After presentation 1; the team needed some clarification on some of the rules. This presentation is a response to some questions, as well as examples for the team to discuss.
2. Review
You had questions on
Rule 9 - Test and Adapt
Rule 6 - Look at supporting visuals from a psychological perspective
Rule 5 - Prioritize User Flows over information
Rule 3 - Set Expectations
5. Multivariate Testing
Why do it
When you have a project you’d like to
optimize, multivariate testing is often a great
solution.
It allows you to launch a site, deploy a set of
banners, or send an email with one (or more)
variables, and receive data on which
variable was most effective.
7. Multivariate Testing
How to do it
A few great tools that make multivariate testing easy
Free tool that works in the Full suite of testing &
background, separating users targeting tools. Test sites, See effectiveness of certain
into groups and automatically pages, banners, and elements on your site.
displaying alternate content applications. Great Narrow down to see
to each group & recording automated reports and individual users session,
results. fantastic support center. video showing all input.
8. Multivariate Testing
Different types of testing
Multivariate Usability Heuristic Acceptance
Evaluation of Evaluation of Expert Technical
effectiveness deliverable by evaluation evaluation of
of one or testing it on based on deliverable in
more variables users heuristic simulated live
through checklists/ environment
simulated or predefined
live tracking criteria
(generally a final client
evaluation)
9. Rule 6
Look at supporting
visuals from a
psychological perspective
22. User Flows
Definition: The path a user takes to complete a
goal.
User Flow Diagram Example:
Email Confirmation
Registration Next Step Page User Profile Page
Confirmation Page
23. User Flows
Useful for comparing user behavior with site
structure & realizing opportunities for optimization.
Example: Site Registration
Email Confirmation
Registration Next Step Page User Profile Page
Confirmation Page
29. Principle of Least Astonishment
Definition: The Principle of Least Astonishment examines
the users most likely expectations, why he might be
expecting the given result, and
provides a
result that either matches the users
expectation, or falls within his
range of expectations.
31. Principle of Least Astonishment
PAC-MAN! Click to Play
User expects to play Pac-man
32. Principle of Least Astonishment
Arcade Games Click to Play
User expects to see a gallery with at
least 2 arcade games he can play
33. Principle of Least Astonishment
Quick Registration Click to register
User expects that registration will take
no longer than 5 minutes
34. Next Steps
Discussion
Next week will be a workshop on how user experience
needs to be integrated with the overall customer
experience. Presentations on Rule 2 and Rule 1 will be
moved to July 22, and Aug 5. - I’ll make all presentations
available on SlideShare