quarta-feira, 24 de setembro de 2014

Applying Participatory Design To Mobile Testing

Applying Participatory Design To Mobile Testing


  • By Marina Lin

  • September 24th, 2014

  • DevicesTestingUser Experience

  • 0 Comments

People use their mobile inclination everywhere: on a train, while watchful in line, sitting on a couch. As many as we aim to pattern a mobile apps and websites for contextual use, contrast their usability in context can be challenging.


While removing out in a margin for user contrast is not always realistic, simulating many of that contextual knowledge in a lab is possible. One proceed to mobile contrast is participatory design.


A participatory pattern exam event typically takes about an hour and has 4 parts:


  1. Uncover a user’s mental model.

  2. Enable a user to request their whole experience.

  3. Have a user blueprint their ideal experience.

  4. Ask for a user’s feedback on designs from prior sessions.

I’ve conducted this form of investigate while researching how visitors to Cars.com’s app use their mobile device while purchasing a automobile on a dealer’s lot. The artifacts from this investigate are enclosed in a stairs below.


1. Immersed And Aware


A usability exam typically starts with warm-up questions. A participatory pattern event is no different, nonetheless a questions are a lot some-more in-depth. This apportionment is meant to expose a participants’ tangible use of your app or website and any pain points they experience.


The idea is to move recognition to a member and to put them in a context of how they would be regulating a product. Start broadly and afterwards slight a focus. You competence wish to mangle down questions into a following categories:


  • When do they use a app or website? Is it when a need arises? Is it formed on timing?

  • Where are they typically during a usage? Is it location-based?

  • How long do they use a product in one session?

  • What tasks do they customarily accomplish in one session?

  • How satisfied are they altogether with their communication with a product, and how would they rate a product and how good it enables them to accomplish what they need?

For example, we initial asked participants ubiquitous questions about a generation of their automobile hunt and about other cars they’ve test-driven. We afterwards focused on their revisit to a dealership to squeeze a car. They were asked to consider their compensation with a process, as good as their mobile usage. The purpose of a talk here is to place a member in a right mental context. It also helps a judge to emanate recognition of a stairs that follow.


2. Document And Express


Once a theatre is set and a member is enthralled in a context, a subsequent step is to draft a timeline of their whole tour with a product. This practice is quite useful if it encompasses not customarily when a member used a app or website, though a tangible idea they were perplexing to accomplish when regulating this product as a tool. For example, if a idea was to book a moody on an app, afterwards a timeline would start with a need to book a moody and would finish with a finished transaction.


Here are a equipment we competence need for this apportionment of a session:


  • a timeline drawn on paper and noted with a commencement and an end,

  • a pen,

  • stickers in dual or some-more colors.

Draw bounds on a timeline to symbol a commencement and finish for a user. In a automobile selling study, a timeline primarily looked like this:


The timeline given to participants in a automobile selling study.
The timeline given to participants in a automobile selling study.

Participants afterwards filled in a steps. This routine enabled us to see patterns opposite all dealership visits, and it triggered a participants’ correlation of sum that competence have been lost with verbal recounting.


Once a user has drawn out a timeline, use colored stickers to conceal emotions. The simplest proceed is to use dual colors, one for disastrous emotions and one for positive. However, we could get some-more granular and have participants prove sold emotions. This enables them to prove any disappointment they felt during a routine and during what indicate a app fell brief of elucidate their problems. Capturing tension in this proceed gives we a quantitative magnitude of a qualitative aspect of a user’s communication with your product.


After mixed sessions, place a participants’ timelines side by side. The patterns that emerge will tell a story of how people are regulating a product, where their pain points are and what’s operative well. To harmonize a results, emanate an total timeline formed on a series of responses and a magnitude of steady emotions.


Here is a total timeline from a automobile selling study:


Aggregate timeline from automobile selling study.
Aggregate timeline from automobile selling study.

All users followed a identical course from a time they entered a dealership to a time they gathering off a lot in their new car. They also felt identical frustrations during a negotiating and financing phases. The third tone in a timeline, yellow, indicates their mobile use on a automobile lot. This was useful since a practice shows not customarily when they used their phone as an assist to selling a car, though also when they would have favourite to have used their phone to soothe a frustration. Such an practice is also useful in formulation destiny features.


3. Create Aspiration


After a timeline exercise, a member is as in-context as they’re going to be in a lab. They have now removed not customarily what they did, though how they felt while doing it. Now, have them emanate a pattern or underline that they would have favourite to have had to solve a problems that arose in possibly partial 1 or 2.


For this portion, have a following equipment on hand:


  • blank piece of paper with a phone outline;

  • writing and blueprint utensils;

  • cutouts of certain facilities you’re deliberation (even if they’re customarily portions of wireframes);

  • stencils, such as form buttons and icons;

  • tape and scissors.

This practice is good for finding new approaches to a pattern or new features. As with a timeline, pull boundaries. By slicing out certain features, stencils or shapes, we are giving a member a starting point. The pattern during a finish of this apportionment could be a reduction of facilities that are hand-drawn and taped onto a page.


If a member has difficulty removing started, revisit a timeline from partial 2 and have them list a set of facilities they would have favourite to have had. Use this list as a springboard to concentration on one underline in particular. If a member still hesitates to blueprint anything, have them work with materials we provide. Using a cutouts of probable features, they can prioritize that facilities they’d like by taping them to a vacant piece of paper with a phone outline. An choice is to have them simply write a list. In a automobile selling study, several participants who had difficulty removing started were stirred to write a list of facilities they would have favourite and afterwards to arrange that list in sequence of priority or interest.


Synthesize a outlay from this practice in a same proceed we did for a timeline in partial 2. If many participants used stencils or cutouts to etch probable features, place them side by side to collect out patterns.


Here is what a singularity of a cutouts looked like after a automobile selling study:


Synthesized formula from participatory pattern session.
Synthesized formula from participatory pattern session.

4. Provide Feedback


This final step is a good proceed to hang adult a session. If we are already deliberation certain designs, have participants yield feedback on them. By this step, a member will have radically turn your co-designer. You could also expose them designs from prior sessions to get an unprejudiced perspective. In a automobile selling study, we sought a opinions of participants on several designs we were considering. We also asked what they suspicion of several aspects of a test, so that we could labour a methodology.


Conclusion


When we pattern new features, we customarily get a information in one of dual ways. One common proceed is to tumble behind on extended assumptions about a users or to rest heavily on large-scale research. The other proceed is to pattern a underline and afterwards exam it in a really specific setting. Participatory pattern bridges a opening between a dual ways, and it provides context that’s typically absent in a usability lab. This proceed accomplishes several things:


  • It enables us to expose a user’s mental model.

  • It establishes how a user would correlate with a underline in context.

  • It gives a user an event to yield feedback on what facilities would be useful to them.

  • It allows participants to flex their artistic muscles and to be a co-designer on a product they’ve used before.

  • And it gives we a uninformed indicate of view.

(al, ml)


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Applying Participatory Design To Mobile Testing

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