Transcript
Page 1: Measuring UX - A quantitative study

ASIS PANDA | I544 Experience Design | Research into Practice #2

Measuring UXLEARNABILITY of 9GAG App

Page 2: Measuring UX - A quantitative study

ASIS PANDA | I544 Experience Design | Research into Practice #2

9GAG

A popular app dedicated to funny content and memes

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ASIS PANDA | I544 Experience Design | Research into Practice #2

What is a meme ?

A meme is an idea, style or action which spreads, often as mimicry, from person to person via the Internet

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ASIS PANDA | I544 Experience Design | Research into Practice #2

What are we Measuring ?

Experience: FIRST EXPERIENCE of a new app (9gag)Aspect : LEARNABILITY

Trying to measure the learnability of 9GAG app when a user downloads it and runs it for the first

time.

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ASIS PANDA | I544 Experience Design | Research into Practice #2

Attributed LEARNABILITY of the app to 3 most important aspects of the app:

Measurement Plan

1. Visual Metaphors How appropriately the design maps with the user’s mental model ?

2. Primary Navigation Feature How fast a user learns to use “tap to zoom” and scroll

3. Types of artifacts (memes) How many various types of memes a user identifies in the app during hist first experience

TOTAL

6TIME

Mins

TOTAL

3

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ASIS PANDA | I544 Experience Design | Research into Practice #2

Users spent around 10 minutes discovering the 9GAG iPhone app

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ASIS PANDA | I544 Experience Design | Research into Practice #2

Visual Metaphors

Measurement1 How appropriately the icons and

symbols map with the user’s mental model ?

• Before learning the app the questionnaire on the right was filled by interviewees.

• After learning the app the questionnaire was again filled by the interviewees.

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ASIS PANDA | I544 Experience Design | Research into Practice #2

Visual Metaphors

Measurement1 How appropriately the icons and

symbols map with the user’s mental model ?

y

x

Shaoshing

Rohit

Varun

Number of visual metaphors identified

0 1 2 3 4 5 6 7 8 9 10

After experienceBefore experience

85%icons/symbols

identified

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ASIS PANDA | I544 Experience Design | Research into Practice #2

Primary Navigation Feature

Measurement2 How fast a user learns to use “tap to

zoom” and scroll

y

x

Shaoshing

Rohit

Varun

Time to learn

0mins 1mins 2mins 3mins 4mins 5mins

3.6minsAverage Time

to learn navigation

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ASIS PANDA | I544 Experience Design | Research into Practice #2

Types of “memes”

Measurement3 Various types of memes identified.

Total of 3.

y

x

Shaoshing

Rohit

Varun

Time to learn

0 1 2 3

2/3artifacts

identified.

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ASIS PANDA | I544 Experience Design | Research into Practice #2

Summary

85%icons/symbols

identified

3.6minsAverage Time

to learn navigation

2/3artifacts

identified.

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ASIS PANDA | I544 Experience Design | Research into Practice #2

ReflectionPROCESS 1. An experience was picked from several after a thorough

brainstorm. 2. Then I tried to narrow down to an Aspect of Experience. 3. Once done, the aspect of experience was thought upon to

be associated with interactions with the application. 4. Once the key interactions were identified, their respective

feature or artifact on the application was found out. 5. Once the artifact was found its effectiveness of use could be

measured quantitatively.

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ASIS PANDA | I544 Experience Design | Research into Practice #2

ReflectionPRO • Fast measurement on an aspect of Usability/Experience

measurement. • Cheap and intelligent utilization of resources. • Physical footprint of data and quantities measured.

CON • Accuracy can be debatable as the “grey areas” are not

accounted for. • Since target user base is huge and diverse, the task to

encompass them all is both difficult and debatable.


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