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Provided by Midwest Research, LLC
Please visit the Usability Professionals' Association Usability Body of Knowledge (BoK) Preview Site for a full glossary. Interested in volunteering for the BoK? Contact Carol Smith at info@mw-research.com.
Internet User Experience 2010 in Ann Arbor, MI on July 28, 2010 where she will be teaching the tutorial Rapid Iterative Testing and Evaluation (RITE) with Richard Douglass and Kayre Hylton of Nationwide.
Workshops to Enhance your Usability Knowledge in Silver Spring, MD on Friday July 30, 2010 where she will be leading a workshop on Getting Started Conducting User Research.
Agile2010 in Orlando, Florida on August 12, 2010 where she will be presenting Getting Started with User Research.
The Grace Hopper Celebration of Women in Computing "Collaborating Across Boundaries" in Atlanta, GA, October 1, 2010 where she'll enjoy listening to other's present for a change.
Taught by Carol Smith, Midwest Research, LLC; Richard Douglass, Nationwide; and Kayre Hylton, Nationwide.
Taught by Thyra Rauch, IBM, and Carol Smith, Midwest Research, LLC.
Presented by Richard Douglass, Nationwide; Kayre Hylton, Nationwide; and Carol Smith, Midwest Research, LLC.
This audience included mostly technical people wanting to start doing user research so they could include more information about users in their development process.
Presented by Carol Smith, Midwest Research, LLC.
A presentation geared towards people new to usability. We explain what usability and utility are, and how when done well, they improve the user's experience. We also introduce two cheap and easy ways to check and improve the usability and utility of the interface.
Presented by Carol Smith, Midwest Research, LLC, and Joshua Smith, Lead Developer at Dix Communications.
Presented by Chauncey E. Wilson, Autodesk, and Carol Smith, Midwest Research, LLC.
Presented by Carol Smith, Midwest Research, LLC.
Personas are essential to helping product teams properly understand their target customers and focus development activities to build the right product with the right user interface. They help product teams think about their users when they are making design and usage decisions. Participants learned the basics of user personas and profiles, reviewed examples, and had hands-on practice in creating them.
Taught by Carol Smith, Midwest Research, LLC.
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 user acceptance: 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 using the product being studied or in the situation for which a product may be developed. This research is usually done where the users 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.
User research is most helpful to get a complete understanding of the person in the context of the product. Market research is most helpful to get an understanding of the intended audiences demographics. User research studies a smaller set of people that are identified as being primary users of the product, whereas market research looks at a broader set of people to determine attitudes and societal influences.
Both of these types of research can be used in conjunction with development of a new product or experience or for iteration of an existing product or experience.
User research has its roots in the study of ethnography. Ethnography, according to the UPA Usability Body of Knowledge 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 compact the time involved studying the situation. Ethnographers may spend months or years studying individuals. Midwest Research will work with you to determine what is needed, and usually the work can be done with just a few hours with each 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.
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