Designer Usability Test Plan compilation

Source: Internet
Author: User
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A recent introduction to designer-oriented usability testing, when it comes to the part of the test plan, is a simple job: Designing a prototype test plan for TB's new favorites. From the results of the recovery, some of the more typical problems were found. Here is a brief introduction to the method and its own summary of several points of attention.

This is a simple solution for the designer who wants to perform usability testing, so it's easier to understand the introduction.

The development of a test plan can be summed up as a simple three steps:

The most critical point for determining a user is to define the business objectives of the product, which is largely (though not always) determining the subsequent feature extraction. Features typically include two aspects of usage behavior as well as population characteristic data. It is not always necessary to consider demographic characteristics, depending on the product. In fact, how many Internet products can be significantly different in terms of demographic characteristics?

A standard usability test of course needs to find the corresponding user according to the defined characteristics, but for designers, the cost of this operation is high, many products do not need to be very strict to select users can also be effective feedback.

In order to help designers clear the user base, I designed a simple 3C exercise in the classroom so that we can group discussion and see the answers and comments. This approach is very effective for stimulating discussion (to be supplemented by Time control), inspired by the gamestorming site.

After the user groups have been identified, they can be transformed into interview questions, test tasks, and observation points based on the user challenge from the previous exercise and the design decisions to be tested with the product itself.

Test tasks, or situational tasks (commonly known as guidelines), are a key part of this. Different statements may lead to different behaviors, and the key is to see what the test points of the task itself are. There are no absolute or false points in the four sentences above, depending on what problems you want to find through the task.

Following the collection of designers ' assignments (describing the characteristics of the Favorites test user, and designing two test tasks/interview questions/observations for one of the user groups), some common problems were identified, so a few points were summed up. Each point is supplemented by some counter examples.

Data operability refers to the need to consider whether data can be fetched through BI.

Warm-up interviews and backtracking problems are not the same, the retrospective problem is mainly aimed at the completion of the task questions. The warm-up interview is used to understand the status quo, habits and so on, which can help to analyze why users make certain behavior has important reference significance.

In fact, the design task and the guiding language can be said to be the most challenging link.

The task itself must be logical, such as the example above why is the counter example? Because the user can not go away we want TA go behavior path to complete this task, this will not be able to test the point of view of the problem.

In addition, the task also needs to consider whether the situation is full, too dry guidance is difficult to allow users to enter the situation. At the same time, also consider the user's gender and so on. If it is a female user, it may not be appropriate to buy a football.

Again, the task also needs to consider prototyping costs. For example, a logical and situational task is very strong, but it requires the designer to spend a lot of effort to make the corresponding prototype, is also undesirable.

For those who have just come in contact with usability testing, it would be better to list the observations in the proposal beforehand. As a point of observation, nature can be observed. So try to avoid something that requires subjective judgment, such as whether you like it or not, whether you are conscious/aware of it ...

Finally, there are some points to be noted about the question of enquiry (interview/backtracking). Common problems include asking biased questions, or requiring users to choose between Plan A and B. Of course, we can ask, "which version do you like better?" but it's more about why you prefer/dislike rather than the final choice.

Also, those predictive questions, like "Do you think you can use it?" Do you think you're going to buy it? "Be cautious about the user's answer.

Author: helicopter

Article Source: piglili.blogbus.com/logs/127376255.html

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