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The Claris Interface Design Group:
A Personal Retrospective

Tony Fernandes
Netscape Communications
501 East Middlefield Road
Mountain View, CA 94043
415.528.2879
tony@netscape.com

ABSTRACT
The Claris Interface Design Group is an organization built from the ground up to help Claris Corporation define new levels of usability for its Macintosh and Windows products. This overview offers a retrospective of lessons learned through the creation of the organization I created.

KEYWORDS: Organizations, usability testing, human factors, visual design.

SETTING
Claris Corporation is a wholly-owned subsidiary of Apple Computer and is the leading publisher of Macintosh software. Some of the notable Claris products include FileMaker(a data base product), ClarisWorks(an integrated package), and Amazing Animation(a kid's cartoon maker).

Claris is firmly focused on the issue of interface design and usability. Usability isn't a key market factor, it is THE key market factor in Claris' mind. This translates into a management structure that understands and supports interface design from the top down.

I was hired by Claris to help it revive its once strong human interface effort. The group had shrunk from a team of five to a team of one employee and one contractor. Claris believed strongly in usability and was willing to invest in it. My job was to figure out how to proceed.

GETTING TO THE BOTTOM OF THINGS
I approached the problem of building this organization in the same way I would in designing a product: I went out and talked to the customers. In this particular case, the customers were managers and organizations within the company. I set up conversations with engineering and marketing managers throughout the company and I discovered the following issues:

· The group was loved by some and hated by others. In several cases, there were personal relationships that kept the communications going between engineering and the designers. Where personal relationships were missing, the interaction was a disaster.

· Some product managers did not want to use the human interface resources because they felt the designers were not dedicated to their efforts. Specifically, the group was set up as a central pool of people that assigned designers to individual issues as they popped up. The product teams wanted the designers to work with them throughout the entire life cycle.

· People wanted this organization to succeed.

In addition to these findings, I observed that the usability testing conducted previously, was very limited. Field studies were non-existent.

Given all this, it was clear that there were challenges on all fronts.

MAKING THINGS BETTER
Talking to various people around the company was enormously important to me because it gave me a look at was wrong, but more importantly, what was right. One of my paramount concerns was to make sure I didn't break what was already working.

One of the positive attributes of the previous group was the way it was set up: The group was a centralized body within the Product Engineering organization with its own budget and was given the ability to request headcount. This allowed the group to function autonomously for the greater good of all the products. This also allowed the group to pool resources together to develop "future-focused" ideas independent of any one product.

ORGANIZING
To begin with, I moved away from the "central pool of talent" approach and assigned at least one designer per product. This immediately brought up the question of whether the designers should be distributed throughout the organization and therefore remove the need for a centralized organization. To me, the centralized organization had some clear advantages over a distributed model and deserved preservation. There was central accountability as well as the ability to pool resources. For Claris, this would mean greater efficiency and more creativity applied to each of the problems. For the designers, a centralized group offered not only the possibility for career growth, it offered a sanctuary from the difficulties often encountered by designers.

I created a centralized organization from which designers were assigned long term projects. They took everyday direction from the product teams but reported into my organization. This allowed members of my team to be there when the "hallway decisions" were being made and still have the benefit of working with a larger body of designers that they could draw upon for inspiration or designs. In this fashion, the organization took on a hub and spoke nature: the spokes were interaction designers working directly with each product group and the hub was management, usability testing, and visual design.

In order to improve the groups maligned image, I created an identity for the group which included a logo, typeface selection for documents, etc.

Usability testing and field studies were made part of the design process.

WHAT WORKED THINGS LEARNED

· The hub and spoke model worked well as long as the right conditions were in place. It was important that the product groups wanted the designer around. In addition, the interface designers needed to be mature enough to put the needs of the product ahead of their own ego.

· The central group created an environment where designers could spread their wings and fly. Going forward with very high ideals and lots of imagination, the group was able to produce designs that went beyond what could be expected from 10 people.

· I set out to recruit designers from a variety of backgrounds. My aim was to create discussions and viewpoints that would not have come about if everyone was a computer scientist. The backgrounds included:

· Software Engineering
· Psychology
· Industrial Design
· Fine Arts

The diversity of people created innovations, ideas, and usability. It was also made work fun.

· Usability testing turned out to be an enormous success. Where nothing had existed, usability testing became a standard part of the product cycle. As the group matured, product groups took testing for granted: that was a big compliment.

· Field studies were conducted by the group. They wound up influencing design decision, marketing directions, and creating whole new products.

WHAT DIDN'T WORK
· Although having a group logo and other trappings of an identity seemed like a good idea, it created the impression that we didn't belong to either engineering nor marketing. This tended to isolate the group.

· Usability testing was an extremely visible portion of the group. It was a success but in some ways it became too great a success. Some people in the company came to believe that all the group did was usability testing.

· In spite of all the attempts at educating people, many marketing managers never quite understood what an interaction designer was. Thus, it was difficult to have them support headcount requests.

· Because the group was centralized, it was important to constantly create growth opportunities for the designers. One way I did that was to sometimes accept exciting work that we weren't quite staffed for. This created crunches that were usually taken care of in the next round of hiring. My intentions were good but they had some negative side effects. The first was the perception of empire building. As the group grew to deal with these additional demands, some began to interpret my actions as being politically motivated. The truth was, no ambition was involved. The second problem was that the group wound up being spread too thin. When the resources stopped coming, the group was caught short and was not able to deliver services with the same level of quality.

FINAL THOUGHTS
To create a successful HI organization you need the following:

- Highly trained and motivated designers
- Management that supports your actions
- Product teams that want your contribution
- Money

Proceeding without one or more of these will make life difficult at best.