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User Experience Testing
1. 2 | MODEL
Visualise the problem/opportunity area. Use models to communicate and manage
scope, features and functions and their relationships and interdependencies. This
domain provides a framework to explore and assess candidate solutions.
1 | CONTEXT
Understanding the scope and nature of problem/opportunity, what success looks
looks like and who can help you achieve that success. This domain acts as the
governance and the guiding principles for the UX.
2 | BUILD
Deliver and refine the interaction. This domain allows the detailed interaction of
the UI to be cycled through a number of iterations to a point where it meets the
user and stakeholder requirements for the current release.
Affinity Diagramming
Affinity diagramming is an interactive
method where concepts written on cards
are sorted into related groups and sub‐
groups
Lateral Thinking
Lateral Thinking is an individual or group
process for generating alternative ideas or
solutions for a specific topic
Card Sorting
The card sorting method is used to
generate and prioritise information
structures
Claims Analysis
Claims analysis is a technique for examining
the positive and negative consequences of
design features
Concept Research and Testing
Contextual Usability
Collecting and analysing detailed
information about the intended users,
their tasks and their environment
Critical Incident Study
Gathering facts (incidents) from domain
experts or less experienced users of an
existing system to improve the
performance of the individuals involved
Cultural Probe
Cultural probes are sets of simple artefacts
that are given to users for them to record
specific events, feelings or interactions in
their usual environment
Detailed Storyboard (User Stories)
Breaking down of existing Epic stories to
follow success, alternative and failure
pathways through the software and
technology in group or individual sessions
User Research and Testing
User Requirements
Defines user centric requirements linked
to business objectives which includes
interpretation of user behaviours with
research and is used to create the design
User Personas
Personas are representations of types of
users, behaviours, objectives,
expectations of technology, their
activities and the role they perform
Storyboard (Epic Stories)
A storyboard is a technique for illustrating
an interaction between a person and a
product (or multiple people and multiple
products) in narrative format
Outputs
Best Practices
Reviewing domain and non domain best
practices that relate to user interactive
behaviour
User Observation
A non invasive way of collecting and
analysing detailed information about the
intended users, their tasks and their
environment
Predictive (GOMS) method
Stands for Goals, Operators, Methods, and
Selection Rules reviewing the individual
components of a user experience to most
efficiently complete a goal
Survey
A way of collecting large quantities of data
based on specific questions, images or other
stimulus helping to define behaviours and
drivers in large user populations
Focus Group
A focus group is a focused discussion where
a facilitator supports a group of participants
to answer a set of questions on a particular
topic
Co‐Creation
A session where a group of users are asked
to prioritise and define the ‘how it works’
aspect of a component or interactive
behaviour
Interview
A semi‐structured or structured interview
that is conducted in person, over a phone
or internet audio line.
Heuristic Evaluation
A usability evaluation method in which one
or more user experience experts, compare
existing software, documentation, or
product to a list of design principles
user experience research and testing
Validation Research and Testing
User Definition
Researching types of user, exposure to
technology, interactive behaviours and
their expectations of final system or
software used in creating participant
screening document for testing
User Experience Testing
A task based testing method of software
or technology in terms of overall effect
(widgets) and user interface elements,
success is marked by not finding
problems
Usability Testing
A usability evaluation method in which
ten or more (non technical) users test
software or technology focusing on
potential problems, success is marked by
finding problems
Logic Testing
A scenario based testing method where
users test that the software or
technology delivers what they expect it
to in the way they expect it
Visual Language Testing
A usability evaluation method in which
users assess the visual effectiveness of
the user interface in terms of
understanding without reading
Use of Language
A usability evaluation method in which
users assess the effectiveness of text in
terms of understanding the interface
Contextual Usability Testing
Task based testing the software or
technology with users under the exact
same environment in which it is will be
used
User Task Flows
‘What to’ visualisation that contains all
main interactive pathways representing
the user experience and information
architecture design as steps
Wireframes
‘How to’ visualisation that contains all
main interactive pathways representing
the user experience and information
architecture design as screens
Model or Software
Validates the interactive user behaviours
and activities of all main interactive
pathways representing the user experience
and information architecture design
Fixes and New Features
Advises of any minor fixes required and
defines new features based upon user
experiences