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Series 40 UI design usability testing webinar - companion article
This article is companion for the Debug your design for Series 40 Full Touch webinars held in December 2012. It covers both sessions: 11th and 12th December 2012.
- Series 40 UI design usability testing webinar - companion article
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- Series 40 UI game design tips webinar – companion article
- Series 40 UI design port from Android webinar - companion article
- Series 40 UX checklist webinar - companion article
- Series 40 UI design for monetization enablers webinar - companion article
You know it's important to test your app before you publish it, but if you’re testing only your code, you’re testing only part of your app. It’s important to find bugs in your design as well. Otherwise, the app may behave exactly the way your code intends, but users may still find it frustrating and give it low ratings in Nokia Store. Join UX expert Jan Krebber of Digia as he presents simple methods to find UX bugs and shows you how to correct them. These techniques can help you increase your app quality whether you work with a large organization or completely on your own. As usual for Nokia Developer UX webinars, the presentation will feature exercises that will receive follow-up treatment in this Nokia Developer Wiki article.
The webinar and the wiki article are a great starting point if you’re not a UI design expert. Check out Series 40 UI design library for more advanced information and resources.
This wiki page is the "companion" to the webinar. It includes:
- Webinar exercises and proposals for how to solve them (will be added after 18.12.).
- Checklist example from the webinar
- Time plan example from the webinar
- Open issues from Q/A
- Further links and references
- Slide deck link
- Recording link (will be added )
- Webinar announcement
Proposals and solutions to webinar problems
This section contains problems raised in the webinar exercises. In addition, it contains proposals and possible solutions to solve the problems.
Watch the videos below. What went wrong? How do you fix it?
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- She does not find the intended way of creating a new item via the list item.
- She sees the text
- But she is reluctant pressing it
- She states that she would have expected an "add new" button in Action Button 1 and not as list item (0:50)
- She goes via the Options menu to create a new list, which is more work than intended
- As long as "create new list" is not becoming it's own button, people may miss its functionality
- Change the list item "Create new list" to Action button #1.
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- More information is not anticipated
- She is wondering from where to get more information before she buys the item
- Not evident from the layout that there is more information after the next step
- Expects to buy the item after the 2nd screen, but she does not know how much will cost
- It says "buy" even the next step still shows some information
- The price information is missing
- Buying process broken at the end
- She thinks the process got broken since she did not see/know where her item went
- Wants to start the purchase process again
- Inform people that there is more information after this view before they actually buy
- Do not show "buy" here, but mention the price at this point
- Buy should be reserved for the last screen before the shop UI takes over
- Change the purchase flow so that the user sees the map download. This could be even an "artificial download indicator" just long enough for the user to see where it went, that it got downloaded.
When are 2-3 participants sufficient for usability testing? Why?
- If you test multiple times, e.g. in a 8 week mobile implementation phase with 4 sprints could have 5 tests (one before and 4 after each sprint) and 2,3,2,2,3 participants, that yields to 12 participants
- You will not find all usability problems in the first test round with 12 participants yo will spot the majority of your problems
- Frequent tests will allow you to re-test some of your redesigns or tweaks
- With more participants (4-6) you will not learn much more during one round
You are not sure what a participant is thinking. What do you say
A participant mentions that she is not giving you what you expect from her. What do you say?
A participant thinks she is doing everything wrong. What do you say to her?
Why not give the participant all the tasks on paper
How would you classify the errors you find. Which errors do you fix first?
- Get participants (for 28.11.)
- Make schedule
- Get helper to bring the next participant
- Task list & scenarios on paper
- Prototype for all test cases
- Pencil, eraser, paper, scissors, post-its
- Agreements printed
- Task list & scenarios on index cards
- Call participants day before and remind (27.11.)
- Run pilot
Time plan example
|02||Read and sign the agreement about the test and NDA is necessary|
|05|| Warm-up questions |
|10|| Tasks |
|40|| Closure |
|50|| Transition |
Open issues from Q/A
- UI guidelines for Series 40 full-touch
- UI components' demo app
- Test example video by Steve Krug
- Jacob Nielsen’s blog
- Rocket Surgery Made Easy: The Do-it-yourself Guide to Finding and Fixing Usability Problems. Steve Krug (2009). ISBN-13: 978-0321657299
- Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces. Carolyn Snyder (2003). ISBN-13: 978-1558608702
- Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests. Jeffrey Rubin and Dana Chisnell (2008). ISBN-13: 978-0470185483