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Usability testing in the open | PDF
Usability Testing in the
Open
Anne Petersen
Director of Experience Design, 18F
github.com/annepetersen/heweb19/wiki/
Usability-Testing-in-the-Open
Hi.
Anne Petersen
anne.petersen@gsa.gov
Director of Experience Design
18F
they/them
@apetersen
I’m from the government,
and I’m here to help.
The nine most terrifying words in the English language, according to Ronald Reagan
government
government
government
people’s
services
practices
culture
lives
1 2 3
Agenda
Exercise:
Try usability testing
What did we just do?
Introduction to
user-centered design
Exercise:
What can you use in
your work?
An exercise
Form teams of 3 and assign roles:
Interviewer,
Observer, and
Interviewee.
If you have too many people, 2 notetakers.
EXERCISE
Interviewer:
You are working to improve the
instructions in the handout. Ask
questions, but...
NO HELPING!
EXERCISE
Observer:
Write down any reactions, points of
confusion, and pain points you
observe.
Again: NO HELPING!
EXERCISE
Interviewee:
Do your best and think out loud.
EXERCISE
This is a race. We’ll celebrate the
fastest team.
You have 10 minutes, starting now.
Go!
EXERCISE
HONK
EXERCISE
How’d that go?
EXERCISE
Come up with 3 hypotheses about
how you could improve the
instructions.
EXERCISE
Now, let’s switch roles and go again.
Instead of fastest, we’ll celebrate the
loveliest.
EXERCISE
HONK
EXERCISE
Thoughts? Questions?
EXERCISE
What went right?
What went wrong?
How would you improve the
experience?
EXERCISE
Break time!
What did we just
do?
Usability testing
...which is a human-centered design
method
What is design?
Design is deciding how a thing
should be.” I
- William Van Hecke
“
Design is intentional. I
Design is deciding how interactions
should work. I
Oxo Good Grip
Peeler
Design problem: standard kitchen
utensils can be uncomfortable and
hard to use, especially for people with
arthritis or other grip issues.
Handle is soft and
comfortable, with flex
fins to adjust for
additional pressure.
Non-slip, even when
hands are wet or oily.
During the design phase,
designers tested
hundred of handles to
find the one that was the
most comfortable and
functional.
The blade holds up for
years and slices
through even tough
fruit and vegetable skin.
Built-in potato eyer.
*Generic peeler
Think of something that is
intentionally designed.
ACTIVITY
1/ Good design is
user-centered
User-centered design helps us
design for actual humans.*
* instead of hypothetical ones
User-centered design helps us
design for actual humans who
will use what we’re making.
Drivers need to know where and
when they are allowed to park on
the street.
SCENARIO
Badly designed*
solution to the
problem.
*not user-centered
Better designed*
solution to the
problem.
*user-centered
How do designers know
what decisions to
make?
2/ User-centered
design involves
research
People* are bad at predicting
how users* will behave.
* even designers
* even when they are the user
1/ Research helps us understand users’ lives
and needs.
How do they work now?
What do they need?
How do they think about
their work?
How do they feel about it?
What gets in their way?
2/ Research helps us understand how users
experience what we design.
Does what we’ve built
make it easier?
Where do they get stuck?
What’s confusing?
What makes them frustrated?
What saves time?
We want to improve how people get
permits to cut down their own
Christmas trees.
SCENARIO
Maybe we should build a website!
Then they can access permits online,
and Forest Service employees can
verify them using their phones.
1. Observe: go to the national forests
and watch how people get permits
and how staff check permits.
Maybe we should build a website!
There’s no reception in the forest
where the permits will be used.
All the ideas! Fewer, better ideas The best, tested, proven idea
2. Build something: come up with an
idea and build a version to test.
Printable permits should work better.
People can pay online and get the
permit immediately, instead of
making time to go to an office.
3. Test and adjust: watch people use
what you’ve made, and make it
better based on what happens.
This year location
was not very
readable
Needed to find a way for
permits to cover more
than 1 tree over more
than 1 day
The permit number
itself wasn’t very
important to users or
enforcement officers
Turned out the forest
name wasn’t super
important to
enforcement officers,
since people were
unlikely to have a
permit for the
wrong forest
Even if users don’t have
internet access, all the
instructions are right
here—including the size of
tree they’re allowed to have!
Important for enforcement
officers to know how many
trees are allowed
at-a-glance — they’re not
supposed to stop cars, so
they have to see it while
they’re passing by
Needed to find a way for
permits to cover more
than 1 tree over more
than 1 day
● Friendly, open source,
interactive site facilitating
responsible forest access
● Pilot: Pay and print-at-home
Christmas tree permit
● Launched November 2018 in
four pilot forests
openforest.fs.usda.gov
Christmas tree permitting module
Introducing Open Forest
openforest.fs.usda.gov
github.com/USDAForestService/fs-open-forest/wiki
Public wiki
● Project roadmap
● Goals and risks
● Onboarding materials
● Research findings
● Technical Information
● Acquisitions
● “How we work”
Open documentation
Working in the open
Blogs on 18F
18f.gsa.gov/blog - 18f.gsa.gov/what-we-deliver/forest-service
● Help users learn
● Help the team learn
Blog posts
Tl;dr: We may have saved Christmas.
Heat Miser
The Year Without A Santa Claus
Break: Animatronic Smokey Bear
The best tool for resolving disputes within
a design team, for making design
decisions based on data rather than
opinion, is sitting next to someone who is
a real person who wants to accomplish
something as they use your design to do
it.
— Dana Chisnell (Usability expert, formerly U.S. Digital Service)
3/ User-centered
design keeps
happening
User-centered design helps us
design for changing humans.
START
WITH
PROBLEM
LEARN
USER
NEEDS
ALIGN WITH
BUSINESS
NEEDS/
CONSTRAINTS
PROTOTYPE
/ BUILD
TEST WITH/
GIVE TO
USERS
REPEAT
How? User-centered, iterative processes
Design is deciding,
over and over,
how interactions should
work for humans
based on research.
Design is deciding,
over and over,
how interactions should
work for humans
based on research.
Design is deciding,
over and over,
how interactions should
work for humans
based on research.
Design is deciding,
over and over,
how interactions should
work for humans
based on research.
The 18F Guides
The technical guides that 18F
uses in our work with other
agencies. Built on user-centered
development, testing to validate
hypotheses, shipping often, and
deploying products in the open,
they help us do our day-to-day
work and are public domain for
anyone to use.
18f.gsa.gov/guides
Research question(s) Who you hope to talk to
How you plan to recruit
people
The methods you’ll use
Elements of a good research plan
1 2
43
Characteristics of a good research question
The question is feasible.
The question is clear.
The question is significant.
The question is ethical.
“The result of formulating questions
is it helps you to circumscribe a
specific area of a more or less
complex field which you regard as
essential.”
Agee, Jane. "Developing qualitative research questions: a reflective process."
International Journal of Qualitative Studies in Education 22.4 (2009): 431-447.
1 2 3 4 5
Recruiting priorities
Target users
with an urgent
need
Target users
with recent
experience
People who fit
your audience
Friends and
those in your
network
Team
members
Most reliable results Least reliable
What can you use?
What do you design that other
people use?
How would you learn more about
how someone uses something
you make?
Exercise:
● What do you make?
● Who uses it?
● What questions do you have about
how people use what you make?
The end
github.com/annepetersen/heweb19/wiki/
Usability-Testing-in-the-Open
4/ Appendix
A few things designers do
84
● Discover what users want a system to do
● Discover what users need a system to do
● Help the team understand users’ underlying
goals and human motivations
● Create ideas for new products or services
● Sketch ideas for new products and services
to help others understand them
● Design systems that are easy for users to
understand and learn
● Create interactions that lead users to a
desired action or thought process
● Prioritize users’ needs
● Run usability tests to understand how well
users can understand and use a system
● Use expert analysis to identify usability
problems before testing
● Make it easy for users to notice, and fix,
errors and bad data
● Create prototypes to test ideas before
investing lots of development effort
● Shape how systems look and act to convey
a specific personality, tone, or atmosphere
● Shape how language is used to convey a
specific personality, tone, or atmosphere
What do designers do?
A few things designers don’t do
85
● Ensure the product vision is fulfilled
● Confirm your preconceived notions, even
when they’re inaccurate
● Make the design “pop more”
● Make the design “pretty”
● Draw the ideas in your head
● Read minds
● Research every single decision, big or small
● Add UI elements because they were asked
to
● Ignore end user needs
● Follow numbers blindly
● Work alone
● “Throw things over the wall” to developers
● Fix the database
● Architect software
● Make the words sparkle
● Fetch coffee
What do designers do?

Usability testing in the open

  • 1.
    Usability Testing inthe Open Anne Petersen Director of Experience Design, 18F
  • 2.
  • 3.
    Hi. Anne Petersen anne.petersen@gsa.gov Director ofExperience Design 18F they/them @apetersen
  • 4.
    I’m from thegovernment, and I’m here to help. The nine most terrifying words in the English language, according to Ronald Reagan
  • 5.
  • 6.
    1 2 3 Agenda Exercise: Tryusability testing What did we just do? Introduction to user-centered design Exercise: What can you use in your work?
  • 7.
  • 8.
    Form teams of3 and assign roles: Interviewer, Observer, and Interviewee. If you have too many people, 2 notetakers. EXERCISE
  • 9.
    Interviewer: You are workingto improve the instructions in the handout. Ask questions, but... NO HELPING! EXERCISE
  • 10.
    Observer: Write down anyreactions, points of confusion, and pain points you observe. Again: NO HELPING! EXERCISE
  • 11.
    Interviewee: Do your bestand think out loud. EXERCISE
  • 12.
    This is arace. We’ll celebrate the fastest team. You have 10 minutes, starting now. Go! EXERCISE
  • 14.
  • 15.
  • 16.
    Come up with3 hypotheses about how you could improve the instructions. EXERCISE
  • 17.
    Now, let’s switchroles and go again. Instead of fastest, we’ll celebrate the loveliest. EXERCISE
  • 19.
  • 20.
  • 21.
    What went right? Whatwent wrong? How would you improve the experience? EXERCISE
  • 22.
  • 23.
    What did wejust do?
  • 24.
    Usability testing ...which isa human-centered design method
  • 25.
  • 26.
    Design is decidinghow a thing should be.” I - William Van Hecke “
  • 27.
  • 28.
    Design is decidinghow interactions should work. I
  • 29.
    Oxo Good Grip Peeler Designproblem: standard kitchen utensils can be uncomfortable and hard to use, especially for people with arthritis or other grip issues. Handle is soft and comfortable, with flex fins to adjust for additional pressure. Non-slip, even when hands are wet or oily. During the design phase, designers tested hundred of handles to find the one that was the most comfortable and functional. The blade holds up for years and slices through even tough fruit and vegetable skin. Built-in potato eyer. *Generic peeler
  • 30.
    Think of somethingthat is intentionally designed. ACTIVITY
  • 31.
    1/ Good designis user-centered
  • 32.
    User-centered design helpsus design for actual humans.* * instead of hypothetical ones
  • 33.
    User-centered design helpsus design for actual humans who will use what we’re making.
  • 34.
    Drivers need toknow where and when they are allowed to park on the street. SCENARIO
  • 35.
    Badly designed* solution tothe problem. *not user-centered
  • 36.
    Better designed* solution tothe problem. *user-centered
  • 37.
    How do designersknow what decisions to make?
  • 38.
  • 39.
    People* are badat predicting how users* will behave. * even designers * even when they are the user
  • 40.
    1/ Research helpsus understand users’ lives and needs. How do they work now? What do they need? How do they think about their work? How do they feel about it? What gets in their way?
  • 41.
    2/ Research helpsus understand how users experience what we design. Does what we’ve built make it easier? Where do they get stuck? What’s confusing? What makes them frustrated? What saves time?
  • 42.
    We want toimprove how people get permits to cut down their own Christmas trees. SCENARIO
  • 43.
    Maybe we shouldbuild a website! Then they can access permits online, and Forest Service employees can verify them using their phones.
  • 44.
    1. Observe: goto the national forests and watch how people get permits and how staff check permits.
  • 45.
    Maybe we shouldbuild a website! There’s no reception in the forest where the permits will be used.
  • 47.
    All the ideas!Fewer, better ideas The best, tested, proven idea
  • 48.
    2. Build something:come up with an idea and build a version to test.
  • 49.
    Printable permits shouldwork better. People can pay online and get the permit immediately, instead of making time to go to an office.
  • 51.
    3. Test andadjust: watch people use what you’ve made, and make it better based on what happens.
  • 53.
    This year location wasnot very readable Needed to find a way for permits to cover more than 1 tree over more than 1 day The permit number itself wasn’t very important to users or enforcement officers Turned out the forest name wasn’t super important to enforcement officers, since people were unlikely to have a permit for the wrong forest
  • 55.
    Even if usersdon’t have internet access, all the instructions are right here—including the size of tree they’re allowed to have! Important for enforcement officers to know how many trees are allowed at-a-glance — they’re not supposed to stop cars, so they have to see it while they’re passing by Needed to find a way for permits to cover more than 1 tree over more than 1 day
  • 56.
    ● Friendly, opensource, interactive site facilitating responsible forest access ● Pilot: Pay and print-at-home Christmas tree permit ● Launched November 2018 in four pilot forests openforest.fs.usda.gov Christmas tree permitting module Introducing Open Forest
  • 57.
  • 58.
    github.com/USDAForestService/fs-open-forest/wiki Public wiki ● Projectroadmap ● Goals and risks ● Onboarding materials ● Research findings ● Technical Information ● Acquisitions ● “How we work” Open documentation
  • 59.
  • 60.
    Blogs on 18F 18f.gsa.gov/blog- 18f.gsa.gov/what-we-deliver/forest-service ● Help users learn ● Help the team learn Blog posts
  • 61.
    Tl;dr: We mayhave saved Christmas. Heat Miser The Year Without A Santa Claus
  • 62.
  • 63.
    The best toolfor resolving disputes within a design team, for making design decisions based on data rather than opinion, is sitting next to someone who is a real person who wants to accomplish something as they use your design to do it. — Dana Chisnell (Usability expert, formerly U.S. Digital Service)
  • 64.
  • 65.
    User-centered design helpsus design for changing humans.
  • 66.
    START WITH PROBLEM LEARN USER NEEDS ALIGN WITH BUSINESS NEEDS/ CONSTRAINTS PROTOTYPE / BUILD TESTWITH/ GIVE TO USERS REPEAT How? User-centered, iterative processes
  • 67.
    Design is deciding, overand over, how interactions should work for humans based on research.
  • 68.
    Design is deciding, overand over, how interactions should work for humans based on research.
  • 69.
    Design is deciding, overand over, how interactions should work for humans based on research.
  • 70.
    Design is deciding, overand over, how interactions should work for humans based on research.
  • 71.
    The 18F Guides Thetechnical guides that 18F uses in our work with other agencies. Built on user-centered development, testing to validate hypotheses, shipping often, and deploying products in the open, they help us do our day-to-day work and are public domain for anyone to use. 18f.gsa.gov/guides
  • 73.
    Research question(s) Whoyou hope to talk to How you plan to recruit people The methods you’ll use Elements of a good research plan 1 2 43
  • 74.
    Characteristics of agood research question The question is feasible. The question is clear. The question is significant. The question is ethical.
  • 75.
    “The result offormulating questions is it helps you to circumscribe a specific area of a more or less complex field which you regard as essential.” Agee, Jane. "Developing qualitative research questions: a reflective process." International Journal of Qualitative Studies in Education 22.4 (2009): 431-447.
  • 76.
    1 2 34 5 Recruiting priorities Target users with an urgent need Target users with recent experience People who fit your audience Friends and those in your network Team members Most reliable results Least reliable
  • 77.
  • 78.
    What do youdesign that other people use?
  • 79.
    How would youlearn more about how someone uses something you make? Exercise:
  • 80.
    ● What doyou make? ● Who uses it? ● What questions do you have about how people use what you make?
  • 81.
  • 82.
  • 83.
  • 84.
    A few thingsdesigners do 84 ● Discover what users want a system to do ● Discover what users need a system to do ● Help the team understand users’ underlying goals and human motivations ● Create ideas for new products or services ● Sketch ideas for new products and services to help others understand them ● Design systems that are easy for users to understand and learn ● Create interactions that lead users to a desired action or thought process ● Prioritize users’ needs ● Run usability tests to understand how well users can understand and use a system ● Use expert analysis to identify usability problems before testing ● Make it easy for users to notice, and fix, errors and bad data ● Create prototypes to test ideas before investing lots of development effort ● Shape how systems look and act to convey a specific personality, tone, or atmosphere ● Shape how language is used to convey a specific personality, tone, or atmosphere What do designers do?
  • 85.
    A few thingsdesigners don’t do 85 ● Ensure the product vision is fulfilled ● Confirm your preconceived notions, even when they’re inaccurate ● Make the design “pop more” ● Make the design “pretty” ● Draw the ideas in your head ● Read minds ● Research every single decision, big or small ● Add UI elements because they were asked to ● Ignore end user needs ● Follow numbers blindly ● Work alone ● “Throw things over the wall” to developers ● Fix the database ● Architect software ● Make the words sparkle ● Fetch coffee What do designers do?