2. Lecture: Dealing with challenges (users)
• What did we learn during the previous session?
– Project
– People
– Technology
• Revisiting usability
• Minus scenarios
• User testing
12. Minus scenarios
• What can go wrong will go wrong…
Examples:
• Hardware and network failure
• Mismatch between task and product
• Differences between: assumptions leading to errors
Failure: contextual,conceptualtechnical,
13. Activity: user experience
• Think of a situation where you had a really good user
experience. How did it make you feel? What was right
about it?
• Considering your project, write a negative scenario (or
story) for two users; one who is typical, one who is
extreme.
• Discuss these in your groups.
• You have ten minutes
14. • Think of a positive user experience. Write a negative
scenario for two users; one who is typical, one who is
extreme.
Go!
15. • Think of a positive user experience. Write a negative
scenario for two users; one who is typical, one who is
extreme.
Five minutes
16. • Think of a positive user experience. Write a negative
scenario for two users; one who is typical, one who is
extreme.
Two minutes
17. • Think of a positive user experience. Write a negative
scenario for two users; one who is typical, one who is
extreme.
STOP!
18. Activity: user experience
• Think of a situation where you had a really good user
experience. How did it make you feel? What was right
about it?
• Considering your project, write a negative scenario (or
story) for two users; one who is typical, one who is
extreme.
• Discussion
19. Testing with users
D
E
C
I
D
E
Determine the goals
Explore the questions
Choose the evaluation approach and methods
Identify the practical issues
Decide how to deal with ethical issues
Evaluate, analyse, interpret and present
matching design with a user, enhancing user experience
Introduction or overview The following day we’ll look at testing in various types of testing There will be a break in the middle.
Recapping aspects of interaction design (might include some of the topics that David has mentioned) Usability goals, user experience goals Different types of prototypes (pictures; horizontal and vertical)
Potentially a recap of some of the things that David might have covered
Taxi from home, check in (easy), flight (gave on screen information – information = control), helsinki airport (crowded and busy), second flight delayed (but water given out) – nice touch – no real implications, taxi from airport to hotel – all good. Put bags in the back. Tea in the hotel.
Potentially a recap of some of the things that David might have covered
What do the users bring to it? Background and experience and expectations. We put assumptions i.e. we have our mentals but the users might have. Consider extreme users, not just the typical users.
Whether the users are interrupted often etc. Attributes of either.
Positive scenario Diane: Technical failure , contexual (is the technology supported within its context), conceptual (assumptions about the users and their worldview) Example - Error: 404 – who is a system administrator
People in tables…
People in tables…
People in tables…
People in tables…
People in tables…
People in tables…
Peer testing Just as you’ve got high and low fidelity prototypes – you can have high and low fidelity testing.
Different products will have to take account of all of these.
matching design with a user, enhancing user experience