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User Experience Testing

First created in 2009 this is the 2011 version

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User Experience Testing

  1. 1. 2 | MODEL Visualise the problem/opportunity area. Use models to communicate and manage scope, features and functions and their relationships and interdependencies. This domain provides a framework to explore and assess candidate solutions. 1 | CONTEXT Understanding the scope and nature of problem/opportunity, what success looks looks like and who can help you achieve that success. This domain acts as the governance and the guiding principles for the UX. 2 | BUILD Deliver and refine the interaction. This domain allows the detailed interaction of the UI to be cycled through a number of iterations to a point where it meets the user and stakeholder requirements for the current release. Affinity Diagramming Affinity diagramming is an interactive method where concepts written on cards are sorted into related groups and sub‐ groups Lateral Thinking Lateral Thinking is an individual or group process for generating alternative ideas or solutions for a specific topic Card Sorting The card sorting method is used to generate and prioritise information structures Claims Analysis Claims analysis is a technique for examining the positive and negative consequences of design features Concept Research and Testing Contextual Usability Collecting and analysing detailed information about the intended users, their tasks and their environment Critical Incident Study Gathering facts (incidents) from domain experts or less experienced users of an existing system to improve the performance of the individuals involved Cultural Probe Cultural probes are sets of simple artefacts that are given to users for them to record specific events, feelings or interactions in their usual environment Detailed Storyboard (User Stories) Breaking down of existing Epic stories to follow success, alternative and failure pathways through the software and technology in group or individual sessions User Research and Testing User Requirements Defines user centric requirements linked to business objectives which includes interpretation of user behaviours with research and is used to create the design User Personas Personas are representations of types of users, behaviours, objectives, expectations of technology, their activities and the role they perform Storyboard (Epic Stories) A storyboard is a technique for illustrating an interaction between a person and a product (or multiple people and multiple products) in narrative format Outputs Best Practices Reviewing domain and non domain best practices that relate to user interactive behaviour User Observation A non invasive way of collecting and analysing detailed information about the intended users, their tasks and their environment Predictive (GOMS) method Stands for Goals, Operators, Methods, and Selection Rules reviewing the individual components of a user experience to most efficiently complete a goal Survey A way of collecting large quantities of data based on specific questions, images or other stimulus helping to define behaviours and drivers in large user populations Focus Group A focus group is a focused discussion where a facilitator supports a group of participants to answer a set of questions on a particular topic Co‐Creation A session where a group of users are asked to prioritise and define the ‘how it works’ aspect of a component or interactive behaviour Interview A semi‐structured or structured interview that is conducted in person, over a phone or internet audio line. Heuristic Evaluation A usability evaluation method in which one or more user experience experts, compare existing software, documentation, or product to a list of design principles user experience research and testing Validation Research and Testing User Definition Researching types of user, exposure to technology, interactive behaviours and their expectations of final system or software used in creating participant screening document for testing User Experience Testing A task based testing method of software or technology in terms of overall effect (widgets) and user interface elements, success is marked by not finding problems Usability Testing A usability evaluation method in which ten or more (non technical) users test software or technology focusing on potential problems, success is marked by finding problems Logic Testing A scenario based testing method where users test that the software or technology delivers what they expect it to in the way they expect it Visual Language Testing A usability evaluation method in which users assess the visual effectiveness of the user interface in terms of understanding without reading Use of Language A usability evaluation method in which users assess the effectiveness of text in terms of understanding the interface Contextual Usability Testing Task based testing the software or technology with users under the exact same environment in which it is will be used User Task Flows ‘What to’ visualisation that contains all main interactive pathways representing the user experience and information architecture design as steps Wireframes ‘How to’ visualisation that contains all main interactive pathways representing the user experience and information architecture design as screens Model or Software Validates the interactive user behaviours and activities of all main interactive pathways representing the user experience and information architecture design Fixes and New Features Advises of any minor fixes required and defines new features based upon user experiences

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