to hire HCI specialists, the
responsibility of making a usable website is usually going to be put into the
hands of non-specialists. One solution
to this lack of expertise would be for developers to become specialists themselves
through reading, gaining experience, and keeping up with the current issues of
HCI. The major problem with this,
though, is that developers have no time for it. Pressures due to lack of time are very common in creating new
E-Commerce sites. One of the many
reasons for this general lack of time is the race to be first on the
market. Even if the development team
were large and the skills of the members varied, few team members would have
time to do appropriate usability research and apply it, let alone a developer
working alone as a one-man team.
Despite these roadblocks to making a site more
usable, focusing on a site’s usability is still very important. Sites will continue to go live without help
from usability experts. They will also
continue to be produced by developers knowing little about increasing
usability. So, another solution needs
to be found because usability still needs to be considered. This solution is found in what is commonly
called Discount Usability Engineering (DUE).
The idea is that doing something about usability is
better than doing nothing. It is not
about knowing the whole field of HCI and applying the endless resource stored
in that field, but it is about starting with something and actually taking
action on it. DUE is on a level of
simplicity so that anyone can do their own usability work. Simplicity also brings speed, so DUE is
meant to be fast so that the precious time of development doesn’t get bogged
down. Along with simple and fast, DUE
is, naturally, also cheap.
Often, though, these “cheap and fast
techniques” are still too expensive for developers to utilize. It is increasingly easy to find resources in
the area of usability, but when found they seem to be flawed in usability
themselves, either by being too in-depth or too broad to ever practically make
a difference.
For example, on the popular usability website and
originator of the term Discount Usability Engineering, Useit.com, one can
easily find links to specific problems such as DVD menu designs, but it takes
reading a number of articles and following many links before anything truly
simple and useful is presented. Also,
in a typical session trying to use Useit.com one runs into multiple links (2%
of links [14]) that seem very interesting and useful, but lead to pages that
offer reports for sale at prices often over $100.
Despite this, Useit.com is still one of the best
resources for useful information about how to make sites more usable. There are also many other sources of information
available, but they often share the same problem; they themselves are too
complicated to use. Therefore, it can
be seen that a usable summary is needed.
What
follows is a five point Discount Usability Engineering approach developed
through study of many other DUE approaches.
It is meant to be simple and concise in order to maintain maximum ease
of use. This summary should include the
reason that usability itself is needed.
This reason has already been covered in the section “Why is usability
important in E-Commerce?” (Sources
listed at [15])
1. Know your users.
Discount Usability Engineering always starts with one principle. This is to simply know your user. Begin by asking questions like,
·
Who uses your Web site?
·
Who buys your products?
·
What would they want to
see?
If a developer knows the answers to these questions, and keeps them in
mind, he immediately begins to create sites that are more user-oriented, and
therefore more useable.
2.
Watch your users use your website.
Creators of tools naturally use
those tools with ease. Unfortunately,
the creator is not the user. Watching
only five people use your site can reveal many specific problems that you would
have never come up with on your own:
1.
Ask a user to use your
website and speak aloud about the choices he/she is making
2.
Watch the user and take
notes
3.
Apply what you learn
The
top two reasons users click away from sites are confusion and the fact that
they can’t find what they’re looking for.
You might not have what they want in the first place, but if you do,
then you want them to find it easily.
These are simple ways to make your site more navigable:
·
2-3 clicks to any
solution
·
Effective search
engines
·
2 things always in
view:
·
useful functions (i.e.
shopping cart)
·
system status (where am
I? - simple urls can help this)
·
Be consistent across the whole site
·
Don’t use frames
Second only to navigability, slow download time is listed
by users as the reason they click away from a site. To ensure users can access your pages:
·
All pages should be
less than 30 Kilobytes
·
This will ensure even
modem users download times of less than 8-seconds
·
Server Reliability with
the ability to handle peak load times
·
A user should never
receive a denial of service
5. Simplicity
Surveys of users consistently reveal
that they would rather have sites that download fast and are easy to navigate
than sites that are loaded with eye candy.
·
Practice minimalist design
·
Every extra
unit of information competes with relevant units of information and diminishes
their relative visibility.
·
Also, to maintain
simplicity:
·
Don’t use animation
·
Don’t require extra
software (plug-ins) to use your site
These points are formulated in
response to the top problems listed by users regarding B2C E-Commerce
sites.
I expected that the literature review would reveal
that an adequate summary of E-Commerce usability issues did not exist in
practical form. To some extent, this
was true, but in the end I was amazed with the amount of information available
in this field. Before starting the
project I was basically ignorant of the whole field of Human-Computer
Interaction. I feel that I have a much
better working knowledge of the field.
I also intended to produce a summary of usability
issues, including usable heuristics for evaluation of E-Commerce web mechanisms. I feel that I did this to the best of my
ability, but this was hindered by the amount of information available. I became stuck at points in depths of
information that I did not need to be digging into.
Finally, I planned to present the summary along with
implemented usability tools on the Internet.
This has been done at http://www.umich.edu/~blalond/usable
http://www.gvu.gatech.edu/user_surveys/survey-1998-10/graphs/general/q68.htm
http://www.gvu.gatech.edu/user_surveys/survey-1998-10/graphs/shopping/personal/q208.htm
-
Super Easy Usability Testing at WebWord.com http://webword.com/moving/easytesting.html
-
Stupid Ecommerce Tricks: Five Real Ways Top Web Sites Drive Customers
Away http://www.zdnet.com/anchordesk/story/story_2359.html
-
Web Usability at Monash http://www.its.monash.edu.au/web/slideshows/usability/all.htm
-
8 Quick Tips for a More Usable E-commerce Web Site at WebWord http://webword.com/moving/8quick.html
-
Don't hide key e-commerce information at ZDNet http://techupdate.zdnet.com/techupdate/stories/main/0,14179,2830115,00.html