CHI 97 Electronic Publications: Organizational Overviews
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The Founding of the Netscape User Experience Group

Tony Fernandes
Netscape Communications
685 East Middlefield Road
Mountain View, CA 94043
+1-415.528.2879
tony@netscape.com

ABSTRACT

Netscape Communications is a company that has grown faster than any other software company in history. Although the design effort at Netscape has evolved greatly, the initial experience of bringing design into an organization in hypergrowth provided some valuable lessons in the creation of a successful design organization.

KEYWORDS

Organizations, usability testing, human factors, visual design.

© 1997 Copyright on this material is held by the authors.



SETTING

Netscape evolved from a privatly held start-up to a very successful public corporation in less than two years. Initialy, there was one interface designer, no fulltime visual designers, no in-house usability testing, and an overwhelming amount of work. The good news what the environment was not only supported of good user interface design, it was set up to be led by user interface specifications: in my experience, this was both rare and unique. Because the company was so young, there was tremendous opportunity to create a robust design process and to solidify the positive relationships that existed between the user interface designer and the engineers. Because Netscape went public during this period, there were significant funds available for the creation of a state-of-the-art organization.

FIRST THINGS FIRST

The first step was to understand the amount of design work that needed to be done. The Netscape business was composed of three main areas: Client Products (Navigator), Server Products and Commercial Applications(large-scale servers and services). It was clear that there were not enough resources to support all parts of the company. Triage and prioritization was used. Given that a large part of the company's revenues were borne out of the client side of the business, it became clear that is merited the priority in terms of design resources. The priorities were communicated, the needed buy-in was received, and hiring proceeded as quickly as possible. Because the Netscape was growing so fast, budgets and replanning happened at a 6 month basis so headcount planning was approached on a very short term basis with constant rethinking to deal with the changing business climate.

CREATING THE GROUP

Upon talking to all the appropriate people from all facets of the company, a road map was created that articulated the headcount needs and commitments to support key products. It was critical for this buy-in to happen in order for the appropriate managers to help in the recruiting and interviewing process: disagreement would become obvious to candidates and it would impact their desire to join the company.

Given past experience in dealing with strong group identities[1], no identity was created for the group. In fact, it retained it very informal name: The Gooey Group. It was important that the design team be percieved as part of engineering team and not a seperate body: the engineering/designer relationship is abolutely critical to the success of any commercial software product.

Past experience had taught me that hiring the right people was the single most important thing for a manager to focus on. Given the hypergroth of the company, the candidates all had to meet the following criteria:

The highest recruiting priorty was given to the creation of visual design and usability testing programs. Prior to hiring usability testing staff, a usability lab was designed and its construction begun. The hope was that the usability testing staff being on board and the completion of a lab would coincide.

As the amount of projects grew, designers were assigned to differnt products in order to provide the widest possible support. The lines of responsibility were made clear in order to insure that no time was wasted in duplicated effort.

Because the group was initially critically understaffed relative to the needs, it required us to use engineers as usability champions[2]. The designers reviewed all designs however.

The three main areas of staffing were in usability testing, visual design, and interaction design. Within those broad areas of expertise, designers were organized into product design groups with a design lead.

Focussing on the future was difficult because of all the immediate needs. It was apparent that if any designers started and were give future-oriented tasks, they would quickly get involved in short term work because of the tremendous need. To solve this problem, a senior designer was hired and based in Paris: just about as far as you could get from California on Earth given its spherical shape.

GETTING WHAT YOU ASKED FOR

It is a common problem for design organizations to not feel heard or part of the process. The Netscape User Experience Group had the opposite problem: the product revolved around the UI specifications and the designers were responsible for maintaining them. The good news was that the UI designers had a great deal of control over what went on in the product. The bad news was that the designers often wound up on the critical path because the specifications were not complete.

LESSONS LEARNED DURING HYPERGROWTH

Staffing

Injecting large-scale design into an environment requires that the introduction of new people and processes be a purely positive experience.Hiring standards were a critical factor in the acceptance of the group. If any new member of the group brough in negative attitudes, it would have disrupted the ability for the group to function as a whole. My rule of thumb in the commercial setting is that 1 bad designer will cost you two good designers in terms of productivity.

Wide coverage

Providing wide coverage came at a cost. The amount of detailed specification suffered. In addition, the team had little opportunity to conduct meaningful design reviews because the product domains were so different. It became critical for the team as a whole to meet on a regular basis. At times, the temptation was too great and the group took on more work than its numbers allowed. The amount of high quality design produced was nothing short of miraculous but it came at a human cost.

Relationships

The relationships between the designers and engineers was outstanding and it proved that designers can successfully take the lead in the design of a product.

Remote advanced work

Having a designer working on advanced designs remotely worked extremely well and provided a wealth of ideas for more short-term products as well as long-term products.

Getting outside help

Using outside contractors seems to be the logical thing to do when an organization is understaffed but it comes at a cost of educating, communicating, and expertise that leaves with the contractor. In Netscape's hypergrowth, outside resources only made sense when they were used for a well understood task such as drawing a specific icon.

Usability Testing

Because the environment was so fast-paced, planning for tests was difficult. To deal with this reality, groups of users were scheduled every Friday and the actual designs they evaluated were selected by the unfolding events of the week.

The Netscape User Experience Group is likely the fastest growing design group in software industry history. It has shown that techniques used in growing a design group need to be improvisational rather than procedural.

REFERENCES

[1] Fernandes, Tony, "The Claris Interface Design Group: A Personal Retrospective", SIGCHI Conference Proceedings, 1996, New York, Association for Computing Machinery

[2] Mrazek, Deborah, et al, "Integrating Human Factors on a Large Scale: Product Usability Champions", SIGCHI Conference Proceedings, 1992, New York, Association for Computing Machinery


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