The process of conducting a usability testby:
Gerry Duffy |
Usability testing is a core component of User Centered Design and can be used at any stage in the process. It provides valuable insight into the mind of the user, giving us a better understanding of users’ mental models, and it helps to highlight issues that might negatively impact the experience, while also pointing to solutions. If you are new to Usability Testing and want to learn more or just interested in how someone else approaches it, this article gives an overview of how to set-up and run a usability test, and provides a checklist of things to do to complete a usability testing project.
Here is a brief outline of the different stages involved in setting up a Usability Testing session. I will go into each in greater detail and explain what it is and what you need to do.
Moving Agile Product Teams from Magic to Missionby:
Austin Govella |
In many organizations, the design team does some research then retreats to their tower to conjure deep magics that turn note filled notebooks into a customer journey map. At least that’s what it looks like to their peers.
Journey diagrams capture tons of detailed info about users, processes, and systems. The best teams share the same understanding of the user’s journey. Instead of having your team wonder where you got this information or how you came to these conclusions, have them build the journey map with you.
When you map the user journey with your team, everyone understands what it says and why. When you collaborate with your team, the journey map transforms from the designer’s magic to the team’s mission, representing the journey you shepherd for your users.
To date, usability testing has been largely confined to usability labs. This ensures a controlled environment where users can interact with products or designs and researchers can field questions. The downside of this is not being able to get the context of use of what you are testing. But a recent project for a life science organization cemented the idea that taking user research out of the usability lab yields the best results.
If we want users to remain our users, we ought to entice them deeper into our design ecosystem.
Attempts to extend or expand users’ usage, frequently results in designs complicated by added features, and functions. My user experience research has informed digital and physical designs often with an emphasis on correcting the usability of such complexities. Users interact with the things we design at varying levels of usage maturity. Usage maturity is a measure of users’ comfort and familiarity with, and degree of use of a product, process, or place.
Looking through my parents’ storage boxes, I found letters that my mother and father sent one another prior to my existence. This unfathomable world was decades away from mobile phones, public internet connectivity, and social networking. Along with explanations of humorous or ordinary everyday episodes and proclamations of love, the letters included doodles, crossed out words, and long postscriptums. I don’t know if my mother or father ever dabbed some perfume on their letters hoping to evoke butterflies in the other’s stomach; it would not have been out of place.
In the world of user research, no idea is a bad idea.
If you have an idea for a great piece of research, act on it. In fact, your first epiphany is the seed from which all great things will grow. Your idea will eventually shape your hypothesis—your very best idea. This is your proposed explanation based on your current and limited evidence, paving the way from your starting point.
The investigation to follow is where your user research comes in.
In May and November of 2018, I traveled to Norway to do user research. I don’t have any depth of experience with Norwegian culture. What follows is my outsider’s view and interpretation. I doubt it’s the whole story.
I tried hard to understand my surprising findings by chatting with Scandinavian friends and by researching cultural norms, but there are always limitations in how much an outsider can truly understand.
As I stare down the tiny leaf-shaped fruit well of my yogurt container, I stop to think, why can’t I ever get ALL of the fruit from this little reservoir?
There is always some fruit left over. My spoon is too wide to reach the corners. After trying other options in the silverware drawer, a closer look at the back of my spoon reveals the solution; the small and narrow curve of the spoon handle turns out to be a perfect fit to fulfill my fruity yogurt need! Using the handle of the spoon to dig out the fruit bits from my yogurt container is a great example of a workaround—an unintended solution to a problem.
That’s what this article is about: Workarounds as not just solutions but also as opportunities to innovate on an existing solution. How can we identify workarounds and assess their value in order to come up with an even better solution?
Stepping into an artificial world is an exceptional experience, but just how do you gauge the success of a virtual reality (VR) experience?
Well, there are many different methods to gauge success, and each method gives different results. VR is used in a variety of industries—primarily in gaming—but it has been used for informative 360-degree videos and tours of buildings. Despite the different purposes, the success of these experiences can be gauged using the same methods.
Within this article, we will go through the different ways the gaming industry gauges the success of a VR experience.
Email unsubscribe is one of the most dreadful things for any email marketer. After all the hard work you put into a campaign, it is particularly annoying to get your emails unsubscribed.
According to Mailjet, if your unsubscribe rate is below 1%, you are said to be within the industry norm. However, emails sent to new lists—to subscribers who have not received an email from you before—are not included in this calculation because they usually have more unsubscribes. Your industry also influences the number of unsubscribes you get. An agreeable unsubscribe rate is below 0.5%, and you should work on creating better emails if your unsubscribe rate exceeds that.