World Usability Day 2016 in Antwerp (Belgium), Thursday, November 10th - Jan Moons, UX expert and co-founder at UXprobe
"Hands on with Lean and Agile User Testing"
Jan Moons shows how to use the latest tools to easily integrate user testing into a lean process. Discover how user testing can be the answer for problems of conversion, usability, and UX quality. In the workshop you will explore all sides of user testing (be the user, be the moderator, be the client) and you will see how lean and agile user testing can be.
Jan is the co-founder of UXprobe, company that is focused on a mission of helping companies build great digital products that deliver a fantastic user experience. Jan has almost 20 years of experience as a software engineer and is a certified usability designer.
11. 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
15. 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
17. Mental /user model
A 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.
30. 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
33. 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
35. 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
37. Testing the traditional way
Does 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.
38. Testing the Agile way
• Matching timelines agile and user testing
• Scaling the usability testing process
• Automating usability testing
39. 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
41. Demos and previews
Test 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, …)
42. 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!
44. Asynchronous
1. 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
45.
46. 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
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48.
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50. 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
51. 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+)
52. 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