The design thinking stage that uncovers whether an idea solves the user problem in the Empathise stage or not
Success Metrics
Measurement that businesses track to see if their strategy is effective
Usability Testing
A usability test is a method of evaluating a service or product with a group of representative users
Usability Testing
Can be used to determine the ease of use, efficiency, and user-friendliness of a product
Stages in Usability Testing
1. Plan the test
2. Set Success Metrics
3. Recruit participants
4. Create task scenarios
5. Prepare the materials
6. Setup the environment
7. Conduct the test
8. Analyze data
9. Report the results
Red Routes
A tool used to help identify which features of an existing or new product need to be prioritized
MOSCOW
A tool used to analyze the ranking of your product's features. Short for Must Have/Should Have/Could Have/Would Have
Success Metrics
Effectiveness - 80% of participants finish applying for enrollment online
Efficiency - Participants can complete their online enrollment within 5 minutes
Satisfaction - 85% of the participants rated the online enrollment experience above 6
Recruit Participants
1. Decide on who your ideal participants will be
2. Develop a detailed recruiting questionnaire
3. Determine a plan of action to begin seeking and evaluating participants
4. Test with a wide range of people
Task Scenarios
Give instructions to the user on what we want them to do (not how)
Creating a task scenario helps make the usability test feel real, putting the user in the right mindset of the context
Task Scenarios
Context-less: Buy some food
Make it realistic and actionable: You've just finished a long day at the office which involved back-to-back meetings, zoom fatigue, and a difficult conversation with the client. You've just turned off our laptop and are hungry and want to order food for yourself. Navigate to the site and try to order something to satisfy your craving
Prepare the materials
1. Prepare a test script
2. Decide on where you will conduct the test (in-person or online)
Setup the environment
1. Video: Any basic video conferencing app can work
3. Note taking: Pen and paper? Miro? Google Sheets?
4. Ensure your participant has been well briefed to be in a quiet room
Conduct the test
1. Conduct the test on your users
2. You may conduct dry runs to uncover any problems in collecting your data
Analyze data
Gathered data can be used develop ideas on how the product's usability can be improved
Report the results
1. Share test finding within the team
2. Make suggestions on how to improve the product
3. Proceed with making improvements
4. Finally, you will share your usability tests' findings with relevant stakeholders across your team, to earn buy-in to proceed with your suggested improvements
System Usability Scale (SUS)
Provides a quick and reliable measure of the usability of a system
Post-Study System Usability Questionnaire (PSSUQ)
Used to assess users' satisfaction with the system after completing a set of tasks
User Experience Questionnaire (UEQ)
Measures the overall user experience of a product or system
Prepare the tools
1. Questionnaire: SUS/PSSUQ/UEQ
2. Prototype: High-fidelity
3. Product/System
Prepare the environment
1. In person: Venue must be prepared (e.g. Classroom)
2. Online: Online venue must be prepared (e.g. Videoconferencing)
Data collection
1. Dissemination of data gathering tools can be easily done by sending links through email or social media
2. Data can be easily collected through online data gathering tools
System Usability Scale (SUS)
Created in 1986 by John Brooke, originally used to determine the usability of new electronic office systems, allows you to evaluate a wide variety of products and services, a 10-item questionnaire with 5-point Likert Scale from Strongly agree to Strongly disagree
SUS Steps
1. Step 1: Convert the scale into number for each of the 10 question
2. Step 2: Identify the sums
3. Step 3: Calculate the scores
4. Step 4: Determining the SUS Score
SUS Score
Indicates usability performance in the aspects of effectiveness, efficiency, and overall ease of use, the average SUS score is 68 which places your position at the 50th percentile
SUS Score Interpretation
SUS Score > 80.3 = Excellent
SUS Score 68-80.3 = Good
SUS Score = 68 = Okay
SUS Score 51-68 = Awful
SUS Score < 51 = Poor
Tips During Testing
Allow users to speak their mind out loud
Let users struggle; don't over moderate
Use pauses and silence if needed
Allow user to take breaks or take time
Be responsive to the user
Prototyping
Preliminary model of something, can be done for a machine, product, software, basis from which other forms of more advanced prototypes are developed, basis of the final product
The Design Thinking Process
1. Empathize
2. Define
3. Ideate
4. Prototype
5. Test
Prototype Categories
Low-fidelity Prototypes
Mid-fidelity Prototypes
High-fidelity Prototypes
Low-fidelity Prototypes
Often paper-based, do not allow user interactions
Mid-fidelity Prototypes
Limited functionality, presents interactions, possible navigation
High-fidelity Prototypes
Highly realistic and detailed, as close as possible to a true representation of the UI (User Interface)
Prototype Forms
Digital Prototypes
Physical Prototypes
Types of Prototypes
Sketches
Paper Interfaces
Storyboards
Lego
Role-plays
3D Prints
Prototyping Methods
Wireframing
Slide Deck
Landing Pages
Front-end Prototyping
Video Prototyping
Wireframing
A method of prototyping that is used to layout content and functionality on a page, wireframes are presented as lines and vertices and are displayed on key pages to provide visual understanding of a page
Slide Deck
Also called Pitch Deck or Startup Deck, a series of slides used as visual aid during a pitch or presentation, PowerPoint, Google Slides, Canva are used to create slide decks
Landing Page
The main screen of a website or app, creating a landing page can be used as a basis for the UI and design scheme
Front-end Prototyping
The development of a simulation of the final design of a product, presents a sample of how the final product will look and feel