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:
- What shall we test?
- Where will we test?
- With whom will we test? and, of course,
- 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:
- What do you make of this?
- What would you do here?
- 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:
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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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