# 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