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How To Spend Less and Get More From Usability Testing

How To Spend Less and Get More From Usability Testing. Adaptive Path www.adaptivepath.com/workshops/wow/ Janice Fraser <janice@adaptivepath.com Jeffrey Veen <jeff@adaptivepath.com>. So what is usability, really?. Include a One-Sentence Tagline

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How To Spend Less and Get More From Usability Testing

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  1. How To Spend Less and Get More From Usability Testing Adaptive Path www.adaptivepath.com/workshops/wow/ Janice Fraser <janice@adaptivepath.com Jeffrey Veen <jeff@adaptivepath.com>

  2. So what is usability, really?

  3. Include a One-Sentence Tagline Write a Window Title with Good Visibility in Search Engines and Bookmark Lists Group all Corporate Information in One Distinct Area Emphasize the Site's Top High-Priority Tasks Include a Search Input Box Show Examples of Real Site Content Begin Link Names with the Most Important Keyword Offer Easy Access to Recent Homepage Features Don't Over-Format Critical Content, Such as Navigation Areas Use Meaningful Graphics Top Ten “Guidelines” for Homepage Usability Following are ten things you can do to “increase the usability” of your homepage and thus “enhance” your website's “business value.” Jakob Nielson Alertbox, May 12, 2002 http://www.useit.com/alertbox/20020512.html

  4. ‘Obeying rules without an understanding of the reasons behind them creates an approximation of competence which leaves one vulnerable to the exceptions.’ Sea Kayaker's Deep Trouble

  5. ‘A computer is a stupid machine with the ability to do incredibly smart things, while computer programmers are smart people with the ability to do incredibly stupid things.’ Bill Bryson

  6. desirability feasibility viability

  7. A Different Perspective on Usability • There is no “One True Way” or “Four-Step Process” • The separation between functional design and communication design is messy at best • Functional Design: The design of systems that support end-users' tasks and goals • Communication Design: The design of how these systems are expressed to the user • The Web may have best practices for user experience design, but it is too early to depend on them exclusively

  8. Our goal... To develop an experience based onthe patterns inherent in your stuffthat empowers users to accomplish their goals.

  9. It’s how we get a pile of stuff...

  10. ...into a structured experience.

  11. Triangles Squares Circles Squares Triangles Circles This includes labeling...

  12. ...and navigation systems...

  13. Squares Triangles Circles ...that are intuitive to users. Ah Ha!

  14. But! Not all users have the same goals. Shapes! Colors!

  15. So, good design lets many users...

  16. ...access lots of content...

  17. ...in many ways.

  18. But this isn’t always as easy as it sounds...

  19. What do you call this?

  20. “Coke” “Pop” “Soda” Is it Coke? Pop? Soda?

  21. fizz fris phosphate bubble-water lolly-water Tingle Fizz Fuzz mixer sweet drink tonic sodie cocola soder dopes But wait! There’s more...

  22. Design faces global issues... Colors? Colours? ¿De Colores? ? ? ? ? ? ? ? ? ?

  23. Design faces accessibility issues... Colors ???

  24. Design suffers from jargon... Shapes WebBeanstm ? ? ? ? ? ? ? ? ?

  25. Design suffers from politics... ??? Excellent! User CEO

  26. Customers used to interact directly with departments... Big Corp A B C D E

  27. ? ? ? ? ? But that doesn’t translate to the Web at all... Big Corp A B C D E

  28. Design must also be extensible... !?!

  29. We don’t even know what else they are doing… !!!

  30. So who are these people, your “users”?

  31. Remember: You Are Not Your Audience • You do not • see things like they do • know what they know • want what they want • work how they work • This is critical information when designing a product So how do you figure out all of these things?…

  32. Validate Usability Gather Assumptions & Requirements Analyze Competition Prototypes & Patterns Develop Personas Design Interaction Understand Goals & Tasks Prioritize Features Build Content Model Design Information Architecture

  33. Yak yak yak yak yak yak yak yak yak yak yak yak kak yak yak yak yak yak yak yak yak yak yak... Yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak... Yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak yak...

  34. Ah Ha!

  35. Usability is not a solution! Usability is simply a check...

  36. The Classic Approach To Usability Testing • Test before launch • Usability consultant ($10,000-25,000) • 12+ participants • Rented facility, viewing room with one-way glass • M&M’s • 1 week for test, 1 week for report • Fixes? Who’s got time?! 2 WKs 3- 6 MONTHS LAUNCH Concept & Budget IA, UI, Visual Design Build Report Test

  37. Problems with the Classic Approach • Too much data, no time to use it • You don’t learn much (the consultants do) • Infrequent tests become special events – disruptive • Small actual impact – very high cost • Huge report revealing all the things you’ve done wrong • Handful of important changes that must be squeezed in before launch, very painfully • You feel less secure, not more

  38. Test Test Test Test Test A Better Way 3- 6 MONTHS Big Projects Little Projects Daily Releases • Fast • Small • Low-cost • In-house • Often • Regular schedule • Test whatever’s done • Integrate results quickly

  39. Half the Cost – Lots More Value

  40. Usability Budget Detail

  41. Caveats • You’ve got to commit to quality • Test stuff all the time • You have to want to do the work • Use the findings right away • Don’t run tests on your own work – be objective

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