This commit is contained in:
Zev Averbach
2015-05-26 12:59:12 -04:00
commit 6aaac41f08
9 changed files with 524 additions and 0 deletions

View File

@@ -0,0 +1,113 @@
# usability testing on the cheap
* good usability can make small things feel big
* can also make big things feel manageable (e.g. Heroku)
* usability is expensive, whether outsourced or in-house -- $100/hr. for contractors
# caveat
* presenter isn't a UX person; she's a self-taught dev with a psych degree
* if you can afford a UX person, get one
## when?
* when you get the idea
* before you design
* before you code
* while you're coding
* after 1.0
## testing
* when testing code, test usability at the same time
### when you have an idea
* talk to your customers
* where are they?
* DON'T ASK "would you use this?" -- loaded question; people are polite
* "do you use something like this?"
* a way to find competitors
* what doesn't it do? (the competing app)
* face to face
* outcomes
* is it unique?
* is it desirable?
* who is your competition?
* where are your users and how do you interactive with/communicate to them?
### where does everything go?
* cards
* about 30
* on each card goes an action
* ask them to sort cards into piles
* handwritten, so you can add more cards
* watch them as they're uncertain, changing their mind, etc.
* outcomes
* what is the structure of the site?
* what content is hard to categorize?
### make it pretty
* face to face
* have a neutral party present it
* questions
* initial thoughts?
* does it remind you of anything?
* how would you...? ( do this task, find this piece of information)
* see if they can find x in the IA
* screen AND paper
* watch faces!
* outcomes
* are you sending the right message?
* can people guess what your content is intelligently, without using a search box? ("i bet that would be there")
* more the design appealing
### coding
* very small iterations, then go back and "what do you think now?"
* mock up new ideas first
* outcomes
* are you on the right track?
* did your users have a better idea?
### out of beta
* you're not done talking to your users
* interview them again
* are there any pain points to our system?
* what do you like?
* how do you...?
* don't fight your users, make it easy for them to use it in the weird way that they do
* outcomes
* do your users still want your product?
* what should you drop?
* what should you promote?
* is it time for 2.0?
* are they getting bored with the site?
### accessibility
* don't do it at the end
* speaker wrote a book about it
* Penn State accessibility site
* accessibility suites ---> NO
### questions
* look at competition before developing your product? really?
* yes. look deeply, and you'll see where the market opportunities (weaknesses) are.
* you need to know how to make a case for your product with users of competition.
* how do you know if the less-used features are critical for a few?
* analytics, talking to people
* if this is the case, promote the feature
* how do you find the testers before you build?
* join local user groups, bulletin boards, meetup groups
* start with Reddit
* how to get more feedback from the community once you've found them?
* SurveyMonkey
* look over those questions very carefully
* get a psych person to look over them, if possible
* email
* face to face == best feedback, even from a much smaller pool