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pycon2015/usability_testing_on_the_cheap.md
Zev Averbach 6aaac41f08 first
2015-05-26 12:59:12 -04:00

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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