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Improved Usability
Improved Usability
   At Improved Usability, we are
    dedicated to helping you delight
    your customers whether your
    company sells services or
    products.
   We able to help you better
    understand your customers needs
    and how best to position your
    products or services in their current
    workflow or lifestyle.
   We also conduct usability testing for   Usability testing is typically
                                            conducted in one-on-one sessions.
    current and new products or
    websites.


ImprovedUsability.com
Clients




ImprovedUsability.com
What is User Experience?
    User Experience (UX) is a holistic consideration of users’ desired
    experience and is a critical component in the design of products, services
    and environments.
    The Key Benefits of UX are:
       Obtaining deep insight into user needs and wants
       Learning how users will use a particular product or service
       Collecting information that drives an end-user focused approach to
        design, business decisions and technical decisions.
    User experience design team members come from a variety of
    backgrounds in human-computer interaction (HCI), human factors,
    cognitive psychology, library sciences and design.
    Usability can be defined as the ease of use and learnability of a human-
    made object (be it a website, book, software, etc.).

ImprovedUsability.com
User Experience > design process


    Discovery
    User research is conducted to help define who are the users of a system, site, application, etc. In
    addition, efforts are made to determine unmet needs, current workflow, and where the Internet could
    assist.

    Concept Ideation
    Initial concepts are created and vetted with users in a rapid iterative design cycle. Involvement from
    both technical and client teams is crucial to ensure that the early designs follow business
    requirements and can eventually be implemented.

    Design
    Based on the learnings from Discovery and Concept Ideation, design work continues with the
    eventual goal of having a set of high fidelity screens that have been vetted by the eventual users of
    the system or application.



ImprovedUsability.com
User Experience > design process




ImprovedUsability.com
User Experience > activities
    Type                      Description                                                                   Time         ~ Effort

    Mental Models             In order to build out the mental model diagram, contextual inquiry            ~ 4 weeks    Medium
                              interviews are needed along with survey and or diary studies.
    Persona Development       Personas represent the primary user group(s) of a site or application.        ~ 5-6        High
                              They are an archetype representing a user group (audience segment)            weeks
                              synthesized from research.
    Focus Groups              Working with small groups of users, a usability analyst seeks to elicit       ~ 4 weeks    Medium
                              requirements and determine the priority of those requirements.
    RITE                      Testing is a usability method similar to traditional usability testing;       ~ 4 weeks    Medium
                              however RITE differs in that the data are analyzed after each participant,
                              or at the end of each day of testing, changes to the interface are made as
                              soon as an issue is identified and a solution is clear, and the changed
                              interface is tested with the remaining users
    Card Sorting              1 on 1 activity conducted with customers to determine their natural mental    ~ 4 weeks    Medium
                              model when approaching a website.
    Heuristic Review          Expert evaluation to determine if aspects of an interface or website follow   ~ few days   Low
                              established usability principals.                                             to 2 weeks
    Validation User Testing   Validation studies are typically conducted with high fidelity prototypes      ~4-5         High
                              (e.g. Flash or close to production code) to confirm design decisions made     weeks
                              by the project team.


    Quick Feedback User       With a panel, a small set of users (6-12) are recruited to be available to    ~ 1-2        Low
    Panel                     provide quick feedback on a set of designs or screens. Email is a             weeks
                              common route to obtain this feedback.




ImprovedUsability.com
User Research > persona development
   Description
   Personas are models that describe the user’s: goals,
   needs, and characteristics. They represent the primary
   user group(s) of a site or application. They are an
   archetype representing a user group (audience segment)
   synthesized from research

   When to Use
   Early on in a project (redesign or new application/site) to
   help the Agile team focus its development efforts.

   Typical Project Length/Effort
   5-6 weeks/High

   Deliverables
   Persona posters and a PowerPoint report summarizing major
   findings.




ImprovedUsability.com
User Research > focus groups
   Description
   Working with small groups of users, a usability analyst
   seeks to elicit requirements and determine the priority of
   those requirements.
   Often times, a priming activity or homework assignment
   can be given to users ahead of time to help make the
   most of the time spent in the session. In addition,
   feedback can be gained on proposed concepts or
   designs.

   When to Use
   Early on (before requirements have been settled on) when
   there is a need to frame what will be delivered/produced.

   Typical Project Length/Effort
   4 weeks/Medium

   Deliverables
   PowerPoint report summarizing findings and video highlight reel.
   .




ImprovedUsability.com
User Research > rapid iterative testing
   Description
   Rapid Iterative Testing and Evaluation, typically referred to
   as "RITE" testing is a usability method similar to traditional
   usability testing; however RITE differs in that the data are
   analyzed after each participant, or at the end of each day
   of testing, changes to the interface are made as soon as
   an issue is identified and a solution is clear, and the
   changed interface is tested with the remaining
   users. Changes are easily made to the prototype since it
   is typically in a low-fidelity format.

   When to Use
   Early on in the project (before Day 0) when requirements
   are still rough and being firmed up.

   Typical Project Length/Effort
   4-5weeks/High

   Deliverables
   PowerPoint report summarizing findings and video highlight reel.




ImprovedUsability.com
User Research > card sorting
   Description
   Card sorting is a user-centered design method for
   developing organization and navigation of a site or
   application. The process involves sorting a series of
   cards, each labeled with a piece of content or functionality,
   into groups that make sense to users or participants.
   Card sorting is a great, reliable, inexpensive method for
   finding patterns in how users would expect to find content
   or functionality. Those patterns are often referred to as the
   users’ mental model. By understanding the users’ mental
   model, we can increase findability, which in turn makes
   the product easier to use.
   When to Use
   Early on in the project (before Day 0) when requirements
   are still rough and being firmed up.

   Typical Project Length/Effort
   4-5weeks/High

   Deliverables
   PowerPoint report summarizing findings and video highlight reel.


ImprovedUsability.com
User Research > expert review
   Description
   A heuristic or expert review is conducted by a usability
   analyst reviewing a particular design or set of
   designs. The design is compared against a set of
   standard best practice principles and recommendations
   are made for improvement.

   When to Use
   Any time the project team determines it needs quick
   feedback on a set of designs. Heuristic reviews are best
   employed prior to a usability study to help set priorities of
   items to be reviewed with participants.

   Typical Project Length/Effort
   1-4 weeks/Low to Medium

   Deliverables
   Word document with issues called out and screenshots of
   designs.




ImprovedUsability.com
User Research > validation usability testing
   Description
   Usability test evaluations assess the extent to which an
   application or its features meet the users’ objectives. At
   the conclusion of the formal evaluation, the usability
   analysts will create a final report.
   Validation studies are typically conducted with high fidelity
   prototypes (e.g. Flash or close to production code) to
   confirm design decisions made by the project team.

   When to Use
   Later in the design cycle (ideally after RITE sessions have
   been completed). Since validation sessions typically last
   ~90 minutes, these types of studies need to be placed
   strategically to provide the greatest value to the project
   team.
   Typical Project Length/Effort
   4-5weeks/High

   Deliverables
   PowerPoint report summarizing findings and video highlight reel.




ImprovedUsability.com
User Research > ux vs. usability

  User experience (UX) speaks to the overall experience that a person has
  when he or she interacts with a product or service.
    Encompasses both interaction design and visual design and seeks to
      promote an interface that is pleasing to the user.

  Usability is focused on the ease in which people can use a particular tool or
  human-made object to achieve a particular goal.
    Usability is fundamentally qualitative but may involve the application of
      quantitative data to identify areas of weakness and suggest
      improvements.
    The study of usability often focuses on performing extensive tests with
      large groups of individuals, sometimes involving in depth techniques like
      eye tracking to determine how users interact with interfaces and any
      areas in which they get lost.




ImprovedUsability.com

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Improved Overview

  • 2. Improved Usability  At Improved Usability, we are dedicated to helping you delight your customers whether your company sells services or products.  We able to help you better understand your customers needs and how best to position your products or services in their current workflow or lifestyle.  We also conduct usability testing for Usability testing is typically conducted in one-on-one sessions. current and new products or websites. ImprovedUsability.com
  • 4. What is User Experience? User Experience (UX) is a holistic consideration of users’ desired experience and is a critical component in the design of products, services and environments. The Key Benefits of UX are:  Obtaining deep insight into user needs and wants  Learning how users will use a particular product or service  Collecting information that drives an end-user focused approach to design, business decisions and technical decisions. User experience design team members come from a variety of backgrounds in human-computer interaction (HCI), human factors, cognitive psychology, library sciences and design. Usability can be defined as the ease of use and learnability of a human- made object (be it a website, book, software, etc.). ImprovedUsability.com
  • 5. User Experience > design process Discovery User research is conducted to help define who are the users of a system, site, application, etc. In addition, efforts are made to determine unmet needs, current workflow, and where the Internet could assist. Concept Ideation Initial concepts are created and vetted with users in a rapid iterative design cycle. Involvement from both technical and client teams is crucial to ensure that the early designs follow business requirements and can eventually be implemented. Design Based on the learnings from Discovery and Concept Ideation, design work continues with the eventual goal of having a set of high fidelity screens that have been vetted by the eventual users of the system or application. ImprovedUsability.com
  • 6. User Experience > design process ImprovedUsability.com
  • 7. User Experience > activities Type Description Time ~ Effort Mental Models In order to build out the mental model diagram, contextual inquiry ~ 4 weeks Medium interviews are needed along with survey and or diary studies. Persona Development Personas represent the primary user group(s) of a site or application. ~ 5-6 High They are an archetype representing a user group (audience segment) weeks synthesized from research. Focus Groups Working with small groups of users, a usability analyst seeks to elicit ~ 4 weeks Medium requirements and determine the priority of those requirements. RITE Testing is a usability method similar to traditional usability testing; ~ 4 weeks Medium however RITE differs in that the data are analyzed after each participant, or at the end of each day of testing, changes to the interface are made as soon as an issue is identified and a solution is clear, and the changed interface is tested with the remaining users Card Sorting 1 on 1 activity conducted with customers to determine their natural mental ~ 4 weeks Medium model when approaching a website. Heuristic Review Expert evaluation to determine if aspects of an interface or website follow ~ few days Low established usability principals. to 2 weeks Validation User Testing Validation studies are typically conducted with high fidelity prototypes ~4-5 High (e.g. Flash or close to production code) to confirm design decisions made weeks by the project team. Quick Feedback User With a panel, a small set of users (6-12) are recruited to be available to ~ 1-2 Low Panel provide quick feedback on a set of designs or screens. Email is a weeks common route to obtain this feedback. ImprovedUsability.com
  • 8. User Research > persona development Description Personas are models that describe the user’s: goals, needs, and characteristics. They represent the primary user group(s) of a site or application. They are an archetype representing a user group (audience segment) synthesized from research When to Use Early on in a project (redesign or new application/site) to help the Agile team focus its development efforts. Typical Project Length/Effort 5-6 weeks/High Deliverables Persona posters and a PowerPoint report summarizing major findings. ImprovedUsability.com
  • 9. User Research > focus groups Description Working with small groups of users, a usability analyst seeks to elicit requirements and determine the priority of those requirements. Often times, a priming activity or homework assignment can be given to users ahead of time to help make the most of the time spent in the session. In addition, feedback can be gained on proposed concepts or designs. When to Use Early on (before requirements have been settled on) when there is a need to frame what will be delivered/produced. Typical Project Length/Effort 4 weeks/Medium Deliverables PowerPoint report summarizing findings and video highlight reel. . ImprovedUsability.com
  • 10. User Research > rapid iterative testing Description Rapid Iterative Testing and Evaluation, typically referred to as "RITE" testing is a usability method similar to traditional usability testing; however RITE differs in that the data are analyzed after each participant, or at the end of each day of testing, changes to the interface are made as soon as an issue is identified and a solution is clear, and the changed interface is tested with the remaining users. Changes are easily made to the prototype since it is typically in a low-fidelity format. When to Use Early on in the project (before Day 0) when requirements are still rough and being firmed up. Typical Project Length/Effort 4-5weeks/High Deliverables PowerPoint report summarizing findings and video highlight reel. ImprovedUsability.com
  • 11. User Research > card sorting Description Card sorting is a user-centered design method for developing organization and navigation of a site or application. The process involves sorting a series of cards, each labeled with a piece of content or functionality, into groups that make sense to users or participants. Card sorting is a great, reliable, inexpensive method for finding patterns in how users would expect to find content or functionality. Those patterns are often referred to as the users’ mental model. By understanding the users’ mental model, we can increase findability, which in turn makes the product easier to use. When to Use Early on in the project (before Day 0) when requirements are still rough and being firmed up. Typical Project Length/Effort 4-5weeks/High Deliverables PowerPoint report summarizing findings and video highlight reel. ImprovedUsability.com
  • 12. User Research > expert review Description A heuristic or expert review is conducted by a usability analyst reviewing a particular design or set of designs. The design is compared against a set of standard best practice principles and recommendations are made for improvement. When to Use Any time the project team determines it needs quick feedback on a set of designs. Heuristic reviews are best employed prior to a usability study to help set priorities of items to be reviewed with participants. Typical Project Length/Effort 1-4 weeks/Low to Medium Deliverables Word document with issues called out and screenshots of designs. ImprovedUsability.com
  • 13. User Research > validation usability testing Description Usability test evaluations assess the extent to which an application or its features meet the users’ objectives. At the conclusion of the formal evaluation, the usability analysts will create a final report. Validation studies are typically conducted with high fidelity prototypes (e.g. Flash or close to production code) to confirm design decisions made by the project team. When to Use Later in the design cycle (ideally after RITE sessions have been completed). Since validation sessions typically last ~90 minutes, these types of studies need to be placed strategically to provide the greatest value to the project team. Typical Project Length/Effort 4-5weeks/High Deliverables PowerPoint report summarizing findings and video highlight reel. ImprovedUsability.com
  • 14. User Research > ux vs. usability User experience (UX) speaks to the overall experience that a person has when he or she interacts with a product or service.  Encompasses both interaction design and visual design and seeks to promote an interface that is pleasing to the user. Usability is focused on the ease in which people can use a particular tool or human-made object to achieve a particular goal.  Usability is fundamentally qualitative but may involve the application of quantitative data to identify areas of weakness and suggest improvements.  The study of usability often focuses on performing extensive tests with large groups of individuals, sometimes involving in depth techniques like eye tracking to determine how users interact with interfaces and any areas in which they get lost. ImprovedUsability.com