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Transcript

  • 1. Altered State of Consciousness: Confessions of Instructional Designers Who Conduct Usability Testing Wachovia Human Resources – Michael Rukstelis & Yun Zhou
  • 2. What’s in it for me?
    • Steer “live” tests in three different phases
    • Learn the key skills to apply to your job
    • Hear about our test findings and lessons learned
    • Receive helpful templates and tools
    • Participate in interactive discussions
  • 3. Designer vs. User What the user really needs What the designer thinks the user needs How the design looks to the user How the user thinks it is intended to work Source: http://www.jroller.com/resources/behrangsa
  • 4. Usability Testing
    • Real end user engagement
    • Representative prototype
    • “ Try out” or “Test drive”
    • Design validation/improvement
  • 5. Our Case Study
    • A two-hour web-based training program that educates new managers at Wachovia Bank to:
    • Identify situations that involve HR policies/assistance
    • Locate, understand, and apply HR policies/assistance
    • Recognize and address the challenges in applying policies
    • Master a problem solving strategy
  • 6. The Challenge
    • How do you design a web-based training that has a high degree of complexity, while making the learning program as meaningful and as easy to use as possible?
  • 7. You are in the driver seat!
        • Put yourself in the role of the user.
        • Be yourself and react to what you see.
        • Think out loud as you go
        • Be candid and critical
        • Don't be concerned about getting it wrong!
  • 8. First Prototype
  • 9. First Prototype Analysis
    • Visibility
    • Feedback
    • Predictability
  • 10. First Test Findings
    • Key Findings :
    • The design interfered with the learning objectives.
    • The problem-solving methodology was more important than originally conceived.
    • Remedies :
    • Improve visual appeal.
    • Make more visible what users are expected of.
    • Accentuate the problem-solving methodology through a more apparent learning sequence.
  • 11. Second Prototype
  • 12. Second Prototype Test Test Room Observer Room Mirror user facilitator observer
  • 13. Second Test Findings
    • Improved visual appeal and navigation
    • Intuitive layout
    • Unintuitive labels and metaphor
    • Consequence:
    • Users challenged the intended sequence, jumping around.
    • Progress through the scenario slowed.
    • Users became distracted, exhausted, and learned less.
  • 14. Implications: The Two Lenses
    • Ease of Use
    • Ease of Learning
    •  
  • 15. Third Prototype
  • 16. Third Test Findings
    •  
    • Clearer direction of users’ action
    • More purpose to users’ reading
    • Decreased distraction/guessing around
    • Better focus on content
    • Improved pace
    • Improved achievements of learning objectives
    •  
  • 17. What Have We Learned?
  • 18. What Have We Learned?
    • Why adopt usability practices to design e-Learning?
    •  
    • Bridges the gap between the designer and user
    • Teaches us a common language with the user
    • Increases the visibility of design
    • Decreases unintended distraction
    • 5. Shapes the learning methodology
  • 19. What Have We Learned? Usability testing engages your true end user. It is a powerful practice to help design and fine tune the e-learning program until it functions to support learning successfully.
  • 20. Questions and Comments?
  • 21. Thank You for Being Here!