Guerilla Usability Testing and Communicating Value Eka NCSU Libraries Fellow Code4Lib conference, 8 March 2016.

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Presentation transcript:

Guerilla Usability Testing and Communicating Value Eka NCSU Libraries Fellow Code4Lib conference, 8 March 2016

1. What is usability and usability testing 2. Where it fits in a project 3. Why do it 4. How to get started with it 5. How and When to communicate Outline:

What is Usability?

“Usability is a quality attribute that assesses how easy user interfaces are to use.” – Jacob Nielsen Source: “Usability 101: Introduction to Usability” by Jacob Nielsen

What is Usability? “Usability means that making sure that something works well…” – Steve Krug Source: “Don’t Make Me Think” by Steve Krug

How do you test for it?

Different Strategies at Different Stages Pre Design Early Design Mid- Design Late- Design ObservationXX EthnographyX InterviewsXX QuestionnairesXX Task AnalysisX Participatory Interaction X Cognitive Walk- Throughs X Task-Based Usability Testing X Heuristic EvaluationX X Field Testing X Adapted from: Karon Maclean’s CS544 course notes, UBC; originally adapted from Saul Greenberg’s course notes, U Calgary.

New Designs Existing Designs Different Strategies at Different Stages Pre Design Early Design Mid- Design Late- Design ObservationXX EthnographyX InterviewsXX QuestionnairesXX Task AnalysisX Participatory Interaction XX Cognitive Walk- ThroughsX X Task-Based Usability TestingX X X Heuristic EvaluationX XX Field TestingX X

Give a real life user tasks to complete + Tell them to think out loud (a “think out loud protocol”)

Where does it fit in?

Analysis and Decisions DesignDevelopmentAssessment Launch and Maintenance Waterfall Approach:

Design Development Usability Testing Analysis and Decisions Launch Iterative Design Approach:

Guerilla vs. Standard Usability Testing?

Cheaper (a lot)

Minimal Equipment (Amateurs can make it work)

Recruiting during the test 3-6 participants to pick up most bugs “recruit loosely and grade on a curve” – Steven Krug

Fast and Context Specific (Particularly good for libraries)

Why do it?

Libraries are user-centered environments

Brings users into the design process early on

Supports decision making (and objectivity)

Challenges assumptions

Maintains stakeholder buy-in (keeps everybody involved and interested)

Uncovers problems while they’re still cheap to fix

Getting started

Figure out what you’re testing and who the stakeholders are

Make some personas and tasks (keep it simple)

This is what a Persona Might Look Like (keep it simple, relevant, and use templates) Source “LUXr One-Day Workshop” slides by Janice Fraser, slide 73,

Here’s an Example of a Good / Bad Task User goal: Look up grades. (your tasks can change as necessary) Source: Nielsen Norman Group. “Turn User Goals into Task Scenarios for Usability Testing.”

Here’s an Example of a Good / Bad Task Good task: Look up the results of your midterm exams. (your tasks can change as necessary)

Here’s an Example of a Good / Bad Task Poor task: You want to see the results of your midterm exams. Go to the website, sign in, and tell me where you would click to get your transcript. (your tasks can change as necessary)

Here’s an Example of a Good / Bad Task Poor task: You want to see the results of your midterm exams. Go to the website, sign in, and tell me where you would click to get your transcript. (your tasks can change as necessary)

Here’s an Example of a Good / Bad Task User goal: Look up grades. (your tasks can change as necessary) Source: Nielsen Norman Group. “Turn User Goals into Task Scenarios for Usability Testing.”

Here’s an Example of a Good / Bad Task Good task: Look up the results of your midterm exams. (your tasks can change as necessary)

Practical Needs A representative device / design (to record with / test on) 2 facilitators (a talker + a notetaker) A busy location that isn’t boxed in

Screen-recording software (not necessary but easier)

Silverback is popular and inexpensive

(keep it simple) Incentives

Avoid Misleading Signs

Be creative Jen Down’s “Laptop Hugging” Method

During the Test Be informative and friendly Aim for 3-6 participants to do 3-4 tasks each

Avoid verbal prompts

Example of a verbal prompt: “Maybe you should try logging out?”

Better: “Can you describe to me what you are expecting to see / happen right now?

After the Test Quickly summarize the key findings (make some action items) That may be enough for smaller projects

Useful data points: – Who you tested (demographic info) – Success / Failure of tasks – Items that were always (3 M’s): Missed Misunderstood Misused

Communicating Value

Value Communication Generating and maintaining buy-in

Make your process user-centric “make it a spectator sport” – Steve Krug

Share your documents and data (Google Drive, Dropbox, etc.)

A blog (Or otherwise accessible publishing)

Presentations (Major findings, Process Q & A)

Early Project Stages Set up one-on-one meetings with key “funder” and “creator” stakeholders (Project manager(s), Designers, Developers, etc.)

Attend planning meetings Early Project Stages

Mid-Project Stages Check in with designer / developer before each scheduled testing session If there is nothing to test, do not test

Final Project Stages Record what you did (keep it simple; use a template)

Final Project Stages Ask for Feedback (always take the chance to improve your methods)

Re-Cap Libraries are user-centered environments Guerilla Usability Testing is a low-cost high gain method for making sure things work Keep it simple and be creative with resources Thinking about user goals makes for better tasks Good communication results in higher perceived value; be user centric with your process

Resources (start here) Nielsen Norman Group (and most things Don Norman has written) Usability.gov (esp. for templates and checklists) Steve Krug’s books (for web usability but also for big idea guidelines and scripts) Guerilla Testing Slideshares (lots of good ones out there)