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AM Tutorial
10/1/2013 8:30:00 AM

"Exploring Usability Testing"
Presented by:
Rob Sabourin
AmiBug.com

Brought to you by:

340 Corporate Way, Suite 300, Orange Park, FL 32073
888-268-8770 ∙ 904-278-0524 ∙ sqeinfo@sqe.com ∙ www.sqe.com
Rob Sabourin
AmiBug.com
Rob Sabourin, P. Eng., has more than thirty years of management experience leading teams of
software development professionals. A well-respected member of the software engineering
community, Rob has managed, trained, mentored, and coached hundreds of top professionals
in the field. He frequently speaks at conferences and writes on software engineering, SQA,
testing, management, and internationalization.
Exploring Usability Testing
Robert Sabourin
President
AmiBug.Com, Inc.
Montreal, Canada
rsabourin@amibug.com
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Exploring Usability Testing

WELCOME

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Exploring Usability Testing
• Robert Sabourin ,
Software Evangelist
• President
• AmiBug.Com Inc.
• Montreal, Quebec,
Canada
• rsabourin@amibug.com
• www.amibugshare.com
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Exploring Usability
Testing

• Pain points?
– What hurts?
– How Much?

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SOME PHILOSOPHY

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Conforming to
requirements
Suiting purpose
Delivering value
to stakeholders
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Edsger W. Dijkstra
• “Program testing can be used to show the
presence of bugs, but never to show their
absence”

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Exploring Usability Testing

NON-FUNCTIONAL
TESTING
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Non-Functional Testing
Quality Factors
Attributes
Characteristics
Reliability
Other “-ilities”
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Non-Functional Testing
Challenges
Goals
• Elicit
• Articulate
• Quantify

Subjective
• Needs or wants?
• Relative or absolute?
• What is good enough?

Tests
• Tricky to orchestrate
• Difficult to interpret results
• Challenging to baseline or regress
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Non-Functional Agile
Challenges
Time
•
•
•
•
•

Analysis
Model
Prepare
Run
Interpret

Change
• Baselines
• Goals

Software
• Continuous integration
• Incomplete product builds
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ISO 9126 Quality
Factors

Usability

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• Attributes of the effort
needed for use, and on the
individual assessment of
such use, by a set of users
• Learnability
• Understandibility
• Operability

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Quality Factors

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Product Backlog
Constraints
Tom Gilb, Competitive Engineering, suggests defining
Scale: "What is measured"
Meter: "How to measure (method)"
Target: "Level we're aiming for. Success"
Constraint: "Level we're seeking to avoid.
Failure"
Benchmark: "Where we are today"
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Non-Functional Testing

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Exploring Usability Testing

NET PROMOTER SCORE

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Net Promoter Score

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Net Promoter Score

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Net Promoter Score

Response Scale
•11 values
•0 not at all likely
•10 extremely likely
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Net Promoter Score
Promoters
• respondents giving a 9 or 10 score
Passives
• respondents giving a 7 or 8 score
Detractors
• respondents giving a 0 to 6 score
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Net Promoter Score
NPS
• The difference between the percentage
of Promoters and Detractors
• Is not expressed as a percentage
• Is an absolute number lying between
-100 and +100
• uTest suggests “any positive number is
good” (ref: TK Maxx Mobile Usability
Testing Results Report)
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Net Promoter Score

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Exploring Usability Testing

SYSTEM USABILITY SCALE

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System Usability Scale
SUS - System Usability Scale

• Measures usability in terms of
effectiveness, efficiency and satisfaction
• SUS can be read as a percentage
• SUS can be used as a benchmarking
mechanism
• SUS can be used to compare the current
system to competitors’ systems
• SUS can be used to compare the current
system to future versions
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System Usability Scale

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System Usability Scale
SUS Questions
1.
2.
3.
4.

I think that I would like to use this system frequently
I found the system unnecessarily complex
I thought the system was easy to use
I think that I would need the support of a technical
person to be able to use this system
5. I found the various functions in this system were well
integrated
6. I thought there was too much inconsistency in this
system
7. I would imagine that most people would learn to use
this system very quickly
8. I found the system very cumbersome to use
9. I felt very confident using the system
10. I needed to learn a lot of things before I could get
going with this system

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System Usability Scale
SUS Responses

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System Usability Scale
Scoring SUS

• For odd items: subtract one from the user
response.
• For even-numbered items: subtract the
user responses from 5
• This scales all values from 0 to 4 (with
four being the most positive response).
• Add up the converted responses for each
user and multiply that total by 2.5. This
converts the range of possible values from
0 to 100 instead of from 0 to 40.
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System Usability Scale
Scoring SUS

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Exploring Usability Testing

EXPLORATORY TESTING

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Exploratory Testing

Learning

Execution

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Design

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Charter Statement

•
•
•
•
•
•

Statement of mission
Ties to purpose
Focuses work
Confirms understanding
Delineates scope
Analogy to test story
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Charter Statement

•
•
•
•
•

Short, terse
To the point
Inclusions …
Exclusions …
Limits …

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eBay Usability Charters

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eBay Usability Charters

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eBay Usability Charters

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eBay Usability Charters

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Pairing Testers With …

Non Functional Testing
•Usability Gurus
•SMEs
•Human Factors
Experts
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Heuristics

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Heuristics
Guide
Exploration
Rules of
thumb
Fallible but
useful

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Exploring Usability Testing

WHITEBOARDING

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Prototype Styles
•
•
•
•
•
•
•
•
•
•
•
•

Paper and pencil
Comic books style story boards
Wire frame models
Mock ups
Prototypes
Site maps
User flow
Wire flow
Story boards
Wire frame
Page description diagram
Functional specification
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Whiteboarding

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Whiteboarding

What is Whiteboarding?

Collaboration
Coordination
Conceptualization
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Mind Maps

Tony Buzan
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Whiteboarding

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User Mind Map

Whiteboarding

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Buying a Book
Usage Scenarios

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Story Board

Whiteboarding

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Wrap-O-Matic
Usage Scenarios

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Scenario Based Testing

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Buying a Book
Usage Scenarios

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Social Networking
Usage Scenarios

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Scenario Based Testing

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Scenario Based Testing

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Scenario Based Testing

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Scenario Based Testing

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Scenario Based Testing

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Scenario Based Testing

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Scenario Based Testing

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Scenario Based Testing

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TOFT Testing
• Task Oriented
Functional Testing
– Can the user
accomplish useful
tasks correctly?

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Exploring Usability Testing

USABILITY HEURISTICS

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Jakob Nielsen
• Usability heuristics
• Rules of thumb
• General principles
of user interface
design
• www.nngroup.com
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Usability Heuristics

• Visibility of system status
– Always keep users informed
– Provide appropriate feedback
– Respond in a reasonable timeframe

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Usability Heuristics

• Match between system and the real
world
– Speak the users' language
– Use familiar concepts
– Follow a natural order

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Usability Heuristics

• User control and freedom
– Provide means to exit from unwanted states
– Provide undo and redo capabilities

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Usability Heuristics

• Consistency and standards
– Same words mean same thing in different
contexts
– Follow environment conventions

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Usability Heuristics

• Error prevention
– Prevents problems from occurring
– Eliminate error-prone conditions
– Have a confirmation option

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Usability Heuristics

• Recognition rather than recall
– Making objects visible
– Make instructions available

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Usability Heuristics

• Flexibility and efficiency of use
– Accelerators for the expert user
– Make common options adaptable

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Usability Heuristics

• Aesthetic and minimalist design

– Dialogues should contain
relevant information

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Usability Heuristics

• Help users recognize, diagnose, and
recover from errors
– Use plain language for error messages
– Constructively suggest solutions

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Usability Heuristics

• Help and documentation
–
–
–
–

Easy to search
Focused on the user's task
Offer concrete steps to be carried out
Short and to the point

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Exploring Usability Testing

USABILITY SEVERITY
LEVELS
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Usability Severity

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Exploring Usability Testing

ISO 9421

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Usability ISO 9421
Effectiveness
• the extent to which the intended goals of use are achieved

Efficiency
• the resources that have been expended to achieve the intended goals

Satisfaction
• the extent to which the user finds the use of the product acceptable

Safety
• can user be harmed

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Usability ISO 9421
Completeness
• the extent to which the system is complete in design and meets its desired
goals
Learn-ability
• Is the capability of a software product to enable the user to learn how to
use it
Convenience
• the extent to which the product fits into normal course of daily life

Ambiguity
• Confusing or vague usability. Misleading information that might also result
in providing no usability at all
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Exploring Usability Testing

USABILITY TEST
FRAMEWORK
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Usability Test Framework
Basic Usability Test Steps
• Select representative users
• Complete defined set of tasks
• Facilitator observes user behaviour
• Interview user after task is completed
• User is asked to think aloud (recorded)
• Review findings to identify concerns
• Generate actionable recommendations
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Usability Test Framework

User groups
• Select 5 or 6 users for each group
• All should attempt the same tasks
• Complex applications may need many groups
• Groups can be based
• Domain (subject matter) expertise
• Experience level (task or professional)
• Solution familiarity
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Usability Test Framework
Where to perform usability tests?
• Control lab
• Conference room with recording
equipment
• Work area with
• Local
• Distributed with local observer
• Distributed without local observer
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Usability Test Framework
Prepare Usability Scenario
• Identify project usability test objectives
• Select relevant user tasks
• Keep user instructions short and to the point
• Do not over complicate instructions
• Use the language of the user not the
language of the system
• Make task parameters specific
• Use a logical flow
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Usability Test Framework
Running a test
•Let participants make mistakes
•Take note of questions
•Take note of decisions points
•Take note of alternative
selections
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Usability Test Framework
Think Aloud
Approach

Retrospective
Think Aloud

• the user
verbalizes actions
and decisions
• user verbalizes
questions
concerns or
ambiguities

• records and eye
tracking software
record event
• review with user
and ask them to
explain their
actions
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Usability Test Framework
Reporting Findings
•
•
•
•

List of usability concerns
Summary of user questions
Description of users behaviour
Tasks of concern
• Too long
• Awkward
• Unsuccessful
• Time to complete
• Feedback
• Expected
• Unexpected
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Usability Test Framework
Measures and metrics
•Effectiveness
•Efficiency
•Satisfaction
•Error frequency
•Memorability
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Usability Test Framework
Measures and metrics
• Successful task completion
• Error rates
• Time on task
• Subjective comments
• Likes
• Dislikes
• Recommendations
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Usability Test Framework
Facilitating a test
• Make participant comfortable with environment and
technology
• Give participants a change to ask questions
• Explain process
• Ask participants about the amount of experience they
have with the technology
• Ask participants about the amount of experience they
have with the domain
• Review task description with participant
• Explain facilitators involvement
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Exploring Usability Testing

FORMS AND WORKFLOWS

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Form Design Principles

•
•
•
•

Minimize pain
Illuminate path
Consider context
Ensure consistent communication
Luke Wroblewski
Web Form Design
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Eye Tracking

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Form Usability

•
•
•
•
•
•

Number and location of errors
Severity of errors
Completion rates
Time to complete forms
Satisfaction scores
Subjective comments

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Awkward Form Path

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Clear Form Path

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Form Usability

• Eye tracking
– What people looked at
– Number of eye fixations
– Length of eye fixations

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Form Usability Checklist

Any unnecessary questions
Succinct questions
Sincere voice
Natural language
Logical groups of information
Structure form as a conversation
Ask optional questions separately
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Form Usability Checklist

Name the form
Name sections of the form
Clear scan line
Spacing between sections
Minimal distractions
Start page guidance for long forms
Indicate progress
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Progress Indication

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Input Validation

Suggest valid answers
Illustrate valid format
Validate syntax after user enters data
Indicate limits or ranges of inputs
Provide smart defaults
Hide unneeded controls

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Error Messages

Provide clear error messages
Indicate if error blocks completion
Guide users to resolve error
Provide visual emphasis of error
Use red text and icons for errors
Indicate successful completion

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Exploring Usability Testing

DO IT YOURSELF
USABILITY TESTING
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Do it yourself

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Do it yourself
A morning a month
Get insights from users
Watch real users
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Do it yourself
Recruit diversely
Find important problems
Improve design
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Do it yourself
Three testers
Test on site
Observe shared screens
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Do it yourself
Observers take notes
User questions recorded
Action decided at lunch
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SOME MOBILE USABILITY
CONCERNS
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Mobile Usability

Difficulties
•Small Screens
•Limited bandwidth
•Fingers
•No Flash Like GUI
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Mobile Usability

Risks
•Bad first impression
•Operator errors
•Negative feedback / reviews
•Competitor fills gap
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Mobile Usability
Guidelines
•
•
•
•
•

Important stuff on top
Easy to find stuff
Single column layout
Minimize navigation
Light data
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Mobile Usability

Guidelines
•
•
•
•
•
•

Finger taps
Avoid fancy web gui technologies
Minimize forms
Minimize feature sets
Separate mobile web resources
Fast

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Mobile Usability

Mobile Usability Test
•In the lab
•Beta
•Crowd source
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Mobile Usability
Mobile Usability Test
• Vary and control
• Technologically
• OS
• Browser
• Device
• Carrier
• Bandwidth
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Mobile Usability
Vary and control
• Geographically
• Continent
• Country
• City
• Language
• Locale
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Mobile Usability
Vary and control
• Demographically
• Age
• Gender
• Education
• Employment
• Industry
• Computer savvy
• Domain expertise
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Exploring Usability Testing

LEAN UX

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Lean UX

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Lean UX
Lean Principles
• Cross functional teams
• Small teams
• Dedicated teams
• Collocated teams
• Progress equals Outcomes
• Problem focused teams
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Lean UX
Lean Principles
• Remove waste
• Small batch size
• Continuous discovery
• GOOB Get out of the building
• Shared understanding
• No Rock Stars Gurus or Ninjas
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Lean UX
Lean Principles
• Externalize Your Work
• Making over Analysis
• Learning over Growth
• Permission to Fail
• Getting out of the Deliverables
Business
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Lean UX
Assumptions
Hypotheses
Outcomes
Personas
Features
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Lean UX

Assumptions
•Business
•User
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Lean UX

Hypotheses

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We believe that
creating this
experience for these
personas will achieve
this outcome. We will
know this to be true
when we see this
feedback or measure.
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Lean UX

Outcomes
More business
More referrals

More fun
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Lean UX

Personas
• Sketch and Name
• Demographic
• Pain points & needs
• Potential solutions

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Lean UX

Features are
•Capabilities
•Tactics
•Products
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Lean UX

Features serve

•Business
•Customer
•User
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Lean UX

Features drive
customer
behaviour
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Lean UX

Process

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Thank You
• Questions?

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Exploring Usability Testing

  • 1. TI AM Tutorial 10/1/2013 8:30:00 AM "Exploring Usability Testing" Presented by: Rob Sabourin AmiBug.com Brought to you by: 340 Corporate Way, Suite 300, Orange Park, FL 32073 888-268-8770 ∙ 904-278-0524 ∙ sqeinfo@sqe.com ∙ www.sqe.com
  • 2. Rob Sabourin AmiBug.com Rob Sabourin, P. Eng., has more than thirty years of management experience leading teams of software development professionals. A well-respected member of the software engineering community, Rob has managed, trained, mentored, and coached hundreds of top professionals in the field. He frequently speaks at conferences and writes on software engineering, SQA, testing, management, and internationalization.
  • 3. Exploring Usability Testing Robert Sabourin President AmiBug.Com, Inc. Montreal, Canada rsabourin@amibug.com © 2013 Robert Sabourin EUT v1.1 1 Exploring Usability Testing WELCOME © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 2 1
  • 4. Exploring Usability Testing • Robert Sabourin , Software Evangelist • President • AmiBug.Com Inc. • Montreal, Quebec, Canada • rsabourin@amibug.com • www.amibugshare.com 3 © 2013 Robert Sabourin EUT v1.1 Exploring Usability Testing • Pain points? – What hurts? – How Much? © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 4 2
  • 5. Exploring Usability Testing SOME PHILOSOPHY 5 © 2013 Robert Sabourin EUT v1.1 Conforming to requirements Suiting purpose Delivering value to stakeholders © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 6 3
  • 6. Edsger W. Dijkstra • “Program testing can be used to show the presence of bugs, but never to show their absence” © 2013 Robert Sabourin EUT v1.1 7 Exploring Usability Testing NON-FUNCTIONAL TESTING © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 8 4
  • 7. Non-Functional Testing Quality Factors Attributes Characteristics Reliability Other “-ilities” © 2013 Robert Sabourin EUT v1.1 9 Non-Functional Testing Challenges Goals • Elicit • Articulate • Quantify Subjective • Needs or wants? • Relative or absolute? • What is good enough? Tests • Tricky to orchestrate • Difficult to interpret results • Challenging to baseline or regress © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 10 5
  • 8. Non-Functional Agile Challenges Time • • • • • Analysis Model Prepare Run Interpret Change • Baselines • Goals Software • Continuous integration • Incomplete product builds 11 © 2013 Robert Sabourin EUT v1.1 ISO 9126 Quality Factors Usability © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin • Attributes of the effort needed for use, and on the individual assessment of such use, by a set of users • Learnability • Understandibility • Operability 12 6
  • 9. Quality Factors 13 © 2013 Robert Sabourin EUT v1.1 Product Backlog Constraints Tom Gilb, Competitive Engineering, suggests defining Scale: "What is measured" Meter: "How to measure (method)" Target: "Level we're aiming for. Success" Constraint: "Level we're seeking to avoid. Failure" Benchmark: "Where we are today" © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 14 7
  • 10. Non-Functional Testing © 2013 Robert Sabourin EUT v1.1 15 Exploring Usability Testing NET PROMOTER SCORE © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 16 8
  • 11. Net Promoter Score 17 © 2013 Robert Sabourin EUT v1.1 Net Promoter Score © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 18 9
  • 12. Net Promoter Score Response Scale •11 values •0 not at all likely •10 extremely likely 19 © 2013 Robert Sabourin EUT v1.1 Net Promoter Score Promoters • respondents giving a 9 or 10 score Passives • respondents giving a 7 or 8 score Detractors • respondents giving a 0 to 6 score © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 20 10
  • 13. Net Promoter Score NPS • The difference between the percentage of Promoters and Detractors • Is not expressed as a percentage • Is an absolute number lying between -100 and +100 • uTest suggests “any positive number is good” (ref: TK Maxx Mobile Usability Testing Results Report) 21 © 2013 Robert Sabourin EUT v1.1 Net Promoter Score © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 22 11
  • 14. © 2013 Robert Sabourin EUT v1.1 23 Exploring Usability Testing SYSTEM USABILITY SCALE © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 24 12
  • 15. System Usability Scale SUS - System Usability Scale • Measures usability in terms of effectiveness, efficiency and satisfaction • SUS can be read as a percentage • SUS can be used as a benchmarking mechanism • SUS can be used to compare the current system to competitors’ systems • SUS can be used to compare the current system to future versions © 2013 Robert Sabourin EUT v1.1 25 System Usability Scale © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 26 13
  • 16. System Usability Scale SUS Questions 1. 2. 3. 4. I think that I would like to use this system frequently I found the system unnecessarily complex I thought the system was easy to use I think that I would need the support of a technical person to be able to use this system 5. I found the various functions in this system were well integrated 6. I thought there was too much inconsistency in this system 7. I would imagine that most people would learn to use this system very quickly 8. I found the system very cumbersome to use 9. I felt very confident using the system 10. I needed to learn a lot of things before I could get going with this system 27 © 2013 Robert Sabourin EUT v1.1 System Usability Scale SUS Responses © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 28 14
  • 17. System Usability Scale Scoring SUS • For odd items: subtract one from the user response. • For even-numbered items: subtract the user responses from 5 • This scales all values from 0 to 4 (with four being the most positive response). • Add up the converted responses for each user and multiply that total by 2.5. This converts the range of possible values from 0 to 100 instead of from 0 to 40. 29 © 2013 Robert Sabourin EUT v1.1 System Usability Scale Scoring SUS © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 30 15
  • 18. Exploring Usability Testing EXPLORATORY TESTING 31 © 2013 Robert Sabourin EUT v1.1 Exploratory Testing Learning Execution © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin Design 32 16
  • 19. Charter Statement • • • • • • Statement of mission Ties to purpose Focuses work Confirms understanding Delineates scope Analogy to test story 33 © 2013 Robert Sabourin EUT v1.1 Charter Statement • • • • • Short, terse To the point Inclusions … Exclusions … Limits … © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 34 17
  • 20. eBay Usability Charters © 2013 Robert Sabourin EUT v1.1 35 eBay Usability Charters © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 36 18
  • 21. eBay Usability Charters © 2013 Robert Sabourin EUT v1.1 37 eBay Usability Charters © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 38 19
  • 22. Pairing Testers With … Non Functional Testing •Usability Gurus •SMEs •Human Factors Experts 39 © 2013 Robert Sabourin EUT v1.1 Heuristics © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 40 20
  • 23. Heuristics Guide Exploration Rules of thumb Fallible but useful © 2013 Robert Sabourin EUT v1.1 41 Exploring Usability Testing WHITEBOARDING © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 42 21
  • 24. Prototype Styles • • • • • • • • • • • • Paper and pencil Comic books style story boards Wire frame models Mock ups Prototypes Site maps User flow Wire flow Story boards Wire frame Page description diagram Functional specification 43 © 2013 Robert Sabourin EUT v1.1 Whiteboarding © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 44 22
  • 25. Whiteboarding What is Whiteboarding? Collaboration Coordination Conceptualization 45 © 2013 Robert Sabourin EUT v1.1 Mind Maps Tony Buzan © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 46 23
  • 26. Whiteboarding 47 © 2013 Robert Sabourin EUT v1.1 User Mind Map Whiteboarding © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 48 24
  • 27. Buying a Book Usage Scenarios 49 © 2013 Robert Sabourin EUT v1.1 Story Board Whiteboarding © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 50 25
  • 28. Wrap-O-Matic Usage Scenarios © 2013 Robert Sabourin EUT v1.1 51 Scenario Based Testing © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 52 26
  • 29. Buying a Book Usage Scenarios © 2013 Robert Sabourin EUT v1.1 53 Slide 54 © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 27
  • 30. Slide 55 © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 56 28
  • 31. Social Networking Usage Scenarios © 2013 Robert Sabourin EUT v1.1 57 © 2013 Robert Sabourin EUT v1.1 58 © 2013 Robert Sabourin 29
  • 32. Scenario Based Testing © 2013 Robert Sabourin EUT v1.1 59 Scenario Based Testing © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 60 30
  • 33. Scenario Based Testing © 2013 Robert Sabourin EUT v1.1 61 Scenario Based Testing © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 62 31
  • 34. Scenario Based Testing © 2013 Robert Sabourin EUT v1.1 63 Scenario Based Testing © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 64 32
  • 35. Scenario Based Testing © 2013 Robert Sabourin EUT v1.1 65 Scenario Based Testing © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 66 33
  • 36. TOFT Testing • Task Oriented Functional Testing – Can the user accomplish useful tasks correctly? © 2013 Robert Sabourin EUT v1.1 Slide 67 Exploring Usability Testing USABILITY HEURISTICS © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 68 34
  • 37. Jakob Nielsen • Usability heuristics • Rules of thumb • General principles of user interface design • www.nngroup.com 69 © 2013 Robert Sabourin EUT v1.1 Usability Heuristics • Visibility of system status – Always keep users informed – Provide appropriate feedback – Respond in a reasonable timeframe © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 70 35
  • 38. Usability Heuristics • Match between system and the real world – Speak the users' language – Use familiar concepts – Follow a natural order 71 © 2013 Robert Sabourin EUT v1.1 Usability Heuristics • User control and freedom – Provide means to exit from unwanted states – Provide undo and redo capabilities © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 72 36
  • 39. Usability Heuristics • Consistency and standards – Same words mean same thing in different contexts – Follow environment conventions 73 © 2013 Robert Sabourin EUT v1.1 Usability Heuristics • Error prevention – Prevents problems from occurring – Eliminate error-prone conditions – Have a confirmation option © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 74 37
  • 40. Usability Heuristics • Recognition rather than recall – Making objects visible – Make instructions available 75 © 2013 Robert Sabourin EUT v1.1 Usability Heuristics • Flexibility and efficiency of use – Accelerators for the expert user – Make common options adaptable © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 76 38
  • 41. Usability Heuristics • Aesthetic and minimalist design – Dialogues should contain relevant information 77 © 2013 Robert Sabourin EUT v1.1 Usability Heuristics • Help users recognize, diagnose, and recover from errors – Use plain language for error messages – Constructively suggest solutions © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 78 39
  • 42. Usability Heuristics • Help and documentation – – – – Easy to search Focused on the user's task Offer concrete steps to be carried out Short and to the point © 2013 Robert Sabourin EUT v1.1 79 Exploring Usability Testing USABILITY SEVERITY LEVELS © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 80 40
  • 43. Usability Severity © 2013 Robert Sabourin EUT v1.1 81 Exploring Usability Testing ISO 9421 © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 82 41
  • 44. Usability ISO 9421 Effectiveness • the extent to which the intended goals of use are achieved Efficiency • the resources that have been expended to achieve the intended goals Satisfaction • the extent to which the user finds the use of the product acceptable Safety • can user be harmed 83 © 2013 Robert Sabourin EUT v1.1 Usability ISO 9421 Completeness • the extent to which the system is complete in design and meets its desired goals Learn-ability • Is the capability of a software product to enable the user to learn how to use it Convenience • the extent to which the product fits into normal course of daily life Ambiguity • Confusing or vague usability. Misleading information that might also result in providing no usability at all © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 84 42
  • 45. Exploring Usability Testing USABILITY TEST FRAMEWORK © 2013 Robert Sabourin EUT v1.1 85 Usability Test Framework Basic Usability Test Steps • Select representative users • Complete defined set of tasks • Facilitator observes user behaviour • Interview user after task is completed • User is asked to think aloud (recorded) • Review findings to identify concerns • Generate actionable recommendations © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 86 43
  • 46. Usability Test Framework User groups • Select 5 or 6 users for each group • All should attempt the same tasks • Complex applications may need many groups • Groups can be based • Domain (subject matter) expertise • Experience level (task or professional) • Solution familiarity © 2013 Robert Sabourin EUT v1.1 87 Usability Test Framework Where to perform usability tests? • Control lab • Conference room with recording equipment • Work area with • Local • Distributed with local observer • Distributed without local observer © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 88 44
  • 47. Usability Test Framework Prepare Usability Scenario • Identify project usability test objectives • Select relevant user tasks • Keep user instructions short and to the point • Do not over complicate instructions • Use the language of the user not the language of the system • Make task parameters specific • Use a logical flow 89 © 2013 Robert Sabourin EUT v1.1 Usability Test Framework Running a test •Let participants make mistakes •Take note of questions •Take note of decisions points •Take note of alternative selections © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 90 45
  • 48. Usability Test Framework Think Aloud Approach Retrospective Think Aloud • the user verbalizes actions and decisions • user verbalizes questions concerns or ambiguities • records and eye tracking software record event • review with user and ask them to explain their actions 91 © 2013 Robert Sabourin EUT v1.1 Usability Test Framework Reporting Findings • • • • List of usability concerns Summary of user questions Description of users behaviour Tasks of concern • Too long • Awkward • Unsuccessful • Time to complete • Feedback • Expected • Unexpected © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 92 46
  • 49. Usability Test Framework Measures and metrics •Effectiveness •Efficiency •Satisfaction •Error frequency •Memorability 93 © 2013 Robert Sabourin EUT v1.1 Usability Test Framework Measures and metrics • Successful task completion • Error rates • Time on task • Subjective comments • Likes • Dislikes • Recommendations © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 94 47
  • 50. Usability Test Framework Facilitating a test • Make participant comfortable with environment and technology • Give participants a change to ask questions • Explain process • Ask participants about the amount of experience they have with the technology • Ask participants about the amount of experience they have with the domain • Review task description with participant • Explain facilitators involvement © 2013 Robert Sabourin EUT v1.1 95 Exploring Usability Testing FORMS AND WORKFLOWS © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 96 48
  • 51. Form Design Principles • • • • Minimize pain Illuminate path Consider context Ensure consistent communication Luke Wroblewski Web Form Design 97 © 2013 Robert Sabourin EUT v1.1 Eye Tracking © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 98 49
  • 52. Form Usability • • • • • • Number and location of errors Severity of errors Completion rates Time to complete forms Satisfaction scores Subjective comments 99 © 2013 Robert Sabourin EUT v1.1 Awkward Form Path © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 100 50
  • 53. Clear Form Path 101 © 2013 Robert Sabourin EUT v1.1 Form Usability • Eye tracking – What people looked at – Number of eye fixations – Length of eye fixations © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 102 51
  • 54. Form Usability Checklist Any unnecessary questions Succinct questions Sincere voice Natural language Logical groups of information Structure form as a conversation Ask optional questions separately © 2013 Robert Sabourin EUT v1.1 103 Form Usability Checklist Name the form Name sections of the form Clear scan line Spacing between sections Minimal distractions Start page guidance for long forms Indicate progress © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 104 52
  • 55. Progress Indication 105 © 2013 Robert Sabourin EUT v1.1 Input Validation Suggest valid answers Illustrate valid format Validate syntax after user enters data Indicate limits or ranges of inputs Provide smart defaults Hide unneeded controls © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 106 53
  • 56. Error Messages Provide clear error messages Indicate if error blocks completion Guide users to resolve error Provide visual emphasis of error Use red text and icons for errors Indicate successful completion © 2013 Robert Sabourin EUT v1.1 107 Exploring Usability Testing DO IT YOURSELF USABILITY TESTING © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 108 54
  • 57. Do it yourself 109 © 2013 Robert Sabourin EUT v1.1 Do it yourself A morning a month Get insights from users Watch real users © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 110 55
  • 58. Do it yourself Recruit diversely Find important problems Improve design 111 © 2013 Robert Sabourin EUT v1.1 Do it yourself Three testers Test on site Observe shared screens © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 112 56
  • 59. Do it yourself Observers take notes User questions recorded Action decided at lunch © 2013 Robert Sabourin EUT v1.1 113 Exploring Usability Testing SOME MOBILE USABILITY CONCERNS © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 114 57
  • 60. Mobile Usability Difficulties •Small Screens •Limited bandwidth •Fingers •No Flash Like GUI 115 © 2013 Robert Sabourin EUT v1.1 Mobile Usability Risks •Bad first impression •Operator errors •Negative feedback / reviews •Competitor fills gap © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 116 58
  • 61. Mobile Usability Guidelines • • • • • Important stuff on top Easy to find stuff Single column layout Minimize navigation Light data 117 © 2013 Robert Sabourin EUT v1.1 Mobile Usability Guidelines • • • • • • Finger taps Avoid fancy web gui technologies Minimize forms Minimize feature sets Separate mobile web resources Fast © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 118 59
  • 62. Mobile Usability Mobile Usability Test •In the lab •Beta •Crowd source 119 © 2013 Robert Sabourin EUT v1.1 Mobile Usability Mobile Usability Test • Vary and control • Technologically • OS • Browser • Device • Carrier • Bandwidth © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 120 60
  • 63. Mobile Usability Vary and control • Geographically • Continent • Country • City • Language • Locale 121 © 2013 Robert Sabourin EUT v1.1 Mobile Usability Vary and control • Demographically • Age • Gender • Education • Employment • Industry • Computer savvy • Domain expertise © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 122 61
  • 64. Exploring Usability Testing LEAN UX 123 © 2013 Robert Sabourin EUT v1.1 Lean UX © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 124 62
  • 65. Lean UX Lean Principles • Cross functional teams • Small teams • Dedicated teams • Collocated teams • Progress equals Outcomes • Problem focused teams 125 © 2013 Robert Sabourin EUT v1.1 Lean UX Lean Principles • Remove waste • Small batch size • Continuous discovery • GOOB Get out of the building • Shared understanding • No Rock Stars Gurus or Ninjas © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 126 63
  • 66. Lean UX Lean Principles • Externalize Your Work • Making over Analysis • Learning over Growth • Permission to Fail • Getting out of the Deliverables Business 127 © 2013 Robert Sabourin EUT v1.1 Lean UX Assumptions Hypotheses Outcomes Personas Features © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 128 64
  • 67. Lean UX Assumptions •Business •User 129 © 2013 Robert Sabourin EUT v1.1 Lean UX Hypotheses © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin We believe that creating this experience for these personas will achieve this outcome. We will know this to be true when we see this feedback or measure. 130 65
  • 68. Lean UX Outcomes More business More referrals More fun 131 © 2013 Robert Sabourin EUT v1.1 Lean UX Personas • Sketch and Name • Demographic • Pain points & needs • Potential solutions © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 132 66
  • 69. Lean UX Features are •Capabilities •Tactics •Products 133 © 2013 Robert Sabourin EUT v1.1 Lean UX Features serve •Business •Customer •User © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 134 67
  • 70. Lean UX Features drive customer behaviour 135 © 2013 Robert Sabourin EUT v1.1 Lean UX Process © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 136 68
  • 71. Thank You • Questions? © 2013 Robert Sabourin EUT v1.1 © 2013 Robert Sabourin 137 69