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Friday, October 21, 2011
MATT TONAKCOMMUNITY MANAGER
Friday, October 21, 2011
THE NERDERY
WE HELP OUR PARTNERS GET BIG IDEAS OUT OF THEIR HEADS AND ONTO THEIR CLIENTS’ WEBSITES
HTTP://WWW.NERDERY.COMTWITTER: @THE_NERDERY
821,217 4334HOURS WORKED SINCE 2003 PROJECTS DOGS IN OUR OFFICE BIKE COMMUTERS
HOURS WORKED, LAST 12 MONTHS
PEOPLE WHO WORK AT THE NERDERY
AVERAGE JANUARY TEMPERATURE
TWO HUNDRED SIXTY-ONE
EIGHT 6
FOURº
Friday, October 21, 2011
HOW TO PARTICIPATE
Using the questions panels in the GoToMeeting app
On Twitter @The_Nerdery
Send us an email at primers@nerdery.com
Friday, October 21, 2011
INTRO TO
USER RESEARCHI N T E R A C T I V E P R I M E R S E R I E S
Friday, October 21, 2011
ZACKUSER EXPERIENCE DESIGNER
Friday, October 21, 2011
MIKEDIRECTOR OF USER EXPERIENCE
Friday, October 21, 2011
WHAT IS UX?
User Goals
Business Goals
Application
Friday, October 21, 2011
WHAT IS UX?
User Goals Business Goals Application
Aligning user behavior and motivations with business objectives
through interaction design
Friday, October 21, 2011
WHAT IS UX?
Friday, October 21, 2011
WHAT IS UX?
UX is not part of the process...
Friday, October 21, 2011
WHAT IS UX?
UX is not part of the process...
...it is the process.
Friday, October 21, 2011
A WORD ABOUT PROCESS
Friday, October 21, 2011
A WORD ABOUT PROCESS
^Friday, October 21, 2011
A WORD ABOUT PROCESS
(OR SEVERAL)
^Friday, October 21, 2011
DESIGN PHILOSOPHIES
Friday, October 21, 2011
DESIGN PHILOSOPHIES
There is no “one-size-fits-all”
Friday, October 21, 2011
DESIGN PHILOSOPHIES
There is no “one-size-fits-all”
Self Design
Friday, October 21, 2011
DESIGN PHILOSOPHIES
There is no “one-size-fits-all”
Self Design
Genius Design
Friday, October 21, 2011
DESIGN PHILOSOPHIES
There is no “one-size-fits-all”
Self Design
Genius Design
User-Centered Design
Friday, October 21, 2011
DESIGN SOLVES PROBLEMS
Friday, October 21, 2011
DESIGN SOLVES PROBLEMS...now let’s cook some dinner
Friday, October 21, 2011
SELF DESIGNSOLVING YOUR OWN PROBLEM
Friday, October 21, 2011
SELF DESIGNSOLVING YOUR OWN PROBLEM
I know what I want for dinner.
Self Design is cooking for yourself.
Friday, October 21, 2011
SELF DESIGNSOLVING YOUR OWN PROBLEM
I know what I want for dinner.
Self Design is cooking for yourself.
Pretty simple.Friday, October 21, 2011
GENIUS DESIGNSOLVING A PROBLEM YOU’VE SOLVED BEFORE
Friday, October 21, 2011
GENIUS DESIGNSOLVING A PROBLEM YOU’VE SOLVED BEFORE
If I’ve made dinner for Mike (or people like him) many times before, I rely on my
domain specific experience to cook dinner for Mike.
Friday, October 21, 2011
GENIUS DESIGNSOLVING A PROBLEM YOU’VE SOLVED BEFORE
If I’ve made dinner for Mike (or people like him) many times before, I rely on my
domain specific experience to cook dinner for Mike.
I don’t actually cook for Mike. #justsayin’
Friday, October 21, 2011
GENIUS DESIGNTHERE’S A CATCH
Friday, October 21, 2011
GENIUS DESIGNTHERE’S A CATCH
Genius Design presupposes that you originally did your research to
define the problem.
Friday, October 21, 2011
USER-CENTERED DESIGNAKA: UX DESIGN
Friday, October 21, 2011
USER-CENTERED DESIGNAKA: UX DESIGN
A UX PROCESS STARTS WITH
UNDERSTANDING THE PROBLEM
Friday, October 21, 2011
USER-CENTERED DESIGN
FOCUSES ON BEHAVIOR, USE & CONTEXT.
Friday, October 21, 2011
USER-CENTERED DESIGN
FOCUSES ON BEHAVIOR, USE & CONTEXT.
BUILDING EMPATHY.
Friday, October 21, 2011
USER-CENTERED DESIGN
HOW DO WE DO THAT?
Friday, October 21, 2011
USER-CENTERED DESIGN
HOW DO WE DO THAT?
USER RESEARCH
Friday, October 21, 2011
USER RESEARCH
IS NOT
MARKETING RESEARCH
Friday, October 21, 2011
USER RESEARCH
IS NOT
MARKETING RESEARCH
...but there is some overlap
Friday, October 21, 2011
USER RESEARCH
IS NOT
MARKETING RESEARCH
...but there is some overlap
Friday, October 21, 2011
USER RESEARCH
IS NOT
MARKETING RESEARCH
...but there is some overlap
We do this
Friday, October 21, 2011
USER RESEARCH
IS NOT
MARKETING RESEARCH
...but there is some overlap
We do this
Friday, October 21, 2011
USER RESEARCH
IS NOT
MARKETING RESEARCH
...but there is some overlap
We do this
We DON’T do this
Friday, October 21, 2011
MARKETING RESEARCHUSER RESEARCH
Friday, October 21, 2011
MARKETING RESEARCH
Preferences
Opinions
Likes
Desires
USER RESEARCH
Friday, October 21, 2011
MARKETING RESEARCH
Preferences
Opinions
Likes
Desires
USER RESEARCH
Behavior
Needs
Goals
Tasks
Mental & Physical Context
Friday, October 21, 2011
RESEARCH SPECTRUM
http://www.flickr.com/photos/rosenfeldmedia/2159500714/in/set-72157603511616271/ Indi Young - Mental Models: Rosenfeld Media
Friday, October 21, 2011
RESEARCH SPECTRUM
http://www.flickr.com/photos/rosenfeldmedia/2159500714/in/set-72157603511616271/ Indi Young - Mental Models: Rosenfeld Media
Friday, October 21, 2011
RESEARCH SPECTRUM
http://www.flickr.com/photos/rosenfeldmedia/2159500714/in/set-72157603511616271/ Indi Young - Mental Models: Rosenfeld Media
overlap
Friday, October 21, 2011
WHY DO USER RESEARCH?
Friday, October 21, 2011
WHY DO USER RESEARCH?
Remember when we said that design solves problems?
Friday, October 21, 2011
WHY DO USER RESEARCH?
Remember when we said that design solves problems?
Remember when we said that a UX process starts with defining the problem?
Friday, October 21, 2011
WHY DO USER RESEARCH?
Remember when we said that a UX process starts with defining the problem?
Friday, October 21, 2011
WHY DO USER RESEARCH?
Friday, October 21, 2011
WHY DO USER RESEARCH?
Friday, October 21, 2011
WHY DO USER RESEARCH?
Research tells us what the problem is.
Friday, October 21, 2011
WHY DO USER RESEARCH?
Research tells us what the problem is.
Research tells us why it’s a problem.
Friday, October 21, 2011
WHY DO USER RESEARCH?
Research tells us what the problem is.
Research shows us how to fix it.
Research tells us why it’s a problem.
Friday, October 21, 2011
BENEFITS OF USER RESEARCH
Friday, October 21, 2011
BENEFITS OF USER RESEARCH
Throughly defines the problem.
Friday, October 21, 2011
BENEFITS OF USER RESEARCH
Throughly defines the problem.
Informs design decisions.
Friday, October 21, 2011
BENEFITS OF USER RESEARCH
Throughly defines the problem.
Informs design decisions.
Provides direction & priority.
Friday, October 21, 2011
BENEFITS OF USER RESEARCH
Throughly defines the problem.
Informs design decisions.
Provides direction & priority.
SHOWS US THE “WHAT”
Friday, October 21, 2011
BENEFITS OF USER RESEARCH
Throughly defines the problem.
Informs design decisions.
Provides direction & priority.
SHOWS US THE “WHAT”
TEACHES US THE “WHY”
Friday, October 21, 2011
BENEFITS OF USER RESEARCH
Throughly defines the problem.
Informs design decisions.
Provides direction & priority.
SHOWS US THE “WHAT”
TEACHES US THE “WHY”
GUIDES US TO THE “HOW”
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
Stated: What Research Tells Us:
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign”
Stated: What Research Tells Us:
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign” The website doesn’t meet users’ expectations
Stated: What Research Tells Us:
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign”
“The current site isn’t working for us”
The website doesn’t meet users’ expectations
Stated: What Research Tells Us:
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign”
“The current site isn’t working for us”
The website doesn’t meet users’ expectations
There are usability flaws in the design
Stated: What Research Tells Us:
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign”
“The current site isn’t working for us”
“We should update the look & feel”
The website doesn’t meet users’ expectations
There are usability flaws in the design
Stated: What Research Tells Us:
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign”
“The current site isn’t working for us”
“We should update the look & feel”
The website doesn’t meet users’ expectations
There are usability flaws in the design
We need to design clearercall to action buttons.
Stated: What Research Tells Us:
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign”
“The current site isn’t working for us”
“We should update the look & feel”
The website doesn’t meet users’ expectations
There are usability flaws in the design
We need to design clearercall to action buttons.
Stated: What Research Tells Us:
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign”
“The current site isn’t working for us”
“We should update the look & feel”
The website doesn’t meet users’ expectations
There are usability flaws in the design
We need to design clearercall to action buttons.
Stated: What Research Tells Us:
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign”
“The current site isn’t working for us”
“We should update the look & feel”
The website doesn’t meet users’ expectations
There are usability flaws in the design
We need to design clearercall to action buttons.
Stated: What Research Tells Us:
Vague & Undefined
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign”
“The current site isn’t working for us”
“We should update the look & feel”
The website doesn’t meet users’ expectations
There are usability flaws in the design
We need to design clearercall to action buttons.
Stated: What Research Tells Us:
Vague & Undefined
Friday, October 21, 2011
EXAMPLE PROJECT NEEDS
“WHAT”
“WHY”
“HOW”
“We need a website redesign”
“The current site isn’t working for us”
“We should update the look & feel”
The website doesn’t meet users’ expectations
There are usability flaws in the design
We need to design clearercall to action buttons.
Stated: What Research Tells Us:
Vague & UndefinedClear & Actionable
Friday, October 21, 2011
vs. QUANTITATIVEQUALITATIVE
BEWARE OF THE DATA TYPE
Friday, October 21, 2011
vs. X QUANTITATIVEQUALITATIVE
BEWARE OF THE DATA TYPE
Friday, October 21, 2011
vs.
Just remember
X QUANTITATIVEQUALITATIVE
BEWARE OF THE DATA TYPE
Friday, October 21, 2011
vs.
Just remember
We need both!
X QUANTITATIVEQUALITATIVE
BEWARE OF THE DATA TYPE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
vs. X QUALITATIVEQUANTITATIVESubjective
“Non-measurable”NOT Numerical
Concepts
Objective“Measurable”
Numerical DataStatistics
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
QUALITATIVEQUANTITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
QUALITATIVE
QUANTITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPEQUALITATIVEQUANTITATIVE
Friday, October 21, 2011
Page Views
Bounce Rate
Time On Site
Yes/No
True/False
BEWARE OF THE DATA TYPEQUALITATIVEQUANTITATIVE
Friday, October 21, 2011
Page Views
Bounce Rate
Time On Site
Yes/No
True/False
Expectations
Reactions
Confusion
Comprehension
Behavior
BEWARE OF THE DATA TYPEQUALITATIVEQUANTITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPEQUANTITATIVE QUALITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
QUANTITATIVE
QUALITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
QUANTITATIVE QUALITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
informs QUANTITATIVE QUALITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
informs QUANTITATIVE QUALITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
informs
“WHAT”
QUANTITATIVE QUALITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
informs
“WHAT”
QUANTITATIVE QUALITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
informs
“WHAT” “WHY”
QUANTITATIVE QUALITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
informs “WHAT” “WHY”
QUANTITATIVE QUALITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
informs i.e. Sign-up page bounce rate it high.
“WHAT” “WHY”
QUANTITATIVE QUALITATIVE
Friday, October 21, 2011
BEWARE OF THE DATA TYPE
informs i.e. Sign-up page bounce rate it high. i.e. Call to action text is confusing.
“WHAT” “WHY”
QUANTITATIVE QUALITATIVE
Friday, October 21, 2011
WHEN SHOULD YOU DO USER RESEARCH?
Timeframe Beginning of the project During Design Production Project Completion
- inform direction & scope- throughly defines the problem- provides insights for next steps
- re-enforce direction- validate design decisions- acquire design feedback at significantly lower cost
- gauge progress/success- guides product direction- discover areas for improvement
- Contextual Inquiry- Field Study/Ethnography- User Interviews- Surveys
- Usability Testing- Card Sorting- Personas- Mental Models
- Usability Testing- Site Search Analytics- Web Analytics- A/B Testing/Multivariate Testing
Benefit
Example Method/Use
Friday, October 21, 2011
Friday, October 21, 2011
BONUS ROUND
Friday, October 21, 2011
BONUS ROUND
ONGOING RESEARCH
Friday, October 21, 2011
BONUS ROUND
ONGOING RESEARCH
How:
Friday, October 21, 2011
BONUS ROUND
ONGOING RESEARCH
How: - Create a solid and sustainable research plan for a continuous feedback loop from your customers/users
Friday, October 21, 2011
BONUS ROUND
ONGOING RESEARCH
Why:
How: - Create a solid and sustainable research plan for a continuous feedback loop from your customers/users
Friday, October 21, 2011
BONUS ROUND
ONGOING RESEARCH
Why: - Your audience changes and evolves over time
How: - Create a solid and sustainable research plan for a continuous feedback loop from your customers/users
Friday, October 21, 2011
BONUS ROUND
ONGOING RESEARCH
Why: - Your audience changes and evolves over time
- Your product/service/website will attract new audience segments
How: - Create a solid and sustainable research plan for a continuous feedback loop from your customers/users
Friday, October 21, 2011
BONUS ROUND
ONGOING RESEARCH
Why: - Your audience changes and evolves over time
- Your product/service/website will attract new audience segments
-Other products/services/websites introduce new expectations for interacting with your information
How: - Create a solid and sustainable research plan for a continuous feedback loop from your customers/users
Friday, October 21, 2011
WHEN SHOULD YOU DO USER RESEARCH?
Timeframe Beginning of the project During Design Production Project Completion
- inform direction & scope- throughly defines the problem- provides insights for next steps
- re-enforce direction- validate design decisions- acquire design feedback at significantly lower cost
- gauge progress/success- guides product direction- discover areas for improvement
- Contextual Inquiry- Field Study/Ethnography- User Interviews- Surveys
- Usability Testing- Card Sorting- Personas- Mental Models
- Usability Testing- Site Search Analytics- Web Analytics- A/B Testing/Multivariate Testing
Benefit
Example Method/Use
Friday, October 21, 2011
WHEN SHOULD YOU DO USER RESEARCH?
Timeframe Beginning of the project During Design Production Project Completion
- inform direction & scope- throughly defines the problem- provides insights for next steps
- re-enforce direction- validate design decisions- acquire design feedback at significantly lower cost
- gauge progress/success- guides product direction- discover areas for improvement
- Contextual Inquiry- Field Study/Ethnography- User Interviews- Surveys
- Usability Testing- Card Sorting- Personas- Mental Models
- Usability Testing- Site Search Analytics- Web Analytics- A/B Testing/Multivariate Testing
Benefit
Example Method/Use
Friday, October 21, 2011
WHEN SHOULD YOU DO USER RESEARCH?
Timeframe Beginning of the project During Design Production Project Completion
- inform direction & scope- throughly defines the problem- provides insights for next steps
- re-enforce direction- validate design decisions- acquire design feedback at significantly lower cost
- gauge progress/success- guides product direction- discover areas for improvement
- Contextual Inquiry- Field Study/Ethnography- User Interviews- Surveys
- Usability Testing- Card Sorting- Personas- Mental Models
- Usability Testing- Site Search Analytics- Web Analytics- A/B Testing/Multivariate Testing
Benefit
Example Method/Use
Let’s talk about a few in more detail
Friday, October 21, 2011
CONTEXTUAL INQUIRY
Friday, October 21, 2011
WHAT IS CONTEXTUAL INQUIRY?
Fancy Definition:
Friday, October 21, 2011
WHAT IS CONTEXTUAL INQUIRY?
a field data-gathering technique that studies a few carefully selected individuals in depth to arrive at a fuller understanding of the work practice across all customers.
Fancy Definition:
Friday, October 21, 2011
WHAT IS CONTEXTUAL INQUIRY?
a field data-gathering technique that studies a few carefully selected individuals in depth to arrive at a fuller understanding of the work practice across all customers.
Fancy Definition:
- Hugh Beyer and Karen Holtzblatt - Contextual Design: Defining Customer-Centered Systems
Friday, October 21, 2011
WHAT IS CONTEXTUAL INQUIRY?
a field data-gathering technique that studies a few carefully selected individuals in depth to arrive at a fuller understanding of the work practice across all customers.
Fancy Definition:
Non-Nerd Version:
- Hugh Beyer and Karen Holtzblatt - Contextual Design: Defining Customer-Centered Systems
Friday, October 21, 2011
WHAT IS CONTEXTUAL INQUIRY?
a field data-gathering technique that studies a few carefully selected individuals in depth to arrive at a fuller understanding of the work practice across all customers.
Fancy Definition:
go watch people work in their own context.Non-Nerd Version:
- Hugh Beyer and Karen Holtzblatt - Contextual Design: Defining Customer-Centered Systems
Friday, October 21, 2011
WHAT IS CONTEXTUAL INQUIRY?
a field data-gathering technique that studies a few carefully selected individuals in depth to arrive at a fuller understanding of the work practice across all customers.
Fancy Definition:
go watch people work in their own context.Non-Nerd Version:
- Hugh Beyer and Karen Holtzblatt - Contextual Design: Defining Customer-Centered Systems
- Us
Friday, October 21, 2011
THE “HOW-TO” OF CONTEXTUAL INQUIRY
4. Analyze
5. Report
1. Recruiting
3. Observe
2. Research Plan
Review what you learned. What patterns emerged?
Create appropriate documentation to communicate what you found to the team.
Contact & schedule the people you will observe. THIS IS THE MOST IMPORTANT STEP.
Watch users completing relevant goals & tasks in their own context.
Establish a clear focus for what you’re seeking to understand & what you hope to learn.
Friday, October 21, 2011
WHAT’S THE BENEFIT OF CONTEXTUAL INQUIRY?
Environment
Applications
Issues
Tasks
Goals
What is their physical location like? How does it impact the design or how they use it?
What other hardware or software are they using to do their work? Can (or should) they be integrated? Can the new design eliminate the need of these factors?
Are there current frustrations or problems with the existing design? What about with their physical environment or other systems and processes? Can the new design support those?
What are the steps people are taking to accomplish those goals?
What are the high level priorities of the people using the current design? What are they trying to accomplish?
Friday, October 21, 2011
WHAT’S THE BENEFIT OF CONTEXTUAL INQUIRY?
Who does the person work with to accomplish a goal or task?
Do people have “cheat-sheets” or other materials to help them accomplish goals and tasks?
Are people creating ways to work around a poor design now?
Are there several ways in which people are accomplishing the same goal or task? Should the design support one? Both?
What causes someone to begin down a path of completing a goal?
Work-Arounds
Triggers
Variation(s)
Partners
“Crutches”
Friday, October 21, 2011
RECOMMENDATIONS FOR CONTEXTUAL INQUIRY
Recruiting
Timeline
Be sure to observe an appropriate, representative sample of your target audience.Aim for 3-5 participants separately.
Allow 1-2 weeks for recruiting effort. (Varies depending on the project & participant availability)Allow 1-2 weeks for conducting the research. (Assuming 5 participants)Allow AT LEAST 1 week for analysisAllow 1 week to create a report.
Approximately 4-8 weeks total
Friday, October 21, 2011
USABILITY TESTING
Friday, October 21, 2011
WHAT IS USABILITY TESTING?
Definition:
Friday, October 21, 2011
WHAT IS USABILITY TESTING?
a form of gathering feedback from actual users of a design by having them attempt to complete intended goals and tasks with said design.
Definition:
Friday, October 21, 2011
THE “HOW-TO” OFUSABILITY TESTING
4. Analyze
5. Report
1. Recruiting
3. Conduct Tests
2. Research Plan
Discuss test results with any participating team members & review recordings if available.
Create appropriate documentation that conveys the findings from the research.
Determine who you will conduct usability testing with, write a screener to ensure you recruit your target audience from the responses & schedule the participants. Again, a CRITICAL step.
Conduct the test (ideally with an experience moderator) & observe, while taking notes.
Where will the tests take place? What will the research cover? As before, Establish a clear focus for what you hope to learn.
Friday, October 21, 2011
WHAT’S THE BENEFIT OF USABILITY TESTING?
Path Taken
Impression
Expectations
Level of difficulty
Task Completion
What were the steps involved in completing a given task?
Did the user(s) understand the overall message and intent that the design meant to convey?
Is the solution designed meeting expectations of those intended to use it?
If so, how difficult was it for them to complete the task(s)? Why?
Can the users complete the available tasks of the design?
Friday, October 21, 2011
VARIATIONS OFUSABILITY TESTING
Guerilla
In-Person, Moderated
Remote, Un-moderated
Remote, Moderated
Usability testing done with minimal recruiting effort and logistical planning. Common locations are coffee shops, bars, offices, etc.
Sessions are conducted at a physical location with a live, in-person moderator leading the session(s) with participants.
Sessions are conducted using an online service that allows users to participate at their convenience, without a moderator.
Research is conducted via “live recruiting” from an existing website. Participants are immediately connected with a moderator from a remote location.
Friday, October 21, 2011
VARIATIONS OFUSABILITY TESTING
Guerilla
In-Person, Moderated
Remote, Un-moderated
Remote, Moderated
Usability testing done with minimal recruiting effort and logistical planning. Common locations are coffee shops, bars, offices, etc.
Sessions are conducted at a physical location with a live, in-person moderator leading the session(s) with participants.
Sessions are conducted using an online service that allows users to participate at their convenience, without a moderator.
Research is conducted via “live recruiting” from an existing website. Participants are immediately connected with a moderator from a remote location.
Good
Friday, October 21, 2011
VARIATIONS OFUSABILITY TESTING
Guerilla
In-Person, Moderated
Remote, Un-moderated
Remote, Moderated
Usability testing done with minimal recruiting effort and logistical planning. Common locations are coffee shops, bars, offices, etc.
Sessions are conducted at a physical location with a live, in-person moderator leading the session(s) with participants.
Sessions are conducted using an online service that allows users to participate at their convenience, without a moderator.
Research is conducted via “live recruiting” from an existing website. Participants are immediately connected with a moderator from a remote location.
Better
Friday, October 21, 2011
VARIATIONS OFUSABILITY TESTING
Guerilla
In-Person, Moderated
Remote, Un-moderated
Remote, Moderated
Usability testing done with minimal recruiting effort and logistical planning. Common locations are coffee shops, bars, offices, etc.
Sessions are conducted at a physical location with a live, in-person moderator leading the session(s) with participants.
Sessions are conducted using an online service that allows users to participate at their convenience, without a moderator.
Research is conducted via “live recruiting” from an existing website. Participants are immediately connected with a moderator from a remote location.
Best
Friday, October 21, 2011
RECOMMENDATIONS FORUSABILITY TESTING
Recruiting
Timeline
Do your own recruiting if possible. If this is not possible, work closely with a recruiting agency to ensure the participants being recruited match your target audience.(especially for the particular research you’re doing)
Aim for 5-10 participants. (dependent on the study)
Allow 1-2 weeks for recruiting effort. (Varies depending on the recruiting method)Allow 1 week for conducting the tests. (Assuming 5 participants)Allow 3 days to 1 week for analysis.Allow 3 days to 1 week to create a report.
Approximately 3-6 weeks total
Friday, October 21, 2011
PUTTING IT ALL TOGETHER
Friday, October 21, 2011
FICTIONAL PROJECT: WEB APP REDESIGN
Friday, October 21, 2011
“We need to redesign our web application to increase customer engagement”
FICTIONAL PROJECT: WEB APP REDESIGN
Friday, October 21, 2011
“We need to redesign our web application to increase customer engagement”
FICTIONAL PROJECT: WEB APP REDESIGN
GO!
Friday, October 21, 2011
FICTIONAL PROJECT: WEB APP REDESIGN
Friday, October 21, 2011
Let’s get started:
FICTIONAL PROJECT: WEB APP REDESIGN
Friday, October 21, 2011
Let’s get started:
FICTIONAL PROJECT: WEB APP REDESIGN
THE “WHAT”
Friday, October 21, 2011
Let’s get started:
FICTIONAL PROJECT: WEB APP REDESIGN
Targeted SurveysTHE “WHAT”
Friday, October 21, 2011
Let’s get started:
FICTIONAL PROJECT: WEB APP REDESIGN
Targeted Surveys Web AnalyticsTHE “WHAT”
Friday, October 21, 2011
FICTIONAL PROJECT: WEB APP REDESIGN
Friday, October 21, 2011
FICTIONAL PROJECT: WEB APP REDESIGN
THE “WHY”
Friday, October 21, 2011
FICTIONAL PROJECT: WEB APP REDESIGN
User InterviewsTHE “WHY”
Friday, October 21, 2011
FICTIONAL PROJECT: WEB APP REDESIGN
User Interviews Contextual InquiryTHE “WHY”
Friday, October 21, 2011
FICTIONAL PROJECT: WEB APP REDESIGN
Friday, October 21, 2011
FICTIONAL PROJECT: WEB APP REDESIGN
THE “HOW”
Friday, October 21, 2011
FICTIONAL PROJECT: WEB APP REDESIGN
Usability TestingTHE “HOW”
Friday, October 21, 2011
FICTIONAL PROJECT: WEB APP REDESIGN
Usability Testing
“HOW”
Project Overview:
Targeted Surveys
Web Analytics
User Interviews
Contextual Inquiry
Time
Prototype[design & development}
“WHY”“WHAT”
iteration(s)
Friday, October 21, 2011
WHAT ELSE?
Friday, October 21, 2011
NERDERY RESEARCH METHODS
Usability Testing
Surveys
Card Sorting
Stakeholder Interviews
User Interviews
Contextual Inquiry
Personas
Field Study/Ethnography
Site Search Analytics
Web Analytics
A/B Testing : Multivariate Testing
Mental Models
Friday, October 21, 2011
NERDERY RESEARCH METHODS
Usability Testing
Surveys
Card Sorting
Stakeholder Interviews
User Interviews
Contextual Inquiry
Personas
Field Study/Ethnography
Site Search Analytics
Web Analytics
A/B Testing : Multivariate Testing
Mental Models
“WHAT”
Friday, October 21, 2011
NERDERY RESEARCH METHODS
Usability Testing
Surveys
Card Sorting
Stakeholder Interviews
User Interviews
Contextual Inquiry
Personas
Field Study/Ethnography
Site Search Analytics
Web Analytics
A/B Testing : Multivariate Testing
Mental Models
“WHY”
Friday, October 21, 2011
NERDERY RESEARCH METHODS
Usability Testing
Surveys
Card Sorting
Stakeholder Interviews
User Interviews
Contextual Inquiry
Personas
Field Study/Ethnography
Site Search Analytics
Web Analytics
A/B Testing : Multivariate Testing
Mental Models
“HOW”
Friday, October 21, 2011
QUESTIONS?Using the questions panels in the GoToMeeting app
On Twitter @The_Nerdery
Send us an email at primers@nerdery.com
More answers online at http://nerdery.com
Friday, October 21, 2011
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