The document discusses how to conduct user testing with limited resources. It introduces user testing and its benefits, such as gaining an evidence base and resolving conflicts. Several testing methods are described, including think aloud testing. Guidelines are provided for developing a test plan by defining what to learn and writing test scenarios and inquiries. The document then covers logistics like recruiting users and integrating testing into a project. Overall, the document aims to demonstrate that user testing can be done in an affordable, scalable way to improve digital products and services.
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AAM 2014 Tech Tutorial: User Testing on a Shoestring
1. Image from flickr by screaming_monkey / www.flickr.com/photos/screamingmonkey/4839552797/
User Testing on a Shoestring
May 20, 2014
Tech Tutorial
AAM Media & Technology Network
Christina DePaolo, 4Culture
Dana Mitroff Silvers, Designing Insights
Charlotte Sexton, Independent Consultant
#aam2014user
6. What it’s about
It’s not about you. Really.
It’s not about what your coworkers want.
Seriously.
Then who? It is about the person using it and the
experience they have. It should be a good
experience.
That’s your bullseye.
7. Why it’s powerful
● Gives you an evidence base
● Helps you solve problems
● Can resolve conflicts
● Allows you to prioritize features/resources
8. Why it’s scalable
● You don’t have to bring in experts to do it
● It doesn’t need to cost a lot of money
● Easy to learn and implement
● Get big results with a small sample size
● Ideally iterative
10. Some testing methods
• Individual think aloud
• Concurrent think aloud
o Develop test inquiry
o Write test scenario
• “First impression” tests
• A/B testing
• Card sorting
11. 1. Recruit representative users.
2. Give them representative tasks to perform.
3. Shut up and let the users do the talking.
Golden rules for user testing
Source:
Thinking Aloud: The #!1 Usability Tool by Jakob Nielsen
http://www.nngroup.com/articles/thinking-aloud-the-1-usability-tool/
13. Developing a test plan
What do you want to learn?
How can you test it?
Who should you test with?
14. Developing a test plan
What do you want to learn?
How can you test it?
Who should you test with?
15. Version 1: Test inquiry
“Is our online ticketing easy to use?”
16. Version 2: Test inquiry
“Do users understand that our Chagall
exhibition is surcharged and requires
timed tickets, and can they successfully
complete their ticket purchases?”
17. Developing a test plan
What do you want to learn?
How can you test it?
Who should you test with?
19. Version 2: Test scenario
“You heard we have a Chagall exhibition at XYZ
Museum. You want to go next Thursday with your
toddler and mother.
How do you get tickets?
Figure out if you need to purchase tickets in advance.
Determine the price of everyone’s ticket.
Buy your tickets.”
22. Develop your test inquiry
Write down 3 specific things you want to learn
about a digital product or service in your
institution.
3 minutes on your own on Post-its
23. Get a partner + share
Review what you want to learn about.
● Is it specific?
● Is it measurable?
● Is it testable?
Revise as needed.
3 minutes each person x 2
24. Develop your test scenario
Select one.
Now write a brief scenario you can ask a user
to complete during a test.
3 minutes on your own
25. Share with your partner
Share your scenario and get feedback.
Revise as needed.
3 minutes each (6 minutes total)
28. Setting up to test
You will need to:
● Define replicable tasks which fit target
audiences’ needs and motivations
● Develop a set of ‘open’ questions that won’t
bias answers
● Find a quiet space to run the test
29. Running your test
● Look out for: confusion, error, failure and
success!
● Keep quiet unless they are completely stuck
● Record the tests (notes/video/screen capture)
● Summarize and prioritize the issues identified
31. Reflection
First impressions..?
Was the test successful in identifying issues?
Anything surprise you?
Could you apply this method to your own project?
How might you improve the tests?
5 minutes
33. Steps to prepare for a test
• Identify your target audience
• Recruit users
• Get incentives for test participants
• Handle logistics (space, computers, release
forms)
• Create materials
• Compile and present results (team mtg after
testing)
35. Where do you fit it in?
Identify where you can add testing through the project
stages:
● Test your ideas when planning
● Test your text, images (content development)
● Test your design (wireframes/design concepts)
● Test prototype/refine/test/refine/test….
● Test specific features/problem areas
37. Key take-aways
1. The user is king/queen
2. You can do it! (Even with limited time and
resources)
3. Some testing is better than none
4. The more specific, the better the results
5. Take action based on your findings