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Mobile User Testing: Recruiting Subjects, Paper-Prototyping, Testing Apps, Recording Video, and More Derek Olson, VP, Foraker Labs [email protected] @dereklolson

Mobile User Testing: Recruiting Subjects, Paper-Prototyping, Testing Apps, Recording Video, and More

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User testing is the best tool on the planet for ensuring a successful mobile experience. Collecting feedback from your users doesn’t have to be expensive, time-consuming, or a danger to your deadline. On the contrary, making usability a part of your normal workflow will save you money, speed up your projects, and make your customers love you.

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Page 1: Mobile User Testing: Recruiting Subjects, Paper-Prototyping, Testing Apps, Recording Video, and More

Mobile User Testing: Recruiting Subjects, Paper-Prototyping,

Testing Apps, Recording Video, and

More

Derek Olson, VP, Foraker Labs [email protected]

@dereklolson

Page 2: Mobile User Testing: Recruiting Subjects, Paper-Prototyping, Testing Apps, Recording Video, and More

(avoid being a total

jackass to your

customers)

Avoid being a total…

jackass …to your customers

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Apple’s HIG

Read it, even if you’re contemplating non-iOS

platforms

https://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/MobileHIG/Introduction/Introduction.html

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User Testing: Planning Your Test

• Roughly 90 minutes per session

• 4 sessions per day

• Allow 30 minutes between sessions

• Allow 4+ weeks for recruting

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User Testing: What to Test… Paper or Plastic?

Paper Prototypes: Pro: Inexpensive, easy to tweak, elicits more negative feedback. Cons: Cannot test gestures, unrealistic flow, test participant guilt.

Beta apps: Pro: Able to test gestures, realistic app flow. Cons: More expensive, harder to make quick changes in response to feedback, cumbersome provisioning.

http://www.nngroup.com/reports/prototyping/video_stills.html http://www.uistencils.com/

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User Testing: Creating Tasks

• Focus on common or important actions • You are testing what the user is capable of doing, not what they

would do • Don’t lead the participant • Mix up task language • Ask the participant to read task aloud from paper • When possible, motivate with personal connections or info • Establish clear success criteria • Counterbalance task order

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User Testing: Recruiting Participants

• Usually between 5 and 10 • DIY versus hiring a recruiting firm • Incentive costs (usually $25-$200) • Demographic spread • Getting "real" users versus warm bodies • Mobile device experience • Sidewalk usability

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User Testing: Directions and Contact Info

• Provide clear directions, maps, and address

• Provide phone numbers and email addresses for questions

• Consider things like parking, building security, etc.

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User Testing: Testing Location, Waiting Area

• Allow for extra people

• Plan on early/late arrivals

• Have snacks and water

• Make sure there’s a restroom nearby

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User Testing: Room Lighting, Temperature, and Noise

• Lamps are better than overhead lights • Not too bright • Chairs • Ensure a comfortable temperature • High traffic vs. low traffic • Wireless connectivity • Tissues?

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User Testing: Permission Forms & Releases

• Permission to video

• General release

• 1099?

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User Testing: Using a Script

• Testing software, not you • Think aloud • Conversational dynamic • Asking questions • Introduce any facilitators or observers • Coordination between multiple facilitators • Negative feedback is best • Potential for frustration, reiterate point #1

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User Testing: Browser re-set / test data refresh

• Clear cookies

• Clear browser cache

• Clear stored form data and saved passwords

• May need to re-set test data

• Do it after each participant!

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User Testing: Observers

• No talking, even for questions

• No texting or emailing

• No laughing

• No helping

• When to tell a white lie about identity

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User Testing: Running the Session

• Practice on someone first! • Participant is king • Speak clearly, repeat as needed • Answer questions as you can • Probe for reasons when it’s safe (e.g. what did you expect to see there?) • Pay attention • Remind participant about thinking aloud • Take continuous notes? • Thoughts on when to provide help • More white lies about failures/confusion

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User Testing: Debrief

• Answer remaining questions

• Try to probe for reasons

• Listen to stories, but not for too long!

• Incentive provides closure

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User Testing: Recording Video and Audio

• Should you bother?

• Document camera

• Web cams

• Using another mobile device

• Project X

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User Testing: Results Analysis & Write Up

• Shorter is better

• Documents vs. to-do lists

• “Greatest hits” video

• Quantitative metrics, pros and cons

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From User Testing to User-Centered Design

• Many small studies are better than fewer large ones

• Baseline study and follow-up can show ROI • Keep a count of UX bugs squashed, it shows

measureable progress, and tends to incentivize leadership to “add to the list.”

• Bring in observers

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Thanks! Derek Olson VP, Foraker Labs [email protected] @dereklolson (303) 449-0202 www.foraker.com