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Transcript of Exploring Usability Testing

TI Half-day Tutorials
5/6/2014 8:30:00 AM
Exploring Usability Testing
Presented by:
Rob Sabourin
AmiBug.com
Brought to you by:
340 Corporate Way, Suite 300, Orange Park, FL 32073
888-268-8770 ∙ 904-278-0524 ∙ [email protected] ∙ www.sqe.com

Rob Sabourin AmiBug.com
Rob Sabourin, P. Eng., has more than thirty years of management experience leading teams of software development professionals. A well-respected member of the software engineering community, Rob has managed, trained, mentored, and coached hundreds of top professionals in the field. He frequently speaks at conferences and writes on software engineering, SQA, testing, management, and internationalization. Rob wrote I am a Bug!, the popular software testing children's book; works as an adjunct professor of software engineering at McGill University; and serves as the principle consultant (and president/janitor) of AmiBug.Com, Inc. Contact Rob at Contact Rob at [email protected].

© 2013 Robert Sabourin 1
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Exploring Usability Testing
Robert Sabourin
President
AmiBug.Com, Inc.
Montreal, Canada
WELCOME
Exploring Usability Testing
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• Robert Sabourin ,
Software Evangelist
• President
• AmiBug.Com Inc.
• Montreal, Quebec,
Canada
• www.amibugshare.com
Exploring Usability Testing
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Exploring Usability Testing
• Pain points?
– What hurts?
– How Much?
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SOME PHILOSOPHY
Exploring Usability Testing
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Conforming to requirements
Suiting purpose
Delivering value to stakeholders
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Edsger W. Dijkstra
• “Program testing can be used to show the
presence of bugs, but never to show their
absence”
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NON-FUNCTIONAL
TESTING
Exploring Usability Testing
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Non-Functional Testing
Quality Factors
Attributes
Characteristics
Reliability
Other “-ilities”
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Non-Functional Testing Challenges
Goals
• Elicit
• Articulate
• Quantify
Subjective
• Needs or wants?
• Relative or absolute?
• What is good enough?
Tests
• Tricky to orchestrate
• Difficult to interpret results
• Challenging to baseline or regress
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Non-Functional Agile Challenges
Time
• Analysis
• Model
• Prepare
• Run
• Interpret
Change
• Baselines
• Goals
Software
• Continuous integration
• Incomplete product builds
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ISO 9126 Quality Factors
•Attributes of the effort needed for use, and on the individual assessment of such use, by a set of users
•Learnability
•Understandibility
•Operability
Usability
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Quality Factors
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Product Backlog Constraints
Tom Gilb, Competitive Engineering, suggests defining
Scale: "What is measured"
Meter: "How to measure (method)"
Target: "Level we're aiming for. Success"
Constraint: "Level we're seeking to avoid. Failure"
Benchmark: "Where we are today"
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Non-Functional Testing
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NET PROMOTER SCORE
Exploring Usability Testing
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Net Promoter Score
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Net Promoter Score
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Net Promoter Score
•11 values
•0 not at all likely
•10 extremely likely
Response Scale
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Net Promoter Score
• respondents giving a 9 or 10 score
Promoters
• respondents giving a 7 or 8 score
Passives
• respondents giving a 0 to 6 score
Detractors
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Net Promoter Score
•The difference between the percentage of Promoters and Detractors
• Is not expressed as a percentage
• Is an absolute number lying between -100 and +100
•uTest suggests “any positive number is good” (ref: TK Maxx Mobile Usability Testing Results Report)
NPS
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Net Promoter Score
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SYSTEM USABILITY SCALE
Exploring Usability Testing
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System Usability Scale
•Measures usability in terms of effectiveness, efficiency and satisfaction
• SUS can be read as a percentage
• SUS can be used as a benchmarking mechanism
• SUS can be used to compare the current system to competitors’ systems
• SUS can be used to compare the current system to future versions
SUS - System Usability Scale
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System Usability Scale
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System Usability Scale
1. I think that I would like to use this system frequently2. I found the system unnecessarily complex3. I thought the system was easy to use4. I think that I would need the support of a technical
person to be able to use this system5. I found the various functions in this system were well
integrated6. I thought there was too much inconsistency in this
system7. I would imagine that most people would learn to use
this system very quickly8. I found the system very cumbersome to use9. I felt very confident using the system10. I needed to learn a lot of things before I could get
going with this system
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SUS Questions
System Usability Scale
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SUS Responses

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System Usability Scale
• For odd items: subtract one from the user response.
• For even-numbered items: subtract the user responses from 5
• This scales all values from 0 to 4 (with four being the most positive response).
• Add up the converted responses for each user and multiply that total by 2.5. This converts the range of possible values from 0 to 100 instead of from 0 to 40.
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Scoring SUS
System Usability Scale
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Scoring SUS

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EXPLORATORY TESTING
Exploring Usability Testing
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Exploratory Testing
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Learning
DesignExecution
32

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Charter Statement
• Statement of mission
• Ties to purpose
• Focuses work
• Confirms understanding
• Delineates scope
• Analogy to test story
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Charter Statement
• Short, terse
• To the point
• Inclusions /
• Exclusions /
• Limits /
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eBay Usability Charters
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eBay Usability Charters
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eBay Usability Charters
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eBay Usability Charters
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Pairing Testers With …
Non Functional Testing
•Usability Gurus
•SMEs
•Human Factors Experts
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Heuristics
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Heuristics
Guide Exploration
Rules of thumb
Fallible but useful
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WHITEBOARDING
Exploring Usability Testing
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Prototype Styles
• Paper and pencil• Comic books style story boards• Wire frame models• Mock ups• Prototypes• Site maps• User flow• Wire flow• Story boards• Wire frame• Page description diagram• Functional specification
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Whiteboarding
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Whiteboarding
What is Whiteboarding?
Collaboration
Coordination
Conceptualization
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Tony Buzan
Mind Maps
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Whiteboarding
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Whiteboarding
User Mind Map
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Buying a Book
Usage Scenarios
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Whiteboarding
Story Board
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Wrap-O-Matic
Usage Scenarios
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Scenario Based Testing
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Buying a Book
Usage Scenarios
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Social Networking
Usage Scenarios
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Scenario Based Testing
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Scenario Based Testing
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Scenario Based Testing
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Scenario Based Testing
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Scenario Based Testing
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Scenario Based Testing
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Scenario Based Testing
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Scenario Based Testing
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TOFT Testing
• Task Oriented
Functional Testing
– Can the user
accomplish useful
tasks correctly?
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USABILITY HEURISTICS
Exploring Usability Testing
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Jakob Nielsen
• Usability heuristics
• Rules of thumb
• General principles of user interface design
• www.nngroup.com
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Usability Heuristics
• Visibility of system status
– Always keep users informed
– Provide appropriate feedback
– Respond in a reasonable timeframe
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Usability Heuristics
• Match between system and the real world
– Speak the users' language
– Use familiar concepts
– Follow a natural order
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Usability Heuristics
• User control and freedom
– Provide means to exit from unwanted states
– Provide undo and redo capabilities
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Usability Heuristics
• Consistency and standards
– Same words mean same thing in different contexts
– Follow environment conventions
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Usability Heuristics
• Error prevention
– Prevents problems from occurring
– Eliminate error-prone conditions
– Have a confirmation option
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Usability Heuristics
• Recognition rather than recall
– Making objects visible
– Make instructions available
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Usability Heuristics
• Flexibility and efficiency of use
– Accelerators for the expert user
– Make common options adaptable
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Usability Heuristics
• Aesthetic and minimalist design
– Dialogues should contain relevant information
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Usability Heuristics
• Help users recognize, diagnose, and recover from errors
– Use plain language for error messages
– Constructively suggest solutions
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Usability Heuristics
• Help and documentation
– Easy to search
– Focused on the user's task
– Offer concrete steps to be carried out
– Short and to the point
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USABILITY SEVERITY
LEVELS
Exploring Usability Testing
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Usability Severity
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ISO 9421
Exploring Usability Testing
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Usability ISO 9421
•the extent to which the intended goals of use are achieved
Effectiveness
•the resources that have been expended to achieve the intended goals
Efficiency
•the extent to which the user finds the use of the product acceptable
Satisfaction
•can user be harmed
Safety
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Usability ISO 9421
•the extent to which the system is complete in design and meets its desired goals
Completeness
•Is the capability of a software product to enable the user to learn how to use it
Learn-ability
•the extent to which the product fits into normal course of daily life
Convenience
•Confusing or vague usability. Misleading information that might also result in providing no usability at all
Ambiguity
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USABILITY TEST
FRAMEWORK
Exploring Usability Testing
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Usability Test Framework
Basic Usability Test Steps
• Select representative users
• Complete defined set of tasks
• Facilitator observes user behaviour
• Interview user after task is completed
• User is asked to think aloud (recorded)
• Review findings to identify concerns
• Generate actionable recommendations
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Usability Test Framework
User groups
•Select 5 or 6 users for each group
•All should attempt the same tasks
•Complex applications may need many groups
•Groups can be based
•Domain (subject matter) expertise
•Experience level (task or professional)
•Solution familiarity
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Usability Test Framework
Where to perform usability tests?
• Control lab
• Conference room with recording equipment
• Work area with
• Local
• Distributed with local observer
• Distributed without local observer
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Usability Test Framework
Prepare Usability Scenario
• Identify project usability test objectives
•Select relevant user tasks
•Keep user instructions short and to the point
•Do not over complicate instructions
•Use the language of the user not the language of the system
•Make task parameters specific
•Use a logical flow
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Usability Test Framework
Running a test
•Let participants make mistakes
•Take note of questions
•Take note of decisions points
•Take note of alternative selections
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Usability Test Framework
Think Aloud Approach
• the user verbalizes actions and decisions
• user verbalizes questions concerns or ambiguities
Retrospective Think Aloud
• records and eye tracking software record event
• review with user and ask them to explain their actions
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Usability Test Framework
Reporting Findings
• List of usability concerns
• Summary of user questions
• Description of users behaviour
• Tasks of concern
• Too long
• Awkward
• Unsuccessful
• Time to complete
• Feedback
• Expected
• Unexpected
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Usability Test Framework
Measures and metrics
•Effectiveness
•Efficiency
•Satisfaction
•Error frequency
•Memorability
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Usability Test Framework
Measures and metrics
• Successful task completion
• Error rates
• Time on task
• Subjective comments
• Likes
• Dislikes
• Recommendations
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Usability Test Framework
Facilitating a test
• Make participant comfortable with environment and technology
• Give participants a change to ask questions
• Explain process
• Ask participants about the amount of experience they have with the technology
• Ask participants about the amount of experience they have with the domain
• Review task description with participant
• Explain facilitators involvement
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FORMS AND WORKFLOWS
Exploring Usability Testing
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Form Design Principles
• Minimize pain• Illuminate path• Consider context• Ensure consistent communication
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Luke Wroblewski
Web Form Design
Eye Tracking
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Form Usability
• Number and location of errors• Severity of errors• Completion rates• Time to complete forms• Satisfaction scores• Subjective comments
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Awkward Form Path
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Clear Form Path
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Form Usability
• Eye tracking– What people looked at
– Number of eye fixations
– Length of eye fixations
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Form Usability Checklist
�Any unnecessary questions�Succinct questions�Sincere voice�Natural language�Logical groups of information�Structure form as a conversation�Ask optional questions separately
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Form Usability Checklist
�Name the form�Name sections of the form�Clear scan line�Spacing between sections�Minimal distractions�Start page guidance for long forms�Indicate progress
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Progress Indication
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Input Validation
�Suggest valid answers�Illustrate valid format�Validate syntax after user enters data�Indicate limits or ranges of inputs�Provide smart defaults�Hide unneeded controls
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Error Messages
�Provide clear error messages�Indicate if error blocks completion�Guide users to resolve error�Provide visual emphasis of error�Use red text and icons for errors�Indicate successful completion
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DO IT YOURSELF
USABILITY TESTING
Exploring Usability Testing
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Do it yourself
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Do it yourself
A morning a month
Get insights from users
Watch real users
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Do it yourself
Recruit diversely
Find important problems
Improve design
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Do it yourself
Three testers
Test on site
Observe shared screens
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Do it yourself
Observers take notes
User questions recorded
Action decided at lunch
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SOME MOBILE USABILITY
CONCERNS
Exploring Usability Testing
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Mobile Usability
•Small Screens
•Limited bandwidth
•Fingers
•No Flash Like GUI
Difficulties
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Mobile Usability
•Bad first impression
•Operator errors
•Negative feedback / reviews
•Competitor fills gap
Risks
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Mobile Usability
• Important stuff on top
• Easy to find stuff
• Single column layout
• Minimize navigation
• Light data
Guidelines
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Mobile Usability
• Finger taps
• Avoid fancy web gui technologies
• Minimize forms
• Minimize feature sets
• Separate mobile web resources
• Fast
Guidelines
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Mobile Usability
•In the lab
•Beta
•Crowd source
Mobile Usability Test
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Mobile Usability
• Vary and control
• Technologically
• OS
• Browser
• Device
• Carrier
• Bandwidth
Mobile Usability Test
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Mobile Usability
•Geographically
• Continent
• Country
•City
• Language
• Locale
Vary and control
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Mobile Usability
•Demographically
•Age
•Gender
• Education
•Employment
• Industry
•Computer savvy
•Domain expertise
Vary and control
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LEAN UX
Exploring Usability Testing
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Lean UX
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Lean UX
•Cross functional teams
•Small teams
•Dedicated teams
•Collocated teams
• Progress equals Outcomes
• Problem focused teams
Lean Principles
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Lean UX
•Remove waste
•Small batch size
•Continuous discovery
•GOOB Get out of the building
•Shared understanding
•No Rock Stars Gurus or Ninjas
Lean Principles
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Lean UX
•Externalize Your Work
•Making over Analysis
• Learning over Growth
•Permission to Fail
•Getting out of the Deliverables Business
Lean Principles
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Lean UX
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Assumptions
Hypotheses
Outcomes
Personas
Features

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Lean UX
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•Business
•User
Assumptions
Lean UX
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We believe that creating this experience for these personas will achieve this outcome. We will know this to be true when we see this feedback or measure.
Hypotheses

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Lean UX
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Outcomes
More business
More referrals
More fun
Lean UX
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Personas
• Sketch and Name
•Demographic
• Pain points & needs
• Potential solutions

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Lean UX
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•Capabilities
•Tactics
•Products
Features are
Lean UX
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•Business
•Customer
•User
Features serve

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Lean UX
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Features drive customer behaviour
Lean UX
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Process

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Thank You
• Questions?
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