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TESTING TECHNOLOGY PRODUCTS          Websites, Apps, Software etc…                 March 2013
OVERVIEWMETHODOLOGIES    - EXPLORATORY TESTING    - USABILITY TESTING    - “REAL-WORLD” TRIALSCONCLUSION
Reasons to Test Tech Products       Ensure efficient development of useful and        appealing products        –   Begin...
Reasons for Not Testing Tech4
Reasons for Not Testing Tech       Lack of time       Lack of money       Overconfidence        –   Unaware of potentia...
Types of Tech Product Testing       EXPLORATORY:        –   What digital content or functionality do users need          ...
OVERVIEW    METHODOLOGIES        - EXPLORATORY TESTING       - USABILITY TESTING       - “REAL-WORLD” TRIALS    CONCLUSION7
Methodologies    Exploratory Testing       Usually groups        –   Live or Online groups        –   Online Bulletin Boa...
OVERVIEW    METHODOLOGIES        - EXPLORATORY TESTING        - USABILITY TESTING       - “REAL-WORLD” TRIALS    CONCLUSION9
Methodologies    Usability Testing       Most complex but not more important       Common practices:        –   Multiple...
Methodologies    Usability Testing       Four “phases” of usability testing        –   Wireframe        –   Alpha        ...
Methodologies    Usability – Wireframe Testing       Participants navigate through hyperlinked        screen shots with o...
Methodologies    Usability – Alpha Testing       Product functions roughly and is populated        with just enough data ...
Methodologies    Usability – Beta Testing       Product is reasonably stable and        approaching full functionality wi...
Methodologies    Usability – Pre or Post Release       Product is fully functional and content is        complete       ...
Methodologies    Usability16
Methodologies    Usability – When Are You Done?       Digital products are tools…        –   Should fulfill the user’s ne...
OVERVIEW     METHODOLOGIES        - EXPLORATORY TESTING        - USABILITY TESTING        - “REAL-WORLD” TRIALS     CONCLU...
Methodologies    "Real-World" Trials       Multiple phase process        –   Individual trial and reporting of experience...
Methodologies    "Real-World" Trials       Options for testing        –   Individual product        –   Comparison of com...
Methodologies    Trials vs. Usability Testing           "Real-World" Trials                     Usability Testing    Docum...
Methodologies    Learning Curve vs Usability Issues          Learning Curve Issues                     Usability Issues   ...
Methodologies    "Real-World" Trials (related)       Corporate “Online Presence” Testing        –   Harvest available dat...
OVERVIEW     METHODOLOGIES         - EXPLORATORY TESTING         - USABILITY TESTING         - “REAL-WORLD” TRIALS     CON...
About Dave Kreimer &    Next Step Consulting       Next Step Consulting consists of a team of professionals        suppor...
Contact Us       eMail:   2dave@nextstepconsult.com       Phone: (206) 782-6002       NSC Website       NSC Blog     ...
Graphic- Thank You27
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Testing technology products

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Transcript of "Testing technology products"

  1. 1. TESTING TECHNOLOGY PRODUCTS Websites, Apps, Software etc… March 2013
  2. 2. OVERVIEWMETHODOLOGIES - EXPLORATORY TESTING - USABILITY TESTING - “REAL-WORLD” TRIALSCONCLUSION
  3. 3. Reasons to Test Tech Products  Ensure efficient development of useful and appealing products – Begin with a well-conceived concept – Add features and functions systematically – Conduct periodic “reality checks” with users – Avoid “spider web” syndrome with changes – Increase confidence in reliability, relevance and appeal of product as release approaches – Be prepared for an effective roll-out: sales story,3 user training, competitive awareness etc…
  4. 4. Reasons for Not Testing Tech4
  5. 5. Reasons for Not Testing Tech  Lack of time  Lack of money  Overconfidence – Unaware of potential problems – Disconnected from users true needs, attitudes or skill level  Sometimes not necessary – minor changes, simple product, previously well researched, based on something similar, etc…5
  6. 6. Types of Tech Product Testing  EXPLORATORY: – What digital content or functionality do users need and/or desire?  USABILITY: – How easy or hard is it to use the digital product?  “REAL-WORLD” TRIALS: – How well does the digital product actually fulfill the users needs?6
  7. 7. OVERVIEW METHODOLOGIES - EXPLORATORY TESTING - USABILITY TESTING - “REAL-WORLD” TRIALS CONCLUSION7
  8. 8. Methodologies Exploratory Testing  Usually groups – Live or Online groups – Online Bulletin Board  Typical flow of discussion: – Current technology practices – Speculate on future needs – Response to technology product ideas & options  Concept statements  Wireframes or other mock-ups of ideas8  Existing websites or applications
  9. 9. OVERVIEW METHODOLOGIES - EXPLORATORY TESTING - USABILITY TESTING - “REAL-WORLD” TRIALS CONCLUSION9
  10. 10. Methodologies Usability Testing  Most complex but not more important  Common practices: – Multiple iterations – Each consisting of 8-12 In-depth interviews  Depending on types users – 45-60-minute sessions – Conducted live in the early phases  Computer lab provides stable digital environment1 – Conducted online in later stages0  Real-world digital environment - varied OS and browsers
  11. 11. Methodologies Usability Testing  Four “phases” of usability testing – Wireframe – Alpha – Beta – Pre-release or Post-release  Dependent on level of completion and functioning of test digital product  Phases may not be clearly defined11  Nice but not necessary to test each phase
  12. 12. Methodologies Usability – Wireframe Testing  Participants navigate through hyperlinked screen shots with only minimal content and sketchy design elements  Demonstrates the degree to which the website is organized and functions logically  Best conducted live, in professional market research facilities or computer lab12
  13. 13. Methodologies Usability – Alpha Testing  Product functions roughly and is populated with just enough data for participants to complete the most essential tasks  Design is evident but unrefined  Evaluate how well the key navigational and basic design elements align with users expectations  Best conducted live, in professional market1 research facilities or computer lab3
  14. 14. Methodologies Usability – Beta Testing  Product is reasonably stable and approaching full functionality with at least one complete segment of content  Gauges extent to which navigation, design and other conventions will work when product is complete  Good time to test “optional” features  This phase of research is typically conducted1 online to experience “real-world” conditions4
  15. 15. Methodologies Usability – Pre or Post Release  Product is fully functional and content is complete  Simulates “real world” use to isolate bugs, impact of combined actions, identify minor refinements to improve user experience, uncover training needs  Usually conducted online – Tasks are more open-ended to see how new1 users learn and problem-solve5
  16. 16. Methodologies Usability16
  17. 17. Methodologies Usability – When Are You Done?  Digital products are tools… – Should fulfill the user’s needs in an efficient and simple manner that is often “unremarkable” – “The absence of feedback is feedback” – High praise = “It worked just as I expected”  Ready for release when… almost all test participants successfully complete the mission critical tasks with minimal problems17
  18. 18. OVERVIEW METHODOLOGIES - EXPLORATORY TESTING - USABILITY TESTING - “REAL-WORLD” TRIALS CONCLUSION18
  19. 19. Methodologies "Real-World" Trials  Multiple phase process – Individual trial and reporting of experience  Online Journal – Can use video, audio or text (smartphone saves time) – Group discussion  Live or Online or through Online Bulletin Board  Options for depth and duration – Task specific – 2-3 weeks1 – Short-term panel – 1-2 months9 – Long-term panel – 3 or more months
  20. 20. Methodologies "Real-World" Trials  Options for testing – Individual product – Comparison of competing products  Options for participants (Consider comparisons) – First users of new product – New users of established product – Veteran users of established product – Pre-trained users2 – Self-trained users0 – Users of competitive products
  21. 21. Methodologies Trials vs. Usability Testing "Real-World" Trials Usability Testing Documented by posts of users Directly observed in real-time during recollections to an asynchronous one-on-one interviews online bulletin board Macro view Micro view - Tasks are broad “create a lesson” -Tasks are more specific “find a - Feedback is non-specific lesson about cell division” - Feedback is specific Exposes common problems with Exposes all problems and provides only vague or speculative insight precise insight into users into users expectations expectations Helps to determine general Specifically identifies the problems2 functions that are problematic related to each tested function1
  22. 22. Methodologies Learning Curve vs Usability Issues Learning Curve Issues Usability Issues Challenge is learning the Challenging to learn and to repeat convention or action Once learned – repeated Users don’t learn – process is completion of task is easy flawed Improved with tweaks to labeling, Requires redesign of process. design, button position etc… Sometimes creates a “ripple effect” Also, training, tutorials etc… that impacts other parts of platform. Can be identified in both usability Requires usability testing. and "Real-World" Trials Trial testing feedback is generally not specific enough to provide insight into these issues22
  23. 23. Methodologies "Real-World" Trials (related)  Corporate “Online Presence” Testing – Harvest available data  Online comments  Customer communications  Technical support data  Website metrics – Enhance and deepen insights with qualitative  Live or online groups – primed with pre-group task  Online Bulletin Board – users respond to web presence2 of various companies and then “discuss”3
  24. 24. OVERVIEW METHODOLOGIES - EXPLORATORY TESTING - USABILITY TESTING - “REAL-WORLD” TRIALS CONCLUSION24
  25. 25. About Dave Kreimer & Next Step Consulting  Next Step Consulting consists of a team of professionals supporting the efforts of Dave Kreimer, the companys principal.  Dave Kreimers background in psychology, and years of facilitation and marketing experience enhance his market research skills. Since 1993, Dave has successfully designed, conducted, and documented roughly 500 research projects involving thousands of focus groups and personal interviews. The company’s most loyal clients include medical, educational, publishing, technology, and finance firms.25
  26. 26. Contact Us  eMail: 2dave@nextstepconsult.com  Phone: (206) 782-6002  NSC Website  NSC Blog  LinkedIn  Facebook  Twitter26
  27. 27. Graphic- Thank You27
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