Chapter 12. Wayfinding: How Do You Get There?

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Now to discuss your findings that are wayfinding-related. As a reminder of what we discussed in Chapter 3, wayfinding is all about where people think they are in space, what they think they can do to interact and move around, and the challenges they might have there. We want to understand people’s perception of space — in our case, virtual space — and how they can interact in that virtual world.
Remember our story about the ant in the desert? That was all about how he thought he could get home based on his perception of how the world works. In this chapter, we want to observe this type of behavior for our customers and identify any issues they are having in interacting with our products and services.
With wayfinding, we’re seeking to answer these questions:
In this chapter, we’ll look at how our customers “fill in the gaps” with our best guesses of what a typical interaction might be like, and what comes next. This is especially true for service designs and flows. We need to know customer expectations and anticipated steps to build trust and match those expectations.
Where do users think they are?
Let’s start with the most elemental part of wayfinding: where users think they actually are in space. Often with product design, we’re talking about virtual space, but even in virtual space, it’s helpful to consider our users’ concept of physical space.
Case Study: Shopping mall

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Challenge: You have to know where you are in order to determine if you’ve reached your destination or, if not, how you will get there. In this picture of a mall near my house, you can see that everything is uniform: the chairs, the ceiling, the layout. You can’t even see too many store names. This setup gives you very few clues of where you are and where you’re going (physically and philosophically, especially when you’ve spent as much as I have trying to find my way out of shopping malls). It’s a little bit like the Snapchat problem we looked at in Chapter 3, but in physical space: there’s no way to figure out where you are, no unique cues.
Recommendation: I’ve never talked with our mall’s design team, but if I did, I would probably encourage them to have, say, different colored chairs on different wings, for example, or to remove the poles that block me from seeing the stores ahead of me. All I need is a few cues that can remind me to go the right way (which is out)! The same goes for virtual design: do you have concrete signposts in place so your user can know where s/he is in space? Are the entrances, exits, and other key junctions clearly marked?
How do they think they can get from Place A to Place B?
Just by observing your users in the context of interacting with your product, you’ll notice the tendencies, workarounds, and “tricks” they use to navigate. Often, this happens in ways you never expected when you created the system in the first place (remember the off-the-grid banking system that Ugandans created for sharing mobile phones?). Here’s another example.
Case Study: Search terms
Challenge: Something I find remarkable is how frequently while using expert tools and databases, users actually start out by Googling the terms of art that would come in handy while using those high-end tools to make sure they’re searching for the right terms. In observing a group of tax professionals, I realized that they thought they needed an important term of art (i.e., a certain tax code) to get from Point A to Point B in a database they were using. Instead of searching for the tax code right in the database, they added an extra step for themselves (i.e., Googling the name of the tax law before typing it into their tool’s search function). As designers, we know it’s because they were having trouble navigating the expert tool in the first place that they found other ways around that problem.
Recommendation: In designing our products or services, we need to make sure we take into account not only our product, but the constellation of other “helpers” and tools — search engines are just one example — that our end users are employing in conjunction with our product. We need to consider all of these to fully understand the big picture of how they believe they can go from Point A to Point B.
What are those expectations based on?
As you’ll notice as you embark on your own contextual inquiry, there is a lot of overlap between wayfinding and memory; after all, any time someone interacts with your product or service, s/he comes to it with base assumptions from memory.
Let me try to draw a finer line between the two. When talking about memory, I’m talking about a big-picture expectation of how an experience works (e.g., dining out at a nice restaurant, or going to a car wash). With wayfinding, or interaction design, I’m talking about expectations relating to moving around in space (real or virtual).
Here’s an example of the nuanced differences between the two. In some newer elevators, you have to type the floor you’re headed to into a central screen outside the elevators, which in turn indicates which elevator you should take to get there. There are no floor buttons inside the elevator. This violates many people’s traditional notions of how to get from the lobby to a certain floor using an elevator. But because this relates to moving around in space, I’d argue this is an example of wayfinding — even though it taps into someone’s memories, past precedents, and schemas. In this case, the memory being summoned up is about an interaction design (i.e., getting from the lobby to the 5th floor), as opposed to an entire frame of reference.
With wayfinding, we’re concerned with our users’ expectations of how our product works, and how they can navigate and interact in the space we have created for them. Memory, which we’ll discuss in upcoming chapters, is also concerned with expectations, but about the experience as a whole, not about individual aspects of interaction design.
If you’re looking for buzzwords, “play” buttons often have to do with interaction design relating to a specific action, vs. an entire frame of reference. “Couldn’t get to Place A” is also usually something to do with wayfinding. But again, beware of being too literal! Don’t take any of these findings at face value; always consult your notes, video footage, and/or eye-tracking for the greater context of each observation.
Real world examples
Back to our sticky notes, let’s see what we would categorize as findings related to wayfinding.

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Case Study: Distracted movie-watching

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Challenge: Since we’re on the topic of phones, I thought I’d mention one study where I observed participants looking at their phone and the TV, and also how they navigated from, say, the Roku to other channels like Hulu, Starz, ESPN, etc. In this case, I was interested in how participants (who were wearing eye-tracking glasses) thought they could go from one place to another within the interface. (Are they going to talk to the voice-activated remote? Are they going to click on something? Are they going to swipe? Is there something else they’re going to do? etc.)
Recommendation: This study reinforced just how distracted the cable company’s customers are. There’s a lot we can learn about how our users navigate when they’re distracted and, often, multitasking. One participant was reviewing “Snap” (Snapchat) with friends while previewing a movie, for example. They often miss cues that identify where they are in space and what to do next. If we know that someone is going to be highly distracted and constantly looking away and coming back, we need to be even more obvious and have even cleaner designs that will grab their attention.

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Concrete recommendations: