Tuesday, July 2, 2013

The Art of Guerilla Usability Testing

The post The Art of Guerilla Usability Testing appeared first on UX Booth.

Guerrilla usability testing is a powerful technique. Designer Martin Belam describes it as “the art of pouncing on lone people in cafes and public spaces, [then] quickly filming them whilst they use a website for a couple of minutes.” Let’s skip the pouncing part and instead focus on its subtleties, including how to obtain and share feedback with our team.

I recently worked on a quickstart project in which my team was asked to build a responsive website in a short amount of time. We were given very little time to code (let alone conduct research) for the endeavor, yet by employing guerilla usability testing along the way we collected feedback on the brand position. Eventually, we aligned our designs to both customer expectations and business goals.

Once a week throughout the project, we tested different kinds of prototypes to bring the business’s ideas to life. For example, while mid-development, we sketched a mobile version of the site on index cards and did a quick assessment. This revealed navigational problems (which guided us to rethink a key point in the customer journey) and even ended up shaping a bit of the brand’s media material. What’s more, guerilla usability testing opened our stakeholders’ eyes so that they challenged their own, innate assumptions about “the user.”




We iterated through our design ideas using lo-fi techniques like paper prototyping. Sketch by Chris Cheshire.
The bottom line? Guerilla usability testing presented itself as an easy-to-perform technique for refining the user experience. It helped us validate (and invalidate) critical assumptions at cheap cost and with rapid speed.

Breaking it down

It’s hard to see the magic that guerrilla usability testing affords and not want in on the action, right? Here are some basic questions to consider before getting started:
  1. What shall we test?
  2. Where will we test?
  3. With whom will we test? and, of course,
  4. How will we test?

What shall we test?

One of the best parts about this kind of testing is that it can be done with almost anything, from concepts drawn on the back of napkins to fully functioning prototypes. Steve Krug recommends testing things earlier than we think we should and I agree – get out of the building as soon as possible.

Test what the product could be so as to shape what the product should be. Even loosely defined UI sketches can be a great way to evaluate a future product. In fact, recent research shows that lower-fidelity prototypes can be more valuable concerning both high and low-level user interactions.

Where do we test?

Where we conduct tests affects how we perform and document our work. For instance, if we’re testing a new mobile app for a retail chain, we might go to the store itself and walk the aisles; if we’re working on “general” office software, we might test it with coworkers in a different part of the office; etc. The point is: let context drive the work.

With whom do we test?

When designing for the mass market, it’s easy enough to ask friendly looking strangers if they have a couple minutes to spare. Public spaces and shopping centers present some of the best places to do this on account of the sheer amount of foot traffic they receive (as well the relaxed nature of the environment). With more specific user sets, however, it’s useful to target subjects based on their context (see above): a mixture of location and behavior.
Coffeeshops are great because you’ll often find test subjects from varying cultural backgrounds and different age ranges.

How do we test?

Testing is fairly straightforward: have participants talk aloud as they perform tasks. Use the think-aloud protocol to test overall product comprehension rather than basic task completion. The key is to watch customers fiddle with a product and silently evaluate its usability. As Sarah Harrison explains, “Observing users is like flossing–people know they’re supposed to do it every day, but they don’t. So just do it. It’s not a big deal.”
Always start with open-ended, non-leading questions like:
  1. What do you make of this?
  2. What would you do here?
  3. How would you do [that]?
By answering these kinds of questions, participants tell a loose story in which they explain how they perceive a product. Along the way, we can generate ideas for how to improve things in the next iteration.

Employing the technique

Guerrilla usability testing is very much about adapting to the situation. That said, here are some helpful hints that I find consistently work in different international contexts:
  1. Beware the implicit bias. While coffeeshops are a great place to find test participants, focusing on people who frequent them introduces bias to our work. Simply acknowledging this implicit bias can help designers neutralise subjective experiences and account for individual differences. Remember to target different genders and be fair in who you approach.
  2. Explain what’s going on. Designers should be honest about who we are, why we’re testing, and what sort of feedback we’re looking to receive. Oftentimes, it’s best to do this with a release form, so that people are fully aware of the implications of their participation – like if it’s going to just be used internally versus shared globally at conferences. These sort of release forms, while tedious to carry around, help establish trust.
  3. Be ethical. Of course, being honest doesn’t mean we need to be fully transparent. Sometimes it’s useful to skip certain information, like if we worked on the product they’re testing. Alternatively, we might tell white lies about the purpose of a study. Just make sure to always tell the truth at the end of each session: trust is essential to successful collaboration.
  4. Make it casual. Lighten up tests by offering cups of coffee and/or meals in exchange for people’s time. Standing in line or ordering with a test subject is a great opportunity to ask questions about their lifestyle and get a better feel for how a test might go.
  5. Be participatory. Break down barriers by getting people involved: ask them to draw – on a napkin or piece of notebook paper, for example – what they might expect to see on the third or fourth screen of a UI flow. This doesn’t have to be a full-blown user interface necessarily, just a rough concept of what’s in their head. You never know what you’ll learn by fostering imagination.
  6. Don’t lead participants. When you sense confusion, ask people what’s going through their head. Open them up by prodding, saying “I don’t know. What do you think?”. People in testing situations often can feel as though they are being tested (as opposed to the product itself), and therefore can start to apologise or shut down.
  7. Keep your eyes peeled. It’s important to encapsulate passing thoughts for later analysis. Ethnographic observation is one good way to capture what you were thinking of during tests. Don’t get too hung up about formalised notes though, most of the time your scribbles will work just fine. It’s about triggering memories, not showing it off at an academic conference.
  8. Capture the feedback. A key part of any testing process is capturing what we’ve learned. While the way in which we do this is definitely a personal choice, there are a few preferred tools available: apps like Silverback or UX Recorder collect screen activity along with a test subject’s facial reaction. Other researchers build their own mobile rigs. The important part to remember here is to use tools that fit your future sharing needs.
  9. Be a timecop. Remember, this isn’t a usability lab with paid users. Be mindful of how much time you spend with test subjects and always remind them that they can leave at any point during the test. The last thing you’d want is a grumpy user skewing your feedback.

Sharing the feedback

Conducting the tests is only half the battle, of course. To deliver compelling and relevant results from guerilla usability tests, designers need to strategically decide how we’ll share our findings with our colleagues.

When analysing and preparing captured feedback, always consider your audience. The best feedback is the kind that understands stakeholders and kickstarts important conversations between them. For example, developers who need to evaluate bugs will have different needs than executives who want to prioritise new features.
Next, when delivering feedback, align it with your audience’s expectations. Try editing clips in iMovie or making slides in PowerPoint. Your co-workers are probably as busy as you, so an edited down “trailer” that highlights relevant results or a bullet-point summary along with powerful quotes is always a good method to keep people listening.

Go guerilla

At the end of the day, guerilla usability testing comes in many forms. There’s no perfection to the art. It is unashamedly and unapologetically impromptu. Consider making up your own approach as you go: learn by doing.
Note: Thanks to Andrew for providing lots of feedback on early drafts of this article.

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Tuesday, June 25, 2013

Advice from a former Apple director who coined the term ‘user experience’

June 6, 2013  |  by Taylor Soper














Having worked on Apple’s User Interface Technologies and introducing the term “user experience” to company execs in the early 90s, Mitch Stein knows a thing or two about how humans interact with computers.

“The term ‘user experience’ is more than just aesthetics to me,” Stein said. “We have relationships with our technology. User experience is not just eye candy — it promotes a positive relationship between humans and technology.”

Stein spoke earlier this week at the Hacker News Meetup in Seattle, sharing insight from his time Apple, where he managed key portions of five OS releases and projects like Finder, Installer and Chooser. Stein also spearhead numerous UI and architectural innovations at places like IBM, Adobe and Oracle.

“I like to work where the atoms meet the bits, where real world and technology meet,” he said. Here’s a few tips from Stein, whose InfoPortal Prototype was once featured at the “Workspheres” exhibition at the Museum of Modern Art in New York City.


Know the creative cycle: Assimilate, Innovate, Iterate
“This is key. First, assimilate: You don’t ask the user what they want — you go out and live with them and literally become the user. You do it with a wide-angle lens. You do it not just to tackle the problem you think you’re solving —you need to understand the culture they live in, what motivates them, that sort of stuff. I know that sounds touchy feel-y, but it really works. 
Once you have that, you go back and take everything else into consideration: business, competition, materials, make vs. buy decisions, potential partnership opportunities. At this point, you can start innovating. That’s where the magic happens. 
Once you do all that, you damn well better go back and show the folks and see if they go “wow, that’s cool,” or not. That’s the iteration phase. Then, like the shampoo bottle says, it’s lather, rinse, repeat. Everything is a cycle.”

Failure isn’t an option — it’s a requirement. The trick is to fail faster and learn from it.
“Failing is required. The two most dangerous people in the world are those who have nothing to lose and those who have one big success and think they are hot shit and they can do no wrong. I respect people with multiple successes. Those people are open-minded and have learned from their failures. 
In a company where failure is not tolerated, the innovators and people willing to take risks get frustrated or fired. People who are left are just afraid of their own shadow and they cannot do anything but incremental progress because they are too scared. Actually, at one point, one of the companies I was at had monthly parties called “Fail Party.” We would make fun of and celebrate the kind of people that had the guts to do stuff. It was to show everyone that as long as you learn from your mistakes and get benefit from it — even if it’s to learn that you shouldn’t do anything like that in the future — that’s totally acceptable.”

Key UX areas of focus and important traits of excellent UX practitioners  

Stein’s top UX areas of focus:
  • Personalization
  • Cognitive resonance (sense of place)
  • Context
  • Scalability
  • Assistance
  • Integrated Information Access
Stein’s most important traits of excellent UX practitioners:
  • Empathy
  • Diverse experience and interests (empowers associative thinking)
  • Ability to deal with uncertainty and managing risk (not avoiding it)
  • Profound laziness
  • Balance of confidence and open-mindedness 

Thursday, May 30, 2013

How I love Marks & Spencer!

Check out the beautiful tea packaging.




Tuesday, October 16, 2012

Thursday, February 16, 2012

10 steps to an engaging interactive user experience

By Irene Pereyra on

Wednesday, March 16, 2011

Black & White vs Color







I'm on the fence with this particular image. Usually I can look at a image and right away I know if it's going to be black & white or color. I think this image fits both but maybe I'm leaning more on the black & white. click on the thumbnails for a larger view. Thoughts?

It was taken in the beautiful Point Reyes National seashore! Be sure to pay this lovely landscape a visit. Truly an Awe moment!

To see in color is a delight for the eye but to see in black and white is a delight for the soul.
- Andri Cauldwell

Wednesday, February 2, 2011

Sounds of 2011

Hotly-tipped singer songwriter Liam Bailey will make his major label debut with the release of new single You Better Leave Me on Polydor Records on March 13th. The track is something I've been waiting for! It's a refreshing modern spin on neo soul. Until then catch the video here!



Also get a free download of the track I belong here