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Assignment Cover Sheet
MSc in User Experience Design
Student Name: Stephen Norman
Student Number: N00147768
Programme: MSc UX Design
Year of Programme: 2015
Module Name: Fundamentals of UX
Assignment: Literature Review
Assignment Deadline: 24/11/2015
I declare that that this submission is my own work. Where I have read, consulted and used the work of others I have acknowledged this in the text.
Signature: Stephen Norman Date: 24/11/2015
Approaches to conducting a Usability/User Experience Design Project By Stephen Norman
Introduction
This literature review will begin by evaluating different papers on the variety of
usability/UX evaluation methods. It will aim to identify similarities and differences
between the most commonly used evaluation methods. Though a few articles have
touched upon the full breadth of evaluation methods, for the purpose of this review
only a few methods will be discussed. The literature review will then explore some of
the main approaches to conducting a design project. Each approach will be
assessed and compared. The literature review aims to discover if there is a
preferred UX/Usability method which is considered to be the best. The review will
also identify any gaps or areas where future research is necessary.
What are the current evaluation methods?
UX is described by the International Standards Organisation (ISO DIS 9241-210,
2010) as: “a person’s perception and responses that result from the user and/or
anticipated use of a product, system or service”. The current user experience (UX)
evaluation toolkit varies in technique depending on the type of design project. There
is such a variety that Bevan (2009) argues that the ISO standards are not being as
widely use as they could be. One major detractor to their availability is cost. For
example, the minimum cost is around $110 per article, with others reaching double
that. The second major issue is that the U.S. Department of Health and Human
Services have created a free online usability website1 which is far superior, and
much easier to digest than the ISO articles. However, costs aside, it can be hugely
beneficial to argue designs backed by ISO standards (Bevan, 2009).
Another evaluation method; usability, consists of evaluating how user interacts with a
product. This method can be used in isolation; Agile, but Vermeeren et al. (2010)
discuss that usability and UX are directly related and both should be considered
during evaluations. UX can augment the existing usability methods during
evaluations where environmental context applies. Trivedi & Khanum (2012) agree
that a user’s experience may vary depending on the context in which they are
interacting with the device i.e. Field vs Lab studies.
1 http://www.usability.gov/
Advantages & Disadvantages of Field Methods
While conducting their research Vermeeren et al. (2010) found that to their surprise
almost half of all early evaluation methods could be used in the field. Another study
conducted by Monahan et al. (2008) revealed that the greatest advantage to field
methods was the real world context which would lead to rich qualitative data. It was
discovered that new tasks could emerge from the user during these studies. The
importance of context in the field is agreed by Trivedi and Khanum (2012). They
discuss the importance of characteristics of context (the users, tasks an
environment) as being as important as usability on the product itself.
When it came to disadvantages Monahan et al. (2008) learned that the biggest was
the labour intensity required, the long timescale, and availability of the users and
also the difficulty of the analysis, which is hard to replicate. Researchers looking for
more control when conducting their research will opt for lab methods as this allows
the evaluation to take place in a controlled environment.
Advantages & Disadvantages of Lab Methods
Monahan et al. (2008) concluded that the main advantages of lab methods were that
these methods were more focused and there was more control over the user’s tasks.
Other benefits included less cost, not as labour intensive, and the ability to control
the environment.
The main disadvantage is that lab methods do not look at tasks in context, instead,
the tasks are created by the researchers. Field studies would allow the user to
generate their own tasks. Recruitment was also a problem in lab studies.
What are the current User Experience and Usability methods?
Agile UX
Agile, as discussed by Schwartz (2013) is: “a method to quickly provide software that
answers the users’ needs with a certain level of quality”. Agile development is based
on continuous integration and development to radically reduce their cycle times,
(Gothelf, & Seiden, 2013). Schwartz (2013) also found that the emergence of Agile
was instigated by software developers who were frustrated with delayed projects,
project overruns and stressful jobs. Initially Agile did not incorporate a user centred
approach, however they both shared common goals which served as a starting point
for integration. Agile itself is focused on customer satisfaction through usability by
delivering small updates at a time to gauge and or rework client feedback (Jurca,
Hellmann, & Maurer, 2014). However, the Agile camps are divided.
Supporters of Big Upfront Design
Supporters of big upfront design argue that it is absolutely necessary to capture user
needs, usability goals and context of use and other design criteria before
development. Agile methods move at such a pace that usability experts could
potentially not have enough time to ensure consistency across the design. Supports
such as Champerlain, Sharp and Maiden (2006) would agree that; “UCD
practitioners must be given ample time in order to discover the basic needs of their
users before any code gets released into the shared coding environment”.
Opposing Big Upfront Design
Jurca, Hellmann, and Maurer (2014) discuss how Armitage (2004) argues against
big upfront design citing that “it is too risky and time and money- consuming to
design deeply beforehand and it is totally against Agile practices”. It also would
make any significant change further down the development process much harder to
fulfil. However, as some form of design is necessary Armitage (2004) discussed that
to enable designers to work efficiently in an agile environment they will need to
reduce their designs to their simplest form by eliminating pixel perfect prototypes for
more unrefined sketches.
Although there are two strategies when applying Agile UX, it seems the general
agreement of when to use either big upfront design or not will depend greatly on the
project, and the team.
Design Thinking
Design thinking is the adoption of the cognitive thinking process of designers by
firms, management and media agencies to solve difficult problems, (Kimbell, 2011).
Razzouk and Shute (2012) describe design thinking as; “a synthetic process dealing
with the real world content were at its core it is based on and iterative and interactive
flow of how designers visualise solving problems or conceptualising ideas, and how
they draw relations between each”. It takes good design skills, as well as design
thinking processes, can assist in solving complex challenges as well as adjust to
unexpected project changes. It has been said that this style of thinking has been
known to be a chaotic work process. To ensure this does not happen the project life
cycle follows a mutual adjustment between specifications and solutions, (Razzouk &
Shute, 2012).
Design thinking can be considered in two discourses described by Johansson‐
Sköldberg, Woodilla, & Çetinkaya (2013) as “designerly” thinking; “Designerly
thinking links theory and practice from a design perspective, and is accordingly
rooted in the academic field of design.” The other being design thinking; “where
design practice and competence are used beyond the design context (including art
and architecture), for and with people without a scholarly background in design,
particularly in management.”
There are clear similarities in both articles by Johansson‐Sköldberg, Woodilla, &
Çetinkaya (2013) and by Kimbell (2011) with regards to the design thinking process
being used by management as a method to solve problems. This was also
discussed briefly in an article by Gothelf & Seiden (2013), but the discussion is more
based around it’s communication and iteration process which has been incorporated
in to Lean UX.
Lean UX
Lean UX is the combination of design thinking and Agile. It is a highly
communicative process where heavy deliverables give way to techniques of shared
understanding between colleagues. Design thinking focuses more on the problems
and challenges through collaborating with iterations towards a perfect design,
(Gothelf, & Seiden, 2013). This differs from Agile, which focuses on development
goals and software usability requirements. Due to the availability of market
feedback, designs can be assessed for what works and can be adjusted accordingly,
instead of having a set list of features and documents for the project.
Are there any similarities or differences between these methods?
All user experience methods have been designed to boost productivity, encourage
more collaboration between all parties, clients and stakeholders and to cut project
costs. Another similarity between these methods is that each begins with little or no
initial regard to a user’s experience. They were development focused and driven but
a growing need and to stay ahead of competition has forced the development of
designing around the user’s needs. User experience, contextual research were all
elements added later in the process specially to address the use of mobile.
Although the similarities lie with reasons for the development of these methods, they
each are very different of their approach in how they deliver their results.
Gaps and future research?
Trivedi & Khanum (2012) and Vermeeren et al. (2010) both agree that there is
significant research required in relation to social UX. As this is a relatively new
frontier there is no single evaluation toolkit to provide all the answers. There also
seems to be an underlying agreement within all articles that there is a definite need
for continual research and development of a unified system. It seems more so than
not that this relates to mostly field methods. Monahan et al. (2008) made
recommendations exactly for an evaluation and research toolkit for practitioners in
which they can mix and match items to suit specific needs. This would directly
address time and budget concerns which arise.
Conclusion The initial research began looking in to the particular methods of evaluation. This
was quite a granular approach yet successfully yielded significant information and an
increased understanding of the multitude of options available when conducting a UX
project. After this it was decided to take a high level approach to determine what
are the current main UX approaches. Although the UX methods do have a
commonality in which they appear to strive for quicker project turn arounds and cost
savings, each have their own set of principles, which are different from the rest. It
was quite interesting to see these differences. However, with the constant stream of
new developments online, Agile UX seems to be the strongest and most efficient
methodology. It joins developers and designers, and encourages small sets of
updates that are continually rolled out and updated as more research and testing is
carried out. There is still work to be done in Agile, it has limitations in being able to
fully integrate all aspects of UX process in to the project flow.
There are definite areas of evaluation studies that more research is required.
Especially around social integration and field studies. It seems to be an ongoing
trend in tandem with the evolution of portable devices. As devices become more
personal the requirement for field studies will inevitably increase. Therefore a set of
standards should be adopted in for future field research methods.
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Bevan, N. (2009). International standards for usability should be more widely
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Gothelf, J., & Seiden, J. (2013). Lean UX: Applying lean principles to improve user
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Johansson‐Sköldberg, U., Woodilla, J., & Çetinkaya, M. (2013). Design thinking:
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