We need to be open by default – use the strength of the community to solve the complex problems we face of the exponential digital growth and beyond.
Outside your team, your organization and the circle around that.
And besides the users which always have to be involved.
Yes U can! - User Checks; iterative usability testing with actionable resultsAnouschka Scholten
45 min Workshop @UXCamp Amsterdam 2018 about User Checks, a method for agile usability testing + getting to actionable results fast. Learning by doing: user check in 45 minutes
45 minute mini workshop for Ladies that UX Amsterdam meetup
Introducing User Checks, a method of agile usability testing + learning by doing, a live user check with the meetup.com site.
2,5-hour Workshop organized by Social UX at The Social Impact Factory in Utrecht (The Netherlands) Learning by doing interviewing and usability testing + lots of reference material
Understanding your user, what works; Persona, Empathy map, Customer profile?Anouschka Scholten
A fun 45 min workout (workshop and discussion) @UXcamp Amsterdam 2018: understanding your user via the techniques Persona, Empathy Map or Customer Profile, what works?
3,5 hour workshop for CoveyUX
“User checks” is an agile way of usability testing with the focus on creating value. With User Checks a design accelerates to a higher level within a very short period and relatively low cost and little resources. User checks maximize the key element of usability testing: getting to empathy. User Checks is closely related to the RITE method: Rapid Iterative Testing and Evaluation.
The document provides information about user checks, which is an agile usability testing method. It discusses how user checks involve testing prototypes or designs with real users in 2 rounds, with tests conducted within 1-3 weeks of each other. The designer leads the tests, which observe users performing tasks while thinking aloud. Findings are analyzed after each round to prioritize improvements, which are then implemented before the next round of testing. Compared to traditional usability testing, user checks have lower costs, involve the product team, and allow for retesting improved designs within a short timeframe.
The document describes a workshop on agile usability testing through user checks. User checks involve testing a design with real users within their context and retesting after improvements within one week. This allows testing early and often to improve the design iteratively based on user feedback. The workshop covers how to structure user check sessions, including introducing tasks, observing users and evaluating findings after each session to prioritize improvements for retesting. Volunteers then do a practice user check session with observers collecting feedback on sticky notes to discuss findings and potential design updates.
We need to be open by default – use the strength of the community to solve the complex problems we face of the exponential digital growth and beyond.
Outside your team, your organization and the circle around that.
And besides the users which always have to be involved.
Yes U can! - User Checks; iterative usability testing with actionable resultsAnouschka Scholten
45 min Workshop @UXCamp Amsterdam 2018 about User Checks, a method for agile usability testing + getting to actionable results fast. Learning by doing: user check in 45 minutes
45 minute mini workshop for Ladies that UX Amsterdam meetup
Introducing User Checks, a method of agile usability testing + learning by doing, a live user check with the meetup.com site.
2,5-hour Workshop organized by Social UX at The Social Impact Factory in Utrecht (The Netherlands) Learning by doing interviewing and usability testing + lots of reference material
Understanding your user, what works; Persona, Empathy map, Customer profile?Anouschka Scholten
A fun 45 min workout (workshop and discussion) @UXcamp Amsterdam 2018: understanding your user via the techniques Persona, Empathy Map or Customer Profile, what works?
3,5 hour workshop for CoveyUX
“User checks” is an agile way of usability testing with the focus on creating value. With User Checks a design accelerates to a higher level within a very short period and relatively low cost and little resources. User checks maximize the key element of usability testing: getting to empathy. User Checks is closely related to the RITE method: Rapid Iterative Testing and Evaluation.
The document provides information about user checks, which is an agile usability testing method. It discusses how user checks involve testing prototypes or designs with real users in 2 rounds, with tests conducted within 1-3 weeks of each other. The designer leads the tests, which observe users performing tasks while thinking aloud. Findings are analyzed after each round to prioritize improvements, which are then implemented before the next round of testing. Compared to traditional usability testing, user checks have lower costs, involve the product team, and allow for retesting improved designs within a short timeframe.
The document describes a workshop on agile usability testing through user checks. User checks involve testing a design with real users within their context and retesting after improvements within one week. This allows testing early and often to improve the design iteratively based on user feedback. The workshop covers how to structure user check sessions, including introducing tasks, observing users and evaluating findings after each session to prioritize improvements for retesting. Volunteers then do a practice user check session with observers collecting feedback on sticky notes to discuss findings and potential design updates.
Content Strategy and Product Management (in science education)Roger Hart
Presentation from Content Strategy Applied 2017
When your product is mostly content, product management looks a lot like content strategy. The Royal Society of Chemistry is an academic publisher, and a major provider of educational resources for schools and teachers. So that's certainly true here. Having worked in content strategy and product management, and now helping the RSC develop its product management function, I'll talk about how the disciplines interact.
We'll cover:
- What makes a good strategy, and what it means to be a product
- Innovation, roadmapping, and thinking about services
- Measurement and value when your goals are both charitable and commercial
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.
This document discusses 7 methods for conducting user research: field studies, desirability studies, surveys and polls, usability studies, remote testing, A/B testing, and researching without users. It provides an overview of when each method should be used, how to implement it, and tips/tools for each. The document emphasizes that user research is important because designers are not users, and it should be conducted at different stages of the product development process to inform, optimize, and assess the user experience.
In front of our very eyes the value of UX research methodsAndy Priestner
A presentation I gave on the value of applying User Experience research methods in libraries at the LIASA conference in Johannesburg, South Africa in October 2017.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
This document provides an overview and definitions of usability testing. It discusses that usability testing involves having users complete tasks while thinking out loud to uncover usability issues. It recommends testing with 5 users to find 80% of issues. The document outlines best practices for planning a test, including developing test plans and tasks, finding and screening participants, conducting sessions, analyzing data, and reporting findings. It emphasizes that usability testing should involve observing how users complete realistic tasks rather than just asking for feedback.
Design Workshop at UI/UX Summit, Esri User Conference 2014Sneha Khullar
This document outlines the steps and activities for a workshop on designing a fictional GIS application. The workshop involves participants working through a design thinking process, including needs assessment, brainstorming ideas, creating storyboards, and developing wireframes for a proposed app design. Participants will work in groups and roles such as user, designer, and developer. The goal is for participants to experience the process of collaborative design rather than creating a polished product.
This document provides an overview of user research methods and best practices. It discusses why user research is important, different types of research including qualitative and quantitative methods, and key roles in the research process. Common objections to research are addressed. Research skills like active listening and avoiding biases are emphasized. The document also provides guidance on structuring interviews, types of questions to ask, and practices a mock user research activity to allow people to try interviewing each other.
Putting Personas to Work at IIBA ClevelandCarol Smith
Putting Personas to Work: Getting Personas Adopted Throughout Your Organization.
Presented by Carol Smith at the Cleveland IIBA Chapter meeting on March 12, 2013.
Personas need to be recognized and relied on by the entire team and creating a successful persona program can be a huge challenge. This session covers strategies for making sure that the personas you create become essential to your team.
This talk was presented at App Design & Development Conference in Barcelona, 2017
--
The journey from a basic idea to a great product requires clear communication and close collaboration between design and development teams. In this talk we are discussing why and how engineers should be a part of the design process, how to create shared understanding and how to build a better design and development culture.
This is a story from a designer and a developer who worked together and built a product for people who really need it. It is a first-hand story about behind-the-scenes processes, results, and reflections about the design & development of a medical app which actually saves people’s lives.
We will walk you through our design process from ideation and brainstorming, research and user study to first prototype and iterations. We will talk about why and how engineers should be a part of this journey, how to create shared understanding about users, and how to create a product that makes someone's life better together.
Is it all about pixels, colors, lines of code, or is it about users?
What is human-centered design?
In this presentation, we have explained the concept of Human-centered design with the help of real-life examples.
By definition: Human-centered design is an approach to problem-solving, commonly used in design and management frameworks that develops solutions to problems by involving the human perspective in all steps of the problem-solving process
Choosing the Right Research Methods for Your Project (webinar)Susan Mercer
It’s very easy for User Experience researchers to get stuck in the rut of using your favorite research methods for gathering information and getting user feedback. But, are you really gathering the best information that you can? Or are there other methods that are better suited for your project’s specific needs?
Or, if you’re just starting out – how do you know whether you should conduct interviews, run a survey or a card sort, or something different all together?
Don’t stress – in this webinar, we’ll cover the most popular user research methods and discuss their strengths and weaknesses. Each method shines in different circumstances, and we’ll highlight the factors that will make each successful. We will also present a structured approach to helping you choose the best method or methods for a particular situation.
Measuring Visual Attentiveness: Eye Tracking on Wearable DevicesUXPA International
An exciting array of new wearable devices are available to consumers, but very few have proven to be useful enough to become a staple of our daily lives. User experience researchers have been able to collect lots of data about usage habits through diary studies and run usability tests to understand if users can use these devices. While informative, these methods are unable to capture the subtle, yet critical behavior of visual attentiveness.
The untapped value of eye tracking for wearables is not necessarily what they are looking at on the device, it is how frequently and how long they spend looking at it. Attendees will learn why visual attentiveness is a key metric to understand the usefulness and usability of wearables.
This document summarizes Anne Petersen's presentation on usability testing in the open. The presentation:
1) Had attendees participate in a usability testing exercise where they tested instructions in different roles of interviewer, observer, and interviewee. This was done to demonstrate the method.
2) Discussed how usability testing is a human-centered design method that involves testing designs with real users to identify problems and improve the design.
3) Explained that government agencies like 18F conduct user research and usability testing in the open on platforms like GitHub to gather feedback and improve designs and services for the public.
The document describes a Lean UX workshop where participants will:
1. Form hypotheses about problems users may have and create very rough prototypes of a mobile app concept to test those hypotheses.
2. Learn that experiment-based knowledge acquisition drives decision making in Lean UX.
3. Break into teams, receive an app concept, and conduct three experiments: forming customer hypotheses, designing a solution prototype, and testing/pivoting based on results.
- The document introduces AJ Siegel as a UX consultant and discusses various frameworks for prioritizing and addressing usability issues.
- It presents severity rating scales from several usability experts and proposes a Severity-Complexity Matrix for prioritizing issues based on their severity and estimated complexity to resolve.
- The key recommendation is to prioritize the most critical and easiest issues to address first while partnering with technical teams to assess complexity, and leverage available resources most effectively.
The document provides guidance for participants in a design competition with both a research and design component. It outlines that the research portion involves finding an insight, and provides an example of a breakthrough insight about laundry being a chore versus dirt showing kids enjoyment. It then discusses various research methods like interviews, observation, and ethnography that can be used to discover insights. For the design portion, it advises thinking about the brand's marketing mix, visual language, and how the design fits with trends and the brand's context. The goal is to reimagine a product package and one additional touchpoint while grounded in consumer research.
Getting to a better design fast. User Checks is an agile way of usability testing with the focus on creating value. With User Checks the design accelerates to a higher level within a short period and relatively low cost and little resources. User Checks maximize the key element of usability testing: getting to empathy.
Presentation for Rabobank employees during the CX day on June 24, 2015.
User experience (UX) encompasses all aspects of a user's interaction with a company, its services, and products. UX involves a person's behaviors, attitudes, and emotions when using a product or service. It also includes their perceptions of aspects like usability, ease of use, and efficiency. UX is dynamic as it changes over time with usage circumstances and system changes. To design for positive UX, companies use user-centered design approaches like personas, user stories, prototypes, and usability testing to understand users and optimize the product around their needs and goals. Various tools and methods are used to measure and improve UX.
Content Strategy and Product Management (in science education)Roger Hart
Presentation from Content Strategy Applied 2017
When your product is mostly content, product management looks a lot like content strategy. The Royal Society of Chemistry is an academic publisher, and a major provider of educational resources for schools and teachers. So that's certainly true here. Having worked in content strategy and product management, and now helping the RSC develop its product management function, I'll talk about how the disciplines interact.
We'll cover:
- What makes a good strategy, and what it means to be a product
- Innovation, roadmapping, and thinking about services
- Measurement and value when your goals are both charitable and commercial
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.
This document discusses 7 methods for conducting user research: field studies, desirability studies, surveys and polls, usability studies, remote testing, A/B testing, and researching without users. It provides an overview of when each method should be used, how to implement it, and tips/tools for each. The document emphasizes that user research is important because designers are not users, and it should be conducted at different stages of the product development process to inform, optimize, and assess the user experience.
In front of our very eyes the value of UX research methodsAndy Priestner
A presentation I gave on the value of applying User Experience research methods in libraries at the LIASA conference in Johannesburg, South Africa in October 2017.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
This document provides an overview and definitions of usability testing. It discusses that usability testing involves having users complete tasks while thinking out loud to uncover usability issues. It recommends testing with 5 users to find 80% of issues. The document outlines best practices for planning a test, including developing test plans and tasks, finding and screening participants, conducting sessions, analyzing data, and reporting findings. It emphasizes that usability testing should involve observing how users complete realistic tasks rather than just asking for feedback.
Design Workshop at UI/UX Summit, Esri User Conference 2014Sneha Khullar
This document outlines the steps and activities for a workshop on designing a fictional GIS application. The workshop involves participants working through a design thinking process, including needs assessment, brainstorming ideas, creating storyboards, and developing wireframes for a proposed app design. Participants will work in groups and roles such as user, designer, and developer. The goal is for participants to experience the process of collaborative design rather than creating a polished product.
This document provides an overview of user research methods and best practices. It discusses why user research is important, different types of research including qualitative and quantitative methods, and key roles in the research process. Common objections to research are addressed. Research skills like active listening and avoiding biases are emphasized. The document also provides guidance on structuring interviews, types of questions to ask, and practices a mock user research activity to allow people to try interviewing each other.
Putting Personas to Work at IIBA ClevelandCarol Smith
Putting Personas to Work: Getting Personas Adopted Throughout Your Organization.
Presented by Carol Smith at the Cleveland IIBA Chapter meeting on March 12, 2013.
Personas need to be recognized and relied on by the entire team and creating a successful persona program can be a huge challenge. This session covers strategies for making sure that the personas you create become essential to your team.
This talk was presented at App Design & Development Conference in Barcelona, 2017
--
The journey from a basic idea to a great product requires clear communication and close collaboration between design and development teams. In this talk we are discussing why and how engineers should be a part of the design process, how to create shared understanding and how to build a better design and development culture.
This is a story from a designer and a developer who worked together and built a product for people who really need it. It is a first-hand story about behind-the-scenes processes, results, and reflections about the design & development of a medical app which actually saves people’s lives.
We will walk you through our design process from ideation and brainstorming, research and user study to first prototype and iterations. We will talk about why and how engineers should be a part of this journey, how to create shared understanding about users, and how to create a product that makes someone's life better together.
Is it all about pixels, colors, lines of code, or is it about users?
What is human-centered design?
In this presentation, we have explained the concept of Human-centered design with the help of real-life examples.
By definition: Human-centered design is an approach to problem-solving, commonly used in design and management frameworks that develops solutions to problems by involving the human perspective in all steps of the problem-solving process
Choosing the Right Research Methods for Your Project (webinar)Susan Mercer
It’s very easy for User Experience researchers to get stuck in the rut of using your favorite research methods for gathering information and getting user feedback. But, are you really gathering the best information that you can? Or are there other methods that are better suited for your project’s specific needs?
Or, if you’re just starting out – how do you know whether you should conduct interviews, run a survey or a card sort, or something different all together?
Don’t stress – in this webinar, we’ll cover the most popular user research methods and discuss their strengths and weaknesses. Each method shines in different circumstances, and we’ll highlight the factors that will make each successful. We will also present a structured approach to helping you choose the best method or methods for a particular situation.
Measuring Visual Attentiveness: Eye Tracking on Wearable DevicesUXPA International
An exciting array of new wearable devices are available to consumers, but very few have proven to be useful enough to become a staple of our daily lives. User experience researchers have been able to collect lots of data about usage habits through diary studies and run usability tests to understand if users can use these devices. While informative, these methods are unable to capture the subtle, yet critical behavior of visual attentiveness.
The untapped value of eye tracking for wearables is not necessarily what they are looking at on the device, it is how frequently and how long they spend looking at it. Attendees will learn why visual attentiveness is a key metric to understand the usefulness and usability of wearables.
This document summarizes Anne Petersen's presentation on usability testing in the open. The presentation:
1) Had attendees participate in a usability testing exercise where they tested instructions in different roles of interviewer, observer, and interviewee. This was done to demonstrate the method.
2) Discussed how usability testing is a human-centered design method that involves testing designs with real users to identify problems and improve the design.
3) Explained that government agencies like 18F conduct user research and usability testing in the open on platforms like GitHub to gather feedback and improve designs and services for the public.
The document describes a Lean UX workshop where participants will:
1. Form hypotheses about problems users may have and create very rough prototypes of a mobile app concept to test those hypotheses.
2. Learn that experiment-based knowledge acquisition drives decision making in Lean UX.
3. Break into teams, receive an app concept, and conduct three experiments: forming customer hypotheses, designing a solution prototype, and testing/pivoting based on results.
- The document introduces AJ Siegel as a UX consultant and discusses various frameworks for prioritizing and addressing usability issues.
- It presents severity rating scales from several usability experts and proposes a Severity-Complexity Matrix for prioritizing issues based on their severity and estimated complexity to resolve.
- The key recommendation is to prioritize the most critical and easiest issues to address first while partnering with technical teams to assess complexity, and leverage available resources most effectively.
The document provides guidance for participants in a design competition with both a research and design component. It outlines that the research portion involves finding an insight, and provides an example of a breakthrough insight about laundry being a chore versus dirt showing kids enjoyment. It then discusses various research methods like interviews, observation, and ethnography that can be used to discover insights. For the design portion, it advises thinking about the brand's marketing mix, visual language, and how the design fits with trends and the brand's context. The goal is to reimagine a product package and one additional touchpoint while grounded in consumer research.
Getting to a better design fast. User Checks is an agile way of usability testing with the focus on creating value. With User Checks the design accelerates to a higher level within a short period and relatively low cost and little resources. User Checks maximize the key element of usability testing: getting to empathy.
Presentation for Rabobank employees during the CX day on June 24, 2015.
User experience (UX) encompasses all aspects of a user's interaction with a company, its services, and products. UX involves a person's behaviors, attitudes, and emotions when using a product or service. It also includes their perceptions of aspects like usability, ease of use, and efficiency. UX is dynamic as it changes over time with usage circumstances and system changes. To design for positive UX, companies use user-centered design approaches like personas, user stories, prototypes, and usability testing to understand users and optimize the product around their needs and goals. Various tools and methods are used to measure and improve UX.
This document discusses usability testing as a technique used in user-centered design to evaluate how usable a product is by testing it on potential users. The goal of usability testing is to measure the usability of a product in terms of its effectiveness, efficiency and user satisfaction. It involves watching users perform tasks with prototypes or applications and noting any problems they encounter. Usability tests usually involve a facilitator, participant, and observers. Multiple small tests with 3-4 users are recommended to uncover most usability issues. Usability testing should be done at different stages of the design process.
1. The document introduces a user experience framework and discusses various tools and methods for understanding user needs and testing usability, including value proposition canvases, customer journey maps, and A/B testing.
2. It emphasizes the importance of usability principles and design guidelines grounded in research on human cognition, perception and behavior.
3. Case studies and examples from projects illustrate how to apply usability testing and design thinking to improve products and services.
This document discusses the importance of user experience and usability testing in website design. It defines usability as how easy user interfaces are to use, and notes there are five key components: learnability, efficiency, memorability, errors, and satisfaction. Early and frequent user testing is recommended to fix issues, test assumptions, and inform the design process. Examples of tasks and questions to use during testing are provided. The benefits of testing with real users and focusing on important fixes rather than minor issues are also outlined.
Website Usability & User Experience: Veel bezoekers, weinig klanten?Johan Verhaegen
This document introduces a user experience framework and discusses various UX methods and principles. It discusses establishing a user experience framework that includes a value proposition canvas, customer insight map, customer journey, and experience map. It emphasizes the importance of usability testing with real users to validate assumptions and gather insights. The document also covers design principles like putting the user in control and making designs simple and clear based on how people think, feel, see, interact and behave.
The document discusses usability testing and provides guidance on how to conduct effective tests. It recommends testing throughout development, observing users rather than asking for feedback, and focusing on metrics like performance, errors, recall, engagement, and emotional response. It outlines planning tests, individual sessions, the observer's role, and producing a report. Key steps include recruiting appropriate participants, defining tasks, reviewing after, and using tools to capture user behavior.
Advocating for Usability: When, Why, and How to Improve User Experiencesnclatechandtrends
This document discusses advocating for usability and improving user experiences. It outlines several user experience methods like surveys, interviews, and usability testing that can provide insights into how users interact with systems. Surveys ask targeted questions to gauge opinions, interviews dig deeper into why users behave certain ways, and usability testing directly observes users completing tasks to identify pain points. The document emphasizes communicating findings to stakeholders to iterate on designs based on user needs. Advocating for users is key to satisfying their needs and ensuring systems are usable.
This document provides an overview of the topics to be covered in the first week of a UX design course. The week will introduce students to UX principles and processes, and focus on interviewing techniques. Key topics include defining good UX, UX principles like collaboration and understanding users, the UX design process from problem definition to prototyping, and best practices for planning and conducting user interviews. Students will practice interview skills in class and are assigned to interview 3 potential users for their project as homework.
This document discusses principles and best practices for conducting usability testing of historic newspapers. It defines usability as ensuring a website works well and can be used as intended without frustration. Key lessons include minimizing complexity, prioritizing important content, providing consistent navigation, clear error messages, and help functions. The document outlines types of usability testing, recruiting participants, planning test tasks, and analyzing results to identify usability problems. Recommendations emphasize balancing content and white space, following standards, and enabling feedback.
The document provides an introduction to user experience (UX) design. It defines UX as how users feel when interacting with a product or service, as opposed to the user interface (UI) which refers to what people use to interact. The importance of UX is discussed, noting that good UX can increase sales, loyalty and reduce support costs. UX design is the process of creating meaningful experiences for users. Usability testing involves observing representative users performing tasks to identify difficulties. Evaluation tools discussed include heuristics, which involve experts examining a design against recognized usability principles. The 10 usability heuristics cover visibility of system status, matching system design to the real world, user control and error prevention.
5 Things You Can Do Starting Today to Improve Your Product's User Experience ...Catharine Robertson
The document provides 5 things that can be done to improve a product's user experience starting today: 1) Commit to user research and testing by observing users for 2 hours every 6 weeks. 2) Prioritize data over design trends by testing trends before implementing them. 3) Map the user journey to understand how users interact with the product. 4) Do a card sort to understand user mental models and create a user-centered structure. 5) Conduct usability testing to iteratively improve the product based on user feedback.
Introduction to Lean UX Methods - General AssemblyDoralin Kelly
This document provides an introduction to Lean UX methods taught by General Assembly. It discusses key Lean UX practices like defining goals and KPIs, designing to solve user problems through collaboration, testing assumptions by gathering user feedback, and iterating based on findings. The document demonstrates these practices hands-on by having attendees split into teams to create user personas and use cases, prototype a wireframe, and conduct user testing and evaluation on their designs. Metrics like acquisitions, activation, retention, referral, and revenue are presented as important to measure based on actual user data rather than assumptions.
UXD - A quick overview on what you need to work with your UX team Guilherme Rodrigues
The UXD team came up with a presentation, covering some of the point we have in our day to day work. Information architects, designers and front-end participated to build up this doc in order to practice and be more familiar with UCD process, agile project management, UX research and so on.
Have a look on the presentation and help us to build it up.
How to Effectively Lead Focus Groups: Presented at ProductTank TorontoTremis Skeete
Topic: How to Effectively Lead Focus Groups
Tremis Skeete, NexTier Innovations
Talking to users can be a challenge and running a focus group is one of those tasks which most Product Managers would say is essential in getting real insights. Whether you want to test your user group's response to a new product or changes to features within an existing product, as a product person you need to have a creative set of analytical skills and strategies for how to steer the group toward productive discussions. In this presentation, Tremis will discuss how focus groups can truly work well for you, and how you can organize, coordinate, and effectively lead focus group sessions.
Fundamentals and practices of UX research Lucia Trezova
This document provides an overview of user experience (UX) research methods. It discusses personas, user journey mapping, card sorting, competitive auditing, heuristic evaluation, and usability testing as common UX research techniques. For each technique, it describes what the technique is used for, when it should be conducted in the product development process, and its objectives. The document also discusses low and high-fidelity prototyping for usability testing and explains how heat maps can be used to understand how users interact with websites and apps.
Mobile & Tablet UX | NYU School of Professional Studies | Week 1 (Intro)Liz Filardi
These are my slides for the first week of the class "Mobile and Tablet UX" at the NYU School of Professional Studies. The course is taught online in 4 sessions.
How to Grow a Product with a User JourneyBrandon Owens
How to Grow a Product with a User Journey
Brandon Owens - http://linkedin.com/in/brandonowens
Mauricio Estrella - http://linkedin.com/in/mestrella
Too often growth is assumed to be a marketing problem but the overall pace of growth is frequently governed by how well the product converts new users into heavy users.
This presentation highlights how you can create a User Journey to identify the most important parts of a product experience that drive or inhibit growth.
i. How we related a User Journey to Growth
ii. 3 things to focus your teams on for Growth
iii. Then what? User Journey
iv. What is the “aha moment”
v. Things you can do to build a user journey
vi. Final recommendations
Presented at Barcamp Shanghai, Spring 2014
This document provides an overview of user experience (UX) basics, components, goals, and design. It defines UX as encompassing all aspects of a user's interaction with a company, service, or product. The goal of UX design is to improve customer satisfaction and loyalty. Key aspects of UX include usability, utility, aesthetics, and emotions. UX research methods are discussed for different stages of product development, including creating personas, user journey mapping, card sorting, heuristic evaluation, and usability testing of prototypes. Usability testing measures how easy products are to use by observing users perform tasks.
Similar to Involve users always and get a better design fast - User Checks (20)
In May 2018 Roxana Cociorda and Anouschka Scholten joined the mentorship program started by Ladies That UX Amsterdam as mentee and mentor. This 3-month program ended up to be very valuable for both in work and even in their personal life, the mentorship continues. Roxana and Anouschka share their experience and why it's such a powerful relationship: it boosts creative confidence and challenges the system:)
User Experience 2 - Docentendag Stichting PraktijklerenAnouschka Scholten
Praktische deel - Workshop van 50 minuten aan een groep van 50 MBO ROC leraren van het vakgebied online marketing. Georganiseerd door Stichting Praktijkleren op 20 januari 2017
Just start: Hoe verkrijg je UX inzichten... In contact met eindgebruikers, usability test in minimale vorm
User Experience 1 - Docentendag Stichting PraktijklerenAnouschka Scholten
Theoretische deel - Presentatie van 50 minuten aan een groep van 50 MBO ROC leraren van het vakgebied online marketing. Georganiseerd door Stichting Praktijkleren op 20 januari 2017
Wat is UX, Wat is Usability, Hoe verkrijg je UX inzichten...
3,5 hours training for Growth Hacker students at The Talent Institute at B.Amsterdam. Teaching the UX basics; being user-centered and iterative + exercises interviewing and usability testing techniques.
Figuring out what your users actually need is what leads to the most significant innovations. Gaining empathy is a gateway to better and sometimes surprising insights that can help distinguish your idea or approach. This does take some effort and some user research methods are very helpful with in retrieving empathy with your users, they help to set your ego aside.
A 3 hour workshop as Innoleaps mentor for Thales accelerator teams
Getting to a better design fast. User Checks is an agile way of usability testing with the focus on creating value. With User Checks the design accelerates to a higher level within a short period and relatively low cost and little resources. User Checks maximize the key element of usability testing: getting to empathy.
A one day workshop, hosted by Design by Fire.
The slides are a mix of Dutch and English.
Handig netwerken, het inzetten van sociaal kapitaal, ondernemen, elkaar iets gunnen, samen delen, verbinden - of zoals lifehackers dat noemen - gewoon slimmer werken.
Voor Maartje Kemme (@Baancoach) en Anouschka Scholten (@anous) betekent dat op de juiste momenten aanhaken bij inspirerende mensen en evenementen, bewust kiezen waar je wel en niet naartoe gaat. Als ondernemer en als mens.
Een feest waard met ons sociale kapitaal: het Slim Schitteren! feest vond plaats op 11-12-2009.
RPWORLD offers custom injection molding service to help customers develop products ramping up from prototypeing to end-use production. We can deliver your on-demand parts in as fast as 7 days.
Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey ...SirmaDuztepeliler
"Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey Toward Sustainability"
The booklet of my master’s thesis at the Department of Architecture and Civil Engineering at Chalmers University of Technology. (Gothenburg, Sweden)
This thesis explores the transformation of the vacated (2023) IKEA store in Kållered, Sweden, into a "Reuse Hub" addressing various user types. The project aims to create a model for circular and sustainable economic practices that promote resource efficiency, waste reduction, and a shift in societal overconsumption patterns.
Reuse, though crucial in the circular economy, is one of the least studied areas. Most materials with reuse potential, especially in the construction sector, are recycled (downcycled), causing a greater loss of resources and energy. My project addresses barriers to reuse, such as difficult access to materials, storage, and logistics issues.
Aims:
• Enhancing Access to Reclaimed Materials: Creating a hub for reclaimed construction materials for both institutional and individual needs.
• Promoting Circular Economy: Showcasing the potential and variety of reusable materials and how they can drive a circular economy.
• Fostering Community Engagement: Developing spaces for social interaction around reuse-focused stores and workshops.
• Raising Awareness: Transforming a former consumerist symbol into a center for circular practices.
Highlights:
• The project emphasizes cross-sector collaboration with producers and wholesalers to repurpose surplus materials before they enter the recycling phase.
• This project can serve as a prototype for reusing many idle commercial buildings in different scales and sizes.
• The findings indicate that transforming large vacant properties can support sustainable practices and present an economically attractive business model with high social returns at the same time.
• It highlights the potential of how sustainable practices in the construction sector can drive societal change.
Involve users always and get a better design fast - User Checks
1. userneeds! @anous
User Checks!
involve users always
and get to a better design fast
September 10, 2016"
Workshop UXCAMP AMSTERDAM 2016
"
Anouschka Scholten
userneeds
14. userneeds! @anous
People do not always do what !
you think !
you tell them !
they think !
they say !
they do!
!
!
Observing and asking why makes you
find out what people really !
do and need!
15. userneeds! @anous
Usability testing
is about
observing behaviour
Watch the user do what comes naturally,
while performing a task (thinking aloud).
Don't help.
Not asking about opinion.
16. userneeds! @anous
empathy!
a key function of usability testing
to really see, hear and find out
what moves your users
the ability to see an experience
through another person’s eyes
Getting to
17. userneeds! @anous
WHY??!!!
It’s not about
how often something is said or done
it’s no quantitative research, it’s not about significance
It’s about
why things happen or are said
What’s behind the behavior? Did the user expect something else, what? Is
there something in the context which is new and we have to consider? Is
there something really important, much more than we thought, an
opportunity? Or a painpoint we didn’t meet exactly?
1
19. userneeds! @anous
Usability ROI
• Increased conversion rates
• Increased productivity
• Reduced need for help desk
intervention
• Reduced fall off rate at checkout
• Reduce waste, focus on what’s needed
27. userneeds! @anous
Usability Test traditional
1 round of testing"
In a lab environment, eye tracking
Moderator is a UX researcher
Process based
28. userneeds! @anous
Traditional Usablity test
drawbacks
• 1 time, at end design process
• An extensive report, little or no redesign
• No retest
• Not in user context
• High costs: lab, eye tracking, special UX
researcher
• Product team indirectly involved
• Schedule well in advance (at least 1 month)
30. userneeds! @anous
Test and retest within 1-4 weeks
Preferably in the users context, quick and easy set up
Team member (Designer, PO,…) conducts the test, team
directly involved
Output is a better design/ better MVP"
Value based
User Checks Agile Usability Test
31. userneeds! @anous
User Checks Agile Usability Testing
6. Evaluate
Priortize
Improvements
2. User
Checks
round 1
3. Evaluate
Priortize
Improvements
5. User
Checks
round 2
1. Design /
MVP
4. Improved
Design / MVP
7. Improved
Design /
MVP
Repeat
or develop
Based on the RITE-model: https://uxmag.com/articles/the-rite-way-to-prototype
32. userneeds! @anous
“Elaborate tests are a waste of resources”
Source: http://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/
75% of the problems found with 3 or 4 user tests
33. userneeds! @anous
Outsourcing your user research work
is like outsourcing your vacation.
It gets the job done, but probably
won’t have the effects you were
seeking.
Jared Spool
http://www.uie.com/brainsparks/2011/08/02/outsourcing-your-user-research-is-like-outsourcing-your-vacation/
“
35. userneeds! @anous
With User Checks
• Checking with users on a regular bases
Effective problem detection
• Ensures that users can successfully reach their goals and shows where
their satisfaction can be improved
Boosts optimalization
• Offers insights about the proposition or concept weaknesses and
unknown opportunities
Enables innovation
• Ensures the whole team understands how users use their product
Empathy and commitment
• Emphasizes where a design change is needed, reduces waste
Brings focus, avoids feature creep
42. userneeds! @anous
The 4 basics of a User Check
1. Do a short interview upfront
Ask for experiences; how did they… the last time. Let the
user formulate the goal they have, the situation, the task.
Use that for the user check
2. Let your user experience the prototype/
MVP/site
Observe don’t tell. Put your prototype/site in the user’s
hands (or your user in the prototype) and give just the
minimum context so they understand what to do.
Give them the situation and task they formulated in the
interview
43. userneeds! @anous
3. Have them talk through their experience
(talk aloud) & Observe actively
Watch how they use (and misuse) what you have given them.
Never immediately “correct” what your user is doing.
Only stimulate to talk aloud: “what are you thinking”
4. Evaluate afterwords: follow up with
questions
This is important; often this is the most valuable part of testing.
You mentioned… what did you mean with that? I saw you
doing… why? What did you expect? How would you call it?
Answer questions with questions (i.e “well, what do you think
that button does”)
The 4 basics of a User Check
45. userneeds! @anous
Case uxcampams.com
• The main goal(s) of the site
Promote the concept, get people interested to apply and be
part of the event
• Target users
UX experts and related expertises to join as attendees,
speakers or volunteers
• Main tasks, main questions of the users
For Speakers: how does it work, what level of experience is
expected, who attends/speaks, what can I expect, do I fit in?
• Context of use
Re-visiting the site after buying a ticket, considering to speak
and find out if this is doable
46. userneeds! @anous
Observe the user’s
behaviour
1 sticky per issue/observation
Note every occasion the user:
• hesitates, worries, or is forced to think
• misunderstands something
• gets frustrated or annoyed
• gives up
• is surprised
48. userneeds! @anous
The findings, issues
• Collect Findings
• Prioritize issues to be
solved: prioritize from the
business/user goals
perspective, rate them
Do this with thewhole team
49. userneeds! @anous
• Collect all findings
• Re-arrange, categorize
them, label them
• Dot-vote (3 per person):
what is most important,
what should we tackle
The problem dot-voted
most: concentrate on that
one for the solutions…
50. userneeds! @anous
Improvements
• Improvements on every level, note down
Labeling, content, categorization, visual assets,
interaction, concept, flow, persuasion > but keep the
business/user goals perspective in mind (focus)!
• Prioritize by Impact & Effort (matrix) or dot-
vote
Choose improvement(s) to be re-tested
Do this with thewhole team
51. userneeds! @anous
Impact & Effort matrix
Impact: creates high/low value for users
effort: high/low effort in terms of time, knowledge, tools, people…
Source: http://www.innovationgames.com/impact-effort-matrix/
Do this with the
whole team
incl. decision
makers!
52. userneeds! @anous
• Implement the solutions
that have the most positive
impact/value for the user
and take the least effort to
realize
And re-test!
57. userneeds! @anous
User Checks set up
• Test script with real tasks
• Real target users as participants
• Ideally conducted in context user on their own
device
• Record audio and screen capture
• 1 test moderator, 1 observer
(more observers are possible, but not too much
and really on the background)
58. userneeds! @anous
Key: moderating the test
If they…
Say…
Are not talking
“What are you thinking?”
Ask you a question (e.g. “Is that
what I should do here?”)
Rephrase the question (e.g “ What do
you think you should do?”)
Get a task right or wrong
“Thank you , that is very helpful”
“Thanks for the feedback”
Mess up
“Remember, you can’t make any
mistakes. You’re doing a great job.”
Are unsure if they have
completed a task and ask you
“Is this what you would do if you were
doing X at home?”
Criticize the design
“Thanks for the feedback”
59. userneeds! @anous
Test script-agenda
1. Introduction and questions up front
2. Situation sketch + think aloud instruction
3. Think aloud session
4. Evaluate session, open questions
5. End session - thank participant
60. userneeds! @anous
1. Example Introduction
Thank you for participating, we really appreciate it!
I’m <name> and there is one person besides me <name> is also here.
We’re helping a company to develop a new service / to optimize a website
This company cares about their customers and thinks it’s very important
to involve potential customers when developing new services. They want
the new service to be valuable for you.
That’s why we want to ask you some questions and along the way we’d
like show you the service/site. You can walk through it.
The interview takes about a 20 minutes. If you do not understand
something, or you want to add something, do not hesitate to interrupt me!
Do you mind if we record the session for future reference within our
organisation? Everything we discuss and record is confidential; we will not
share things without your permission!
Any questions?
61. userneeds! @anous
Task-think aloud instruction
You are going to see: a draft proposal of the service, which has
not yet been developed/ the site now.
<if a proptotype> The proposal is only images. It looks finished
and you can click through it, but most of it is not working yet.
It’s also not as fast as a normal app and you can’t do anything
wrong.
<Situation sketch and task>
Please open the link on your mobile phone and walk through
the app.
Can you please say things aloud? Not to me, but for
yourself? Everything you do or say is fine, eg. Also "what the
hell is this ?! “.
You can start now by clicking the link
62. userneeds! @anous
Evaluation questions
After the think aloud session, zoom in to what you observed, like:
• You mentioned… what did you mean with that?
• I saw you doing… why? What did you expect? How would you call
it?
• You didn’t go to … why not? What do you expect to find?
Also ask service, product or content specific questions, e.g.:
• You read this text thoroughly, why?
• You were going back and fourth between product X and Y, why?
• You choose X and said something about .., what did you mean
with that ?