techno

Cards (99)

  • Usability Testing
    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
    2. Prototype: Figma? Marvel? Adobe XD? Something else?
    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