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Please visit the Usability Professionals' Association Usability Body of Knowledge Preview Site for a full glossary. Consider volunteering to contribute content to the BoK.
How can you include members of your team in participatory design sessions if they are not able to come in person?
This presentation provides a method for including those team members in the participatory design sessions, enabling them to be full partners in the product development process.
Teaches techniques for running sessions successfully and what challenges are faced preparing for and facilitating these sessions. Teaches coping methods for dealing with those challenges.
Some of the techniques are also applicable for conducing successful remote interviews and remote usability studies.
Presented by Carol Smith, Principal Consultant at Midwest Research, LLC.
The presentation was to a group new to usability. We explained how they could include usability and utility in their social media projects. We also introduced two cheap and easy ways to check the usability and utility of their interface.
Presented by Carol Smith, Principal Consultant at Midwest Research, LLC, and Joshua Smith, Lead Developer at Dix Communications.
How easily can a person do what they need to with the product?
A product that enables its user to conduct their task effectively and efficiently has reached the pinnacle of Quality Assurance: Usability. When users are also satisfied with the experience emotionally, physically, etc. it can be deemed a good user experience as well.
The Usability Body of Knowledge defines usability as:
"A measure of the degree to which a product can be used by specified users or groups to achieve specific goals of effectiveness, efficiency, and satisfaction in a specified context of use. Factors affecting this measure include learnability, readability, aesthetics, safety and error frequency. Another significant factor is keeping cost-effectiveness within acceptable levels for human cost measured in terms of tiredness, discomfort, embarrassment, frustration and personal effort. Keeping cost-effectiveness within acceptable levels increases user satisfaction, which in turn causes continued and enhanced usage of the system."
User research is the study of individual people in their "natural" environments - where they live, work, shop and play - both physically and virtually. User research is conducted to gain an in-depth understanding of who the users are and what their needs are.
Market research is the collection and analysis of information about groups of consumers conducted either through analysis of data or through research techniques such as focus groups. Market research is conducted to determine the level of interest in new products, the feasibility of a new business, and to help develop strategies to improve customer service and distribution.
Both of these methods can be used in conjunction with development of a new product or experience or for iteration of an existing product or experience. Neither of these methods is completely without bias as the information in both cases must be interpreted by a human and then represented to their intended audience.
Competitive research and reviews are done either when a new product or experience is being developed or when an existing product or experience needs to be iterated. Midwest Research
User research has its roots in the study of ethnography. Ethnography, according to the UPA Usability BoK Glossary, is "the process of gathering information about users and tasks directly from users in their normal work, home or leisure environment." Ethnography studies usually last between a few weeks to many years and require the researcher to immerse themselves in the culture and to live among the people they are observing.
We take many of the methods that ethnographer's use, but reduce the time involved to usually just a few hours and up to a few weeks per person being observed.
The number of participants recruited for both research and testing has been a hotly debated subject for many years within the usability professionals community. Midwest Research works to determine how many user groups you have, and then works within your budget to make sure as many as possible from each primary user group are represented.
Midwest Research recommends at least two iterative rounds of testing during the early stages of development for best results. We recommend at least eight participants per primary user group for both research and testing (time and budget allowing). When iterative testing is conducted, fewer users may be used during each iterative test.
We encourage the inclusion of people with disabilities when usability testing with an accessible, high-fi prototype or finished product. Redesign efforts should include a short round of usability testing to set a baseline before starting design.
The UPA Usability BoK Glossary defines a persona as a "fictional person created to model and describe the goals, needs, and characteristics of a specific type or group of users. Does not describe a real, individual user nor an average user. Often includes made-up personal details to make the fictional person more "real"."
This is Emily's first week at college. She is far from home and she needs
to purchase a new phone since her old service is not available.
She wants a fun phone that is easy to use and that will also help
her keep track of her classes, soccer practice and her social life.
In addition, since she's a music major, she would like to be able to play mp3's on her phone.
She saw a friend's phone that had...
Computer-Human Interaction
(SIGCHI) - the Association for Computing Machinery's (ACM) Special Interest Group on Computer-Human Interaction.
http://www.acm.org/sigchi/
Human Factors and Ergonomics Society (HFES) - organization for people interested in the characteristics of human beings that are applicable to the design of systems and devices of all kinds.
http://hfes.org/
Interaction Design Association is committed to serving the needs of the international interaction design community
http://www.ixda.org/
Usability & User Experience - Society for Technical Communication's Special Interest Group which focuses on issues related to the usability and usability assessment of technical communication, providing a forum in which STC members can share information and experience.
http://www.stc.org/membership/sigDescription01.asp?ID=21
Usability Professionals'
Association (UPA) - provides a network through which usability
professionals can communicate and share information.
http://www.usabilityprofessionals.org/
World Wide Web Consortium
(W3C) - created Web Content Accessibility Guidelines
(WCAG) to explain how to make web content accessible to people with disabilities.
http://www.w3.org/WAI