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Usability Testing - Code Craft

Usability Testing - Code Craft

Usability Testing - UX for Developers

Code Craft
December 16, 2017

Chayaporn Tantisukarom

December 16, 2017
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  1. UX is a study of User encompasses all aspects of

    the end-user's interaction with the company, its services, and its products.
  2. What we test • Usability of specific tasks or features

    • How long users can complete the task • User’s satisfaction
  3. Why we test • Reduce cost, you don’t need complete

    product to test • Find out major problems in early stage of development
  4. Visibility of system status • The system should always keep

    users informed about what is going on, through appropriate feedback within reasonable time.
  5. Match between system and real world • The system should

    speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
  6. User control and freedom • Users often choose system functions

    by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
  7. Consistency and standards • Users should not have to wonder

    whether different words, situations, or actions mean the same thing. Follow platform conventions.
  8. Error prevention • Even better than good error messages is

    a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
  9. Recognition rather than recall • Minimize the user’s memory load

    by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.
  10. Flexibility and efficiency of use • Accelerators — unseen by the novice

    user — may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
  11. Aesthetic and minimalist design • Dialogues should not contain information

    which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  12. Help users recognize, diagnose, and recover from errors • Error

    messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
  13. Help and documentation • Even though it is better if

    the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
  14. Pros & Cons Pros • Quick feedback
 • Early stage

    of design
 • Using with other Usability Testing
 Cons • Require knowledge and experience
 • Expensive for experts
 • Few identify major issues

  15. Where to do • Coffee shop, some strangers near your

    office • Your target group area • Your friends or family who didn’t know anything about your product
  16. What to do • Overview your product • Complete some

    major tasks • Find errors and fix them as quickly as possible.
  17. How to do Guerrilla Testing • Define tasks and prioritized

    • Approach a person • Ask their availability for testing the product • Ask them to do some tasks • Observe their interaction • Ask about their experience, feedback • Give them some reward (if any)
  18. You just finished a wonderful trip in Tokyo with ton

    of photos. You want to share your experiences in Facebook
  19. You just finished a wonderful trip in Tokyo with ton

    of photos. You want to share your experiences in Facebook Related to users Tell why user do
 not what user do
  20. Scenarios can be like • You just pass a very

    hard test and you want to express the feeling to your friends • You currently at home and want to work at HUBBA tomorrow • You want to make an arguments with @realDonaldTrump
  21. How to test • Simply ask them to do some

    tasks • Observing their interaction and feedback, try not to hint • Try to remember usability issues and ask them for suggestion • Thank you for participation • Fix it if you can, next person
  22. What we found • Major usability issues • What they

    do and don’t understand • Users can’t complete the task that developer did
  23. identify any usability problems, collect qualitative and quantitative data and

    determine the participant's satisfaction with the product.
  24. Before we start • Product prototype • Recruit users •

    Hypothesis and Tasks • Define metrics • Prepare room and video recording • Think-aloud method • Rewards • Conductor and observers
  25. Hypothesis and Tasks You just finished a wonderful trip in

    Tokyo with ton of photos. You want to share your experiences in Facebook
  26. Room and video recording • One-way mirror room • Just

    typical room, using Facebook LIVE instead • Video and sound recording • Screen recording • Remotely
  27. Think-aloud method In a thinking aloud test, you ask test

    participants to use the system while continuously thinking out loud — that is, simply verbalizing their thoughts as they move through the user interface.
  28. Imagine you are searching in this site, looking for best

    event to join with your friends this weekend
  29. Conductor • Friendly-looking, speak slowly • Brief details of your

    product • ‘Don’t worry, you can’t do anything wrong. If something goes wrong, it my fault’ • Shut up! and let users talk • Don’t take note, just facilitate • Don’t hint, don’t guide, let user fail • ‘What do you think?’
  30. Observer • Shut up! and take note • See users

    feels, interacts, questions, eyes, motions
  31. We are ready ! • Usability Testing takes full day

    • 3-5 users, 30 minutes each • Turn off your phone, start record video and let’s do the test
  32. Tips • Introduce yourself and your team • Ask general

    question first • Don’t distract users • Every one should take note • Don’t rush users • Comfortable atmosphere is really hard
  33. Usability Testing Result Quantitative Data • Usability metrics Qualitative Data

    • Observations note • Common problems experience • Comment / Recommendation / Suggestion • Keyword
  34. What’s next? • First test always full of sh*t •

    Improve your design and test again with same metrics and tasks • Iterate
  35. Recap • Heuristics evaluation • Guerrilla testing • Turn task

    into scenario • Usability testing • Usability metrics • Think-aloud