alternate-realities

user-testing

0. today's plan

today's plan
look at some of your homework
look at pun behaviour
talk about user testing

1. homework

homework
thoughts about working with the vive?
how did you approach the homework?
what did you understand by interface?
 
having something that works takes a long time... opened up too many doors too much to create in too little time or space
having a concept > technical thing rather than the other way around

2. why do we do user-testing?

why do we do user-testing?
you get stuck down one way of thinking, force yourself to think differently
confirm or deny assumptions, you want to check what the user does
 `
how to adjust to the desire of the users, and a desirable UX
disconnect from your project and have a new perspective
bugs-finding
find out whether or not emergence happens, or build towards it

3. goals of user-testing

goals of user-testing
test possibilities
confirm assumptions
debugging!

4. how do you do user-testing?

how do you do user-testing?
and with who?
give to stuff to people blind OR do a particular action
choose your audience (experienced vs. fresh perspective)
 
asking feedback from someone who's professional and user-testing someone who's not, who's a 'newcomer'
record as much data as you can (film, photo, microphone)
particular questions, and the phrasing is important (no leading questions)
think out loud! identify confusion, emotion
ask them to sum up what they thought happened

5. how to do user-testing

how to do user-testing
have a pen and a paper and write all things down
pick your users
it's better to have multiple tests with few people than the opposite
do NOT explain everything right away
ask them to think out loud
do not guide or interrupt
have a set of debrief questions
familiar vs. fresh!
have food! have facebook event!
overall experience vs. specific experiences

6. what kind of questions do you ask?

what kind of questions do you ask?

7. kinds of questions to ask

kinds of questions to ask
never yes/no questions
trailing sentences
potentialities - "how would you expect X to happen?"
users don't always notice things that are good, but very often things that are bad.

8. conclusions of user-testing

conclusions of user-testing
circle back with the other members of your team, share notes and conclusions.
you should always have a specific list of items to work on at the end.
you should have some design choices that were confirmed or infirmed
you should take what the user said with a grain of salt