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TESTING TECHNOLOGY PRODUCTS
          Websites, Apps, Software etc…




                 March 2013
OVERVIEW
METHODOLOGIES
    - EXPLORATORY TESTING
    - USABILITY TESTING
    - “REAL-WORLD” TRIALS
CONCLUSION
Reasons to Test Tech Products

       Ensure efficient development of useful and
        appealing products
        –   Begin with a well-conceived concept
        –   Add features and functions systematically
        –   Conduct periodic “reality checks” with users
        –   Avoid “spider web” syndrome with changes
        –   Increase confidence in reliability, relevance and
            appeal of product as release approaches
        –   Be prepared for an effective roll-out: sales story,
3           user training, competitive awareness etc…
Reasons for Not Testing Tech




4
Reasons for Not Testing Tech

       Lack of time
       Lack of money
       Overconfidence
        –   Unaware of potential problems
        –   Disconnected from users true needs, attitudes or
            skill level
       Sometimes not necessary
        –   minor changes, simple product, previously well
            researched, based on something similar, etc…
5
Types of Tech Product Testing

       EXPLORATORY:
        –   What digital content or functionality do users need
            and/or desire?
       USABILITY:
        –   How easy or hard is it to use the digital product?
       “REAL-WORLD” TRIALS:
        –   How well does the digital product actually fulfill
            the users needs?

6
OVERVIEW
    METHODOLOGIES
        - EXPLORATORY TESTING
       - USABILITY TESTING
       - “REAL-WORLD” TRIALS
    CONCLUSION



7
Methodologies
    Exploratory Testing

       Usually groups
        –   Live or Online groups
        –   Online Bulletin Board
       Typical flow of discussion:
        –   Current technology practices
        –   Speculate on future needs
        –   Response to technology product ideas & options
                Concept statements
                Wireframes or other mock-ups of ideas
8               Existing websites or applications
OVERVIEW
    METHODOLOGIES
        - EXPLORATORY TESTING
        - USABILITY TESTING
       - “REAL-WORLD” TRIALS
    CONCLUSION



9
Methodologies
    Usability Testing

       Most complex but not more important
       Common practices:
        –   Multiple iterations
        –   Each consisting of 8-12 In-depth interviews
                Depending on types users
        –   45-60-minute sessions
        –   Conducted live in the early phases
                Computer lab provides stable digital environment
1       –   Conducted online in later stages
0               Real-world digital environment - varied OS and browsers
Methodologies
    Usability Testing

       Four “phases” of usability testing
        –   Wireframe
        –   Alpha
        –   Beta
        –   Pre-release or Post-release
       Dependent on level of completion and
        functioning of test digital product
       Phases may not be clearly defined
1
1      Nice but not necessary to test each phase
Methodologies
    Usability – Wireframe Testing

       Participants navigate through hyperlinked
        screen shots with only minimal content and
        sketchy design elements
       Demonstrates the degree to which the
        website is organized and functions logically
       Best conducted live, in professional market
        research facilities or computer lab

1
2
Methodologies
    Usability – Alpha Testing

       Product functions roughly and is populated
        with just enough data for participants to
        complete the most essential tasks
       Design is evident but unrefined
       Evaluate how well the key navigational and
        basic design elements align with users
        expectations
       Best conducted live, in professional market
1
        research facilities or computer lab
3
Methodologies
    Usability – Beta Testing

       Product is reasonably stable and
        approaching full functionality with at least
        one complete segment of content
       Gauges extent to which navigation, design
        and other conventions will work when
        product is complete
       Good time to test “optional” features
       This phase of research is typically conducted
1
        online to experience “real-world” conditions
4
Methodologies
    Usability – Pre or Post Release

       Product is fully functional and content is
        complete
       Simulates “real world” use to isolate bugs,
        impact of combined actions, identify minor
        refinements to improve user experience,
        uncover training needs
       Usually conducted online
        –   Tasks are more open-ended to see how new
1           users learn and problem-solve
5
Methodologies
    Usability




1
6
Methodologies
    Usability – When Are You Done?

       Digital products are tools…
        –   Should fulfill the user’s needs in an efficient and
            simple manner that is often “unremarkable”
        –   “The absence of feedback is feedback”
        –   High praise = “It worked just as I expected”
       Ready for release when… almost all test
        participants successfully complete the
        mission critical tasks with minimal problems
1
7
OVERVIEW
     METHODOLOGIES
        - EXPLORATORY TESTING
        - USABILITY TESTING
        - “REAL-WORLD” TRIALS
     CONCLUSION



18
Methodologies
    "Real-World" Trials

       Multiple phase process
        –   Individual trial and reporting of experience
                Online Journal
                   –   Can use video, audio or text (smartphone saves time)
        –   Group discussion
                Live or Online or through Online Bulletin Board
       Options for depth and duration
        –   Task specific – 2-3 weeks
1       –   Short-term panel – 1-2 months
9       –   Long-term panel – 3 or more months
Methodologies
    "Real-World" Trials

       Options for testing
        –   Individual product
        –   Comparison of competing products
       Options for participants (Consider comparisons)
        –   First users of new product
        –   New users of established product
        –   Veteran users of established product
        –   Pre-trained users
2       –   Self-trained users
0
        –   Users of competitive products
Methodologies
    Trials vs. Usability Testing

           "Real-World" Trials                     Usability Testing
    Documented by posts of users          Directly observed in real-time during
    recollections to an asynchronous      one-on-one interviews
    online bulletin board
    Macro view                            Micro view
    - Tasks are broad “create a lesson”   -Tasks are more specific “find a
    - Feedback is non-specific            lesson about cell division”
                                          - Feedback is specific
    Exposes common problems with          Exposes all problems and provides
    only vague or speculative insight     precise insight into users
    into users expectations               expectations
    Helps to determine general            Specifically identifies the problems
2   functions that are problematic        related to each tested function
1
Methodologies

    Learning Curve vs Usability Issues

          Learning Curve Issues                     Usability Issues
    Challenge is learning the             Challenging to learn and to repeat
    convention or action
    Once learned – repeated               Users don’t learn – process is
    completion of task is easy            flawed
    Improved with tweaks to labeling,     Requires redesign of process.
    design, button position etc…          Sometimes creates a “ripple effect”
    Also, training, tutorials etc…        that impacts other parts of platform.
    Can be identified in both usability   Requires usability testing.
    and "Real-World" Trials               Trial testing feedback is generally
                                          not specific enough to provide
                                          insight into these issues
2
2
Methodologies
    "Real-World" Trials (related)

       Corporate “Online Presence” Testing
        –   Harvest available data
                Online comments
                Customer communications
                Technical support data
                Website metrics
        –   Enhance and deepen insights with qualitative
                Live or online groups – primed with pre-group task
                Online Bulletin Board – users respond to web presence
2                of various companies and then “discuss”
3
OVERVIEW
     METHODOLOGIES
         - EXPLORATORY TESTING
         - USABILITY TESTING
         - “REAL-WORLD” TRIALS
     CONCLUSION

24
About Dave Kreimer &
    Next Step Consulting

       Next Step Consulting consists of a team of professionals
        supporting the efforts of Dave Kreimer, the company's
        principal.
       Dave Kreimer's background in psychology, and years of
        facilitation and marketing experience enhance his market
        research skills. Since 1993, Dave has successfully designed,
        conducted, and documented roughly 500 research projects
        involving thousands of focus groups and personal interviews.
        The company’s most loyal clients include medical,
        educational, publishing, technology, and finance firms.

2
5
Contact Us

       eMail:   2dave@nextstepconsult.com
       Phone: (206) 782-6002
       NSC Website
       NSC Blog
       LinkedIn
       Facebook
       Twitter
2
6
Graphic- Thank You




2
7

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Testing technology products

  • 1. TESTING TECHNOLOGY PRODUCTS Websites, Apps, Software etc… March 2013
  • 2. OVERVIEW METHODOLOGIES - EXPLORATORY TESTING - USABILITY TESTING - “REAL-WORLD” TRIALS CONCLUSION
  • 3. Reasons to Test Tech Products  Ensure efficient development of useful and appealing products – Begin with a well-conceived concept – Add features and functions systematically – Conduct periodic “reality checks” with users – Avoid “spider web” syndrome with changes – Increase confidence in reliability, relevance and appeal of product as release approaches – Be prepared for an effective roll-out: sales story, 3 user training, competitive awareness etc…
  • 4. Reasons for Not Testing Tech 4
  • 5. Reasons for Not Testing Tech  Lack of time  Lack of money  Overconfidence – Unaware of potential problems – Disconnected from users true needs, attitudes or skill level  Sometimes not necessary – minor changes, simple product, previously well researched, based on something similar, etc… 5
  • 6. Types of Tech Product Testing  EXPLORATORY: – What digital content or functionality do users need and/or desire?  USABILITY: – How easy or hard is it to use the digital product?  “REAL-WORLD” TRIALS: – How well does the digital product actually fulfill the users needs? 6
  • 7. OVERVIEW METHODOLOGIES - EXPLORATORY TESTING - USABILITY TESTING - “REAL-WORLD” TRIALS CONCLUSION 7
  • 8. Methodologies Exploratory Testing  Usually groups – Live or Online groups – Online Bulletin Board  Typical flow of discussion: – Current technology practices – Speculate on future needs – Response to technology product ideas & options  Concept statements  Wireframes or other mock-ups of ideas 8  Existing websites or applications
  • 9. OVERVIEW METHODOLOGIES - EXPLORATORY TESTING - USABILITY TESTING - “REAL-WORLD” TRIALS CONCLUSION 9
  • 10. Methodologies Usability Testing  Most complex but not more important  Common practices: – Multiple iterations – Each consisting of 8-12 In-depth interviews  Depending on types users – 45-60-minute sessions – Conducted live in the early phases  Computer lab provides stable digital environment 1 – Conducted online in later stages 0  Real-world digital environment - varied OS and browsers
  • 11. Methodologies Usability Testing  Four “phases” of usability testing – Wireframe – Alpha – Beta – Pre-release or Post-release  Dependent on level of completion and functioning of test digital product  Phases may not be clearly defined 1 1  Nice but not necessary to test each phase
  • 12. Methodologies Usability – Wireframe Testing  Participants navigate through hyperlinked screen shots with only minimal content and sketchy design elements  Demonstrates the degree to which the website is organized and functions logically  Best conducted live, in professional market research facilities or computer lab 1 2
  • 13. Methodologies Usability – Alpha Testing  Product functions roughly and is populated with just enough data for participants to complete the most essential tasks  Design is evident but unrefined  Evaluate how well the key navigational and basic design elements align with users expectations  Best conducted live, in professional market 1 research facilities or computer lab 3
  • 14. Methodologies Usability – Beta Testing  Product is reasonably stable and approaching full functionality with at least one complete segment of content  Gauges extent to which navigation, design and other conventions will work when product is complete  Good time to test “optional” features  This phase of research is typically conducted 1 online to experience “real-world” conditions 4
  • 15. Methodologies Usability – Pre or Post Release  Product is fully functional and content is complete  Simulates “real world” use to isolate bugs, impact of combined actions, identify minor refinements to improve user experience, uncover training needs  Usually conducted online – Tasks are more open-ended to see how new 1 users learn and problem-solve 5
  • 16. Methodologies Usability 1 6
  • 17. Methodologies Usability – When Are You Done?  Digital products are tools… – Should fulfill the user’s needs in an efficient and simple manner that is often “unremarkable” – “The absence of feedback is feedback” – High praise = “It worked just as I expected”  Ready for release when… almost all test participants successfully complete the mission critical tasks with minimal problems 1 7
  • 18. OVERVIEW METHODOLOGIES - EXPLORATORY TESTING - USABILITY TESTING - “REAL-WORLD” TRIALS CONCLUSION 18
  • 19. Methodologies "Real-World" Trials  Multiple phase process – Individual trial and reporting of experience  Online Journal – Can use video, audio or text (smartphone saves time) – Group discussion  Live or Online or through Online Bulletin Board  Options for depth and duration – Task specific – 2-3 weeks 1 – Short-term panel – 1-2 months 9 – Long-term panel – 3 or more months
  • 20. Methodologies "Real-World" Trials  Options for testing – Individual product – Comparison of competing products  Options for participants (Consider comparisons) – First users of new product – New users of established product – Veteran users of established product – Pre-trained users 2 – Self-trained users 0 – Users of competitive products
  • 21. Methodologies Trials vs. Usability Testing "Real-World" Trials Usability Testing Documented by posts of users Directly observed in real-time during recollections to an asynchronous one-on-one interviews online bulletin board Macro view Micro view - Tasks are broad “create a lesson” -Tasks are more specific “find a - Feedback is non-specific lesson about cell division” - Feedback is specific Exposes common problems with Exposes all problems and provides only vague or speculative insight precise insight into users into users expectations expectations Helps to determine general Specifically identifies the problems 2 functions that are problematic related to each tested function 1
  • 22. Methodologies Learning Curve vs Usability Issues Learning Curve Issues Usability Issues Challenge is learning the Challenging to learn and to repeat convention or action Once learned – repeated Users don’t learn – process is completion of task is easy flawed Improved with tweaks to labeling, Requires redesign of process. design, button position etc… Sometimes creates a “ripple effect” Also, training, tutorials etc… that impacts other parts of platform. Can be identified in both usability Requires usability testing. and "Real-World" Trials Trial testing feedback is generally not specific enough to provide insight into these issues 2 2
  • 23. Methodologies "Real-World" Trials (related)  Corporate “Online Presence” Testing – Harvest available data  Online comments  Customer communications  Technical support data  Website metrics – Enhance and deepen insights with qualitative  Live or online groups – primed with pre-group task  Online Bulletin Board – users respond to web presence 2 of various companies and then “discuss” 3
  • 24. OVERVIEW METHODOLOGIES - EXPLORATORY TESTING - USABILITY TESTING - “REAL-WORLD” TRIALS CONCLUSION 24
  • 25. About Dave Kreimer & Next Step Consulting  Next Step Consulting consists of a team of professionals supporting the efforts of Dave Kreimer, the company's principal.  Dave Kreimer's background in psychology, and years of facilitation and marketing experience enhance his market research skills. Since 1993, Dave has successfully designed, conducted, and documented roughly 500 research projects involving thousands of focus groups and personal interviews. The company’s most loyal clients include medical, educational, publishing, technology, and finance firms. 2 5
  • 26. Contact Us  eMail: 2dave@nextstepconsult.com  Phone: (206) 782-6002  NSC Website  NSC Blog  LinkedIn  Facebook  Twitter 2 6