Don't agree with:
"If your designers and developers are not beating down the door to
attend user testing, fire them"
TL: If you consider that finding good developers is hard, finding
great ones is even harder then firing is a pretty stupid action if
they don't entirely behave as the mantra/religion/process dictates.
However if a your development team does not have a serious interest in
usability in the products they produce then you have a serious
problem. Seems management recruited the wrong people to begin with.
User testing is at best a flawed process. Any serious developer will
probably yawn at being forced to act stupidly sitting through
incredibly boring sessions at times. (If your development cycle is
right your developer will be not very far from the user anyway so
interaction will happen naturally).
What is the difference in output between an average developer rated at
1.0 and a good developer and the best?
On May 10, 10:57 am, AJK <
ajk...@gmail.com> wrote:
> Source: Optimal Usability Newsletter
>
> Stop listening to your customers - Nate Bolt, Bolt|Peters and Mark Trammell,
> Twitter.
>
> This was a big push for remote usability. We are certainly advocates at
> Optimal Usability, but Nate Bolt is an evangelist.
>
> Here are some key points:
>
> - Don't ask people what they want, watch what they do
> - The key strengths of remote usability are that it is Contextual, Time
> Aware, and Behaviour-Based
> - Remote usability must be taken just as seriously as an in-person test:
> - Work closely with the team, watch the sessions together (bring snacks!)
> - "If your designers and developers are not beating down the door to
> attend user testing, fire them"
> - Remote usability helps you test at a time convenient to your
> participants, so work around them, not vice versa
> - Don't bore people with long, detailed surveys. Instead, ask a few broad
> open-ended questions, from which you can create summary categories. In
> future studies, use these summary categories as multi-choice options
> - Sprint to a functional prototype, so that you can test early and
> iterate *While I agree in principle, I'm not so sure about this one. The
> risk is getting stuck down a design path too early as a result of not enough
> research, which may exclude other, better suited, options*
>
> Check out this cool new toy that the presenters mentioned
atwww.sifteo.com
> When user testing, either remote or in-person, follow Kuniovsky's seminal
> book Observing the User Experience, which asks researchers to:
>
> - Define the audience and goals
> - Create tasks that address those goals
> - Get the right people
> - Watch them try to perform the key tasks
>
> To provide an example of how remote testing was used effectively, the
> presenters mentioned a case study from Twitter where researchers:
>
> - Defined the design principle as "emphasize the moment" and wrote tasks
> that tested this
> - Tested four people per round over 15 rounds of user tests
> - Used friends and family for the recruit. The researchers accepted that
> there would be a bias with this type of recruit, but were satisfied with
> knowing that they had a good sense of what this bias would be
>
> Myths and truths of good design
>
> - Myth: Genius design bubbles up from the imaginative ether of the design
> team
> - Truth: Imaginative research facilitates invention
>
> When thinking about design, consider this baseball metaphor: the pitcher is
> the designer, the batter is the design, the catcher is the researcher, and
> the umpire is metrics
>
> - The pitcher and catcher are trying to get the batter out. The catcher