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CodeMash 2013




Presented by Carol Smith @carologic
   User Experience
   Ethnography
   Customer Insight
   Usability
   Interaction Design
   User Research
Plan A:
R-E-S-P-E-C-T
   Let’s find out about those losers users!
     Share what is known
     Existing users = usability study
     Observations and interviews
     Web site – use analytics
     Social listening
   Learn about:
     User’s environment
     Real process
     Interruptions
     Attitudes and opinions
     Problems
     Goals
   Plan with a goal/hypothesis
   Questions
    1. Make a guide
    2. Review
    3. Test
    4. Start study
   Share little
   Related tasks
   Wait for patterns
   Save questions
   Stay out of their “space”
   Don’t interrupt
   Clarify observations
     Why doing?
     Goal?
     How typical was this?
   Use prepared questions
   Don’t lead the witness
   Do listen closely
   Use their language
Artifacts!
http://www.flickr.com/photos/heygabe/ via http://creativecommons.org/licenses/by-nc-sa/2.0/
Actual Photo: http://www.flickr.com/photos/heygabe/47206241/
   Explicit consent
   Record video, photo, audio
   Take notes
   Give incentives
   When do they think about your product?
     In what context?
     Most important to them?
     Most like to change?
   Web sites used most frequently?
   Phone? What kind?
   Etc.
   Etc.
   Let’s find out!
     Market research / segments are a start
     Go where (they *think*) they are
      ▪ Starbucks
      ▪ Wal-Mart*
      ▪ Conferences/User Groups
     Card sort to test organization of info
   Use to determine:
     Order of information
     Relationships
     Labels for navigation
     Verify correct audience




     http://www.flickr.com/photos/rosenfeldmedia/ via http://creativecommons.org/licenses/by-nc-sa/2.0/
   Maximize probability of users finding content
   Explore how people are likely to group items
   Identify content likely to be:
     Difficult to categorize
     Difficult to find
     Misunderstood




      Gaffney, Gerry. (2000) What is Card Sorting? Usability Techniques Series, Information & Design.
      http://www.infodesign.com.au/usabilityresources/design/cardsorting.asp
http://www.flickr.com/photos/richtpt via http://creativecommons.org/licenses/by-nc-sa/2.0/
One title/subject                          Printed stickers
Concise and clear

                                      36
                    Preventive Care
                    Guidelines
                                           Numbered
                                           for analysis


    Short description on back of card if needed
   Practice session
   Allow 1 hr for 50 items - Total of 30 – 100
   Name groups of cards
   Moderated (in-person or remote)
   Un-moderated (online)
   Ask to
     Describe overall rationale for grouping cards
     Show best example
     What was difficult? What was easy?
     Happy with final outcome?
   Code cards = faster data analysis
   Look for patterns

   Excel Spreadsheet (Donna Spencer)
   Online tools - limited analysis




    Screenshot of OptimalSort online tool’s analysis - http://www.optimalworkshop.com/optimalsort.htm
“They’ll Like
Whatever we
Make”
   Let’s test that
     Usability test prototypes
     Rapid, iterative cycles of design and evaluation
     Web - feedback from on-site tools
     Customer feedback/Help desk
 Real users doing real
  tasks
 Using prototypes
  or live products
 Doing assigned tasks
  without guidance
 Observed closely




         http://creativecommons.org/licenses/by-sa/2.0/
         http://www.flickr.com/photos/raphaelquinet/513351385/sizes/l/in/photostream/
         http://www.flickr.com/photos/raphaelquinet/
   Qualitative – not quantitative
     actions + comments
   Series of small usability tests
     3 participants each day
     At least 3 days of testing
     Changes made between testing days
Day 1                 Day 2    Day 3

             Priority
Test     & Level of Effort   Update   Test
               1 High

               2 Medium

               3 Low
   End of each day - after the last session
   Room with a whiteboard
   About 30 minutes
   Discuss
       trends seen
       concerns
       recommendations
       prioritize changes for the next round
       list lower priority changes for future iterations
   Final prototype
     Vetted with users
     Base for recommendations
   Light Report: “Caterpillar to Butterfly”
     Screenshots show progressions
     What changes were made and why
   Traditional Testing
   In-Person
   Remote
     Moderated or Un-moderated
(Yes, this is an old idea; a great one!)
   Small focused tests
   Reduce waiting for recruitment
   Once per week/sprint
   Same day mid-week
   Less users, shorter sessions: analyze at lunch
     3 or more participants recommended
     Half hour to 1 hour each
   Make team aware
   Invite everyone
   Recurring meeting invites for stakeholders
   Work in Progress
   Multiple projects
   Prototypes
   Concepts, rough ideas, brainstorming
   Competing designs, (A/B testing)
   Comparative studies across market
   Conduct interviews to inform research
   More…
- Jeff Gothelf - http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-play-nice-with-
agile/
   Team becomes
     accustomed to steady stream of qualitative
      insight
     ensures quick decisions
     lines up with business and user goals




       Adapted from Jeff Gothelf - http://blog.usabilla.com/5-effective-ways-for-usability-
       testing-to-play-nice-with-agile/
   “We are all only temporarily able-bodied.
    Accessibility is good for us all.”

   Spirit of the law
     WCAG 2.0
     Country specific (Section 508)




            -@mollydotcom at #stirtrek 2011 via @carologic
   Test & Observation Rooms
   Any location will do
     Conference rooms
     Offices
     Quiet corner of cafeteria
     Remote
   Purchase software - always ready
   Screener
     Technology use/experience
     Knowledge of topic
   Scripts/Guides
   Consent Forms
   Data Collection
“Why would we need anything more?”
   Great way to get quantitative information
   Questions
     Words can have multiple meanings
     Un-intended meanings
   Less people participate now than in past
   People save face
     “It’s not that bad”, “It’s my fault”
   Vendors requesting Perfect 10
   Too close to the project
   Know things others wouldn’t about product
   Concerns about ego, job, co-workers, etc.
   Not the intended user!
   Studies have
    shown that
    testing 5-6
    representative
    users of each
    user type
    will reveal 80%
    of usability
    issues.




               http://www.useit.com/alertbox/20000319.html
               Jakob Nielsen’s Alertbox. Why You Only Need to Test with 5 Users. March 19, 2000.
   Identify repetition
   After pattern is found,
    continuation of study:
     Adds cost
     Delays reporting
     Low probability of many
      new findings
   Testing five users is always enough
   Can test anyone and have the same results
   Smaller groups equate better findings
   Visual appearance is
       important
      Must also be usable
        Designed for users
        Tasks able to be completed
        Organized well




http://www.brainjuicer.com
http://www.flickr.com/photos/kaptainkobold/5181464194/sizes/o/in/photostream/
http://www.flickr.com/photos/kaptainkobold/
   Costs more time and money
   How long will product be used?
   Less costly to find and correct issues than
    provide training to work around the problem
   Time
   Money
   Can’t talk to our Customers
   Liability
   Not needed
   Invisible ROI
   Be armed with
     Facts
     Questions
   Don’t just pick a method
     What do you need to know?
     What will the stakeholders respond to?
5
4
@carologic


                slideshare.net/carologic


speakerrate.com/speakers/15585-caroljsmith
   Albert, Bill, Tom Tullis, and Donna Tedesco. Beyond the Usability Lab
   Albert, Bill, Tom Tullis. Measuring the User Experience
   Beyer, Hugh. User-Centered Agile Methods (Synthesis Lectures on Human-
    Centered Informatics)
   Gothelf , Jeff. http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-
    play-nice-with-agile/
   Bias, , Randolph G. and Deborah J. Mayhew Cost-Justifying Usability: An Update
    for the Internet Age.
   Henry, S.L. and Martinson, M. Evaluating for Accessibility, Usability Testing in
    Diverse Situations. Tutorial, 2003 UPA Conference.
   Krug, Steve. Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and
    Fixing Usability Problems.
   Molich, Rolf. A Critique of “How to Specify the Participant Group Size for Usability
    Studies: A Practitioner’s Guide” by Macefield. Journal of Usability Studies. Vol. 5,
    Issue 3, May 2010. pg. 124-128.
   Nielsen, Jakob’s Alertbox. Why You Only Need to Test with 5 Users. March 19,
    2000. and Usability Evangelism: Beneficial or Land Grab? by Jakob Nielsen, Ph.D
   Ratcliffe, Lindsay and Marc McNeill. Agile Experience Design: A Digital Designer's
    Guide to Agile, Lean, and Continuous.
   Rubin, Jeffrey and Dana Chisnell. Handbook of Usability Testing: How to Plan,
    Design, and Conduct Effective Tests. John Wiley & Sons, Inc.
   The $300 Million Button by Jared Spool

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Users are Losers! They’ll Like Whatever we Make! and Other Fallacies.

  • 1. CodeMash 2013 Presented by Carol Smith @carologic
  • 2. User Experience  Ethnography  Customer Insight  Usability  Interaction Design  User Research
  • 3.
  • 5. Let’s find out about those losers users!  Share what is known  Existing users = usability study  Observations and interviews  Web site – use analytics  Social listening
  • 6. Learn about:  User’s environment  Real process  Interruptions  Attitudes and opinions  Problems  Goals
  • 7. Plan with a goal/hypothesis  Questions 1. Make a guide 2. Review 3. Test 4. Start study
  • 8. Share little  Related tasks  Wait for patterns  Save questions  Stay out of their “space”  Don’t interrupt
  • 9. Clarify observations  Why doing?  Goal?  How typical was this?  Use prepared questions  Don’t lead the witness  Do listen closely  Use their language
  • 11. Explicit consent  Record video, photo, audio  Take notes  Give incentives
  • 12.
  • 13. When do they think about your product?  In what context?  Most important to them?  Most like to change?  Web sites used most frequently?  Phone? What kind?  Etc.  Etc.
  • 14. Let’s find out!  Market research / segments are a start  Go where (they *think*) they are ▪ Starbucks ▪ Wal-Mart* ▪ Conferences/User Groups  Card sort to test organization of info
  • 15. Use to determine:  Order of information  Relationships  Labels for navigation  Verify correct audience http://www.flickr.com/photos/rosenfeldmedia/ via http://creativecommons.org/licenses/by-nc-sa/2.0/
  • 16. Maximize probability of users finding content  Explore how people are likely to group items  Identify content likely to be:  Difficult to categorize  Difficult to find  Misunderstood Gaffney, Gerry. (2000) What is Card Sorting? Usability Techniques Series, Information & Design. http://www.infodesign.com.au/usabilityresources/design/cardsorting.asp
  • 18. One title/subject Printed stickers Concise and clear 36 Preventive Care Guidelines Numbered for analysis Short description on back of card if needed
  • 19. Practice session  Allow 1 hr for 50 items - Total of 30 – 100  Name groups of cards  Moderated (in-person or remote)  Un-moderated (online)
  • 20. Ask to  Describe overall rationale for grouping cards  Show best example  What was difficult? What was easy?  Happy with final outcome?
  • 21. Code cards = faster data analysis  Look for patterns  Excel Spreadsheet (Donna Spencer)  Online tools - limited analysis Screenshot of OptimalSort online tool’s analysis - http://www.optimalworkshop.com/optimalsort.htm
  • 23. Let’s test that  Usability test prototypes  Rapid, iterative cycles of design and evaluation  Web - feedback from on-site tools  Customer feedback/Help desk
  • 24.  Real users doing real tasks  Using prototypes or live products  Doing assigned tasks without guidance  Observed closely http://creativecommons.org/licenses/by-sa/2.0/ http://www.flickr.com/photos/raphaelquinet/513351385/sizes/l/in/photostream/ http://www.flickr.com/photos/raphaelquinet/
  • 25. Qualitative – not quantitative  actions + comments  Series of small usability tests  3 participants each day  At least 3 days of testing  Changes made between testing days
  • 26. Day 1 Day 2 Day 3 Priority Test & Level of Effort Update Test 1 High 2 Medium 3 Low
  • 27. End of each day - after the last session  Room with a whiteboard  About 30 minutes  Discuss  trends seen  concerns  recommendations  prioritize changes for the next round  list lower priority changes for future iterations
  • 28. Final prototype  Vetted with users  Base for recommendations  Light Report: “Caterpillar to Butterfly”  Screenshots show progressions  What changes were made and why
  • 29. Traditional Testing  In-Person  Remote  Moderated or Un-moderated
  • 30. (Yes, this is an old idea; a great one!)
  • 31. Small focused tests  Reduce waiting for recruitment  Once per week/sprint  Same day mid-week  Less users, shorter sessions: analyze at lunch  3 or more participants recommended  Half hour to 1 hour each
  • 32. Make team aware  Invite everyone  Recurring meeting invites for stakeholders
  • 33. Work in Progress  Multiple projects  Prototypes  Concepts, rough ideas, brainstorming  Competing designs, (A/B testing)  Comparative studies across market  Conduct interviews to inform research  More…
  • 34. - Jeff Gothelf - http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-play-nice-with- agile/
  • 35. Team becomes  accustomed to steady stream of qualitative insight  ensures quick decisions  lines up with business and user goals Adapted from Jeff Gothelf - http://blog.usabilla.com/5-effective-ways-for-usability- testing-to-play-nice-with-agile/
  • 36. “We are all only temporarily able-bodied. Accessibility is good for us all.”  Spirit of the law  WCAG 2.0  Country specific (Section 508) -@mollydotcom at #stirtrek 2011 via @carologic
  • 37.
  • 38. Test & Observation Rooms  Any location will do  Conference rooms  Offices  Quiet corner of cafeteria  Remote  Purchase software - always ready
  • 39. Screener  Technology use/experience  Knowledge of topic  Scripts/Guides  Consent Forms  Data Collection
  • 40. “Why would we need anything more?”
  • 41. Great way to get quantitative information  Questions  Words can have multiple meanings  Un-intended meanings  Less people participate now than in past  People save face  “It’s not that bad”, “It’s my fault”  Vendors requesting Perfect 10
  • 42.
  • 43. Too close to the project  Know things others wouldn’t about product  Concerns about ego, job, co-workers, etc.  Not the intended user!
  • 44.
  • 45. Studies have shown that testing 5-6 representative users of each user type will reveal 80% of usability issues. http://www.useit.com/alertbox/20000319.html Jakob Nielsen’s Alertbox. Why You Only Need to Test with 5 Users. March 19, 2000.
  • 46. Identify repetition  After pattern is found,  continuation of study:  Adds cost  Delays reporting  Low probability of many new findings
  • 47. Testing five users is always enough  Can test anyone and have the same results  Smaller groups equate better findings
  • 48.
  • 49. Visual appearance is important  Must also be usable  Designed for users  Tasks able to be completed  Organized well http://www.brainjuicer.com
  • 51. Costs more time and money  How long will product be used?  Less costly to find and correct issues than provide training to work around the problem
  • 52. Time  Money  Can’t talk to our Customers  Liability  Not needed  Invisible ROI
  • 53. Be armed with  Facts  Questions  Don’t just pick a method  What do you need to know?  What will the stakeholders respond to?
  • 54. 5 4
  • 55. @carologic slideshare.net/carologic speakerrate.com/speakers/15585-caroljsmith
  • 56. Albert, Bill, Tom Tullis, and Donna Tedesco. Beyond the Usability Lab  Albert, Bill, Tom Tullis. Measuring the User Experience  Beyer, Hugh. User-Centered Agile Methods (Synthesis Lectures on Human- Centered Informatics)  Gothelf , Jeff. http://blog.usabilla.com/5-effective-ways-for-usability-testing-to- play-nice-with-agile/  Bias, , Randolph G. and Deborah J. Mayhew Cost-Justifying Usability: An Update for the Internet Age.  Henry, S.L. and Martinson, M. Evaluating for Accessibility, Usability Testing in Diverse Situations. Tutorial, 2003 UPA Conference.  Krug, Steve. Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems.  Molich, Rolf. A Critique of “How to Specify the Participant Group Size for Usability Studies: A Practitioner’s Guide” by Macefield. Journal of Usability Studies. Vol. 5, Issue 3, May 2010. pg. 124-128.  Nielsen, Jakob’s Alertbox. Why You Only Need to Test with 5 Users. March 19, 2000. and Usability Evangelism: Beneficial or Land Grab? by Jakob Nielsen, Ph.D  Ratcliffe, Lindsay and Marc McNeill. Agile Experience Design: A Digital Designer's Guide to Agile, Lean, and Continuous.  Rubin, Jeffrey and Dana Chisnell. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests. John Wiley & Sons, Inc.  The $300 Million Button by Jared Spool

Notas do Editor

  1. Krug, Steve. Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems.