Session 4: Prototyping + Guerrilla Usability Testing

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Prototypes + Guerilla Usability Testing Session 4 - April 24, 2014 School of Visual Concepts - UX1 http://svc-ux1.leannagingras.com

description

It’s week 4 and we’re going to dive into the basics of prototyping! And since a good prototype always has a purpose, we’re going to dip our toe into guerrilla usability testing and learn just enough to understand what we need to prototype. These are lecture slides for my UX class at the School of Visual Concepts. Check out the course site at http://svc-ux1.leannagingras.com/.

Transcript of Session 4: Prototyping + Guerrilla Usability Testing

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Prototypes + Guerilla Usability TestingSession 4 - April 24, 2014School of Visual Concepts - UX1

http://svc-ux1.leannagingras.com

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Week 1: Introduction, process and interviewingwhat is UX? what does “doing UX” look like?

Week 2: Analysis and storyboardshow do we make sense of the bigger picture?

Week 3: User-centered design techniqueshow do we go from good concepts to good designs?

Week 4: Prototyping and guerilla testing how do we communicate and test design?

Week 5: Measuring UXhow do we measure UX impact and make UX actionable?

** tentative schedule. adjust to taste

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Agenda● Discussion: Sketches● Prototyping● Guerilla usability● Studio: Make a POP prototype

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Let’s take a look at what we’re working on!

Pushup app sketches from DariaSketch from Colleen’s project (in other window)Joybroto - project screen

Anybody else?

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PROTOTYPING

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From Bill Buxton’s “Sketching the User Experience”

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Shit or get off the pot.

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Sketches and prototypes are both instantiations of the design concept. However they serve different purposes, and therefore are concentrated at different stages of the design process. Sketches dominate the early ideation stages, whereas prototypes are more concentrated at the later stages where things are converging within the design funnel.–Bill Buxton, Sketching User Experiences

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PROTOTYPES HAVE PURPOSESWorking through a designShared communicationSelling your idea internallyUsability testingGauging technical feasibility and value

From Protoyping: A Practitioner's Guide

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WORKING THROUGH A DESIGN

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From Bill Buxton’s “Sketching the User Experience”

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Sketch a Move - https://vimeo.com/5125096

CREATE SHARED COMMUNICATION

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Prototype example: ARMuseum. We used a sliding paper prototype to show how the augmented reality overlay would change as the user panned their phone across the room. We took this approach because it was difficult to communicate this with static images.

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Clay model of an Audi. Industrial designers, architects and engineers build models to align investors and

stakeholders before investing in costly builds.

SELL YOUR IDEA INTERNALLY

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USABILITY TESTING

Jeff Hawkins tested the PalmPilot’s design with his model, using a chopstick for a stylus. He took pretend notes in meetings, and counted the steps it took to perform common tasks.

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Pong prototype, 1972. From Wikipedia: “Dabney wanted the game to "boo" and "hiss" when a player lost a round. Alcorn had limited space available for the necessary electronics and was unaware of how to create such sounds with digital circuits. After inspecting the sync generator, he discovered that it could generate different tones and used those for the game's sound effects.[3][7] … The prototype impressed Bushnell and Dabney so much that they felt it could be a profitable product and decided to test its marketability.[3]In September 1972, Bushnell and Alcorn installed the Pong prototype at a local bar, Andy Capp's Tavern.”

FEASIBILITY

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One of ARMuseum’s more ambitious features was to represent popular walking paths through the museum over time.

We used this more visually detailed, hi-fi prototype to more clearly communicate our vision and enable brainstorming with tech folks about how we could make it happen.

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TOOLSThere are dozens and dozens out there. Use what fits the job. Here are some very basic and cheap options:

● Paper prototypes● POP iPhone app● Balsamiq● Fluid

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FIDELITYThe fidelity should match the degree of finality. Sketchy and unfinished is fast, easy to iterate and invites more discussion and critique.

Shown: Balsamiq wireframe

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ONLY PROTOTYPE WHAT YOU NEED

Scenario 3: Find Performance Details for a Particular Printer.Goals

■ Review the way the participant searches for products, and finds specific product performance specifications.

■ Determine if the nomenclature reflects the user’s expectation for the content areas.

Possible Paths■ Path 1: Homepage > Our Solutions > Navigation: Small Character Ink Jet

■ Path 2: Homepage > Our solutions > Printers > Small Character Ink Jet > 1550 Product page

Tasks■ Now we would like to know where you would expect to find performance details. Please show us where to find the maximum line speed for our new small character printer, the Videojet 1550 printer.

The pages I built for this prototype was based on what I needed for the usability test:

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8 PRINCIPLES OF PROTOTYPINGUnderstand the audience and intentPlan a little—prototype the restSet expectationsYou can sketchIt's a prototype—not the Mona LisaIf you can't make it, fake itPrototype only what you needReduce risk—prototype early and often

Source: 8 Principles of Prototyping by Todd Zaki Warfel

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PROTOTYPING POP QUIZYour R&D team wants to develop a “smart” ball that you can play augmented reality games with, such as Catch or Capture the Flag. How would you prototype for these scenarios?

● You want to make sure that target users such as teenagers or college students like the concept.

● You want to make sure it’s easy to use the iPhone app to program the ball. ● The ball’s hardware team and iPhone’s design/dev team need to

collaboratively build the interaction between the two devices.● You want to convince your company’s C-level executives to fund your project. ● You want to fine-tune the gameplay mechanics before you finalize it and take

it to market.

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GUERILLA USABILITY

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VALIDATE EARLY & OFTEN

The earlier you start getting feedback about your design, the better.

Don’t wait for perfect; get your rough prototypes in front of users ASAP

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GUERILLA USABILITY: PLANNINGTest goals:● specific things you want to learn from this● “do people understand what the camera icon does?”

Tasks:● give them a specific task, don’t just say “try it out”● word tasks as scenarios - “imagine you need a new ski outfit”● don’t tell them how to do it - ask them to show you how to do it

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GUERILLA USABILITY: EXECUTION TIPS

● usability testing is actually an interview in disguise● ask them to think aloud and narrate what they’re doing● “describe what you’re looking at”● “what did you do there?”● “what were you expecting to happen?”● if they click on something that you didn’t build? ask

them what they expected

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93 STARS GUERILLA USABILITY TESTGuerilla usability test of the 93 Stars POP Prototype. This is as informal as it gets - but still informative!

TEST GOALS:Do people understand the app concept?Does the app’s design make sense? Does the basic workflow of documenting and rating a new meal make sense?

TASK:This is a concept for an app that lets you track your meals. Pretend you’re sitting down to a big meal and show me how you would use it.

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93 STARS GUERILLA TEST FINDINGSBill:

● Improve setup: “pretend you’re sitting down to a meal”● Not clear what the stars represented (“this was pretty good”)● Trends button looks like a turtle● Trends screen: Unsure what the different color stars do● Create clearer confirmation after photo was taken

Christina:● not clear what the camera icon does● need clearer confirmation after photo is taken● not clear that this is a healthy eating app (“stars” = “delicious”)● Trends button looks like a Settings gear icon● Trends screen is overall confusing, especially with color coding

This informal model of guerilla testing lends itself well to iterative prototyping. It’s relatively straightforward to pick out big problems and use paper, tape and scissors to tweak the prototype before inflicting it on the next participant.

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Studio: Make a POP prototype

Get into groups of 3-4.Pick one of last week’s two app scenarios and build a POP prototype.

We’ll share our prototypes and discuss!

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Timeline

Pick a concept (10 minutes)Write a task scenario (5 minutes)Break the scenario down into stepsCreate rough sketches of screensStart constructing your prototypeStart POPping your prototypePresentDiscuss

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Homework: Make a prototype

Sketch out one key workflowMake a prototype in anything you want: paper, POP, Axure, Balsamiq...

Put it in front of some people and get feedback!