2. MOBILE WEB UX - PART 1
1. Pick a card and read your application name
2. Search for the chosen app on Google
3. Click on the search result to go to the
application website
4. Complete the survey MobileWebUTPart1
3. MOBILE WEB UX - PART 1
Please present your app and your results
Is your app suitable for mobile web?!?
Was MobileWebUTPart1 a usability test?
● Where the questions right?
● What could be included in a usability survey?
● What else related to finding the application?
4. MOBILE WEB UX - PART 2
1. Now try to do the following tasks:
● order/ship online
● track an order
● try to contact the company
● any other task you think is relevant
2. Complete the MobileWebUTPart2 survey
5. MOBILE WEB UX - PART 2
Please present a summary of your results!
Was MobileWebUTPart2 a usability test?!
What would you leave out ?
What would you add?
6. MOBILE WEB UX - PART 2
Not included in this survey:
- gender, age, race, education
- visit frequency
- familiarity with the application
- technical knowledge
- contact information
- understanding of the purpose of the application
7. MOBILE WEB UX - PART 2
What is User Experience (UX) ?
Involves a person's emotions about using a particular
product
● What user need
● What user value
● Users abilities
● Users limitations
● Business goals
User Experience Honeycomb
8. MOBILE WEB UX - PART 2
What is usability testing?
Usability testing is a black-box testing technique
Mostly based on observing people doing tasks
● Efficiency
● Accuracy
● Recall
● Emotional response
9. MOBILE WEB UX - PART 2
Usability testing metrics:
● completion rates
● time on task
● task-level metrics
● test-level satisfaction measures
● errors
10. MOBILE WEB UX - PART 2
Usability testing purposes:
● validate
● gather perspectives
● understand behaviour
11. MOBILE WEB UX - PART 2
Usability test documents
● consent form
● entrance questions
● task based questions
● exit questions
12. MOBILE WEB UX - PART 2
Methods
● expert reviews (or usability review )
● cognitive walkthrough
● usability testing informal (or hallway testing)
● usability testing in the lab
● usability testing remote moderated
● benchmarking or competitive studies
● usability testing remote unmoderated
● A/B testing
● eye tracking
● automated expert review
13. MOBILE WEB UX - PART 2
Tools:
- usability testers platforms
http://www.utest.com
http://www.usertesting.com
https://www.userlytics.com
http://ethn.io/
https://www.mturk.com
- usability testing in the lab
http://www.techsmith.com/morae.html
http://www.mrtappy.com/index.html
14. MOBILE WEB UX - PART 2
Tools:
- remote moderated usability tools
http://www.techsmith.com/morae.html
http://www.airsquirrels.com/reflector/
http://www.mikogo.com/
http://www.gotomeeting.com
- unmoderated remote usability tools
https://usabilla.com
http://www.loop11.com/
http://www.userzoom.com/mobile-testing/
15. MOBILE WEB UX - PART 2
Tools:
- A/B testing or analytics
http://www.google.com/analytics/
- eye-tracking
http://www.feng-gui.com/
http://www.crazyegg.com/
- surveying tools
https://www.surveymonkey.com
16. MOBILE WEB UX - PART 3
User Experience - who’s in charge?
● User Experience Designers
● Information Architects
● Human Computer Interaction Researchers
17. MOBILE WEB UX - PART 3
Usability Testing - who’s in charge?
● Marketing People
● Product Management People
● People with Psychology Related Background
● General Testers?!?
18. MOBILE WEB UX - PART 3
Impediments for the general tester:
● Different fields of study
● Different skills required
● Different focus
● Different persona
● Different departments in the workplace
What should the general tester do?
19. MOBILE WEB UX - PART 3
The general tester and usability testing
● startups
● or even in large organisations
● design is externalized
● busy, poorly trained marketing people
● integrate usability testing in the general test strategy
● beginning of a new project/feature
● better user experiences from previous projects
● tools are expensive for romanian projects
20. MOBILE WEB UX - PART 3
Tips for the general tester
Start usability testing
- usability test your current working application
- use a typical checklist
- create a survey
- try to perform a usability review
21. MOBILE WEB UX - PART 3
Tips for the general tester
UX terms
- mobile web design
- responsive design
- human computer interaction HCI
- interaction design (IxD)
- information architecture
- mobile first
22. MOBILE WEB UX - PART 3
Tips for the general tester
Articles on dedicated websites
● http://www.usability.gov
● http://www.usefulusability.com
● http://ux.stackexchange.com
● http://userexperiencerocks.wordpress.com/
● http://www.formsthatwork.com/Mobile-forms
● http://www.measuringusability.com/blog.php
● http://blog.utest.com/
23. MOBILE WEB UX - PART 3
Tips for the general tester
Articles on dedicated websites
● http://www.utexas.edu/learn/usability/test.html
● http://hcibib.org/perlman/question.html
● http://www.usabilityprofessionals.org/
● http://uxdesign.smashingmagazine.com/tag/usability/
● http://connect.humanfactors.com/group/mobileusability
● http://blog.clicktale.com/
24. MOBILE WEB UX - PART 3
Tips for the general tester
Books
● A Practical Guide to Usability Testing by Joe Dumas & Ginny. Redish
(1993)
● Handbook of Usability Testing by Jeffrey Rubin (1994)
● Usability Engineering by Jakob Nielsen (1993)
● Don't Make Me Think, Revisited by Steve Krug
25. MOBILE WEB UX - PART 3
Tips for the general tester
UX conferences
http://2013.mobxcon.com/
http://www.uxmasterclass.com/
http://www.uxpa2014.org/
http://www.hcii2014.org/
http://chi2014.acm.org/
http://interaction14.ixda.org/
http://www.blendconf.com/
26. MOBILE WEB UX - PART 3
Tips for user experience surveys:
● keep the survey short
● allow users to end at anytime without quitting all losing all data
● clear and testable hypotheses
● don't let questions reflect the business view
● clear wording and the right answer choices
● watch for non-mutual exclusivity
● pre-test, refine, soft-launch then test again
● focus more on who you are surveying than how many
● don’t be too technical: i.e ask about javascript etc.
● use the right amount of ratings (i.e. 5, 2, 7 or 10)
● don’t be too repetitive