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Usability Testing
and QA
A practical approach
towards creating better user interfaces
Who am I?
Shilpa Thanawala
@skthana
And you?
Improving usability is about listening, shifting your
perspective, empathy.
Interview your neighbor, then introduce her/him.
Name
Role at your company or agency
Background (eg. designer? developer? etc.)
Experience with usability testing
How you think you’ll use what you learn today
Why this class?
Housekeeping
Initial and sign the roster
Evaluations at the end of the day
Cell phones on silent, calls outside
Breaks & lunch
Usability Testing
Some thoughts to start us off...
Designers know too much about their product to be objective judges;
the features they have come to love and prefer may not be understood
or preferred by future customers.
Don Norman, nngroup.com
Image credit: templatemonster.com
The test of the machine is the satisfaction it gives you. There isn't any
other test. If the machine produces tranquility it's right. If it disturbs
you it's wrong until either the machine or your mind is changed.
Robert M. Pirsig, Zen and the Art of Motorcycle Maintenance: An Inquiry Into Values
Image credit: Optimum7.com
Supposing is good, but finding out is better.
Mark Twain
Image credit: Mediamatic
Usability Testing
Some historical highlights...
Early 20th Century
Improvements in industrial efficiency
In WW I, reduced work motions for soldiers to assemble &
take apart weapons in the dark.
http://www.measuringusability.com/blog/usability-history.php
1947
John Karlin - how short phone cords should be
“It is not so much that Mr. Karlin trained
midcentury Americans how to use the telephone.
It is, rather, that by studying the psychological
capabilities and limitations of ordinary people, he
trained the telephone...”
Excerpt from New York Times article
1980’s
New methodologies developed and published
Usability becomes a profession
Defined as a function of efficiency, effectiveness, and
satisfaction
first publishedPsychology of Everyday Things
1990’s
Usability matures
Diminishing returns from testing more than 3-5 participants
Books by Jakob Nielsen
2000 - today
Steve Krug’s Don’t Make Me Think
Remote testing
Statistical analysis of usability data
Mobile devices, touch and gestures
http://www.measuringusability.com/blog/usability-history.php
Why?
Why spend valuable time and money doing
usability tests?
It's the best way to learn how users actually interact with
your website.
Watching > interviewing
You don't really know your users' needs. Users are not all the
same. And they're not your Mom.
All websites have problems, and the serious ones are easy to
find.
Why spend valuable time and money doing
usability tests?
You'll learn things you didn't know that you didn't know.
Watching users gets everyone on the same page.
Watching users will make you a better designer / developer /
product manager / content writer / etc.
Usability testing doesn't have to be expensive or time-
consuming.
What Testing Can't Tell You
Limitations of Usability Testing
Won't fix your site's problems (it's not a user training session)
Results are dependent on the questions you ask (tasks)
Can't model social interactions very well
Isn't always representative of real situations
For more on issues testing the social web see Dana Chisnell's talk
When?
When should usability testing be
done?
Before you design or build anything
Before you implement a change
Throughout the project
After implementing a fix
Throughout the life of the website
As soon as possible & repeat often!
Demo: A short usability test
Qualitative vs. Quantitative
Qualitative vs. Quantitative
Quantitative Usability Studies
Designed and conducted to produce data for statistical analysis
Each measurement represents a count or an amount
Distances, weights, quantities, etc.
Qualitative Usability Studies
Focused on verbal descriptions of users' experiences
Each measurement is a description or category
Words, sentences, feelings, yes/no
Categories are not quantitative, even if they are assigned
numbers
userfocus.co.uk
“...qualitative methods are much better suited for answering
questions about why or how to fix a problem, whereas quantitative
methods do a much better job answering ‘how many’ and ‘how much’
types of questions.”
More on Quantitative methods at
"When to Use Which User Experience Research Methods", nngroup.com
measuringusability.com
Usability Metrics
Effectiveness, Efficiency, and
Satisfaction
Effectiveness
Accuracy, correctness. Are users able to achieve their goals?
Efficiency
Ease of use, speed. How much effort (time) does it take to
complete a task?
Satisfaction
Users' perception. What does the user think about their
experience?
More at ,usability.gov wikipedia.org/wiki/Usability
Some Metrics for Common User Tasks
From Measuring the User Experience – Tullis & Albert
Performance-based Metrics
Task Success
Commonly used, pass / fail, or degrees of success, should
have clear end-state.
Task Time
Particularly important for repetitive tasks
Errors
Incorrect actions leading to significant time loss, additional
costs, or task failure
Efficiency
Effort and time needed to complete the task
Learnability
Effort and time needed for the user to learn how to use the
interface
Issue Metrics
Usability findings based on users' behavior
Consistent / repeatable, or idiosyncratic?
Remain open-minded to the unexpected
Other Metrics
Self-Reporting: Users' perceptions, feelings
Behavioral / Psychological: Eye-tracking, stress,
unprompted verbal expressions
Combinations / Comparisons: Interpretations based on
more than one metric
Card-Sorting: How to organize information in a way that
makes sense to users.
A/B Testing: Comparison of two alternate designs
Accessibility: Usability for those with disabilities (
, )
CCVA of
2010 WCAG
Bias
Every study contains some level of bias.
Participant background, knowledge, comfort level
Task definitions
Methodology (testing process, session length, how much
talking)
Artifacts of the prototype or product
Environment (lighting, noise, cameras, distractions)
The Facilitator (experience, skill, style)
Expectations
Measuring the User Experience – Tullis & Albert
Number of Test Participants
What's the right number of users
to recruit for a study?
3-5? 4-6? 10? 20? 100?
Those who favor a small number feel 80% of the most
important usability problems are detected by the first few
users.
Cases in which more users may be required:
You need to be sure you've captured as many problems as
possible
You have more than one user group (persona)
You have a large number of screens, complex design, wide
variety of tasks
You'd like to account for evaluator bias
Why we'll focus on qualitative testing today
Anyone can do it
No knowledge of statistics or data analysis needed; based on
verbal feedback, observation, and empathy
Cheap, fast, and easy
Great for small budgets, busy teams, minimal resources...
and frequent repeats
It gets the job done
More than sufficient to identify a website's most serious
usability problems
Break
DIY Usability Tests
Based largely on Rocket Surgery Made Easy – Steve Krug
Establish your Goals
What do you want to learn about your site?
Can users find products easily?
Is it clear to users what the site is about?
Is the information organized intuitively?
Is this new feature distracting?
Keep an open mind to allow for unexpected results.
Define your Tasks
Tasks → Activities
Determine which activities best target what you want to learn.
Create one or more scenarios based on
essential, real-world user goals.
Then, describe the activities in the context of your scenario.
Activities should be realistic
Activities should be actionable
Phrase them so as not to give away the answer
Print each activity on its own piece of paper.
(Avoid labels or numbers.)
"Turn User Goals into Task Scenarios for Usability Testing" — nngroup.com
Recruiting Test Participants
What kinds of participants?
Where to find them?
How many?
How to compensate them?
What kinds of participants?
How representative of actual users?
Most serious UI problems will be discovered by non-
representative users.
Testing with non-representative users is better than
obsessing over finding representative users.
Key requirements: not part of the team, fluent in the UI's
language
Where to find participants?
Where do your users hang out?
Advertise on the site, message boards, social networks
Craigslist
How many users?
For most of us doing DIY testing, 3-5 participants is fine.
No-shows or last-minute cancellations are common.
Have 1-2 backup participants lined up.
Phone-screen, scheduling, day-before reminders, directions,
parking, NDA's... use a checklist
Compensation
Shows appreciation for participant's time and effort
Encourages participants to be engaged and enthusiastic.
Gift cards, free product or service.
Equipment & Setup
Hint: you don't need a lab
Bare minimum (if you're the only one): a computer in a quiet
room, a pen and notepad, and 2 chairs
For a team, add a remote observation room, a good mic, and
screen-sharing (Skype or GHangout). And provide
irresistable snacks.
Can use screen-capture software (but most of the time it
won't be watched)
Can record the participant (but it's not really needed)
Make it a Team Effort
Try to get everyone to attend.
Assign a trustworthy team member to manage the
observation room
The Session Script
Start with a template & edit to suit your needs
Welcome / introduction
Logistics, release forms
Necessary background information
Test: general questions
Test: scenario activities
Wrapup, follow-up questions
Conclude and provide honorarium
Some Test Session Script Templates
Free templates at: , ,infodesign.com Steve Krug's site Book site
guide by Rubin, Chisnell & Spool
Debrief
Only for those who attended at least one session
Schedule it on the same day (next day latest), 60-90 min.
Provide food!
Get all observers to state (or stick) UX problems they
observed
Get general agreement on which are most serious & will be
tackled first (2-3 maximum)
Remind everyone when the next round of testing will take
place
Run your own usability test
1. Select a website to test
2. Determine goals: What's the question you're trying to answer
in this round of testing?
3. Create a scenario & 3 activities that will give you information
pertaining to your goal
Lunch
1 hour
Run your own usability test
1. Prepare your script (links to resources )
2. Rehearse and refine
3. Print scenario(s) and activities on 1 sheet (well-spaced so you
can cut them apart)
j.mp/ux-dec-11
Run your own usability test
1. Test two participants (~20 min each)
2. Take notes
Run your own usability test
1. Debrief within your original group
2. Identify 2-3 usability issues
Tools
Testing session checklists
, ,
Usability testing software
, ,
Online / Remote services
, , ,
Usability.gov Krug's checklist checklist on book site by
Rubin, Chisnell & Spool
Silverback (Mac) Morae (Win) Camtasia
Usertesting.com Loop11 usabilityhub.com many more
So how do we fix it?
Fixing usability issues
The bad news: most issues never get fixed
Make the smallest change possible to "stop the bleeding"
Large changes might introduce new issues
It's not fixed until you verify by ... testing again!
Demo: Prototyping a UI change using
Photoshop + InVision
One method (of many) to prototype a change:
Create some static mockups using screenshots and visual
editing software
Model interactions using the InVision app
A/B Testing
A/B Testing
A simple experiment testing two cases.
Before vs. after, one fix vs. another
Qualitative or quantitative
A/B Testing Possibilities
Layout and design
Relative sizes of UI elements
UI controls
Form elements (how many, field labels, helper-text)
Images
Copy length or content
Calls to action
...many more
A/B Testing Activity
Prototyping your proposed fixes
A Usability Test using Paper
Prototypes
Paper prototype of a kids’ website
Credit: BlueDuckLabs / YouTube.com
View online
A/B Testing Activity
1. Select one usability issue from your previous activity
2. Brainstorm at least two ways to fix it
3. Print the page and use either Balsamiq or paper prototyping
to mock up your two solutions.
4. Test each case on a separate participant in the other group
5. Debrief in your group. Which worked better, A or B?
More detail at: SM's Ultimate Guide to A/B Testing
Testing Accessibility
Why is accessibility important?
“The Web is an increasingly important resource in many aspects of
life: education, employment, government, commerce, health care,
recreation, and more. It is essential that the Web be accessible in order
to provide equal access and equal opportunity
to people with disabilities. ”
From The W3C's Web Accessibility Initiative
Is my site accessible?
Unplug your mouse / turn off your trackpad
Why - blind, low-vision, compromised motor-control, no
hands
How to test - start at url, use tab / shift-tab and arrows to see
whether you can access all controls, links, and fields on the
page, in the right order. Popups and dialogs should be
usable.
How to fix - proper HTML heirarchy, tabindex attribute,
javascript plugins
Is my site accessible?
Check color contrast
Why - low-vision; 1 out of 12 have color deficiency
How to test - online tools ( , ),
browser plugins ( )
How to fix - shift color palette to improve contrast, increase
font sizes for low contrast areas, avoid colorful background
images
Check my Colors Contrast Ratio
Grayscale Tool
Is my site accessible?
Turn off images
Why - images useless to low-vision or blind users, low
bandwidth
How to test - block images in browser, WebAIM tool
( )
How to fix - proper alt attributes, don't use images when text
can be used
WAVE
Accessibility Resources and Tools
WebAIM
W3C's Web Accessibility Initiative
Quick accessibility tests & fixes
SitePoint's Easy accessibility checks
Mobile / Touch
Mobile Usability
Context / environment (noise, lighting, glare)
Many more contexts beyond desktop
Bandwidth
Mobile devices force us to think about bandwidth again
Touch target size
Average fingertip size = 10mm
Adjustments in spacing, button size
Touch is also being used on large screens
Driving / attention
What usability issues contribute to driver distraction?
Mobile Usability Testing Resources
NNGroup recommendations
Article on UXMagazine
Break
10 minutes
Accessibility Testing Activity
1. Click the URL at the top of the browser window
2. Without using the mouse again, try using only the keyboard
to navigate
3. Can you access all the links, menus, and controls?
4. Can you determine where you are, or is it easy to lose your
place?
Wrap-up
Usability testing is an essential tool for improving your
website or product
Anyone can do a simple usability study
Test as early as possible, as frequently as possible
Tailor the type of testing you conduct (qualitative /
quantitative, metrics, number of participants) to give you the
information you're after
Use the available tools and resources to help you run your
sessions
Wrap-up
Get your whole team involved
Small adjustments are preferable (and faster) than a full
redesign
Remember to test your fixes, too
Stay aware of non-standard users (accessibility) and the
changing technological landscape (new platforms, new uses)
Resources
Websites / Blogs: , ,
,
Quantitative Testing: ,
,
nngroup.com usability.gov sensible.com
(Krug) UIE
measuringusability.com Measuring the
User Experience – Tullis & Albert usability.gov
Thank you!
Shilpa Thanawala | @skthana

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Usability Testing and QA 12 11-15

  • 1. Usability Testing and QA A practical approach towards creating better user interfaces
  • 2. Who am I? Shilpa Thanawala @skthana
  • 3. And you? Improving usability is about listening, shifting your perspective, empathy. Interview your neighbor, then introduce her/him. Name Role at your company or agency Background (eg. designer? developer? etc.) Experience with usability testing How you think you’ll use what you learn today Why this class?
  • 4. Housekeeping Initial and sign the roster Evaluations at the end of the day Cell phones on silent, calls outside Breaks & lunch
  • 5. Usability Testing Some thoughts to start us off...
  • 6. Designers know too much about their product to be objective judges; the features they have come to love and prefer may not be understood or preferred by future customers. Don Norman, nngroup.com Image credit: templatemonster.com
  • 7. The test of the machine is the satisfaction it gives you. There isn't any other test. If the machine produces tranquility it's right. If it disturbs you it's wrong until either the machine or your mind is changed. Robert M. Pirsig, Zen and the Art of Motorcycle Maintenance: An Inquiry Into Values Image credit: Optimum7.com
  • 8. Supposing is good, but finding out is better. Mark Twain Image credit: Mediamatic
  • 10. Early 20th Century Improvements in industrial efficiency In WW I, reduced work motions for soldiers to assemble & take apart weapons in the dark. http://www.measuringusability.com/blog/usability-history.php
  • 11. 1947 John Karlin - how short phone cords should be
  • 12. “It is not so much that Mr. Karlin trained midcentury Americans how to use the telephone. It is, rather, that by studying the psychological capabilities and limitations of ordinary people, he trained the telephone...” Excerpt from New York Times article
  • 13. 1980’s New methodologies developed and published Usability becomes a profession Defined as a function of efficiency, effectiveness, and satisfaction first publishedPsychology of Everyday Things 1990’s Usability matures Diminishing returns from testing more than 3-5 participants Books by Jakob Nielsen
  • 14. 2000 - today Steve Krug’s Don’t Make Me Think Remote testing Statistical analysis of usability data Mobile devices, touch and gestures http://www.measuringusability.com/blog/usability-history.php
  • 15. Why?
  • 16. Why spend valuable time and money doing usability tests? It's the best way to learn how users actually interact with your website. Watching > interviewing You don't really know your users' needs. Users are not all the same. And they're not your Mom. All websites have problems, and the serious ones are easy to find.
  • 17. Why spend valuable time and money doing usability tests? You'll learn things you didn't know that you didn't know. Watching users gets everyone on the same page. Watching users will make you a better designer / developer / product manager / content writer / etc. Usability testing doesn't have to be expensive or time- consuming.
  • 18. What Testing Can't Tell You
  • 19. Limitations of Usability Testing Won't fix your site's problems (it's not a user training session) Results are dependent on the questions you ask (tasks) Can't model social interactions very well Isn't always representative of real situations For more on issues testing the social web see Dana Chisnell's talk
  • 20. When?
  • 21. When should usability testing be done? Before you design or build anything Before you implement a change Throughout the project After implementing a fix Throughout the life of the website As soon as possible & repeat often!
  • 22. Demo: A short usability test
  • 24. Qualitative vs. Quantitative Quantitative Usability Studies Designed and conducted to produce data for statistical analysis Each measurement represents a count or an amount Distances, weights, quantities, etc. Qualitative Usability Studies Focused on verbal descriptions of users' experiences Each measurement is a description or category Words, sentences, feelings, yes/no Categories are not quantitative, even if they are assigned numbers userfocus.co.uk
  • 25. “...qualitative methods are much better suited for answering questions about why or how to fix a problem, whereas quantitative methods do a much better job answering ‘how many’ and ‘how much’ types of questions.” More on Quantitative methods at "When to Use Which User Experience Research Methods", nngroup.com measuringusability.com
  • 27. Effectiveness, Efficiency, and Satisfaction Effectiveness Accuracy, correctness. Are users able to achieve their goals? Efficiency Ease of use, speed. How much effort (time) does it take to complete a task? Satisfaction Users' perception. What does the user think about their experience? More at ,usability.gov wikipedia.org/wiki/Usability
  • 28. Some Metrics for Common User Tasks From Measuring the User Experience – Tullis & Albert
  • 29. Performance-based Metrics Task Success Commonly used, pass / fail, or degrees of success, should have clear end-state. Task Time Particularly important for repetitive tasks Errors Incorrect actions leading to significant time loss, additional costs, or task failure Efficiency Effort and time needed to complete the task Learnability Effort and time needed for the user to learn how to use the interface
  • 30. Issue Metrics Usability findings based on users' behavior Consistent / repeatable, or idiosyncratic? Remain open-minded to the unexpected
  • 31. Other Metrics Self-Reporting: Users' perceptions, feelings Behavioral / Psychological: Eye-tracking, stress, unprompted verbal expressions Combinations / Comparisons: Interpretations based on more than one metric Card-Sorting: How to organize information in a way that makes sense to users. A/B Testing: Comparison of two alternate designs Accessibility: Usability for those with disabilities ( , ) CCVA of 2010 WCAG
  • 32. Bias Every study contains some level of bias. Participant background, knowledge, comfort level Task definitions Methodology (testing process, session length, how much talking) Artifacts of the prototype or product Environment (lighting, noise, cameras, distractions) The Facilitator (experience, skill, style) Expectations Measuring the User Experience – Tullis & Albert
  • 33. Number of Test Participants
  • 34. What's the right number of users to recruit for a study? 3-5? 4-6? 10? 20? 100? Those who favor a small number feel 80% of the most important usability problems are detected by the first few users. Cases in which more users may be required: You need to be sure you've captured as many problems as possible You have more than one user group (persona) You have a large number of screens, complex design, wide variety of tasks You'd like to account for evaluator bias
  • 35. Why we'll focus on qualitative testing today Anyone can do it No knowledge of statistics or data analysis needed; based on verbal feedback, observation, and empathy Cheap, fast, and easy Great for small budgets, busy teams, minimal resources... and frequent repeats It gets the job done More than sufficient to identify a website's most serious usability problems
  • 36. Break
  • 37. DIY Usability Tests Based largely on Rocket Surgery Made Easy – Steve Krug
  • 38. Establish your Goals What do you want to learn about your site? Can users find products easily? Is it clear to users what the site is about? Is the information organized intuitively? Is this new feature distracting? Keep an open mind to allow for unexpected results.
  • 39. Define your Tasks Tasks → Activities Determine which activities best target what you want to learn. Create one or more scenarios based on essential, real-world user goals. Then, describe the activities in the context of your scenario. Activities should be realistic Activities should be actionable Phrase them so as not to give away the answer Print each activity on its own piece of paper. (Avoid labels or numbers.) "Turn User Goals into Task Scenarios for Usability Testing" — nngroup.com
  • 40. Recruiting Test Participants What kinds of participants? Where to find them? How many? How to compensate them?
  • 41. What kinds of participants? How representative of actual users? Most serious UI problems will be discovered by non- representative users. Testing with non-representative users is better than obsessing over finding representative users. Key requirements: not part of the team, fluent in the UI's language
  • 42. Where to find participants? Where do your users hang out? Advertise on the site, message boards, social networks Craigslist
  • 43. How many users? For most of us doing DIY testing, 3-5 participants is fine. No-shows or last-minute cancellations are common. Have 1-2 backup participants lined up. Phone-screen, scheduling, day-before reminders, directions, parking, NDA's... use a checklist
  • 44. Compensation Shows appreciation for participant's time and effort Encourages participants to be engaged and enthusiastic. Gift cards, free product or service.
  • 45. Equipment & Setup Hint: you don't need a lab Bare minimum (if you're the only one): a computer in a quiet room, a pen and notepad, and 2 chairs For a team, add a remote observation room, a good mic, and screen-sharing (Skype or GHangout). And provide irresistable snacks. Can use screen-capture software (but most of the time it won't be watched) Can record the participant (but it's not really needed)
  • 46. Make it a Team Effort Try to get everyone to attend. Assign a trustworthy team member to manage the observation room
  • 47. The Session Script Start with a template & edit to suit your needs Welcome / introduction Logistics, release forms Necessary background information Test: general questions Test: scenario activities Wrapup, follow-up questions Conclude and provide honorarium
  • 48. Some Test Session Script Templates Free templates at: , ,infodesign.com Steve Krug's site Book site guide by Rubin, Chisnell & Spool
  • 49. Debrief Only for those who attended at least one session Schedule it on the same day (next day latest), 60-90 min. Provide food! Get all observers to state (or stick) UX problems they observed Get general agreement on which are most serious & will be tackled first (2-3 maximum) Remind everyone when the next round of testing will take place
  • 50. Run your own usability test 1. Select a website to test 2. Determine goals: What's the question you're trying to answer in this round of testing? 3. Create a scenario & 3 activities that will give you information pertaining to your goal
  • 52. Run your own usability test 1. Prepare your script (links to resources ) 2. Rehearse and refine 3. Print scenario(s) and activities on 1 sheet (well-spaced so you can cut them apart) j.mp/ux-dec-11
  • 53. Run your own usability test 1. Test two participants (~20 min each) 2. Take notes
  • 54. Run your own usability test 1. Debrief within your original group 2. Identify 2-3 usability issues
  • 55. Tools Testing session checklists , , Usability testing software , , Online / Remote services , , , Usability.gov Krug's checklist checklist on book site by Rubin, Chisnell & Spool Silverback (Mac) Morae (Win) Camtasia Usertesting.com Loop11 usabilityhub.com many more
  • 56. So how do we fix it?
  • 57. Fixing usability issues The bad news: most issues never get fixed Make the smallest change possible to "stop the bleeding" Large changes might introduce new issues It's not fixed until you verify by ... testing again!
  • 58. Demo: Prototyping a UI change using Photoshop + InVision One method (of many) to prototype a change: Create some static mockups using screenshots and visual editing software Model interactions using the InVision app
  • 60. A/B Testing A simple experiment testing two cases. Before vs. after, one fix vs. another Qualitative or quantitative
  • 61. A/B Testing Possibilities Layout and design Relative sizes of UI elements UI controls Form elements (how many, field labels, helper-text) Images Copy length or content Calls to action ...many more
  • 62. A/B Testing Activity Prototyping your proposed fixes
  • 63. A Usability Test using Paper Prototypes Paper prototype of a kids’ website Credit: BlueDuckLabs / YouTube.com View online
  • 64. A/B Testing Activity 1. Select one usability issue from your previous activity 2. Brainstorm at least two ways to fix it 3. Print the page and use either Balsamiq or paper prototyping to mock up your two solutions. 4. Test each case on a separate participant in the other group 5. Debrief in your group. Which worked better, A or B? More detail at: SM's Ultimate Guide to A/B Testing
  • 66. Why is accessibility important? “The Web is an increasingly important resource in many aspects of life: education, employment, government, commerce, health care, recreation, and more. It is essential that the Web be accessible in order to provide equal access and equal opportunity to people with disabilities. ” From The W3C's Web Accessibility Initiative
  • 67. Is my site accessible? Unplug your mouse / turn off your trackpad Why - blind, low-vision, compromised motor-control, no hands How to test - start at url, use tab / shift-tab and arrows to see whether you can access all controls, links, and fields on the page, in the right order. Popups and dialogs should be usable. How to fix - proper HTML heirarchy, tabindex attribute, javascript plugins
  • 68. Is my site accessible? Check color contrast Why - low-vision; 1 out of 12 have color deficiency How to test - online tools ( , ), browser plugins ( ) How to fix - shift color palette to improve contrast, increase font sizes for low contrast areas, avoid colorful background images Check my Colors Contrast Ratio Grayscale Tool
  • 69. Is my site accessible? Turn off images Why - images useless to low-vision or blind users, low bandwidth How to test - block images in browser, WebAIM tool ( ) How to fix - proper alt attributes, don't use images when text can be used WAVE
  • 70. Accessibility Resources and Tools WebAIM W3C's Web Accessibility Initiative Quick accessibility tests & fixes SitePoint's Easy accessibility checks
  • 72. Mobile Usability Context / environment (noise, lighting, glare) Many more contexts beyond desktop Bandwidth Mobile devices force us to think about bandwidth again Touch target size Average fingertip size = 10mm Adjustments in spacing, button size Touch is also being used on large screens Driving / attention What usability issues contribute to driver distraction?
  • 73. Mobile Usability Testing Resources NNGroup recommendations Article on UXMagazine
  • 75. Accessibility Testing Activity 1. Click the URL at the top of the browser window 2. Without using the mouse again, try using only the keyboard to navigate 3. Can you access all the links, menus, and controls? 4. Can you determine where you are, or is it easy to lose your place?
  • 76. Wrap-up Usability testing is an essential tool for improving your website or product Anyone can do a simple usability study Test as early as possible, as frequently as possible Tailor the type of testing you conduct (qualitative / quantitative, metrics, number of participants) to give you the information you're after Use the available tools and resources to help you run your sessions
  • 77. Wrap-up Get your whole team involved Small adjustments are preferable (and faster) than a full redesign Remember to test your fixes, too Stay aware of non-standard users (accessibility) and the changing technological landscape (new platforms, new uses)
  • 78. Resources Websites / Blogs: , , , Quantitative Testing: , , nngroup.com usability.gov sensible.com (Krug) UIE measuringusability.com Measuring the User Experience – Tullis & Albert usability.gov Thank you! Shilpa Thanawala | @skthana