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usability_testing_on_the_cheap.md
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usability_testing_on_the_cheap.md
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# usability testing on the cheap
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* good usability can make small things feel big
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* can also make big things feel manageable (e.g. Heroku)
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* usability is expensive, whether outsourced or in-house -- $100/hr. for contractors
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# caveat
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* presenter isn't a UX person; she's a self-taught dev with a psych degree
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* if you can afford a UX person, get one
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## when?
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* when you get the idea
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* before you design
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* before you code
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* while you're coding
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* after 1.0
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## testing
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* when testing code, test usability at the same time
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### when you have an idea
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* talk to your customers
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* where are they?
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* DON'T ASK "would you use this?" -- loaded question; people are polite
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* "do you use something like this?"
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* a way to find competitors
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* what doesn't it do? (the competing app)
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* face to face
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* outcomes
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* is it unique?
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* is it desirable?
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* who is your competition?
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* where are your users and how do you interactive with/communicate to them?
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### where does everything go?
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* cards
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* about 30
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* on each card goes an action
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* ask them to sort cards into piles
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* handwritten, so you can add more cards
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* watch them as they're uncertain, changing their mind, etc.
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* outcomes
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* what is the structure of the site?
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* what content is hard to categorize?
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### make it pretty
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* face to face
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* have a neutral party present it
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* questions
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* initial thoughts?
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* does it remind you of anything?
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* how would you...? ( do this task, find this piece of information)
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* see if they can find x in the IA
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* screen AND paper
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* watch faces!
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* outcomes
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* are you sending the right message?
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* can people guess what your content is intelligently, without using a search box? ("i bet that would be there")
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* more the design appealing
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### coding
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* very small iterations, then go back and "what do you think now?"
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* mock up new ideas first
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* outcomes
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* are you on the right track?
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* did your users have a better idea?
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### out of beta
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* you're not done talking to your users
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* interview them again
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* are there any pain points to our system?
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* what do you like?
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* how do you...?
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* don't fight your users, make it easy for them to use it in the weird way that they do
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* outcomes
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* do your users still want your product?
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* what should you drop?
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* what should you promote?
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* is it time for 2.0?
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* are they getting bored with the site?
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### accessibility
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* don't do it at the end
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* speaker wrote a book about it
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* Penn State accessibility site
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* accessibility suites ---> NO
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### questions
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* look at competition before developing your product? really?
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* yes. look deeply, and you'll see where the market opportunities (weaknesses) are.
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* you need to know how to make a case for your product with users of competition.
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* how do you know if the less-used features are critical for a few?
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* analytics, talking to people
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* if this is the case, promote the feature
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* how do you find the testers before you build?
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* join local user groups, bulletin boards, meetup groups
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* start with Reddit
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* how to get more feedback from the community once you've found them?
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* SurveyMonkey
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* look over those questions very carefully
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* get a psych person to look over them, if possible
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* email
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* face to face == best feedback, even from a much smaller pool
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