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8 user testing


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8 of 10 lectures on mobile design covering how and why we test our prototype and designs with real people

Published in: Mobile
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8 user testing

  1. 1. 8 user testing feedback and iteration
  2. 2. why test? empathy explore different approaches inspiration
  3. 3. why not get expert/stakeholder opinions? limited focus based on prior experience not target users
  4. 4. what's in it for you? find problems early do you offer value? are users satisfied or delighted?
  5. 5. fidelity
  6. 6. what can be tested? a path to complete a task data entry navigation whether a task is completed interface conventions clickablity
  7. 7. what happens if you don't test?
  8. 8. what cannot be tested static screens 2 screen tasks tasks that cannot have error (too specific) dependence on 3rd party content tasks that require validation content-hevay value propositins veracity tasks
  9. 9. what are we observing? the way they think it works what they think it does understanding features consistency / learnability errors
  10. 10. preparation we are testing the software - not you scenarios / tasks prototype to support the task appropriate device recording apparatus
  11. 11. what is a task? open-ended description of a goal contextual to ideal user achievable with your design
  12. 12. activity create a task for your software 5 minutes
  13. 13. the facilitator prepare participant get them to think aloud neutral, patient observant to non-verbal cues focused on user (notes)
  14. 14. http://s3.amazonaws.c om/ m/media/editor/2014/0 8/18/thinking-aloud-demo. mp4 talk aloud technique
  15. 15. when you get stuck what do you think it should do? sketch - visualize it iterate
  16. 16. capturing notes screen recording note how they verbalize their experience have a hypothesis first follow up questionaire
  17. 17. procedure let them try and complete the task clarify the task if necessary don't correct them or guide them ask them to say when they have completed it ask them to fill out questions when done