Mobile usability testing, you don't know the software test

Source: Internet
Author: User
Usability testing on mobile devices is an area where most user experience design teams are both concerned and frustrated, and the various professional testing tools on the market have their pros and cons and how to choose them is a difficult problem. Good performance, less interference to users, high recording quality, can record the user's facial expression and hand operation, cheap and other elements become the choice of tools and methods when the focus of attention. The author of this article Colman Walsh provides a flattering way to better solve most of the problems in the test.   Although imperfect (unable to record the user interacting with the mobile device screen), it is still worth a try, and energetic students can combine lookback (https://lookback.io/) and perhaps work out a better solution. The incredible growth trend of mobile terminals and the full popularity of mobile devices make it more challenging and entertaining for users to experience designer's work.   This means that user testing of mobile applications and mobile sites is an important part of the user Experience tool.   Unlike the desktop environment, mobile-side usability testing lacks the out-of-the-box software logging tools such as Silverback or Camtasia. Even if you don't develop a mobile app, most of your site's traffic may come from mobile devices.   Performing regular mobile usability testing is the only way to measure whether the channel is working properly. At this time need some hands-on ability, after years of experiments, we think has found the most ideal means.    If you want to simply test the iphone or Android experience, this approach is simple, cost-effective, and effective. Old method: Cable plus tape In the past we used "sled" to secure the smartphone and the camera in a certain location, so that we could record the user's behavior on the screen. (To make a sled, we bought some acrylic in a hardware store to bend it through a toaster, which is very interesting) we taped the camera to the sled and put the phone in tape and velcro. In retrospect, the practice is still very simple.   Users often have to hold their phones with both hands to keep their skis stable, and of course not natural experience. Figure 1. The user is using a mobile phone with a camera tied to a sled that is technically unreliable. With the use of a laptop's dual camera (the sled's camera and the built-in webcam), we had to open two camera applications simultaneously, which caused a certain performance problem.   Either the memory is strained in the setting or the camera is extinguished in the test, often both. There are a number of other problems, such as the glare of the screen and the loss of focus on the camera. In a nutshell, setting up a test environment is time-consuming and unreliable, and the test environment is not optimal.   Especially when customers are around, the pressure is especially high, but that's the best we can do at that time. (better): Wireless Ideally, users should not be able to see the test environment andSoftware.   We want to create as natural a test environment as possible, only users and smartphones, no cables, skis, cameras or tape interference. For the user Experience team, continuous learning and insight in user testing is the key.   We don't want to have to worry about setting up a test environment or putting the camera off. I want to achieve these goals by introducing a simple setup that helps the user Experience team focus on what's really important and let users focus on their phones.   Because it is very reliable, we often face the use of customers in training courses. Next, we'll focus on the usability testing of smartphones, using a MacBook as a recording device.   Of course, this method also applies to windows pc. Figure 2. Wireless testing is a more natural way
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