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.Continue reading Taking Research out of the Lab
Meet Users Where They Are, Draw Them Deeper In
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.
I still have more questions than answers.Continue reading No! We’re Not All Just the Same
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.
If an app launches in the app store, and no one hears it, did it really launch?
Today, digital products like apps and sites require marketing. Luckily, this has become easier to do, even a limited budget.
In the user experience (UX) industry, benchmarking is a practice that measures the usability of a website. Benchmarking helps the UX researcher understand the current state of the site so the team can attack problem areas and improve them.
It is very difficult to fix or improve something when you don’t know what is wrong. Imagine taking your poorly-performing car to the mechanic and they ‘fix it’ without running any diagnostics or tests. They may change the spark plugs, rotate the tires, and add a few decals but will most likely miss identifying and addressing the root problem. This is similar to approaching a site redesign without first identifying its problems with real site users.