24. Agile UX Research
• TexAgile is about thinking holistically, working
incrementally.
• UX research process needs to align with this
incremental workflow.
• Research should commence in sprint 0 or
earlier.
• Prototypes will need to be tested one sprint
ahead of development.
26. Heuristic Evaluation
• Evaluate part of a design against set of
usability best practises.
• Can be done in 30 minutes
• Can be used to provide usability feedback
in each sprint.
27. Quick Competitive Review
• Identify best practices and trends in the
competitive landscape.
• Can be completed in a day (depending on
research objective).
• Can be used to provide feedback during the
discovery phase.
28. Guerilla Testing
• Quick, low cost, usability testing “in the wild”
• Can be conducted anywhere
• 3 - 5 participants
• 5 - 10 minutes each
• Low - high fidelity prototype
32. 1. Identify test goal
Determine what is the purpose of doing
the test.
Example goal statement:
“Assess the latest version of the mobile video player.”
33. 2. Identify target participants
Determine participant characteristics.
Example participant screener:
• Users must own a smartphone.
• Users must access mobile video content at least
once a week.
34. 3. Identify test objectives
Determine what you’re trying to learn.
What questions are your trying to
answer?
Example test objectives:
• Can users easily and effectively use the video
player?
• Can users interact with the scrubber?
• Do users understand how to share a video?
35. 4. Create tasks
Create user tasks that will allow you to
assess your objectives.
Example tasks:
• Play a video and view comments
• Share a video
36. 5. Create scenarios
Create realistic scenarios of when users
may do those tasks.
Example scenarios:
• Let’s say a friend told you about a great comment
Rob Ford made at the end of this video clip. Can
you play the clip and go to the comment?
• You loved the clip and want to send it to another
friend. Can you show me how you would do that?
37. 6. Prepare the prototype
Create a prototype that can be tested.
Sketches Wireframes Live
site/app
Interactive prototype
38. RITE Method
• Rapid Iterative Testing & Evaluation (RITE)
• Developed by Microsoft Games Studio and
Microsoft Research.
• Similar to typical usability testing
• Changes to interface are made as soon as
an issue is identified and a solution is clear.
39. RITE Method
• The improved interface is tested with the next user.
• Requires a dedicated researcher, and designer or
developer.
• Used to make design changes in small increments.
• Can be completed in one day or over a few days.
• Key decision makers must observe the test sessions.
40. RITE: Process
9am
V0.1
Edit 11am
V0.2
Edit 1 pm
V0.3
Edit 3 pm
V0.4
Edit
Final
Iteration
User 1 User 2 User 3 User 4
41. C-RITE Method
• Collaborate Rapid Iterative Testing & Evaluation
• Used by Android teams in Google
• 6 research sessions in 2 days.
• Prototype changes between day 1 and 2.
• Stakeholders collaborate in all UX phases.
42. C-RITE Method
Collaborative design workshop for
each day.
• Designers demonstrate problem solving skills.
• Engineers solve technical constraints.
• Researchers guide insight interpretation.
• PM gives business and scheduling input.
• Can be repeated weekly.
46. Key Take-Aways
• The agile approach of incremental delivery needs
continual design input.
• There’s a fundamental shift in the way we
conduct research in agile projects.
• Narrow scope, faster methods, fewer participants
but frequent testing, and less documentation.
We want to make sure we’re building the right thing and we’re building the thing right.
- UX research is not tied to a specific point in the design process. It can be incorporated before, during and after the design solution has been implemented.
- User research is done to inform design decisions.
- Implementation of these design solutions are then tested with users to measure how effective they are in meeting user needs and business needs.
In the past a lot of user research has been done in the formal lab setting
Formally recruits
They come to a formal lab
You pay them an incentive
Stakeholders behind on way glass
It can take 6 weeks from start to finish
It all about context’
Where people are where are they using the devices
It all about understanding how a user interact with a site in particular setting
reading news waiting line
checking the sport scores on date
or watch TV online
So if you have wait 6 weeks to have testing done, you may already be ready to redesign again
Increasingly adoption of agile development practices. In this world you are not going to stop a strint for lengthy testing
Organizations have evolved to the point where they are no longer asking what is usability or user research but how can it help them.
And seeing more and more people wanting to be involved in research
Tried and tested methods such as heuristic evaluation, usability testing, card sorting and interviews are still really relevant and applicable in helping us understand our users.
But some of these traditional methods can take time and don’t fit in with this faster development process and the realities of the new digital landscape.
Taken these older methods and shined them up, made them more agile
Narrow objectives
Shorter timelines
Brief documentation
Informal deliverables
Expert evaluation of the interface against a set of usability best practices
Used to identify major usability problems
Heuristic evaluation...could review whole website and can be done to review whole concept
Expert evaluation of the interface against a set of usability best practices
Used to identify major usability problems
Heuristic evaluation...could review whole website and can be done to review whole concept
Whether in the form of a sketch or an interactive prototype
Describe the issues and questions you want to answer with the test.
This is the most critical part of planning the test because it focuses the research.
What tasks do you want the users to do to help you answer those questions.
The digital world is changing and user research has changed along with it. But the focus is and will always be on keeping the user at the centre of design. One thing we do want to leave you with is that these research methods will not hold you back. They are there to help you design good products.