Slideshare.net (beta)

 
Post to TwitterPost to Twitter
Post: 
Myspace Hi5 Friendster Xanga LiveJournal Facebook Blogger Tagged Typepad Freewebs BlackPlanet gigya icons

All comments

Add a comment on Slide 1

If you have a SlideShare account, login to comment; else you can comment as a guest


Showing 1-50 of 7 (more)

Mobile Usability Testing

From barbaraballard, 2 years ago

How to take your usability testing skills and expand into mobile u more

2860 views  |  0 comments  |  6 favorites  |  393 downloads  |  3 embeds (Stats)
 

Categories

Add Category
 
 

Groups / Events

 
Embed
options

More Info

This slideshow is Public
Total Views: 2860
on Slideshare: 2846
from embeds: 14

Slideshow transcript

Slide 1: mobile usability testing variations on a theme Barbara Ballard http://www.littlespringsdesign.com

Slide 2: people are still people now they are mobile

Slide 3: • standard research techniques • context more important • software testing adds challenges • video capture rigs • beta tests more powerful

Slide 4: • Wizard of Oz (paper prototyping) particularly useful • voice input applications • location • events (incoming message, call, out of network) • front end research (e.g., personas) need to incorporate context

Slide 5: context

Slide 6: sources of context • device vs. computer emulation • laboratory vs. field • outdoors vs. indoors • task-focused vs. other-focused • environmental input (e.g., camera)

Slide 7: emulators & simulators • on-computer use of the application • emulators use actual code • simulators simulate - avoid! • neither match true interaction • computer testing good for information architecture • interaction, aesthetic, function need to be tested on device

Slide 8: laboratory vs. field • laboratory test - standard • field test • can’t capture all context • what background tasks/environment? • may capture more issues • hybrid (e.g., shopping mall, park) • aesthetic issues can be better captured (glare?)

Slide 9: laboratory vs. field • typical: laboratory test • hybrids great for design phase testing • use field test when • late in design cycle; most obvious issues addressed • environmental interaction critical • ex. mobile payments

Slide 10: software testing

Slide 11: device matching • device selection impacts • user interface paradigm • how Java, web content rendered • screen size, input mechanisms • how OS works

Slide 12: more device matching • carrier (operator) selection impacts • home screen arrangement & content • whether SMS links work • technologies (GPS, Java, Flash, ...) • connectivity at test site • expectation for certain device behaviors • available devices (e.g., Sprint != Nokia)

Slide 13: tips for device matching • use one carrier only • restricts device pool • avoids carrier problems • develop device clusters • each cluster has mostly same UX • Nokias largely the same (S40 varies from S60) • Asian manufacturers tend to match carrier UI

Slide 14: capture equipment • capture screen, face, body language • using actual device • as realistic an experience as possible • ease of use • price

Slide 15: lamp-cam

Slide 16: lamp-cam DIY fragile separate face capture must be clipped

Slide 17: lamp-cam

Slide 18: ELMO-cam

Slide 19: ELMO-cam DIY modifications fixed on surface

Slide 20: ELMO-cam

Slide 21: sled

Slide 22: sled DIY or purchase enables body language capture

Slide 23: sled

Slide 24: body language

Slide 25: beta testing

Slide 26: basic concept • deploy service with server-detected events • create surveys • VoiceXML, SMS, or web • customized for task • elicit user feedback when event occurs

Slide 27: trigger events • match user tasks as much as possible • acquire through server logs • send survey when • first time attempting task • nth time attempting task • every n weeks • send alerts via SMS

Slide 28: surveys • limited to 1-2 minutes • capture what task was being attempted • rate ease, enjoyment, etc. • VoiceXML also allows easy free-form input • expire survey in ~20 minutes

Slide 29: ability to track • task frequencies • usage drop-off • ease of use, affect as a function • frequency of use • time between uses • number of uses

Slide 30: research is still research • standard research techniques • plus context • plus device & carrier matching • video capture options • beta tests more powerful

Slide 31: references • www.gotomobile.com • www.littlespringsdesign.com • www.usableproducts.com • A. Kaikkonen et al (2005). Usability Testing of Mobile Applications: A Comparison between Laboratory and Field Testing, Journal of Usability Studies • C.M. Nielsen et al (2006). It’s Worth the Hassle! The Added Value of Evaluating the Usability of Mobile Systems in the Field, NordCHI 2006. Barbara Ballard http://www.littlespringsdesign.com