A/B Testing

A/B Testing

Fig. 4: A/B testing (Optimizely.com 2017)

About

A/B testing is a form of quantitative user research, in which a control design is compared to a variety of slightly altered designs, to see which design is most effective in reaching the test goal.

Tests can be performed on most quantifiable metrics your site, including content, emails, and web forms.

A/B testing is also known as split testing, A/B/n testing, bucket testing, and split-run testing.
Read On >>A/B Testing

Tree Testing

Tree Testing

Fig 3: Treejack tree-test interface for participants (Cardello J. 2014)

About

Tree testing is a research technique used on websites in order to understand the topic hierarchies a user perceives, and to evaluate content findability, with a goal of optimising that website’s information architecture (O’Brien D. 2009). It can be both a quantitative and qualitative method of research.
Read On >>Tree Testing

Diary Studies

About

Diary Studies are a type of qualitative longitudinal user research (Lallemand, C. 2012) used to record organic behavioural insights. Participants of diary studies self-report data about their experiences and activities, over a period of time. During this period participants will log data, collected in in a natural context, using a prescribed recording method. (Palen L., Salzman M. 2001)

Diary studies are also known as experience sampling or EMA (ecological momentary assessment) methodology (Wikipedia 2017, Experience sampling method.).
Read On >>Diary Studies

User Research Methods

This study explores a range of research methods that may be employed during a UX project. These methods may be used: at the beginning of a project to gain an understanding of the needs of the user and the tasks they need to perform; during a project to evaluate the current design iteration; and after a product has shipped to gain an understanding of how well it is performing relative to the product goals

Introduction

For this report three different methods of user research are being examined.

One method has been chosen from each of the three different phases of the product development lifecycle – Strategise, Execute and Assess.
Read On >>User Research Methods

7 – Evaluation

In order to uncover any  usability problems in the UI, so that they can be addresed during the iterative design process, we undertake a stage of product evaluation using  Nielsen’s Heuristics. These heuristics are a set of 10 user interface design guidelines applied to a UI, and evaluated by usability experts. Read On >>7 – Evaluation

3 – Personas

“Personas put a face on the user—a memorable, engaging, and actionable image that serves as a design target. They convey information about users to your product team in ways that other artifacts cannot.”

The Essential Persona Lifecycle – Your Guide to Building and Using Personas, Tamara Adlin and John Pruitt

Having already carried out our user survey, we were ready to create personas that were both assumption and data-based. Read On >>3 – Personas

2 – Research

Design research both inspires imagination and informs intuition through a variety of methods with related intents: to expose patterns underlying the rich reality of people’s behaviors and experiences, to explore reactions to probes and prototypes, and to shed light on the unknown through iterative hypothesis and experiment.

Jane Fulton Suri, creative director, IDEO – “Informing
Our Intuition: Design Research for Radical Innovation” – http://
bkaprt.com/jer/1/

Having chosen the audience engagement app as our project, we moved to the research stage. The purpose of this stage was to understand understand the needs of people for whom we were designing, the end users. The steps we would take were: Read On >>2 – Research

1 – Problem identification / Ideation

Human-Centered Design Project

Project Context, Background and Aim:

Identify a problem in an existing interface or choose an activity which has not yet been addressed by an app, website, etc. Carry out research to gain an understanding of the human and the tasks they need to perform. Based on this, design a paper prototype of an application, or part of an application, to better address the problem at hand.

Read On >>1 – Problem identification / Ideation

1 – Bookmark Redesign

This project was a full user-centered design (UCD) research project.

The project was based on the poorer user experience smartphone users have bookmarking web pages, compared to the experience of users on desktop computers.

The author had created over a thousand bookmarks on his PC and Chromebook, but created very few on his smartphone.

Prior attempts to add and retrieve bookmarks using his mobile phone proved a poor user experience.

The decision to redesign the bookmarking process was based on a number of factors, including:

  • The bookmarking redesign was a better match for the scope of the project.
  • The prevalence of smartphone users who use their web browsers regularly, offered a much larger pool of research participants.
  • Users are experienced at the process of bookmarking on personal computers, meaning user testing would require less induction.