thinking about usability and the user experience
DESCRIPTION
Discussion seminar at 2010 OSU Library In-Service.TRANSCRIPT
Derek PoppinkSeptember 15, 2010
Thinking about Usability and the User Experience
What is Agile?
What is Agile?
What is User Experience?
Return on Investment
Spending 10% of a project’s budget on usability improves key performance indicators by 83% on average
Conversion rates
Traffic numbers
User performance
Target feature usage
How Do You Improve User Experience?
Research
Contextual Inquiry – Interviewing and observing users where they do their work
Personas & Scenarios – User archetypes and the way they interact with products
Design
Mockups – Designs that are fast to create and easy to dispose of
Guidelines – Best practices for the web, the industry, and particular user groups
Evaluation
Heuristic Evaluations – Inspection by an expert using recognized principles
User Studies - Assess products by asking actual users to accomplish core tasks
How Do You Improve User Experience?
Before December, 2009
Market research and focus groups
Ad hoc user testing
Heuristic evaluations post release
What was Missing?
End user research
Common design patterns
Regular user testing
Usability Maturity
1. Hostility Towards Usability
2. Developer-Centered Usability
3. Skunkworks Usability
4. Dedicated Usability Budget (Gale)
5. Managed Usability
6. Systematic Usability Process
7. Integrated User-Centered Design
8. User-Driven Corporation
How is User Experience at Gale?
Recent Results
Evaluation of Systems and Services
16 graduate students, 4 Gale products, 24 user experience evaluations
Career Transitions, Global Resource on Energy, Environment, and Natural Resources (GREENR), Grzimek’s Animal Life, and Literature Resource Center
Summer of User Experience
2 user experience interns, 3 months, 26 user studies, 13 heuristic evaluations
Academic OneFile, Books & Authors, Business & Company Resource Center, Community Health, Course Reader, Editorial Interface, Gale Admin, Gale Virtual Reference Library, Illustrated London News, International Business, Latin America Area Studies, Opposing Viewpoints in Context, Slavery Anti-Slavery, State Papers Online
http://wiki.oh.gale.com/display/UX/Usability+Studies
1-2 rounds of tests when site is nearly complete
1-2 days of tests per round
5-8 participants per round
Held on-site in room with one-way mirror
1-2 observers (product owner)
Dozens of problems prioritized by moderator
1 week to prepare report afterwards
$25,000 per round
The Big Honkin’ Usability Test
The Agile Usability Test
1 round of tests per sprint from concept to launch
1 morning per round (tests and debriefing)
3 participants per round
Held in conference rooms and remotely with WebEx
Observed by team
Ten problems and fixes prioritized by team
Findings and fixes distributed immediately afterwards
$4,000 per round
When (Frequency)
“A morning a month, that’s all we ask” – Steve Krug Morning
3 sessions (9, 10, 11)
Debriefing over lunch
Allows more people to attend
Month (Sprint) Eliminates deciding when to test
Finds enough problems to fix
Affordable, iterative, scalable
What (Materials)
Existing products
Other people’s products
Mockups (sketches)
Balsamiq Mockups
Mockingbird
Wireframes
HotGloo
Axure
Visual designs (comps)
Prototypes
Partially working pages
What (Products)
Business & Company Resource Center
International Business
Books & Authors
Community Health
Course Reader
Editorial Interface
Gale Admin
Gale Virtual Reference Library
Illustrated London News
Latin America Area Studies
Opposing Viewpoints in Context
Slavery Anti-Slavery
State Papers Online
Academic OneFile
Who (Participants)
“Recruit loosely and grade on a curve” – Steve Krug What people?
Representative users (students, teachers, professionals, librarians)
How many? Three per sprint
Recruiting? Customers, personal networks (email, Facebook), Craig’s List
Incentives? Amazon gift cards
Who (Moderator)
Tour guide Give participant instructions
Keep things moving
Therapist Get participant talking
Show you are listening
Stay neutral
Respect participant, privacy
Who (Observers)
“Make it a spectator sport”
Attend a session (or three)
Avoid distractions
Take notes
Notice where user is confused or can’t complete tasks
Make list
Three most serious usability problems
Attend debriefing
Free lunch!
Where (Conference Room & WebEx)
Conference room Laptop, projector, speakerphone, snacks
Remote participant Internet connection, phone
Benefits Easier recruiting
Easier scheduling
No travel required
Produces [almost] the same results
Why (Debriefing)
Share problems
Three most serious per observer
Prioritize top ten
Discuss easiest fix
Tweak, don’t redesign
Take something away
Commit to changes
Email results to team
“Focus ruthlessly on a small number of the most important problems”
“When fixing problems, always do the least you can do”
Why (Results)
Why (Results)
Remote Usability
Thank My Sources
Brian Swan, www.builder.com.au (2005)
Dave Nicolette, www.davenicolette.net (2006)
Frank Klein, www.relativitycorp.com (2010)
Jakob Nielsen, www.useit.com (2008)
Nate Bolt, Remote Research, remoteusability.com (2010)
Peter Morville, Ambient Findability (2005)
Peter Morville, semanticstudios.com (2004)
Steve Krug, Rocket Surgery Made Easy (2009)
Questions? Comments?