This document provides techniques for conducting low-cost, fast usability testing for mobile devices. It discusses common problems with mobile usability testing including issues related to the physical devices, capturing user behavior, and testing emotional engagement. The document then recommends incremental research methods using a variety of low-fidelity and higher-fidelity techniques at different stages. Specific techniques discussed include paper prototyping, emulator studies, early app builds, and diary studies. The document emphasizes the importance of involving the product team and addressing issues quickly through methods like RITE testing.
Fast, easy usability tricks for big product improvementsChris Nodder
Take one week to set a product vision and high level design that the whole team understands and uses to plan and build the product.
1. Find some users to watch
2. Interpret what they tell you without bias
3. Create actionable product ideas
4. Turn your ideas into designs
5. User test your designs
…all before you even start coding!
Find more at questionablemethods.com
Presentation given at GOTO Copenhagen 2012
Fast, easy tips for Tablet app usabilityChris Nodder
Tablet application design talk given at GOTO Amsterdam 2012, covers design guidelines based on how tablets are used in real life and tips for fast usability tests.
-- How people work differently with tablets
-- UX tips for exploiting tablets' strong points
-- fast ways to get actionable user feedback as you develop your app
UX Coaching - helping developers become better generalistsChris Nodder
A solution for user experience (UX) practitioners struggling in an Agile environment. Coach the whole team in UX methods so that the basic skills become part of their repertoire. Includes reference to Empathizing/Systemizing theory to help ground coaching with techniques that will appeal to developers.
Presented at Balanced Team conference 2011, San Francisco.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
User Interface Design
User Centred Design and principles, Iterative Design, User research, Building Personas, Design studio method, Prototyping basics and tools, Paper prototyping, Usability testing
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
Fast, easy usability tricks for big product improvementsChris Nodder
Take one week to set a product vision and high level design that the whole team understands and uses to plan and build the product.
1. Find some users to watch
2. Interpret what they tell you without bias
3. Create actionable product ideas
4. Turn your ideas into designs
5. User test your designs
…all before you even start coding!
Find more at questionablemethods.com
Presentation given at GOTO Copenhagen 2012
Fast, easy tips for Tablet app usabilityChris Nodder
Tablet application design talk given at GOTO Amsterdam 2012, covers design guidelines based on how tablets are used in real life and tips for fast usability tests.
-- How people work differently with tablets
-- UX tips for exploiting tablets' strong points
-- fast ways to get actionable user feedback as you develop your app
UX Coaching - helping developers become better generalistsChris Nodder
A solution for user experience (UX) practitioners struggling in an Agile environment. Coach the whole team in UX methods so that the basic skills become part of their repertoire. Includes reference to Empathizing/Systemizing theory to help ground coaching with techniques that will appeal to developers.
Presented at Balanced Team conference 2011, San Francisco.
User Experience Basics for Product ManagementRoger Hart
User Experience (UX) has matured as a discipline and radically changed how products are delivered. It touches workflows, usability, customer needs, and of course visual design and UI. Product managers can't ignore it, even if they want to... and if they want to, they're probably wrong. The tools of User Experience can help us get closer to our customers and differentiate our products.
User Interface Design
User Centred Design and principles, Iterative Design, User research, Building Personas, Design studio method, Prototyping basics and tools, Paper prototyping, Usability testing
Usability and User Experience Training Seminarlabecvar
This presentation describes a day-long seminar for giving participants an overview of best practices in usability design and research. Also included are several hand-on exercises to be done throughout the day to solidify participants' understanding of course concepts.
Basic principles of Usable Interface
Learnability, Efficiency, Memorability, Errors, Satisfaction
Utility - does it what you need?
How to improve Usability
User Experience Design Fundamentals - Part 1: Users & GoalsLaura B
#1 in a 3-part series on UX Fundamentals: Users & Goals
* Value & Process
* Goal-directed design
* Users and their goals
* Learn how to articulate the goals of your product’s users
* Learn how to use user goals to assess a website or product
Slides from a talk I did at Web Directions South in Sydney Oct 2009.
Outline:
Designing for dynamic web applications and mobile devices poses a new set of challenges. Web designers are increasingly being asked to apply their skills to where the page model no longer applies. We need new ways of exploring the user experience and communicating behaviours involving sub-page changes and movement.
Enter rapid prototyping. Widely acclaimed as one of the best ways to create great user experiences, it isn't without it's own pitfalls. This session will discuss the pros and cons of different prototyping techniques, and introduce a new technique called "screenflows" that focuses on visualising the user experience.
Discover how to combine the best of paper prototyping, wireframes and HTML prototyping into one simple and effective prototyping technique. Learn how using this method can dramatically decrease the need for documentation, while increasing the speed and agility of the development process.
User Experience 3: User Experience, Usability and AccessibilityMarc Miquel
This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.).
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Explores web usability and offers approaches to make web sites easy to use for an end-user, without requiring the user to undergo any specialized training. Creating websites that intuitively relate the performance actions needed on the web page to the user’s experience and expectations, the web designer/developer is able to present the information to the user in a clear and concise way, to give the correct choices to the users, in a very obvious way, to remove ambiguity regarding the consequences of an action and put the most important thing in the right place on a web page or a web application.
Guerrilla Usability: Insight on a ShoestringDavid Sturtz
Presented at Iowa Code Camp, May 2010: Iterative and Agile development mean shorter cycles and a desperate need for quick feedback. Luckily, improving the user experience of your software doesn’t require days in a lab. This session will present more than twenty-five tools and techniques for gaining insight into your users’ minds and actions.
User Experience Design Fundamentals - Part 3: From People to ProductLaura B
#3 in a 3-part series on UX Fundamentals: From People to Product
* Learn how to analyze the information you get from your users.
* Learn how to apply findings to your product design.
A presentation I gave in 2007 to Business School students at the University of Auckland - focusing mostly on the value of sketching, prototyping and iterating in software design & development.
Optimizing for a faster user experience Pt 2: How-to.James Christie
From my presentation "I feel the need..the need for speed: Optimizing the User Experience", given at UXPA Boston 2014. This is the second half of the talk. The first half (are we slow? How slow? Why? And Why That's a Problem) used a ton of animation and rapid patter, and just doesn't make much sense on SlideShare without audio. I need to upload that to YouTube, someday.
Know Thy User: The Missing Element in SharePoint Solutions (User Centered Des...Marcy Kellar
You want the most out of your investment in SharePoint – a highly adopted, effective and easy-to-use solution. Achieving these objectives requires more than technical skills and knowledge of the inner-workings of SharePoint features – it requires an understanding of user problems and goals as well as a process that keeps the user at the center of the lifecycle. If you are like many organizations implementing SharePoint, you are using “surrogates” to represent user requirements, collecting inadequate user information and not engaging users later in the design and development process. If this sounds familiar, you may be headed toward a costly redesign.
This session defines both User Centered Design (UCD) and User Experience (UX) concepts and provides tangible methods that incorporate users into your process without compromising business goals.
Information Architecture Basics,
Main components of IA: organization schemes, structure, labeling, logic, search
Card sorting, Tree testing, IA performance, Content modeling, Task Flows, Site Maps
User Interface Prototyping - Low- and High-Fidelity Prototyping TodayThomas Memmel
Zühlke offers various usability engineering services – get in touch at www.zuehlke.com/usability
User Studies, User Profiling & User Modeling (e.g. Personas), User-Centered Requirements Engineering, Usability Concepts & Modeling (e.g. Scenarios, Storyboards), Agile Development & User Experience (e.g. User Stories combined with elements of Interaction Design), User Interface Prototyping (Low- & High-Fidelity), User Interface Engineering (Integration of Usability Methodology in the Software Development Process), Usability Testing (e.g. with Mobile Usability Lab), User Interface Specification.
Video Game Usability Testing - Answering the Whyaustinupa
Discusses the importance of iterative usability testing during video game development. Topics covered are a definition of usability, how gaming usability differs from regular usability, why usability testing is not the same as QA, and examples of gaming usability testing.
Presented at the July 2009 Austin UPA meeting by Timothy Ballew of 8-bit Bear Consulting.
The Emperor's New Lean UX: Why I'm not using lean UX, and perhaps why you sho...Everett McKay
Lean UX is all the rage for 2015, as many teams are starting to adapt it. The goal is to make evidence-based design decisions to learn from our customers, and minimize waste in doing so. But one thing we need more evidence on: if using lean UX actually works! In practice, lean UX is often a rationalization for poorly designed MVPs that fail to deliver the promised benefits.
For the first half of this talk, Everett will present the fundamental concepts and techniques of lean UX, and make a case why they may not deliver their promised results. The second half will be a group discussion about your own experience with lean techniques, and whether or not you agree with Everett's concerns.
Owning the product by owning the user experienceMark Notess
Effective product ownership means owning the user’s experience (UX) of that product. This presentation provides a practical introduction to UX concepts and methods as adapted for Agile software development. Sample deliverables, activities and results will be drawn from the Avalon Media System project, a jointly developed open source system developed by Indiana University and Northwestern University. This was presented at Agile Indy 2014.
Basic principles of Usable Interface
Learnability, Efficiency, Memorability, Errors, Satisfaction
Utility - does it what you need?
How to improve Usability
User Experience Design Fundamentals - Part 1: Users & GoalsLaura B
#1 in a 3-part series on UX Fundamentals: Users & Goals
* Value & Process
* Goal-directed design
* Users and their goals
* Learn how to articulate the goals of your product’s users
* Learn how to use user goals to assess a website or product
Slides from a talk I did at Web Directions South in Sydney Oct 2009.
Outline:
Designing for dynamic web applications and mobile devices poses a new set of challenges. Web designers are increasingly being asked to apply their skills to where the page model no longer applies. We need new ways of exploring the user experience and communicating behaviours involving sub-page changes and movement.
Enter rapid prototyping. Widely acclaimed as one of the best ways to create great user experiences, it isn't without it's own pitfalls. This session will discuss the pros and cons of different prototyping techniques, and introduce a new technique called "screenflows" that focuses on visualising the user experience.
Discover how to combine the best of paper prototyping, wireframes and HTML prototyping into one simple and effective prototyping technique. Learn how using this method can dramatically decrease the need for documentation, while increasing the speed and agility of the development process.
User Experience 3: User Experience, Usability and AccessibilityMarc Miquel
This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.).
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Explores web usability and offers approaches to make web sites easy to use for an end-user, without requiring the user to undergo any specialized training. Creating websites that intuitively relate the performance actions needed on the web page to the user’s experience and expectations, the web designer/developer is able to present the information to the user in a clear and concise way, to give the correct choices to the users, in a very obvious way, to remove ambiguity regarding the consequences of an action and put the most important thing in the right place on a web page or a web application.
Guerrilla Usability: Insight on a ShoestringDavid Sturtz
Presented at Iowa Code Camp, May 2010: Iterative and Agile development mean shorter cycles and a desperate need for quick feedback. Luckily, improving the user experience of your software doesn’t require days in a lab. This session will present more than twenty-five tools and techniques for gaining insight into your users’ minds and actions.
User Experience Design Fundamentals - Part 3: From People to ProductLaura B
#3 in a 3-part series on UX Fundamentals: From People to Product
* Learn how to analyze the information you get from your users.
* Learn how to apply findings to your product design.
A presentation I gave in 2007 to Business School students at the University of Auckland - focusing mostly on the value of sketching, prototyping and iterating in software design & development.
Optimizing for a faster user experience Pt 2: How-to.James Christie
From my presentation "I feel the need..the need for speed: Optimizing the User Experience", given at UXPA Boston 2014. This is the second half of the talk. The first half (are we slow? How slow? Why? And Why That's a Problem) used a ton of animation and rapid patter, and just doesn't make much sense on SlideShare without audio. I need to upload that to YouTube, someday.
Know Thy User: The Missing Element in SharePoint Solutions (User Centered Des...Marcy Kellar
You want the most out of your investment in SharePoint – a highly adopted, effective and easy-to-use solution. Achieving these objectives requires more than technical skills and knowledge of the inner-workings of SharePoint features – it requires an understanding of user problems and goals as well as a process that keeps the user at the center of the lifecycle. If you are like many organizations implementing SharePoint, you are using “surrogates” to represent user requirements, collecting inadequate user information and not engaging users later in the design and development process. If this sounds familiar, you may be headed toward a costly redesign.
This session defines both User Centered Design (UCD) and User Experience (UX) concepts and provides tangible methods that incorporate users into your process without compromising business goals.
Information Architecture Basics,
Main components of IA: organization schemes, structure, labeling, logic, search
Card sorting, Tree testing, IA performance, Content modeling, Task Flows, Site Maps
User Interface Prototyping - Low- and High-Fidelity Prototyping TodayThomas Memmel
Zühlke offers various usability engineering services – get in touch at www.zuehlke.com/usability
User Studies, User Profiling & User Modeling (e.g. Personas), User-Centered Requirements Engineering, Usability Concepts & Modeling (e.g. Scenarios, Storyboards), Agile Development & User Experience (e.g. User Stories combined with elements of Interaction Design), User Interface Prototyping (Low- & High-Fidelity), User Interface Engineering (Integration of Usability Methodology in the Software Development Process), Usability Testing (e.g. with Mobile Usability Lab), User Interface Specification.
Video Game Usability Testing - Answering the Whyaustinupa
Discusses the importance of iterative usability testing during video game development. Topics covered are a definition of usability, how gaming usability differs from regular usability, why usability testing is not the same as QA, and examples of gaming usability testing.
Presented at the July 2009 Austin UPA meeting by Timothy Ballew of 8-bit Bear Consulting.
The Emperor's New Lean UX: Why I'm not using lean UX, and perhaps why you sho...Everett McKay
Lean UX is all the rage for 2015, as many teams are starting to adapt it. The goal is to make evidence-based design decisions to learn from our customers, and minimize waste in doing so. But one thing we need more evidence on: if using lean UX actually works! In practice, lean UX is often a rationalization for poorly designed MVPs that fail to deliver the promised benefits.
For the first half of this talk, Everett will present the fundamental concepts and techniques of lean UX, and make a case why they may not deliver their promised results. The second half will be a group discussion about your own experience with lean techniques, and whether or not you agree with Everett's concerns.
Owning the product by owning the user experienceMark Notess
Effective product ownership means owning the user’s experience (UX) of that product. This presentation provides a practical introduction to UX concepts and methods as adapted for Agile software development. Sample deliverables, activities and results will be drawn from the Avalon Media System project, a jointly developed open source system developed by Indiana University and Northwestern University. This was presented at Agile Indy 2014.
Remote usability testing and remote user research for usabilityUser Vision
From User Vision's presentation on remote usability testing describing some of the main methods, challenges, tools and tips for successful remote usability testing for user experience
Usability Tips And Tricks For Beginners Experience Dynamics Web SeminarExperience Dynamics
Usability is commonly thought of as the art and science of making things easy to use.
What is behind the science of usability? How do we know when something is easy, easy to learn and satisfying?
Why is usability so important for any product, website, software or web application (including Rich Internet Applications)?
Usability for everyone : Google I/O Extended 2018Jagriti Pande
In this talk, I tell the audience how Usability can help create a more inclusive world while helping businesses grow. I also shared ways in which companies can make usability a part of their product development culture
The goal of this presentation is to give attendees a deeper understanding of usability testing so they can leverage it in their own work. The material will shed light on what is important to the research buyer and will help the research provider to better understand how to plan, moderate, and report on a usability study. It will also provide information on where they can go to learn more about this very practical qualitative method.
Kay will cover what a usability test is and when to use it, the key planning steps, the language around it, and the unique insights this method produces. She will also discuss the various approaches a market researcher can take when running a usability study at different points in a product’s development (e.g., concept, early prototype, released product).
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
3. 1987
1994
The issues with testing
mobile devices aren’t new
1999
4. Problems doing mobile usability
• Physical
– How to see/record what’s going on
– Many device types – which to test?
• Behavioral
– Triggering/capturing the important moments
– Observing the interaction without changing it
– Usability labs aren’t very true-to-life
• Emotional
– Many features/apps are discretionary
– Emotional engagement is hard to test for
5. Cheap, fast, reliable: pick two
• How can you get feedback to the product
team quickly and cheaply, and still feel
confident about it?
• Incremental research
– Each piece is cheap and fast
– Each piece answers specific questions that are
preventing the team from moving on
– In aggregate, the observations back each other
up and provide the reliability you need
6. Time in project cycle Location Measurement Technique
Customer Dev’t Lead User studies
User needs Ethnography
Effectiveness RITE testing
Efficiency Metrics
Utility Metrics
Delight Observation
10. Recruiting, location issues
• Recruiting
– Require at least 3 months familiarity with current device
– Remind users to bring their phone & charger
– Find a way to reimburse them for data/minutes used if
not on all-you-can-eat plan
– Make sure their provider has reception at your location (if
lab-based)
– Do they need glasses to read phone screen? (bring them)
• Testing tips
– Room without direct overhead lights (glare)
– Be prepared for higher failure rates doing tasks on mobile
devices (need to reassure users)
11. Capturing behavior
• Low-fidelity for concept validation
– Paper prototyping
• Higher fidelity for interaction validation
– Flash, DHTML either on phone or on PC
– Emulator studies
– Competitor studies
– Early builds
• On-phone (user’s phone) as soon as possible
– Must be stable enough
– Gather metrics
– OTA updates if possible (roll out bug fixes)
– Diary studies via twitter and e-mail
12.
13. Emotional element (delight)
• How do we measure engagement?
– Amount of use (and use over time) is a proxy
– Desirability toolkit (Product Reaction Cards)
– Analysis of adjectives used in forums/blog
postings
14. User experience over time
Orientation Incorporation Identification
Learn about the Use the product in Differentiate self from
product everyday life others
Anticipation
1 week 4 weeks
before after
What “good product” Ease of use Usefulness Social impact
means at each phase Stimulation Fits daily rituals Stimulation
Karapanos et al, CHI 2009
15. Accessible Creative Fast Meaningful Slow
Advanced Customizable Flexible Motivating Sophisticated
Annoying Cutting edge Fragile Not Secure Stable
Appealing Dated Fresh Not Valuable Sterile
Approachable Desirable Friendly Novel Stimulating
Attractive Difficult Frustrating Old Straight Forward
Boring Disconnected Fun Optimistic Stressful
Business-like Disruptive Gets in the way Ordinary Time-consuming
Busy Distracting Hard to Use Organized Time-Saving
Calm Dull Helpful Overbearing Too Technical
Clean Easy to use High quality Overwhelming Trustworthy
Clear Effective Impersonal Patronizing Unapproachable
Collaborative Efficient Impressive Personal Unattractive
Comfortable Effortless Incomprehensible Poor quality Uncontrollable
Compatible Empowering Inconsistent Powerful Unconventional
Compelling Energetic Ineffective Predictable Understandable
Complex Engaging Innovative Professional Undesirable
Comprehensive Entertaining Inspiring Relevant Unpredictable
Confident Enthusiastic Integrated Reliable Unrefined
Confusing Essential Intimidating Responsive Usable
Connected Exceptional Intuitive Rigid Useful
Consistent Exciting Inviting Satisfying Valuable
Controllable Expected Irrelevant Secure
Convenient Familiar Low Maintenance Simplistic
www.microsoft.com/usability/uepostings/desirabilitytoolkit.doc
17. Involving the team
• List of questions team has
– Write down how each will be answered
– Write down answers as they come in
…this way team has a stake in finding answers
• RITE testing: team must attend
• Metrics: team must code into product
• Field visits: encourages user empathy
18. RITE (Rapid Iterative Testing and
Evaluation)
• Ship an improved interface as rapidly and cheaply as
possible
– More important to find and fix big issues than to find
every issue
• Fix issues as they are found in a study, run only
enough users to ensure the fix worked
– Development team must agree what users should be able
to achieve with the system (helps define issue severity)
– Development team must attend, agree issue fix, be
prepared to code fixes “on the fly”
– Usability Engineer must be experienced in domain and in
typical user issues to calculate level of severity
19. RITE - fixing issues
• Categories of issues
1. Issues with obvious cause and solution, quick fix
Fix and test with next participant
2. Issues with obvious cause and solution, big fix
Start fix now, test with fixed prototype when stable
3. Issues with no obvious cause (or solution)
Keep collecting data, upgrade issue to 1 or 2
4. Issues caused by other factors (test
script, participant)
Keep collecting data, learn from mistakes
… allows you to test fixes in the same study
… not an excuse for sloppy coding, UX work
20. RITE - Age of Empires II example
Vertical lines
are revisions
to test code
“Blip” = more
errors seen after
blocking issues
removed
Extra users
tested to see
fixes worked
21. Forrester mobile app model
• Handy structure for thinking about mobile user testing
• The five contexts which are amplified by mobile are:
location, locomotion, immediacy, intimacy and device.
– Location: People use apps in a wide variety of locations, which can be determined
through the use of GPS.
– Locomotion: Mobile users access their devices while on the move - walking, running
and even (unfortunately), driving. If a phone has an accelerometer, the app can
detect the motion, speed and direction of the device.
– Immediacy: Mobile users are not stationary - they need a mobile app to immediately
react to find a price, transfer funds or update their status, for example. They'll be
even more pleased when the app combines immediacy with location and locomotion
info to anticipate their needs.
– Intimacy: Mobile users identify with their device, but designing for intimacy means
you have to understand each person's relationship with their device. For example, a
bargain shopper may love getting in-store coupons via push notifications, but
another user may hate it.
– Device: Finally, developers should take into consideration the features specific to
the device, including the varying form factors, plus the device's touch, voice
recognition and image recognition capabilities.
Mobile app design best practices
Mike Gualtieri, Forrester Research
Who works on hardware?Who works on OS?Who works on apps? Commercial or in-house (enterprise)?I will compile the suggestions that you give during this session and add them to the end of the presentation so that it’s captured in the record.
Techniques are similar to other areas of HCI. Kiosk and ATM testing, dumb terminal interactions, Microsoft Surface, … you aren’t alone! These problems aren’t new.Here is a list of some studies I’ve been involved in. 1993: Psion Series II for banking applications1994: Telephone and TV banking1994: Holiday booking via video kiosk1995: Mondex smart-card “wallet”1997: Video conferencing over WiFi networks1999: Game consoles2000: Mobile versions of Web sitesAll had unusual form factors, were used in a mobile or unusual environment, had atypical input mechanisms, or included completely unfamiliar concepts. For each of them, we had to work out what the issues were likely to be and then observe them and resolve them. Normally on very compressed timescales. Mondex: http://wings.buffalo.edu/academic/department/som/isinterface/is_syllabus/mondex/mondex.html
“Killing time is the killer app” – in other words, people tend to do stuff with mobile devices when they have 5 mins and aren’t near a larger deviceGet list of problems from audience tooScreen + buttons + user moving aroundThen of course there are all the traditional issues with doing user research, like getting the team interested. Might touch on those at the end if there’s time.
Turn it into a data exploration project for the whole team. What questions do they have? How would they propose answering them? You can play the role of teacher (this is why you can’t just ask users/this is why your prposal won’t work) and evaluator. You can also get the team involved in observations and interpretation of the results. This makes them all more user-aware. It also helps them see that some questions don’t get answered in one go. Instead you chip away at the question piece by piece, and there’s a cost-benefit trade off to each piece of research that you do.
Ecological validity vs. solid data collection: Need more than one study – optimize each for capturing different types of behaviorsLab based = data on effectiveness, efficiencyField based = satisfaction, delight, utilityEarly in the project, get out in the field. Make sure you’re developing something that people need Ethnographic/user need analysis/Lead User studiesOnce you start development, stay in the office until you have something that can be sensibly taken out to the field againPaper prototypes to set directionMock-ups or early code to measure interactions“engineer” the interruptions/events that you need to observeOnce it’s good enough (but with enough time before shipping to fix stuff) get back out to the field for validity testing.Competitor products that are already on the marketStable code for field observations on users’ own devicesInstrumented code for metrics-based longitudinal work
So we’re going to do lots of fast, cheap studies – but how? First, the physical problems
PicMe needs root on Android – FREE – screen server duplicates UI in browser – 2-way interaction (demo)Display Recorder is for jailbroken iPhones (Cydia store)Display Out uses VGA dongle on iPads (Cydia, again).
Head-mounted camera (slightly intrusive) (Contour HD $250, 3 hours, 120g) but allows for camera, accelerometer, landscape use and flip/slider phones (Looxcie is low fi)Phone-mounted camera (really weird – changes interaction to 2-hand) – USE MANUAL FOCUS. Don’t even think about buying one ready-made ($1000+)Wireless cameras are an issue (lots of radios competing with each other)More resources: http://www.slideshare.net/beleniq/diy-mobile-usability-testing-ia-summit-2011http://www.bowmast.com/mob-device-cam/
Diary study - (participants tweet as they use each app, then answer more questions in e-mail each evening)
Paper prototyping movie
This is one I still struggle with. You get a sense from watching/listening to users, but…
Visceral = Anticipation; Behavioral = Orientation, Incorporation; Reflective = IdentificationKarapanos, E., Zimmerman, J., Forlizzi, J., and Martens, J. 2009. User experience over time: an initial framework. In Proceedings of the 27th international Conference on Human Factors in Computing Systems. CHI '09.
60/40 positive to negative ratio, 118 words, one per card, users choose the cards that best sum up the product and then discuss with the moderator-- you should choose beforehand what adjectives you are aiming for with your product!
Field visits. Tell the team you need a technical assistant to deal with cameras etc. (even if you are quite capable)
Medlock, Wixon et al (Microsoft)
the build was changed after the first participant. It is instructive to examine an issue that caused the team to make a fix. In the second part of the tutorial participants are supposed to gather resources with their villagers. One of the resources that they are instructed to gather is wood by chopping trees. However, initially there were no trees on screen and as a result the first participant spent a long time confused as to what to do. The problem was clear and so was the solution –place some trees within view and teach users how to explore to find trees off-screen. Both of these were done and the issue never showed up again in the next 15 participants.
Something to think about – is this a good framework for research? Have you accommodated each of the LLIID elements in your research plan?http://www.readwriteweb.com/mobile/2011/04/how-to-create-lovable-mobile-apps.phpMike Gualtieri, Forrester Research