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UPA Boston 2012: My iPhone or Yours? Usability testing on mobile devices

  1. 1. Our humble beginnings: Mobsmart
  2. 2. These slides cover: 1. What to do when there’s no prototype 2. Why it’s very important that you shop at work 3. How many participants to include in your study 4. The best way to record a mobile device 5. Who will read your report and watch your
  3. 3. Move over, television. There are more mobile phones than TVs. Taken by flickr user Marxpix
  4. 4. Mobile is about movement – therefore unpredictable. Taken by flickr user TheeErin
  5. 5. There are vast differences between mobile devices. Taken by flickr user csaila
  6. 6. Testing an app? Run a round of testing for each device you support. Taken by flickr user Jason Unbound
  7. 7. Testing a mobile site? Test 50% more people than you usually would. Roughly 3 per device. Taken by flickr user Steve Rhodes
  8. 8. Don’t wait for the prototype. http://richardlstansfield.wordpress.com/2011/05/page/2/ Test whatever you have. Taken by flickr user Tom Hirt
  9. 9. Test sites with similar goals as your site, even if they’re not competitors. http://gadgetsteria.com/2010/12/14/att- sprint-and-verizon-talk-shared-data-plans/pile- http://richardlstansfield.wordpress.com/2011/05/page/2/ of-smartphones/
  10. 10. Possible pitfalls of testing wireframes on a phone (Using the photo gallery to display them) 1. Screenshots that look good on one device, won’t look good on all of your devices. 2. Phones fall asleep and require lots of power if you want to keep them on for the whole test. 3. If users touch the screen, gallery options show and can be confusing to participants. http://gadgetsteria.com/2010/12/14/att- sprint-and-verizon-talk-shared-data-plans/pile- http://richardlstansfield.wordpress.com/2011/05/page/2/ of-smartphones/
  11. 11. Testing can be formal in style and setting… Bentley University Design and Testing Center c. 2008
  12. 12. …or more informal. Taken by flickr user Shopify
  13. 13. Up close and personal. Be aware that mobile testing requires you get very close to the participant. Taken by flickr user lucamascaro
  14. 14. Warm ups aren’t just for athletes. Warm up your participants to make sure they can use the devices. Taken by flickr user leeander
  15. 15. Pre-test questions can be just as important as the test itself. Taken by flickr user Mesq
  16. 16. Don’t just ask – capture answers and responses. Template design courtesy of Dan Berlin, Mad*Pow
  17. 17. How do you record a mobile device? This looks uncomfortable. Taken by flickr user mdiazphoto
  18. 18. How do you keep the device in the camera view? CX Partners uses the post-it method. http://www.cxpartners.co.uk/cxblog/ipad_app_ux_testing_observations_from_the_field/
  19. 19. Most adorable testing set-up, by Objective Digital http://blog.objectivedigital.com/diy-document-camera-for-mobile-testing-record
  20. 20. Kaden Rushford built his solution: Attach the camera to the device. Light, portable, and captures the users’ movements. http://kad3n.com/portfolio/
  21. 21. Want. Kirk Henry’s design for Lokion Interactive http://www.90percentofeverything.com/2010/11/15/more-mobile-usability-testing-sleds/
  22. 22. Mr. Tappy! A great alternative to DIY mobile usability test sleds.
  23. 23. Be prepared to take lots of notes. Technology can fail and those notes will be important. Taken by flickr user Dr Stephen Dann
  24. 24. Write reports people will actually read – Make them visual. http://lorrainepaterson.wordpress.com/2010/11/12/ux2-0-usability-test-report/
  25. 25. Eat This, Not That! Use this as inspiration for your reports. eatthis.menshealth.com
  26. 26. Design this, not that!
  27. 27. New EBSCOhost site Old EBSCOhost mobile site (launching Summer 2012) Every test tells a story; with a beginning and an end
  28. 28. 1. Don’t wait for a prototype 2. Find sites that are like yours 3. Increase your sample size by 40-50% 4. Make a mobile testing sled 5. Capture and record, even though no one will watch (except maybe the CIO)

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