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Ana Andrade 1 Incorporating Usability Testing and Heuristic Evaluation to Improve Mobile User Experience Ana I. Andrade Juarez Arizona State University GIT 480 Senior Project Prototype: San Diego Bike Coalition

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Ana Andrade 1

Incorporating Usability Testing and Heuristic Evaluation to Improve Mobile User Experience

Ana I. Andrade Juarez

Arizona State University

GIT 480 Senior Project

Prototype: San Diego Bike Coalition

Ana Andrade 2

Abstract

This paper explores the efficacy of combining usability testing and heuristic evaluation to

determine issues affecting design, resulting in optimal mobile design and user experience. The

site to be re-designed is for San Diego Bike Coalition. Users were tested using the current site

design, being asked to perform several tasks and give any additional feedback to improve site

design. Along with user feedback, heuristic evaluation was created to rank issues by severity to

allow for efficient design corrections. A resulting prototype using Proto.io was created,

showcasing modern mobile design methods that address user issues during test sessions. Users

were asked to review prototype by completing usability testing scenarios once more and give

additional usability feedback - either negative or positive - of the new site design. The results

allowed for clear support of mobile design methods and the ability to make mobile site

experiences easier on the user. Success of new site design was determined by user feedback and

testing.

Keywords: mobile design, usability testing, wireframe, prototype, user experience, UX,

Proto.io, heuristic evaluation

Ana Andrade 3

Introduction

When most people think about browsing the internet or social media, the majority will

probably reach for their smartphone or tablet to do so. It is not surprising to be in a crowded

room and see most people around on their smartphones. Smartphone ownership has increased

rapidly in the last seven years, resulting in 77% of Americans owning a device that connects

them to the internet ("Demographics of Mobile Device Ownership and Adoption in the United

States", 2018). Since 2012 we have seen mobile digital media usage double, now averaging to

about 3.3 hours a day per person (Abramovich, 2018). With these ever-increasing statistics in

mobile internet use and smartphone ownership, it’s imperative that we focus on proper design

methods that accommodate mobile users and smaller screens.

When designing for a mobile device like a tablet or smartphone, the approach to design

will be different than a desktop device as the screen real estate is substantially smaller. The

challenge to include the most relevant and coherent pieces of information in a much smaller

screen is a frequent dilemma with site designers, as users can turn to another site for information

or services if the initial site does not stack up to their expectations. Easy access to information is

key for most users, with 91% reporting “that access to content is very important” and 57% of

users will not “recommend a business with a poorly designed mobile site” (Morales, 2017).

The success of a site should not be measured by the amount of traffic that lands on the

homepage, rather the experience that users have while using the site. By creating a site that

focuses on mobile ease-of-use, users will be able to come away with a pleasant experience that

results in more visits by more users. This project will focus on benefits of combining usability

testing and heuristic evaluation to create the best experience for users on a mobile device.

Ana Andrade 4

User Experience Background and History

User experience can be, and should be, applied to anything, from a product to a service to

a piece of technology. The ability to give users ease-of-use is what can determine success or

failure. One of the earliest examples of successful usability and user experience is the creation of

the Kodak camera in 1888. George Eastman, the creator of the Kodak camera, was aware of the

unwieldy and inaccessible camera equipment of his time and was on a mission to find a way to

make this experience available to the public in a much simpler format. Photography no longer

was left to the professionals and memories could now be captured by everyone and shared

around the world, without wet lenses and dark rooms. Eastman’s marketing line was, “You push

the button, we do the rest” (Rosenzwieg, 2015). His development and dedication to make a

product for everyone to use is a stellar example of user experience and usability, creating a

functional product that had the user’s best interest in mind. Although the term “user experience”

did not exist, Eastman was very much a designer following the practice.

Early versions of usability methods can be found through the practice of ergonomics in

industrial design. Ergonomics is “the scientific discipline concerned with the understanding of

interactions among humans and other elements of a system, and the profession that applies

theory, principles, data and methods to design in order to optimize human well-being and overall

system performance”, according to the International Ergonomics Association (“Definition and

Domains of Ergonomics”, 2018). The term was used in industrial design, a concept created by

the influential and notable design school, the Bauhaus, in the 1919. Elizabeth Rosenzwieg,

author of “Successful User Experience” credits the Bauhaus’ industrial design approach as being

“the first step in building the foundations that have evolved into UX” (2015).

Ana Andrade 5

Human interaction with machines and technology became a focus in design in the

decades to come, with Don Norman introducing the term “user experience” in 1995 to describe

“all aspects of the person’s experience with the system including industrial design, graphics, the

interface, the physical interaction and the manual”. Don Norman has been an integral part of the

design community that has paved the way for creating beautiful design with the user’s needs in

mind. He is currently Director of the Design Lab at the University of California, San Diego and

has authored many books, including the best-selling book, The Design of Everyday Things

(Lyonnais, 2017).

Creating A Successful User Experience

Usability Testing

Creating a design for a website will involve several designers and developers with

varying degrees of input and responsibility. To determine the success of a feature, usability

testing is conducted with potential or current users, so designers and developers can determine

what changes may need to be made to any part of a web page. Usability testing is conducted by

giving specially curated tasks to potential or current users and their interaction with the site is

observed. Any hesitations, comments, or frustrations are noted while easily achieved tasks will

be noted to confirm proper design of the feature or page. Steve Krug, author of “Don’t Make Me

Think” (2014), emphasizes the importance of simple design – a design that will make navigation

effortless to the user (pg.11). Usability testing is effective in achieving effortless usability by

considering the success or failure of a task given to the user. Results of a usability test can reveal

issues that design teams may not have thought of that could significantly impact user experience.

Ana Andrade 6

Heuristic Evaluation

Heuristic evaluation is a complementary step to achieving optimal user experience. The

difference between heuristic evaluation and usability test is an expert will typically evaluate the

product, either a member of the team or a hired professional. With heuristic evaluation, designers

can establish a list of necessary changes for the site design in order of severity. Heuristic

evaluation is useful when designers have time or financial constraints that affect the way they

approach usability. To keep the focus on user needs, heuristic evaluation can be combined with

usability testing to provide necessary identification of problems and prioritizing them to

implement proper fixes. The 10 usability heuristics for user interface, created by Jakob Nielsen,

are broad guidelines to conducting heuristic evaluation (Nielsen, 1995). By following the 10

heuristics listed, a design team can create a report that will evaluate different areas of a site, rate

their issues by severity, and provide suggestions to improve issues affecting user experience.

Importance of Mobile-First Design

As new smartphones are released to the marketplace every year, focus on mobile design

becomes crucial. Users are turning to their mobile devices to text, call, connect via social

network, and consume information. Google’s recent research confirms the need for mobile-

friendly design by stating that “ANY business…needs to have a mobile-friendly website if they

want to gain a competitive edge now and maintain it later” (McLeod, 2018). The focus of

mobile-friendly design is to make sure information is clear, concise and visually pleasing while

addressing any potential user issues that would otherwise not be relevant on a desktop monitor.

The average screen resolution on a mobile device worldwide is 750 x 1280, and although sizes

tend to creep up every year, effective mobile design should accommodate even the smallest

screens (Clancy, 2018).

Ana Andrade 7

The Research Process

San Diego Bike Coalition

Usability testing and heuristic evaluation can be applied to new sites or ones that have

been established for some time. San Diego Bike Coalition is an existing site for a cycling

advocacy group in San Diego, CA that benefits from usability testing and heuristic evaluation to

further improve their site. Usability testing was done on five individual users with an array of

scenarios and tasks, while heuristic evaluation was created to determine the urgency of each

usability issue.

The new site design considers usability issues that were a result of both the usability tests

and heuristic evaluation of the site. The resulting design should allow users to navigate the site

with ease while providing a pleasant visual experience.

Target Audience

Prior to conducting any usability testing and heuristic evaluation, research was needed to

discover the target audience so design considerations will be done with the data in mind. To

determine the regular user of San Diego Bike Coalition’s site, a pre-test questionnaire of six

questions was presented to ten users to get to know and understand the target audience.

Questions included the type of transportation that they used on a daily basis, the frequency of

bike use, the employment, hobbies, technology use, and bicycle lane safety. Of the ten users,

60% preferred cycling as a mode of transportation, 60% chose outdoor activities as their

preferred hobby, 90% used their smartphone as their main internet device, and 80% felt that San

Diego needs to allocate more funds to help resolve the lack of bike lane infrastructure throughout

the city.

Ana Andrade 8

The resulting

persona was created after

data from all questionnaire

submissions were collected.

Steve is a working

professional in the

technology industry with a

higher education and has a

passion for cycling. He is

married, with children, and devotes a lot of his free time to his family. He is involved in the

cycling community in San Diego, joining local bike clubs and advocating for bike safety. Steve

can get frustrated when mobile sites have too much information that can hinder his experience

and will choose to leave the site if he does not find what he is looking for quickly. Steve’s

purpose for using San Diego Bike Coalition’s site will be to look up classes, community events,

and information on how to support bike safety and advocacy.

The creation of a persona will keep the site purpose on track and ascertain the site’s

primary goals. The persona will aid in gathering users for usability testing to address common

usability issues.

Usability Testing

The next step in the research process is to come up with a set of scenarios and tasks to

complete for the users during the usability testing portion. Five users participated in the usability

portion and each user conducted the usability test individually, with no one else in the room

except for the moderator/observer so that responses and feedback were not influenced. The users

Figure 1. Steve persona

Ana Andrade 9

were initially asked to look over the home page, without clicking on any links, and give feedback

on their first impressions of the site. Next, the users were given a set of scenarios and tasks to

complete.

The following scenarios and tasks were given the test subjects:

• Scenario One: You are a fan of San Diego Bike Coalition and wish to donate to their

cause.

o Task one: Locate page that will allow you to make a donation.

o Task: Find 501c non-profit statement to ensure your donation is tax-deductible.

• Scenario Two: You are interested in taking smart cycling classes in November.

o Task One: Locate smart cycling classes in November

• Scenario Three: While commuting home from work, you notice a pothole in the bike lane

and wish to report this road hazard using San Diego Bike Coalition’s resources.

o Task One: Locate the Road Hazard page

o Task Two: Locate the information for reporting a road hazard for the city of San

Diego

• Scenario Four: You’re curious about cycling events in San Diego, either classes or

community gatherings.

o Task One: Locate the most recent upcoming event

The user’s body language and comments were noted while conducting the usability test.

Each one was timed to gauge the average time it took to complete each task, aiding in evaluating

the success or failure of a task. Once all tasks were completed, each user was asked if they had

Ana Andrade 10

any further comments on the experience of the site. Feedback varied with each user, but some

took the opportunity to express frustrations with task completion.

User results were compiled and compared with each other to find any obvious pain points

within the site. Although results varied slightly between users, a list of usability issues was

created with the data. The most common usability issue that was expressed by the users was the

use of two mobile menu icons in the header. This led to confusion and delay when trying to

navigate to other pages. Other known issues that were identified during the testing process were

hidden text for 501c non-profit statement, where the text was the same color as the background,

the list of available safety classes was too crowded and made it hard to sort through, and

hyperlinks to road hazard reporting site were not clearly identified and were confused for section

headings.

Additional feedback once the task portion of the usability test was concluded was the

concern over the header space on the mobile site. The logo and top header seemed to take up

most of the top half of the phone screens which forced the user to automatically scroll down the

page to navigate with ease. Users also commented on the amount of information on the home

page. Feedback included feeling overwhelmed scrolling through the page and felt that having so

much information affected the speed at which they accomplished tasks. By allowing an excessive

amount of information released on the home page, it can leave users feeling put-off by the

experience. This design approach is contrary to the suggestion that user experience should be

simple and should not crowd the screen as it can lead to a negative user experience.

Ana Andrade 11

Heuristic Evaluation

Besides collecting data from current and potential users of the site to discover usability

issues, expert reviews can be conducted to create ratings and recommendations for known issues,

one example being heuristic evaluation (Rosenzweig, 2015, pg. 118).

This heuristic evaluation will be based on Jakob Nielson’s following 10 principles:

1. Visibility of system status (Feedback)

2. Match between system and the real world (Metaphor)

3. User control and freedom (Navigation)

4. Consistency and standards

5. Error prevention

6. Recognition rather than recall (Memory)

7. Flexibility and efficiency of use

8. Aesthetic and minimalist design

9. Help users recognize, diagnose, and recover from errors (Recovery)

10. Help and documentation

Each Principle will be used to evaluate parts of the site which will them be assigned a severity

rating based on the following scale:

0 = I don’t agree that this is a usability problem at all

1 = Cosmetic problem only: need not be fixed unless extra time is available on project

2 = Minor usability problem: fixing this should be given low priority

3 = Major usability problem: important to fix, so should be given high priority

4 = Usability catastrophe: imperative to fix this before product can be released

Ana Andrade 12

Following Jakob Nielsen’s 10 usability heuristics, here are the resulting ratings and

recommendations for San Diego Bike Coalition:

FEEDBACK

The system should always keep users informed about what is going on, through appropriate

feedback within reasonable time.

Rating: 0

The site does a good job in communicating with user when there is an issue, or when a form was

submitted.

Figure 2. Screenshot of error message

Suggestions:

No suggestions

METAPHOR

The system should speak the user’s language, with words, phrases, and concepts familiar to the

user, rather than system-oriented terms. Follow real-world conventions, making information

appear in a natural and logical order.

Rating: 0

The site provides ways of sharing and connecting with the organization through social media and

electronic mail by using simple and common icons.

Figure 3. Screenshot of footer with social media icons

Ana Andrade 13

Figure 4. Screenshot of header social media icons

Suggestions:

No suggestions

NAVIGATION

User often choose system function by mistake and will need a clearly marked “emergency exit”

to leave the unwanted state without having to go through an extended dialogue. Support undo

and redo.

Rating: 4

Navigation architecture is not clear and can lead to a longer user process. The site contains two

top navigation menus that provide differing page options while being on opposite sides of the

page. Users will not be able to determine immediately what menu to choose for navigation

without actively opening each one and reading each page option.

Figure 5. Screenshot of header with two menus

Suggestion:

As this site is already active, the navigation menus need to be consolidated immediately. Menu

architecture is also a priority to prevent confusion and allow for quicker user process.

Ana Andrade 14

CONSISTENCY AND STANDARDS

Users should not have to wonder whether different words, situations, or actions mean the same

thing. Follow platform conventions.

Rating: 0

The site provides proper wording of terms and descriptions that follow platform conventions.

Suggestions:

No suggestions

PREVENTION

Event better than good error messages is a careful design which prevents a problem from

occurring in the first place. Either eliminate error-prone conditions or check for them and

present users with a confirmation option before they commit to the action.

Rating: 0

The site provides sufficient feedback to users when a submission error has occurred. The user

will have the opportunity to fix any issues after they attempt an incorrect submission.

Suggestions:

No suggestions

MEMORY

Minimize the user’s memory load by making object, actions, and options visible. The user should

not have to remember information from one part of the dialogue to another. Instructions for use

of the system should but visible or easily retrievable whenever appropriate.

Rating: 0

The site displays breadcrumbs for the user to identify where on the site they currently are. The

feature will help users from getting lost or frustrated with the site and keep track of the page

titles.

Ana Andrade 15

Figure 6. Screenshot of site breadcrumbs

Suggestions:

No suggestions

EFFICIENCY

Accelerators-unseen by the novice user- may often speed up the interaction for the expert user

such that the system can cater to both inexperienced and experienced user. Allow users to tailor

frequent actions.

Rating: N/A

Suggestions:

Not applicable

DESIGN

Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit

of information in a dialogue competes with the relevant units of information and diminishes their

relative visibility.

Rating: 2

Due to smaller screen size on mobile devices, dialogue is excessive and can lead to users leaving

the site out of confusion or frustration. Classes page has extra information that is no necessary

and impedes with the main concept of the page.

Ana Andrade 16

Figure 7. Screenshot of larger header

Figure 8. Screenshots of excessive class descriptions

Figure 9. Crowded class listings

Ana Andrade 17

Suggestions:

Limit the amount of information considering the smaller screen size for mobile devices. Reduce

the units of information on home page and class page to clearly display concept of pages to

users. Class page should have class listings clearly labeled and class descriptions minimized,

either by using an expandable paragraph or hyperlinks to other pages.

RECOVERY

Error messages should be expressed in plain language (no codes), precisely indicate the

problem, and constructively suggest a solution.

Rating: 0

Figure 10. Submission error and suggestion

The site provides information in plain language whenever there is an error, allowing the user to

correct any issues successfully.

Suggestions:

No suggestions

HELP

Even though it is better if the system can be used without documentation, it may be necessary to

provide help and documentation. Any such information should be easy to search, focused on the

user’s task, list concrete steps to be carried out, and not be too large.

Rating: 0

The site provides FAQs as well as a search function at the top of the website. The search results

provide hyperlinks to each page with snippets that provide minimal information for each page.

Ana Andrade 18

Figure 11. FAQ page and search bar

Suggestions:

No suggestions

The Design Process

Prototype

After collecting the usability test data and

conducting heuristic evaluation on the current site, work

began on creating a prototype for the new design using

Proto.io. Proto.io is a prototyping platform established

in 2011 that enables users to create fully functional and

interactive mobile app prototypes. With Proto.io,

designers can create prototypes for various mobile

devices and share with other team members using a

customized sharing link. Using Proto.io makes it easy to

create a prototype with simple drag-and-drop features,

allowing for quick changes. Figure 12. Prototype using Proto.io

Ana Andrade 19

The prototype addressed issues brought up in the usability tests and heuristic evaluation.

A total of five pages and the top navigation menu were created using Proto.io with data received

from users and heuristic evaluation. The pages designed were: home page, classes page, road

hazard page, events page, and donation page. The original menu was overwhelming and took up

more space than the phone screen. My resolve to this is to create a simpler menu, with drop

down options so users could choose what sections of the menu to expand. The primary focus of

my redesign was to condense the site’s information to accommodate the smaller screen sizes of

mobile phones and tablets. By reducing the amount of information that is presented to the users

when they first arrive to the home page, chances are they will stay on the site rather than leave

out of frustration.

Validation

To evaluate the success of the site, a second round of usability testing was conducted

with the same scenarios and tasks. User’s feedback was recorded to add further

recommendations to the project. Feedback from users was positive, with special mention of the

minimalist design compared to the saturated pages from the original site. Users were able to

complete all tasks successfully in a short amount of time and praised the ease-of-use of the new

menu design. Although some features were removed, like the slideshow from the homepage, the

users felt the new site design gave them basic information and allowed them to inquire further by

clicking on hyperlinks and buttons rather than getting all the site information on one page.

Conclusion

Ana Andrade 20

The need to provide transparency to users is an honest practice that can at times

negatively affect mobile design. Users want to use their mobile devices like they use their

desktop computers, yet the smaller screen sizes limit the amount of information they can process

at once. The goal of effective mobile design is to provide the same experience while keeping the

users from feeling overwhelmed. Usability testing provides a beneficial method of collecting

feedback from users that will be affected by design choices that were thought to be good

decisions. Heuristic evaluation provides expert feedback from an objective perspective and

provides a basic guide on correcting usability issues by severity. Combining these two methods

can aid in creating an optimized mobile site that will have the user’s experience in mind,

resulting in an overall pleasant and easy experience.

Ana Andrade 21

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