Conducting ux research

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Conducting UX Research

@nmonarizqa

When and why

should?

mendapatkan interface

dan UX yang “pas”

Melakukan perbaikan-perbaikan

peningkatan kualitas

layanan peningkatan

revenue

Sebelum

pro

duk dib

uat:

sesu

dah

UsabilityNielsenLearnabilit

y

Efficiency

Memorability

Errors

Satisfaction

Heuristics

1. Visibility of System Status2. Match between system and the

real world3. User control and freedom4. Consistency and standards5. Error prevention6. Recognition rather than recall7. Flexibility and efficiency of use8. Aesthetic and minimalist design9. Help users recognize, diagnose

and recover from errors10.Help and documentation

Assessment Methods• Survey and questionnaires• Observation• Heuristic evaluation

UX Evaluation Methods

SAM

3E

Psychophysiological

ESM

Example

A STUDY OF THE DRAG-AND-DROP INTERACTION USABILITY IN EMARTINDONESIA.COMNURVIRTA MONARIZQA – UNIVERSITAS GADJAH MADA

Drag and Drop is now used widely…

Since it’s never been applied in online shop, eMart Indonesia tried to develop this feature

Is it usable?The goal is to bring the real shopping experience to this website

Usability Problem

Learnability (Head, 1999)

Efficiency (Nielsen,

1994)

Satisfaction (Nielsen,

1994)

Presentation (John

Kato, 2001)

Help (Head, 1999)

About eMart Indonesia

eMart Indonesia is a website developed by Trias Nur Rahman, Ema Fitriana and Nurvirta Monarizqa. Awarded 2nd place on GeMasTIK (ICT Competition for Undergraduate Students held by Ministry of Education) 2011, and Winner on Indonesia ICT Award 2012 (INAICTA) so that next Desember we will present this project in Asia Pacific ICT Award (APICTA). Soon, this website will really launch as a real online supermarket.

Participants

12 person 8 of 12 participants have never tried eMart

Indonesia before Average age of 21 Target market of eMart Indonesia

Tasks

Open http://demo.emartindonesia.com

Go to category “Susu” and then subcategory “Susu Anak”

There are 25 items displayed in each page

Tasks (contd.)

“buy” means put the item into shopping cart

1. The participant must buy all of items in page 1 using (+) button in the corner of the price bar, then record the time

2. Buy all of items using drag-and-drop, record the time

3. Buy five items, each item twice using manual addition feature, record the time

4. Buy five items, each item twice using drag and drop, record the time, record the time

5. Buy 10 kind of items, 5 kind bought once, 5 other kind bought twice

Result of the tasks

Task 1 Task 2 Task 3 Task 4 Task 50

20

40

60

80

100

120

140

Time Recorded in every task

Part 1 Part 2 Part 3 Part 4 Part 5 Part 6Part 7 Part 8 Part 9 Part 10 Part 11 Part 12

Analysis

Average time for task 1 = 51,375 s Average time for task 2 = 51,561 s Average time for task 3 = 45,9 s Average time for task 4 = 21,05 s Average time for task 5 = 31,5 s (with

outliers); 22,37 s (without outliers)

Analysis (Contd.)

Average time recorded for task 1 and task 2 is almost the same.

Average time recorded for task 4 is just less than half of time recorded for task 3

Only 1 participant that used only manual feature in whole of process in task 5. Two participants used mixed features and the rest 9 participants prefer to use only drag-and-drop in task 5.

Questions

1. Did the pop-up help when you visit this web for the first time help you enough in understanding drag-and-drop feature?

2. Did you feel confuse when you use drag-and-drop feature for the first time?

3. In the task 5, which one method did you use more often? Manual or drag and drop?

4. What problems that occurred when you did the task?

5. Is it necessary to add “help” page to explain the drag-and-drop feature instead of pop-up?

6. Which one you prefer? Drag-and-drop or manual?

7. What is the lack of drag-and-drop instead of manual?

8. What is the lack of manual instead of drag-and-drop?

9. Give suggestion for eMart Indonesia

Result

Quest 1 Quest 2 Quest 3 Quest 4 Quest 5 Quest 60

1

2

3

4

5

6

Scoring

Part 1 Part 2 Part 3 Part 4 Part 5 Part 6Part 7 Part 8 Part 9 Part 10 Part 11 Part 12

Result

Average Score of question 1 = 3,588 Average Score of question 2 = 3,5 Average Score of question 3 = 3,667 Average Score of question 1 = 3,333 Average Score of question 1 = 3,5

Problems Occurred

Difficu

lt with

out m

ouse

Far d

ragg

ing

False

point

ing

when

to re

leas

e

exha

ustin

g

not s

ure

need

mor

e ad

apta

tion

0

2

4

6

8

10

12

Problems Occured

Participants

Measurement

learnability • Based on question 1 and 2

efficiency • Based on time

Satisfaction • By preference and problemsPresentatio

n• Based on problem on presentation

Help• Pop up• Help page

Conclusion

learnability • Easy to learn (3,58 and 3,5 point)

efficiency• Time used is almost the same• Drag and Drop performed better to add

quantity

Satisfaction• Average point 3,5 for preference in drag-and-

drop• Difficult without mouse though

Presentation• Far Dragging• When to release

Help• Pop up is needed• Help page is needed

Conclusion

Better if developed in mobile application

Close dragging

Use fingers