Conducting ux research
-
Upload
vina-sectiana -
Category
Technology
-
view
447 -
download
0
description
Transcript of Conducting ux research
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