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Jan MoonsCo-Founder UXprobe
Co-Host UX Antwerp
Certified Usability Designer
Twitter: @moonsjan / @uxprobe
LinkedIn: be.linkedin.com/in/janmoons/
User & task analysis
Process of learning about the real users of your product
by observing them in action, in their own environment,
to understand how they perform their tasks
to achieve their goals.
Bailey’s Human Performance Model
Personas & scenarios• Personas are model users, based
on observed data, whose goals, attitudes and characteristics represent the needs of a larger group of users
• Scenarios describe how personas achieve their goals and how they feel about it
• E.g. A day in the life of the persona
Mental /user modelA mental / user model is the
representation that a person has in his mind about the object he is interacting with.
A conceptual / designer model is the actual model that is given to the person through the design and interface of the actual product.
System image / implementation
model is how the system actually works.
Manufacturing process
• There is a need for a detailed upfront design:
• Software is copied on floppy discs and CD’s
• Manuals are packaged with the software
• Distributed to shops in exact the same way as physical goods
• Even upgrades are packaged and shipped
• The entire process is measured in months, if not years
Consequences
• Most software is now distributed online
• Product teams are not limited by a physical manufacturing process
• Much shorter release cycles for developing products
• Shorter cycles are used as a competitive advantage
Impact on UX
• “Get it all figured out first…” is not workable anymore
• Designers cannot block the team until they have done all their research
• Agile teams only focus on a few new features at a time
• Build only the most important features for every sprint/release
Testing the traditional wayDoes not fit into the Agile development process
• Recruiting participants can take up several weeks
• Testing with participants can span one or more weeks
• Reporting can take a couple of days to more than a week
• Etc.
Testing the Agile way
• Matching timelines agile and user testing
• Scaling the usability testing process
• Automating usability testing
Lean UX
• Remove waste (internal deliverables) to fit Agile timelines
• Build a shared understanding of the product
• Collaborative and cross-functional product team
• Continuously capturing customer feedback
• Measure what works, learn and adapt - pivot or persevere
Demos and previewsTest with teammates, stakeholders, other colleagues.
Let people within the company click through the MVP and give their insights and thoughts
The more exposure the MVP gets, the more insights you will have as to its validity
Take MVP to (potential) customers and let them click through the experience and collect their feedback (customer visit, conference, …)
Guerrilla testing
Low cost method of user testing
Guerrilla refers to its “out in the wild” style: cafe, library, train station, etc.
Quickly validate the effectiveness of a design is
Not always your target audience!
Asynchronous1. UX Researcher creates the script for the test
• What tasks they want participants to do
• What questions they want participants to answer
2. UX Researcher invites participants through email or social media
3. Participants perform the test
• Complete tasks
• Answer questions
4. UX Researcher receives the results, analyzes them for findings and recommendations
GOOD TEST SCENARIO
1. Build context into key tasks with scenarios - the context alters the way people perform the tasks
2. Have a specific solution so it is clear the task was completed successfully
3. Is it realistic – something that the user normally expects to do with your product – a complete activity (goal)
4. Enough information for the user to complete a task without hinting what he needs to do
5. Expressed in the user’s language – avoid system specific jargon
When to use?• When there is very little time to get an answer
• Creation of the script is very quick
• Results come in very quickly (1h - 1day)
• “No” recruiting
• When you want to compare designs
• Benchmarking / Comparing designs over time
• Comparing with competition
How many participants?• Qualitative / formative testing
• What do we need to improve?
• Small numbers of participants (~5)
• Several rounds of testing
• Quantitative / summative testing
• Comparing designs (competition, version-over-version, benchmarking)
• Looking for numbers (success rates, duration, survey results)
• At least 20 (100+)
Benefits
• Gather actionable insights comparable to traditional usability testing
• Test on the user’s own device and in their own natural environment
• Conduct large scale studies
• Run cost-effective usability tests