Guerilla Content Strategy, Part 4
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It’s time to talk about the user experience part of content strategy. In part 1 of this series, we talked about content. In Part 2, we talked about your capabilities. In part 3, we talked about your audience.
Without an effective user experience, you’re going to lose your audience, and all that money you just spent on formulating processes and creating content will be for nothing.
What do we mean by user experience? First let’s look at what nathan.com says it is:
The overall experience, in general or specifics, a user, customer, or audience member has with a product, service, or event. In the Usability field, this experience is usually defined in terms of ease-of-use. However, the experience encompasses more than merely function and flow, but the understanding compiled through all of the senses.
And of course, there’s Jesse James Garrett’s famous graphic on the elements of user experience, which he expanded into a very readable book on the subject. He moves from the more abstract (user requirements, business goals) through information architecture and into visual design, bifurcated because Web sites are not only visual mediums of communication, they are also software products in their own right (or can be).
These definitions and infographics can be a bit difficult to grok, so I’ll break it down to its atomic parts, again using the face of a pyramid. I think I can get it down to one sentence, actually:
A Web site’s user experience should present information, in whatever way it is encoded, in such an easy-to-use manner that your users are unaware of “user experience.”
That’s it. Think about this for a minute. Have you ever walked into a public building in your city and been amazed at the beautiful architecture, the grand entry, or the little design googaws on walls and ceilings? Were you impressed by its beauty? By how well it was laid out?
A few minutes later, when you tired of waiting for the creaking 40-year-old elevator, did you finally just give up and take the five flights of stairs to the office that you needed? Were you annoyed by the fact that there was inadequate signage and you had to keep asking passing clerks and visitors where to find the DMV or the Hall of Records or somesuch? Were you surprised to find only one harried clerk behind the desk trying to serve three dozen folks in line, while everyone else behind the counter was either taking their lunch or talking leisurely on the phone?
If you’ve ever had this kind of experience, then you know what I’m talking about. Yes, when you first went into the building, you loved the architecture. You couldn’t believe the grandeur of the place. But once you had to start interacting with the place, it became a chore. That’s when you started to notice the user experience.
User experience, when you notice it, is very much akin to good service. Good service is expected if you hire a company or eat at a restaurant. Outstanding service is good, but that might not get you talking to others as fast as bad service. One little annoyance, or a string of annoyances can amount to bad word of mouth.
So how do we pull off a great user experience? The answer is….”it depends.” Sorry to be so oblique here but effective user experience is equal parts objective and subjective. What have we learned here at Triple Dog Dare Media?
Effective user experience depends on the audience. It also depends on the organization’s goals and capabilities. It also depends on the kind of content you have on your site. Audience-goals-content, the troika of good user experience.
The best way to picture it is to think of user experience as having various components:
- Effective organizational structures. Group like things together. If you have a section on your web site that covers industry solutions, make sure to keep them grouped together. If you’re not sure how to do this, use card sorting (or hire someone like us to do it for you) to map out the information space inside your users’ heads.
- Effective labeling. What makes the most effective labels? Depends on the users of the information. Speak to them in their language. If they expect to see jargon, then don’t be afraid to use it. Don’t make folks translate things.
- Effective linking. Sometimes content can relate to content in totally different parts of the site. For example, you may want to publish all your white papers in the part of your site you’ve labeled “White Papers.” But you may have white papers in there that relate to certain industry solutions you have, so it’s probably a good idea to include sidebar links from industry solutions content to those white papers.
- Effective search capabilities. Those users who can’t find what they’re looking for by browsing will turn to a search engine, so you’d better have one. Even a mildly effective search engine is better than none at all. What should you be indexing? Filenames, titles, short descriptions, abstracts, and keywords. If you can index entire articles or white papers, do that by all means.
- Effective visual design. Make it easy for folks to gather information. Keep the line lengths short. Keep backgrounds uncluttered with images. Don’t distract users with a ton of blinking, hopping, strutting banner ads. Use high-contrast values between text and background. Stop using tiny nano fonts so beloved of all graphic designers everywhere–or at the very least, make it easy for users to bump up the fonts. Provide printer-friendly versions of your content. Allow users to email content to themselves or someone else.

If you’re missing one of these, the whole thing starts to unravel. Lay your site out perfectly, provide tons of cross-linking, give me good visual design and great labeling that’s familiar to the way I talk, but forget search and the entire user experience suddenly has a time bomb planted in the heart of it. Things may be okay today, or all next week, or even until the end of the month, but one day I’ll come to your site and will want to find something without remembering the path I took the last time. Without a search, I’m sunk. And frustrated. And having a “user experience” moment that may cause me to never come back.
One more thing: always make it easy for users to contact you for more information. Providing feedback mechanisms that actually get responded to is a basic requirement in this game. Otherwise, what’s the point of having an interactive web site?
In a few days, I’ll post the final post in this series.







