Wearables: Testing the Human Experience
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Transcript of Wearables: Testing the Human Experience
W11TrackSession4/20/20161:00PM
" Wearables:TestingtheHumanExperience"
Presented by:
Gerie Owen, Eversource Energy
&
Peter Varhol, Technology Strategy Reseach
Broughttoyouby:
340CorporateWay,Suite300,OrangePark,FL32073888-268-8770·904-278-0524·[email protected]·www.techwell.com
Gerie Owen Eversource Engery
Gerie Owen is a test architect at Eversource Energy, Certified ScrumMaster, conference presenter, and author on testing/test management topics. She is developing a test center of excellence and consults on test processes and tools. Gerie manages large, complex projects involving multiple applications; coordinates test teams across multiple time zones; and delivers high-quality projects on time and within budget. She enjoys mentoring new QA leads and brings a cohesive team approach to testing. Learn more about Gerie on her website, her Software Testing in the Trenches blog, and on Twitter @GerieOwen.
Peter Varhol Technology Strategy Research
Peter Varhol is principal technology evangelist at Technology Strategy Research and a consulting QA lead for a leading digital design firm. An accomplished and frequent speaker at technology conferences and user groups, Peter’s topics cover software development to testing and application lifecycle. As a technology journalist and thought leader, he has authored hundreds of articles, white papers, and blog posts on software development, testing, and related topics. His past roles include technology journalist, software product manager, software developer, and university professor. Learn more about Peter on his website, on his Cutting Edge Computing blog, and on Twitter @pvarhol.
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A Wearables Story Testing the Human Experience
A Marathon, a Chip, and a Watch
About Us
Gerie Owen [email protected]
v TestArchitect,Eversoucev SpeakerandWriteron
Tes<ngtopicsv ExperiencedTester,Test
Lead,&TestArchitectv MarathonRunner&
RunningCoach
Peter Varhol [email protected] v Evangelist,Dynatracev Interna<onalspeakeron
technologytopicsv TechnologyEvangelist
andWriter,ProductManager,UniversityProfessor
v FitnessTechnologyGeek
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Meet Our Cats...
Max, Stephanie
& Monica
Agenda
v What are Wearables? v Examples of Wearables
v A Wearables Story v The Human Experience v What is Testing the Human Experience? v Why is it so important? v How do we test it?
v Personas v User Value Stories v Discussion and conclusions
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WHAT ARE WEARABES?
Wearables Defined
v Electronics that can be worn on the body, either as an accessory or as part of material used in clothing.
v One of the major features of wearable technology is
its ability to connect to the Internet, enabling data to be exchanged between a network and the device.
v Body Computers performing the same computing
tasks and handheld and laptop computers
v Often include monitoring and tracking functionality
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Examples of Wearables
v Google Glass v Smartwatches v Bluetooth Headsets (CommBadge) v Sensor-Rich Fabric (HeapSylon) v Baby monitors on a band (Sproutling) v Health and fitness (Fitbit, iFit, Garmin, Microsoft Band) v Pet health and fitness (Whistle) v Hearables (Intel’s BioSport)
A WEARABLES STORY
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The Start
The Early Miles
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The Middle Miles
Heartbreak Hill
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“Left on Boylston”
The Finish Line
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What Do All Wearables Have In Common?
v A purpose or function v Coupled with human interaction that v Provides value and achieves goals
THE HUMAN EXPERIENCE
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v THE HUMAN EXPERIENCE v the human interaction
v and v and how the value is provided
What is Human Experience Testing?
v Isn’t testing the human experience actually usability testing?
v Testing the human experience differs in v Scope v Depth v Approach
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What is Human Experience Testing?
v Testing in the “real world” of the user;
v When and where the device will be used; v How the user and the device will function together.
What does testing the Human Experience involve?
v Emotional, physical and sensory reactions v Biases and our mindsets v Social expectations and interactions
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Why is Human Experience testing so important?
v The closer the device becomes to the human, the more important “Human” Testing becomes.
v When a networked device is physically attached to us and
works with us and through us, the more important the results of the interaction or collaboration becomes to us emotionally and physically
How do we test the Human Experience?
v We Test Types of Human Interaction v Physical v Sensory v Orientation v Geographical v Context v Values
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How do we test the Human Experience?
v Sensory v Touch, sight, sound, smell, taste, sweat
How do we test the Human Experience?
v Orientation v Human Movement
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How do we test the Human Experience?
v Geographical v Land, water, hills
How do we test the Human Experience?
v Context v Time of day v Weather
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How do we test the Human Experience?
v Values v Emotions v Mindsets v Biases
HUMAN EXPERIENCE TEST PLANNING
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Human Experience Test Planning
v Create Personas
v Write User Value Stories
v Develop Test Scenarios v Based on Personas and User Value Stories
v Develop Test Approach v Use the Real World as Your User Interface
v Jonathan Kohl
PERSONAS
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Human Experience Test Planning
v To test the Human Interaction
v Create Personas to understand the humans who will be using the device
What is a Persona?
v An archetypal user who represent the needs and motivations of user groups
v Personas represent the motivations, values, expectations and goals for their interaction with the wearable
v There are usually multiple personas associated with
a given wearable
v Although they are fictional, they represent real users and require research for development
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Benefits of Using Personas
v Provides a focus on the personal and contextual requirements, goals and concerns
v Focuses testing on the most important goals of the representative users
v Provides User Experience direction in exploratory testing.
What is included in a Persona?
v A Name v Family Background v Education v Occupation, Socio-economic status v Physical Size and Condition v Gender v Hopes and Desires v Point of View v Social Affiliations v Values v Expectations
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Let’s Develop Gerie’s Persona
v Distance Runner v Course (roads or trails) v Conscious about health v Likely lifetime sport v Impervious to weather v Age 30+ v Member of the Running Community v Group training v Individual achievement v Source of fulfillment v “In It To Win It”
Gerie’s Persona
Gerie is a middle aged woman who fancies herself as “aging well”. She boasts of maintaining the same weight as she was in high school. She was raised in a middle class household and was not into sports when she was growing up. She is college-educated, holding two advanced degrees and works full-time at a professional job. Although she runs to maintain her physical and emotional health, she is “In it to Win it”. She would not be considered competitive; however, in small, local races with limited competition, she often places in her age group. Gerie began running during college and joined a running club in recent years. With the support of the group, she achieved one of her three main goals in life: to run a marathon. After unexpectedly qualifying for the Boston Marathon in 2010, her goal for her 2011 Boston Marathon run was to qualify again. Although she relies heavily on her sports watch during her run to manage her pace and heart rate, she depends the device to create a permanent record of her achievement.
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USER VALUE STORIES
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Human Experience Test Planning
v To test How the Value is Provided
v Create User Value Stories to test the ways in which the human will achieve value from the device
What is a User Value Story?
v A scenario describing a realistic situation in which the wearable technology interacts with the user to provide a benefit.
v Based upon how users of the wearable go about their daily lives.
v There are multiple stories per persona.
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How is a User Value Story Developed?
v Beginning, middle, and end v Main character is the Persona v Where might this technology help? v Common practices in using the device
v Realistic situations v Pressures, emotions, weather
Types of User Value Stories
§ Develop at least three User Value Stories for each Persona:
– Happy Ending: The wearable generates the value desired by the user
– Sad Ending: The wearable fails to deliver the desired value to the user
– Mediocre Ending: The wearable generated value but it didn’t completely meet the expectations of the user.
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Examples of User Value Stories
Have you heard any user value stories today?
Gerie’s Value Stories: Happy Example Components
v Happy Story: Garmin Watch v Watch catches the Satellite and holds it throughout the
race. v Check watch for pace for qualifying and personal record;
validating that I can do this v Check heart rate for reassurance on hills v Stop and Save on the Watch v Qualifying time and Personal Record Recorded v Download watch to hard drive v Upload to Garmin Website
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Gerie’s User Value Stories: Sad Example Components
v Sad Story: Race Bib v Bib is kept flat and pinned securely v Step on Mat at the Starting Line v Step on each Mat throughout the race so that time and
pace registers v Pace/Time data does not register v Validate Results on BAA website
v No Record ; Bib failed
Conclusions
v I've learned that people will forget what you said, people will forget what you did, but people will never forget how you made them feel.” ― Maya Angelou
v The same can be said about wearables and this is why we must test the Human Experience