Usability testing

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  • An Introduction to Software Testing by Nick Jenkins In summary - you are free: to copy, distribute, display, and perform the work and to make derivative works. You must attribute the work by directly mentioning the author's name. You may not use this work for commercial purposes and if you alter, transform, or build upon this work, you may distribute the resulting work only under a license identical to this one. For any reuse or distribution, you must make clear to others the license terms of this work.

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  • In this book for designers, developers, and product managers, expert developer and user interface designer Lukas Mathis explains how to make usability the cornerstone of every point in your design process, walking you through the necessary steps to plan the design for an application or website, test it, and get usage data after the design is complete. He shows you how to focus your design process on the most important thing: helping people get things done, easily and efficiently.

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  • After studying this chapter you will be able to: Distinguish system and acceptance testing, understand basic approaches for quantitative assessment (reliability, performance, ...), understand interplay of validation and verification for usability and accessibility, understand basic regression testing approaches.

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  • Chapter 20: Testing web applications. WebApp testing is a collection of related activities with a single goal: to uncover errors in WebApp content, function, usability, navigability, performance, capacity, and security. To accomplish this, a testing strategy that encompasses both reviews and executable testing is applied.

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  • User Experience Re-Mastered Your Guide to Getting the Right Design- P1: Good user interface design isn't just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process.

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  • User Experience Re-Mastered Your Guide to Getting the Right Design- P2: Good user interface design isn't just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process.

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  • User Experience Re-Mastered Your Guide to Getting the Right Design- P4: Good user interface design isn't just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process.

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  • This module teaches students how to develop user interfaces that are user- centered and usable. They will learn about various presentation technologies, as well as how to validate their design through prototyping and usability testing. Additionally, they will learn about the two pieces of the presentation layer ó the user interface and the user services ó and how to design them.

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  • User Experience Re-Mastered Your Guide to Getting the Right Design- P5: Good user interface design isn't just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process.

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  • User Experience Re-Mastered Your Guide to Getting the Right Design- P6: Good user interface design isn't just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process.

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  • User Experience Re-Mastered Your Guide to Getting the Right Design- P8: Good user interface design isn't just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process.

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  • User Experience Re-Mastered Your Guide to Getting the Right Design- P7: Good user interface design isn't just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process.

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  • User Experience Re-Mastered Your Guide to Getting the Right Design- P9: Good user interface design isn't just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process.

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  • User Experience Re-Mastered Your Guide to Getting the Right Design- P3: Good user interface design isn't just about aesthetics or using the latest technology. Designers also need to ensure their product is offering an optimal user experience. This requires user needs analysis, usability testing, persona creation, prototyping, design sketching, and evaluation through-out the design and development process.

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  • We used a varied, qualitative research-based design process to accomplish the project objective and goals. The financial privacy notice prototype evolved in content and design based on an iterative process of consumer research, rigorous data collection, thorough analysis, and the expertise of the information designers and legal experts. Qualitative research uses small numbers of participants to explore in a realistic manner how and why consumers understand and make sense of a document.

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  • We could have used any of a vast array of qualitative methodologies, but, for this project, we chose four types of qualitative methods to structure our testing. They included focus groups, preference testing, pretest, and diagnostic usability testing. Focus groups and preference testing took place in earlier testing rounds, while the diagnostic usability testing occurred later. We also conducted a pretest before the diagnostic usability testing to validate the methodology and to test the notices before moving on.

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  • In the Develop stage, the pretest served a dual purpose. First, our pretest allowed us to do a dry run for the diagnostic usability testing and validate our methodology by testing our moderator’s guide and test design. Second, the pretest allowed us to present the consumers with two additional and different presentations of information. In our project, the pretest yielded significant revisions to the notices. The pretest helped pinpoint the necessary revisions to the notices, moderator’s guide, and test design in order to move forward with the diagnostic usability testing. ...

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  • Chapter 6 - Designing documents. In this chapter, we will address the following questions: What document design is important and how to incorporate it into the writing process, the four levels of document design, and how they can help you critique documents, guidelines for document design, how to design brochures, how to design infographics, how to design web pages, how to do basic usability testing on your documents.

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  • After a year in development, Ethan Watrall has published his latest book, Head First Web Design. Published by acclaimed technology publisher O’Reilly Media and co-authored by Jeff Siarto (http://www.jeffsiarto.com), Head First Web Design is the latest book in the award winning Head First series. Head First Web Design is a true user-centered web design book, exploring topics such as pre-production, layout, color theory and color design, information design and architecture, usable navigation design, accessibility design, audience research, and user testing....

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  • Let's begin with a simple web page that is not mobile optimized. To be clear, we aren't saying it can't be used on a mobile device. Not at all. But it may not be usable on a mobile device. It may be hard to read (text too small). It may be too wide. It may use forms that don't work well on a touch screen. We don't know what kinds of problems will have at all until we start testing. (And we've all done testing of our websites on mobile devices to see how well they work, right?)

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