Rapid Research. For 2.0 Development. Presented by Kelly Goto

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1 Rapid Research For 2.0 Development Presented by Kelly Goto

2 "Successful user experiences deliver a firm's value proposition -- the brand promise -- to customers in the most effective and appropriate way. Karen Donoghue, Built For Use

3 research methods

4 TALK ASK WATCH OBSERVE focus groups interviews usability testing ethnography Typically 4-9 people 1-on-1 1-on-1 1-on-1 or group Discussion about critical aspects Questionnaire Brainstorming Users complete representative tasks Field observation of sociocultural phenomena Moderator Conducted by Interviewer Observer/Moderator Observing in natural environment 1-2 hours 1-2 hours hours 1 hour- many years WHAT PEOPLE THINK HOW PEOPLE LIVE

5 expert analysis concept testing usability testing customer interviews card sorting contextual inquiry verification testing focus groups

6 expert analysis concept testing usability testing customer interviews card sorting Contextual inquiry verification testing focus groups

7 formal semi-formal informal technology /usability_lab.html Formal facility 8-20 carefully screened applicants Formal test plan Complex video monitoring (picture in picture) practices, including high-light videos s.com Participant's work environment 3-10 recruited participants meeting criteria Impartial monitor Informal test plan (Simple screen capturing, with voice, using programs like Camtasia or Morae) In-house (or remote) 3-5 Friends, coworkers or family members Impartial monitor Informal test plan No video taping, only notes and observations

8 rapid research

9 traditional iterative alpha release (get it up quick!) proof of concept (what do they want?) product beta (trial users) beta release (do they like it?) live product (free trial, sign up today) beta2 release (can we simplify it?) focus groups (how are we doing?) live product (does it meet their needs?)

10

11 Rapid usability testing is characterized by rapid cycles of testing between iterations of prototyping Characteristics: + Informal testing of 5 participants and one floater per day (one or two days of testing scheduled) + Modifications to prototype (paper or HTML) between testing days (or sometimes during testing, but not in this case) + Team present for testing in order to observe first hand what is being found + Raw notes/ rough observations delivered immediately following testing + Informal report (word format) delivered approx. 48-hours following testing

12 toolkit: essentials

13 Windows Media Encoder (download.com) FREE easy to use fullmotion screen capture tool.

14 CamStudio & Camtasia Player FREE fullmotion screen capture & player (NOT the usability software)

15 Notetaking Format (with macros) Participant ID: Date: Start time: End time: Task Time total Video highlight at Notes/Main Observations Quotes Events 1 2:33 1:30 (time stamp) User struggles to sign up due to unclear instructions; I don t understand why I can t sign in! 2 3:20 User can not find account information to edit the password; looks in options instead 3 7:45 User can not find support and FAQ section to change his order preferences; gives up after looking everywhere, including the search function This is really frustrating! I would stop trying now! 4 No problem to find shopping cart I like the shopping cart Legend: Task failed Prompt by moderator Struggle Task solved Insight

16 Notetaking Format (with macros)

17

18

19 A classic overview of the testing process surprisingly straightforward although there is very little mention of the web!

20 A classic humorous and practical approach to usability. Steve has created the true must read book for teams and stakeholders.

21 contextual inquiry

22 When to test? idea! proof-of-concept alpha-release beta release beta release 2 launch launch 1 alpha-release alpha-release alpha-release alpha-release usability testing

23 Contextual Inquiry 1 determine audience 2 develop interview script 3 observe 4 photo 6 diary 5 follow up compile & report

24 Sample Project: Technorati 1 determine audience 2 develop interview script 3 observe 16 participants in 2 cities the more specific profiles, the better 2 hours to a full day with notes and photos in context 4 photo 6 diary 5 follow up compile & report Ask participants to take photos of daily life over next 3 days to 1 week Interview 2-hours and review photo diaries

25 Sample Project: Technorati

26 Online Survey in 5 cities

27 Photo Diaries & Contextual Interviews in L.A. & Minneapolis

28 Interview Summary

29 Audience Segmentation Grid

30 Audience Segmentation Grid

31 Contextual Findings Report

32 rapid usability testing

33 Rapid Usability Testing 1 determine audience 2 develop test plan 3 recruit 4 conduct testing 5 high-level findings 6 informal report

34 Sample Project: Technorati Testing 1 determine audience 2 develop test plan 3 recruit define recruiting criteria with client develop test plan including task list 5 target audience users 4 conduct testing 5 high-level findings 6 informal report 5 one-hour testing sessions Extract high-level findings, 2-4 pages Observations and recommendations with screenshots, 8-12 pages

35 Recruiting

36 Confirmation

37 Informal Usability Testing

38 Note Taking Participant ID: Date: Start time: End time: Task Time total Video highlight at Notes/Main Observations Quotes Events 1 2:33 1:30 (time stamp) User struggles to sign up due to unclear instructions; I don t understand why I can t sign in! 2 3:20 User can not find account information to edit the password; looks in options instead 3 7:45 User can not find support and FAQ section to change his order preferences; gives up after looking everywhere, including the search function This is really frustrating! I would stop trying now! 4 No problem to find shopping cart I like the shopping cart Legend: Task failed Prompt by moderator Struggle Task solved Insight

39 Pre- and Post Test Surveys: Paper vs. Online

40 Recording Testing Sessions

41 concept rapid, iterative cycles during development process sprints are approx. 3-4 weeks rounds of testing should take place during this timeframe release

42 concept release Concept/ Prototype contextual inquiry focus groups

43 concept release Beta Release assessment usability testing expert analysis

44 concept release Alpha Release verification usability testing expert analysis

45 concept release Product Launch post-launch usability testing site stats

46 recommended reading

47 The first guide to linking business strategy with the art and science of the online user experience

48

49

50

51 usability resources presentation posted resources

52 thank you! sign up for our quarterly newsletter on user experience and usability: mobile user experience: this presentation can be found at:

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