UX Research. research methods overview. UX Research research methods overview. KP Ludwig John

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2 Usability testing Usability (Benutzbarkeit) - what does it mean? Usability assesses how easy user interfaces are to use Usability refers to methods for improving ease-of-use during the design process Reference:

3 Usability testing Usability - Criteria Learnability (Erlernbarkeit): How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency (Effizienz): Once users have learned the design, how quickly can they perform tasks? Memorability (Einprägsamkeit): When users return to the design after a period of not using it, how easily can they reestablish proficiency (Kompetenz)? Errors (Fehler): How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Satisfaction (Zufriedenheit): How pleasant is it to use the design? Reference:

4 Usability testing Compare Utility (Zweckmäßigkeit): refers to the design's functionality: Does it do what users need? Usability and utility are equally important! Determine together whether something is useful It matters little that something is easy if it's not what you want Reference:

5 Usability testing Definitions Utility (zweckmäßig) : Whether it provides the features you need. Usability (benutzbar) : How easy & pleasant these features are to use. Useful (nützlich) = usability + utility Reference:

6 Usability testing How to improve? There are many methods for studying usability. The most basic and useful is user testing Components Get hold of some representative users Ask the users to perform representative tasks with the design. Observe what the users do, where they succeed, and where they have difficulties with the user interface. Reference:

7 know? Usability testing What Test methods do you Discuss and collect 2 minutes

8 Usability testing Two general approaches Qualitative describes the qualities or characteristics of something provide details about human behavior, emotion, and personality characteristics helps to understand why people do the things they do Quantitative any research that can be measured provide data that can be expressed in numbers answers questions like How many people clicked here Which to use? Reference:

9 Usability testing Which to use? Qualitative Quantitative Depends on: Test Goal / Research Question Project development stage Examples

10 Usability testing Examples Project development stage Beginning of the project General concept and structure Test Goal / Research Question What functions are necessary / which to leave out? Is the naming of the functions understandable to my users? Is the structure of the application understandable to my users? What to test? Surveys Paper based Prototype, Sketches

11 Paper based Prototype Installation Salz IAM Haptic Interface Research Topics: Do Users understand how to interact / what to do? Interactive Mirror Research Topics: Dimension, Observer Distance, Observer Position

12 Christian Kandler; 2008 e-newspaper, paper based test research Test situation methods

13 Christian Kandler; 2008 e-newspaper, paper based test

14 Christian Kandler; 2008 e-newspaper, paper based test

15 Usability testing Examples Project development stage Individual functions Parts of the application Test Goal / Research Question Evaluate function implementations Compare versions Evaluate Interface Solutions What to test? Interactive Prototypes, software based (prototyping tools)

16 Software based Prototype City Game IAM Research Topics: Game structure (over all goal, individual tasks) User Interface

17 Usability testing Examples Project development stage Pre-Release / Final product Test Goal / Research Question Find hidden errors User Experience What to test? Completed Product with real users in real user environment

18 Pre Release Version AR App for Paul Klee exhibition IMS Research Topics: Interplay of App and Exhibition Error detection

19 Usability

20 Research methods Two general approaches to ask the user usually about Habits, Motivations, Interests, Needs, Preferences to observe the user while interacting with an application or prototype Questioning Observing Examples

21 Research methods Diary studies Questioning Collects qualitative data about user behaviors, activities, and experiences over time participants keep a diary and log specific information paper or digital What you get Better Understanding of user habits, attitudes, motivations and goals in real context Sometimes used to collect User comments / problem descriptions while interacting in the field Disadvantage participants might have to be reminded to record data

22 Research methods Interview a guided conversation with a single user Questioning What you get users attitudes or how they think about a problem users general impressions of a site after using it Disadvantage People can make up an opinion about anything, and they'll do so if asked Don t ask about specific features (Is it better to use a drop-down menu or a set of radio buttons for a certain set of choices?) To learn about features: build prototypes and to observe

23 Research methods Screen recording Observation Software Records Screen display, Audio and Interaction (mouse clicks) into a video file Can be combined with facial video of the user while interacting from webcam Remote or local

24 Research methods Screen recording Observation Camtasia Studio easy to handle, many editing functions >> installed at UX-Lab or get 30 days test version at:

25 Research methods Screen recording smart phone Observation

26 Research methods Observation Thinking aloud - Lautes Denken Most common Usability test method Test participants verbalize their thoughts (thinking out loud) as they move through the user interface. Often complemented by video recording (or at least observer notes) Advantage: easy to handle Users Thoughts while interacting become transparent Disadvantage: unnatural situation hard for test participants to keep up the required monologue

27 Research methods Observation Video observation Records User behavior during test situation Two Stages: 1. Participant works on test tasks while being video recorded. 2. Discussion with the participant - Helps to better understand and identify problems - common search for possible solutions Advantages: Participants can help identifying problems improvement of design can be immediately discussed Disadvantage: Result depends strongly on test persons personality Video recording might provoke change in behavior

28 Video observation Installation Lumenaer IA KP Retrospective Ludwig John Thinking aloud Test persons comment on video recording of own test

29 Video observation - 2 channels Techniker App - paper based test IA Thinking aloud, paper based, video recording

30 Research methods Observation Eye Tracking Following the trail of where a person is looking Implies the recording of eye position (point of gaze) and movement on a 2D screen or in 3D environments based on the optical tracking of corneal (Hornhaut) reflections to assess visual attention. What you get Where the user is looking at (and where not at all) Which visual elements attract attention, which are overlooked time spans (Attention spans, search times) Disadvantage complicate to set up time intense interpretation of collected date

31 Equipment Konzeption EyeTracking System Tobii X60

32 Equipment Konzeption Mobiles EyeTracking System Tobii Glasses

33 Konzeption Open Device Lab - Team 23

34 Konzeption Open Device Lab - Team 23

35 Usability Testing

36 Next Prioritize your Hypothesis Design a simple experiment for the first three of it Create a Minimal Viable Product Deliver PDF containing Hypothesis (prioritized) Sketch / Description of MVP and Test plan Reference: Josh Seiden, Jeff Gothelf; work shop Hypothesis writing; Interaction 14, Amsterdam 5. Feb hs-augsburg.de/homes/john Lean UX Hypothesis Writing

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