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Agile 2011 Salt Lake City @AskAUser @Carologic Faster Usability Testing in an Agile World
"The biggest waste of all is building something no one wants" - @ericries #LeanStartupMI via @MelBugai
Create a great, usable, accessible, and relevant experience
Harmonize Our Language
Agile Sprints Iteration Wall – scrum or kanban
Usability Testing is… Representative users  Doing real tasks Being observed Using prototypes or live products
Demo / Acceptance Testing After development is done Stakeholders, purchasers – not users Product is demonstrated (not tested) Not in context of real use Not what we’re talking about
Can Test… Websites, mobile, products, services Ideas Prototypes: Paper to hi-fi
Measure Ability to Achieve Goals Effectiveness Efficiency Learnability Satisfaction More…
Locations Anywhere (conference room, remotely) Any Stage (earlier = better) Anytime (un-moderated) Realistic test environment Photo by Roebot at http://www.flickr.com/photos/roebot/2964156413/
Early Testing Reduces Risks Early research reduces chance of major issues later Major work is done on priority items 11
Benefits of U Testing Save time & money Minimize human cost (users & team) Better UX means increased  Usefulness Efficiency Productivity
Bringing it to Agile
Shared Values Individuals and interactions Working software Customer collaboration Responding to change
Integrating with Agile UX Increased understanding of Users Dev
Agile Integration Use each study to pick up information Additional user research done in parallel UX Interviews User Observations Survey Increased understanding of Users Personas Dev
Testing Methods
Any Method Can be Adapted Quick Bare minimum of effort Get needed feedback Provide recommendations Repeatable
Scope Effort Consider budget, resources Time Recruiting Facilitating Analyzing Adding participants increases budget & time
Paper, Clickable or Real Code? Always start with paper Guerilla / hallway test Users may misunderstand Clickable prototypes Easier to understand Can easily change Real Code Great if it’s the right solution
Paper or Clickable Prototype Rapid Iterative Testing & Evaluation (RITE) Traditional Testing In-Person Remote more challenging
RITE Overview Qualitative user feedback  actions + comments  Series of small usability tests 3 participants each day Minimum of 3 days of testing  Iteration between testing days Total of 5 days
RITE Process Priority & Level of Effort Update Test Test 1 High Medium Low 2 3 23
Recap Sessions 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 24
RITE Results Final prototype  Vetted with users Base for recommendations Light Report: “Caterpillar to Butterfly” Screenshots show progressions What changes were made and why
What Works for RITE Best used early in project lifecycle  Early concepts Need to be vetted with users Can assist in quickly shaping designs 26
Real Code Traditional Testing In-Person or remote Less users, shorter sessions: analyze at lunch Recommend 3 or more users Half hour to 1 hour each Great for prototypes too!
Remote Testing Options
Remote - Moderated Lab setup Robust computer Screen sharing software Participants camera (optional) Internet on both ends Speedy Separate from phone line
Remote – Un-moderated No “Lab” needed – online software Participants camera (optional) Participant’s internet only Recommend to complement Moderated Testing
Benefits of Remote No travel Easy to set up No special room required (advised!) Can be conducted from almost anywhere Option to see their real environment Drawback: no F2F
Software* Simple Un-Moderated Moderated Complex *Incomplete list with subjective ratings
Make Observers Work Observers (PO, PM, dev, etc.) Take notes Help operate software/recording equipment Greet participants
Formal Lab? Your team Need them to show up Need to be able to schedule as needed Recommend laptop/portable lab Can be semi-permanent Ready when you are (minimal setup)
Regular Testing (Yes, this is an old idea; a great one!)
Bring it On! Small focused tests Reduce waiting for recruitment Once per week or per Sprint Same day mid-week (not Monday or Friday)
User Testing Day! Make team aware Invite everyone Watch remotely Recurring meeting invites for stakeholders
What to test? Identify what to test at start of Sprint Work in Progress Multiple projects Prototypes Concepts, rough ideas, brainstorming Competing designs, (A/B testing) Comparative studies across market User research
“Teams should stretch to get work into that day’s test and use the cadence to drive productivity.” - Jeff Gothelf - http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-play-nice-with-agile/
Why Regular? Team becomes:  accustomed to steady stream of qualitative insight  insight ensures quick decisions…line 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/
Planning is Tight UX Plans study Identifies additional work Recruitment “automated”
Hire a Recruiter Allows you to focus. Good recruiters: find right participants. give regular updates. take care of directions, confirmations, incentives, etc.
Do it Yourself Internal resource who REALLY understands who you need Create a panel (large recruits, less often) Internal customer lists, user groups Schedule as needed Use cautiously
Use Site to Recruit Pop up on your site: http://ethnio.com
Include PWD People with disabilities “We are all only temporarily able-bodied. Accessibility is good for us all.”  Get to spirit of the law (Section 508, WCAG 2.0) -@mollydotcom at #stirtrek 2011 via @carologic
Make it Repeatable
Pre-Book Your Rooms Test & Observation Rooms Any location will do Conference rooms Offices Quiet corner of cafeteria Remote
Create Reusable Templates Screener Technology use/experience  Knowledge of topic Scripts/Guides Consent Forms Data Collection
Honorariums Make it easy – buy ahead Gift cards from retail stores (Target, Starbucks) More complex Amazon Gift Cards Product credits
Notetaking Keep it simple Paper or Computer Depends on situation People are less bothered by typing Can you pay attention?
Find Patterns in Data
Quicker – on Big Paper
Debriefing After Testing
True Statements All interfaces have usability problems Limited resources to fix them More problems than resources Less serious problems distract Intense focus on fixing most serious problems first Adapted from: Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding  and Fixing Usability Problems. By Steve Krug
Debrief with Team Assumes stakeholders watched tests If not, wait for UX analysis Quick analysis to quick decisions All decision makers MUST be present
Goal Identify top 5 or 10 most serious issues Top 3 from each list Prioritize from lists Commit resources for next sprint Stop Adapted from: Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding  and Fixing Usability Problems. By Steve Krug
Guidelines Stay on Topic Be Constructive Don’t get distracted by small problems Intense focus on fixing most serious problems first
Make Useful & Usable Recommendations - Quickly
Transform Data Look for patterns Read “between the lines” Know what you’ve got  Sort, reorganize, review, repeat What refutes your expectations? Surprises? Outliers?
Documentation Reduce, reuse Use email, IM, etc. Put it on the wall Must be easy to understand Quickly absorbable
Email or One Pager Goal of report Think about audience How will it be used? Include Goal of study What will be fixed and who assigned to Tasks attempted Who observed Future research/enhancements
Tweak, Don’t Redesign Small iterative changes Make it better now Don’t break something else Take something away Reduce distractions Don’t add – question it Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding  and Fixing Usability Problems. By Steve Krug
Do UX Early & Often Make users visible Information radiators Test findings Artifacts Personas Word Clouds - IA
Recommended Readings 64
Contact carol@mw-research.com www.mw-research.com  slideshare.net/carologic speakerrate.com/speakers/15585-caroljsmith
References Albert, Bill, Tom Tullis, and Donna Tedesco. Beyond the Usability Lab. Gothelf , Jeff. http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-play-nice-with-agile/ 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. Rubin, Jeffrey and Dana Chisnell. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests.  John Wiley & Sons, Inc.
Tool Considerations ,[object Object]
Lab or on-site?
Prototype limitations (can it be online?, is it a document or a clickable site?)
Number of observers, number of participants?
Number of facilitators?

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Faster Usability Testing in an Agile World presented at Agile2011

  • 1. Agile 2011 Salt Lake City @AskAUser @Carologic Faster Usability Testing in an Agile World
  • 2. "The biggest waste of all is building something no one wants" - @ericries #LeanStartupMI via @MelBugai
  • 3. Create a great, usable, accessible, and relevant experience
  • 5. Agile Sprints Iteration Wall – scrum or kanban
  • 6. Usability Testing is… Representative users Doing real tasks Being observed Using prototypes or live products
  • 7. Demo / Acceptance Testing After development is done Stakeholders, purchasers – not users Product is demonstrated (not tested) Not in context of real use Not what we’re talking about
  • 8. Can Test… Websites, mobile, products, services Ideas Prototypes: Paper to hi-fi
  • 9. Measure Ability to Achieve Goals Effectiveness Efficiency Learnability Satisfaction More…
  • 10. Locations Anywhere (conference room, remotely) Any Stage (earlier = better) Anytime (un-moderated) Realistic test environment Photo by Roebot at http://www.flickr.com/photos/roebot/2964156413/
  • 11. Early Testing Reduces Risks Early research reduces chance of major issues later Major work is done on priority items 11
  • 12. Benefits of U Testing Save time & money Minimize human cost (users & team) Better UX means increased Usefulness Efficiency Productivity
  • 13. Bringing it to Agile
  • 14. Shared Values Individuals and interactions Working software Customer collaboration Responding to change
  • 15. Integrating with Agile UX Increased understanding of Users Dev
  • 16. Agile Integration Use each study to pick up information Additional user research done in parallel UX Interviews User Observations Survey Increased understanding of Users Personas Dev
  • 18. Any Method Can be Adapted Quick Bare minimum of effort Get needed feedback Provide recommendations Repeatable
  • 19. Scope Effort Consider budget, resources Time Recruiting Facilitating Analyzing Adding participants increases budget & time
  • 20. Paper, Clickable or Real Code? Always start with paper Guerilla / hallway test Users may misunderstand Clickable prototypes Easier to understand Can easily change Real Code Great if it’s the right solution
  • 21. Paper or Clickable Prototype Rapid Iterative Testing & Evaluation (RITE) Traditional Testing In-Person Remote more challenging
  • 22. RITE Overview Qualitative user feedback actions + comments Series of small usability tests 3 participants each day Minimum of 3 days of testing Iteration between testing days Total of 5 days
  • 23. RITE Process Priority & Level of Effort Update Test Test 1 High Medium Low 2 3 23
  • 24. Recap Sessions 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 24
  • 25. RITE Results Final prototype Vetted with users Base for recommendations Light Report: “Caterpillar to Butterfly” Screenshots show progressions What changes were made and why
  • 26. What Works for RITE Best used early in project lifecycle Early concepts Need to be vetted with users Can assist in quickly shaping designs 26
  • 27. Real Code Traditional Testing In-Person or remote Less users, shorter sessions: analyze at lunch Recommend 3 or more users Half hour to 1 hour each Great for prototypes too!
  • 29. Remote - Moderated Lab setup Robust computer Screen sharing software Participants camera (optional) Internet on both ends Speedy Separate from phone line
  • 30. Remote – Un-moderated No “Lab” needed – online software Participants camera (optional) Participant’s internet only Recommend to complement Moderated Testing
  • 31. Benefits of Remote No travel Easy to set up No special room required (advised!) Can be conducted from almost anywhere Option to see their real environment Drawback: no F2F
  • 32. Software* Simple Un-Moderated Moderated Complex *Incomplete list with subjective ratings
  • 33. Make Observers Work Observers (PO, PM, dev, etc.) Take notes Help operate software/recording equipment Greet participants
  • 34. Formal Lab? Your team Need them to show up Need to be able to schedule as needed Recommend laptop/portable lab Can be semi-permanent Ready when you are (minimal setup)
  • 35. Regular Testing (Yes, this is an old idea; a great one!)
  • 36. Bring it On! Small focused tests Reduce waiting for recruitment Once per week or per Sprint Same day mid-week (not Monday or Friday)
  • 37. User Testing Day! Make team aware Invite everyone Watch remotely Recurring meeting invites for stakeholders
  • 38. What to test? Identify what to test at start of Sprint Work in Progress Multiple projects Prototypes Concepts, rough ideas, brainstorming Competing designs, (A/B testing) Comparative studies across market User research
  • 39. “Teams should stretch to get work into that day’s test and use the cadence to drive productivity.” - Jeff Gothelf - http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-play-nice-with-agile/
  • 40. Why Regular? Team becomes: accustomed to steady stream of qualitative insight insight ensures quick decisions…line 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/
  • 41. Planning is Tight UX Plans study Identifies additional work Recruitment “automated”
  • 42. Hire a Recruiter Allows you to focus. Good recruiters: find right participants. give regular updates. take care of directions, confirmations, incentives, etc.
  • 43. Do it Yourself Internal resource who REALLY understands who you need Create a panel (large recruits, less often) Internal customer lists, user groups Schedule as needed Use cautiously
  • 44. Use Site to Recruit Pop up on your site: http://ethnio.com
  • 45. Include PWD People with disabilities “We are all only temporarily able-bodied. Accessibility is good for us all.” Get to spirit of the law (Section 508, WCAG 2.0) -@mollydotcom at #stirtrek 2011 via @carologic
  • 47. Pre-Book Your Rooms Test & Observation Rooms Any location will do Conference rooms Offices Quiet corner of cafeteria Remote
  • 48. Create Reusable Templates Screener Technology use/experience Knowledge of topic Scripts/Guides Consent Forms Data Collection
  • 49. Honorariums Make it easy – buy ahead Gift cards from retail stores (Target, Starbucks) More complex Amazon Gift Cards Product credits
  • 50. Notetaking Keep it simple Paper or Computer Depends on situation People are less bothered by typing Can you pay attention?
  • 52. Quicker – on Big Paper
  • 54. True Statements All interfaces have usability problems Limited resources to fix them More problems than resources Less serious problems distract Intense focus on fixing most serious problems first Adapted from: Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. By Steve Krug
  • 55. Debrief with Team Assumes stakeholders watched tests If not, wait for UX analysis Quick analysis to quick decisions All decision makers MUST be present
  • 56. Goal Identify top 5 or 10 most serious issues Top 3 from each list Prioritize from lists Commit resources for next sprint Stop Adapted from: Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. By Steve Krug
  • 57. Guidelines Stay on Topic Be Constructive Don’t get distracted by small problems Intense focus on fixing most serious problems first
  • 58. Make Useful & Usable Recommendations - Quickly
  • 59. Transform Data Look for patterns Read “between the lines” Know what you’ve got Sort, reorganize, review, repeat What refutes your expectations? Surprises? Outliers?
  • 60. Documentation Reduce, reuse Use email, IM, etc. Put it on the wall Must be easy to understand Quickly absorbable
  • 61. Email or One Pager Goal of report Think about audience How will it be used? Include Goal of study What will be fixed and who assigned to Tasks attempted Who observed Future research/enhancements
  • 62. Tweak, Don’t Redesign Small iterative changes Make it better now Don’t break something else Take something away Reduce distractions Don’t add – question it Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems. By Steve Krug
  • 63. Do UX Early & Often Make users visible Information radiators Test findings Artifacts Personas Word Clouds - IA
  • 65. Contact carol@mw-research.com www.mw-research.com slideshare.net/carologic speakerrate.com/speakers/15585-caroljsmith
  • 66. References Albert, Bill, Tom Tullis, and Donna Tedesco. Beyond the Usability Lab. Gothelf , Jeff. http://blog.usabilla.com/5-effective-ways-for-usability-testing-to-play-nice-with-agile/ 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. Rubin, Jeffrey and Dana Chisnell. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests. John Wiley & Sons, Inc.
  • 67.
  • 69. Prototype limitations (can it be online?, is it a document or a clickable site?)
  • 70. Number of observers, number of participants?
  • 72. Logging and video editing needs (time on task, highlight video creation)?
  • 74.
  • 75. Ovo
  • 81.
  • 82. Satisfaction Questionnaires Standard Usability Measurement Inventory (SUMI) office/desktop software, purchase 50 questions Website Analysis and MeasureMent Inventory (WHAMMI) Purchase 20 questions System Usability Scale (SUS) Free 10 questions
  • 83. Recommended Sites Usability.gov W3C Web Accessibility Initiative http://www.w3.org/WAI/ Accessibility Standards in US (Section 508) http://www.access-board.gov/sec508/508standards.htm Jakob Nielsen http://www.useit.com UPA – professional UX association http://www.upainternational.org/