During Day 3, NNG covered a hodge-podge of objectives including:
- Field Studies
- Ethics of User Research
- Usability Report Analysis
- Variants of User Testing
- Special Areas of Research
- Financing Usability
- Cost Benefit Analysis
- Successful Usability Programs
Field Studies
- Field studies can help define new features, tell you about tasks and work-arounds you may not have known about, and may identify new customers.
- Perform field studies early in the project while the information is still actionable.
- When recruiting for field studies, consider users of competitive or similar products (not just yours).
- Recognize that purchasers of your product may not be the users of your product.
- Make sure users know what their commitment entails (time, job shadowing, communication).
- Remember that a field study is about WATCHING people do their work; it is not to discuss their work. (Remember, what users say they do and what they actually do may be different.) Users should pretend you're not even there.
- 3-4 field study observers are recommended (e.g., product manager, developer, usability expert), each with an assigned role (e.g., facilitator, photographer, note taker).
- Consider creating a template with some guidelines, high level goals and plenty of room for notes and drawings.
- Count to 20 before you interrupt a user.
- Always let the user name the objects they're interacting with.
- While doing a field study, look for: processes, reasons, pain, tools, people, places, artifacts.
- Capture user quotes.
- Immediately debrief with observers to help you remember details and build consensus.
- Reserve a room to analyze findings ("war" room).
- Study outcomes may include: user profiles/personas, task lists/flows, prioritized issues, new feature ideas, dictionary of user terms, photos, videos, artifacts.
- Co-discovery is when you two users attempt to do tasks together (e.g., house hunting). Consider if task is commonly done by two people.
- Remote testing is when faciltator and participant are in different locations; a good choice if you can't physically be there (e.g., international).
- Competitive studies are used when you want to test your own design as well as 1-3 competitors -- provides information on design elements that work and don't work, and allows you to avoid repeating others' mistakes.
- Longitudinal studies follow users over an extended period of time; users record their experiences and make comments.
- Eye tracking allows you to see where users are looking (first read, scan path, gaze time).
- Users with disabilities
- Low-literacy users
- Senior Citizens
- Children
- International testing
- Hardware testing
I would add "domain-specific" testing here as well (e.g., automotive manufacturer).
Cost/Benefit Analysis- Before/after metrics can include: sales, support calls, productivity (time to complete task), training time, customer satisfaction.
- The cost of training is the cost of bad usability.
- If you don't do a usability study, you could actually have negative improvement; however if you do a usability study, you'll always pick the design that proves improvement.
Successful Usability Programs
A good usability professional is experienced, balances diplomacy with assertiveness, is somewhat technical, and is driven by data; he/she is NOT timid, persecuted, or judging/finger-pointing.
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