Portfolio as a ux professional

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Portfolio as a ux professional

  1. 1. Portfolio as a UX Practitioner Jun Chen Oct. 2009
  2. 2. Brief self introduction <ul><ul><li>Education background </li></ul></ul><ul><ul><ul><li>Master of Science (Cognitive Psychology) </li></ul></ul></ul><ul><ul><ul><li>Bachelor of Science (Mechanical Engineering) </li></ul></ul></ul><ul><ul><li>5 years working experience in mobile usability & user experience research </li></ul></ul>
  3. 3. Content <ul><ul><li>Brief introduction </li></ul></ul><ul><ul><li>My responsibilities in UCD Organization </li></ul></ul><ul><ul><li>Work portfolio </li></ul></ul><ul><ul><ul><li>Usability Lab & Moderation work </li></ul></ul></ul><ul><ul><ul><li>Research cases </li></ul></ul></ul><ul><ul><ul><ul><li>A successful story in SMS study </li></ul></ul></ul></ul><ul><ul><ul><ul><li>A case of quick testing and report </li></ul></ul></ul></ul><ul><ul><ul><li>UCD Work Examples </li></ul></ul></ul><ul><ul><ul><ul><li>Example 1 – Voice UI </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Example 2 – Camera dictionary </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Prototype Samples </li></ul></ul></ul></ul><ul><ul><li>Recent studies </li></ul></ul>
  4. 4. Responsibilities in UCD Process <ul><ul><li>User research: Site visit, interview and FGD etc. (Main responsibility) </li></ul></ul><ul><ul><li>Research synthesis: Interpretation and affinity diagram (Main responsibility) </li></ul></ul><ul><ul><li>Assist with the initial design session: </li></ul></ul><ul><ul><ul><li>Brainstorming </li></ul></ul></ul><ul><ul><ul><li>Sketch Design (Collaboration) </li></ul></ul></ul><ul><ul><ul><li>Prototype for iterative usability testing </li></ul></ul></ul><ul><ul><ul><ul><li>Sketch or low-fidelity prototype (see attached PowerPoint and embedded flash simulations) </li></ul></ul></ul></ul><ul><ul><li>Formal Usability Testing </li></ul></ul><ul><ul><ul><li>Planning </li></ul></ul></ul><ul><ul><ul><li>Moderator </li></ul></ul></ul><ul><ul><ul><li>Report & Presentation </li></ul></ul></ul>
  5. 5. Usability Lab & Moderation Samples Setup and maintenance of a usability lab Rich experience in moderation work and usability testing.
  6. 6. A successful story of mobile messaging application <ul><ul><li>Why I propose this study? </li></ul></ul><ul><ul><li>How can I do it? </li></ul></ul><ul><ul><li>Result Examples </li></ul></ul><ul><ul><li>Drive main design changes </li></ul></ul><ul><ul><li>Iterative Testing </li></ul></ul>
  7. 7. Why SMS study? <ul><ul><li>Heavy SMS usage in Asia </li></ul></ul><ul><ul><li>Unmet needs in SMS application: such as messages management, privacy protection etc. </li></ul></ul><ul><ul><li>Need to understand current SMS users and their new requirements. </li></ul></ul>
  8. 8. How to do it? <ul><li>Part 1: Focus Group Discussion (120 mins) </li></ul><ul><ul><li>2 Groups of 6 participants each per country (China, Singapore, Korea) </li></ul></ul><ul><ul><li>Ideation exercise at end of discussion </li></ul></ul><ul><li>Part 2: In-depth Interviews (120 mins) </li></ul><ul><ul><li>10 interviews each per country, ages 15 – 32 </li></ul></ul><ul><ul><li>Participants given diaries, created personal contact map </li></ul></ul><ul><ul><li>Participants needs on messaging explored. </li></ul></ul><ul><ul><li>Literatures Review </li></ul></ul><ul><ul><li>Broaden study scope: not only focus on SMS, but also people’s communication pattern and information management style </li></ul></ul><ul><ul><li>Identify target users based on SMS usage: heavy, medium </li></ul></ul>Background Research Methodology
  9. 9. They were also asked to map out a personal contact network to investigate their communication patterns Result Examples 1: Participant diaries Social Network Contacts are typically categorisable to 5-7 groups according to function/relationship to participant Participants usually communicated most with only a few contacts. Here is where 50% of total communication occurs - volleyball and close friends
  10. 10. Result Examples 2: SMS Organization <ul><li>SMS Organisation - Contacts </li></ul><ul><ul><li>Heavy SMS users tend to have about 200 or more messages stored at any time. They send out on average between 10-30 SMS’es every day. </li></ul></ul><ul><ul><li>About 80% of received SMS’es are from 3 – 5 close contacts. The SMS’es sent are also often addressed to people that can be classified into 5-7 groups. This corresponds approximately to their contact map. </li></ul></ul><ul><ul><li>Participants manually group and prioritize contacts according to relationships or importance. </li></ul></ul><ul><ul><ul><li>‘ I added a dot before the name to place it on the top of the contact list.’ </li></ul></ul></ul><ul><li>Design Actions: </li></ul><ul><ul><li>Allow exchanged SMS’es to be displayed as a ‘conversation’ like Instant Messenger, users can then choose to search and view conversations by contact </li></ul></ul><ul><ul><li>Allow users to categorise contacts by personalisable groups </li></ul></ul><ul><ul><li>Allow users to choose an emoticon from preloaded list and insert on SMS </li></ul></ul>
  11. 11. <ul><li>Features generated as part of an ‘ideal’ messaging solution following the Focus Group Discussion* </li></ul><ul><ul><li>Conversation style texting </li></ul></ul><ul><ul><li>Categorize messages according to personalisable groups </li></ul></ul><ul><ul><li>Privacy protection: hidden folders, passwords </li></ul></ul><ul><ul><li>Auto ‘filing’ of messages like Outbox Rules </li></ul></ul><ul><ul><li>Security features to protect phone: virus & spam protection, ‘auto-shutdown’ using SMS </li></ul></ul>Result Examples 3: Top five features * Note that FGD comprised heavy SMS users, features are skewed towards them
  12. 12. Drive design changes <ul><ul><li>Present research findings to UI team, Market team and Product team. </li></ul></ul><ul><ul><li>Brainstorming & Sketch Design collaborated with UI team </li></ul></ul>
  13. 13. Iterative Testing Result Example (High Fidelity Prototype) <ul><ul><li>1st Round </li></ul></ul><ul><ul><li>2nd Round </li></ul></ul>Goals: Verify new conversation style in SMS center
  14. 14. A Case of Quick Testing <ul><ul><li>Question from consumer feedback: </li></ul></ul><ul><ul><ul><li>End a call by accidental press </li></ul></ul></ul><ul><ul><li>Research Goal: </li></ul></ul><ul><ul><ul><li>Identify the issue quickly </li></ul></ul></ul><ul><ul><ul><li>Provide analysis report to UI designers </li></ul></ul></ul>
  15. 15. What Did I Do? <ul><ul><li>Contact software team </li></ul></ul><ul><ul><ul><li>to develop a program which can record all the touch spots during a call </li></ul></ul></ul><ul><ul><li>Look for users to make a 5~10 minutes call </li></ul></ul><ul><ul><ul><li>Internal employees in office (quite environment) </li></ul></ul></ul><ul><ul><ul><li>Outside users in Motorola Showcase (noisy environment) </li></ul></ul></ul><ul><ul><li>Log file analysis and report in 2 days </li></ul></ul>
  16. 16. In-calling Examples <ul><ul><li>58 users tested in 2 days (4 sample test phones) (conducted by an intern and me) </li></ul></ul>
  17. 17. Results Example Probability of the ‘ accidental ’ press in this area is 0.9%. 16 presses in all, 14 of them happened as the last press during a call. – which suggested those presses were intended to end the call, not happened accidentally. The other 2 presses were from 2 users. And one of them happened right before the press on ‘Exit/Back’ Button, which seemed to be an intended press too. So the only accidental press from one user happened to press on the ‘END button. The probability of the accidental ending call was 1.7% (one out of 58) . And the probability of accidental presses was very low: about 0.12% (1658 presses in all) There were 64 presses in this button area. But 38 of them (59%) happened right before ending the call, which suggested these presses were intended to close/back. So the probability of accidental press in here was 1.6% (1658 Presses in all). 83% of the all presses were happened in this area (GNB + Status Bar).
  18. 18. UCD Example 1: Voice UI <ul><ul><li>Goals: </li></ul></ul><ul><ul><ul><li>Understand how users use voice recognition (VR) functions in mobile phone. </li></ul></ul></ul><ul><ul><ul><li>Understand their pain points and concerns. </li></ul></ul></ul><ul><ul><ul><li>Improve/Redesign current UI </li></ul></ul></ul>
  19. 19. Understand Users Observe user behavior onsite and identify their difficulties in using the Voice functions. 1. Site Visit & In-depth Interview 2. Focus Group Discussion Understand current user’s pain points and current design’s advantages and disadvantages.
  20. 20. Interpretation & Affinity Building As an interviewer in research session, I’m responsible for interpret those interview results and monitor the affinity building process. Ultimately, we’ll identify main design goals.
  21. 21. Brainstorming Session Responsibilities: Moderate the brainstorming session and also generate my own ideas. We identified the following key design objectives: Facilitate hands-free and eyes-free access to mobile phone; Make the voice commands more flexible and make the voice interaction more natural and more intelligent. Identify Design Goals
  22. 22. Sketch Design <ul><ul><li>What did I do? </li></ul></ul><ul><ul><ul><li>Assist with sketch design </li></ul></ul></ul><ul><ul><ul><li>Discuss and Review concept </li></ul></ul></ul>
  23. 23. UCD Example 2: Camera Dictionary <ul><ul><li>Motorola will develop a camera dictionary for business use, but still don’t know who will be the potential users, and how they will use it. </li></ul></ul><ul><ul><li>Research goal: </li></ul></ul><ul><ul><ul><li>Understand current Electronic dictionary user’s profile </li></ul></ul></ul><ul><ul><ul><li>How/when/where they use their dictionary </li></ul></ul></ul><ul><ul><ul><li>Their concerns and pain points </li></ul></ul></ul><ul><ul><ul><li>Competitor analysis </li></ul></ul></ul>
  24. 24. Focus Group Group 1 Group 2 <ul><li>What did I do? </li></ul><ul><ul><li>Write the test script </li></ul></ul><ul><ul><li>Moderate the focus group discussion </li></ul></ul><ul><ul><li>Data analysis/ use case/persona (collaboration with designers) </li></ul></ul>
  25. 25. Data Analysis • Interpret user’s statements • Prioritize use cases and requirements Those important use cases should be well supported by interaction design. High priority requirements should be considered seriously during the design process.
  26. 26. Use Cases • Translating work related documents( fax, letter, form) • Reading sign boards when travel abroad • Reading paper/ magazine/book in English • Translating subtitle of a movie • Reading label on product when shopping • Browsing website in English • Translating lyric of an English song 10 5 4 3 1 1 1 We want to support
  27. 27. Persona 周 兰 Zhou Lan General Attributes - Young urban professional - Financially stable , in house debt - She has a mobile device Moto L 6 , an MP 3 player Ipod Nano , and an electronic dictionary Step by Step Longman 6980 ( 步步高 朗文 6980 ) - She owns a car Peugeot 206 - She likes travel and reading Zhou Lan works in a Korean IT company. She is a senior accountant of financial department. She married last year. She and her husband live in AoZhouKangDu( 澳洲康都 ) in Wang Jing. Zhou Lan works a lot on reviewing fax transactions from various of countries, also completing the complicated financial forms. All these faxes and forms are written in English, Zhou Lan tries to understand the unfamiliar words with the help of electronic dictionary, to make sure she has understand the content of every job clearly. User Story Zhou Lan attends the English training classes after work twice a week, which is provided by the company. Before class, She prepares the class by reading the text and learning the words. Zhou Lan treasures English training opportunities very much , she believes the training will help a lot on enhancing her working capability. Zhou Lan prefers to buying her LANCOME (a brand for skin care products) on taobao , it saves a lot of time and money. She likes to read the directions of cosmetics to make sure the time and order for using them or just read the ingredients for fun. Zhou Lan is planning for her second oversea travel. She has booked the tickets for South Africa and will start the journey in a month. In her first travel to Australia, Zhou Lan realized that she need a dictionary which can translate the site instructions for her — instructions of road maps and place of interests, So she has bought a multi-functional electronic dictionary for the incoming trip, which can either translate or work as a voice recorder note. National Geography is one of Zhou Lan’s favorite magazines, she often reads it for half an hour after supper. <ul><ul><li>Native of Beijing </li></ul></ul><ul><ul><li>28 years old </li></ul></ul><ul><ul><li>Married, no child </li></ul></ul><ul><ul><li>Graduated from Renmin University of China, major in International Trade </li></ul></ul><ul><li>- A senior accountant of a Korean System Integration Company. </li></ul>
  28. 28. <ul><ul><li>Experience in Setting up / operating a usability lab </li></ul></ul><ul><ul><li>Extensive knowledge in mobile user experience </li></ul></ul><ul><ul><li>Quantitative analysis skills (proficient in SPSS) </li></ul></ul><ul><ul><li>Prototyping (low fidelity) skills: </li></ul></ul><ul><ul><ul><li>PowerPoint </li></ul></ul></ul><ul><ul><ul><li>HTML (Dreamweaver) </li></ul></ul></ul><ul><ul><ul><li>Simple Flash (windows mobile OS supported) </li></ul></ul></ul><ul><ul><li>Fast learner </li></ul></ul><ul><ul><li>Strong curiosity in mobile services </li></ul></ul>Other Strengths
  29. 29. Recent studies <ul><li>1. Local SNS (Kaixin & Xiaonei) usage studies </li></ul><ul><li>2. Expected abrasion of mobile phone over time _ user study </li></ul><ul><li>3. Half-illiterates mobile usage study </li></ul><ul><li>4. Chinese touch text input study </li></ul>
  30. 30. Local SNS usage study <ul><li>SNS adds a new communication platform for people, which has significant differences with IM and SMS. SNS mainly used for non-instant communication, and most of SNS friends are acquaintances from work place and school. </li></ul><ul><li>IM used for real-time chatting, which gives a more connected feeling. </li></ul><ul><li>SMS contacts and Fetion friends are highly overlapped, both used for instant communication between close friends. </li></ul>IM: QQ , MSN Mobile MSN Mobile QQ Instant Communication Daily check Close Relationship Acquaintances Strangers SNS : Kaixin, Xiaonai etc SMS , Fetion
  31. 31. Local SNS usage study Female, 22, Xiaonei user, college student, heavy texter. Mobile Xiaonei in class. Using Nokia 7310. Female, 25, Kaixin user, 364 friends in Kaixin. Sales, iPhone user. Female, 25, Kaixin user, bookmark WAP Kaixin in her SE K500c. Job waiting. Male, 26, both Xiaonei & Kaixin user. Will get Master Degree this summer. Using Nokia N82, WIFI at home. Male, 19, Xiaonei user, 2 nd year in college. Sharing PC at dorm. Using Nokia 5700, heavy mobile QQ & Fetion user. Male, 26, Kaixin user, working in ISP Services, MSN,QQ used as main communication tool in working place. Mobile IM outside. Using SE C702c. Female, 27, Kaixin user. Mobile Kaixin for parking and daily tally. Using Nokia N95.
  32. 32. PC SNS Behaviors ( Xiaonei & Kaixin ) <ul><li>Different SNS has different target groups. Kaixin targets on working people, and Xiaonei targets on school students. </li></ul><ul><li>Kaixin is a very much game-centric communication platform. </li></ul><ul><ul><li>Indirect game-based communication, e.g. garden, parking etc. </li></ul></ul><ul><ul><ul><li>Gaming attracts Kaixin users to go to Kaixin several times a day. If there’s no more attractive game, they would go to Kaixin less frequently. </li></ul></ul></ul><ul><ul><li>Indirect text based communication, e.g. voting, truth telling etc. </li></ul></ul><ul><ul><li>Less direct, instant communication with Kaixin friends. </li></ul></ul><ul><ul><ul><li>IM was much more preferred </li></ul></ul></ul><ul><ul><ul><li>If the friend was not the IM list, they will add them to their IM list if instant communication was needed. </li></ul></ul></ul><ul><li>Xiaonei users are not so keen on the games, while they have more blogging, sharing behavior. </li></ul><ul><ul><li>Web games required several checks on the website for a good achievement, which was inconvenient for most students. </li></ul></ul>
  33. 33. Mobile Kaixin Behaviors <ul><li>They used mobile SNS for some quick and small tasks, e.g. parking, checking messages. </li></ul><ul><ul><li>When the home PC is off, and they are not willing to turn on the desktop just for these small and quick tasks on social networks. </li></ul></ul><ul><ul><li>When the boss is front of you </li></ul></ul><ul><ul><li>People checks several times a day on Kaixin for games , not for friend’s updates. </li></ul></ul><ul><ul><ul><li>If there’re no more attractive games, they would go to Kaixin less frequently (e.g. 3 or 4 times a week) </li></ul></ul></ul><ul><li>Killing time (when PC not available) </li></ul><ul><ul><li>On the commuting </li></ul></ul><ul><ul><li>In the class (when the course is boring) </li></ul></ul><ul><ul><li>In bed, before sleeping (particularly for students living in the campus) </li></ul></ul><ul><li>Ways to launch SNS in the mobile phone </li></ul><ul><ul><li>Most of respondents used browser’s address history </li></ul></ul><ul><ul><li>1 of them used bookmark in the browser </li></ul></ul><ul><ul><li>1 of them used shortcut on the RSK (created by himself) </li></ul></ul>
  34. 34. Expected Abrasion over time - Method <ul><li>Select 12 phones with different abrasion level: </li></ul><ul><ul><li>8 normal phones (used as daily phones) </li></ul></ul><ul><ul><li>4 abrasion test phones (made by tumbling abrasion) </li></ul></ul><ul><li>Recruit users who tend to have high expectations on phone’s abrasion over time via online questionnaire </li></ul><ul><ul><li>http://www.oqss.com/oqss25/survey/UserData/U1131/S3359.aspx </li></ul></ul><ul><li>Have users rate the phones on perceived fineness (from 1-10), and estimate how long it has been used based on own experience. </li></ul><ul><ul><li>Discuss with users about their adjustment criteria, and double check if the time estimated is what their basic expectation for phone’s abrasion over time </li></ul></ul><ul><ul><li>Build predictive equation between perceived fineness and expected using time </li></ul></ul>
  35. 35. Acceptable Using time (month) Expected Abrasion over time
  36. 36. Acceptable Fineness Over Time <ul><li>For Normal cases: </li></ul><ul><ul><ul><li>Acceptable Fineness = 9.8 - 0.2 x Month </li></ul></ul></ul><ul><ul><li>e.g. for 6 months, the expected fineness is 8.6, which means 86% new </li></ul></ul><ul><ul><li>For Higher expectation cases (e.g. high end phones): </li></ul></ul><ul><ul><ul><li>Acceptable Fineness = 10.1 - 0.2 x Month </li></ul></ul></ul><ul><ul><ul><ul><li>e.g. for 6 months, the expected fineness is 8.9, which means 89% new </li></ul></ul></ul></ul><ul><ul><li>For lower expectation cases (e.g. low end phones): </li></ul></ul><ul><ul><ul><li>Acceptable Fineness = 9.5 - 0.24 x Month </li></ul></ul></ul><ul><ul><ul><li>e.g. for 6 months, the expected fineness is 8.1, which means 81% new </li></ul></ul></ul>
  37. 37. Half-illiterates mobile usage study
  38. 38. Chinese Text Input Research A4 Dayhand Nokia S60 Touch (N5800) TouchPal v3.5 ZTA4 Nokia Motorola Samsung SonyEricsson
  39. 39. Thanks for reading Please contact: [email_address]   Webblog: http://www.uxgarden.com

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