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Real-World University Web Design: Get to the Root of the Problem

I thought I’d document the process that I have been using lately on my university web designs, since after about 2.5 years of refining I have come up with one that actually seems to work well for me and my clients. This is shaping up to be another series; in this part I’ll talk about starting at the beginning.

A key part of the beginning of the design process is having access to a group of talented, creative people who have expertise in an area different from your own. They could be writers, graphic designers, programmers, system admins, art students, etc. I would try to stay away from faculty members (did I just say that?!) unless they are unjaded and not pressed for time. The two key qualities of the group members is creativity and expertise in some area. If you work as a team of one like I do, you may have to get creative in getting access to these folks, but it will probably be worth it. Chances are that some exist within your parent department, and others exist in those departments you have to work with all the time (IT if you reside in PR, and vice versa).

The process starts like this:

First, define the actual problem you are trying to solve. Try to remove all technology and design from this definition. For example, “we need an interactive way for folks to look up campus buildings and their locations” is better than “we need to use the Google Maps API to provide campus maps” and also better than “we need to update our online maps because they are outdated and ugly”.

If you do “client” work for academic or administrative departments, you will need to guide them during meetings to get them to tell you what it is they really want to accomplish. Why do they want to redesign their site? What do they want to get across to their users? What is the most important message they want to convey? This may sound strange to folks in the for-profit world, but university clients often come to me for web work without a clear vision of what they are trying to do, much less why they need to do it.

Once you get the problem boiled down, start talking about it with the aforementioned creative folks. They will start brainstorming ideas— “wouldn’t it be cool if“s— and will likely bring up points that you hadn’t thought of. Write things down, even if you don’t think they’re technically possible. Folks may come up with resources, other sites they have seen that they like, a cool thing their friend is doing, etc.

Often, from these conversations, I learn that the problem is not what the client thought it was, and what’s more, it’s not what I thought it was, either. The day I realized this was a real eureka moment for me. How can you make an effective site if you’re solving the wrong problem?

Once you figure out the problem you can start working on the best technology to tackle it, and then you can start working on your standards-compliant accessible code. And then you can usability test it and blah blah blah. The point here is not to get caught up in your own little corner of expertise before you get the big picture nailed down. I have spent a lot of time going back and fixing sites— sites I built— that are ineffective simply because they’re trying to do the wrong thing. Many times this is because I didn’t talk to anyone else about what I was doing, and many times it is because I took the client’s request at face value and did just what they asked for.

This first step— defining the problem— is much harder than it sounds. And, even though it doesn’t call your coding or CSS skillz into play, it is probably the most important part of the whole process.

How do the rest of you get to the root of the problem? Any tips or techniques to share?

Commentary

1

Scott writes

Mar 23 at 02:25 AM #

Great post! Looking forward to the next part of the series.

The first step is to separate the people problem from the software/design problem. All to often we find that clients want us to build a web app to solve problems that aren’t technical problems, rather people problems. You’ll never please anyone let alone get a product out the door that way.

Interviewing the potential users of the site is another good way to find out what is the real problem. If there’s a disconnect between the “client” and their “customer” you’ll find yourself hearing there’s a problem that doesn’t really exist. Those who will use the site on a daily basis are who you should talk with to find out what they need from the site.

More or less due to the nature of our organization we bounce ideas off the managers of our campus technical support. I’ve found that they can be pretty creative and really make you think out what you’re building. With our projects, more times than not, the tech support departments will have to support what we write so why not get their input in early and do a little defensive design.

2

David Altenhof writes

Mar 25 at 12:14 PM #

Good ideas! I’m still amazed at how many people ignore that whole first step about defining the problem. I work in a university library, and am working with a librarian now who came to me and said, “Wouldn’t it be great if…” and I’ve never been able to figure out what problem he’s trying to solve. Problem is: I’m not even sure I want to ask him, because he already seems so heavily invested in the idea, I have a feeling he might just become defensive.

I have a modified version of this process that I like to use when evaluating new ideas. It goes something like this:

1) Define the problem (from the user’s, not the organization’s, perspective)
2) Brainstorm ideas
3) Figure out if any of ideas can be successfully implemented without causing more problems than they are worth.

Definitely the first and third are the hardest parts.
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