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CHI 2014 Case Study Copyright notice A Case Study of User Experience Testing for High-Functionality Applications Elizabeth Rosenzweig, Bentley University Christopher Fry, MIT Henry Lieberman, MIT
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Page 1: Track a 215_fry_liberman

CHI 2014 Case Study Copyright notice

A Case Study of User Experience Testing for High-Functionality Applications

Elizabeth Rosenzweig, Bentley University

Christopher Fry, MIT

Henry Lieberman, MIT

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CHI 2014 Case Study Copyright notice

Project Summary

• Purpose: To solve the problem of creating an easy-to-learn user experience for a complex system

• Goals :

‒ Build a strong user experience for complex system: Justify

‒ Create a UX process for complex systems that is extensible

• Objectives:

‒ Understand how people learn complex computer systems

‒ Understand how to teach people to use complex computer systems

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CHI 2014 Case Study Copyright notice

TimelineSummer 2013- UX work began on Justify

August 2013

• Expert review

• Wireframes produced

• Prototype revised

September

• User Studies

• Prototype Revised

October 2013

• Face of Finance Conference workshop

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CHI 2014 Case Study Copyright notice

HCI Best Practice Solution

• UX designers from Bentley University ran several evaluations on Justify, an intelligent high functionality prototype developed at the Media Lab MIT .

• Lean UX methodologies were used to provide early feedback to developers

‒ Cognitive and Heuristic Walkthrough

‒ Iterative and Participatory Design

‒ User Studies

• Findings were useful when they specifically identified severity and frequency of issues

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CHI 2014 Case Study Copyright notice

Stakeholders

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CHI 2014 Case Study Copyright notice

Project Requirements

• Functional

‒ System must perform high level reasoning to facilitate rational deliberation

• Organizational

‒ Cross functional team collaborated between Media Lab MIT and UXC Bentley University

• Usability

‒ System shall be easy to use and easy to learn

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Technical Requirements

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Research Methods

• Lean UX

• Cognitive and Heuristic Walkthrough

• Participatory Design

• Iterative Development

• User Studies

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CHI 2014 Case Study Copyright notice

Lean UX

• Goal driven and outcome focus methodology

• Focus on solving the right problem

• Quick turnaround of data and prototype

• Collaboration between UX designers and developers

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Cognitive and Heuristic Walkthrough

• Expert Review with heuristics

• Findings

‒ Number of functions initially presented to user exceeds their cognitive load

‒ Call to action not clear

‒ Directions and help need to be tailored to high functionality intelligent system

• Recommendations

‒ Provide Home page

‒ Provide choices for help, i.e. video, tutorial, learning by exploration

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CHI 2014 Case Study Copyright notice

Participatory Design

• Participatory Design (PD), also known as Cooperative Design, actively involves all stakeholders in design process

• PD was performed twice

‒ Once after Cognitive Walkthrough

‒ Once after User Test

• Developer and UX Designer walked through task on prototype, working through usability issues and creating solutions for new design

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Iterative Development

• Design solutions incorporated into new revisions of the prototype

• The prototype was revised (Re/Design phase in above diagram) after each Participatory Design session

Test

Re/Design

DevelopPrototype

Anaylze Test data

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User Test

• Six participants were tested two days at the Bentley University,

User Experience Center (UXC)• Test sessions were one-on-one and lasted approximately 60

minutes.• Sessions were digitally recorded.• The test facilitator followed a structured test script.

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User Test: Study Structure

The study was conducted in three parts:

Part One: Participants were asked a set of background questions.

Part Two: Participants completed a set of tasks.

Part Three: Participants were asked follow-up questions to share their overall impressions of the Justify software.

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User Test Findings

• Overall, participants felt that Justify was a highly powerful and potentially useful system.

• Participants had trouble with the erminology.

• Providing help that is not in the context of a specific task kept the participants disconnected from the system and made learning the system unnecessarily difficult.

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User Test findings continued

Participants were unclear on concepts: • Discussion vs. point• Group decisions vs. individual decisions.• What's happening "underneath the hood."• What "value" means or how to use it.

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User Test findings, continued

None standard interaction, noe of the usual affordances were provided• Right click on a point to add, delete, edit accounts.• Click on "no subpoints" under a point to add a new subpoint.

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UX Research Recommendations

• Consider creating a closer connection between learning and doing within Justify. If learning is incorporated into part of the experience, participants who start by exploring the system will learn the program in a way that is consistent with their expectations.

‒ Consider providing help through the interface, particularly in the context of a specific task they're working on.

‒ Consider providing an index to help topics, allowing users to find the information they need in a nonlinear way.

• Since participants had no sense of home, or how to get back to their home screen. Consider re-orienting the landing page for the users by providing a more graphical/less text hierarchy/ folder system as the visual key to navigating the system.

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User Test Recommendations

• Change and clarify terminology to make the difficult concepts easier to grasp

• Discussion vs. point

• Group decisions vs. individual decisions.

• Private and public folders

• Consider a tiered or chunked approach to showing users what's happening "underneath the hood." which includes “Just in time” information

• Since terminology, such as discussion and points, are confusing to participants, consider further research regarding these specific terms and how they match up with the mental model of users in regard to decision making.

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Pre-Beta Prototype

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Prototype V2 Home Page

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Prototype V2 Start Page

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Justify Prototype

• The Justify Beta prototype can be found at

http://justify-app.appspot.com/

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Challenges

• Technical development- not enough resources

• Team-

‒ Not co-located, forced more planning to allow collaboration to work more smoothly

‒ UX designers and developers had very different point of view and priorities for outcomes

‒ Some stakeholders did not see the value was in doing UX work on such an early stage prototype

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Challenges

• Once the issues were identified, the team worked more closely together relying on in-person phone calls and meetings instead of email and reports to convey important information

• Several meetings included participatory design principles, allowing for better collaboration between team members

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Results of Our Team’s Efforts

• The good

‒ Lean UX, with collaboration and quick turnaround of user data, is perfect for early stages research

‒ Developers watching users interact with their system is priceless

• The bad

‒ Even experienced computer users have limited cognitive load

‒ Not everyone learns the same way, so the different learning styles must be integrated

• The ugly

‒ Intelligent high functionality systems present more options then the user can understand. If not properly presented, the system can appear to be an unusable low functionality system.

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Conclusions

• When designing high functionality intelligent systems, always work closely with UX designers to make sure you are including the user point of view and mental model

• Do not use long reports or presentations for developers that do not prioritize usability issues or provide actionable recommendations

• Use Lean UX methods to get the best outcome as it most closely aligns with a good design practice, including close collaboration between developers and UX designers

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Thank You!

• Questions


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