Wilder than testing in the wild: usability testing by flash mob

It was a spectacularly beautiful Saturday in San Francisco. Exactly the perfect day to do some field usability testing. But this was no ordinary field usability test. Sure, there’d been plenty of planning and organizing ahead of time. And there would be data analysis afterward. What made this test different from most usability tests?

The true costs of no-shows

One of the first things people say when they call up looking for help with recruiting is that they want to recruit “12 for 8” or “20 for 15”. They know what they want to end up with. They’ve got to get data. Managers are showing up to observe. They’ve gone through a lot to get a study to happen at all. They don’t want to risk putting a study together only to get less data than they need. So, compensating for a show rate of between 60% and 80% means over-recruiting.

Even though a recruiting agency probably won’t charge for no-shows, those no-shows can be costly in lots of ways. Continue reading “The true costs of no-shows”

Usability testing is HOT

For many of us, usability testing is a necessary evil. For others, it’s too much work, or it’s too disruptive to the development process. As you might expect, I have issues with all that. It’s unfortunate that some teams don’t see the value in observing people use their designs. Done well, it can be an amazing event in the life of a design. Even done very informally, it can still show up useful insights that can help a team make informed design decisions. But I probably don’t have to tell you that.

Usability testing can be enormously elevating for teams at all stages of UX maturity. In fact, there probably isn’t nearly enough of it being done. Even on enlightened teams that know about and do usability tests, they’re probably not doing it often enough. There seems to be a correlation between successful user experiences and how often and how much the designers and developers spend time observing users. (hat tip Jared Spool) Continue reading “Usability testing is HOT”

Involving older adults in design of the user experience: Inclusive design

Despite the reality of differences due to aging, research has also shown that in many cases, we do not need a separate design for people who are age 50+. We need better design for everyone.

Everyone performs better on web sites where the interaction matches users’ goals; where navigation and information are grouped well; where navigation elements are consistent and follow conventions; where writing is clear, straightforward, in the active voice, and so on. And, much of what makes up good design for younger people helps older adults as well.

For example, we know that most users, regardless of age, are more successful finding information in broad, shallow information architectures than they are with deep, narrow hierarchies. When web sites make their sites easier to use for older adults, all of their users perform better in usability studies. The key is involving older adults in user research and usability testing throughout design and development. Continue reading “Involving older adults in design of the user experience: Inclusive design”

Usability testing is broken: Rethinking user research for social interaction design

How many of you have run usability tests that look like this: Individual, one-hour sessions, in which the participant is performing one or more tasks from a scenario that you and your team have come up with, on a prototype, using bogus or imaginary data. It’s a hypothetical situation for the user, sometimes, they’re even role-playing.

Anyone? That’s what I thought. Me too. I just did it a couple of weeks ago.

But that model of usability testing is broken. Why? Because one of the first things we found out is that the task we were asking people to do – doing some basic financial estimates based on goals for retirement – involved more than the person in the room with me.

For the husbands, the task involved their wives because the guys didn’t actually know what the numbers were for the household expenses. For the women, it was their children, because they wanted to talk to them about medical expenses and plans for assisted living. For younger people it was their parents or grandparents, because they wanted to learn from them how they’d managed to save enough to help them through school and retire, too. Continue reading “Usability testing is broken: Rethinking user research for social interaction design”

Is your team stuck in a bubble?

This happens. The team is heads down, just trying to do work, to make things work, and then you realize it. Perspective is gone. Recently I gave a couple of talks about usability testing and collaboratively analyzing data. There was a guy in the first row who was super attentive as I showed screen shots of web sites and walked the attendees through tasks that regular people might try to do on the sites. Sweat beaded on his brow. His hands came up to his forehead in the way that someone who has had a sudden realization reacts. He put his hand over his mouth. I assumed he was simply passionate about web design and was feeling distressed about the crimes this web site committed against its users.

Turns out, he was the web site’s owner. Continue reading “Is your team stuck in a bubble?”

Testing in the wild, seizing opportunity

When I say “usability test,” you might think of something that looks like a psych experiment, without the electrodes (although I’m sure those are coming as teams think that measuring biometrics will help them understand users’ experiences). Anyway, you probably visualize a lab of some kind, with a user in one room and a researcher in another, watching either through a glass or a monitor.

It can be like that, but it doesn’t have to. In fact, I’d argue that for early designs it shouldn’t be like that at all. Instead, usability testing should be done wherever and whenever users normally do the tasks they’re trying to do with a design.

Usability testing: A great tool
It’s only one technique in the toolbox, but in doing usability testing, teams get crisp, detailed snapshots about user behavior and performance. As a bonus, gathering data from users through observing them do tasks can resolve conflict within a design team or assist in decision-making. The whole point is to inform the design decisions that teams are making already.

Lighten up the usability testing methodology
Most teams I know start out thinking that they’re going to have a hard time fitting usability testing into their development process. All they want is to try out early ideas, concepts and designs or prototypes with users. But reduced to its essence, usability testing is simple:

  • Develop a test plan and design
  • Find participants
  • Gather the data by conducting sessions
  • Debrief with the team

That test plan/design? It can be a series of lists or a table. It doesn’t have to be a long exposition. As long as the result is something that everyone on the team understands and can agree to, you have written enough. After that, improvising is encouraged.

The individual sessions should be short and focused on only one or two narrow issues to explore.

But why bother to do such a quick, informal test?
First, doing any sort of usability test is good for getting input from users. The act of doing it gets the team one step closer to supporting usable design. Next, usability testing can be a great vehicle for getting the whole team excited about gathering user data. There is nothing like seeing a user use your design without intervention.

Most of the value in doing testing – let’s say about 70% – comes from just watching someone use a design. Another valuable aspect is the team working together to prepare for a usability test. That is, thinking about what Big Question they want answered and how to answer it. When those two acts align, having the team discuss together what happened in the sessions just comes naturally.

When not to do testing in the wild: Hard problems or validation
This technique is great for proving concepts or exploring issues in formative designs. It is not the right tool if the team is facing subtle, nuanced, or difficult questions to answer. In those cases, it’s best to go with more rigor and a test design that puts controls on the many possible variables.

Why? Well, in a quick, ad hoc test in the wild, the sample of participants may be too small. If you have seized a particular opportunity (say, with a seatmate on an airplane or a bus, as I have been known to do – yeah, you really don’t want me to sit next to you on a cross-country flight), a sample of one may not be enough to instill confidence with the rest of the team.

It might also happen, because the team is still forming ideas, that the approach in conducting sessions is not consistent from session to session. When that goes on, it isn’t bad necessarily. It can just mean that it’s difficult to draw meaningful inferences about what the usability problems are and how to remedy them.

If the team is okay with all that and ready to say, “let’s just do it!” to usability testing in the wild, then you can just do more sessions.

So, there are tradeoffs
What might a team have to consider in doing quick, ad hoc tests in the wild rather than a larger, more formal usability test? If you’re in the right spot in a design, for me doing usability testing in the wild is a total win:

  • You have some data, rather than no data (because running a larger, formal test is daunting or anti-Agile).
  • The team gets a lot of energy out of seeing people use the design, rather than arguing among themselves in the bubble of the conference room.
  • Quick, ad hoc testing in the wild snugs nicely into nearly any development schedule; a team doesn’t have to carve out a lot of time and stop work to go do testing.
  • It can be very inexpensive (or even free) to go to where users are to do a few sessions, quickly.

Usability testing at its essence: something, someone, and somewhere
Just a design, a person who is like the user, and an appropriate place – these are all a team needs to gather data to inform their early designs. I’ve seen teams whip together a test plan and design in an hour and then send a couple of team members to go round up participants in a public place (cafes, trade shows, sporting events, lobbies, food courts). Two other team members conduct 15- to 20-minute sessions. After a few short sessions, the team debriefs about what they saw and heard, which makes it simple to agree on a design direction.

It’s about seizing opportunity
There’s huge value in observing users use a design that is early in its formation. Because it’s so cheap, and so quick, there’s little risk of making a mistake in making inferences from the observations because a team can compensate for any shortcomings of the informality of the format by doing more testing – either more sessions, or another round of testing as follow-up. See a space or time and use it. It only takes four simple steps.

Looking for love: Deciding what to observe for

 

The team I was working with wanted to find out whether a prototype they had designed for a new intranet worked for users. Their new design was a radical change from the site that had been in place for five years and in use by 8,000 users. Going to this new design was a big risk. What if users didn’t like it? Worse, what if they couldn’t use it?

We went on tour. Not to show the prototype, but to test it. Leading up to this moment we had done heaps of user research: stakeholder interviews, field observations (ethnography, contextual inquiry – pick your favorite name), card sorting, taxonomy testing. We learned amazing things, and as our talented interaction designer started translating all that into wireframes, we got pressure to show them. We knew what we were doing. But we wanted to be sure. So we made the wireframes clickable and strung them together to make them feel like they were doing something. And then we asked (among other things): Continue reading “Looking for love: Deciding what to observe for”

Testing in the wild defined

Lately I’ve been talking a lot about “usability testing in the wild.” There are a lot of people out there who make their livings as usability practitioners. Those people know that the conventional way to do usability testing is in a laboratory setting. If you have come to this blog from outside the world of user experience research, that may never have occurred to you.

Some of the groups I’ve been working with recently do all their testing in the wild. That is, they never set foot in a lab, but instead conduct evaluations wherever their users normally do the tasks the groups are interested in observing. That setting could be a grocery store, City Hall, on the bus, or at a home or workplace – or any number of other places.

A “wild” usability test sometimes has another feature: it is lightly planned or even ad hoc. Just last night I was on a flight from Boston to San Francisco. I’ve been working with a team to develop a web site that lists course offerings and a way to sign up to take the courses. As I was working through the navigation and checking wireframes, the guy in the seat next to me couldn’t help looking over at my screen. He asked me about the site and the offerings, explaining that they looked like interesting topics. I didn’t have a prototype, but I did have the wireframes. So, after we talked for a moment about what he did for a living and what seemed interesting about the topics listed, I showed him the wireframe for the first page of the site and said, “Okay, from the list of courses here, is there something you would want to take?” He said yes, so I said, “What do want to do next, then?” He told me and I showed him the next appropriate wireframe. And we were off.

I learned heaps for the team about whether this user found the design useful and what he valued about it. It also gave me some great input for a more formal usability test later. Testing in the wild is great for early testing of concepts and ideas you have about a design. It’s one quick, cheap way to gain insights about designs so teams can make better design decisions.