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UX Common Test
Revision
WEEK 8

DESIGNING USER EXPERIENCE 2023 | School of ICT


Common Test
Revision

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CT Format
q Section A – 10 MCQs
q Section B – Short-Answered Questions
q Section C – Case Study

q To bring along:

○ Pencil + Pen
○ Ruler
○ Eraser

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Section A Example

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Section B Example
(short excerpt)

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Section C Example
(short excerpt)

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Important
Topics
The following slides contain important topics that you will be tested on during the Common Test.
However, do note that questions are not only limited to what is being brought up within this deck of
slides. You should familiarise yourselves with ALL learning materials learnt over the past weeks.
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User Experience (UX)

● User experience focuses on ● UX best practices promote


having a deep understanding improving the quality of the
of users, what they need, what user’s interaction with and
they value, their abilities, and perceptions of your product and
also their limitations any related services

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UI vs. UX roles

User Experience (UX) UI Developer / Designer Application Developer


Designer • Design • Back-End / Server-side
• Research Development
• HTML/CSS/JS
• JS/PHP/C#/Ruby /
• Design • Testing PYTHON etc.
• Testing • Testing

HUMAN Focused TECHNOLOGY Focused


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Different roles

Image Source: crayondata (Accessed April 2022)


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Framework for OBVIOUS Design

Know What to Know What Makes Know the Best


Build It Great Ways to
Implement It

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Framework for
OBVIOUS Design

q Purpose of application
q Needs & desires of people using it
q Product’s scope - What to build and what NOT to build
q App that serves a good job of fulfilling the need of
Know What to
users will be desirable
Build

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Framework for
OBVIOUS Design

q Example: Drag-and-drop interactions cannot


make a web application great. Why?
q Badly designed application tells you at every
opportunity just how bad it is.
Know What
q How about for Good design?
Makes It Great

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Framework for
OBVIOUS Design

q Best way to do something usually changes over time


q Technology ( jQuery, CSS3 and HTML5 etc) pushes
interaction limits

q Interaction element
Know the Best
Ways to Implement q Enables usability
It
q Creates x-factor

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What is a User Persona?


q A fictional representative of your ideal
customer or user of your product

q Based on facts, hard data, and user


research

q To design based on the needs,


motivations, and observed behavior

Source: DUX Class of Oct 2021


patterns of your core target audience
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UXD Lifecycle
UNDERSTAND ANALYSE
q Requirement Gathering q Personas
q User Needs Analysis q User Journeys
q Content Audit
q Competitive Analysis
q Card Sorting
q Contextual Enquiry q Sitemap
q Focus Groups UNDERSTAND ANALYSE q Information Architecture

VALIDATE DESIGN
q User Flows
q Rapid Prototyping
q Wireframes
q Usability Testing q Creative & Visual Design
q Analytics q Interaction Design
VALIDATE DESIGN

Image Source: National University Singapore <Digital User Experience Design>


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The 5 Planes
Builds from Bottom to Top
q LOWEST PLANE – only concerned about how
our product will fit into our strategy (while
meeting users’ needs)
q HIGHEST PLANE – only concerned about the
detailed appearance of the product
q Each plane is dependent on the plane below
it; ripple effect

Image Source: The Elements of User Experience by Jesse James Garrett


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The 5 Planes
Series of Web pages, made up of images and text. Examples: clickable
images, illustrations, photographs of products and logo

Placement of buttons, controls, photos and blocks of text in the most


optimized way for maximum effect and efficiency

Defines how users get to a certain page and where they could go when
they are finished. To decide on the Information Architecture

Defines the way in which the various features and functions of the site fit
together

Not only about what people running the site wants, but what users want to
get out of the site as well

Image Source: The Elements of User Experience by Jesse James Garrett


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How We Use
Digital Products

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FACT OF LIFE #1
We don’t read pages

We SCAN them
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FACT OF LIFE #2
We don’t make optimal choices.

We SATISFICE.
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FACT OF LIFE #3
We don’t figure out how things work

We MUDDLE
THROUGH
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The
Design Brief

q As a UX Designer, you need to understand the Design Brief.

q Ask questions and explore the Design Brief to define the problem.
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The Design Brief


What are included in the Design Brief?

Problem Description Project Scope User Description

Project Goals & Outcomes Background Information Success Metrics

Project Approach - Timing,


Resources, Budget
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Meet the team!


Account Manager aka Suits UX Designer
Deal with clients Does wireframes, interactions, research
about the users & audience

Creative Leads UX Researcher


Give Creative Direction Heavy research into metrics, create new
methods of interactions and research
about users

Graphic / Visual Designer UX Developer


Does Photoshop/Illustrator/graphic tools Plan, design, and develop using code
and make our design better and visual design tools

Image Source: freepik (Accessed: May 2022)


The Design Thinking Process

Image Source: UX Planet (Accessed: Oct 2022)


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Context Clarifier

A tool to help you:

q unpack the project’s context


q uncover the untold truths about the project
q identify the potential problems early
q identify who are the key people to be involved in the project

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Context Clarifier Context + Objectives Constraints /


Q1 … Challenges
Steps to run a Context Clarifier: Q1 …
Q2 …
Q2 …
1. Divide a flipchart paper into 4 Q3 …
Q3 …
quadrants, write the topics
2. Starting with the first quadrant, ask
each person in the room to write their
questions on Post-its
Scope of work / People Vision of Success
3. Stick the Post-its on the relevant involved
Q1 …
Q1 …
quadrant Q2 …
Q2 …
4. When all is completed, read out the Q3 …
Q3 …
Post-its and discuss with the group

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Context Clarifier
Context + Objectives Constraints / Challenges
Uncover the background to Identify the Constraints /
Each section of the Context Clarifier your project from the Challenges for the project, that
perspective of the Product
has a purpose. Owner, Stakeholders and
may include Budgets,
Timeline and things you can or
other Team Members. can’t do.

Scope of work / People


involved
Who are the people you’ll be
working with? Vision of Success
Who are the decision makers? Identify the measure of
Who are potential blockers / success - for the Product
advocates? Owner, Stakeholders,
Leaders?
How would the team work
together?
Identify communication
channel

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Understanding the Users


Methods
01 02 03 04 05
Personas Empathy Contextual Focus Analytics*
Maps Enquiry* Groups*
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System Usability Scale (SUS)

A survey measuring user’s perception of usability, a quantitative


measure.

10 questions assessing 3 elements: Effectiveness, Efficiency,


Satisfaction

Use at the beginning and end of a project. Work well with a low
number of users.

https://www.usability.gov/how-to-and-tools/methods/system-
usability-scale.html
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What is Rapid Prototyping?

3 1 Rapid prototyping is simply a three steps


cycle process with as much repetition
as we need.
REFINE & ITERATE PROTOTYPE

To develop a successful product or an app,


PROTOTYPING we first create a prototype and keep
improving on it till the time we get what we
expect.

An idea has no value unless it can be


communicated and the value of a prototype
is the vision of what the final outcome
would be.

2 Eventually, the goal of effective rapid


prototyping is to convince oneself and
others of an idea.
REVIEW
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STEP 1 - PROTOTYPE STEP 2 - REVIEW STEP 3 –


• Gather requirements • Share prototypes with client & REFINE & ITERATE
• Wireframes / Mockups stakeholders
• Consider UX standards & best • Refinement of key areas
• Discuss expectations • Iterate prototyping process
practices • Gather feedback • Whole process will require
multiple iterations until prototype
is finalized.
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Focuses on understanding user behaviors,


needs, and motivations through
observation techniques, task analysis and
other feedback methodologies.

Image Source: VectorStock (Accessed: May 2022)


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What is User RESEARCH?


q Process of understanding the impact of design on an audience

q Type of user research you can or should perform will depend on the type of site,
system or app you are developing, your timeline, and your environment
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Challenges of User Research

Often seen as Difficulty in Difficulty in Not enough


‘unglamorous’ researching for visualising time allowed
by designers something that research
is totally novel findings
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Why is User Research important?

A research makes a
Helps us understand
design better and our
people’s lives in a
goal is to create
better way to
products that people
transform their needs
want to use
into products
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Research Methods

Quantitative Research Qualitative Research


gives you answers on how often, gives a deep understanding of
how many, how much, how long – how people perceive their world.
to measure / validate assumptions.
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Research Methods: Quantitative

q PROS
objectives, results can be
Measurable
analyzed quickly using Excel
Numerical, / statistical software.
statistical,
mathematical Finding can be
presented in
numbers, q CONS
graphs,
infographics hard to uncover the “why”.
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Research Methods: Qualitative


q Qualitative Research
q A measure of quality – people’s thoughts, feelings, ideas,

perceptions.
q Gives you the how and the why.
q Interactive & subjective.
q Can include photos, drawings, sketches, video/sound

recordings of what is said or done.

q Can gain great insights from smaller sample sizes.

Image Source: UX Collective (Accessed: May 2022)


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Framing your Questions


Be clear, simple, Ask one question Use open-ended
neutral. at a time. questions.

Create follow-up
Build in probing questions to help Avoid leading
questions (Tell me the user elaborate questions.
more about..) on a thought.

Avoid blaming
questions.
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Why Design Prototypes?

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Image Source: Justinmind (Accessed: May 2022)
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Low-Fidelity
Prototypes
q Screen layouts
q Simple element outlines
q Sizing, spacing and positioning of
elements
q Basic clickability and navigation
between screens

Image Source: Justinmind (Accessed: May 2022)


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High-Fidelity
Prototypes
q Interaction
q Advanced UI design
q Real content
q Data visualization

Image Source: Justinmind (Accessed: May 2022)


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What is
Affinity
Mapping?
A method to gain a complete picture of the
research process.

It will reveal trends, themes, and areas of


opportunity for discovery and improvement.

Image Source: conceptboard (Accessed: May 2022)


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3 Major Steps to Affinity Mapping:

Write down Place the sticky Refine the groups


individual notes on a wall, and label them.
observations on a grouping similar
sticky note. items together.

Image Source: conceptboard (Accessed: May 2022)


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Connected Devices
Consider the hours we spend with devices
every day:

q interacting with our smartphones


q working on our laptops
q engaging with our tablets
q watching shows on television
q playing with our video game consoles
q tracking steps on our fitness
wristbands
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Device Diversity Is Human Diversity

Common ways
people hold and
touch their mobile
phone

Image Source: https://www.uxmatters.com/ (Accessed: May 2022)


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“People hold their


Summary phone in multiple ways
that change all the
time. They don’t have
just a single favorite
way, but frequently
shift their grip.”

Image Source: https://www.uxmatters.com/ (Accessed: May 2022)


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People Touch the Center of the Screen

Chart showing
touch accuracy for
specific parts of
the screen

Image Source: https://www.uxmatters.com/ (Accessed: May 2022)


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People Touch the Center of the Screen

Positions where people


prefer to tap

Image Source: https://www.uxmatters.com/ (Accessed: May 2022)


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People Look at the Center of the Screen

Touch-friendly
information-design
framework

Image Source: https://www.uxmatters.com/ (Accessed: May 2022)


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What is Usability Testing?

Usability testing is performed to Users are asked to perform a Your role is to observe and
evaluate how well a website, an range of tasks or scenarios with record the process.
app, or a prototype works. the same product or prototype.
They share their thoughts about
the experience.

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What would you evaluate?


q Time taken to complete a task – is it reasonable?

q Different approaches to completing the task


q Whether the user completes the task (and how easily) or gives up, or
does something else...

q Their reactions – frustrations, confusion, delight, surprise


q The user's opinions and thoughts on what works well, what needs
changing or improving

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The purpose of Usability Testing

To show you how usable or


understandable your prototype Testing validates your designs.
is at this early stage.

After repeated testing, you can


It reduces the risk of releasing
continue to iterate and refine
a product that is unusable or
your designs to deliver a great
unsound.
user experience.

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I our benm es
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7 Steps to Usability Testing

Image Source: ProductPlan (Accessed: Jun 2022)


Image Source: https://uxstudioteam.com/ (Accessed: Jun 2022)
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Why is testing important?

50% 60-80%
of product features are of development effort is
not used rework

200X cost to change code vs


prototypes (changing things in code is harder)
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‘Discou nted’ usability testing


Traditional Testing ‘Discounted’ Testing
No. of Users per Test Usually 8 or more to justify setup cost 3 to 5

Recruiting Effort Select carefully to match target audience Grab some people. Almost anybody who uses the Web will do

Testing Venue A usability lab, with an observation room and a one-way mirror Any office or conference room

Who does the Testing An experienced usability professional Any reasonably patient human being

Advance Planning Tests have to be scheduled weeks in advance to reserve a usability lab and Tests can be done almost any time, with little advance
allow time for recruiting scheduling

Preparation Draft, discuss, and revise a test protocol Decide what you’re going to show
What / When do you Test? Unless you have a huge budget, put all your eggs in one basket, and test Run small tests continually throughout the development proces
once when the site is nearly complete

Cost $5,000 to $15,000 (or more) $300 (a $50 to $100 stipend for each user) or less

What Happens Afterwards A 20-page written report appears a week later, then the development team The development team (and interested stakeholders) debrief
meets to decide what changes to make over lunch the same day
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How many users should you test?

3 USERS 4 USERS
Catches 65%of the Catches 75%of the
problems problems

5 USERS Four 5 person studies is


Catches 85%of the
BETTER than one 20
problems person study

Source: http://blog.invisionapp.com/ux-usability-research-testing/
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Different Types of Test


QA
(Quality Assurance) Playtesting Usability Testing
Testing

Nothing to do with enjoyment of the game Include real people who play the game and A kind of user test that is designed to
/ app and is all about finding “bugs” observation of their actions in order to find determine how convenient it is to
(errors in the program code). out how much their experience corresponds interact with the app / game and all of
to what the developer had intended its systems (interface, controls etc.)

User Acceptance Testing


A/B Testing
(UAT)

Actual software users test the software to make Also known as Split Testing) is an optimisation technique that
sure it can handle required tasks in real-world involves sending half your users to one version of a page, and
scenarios, according to specifications. UAT is the other half to another, and watching the analytics to see
one of the final and critical software project which one is more effective in getting them to do what you want
procedures that must occur before newly them to do (for example, sign up for a user account)
developed software is rolled out to the market.
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References
q Gavin Allanwood & Peter Beare. User experience design: creating designs users really love. London: Fairchild Books, c2014.
q Jesmond Allen & James Chudle. Smashing UX design: foundations for designing online user experiences. Chichester, West Sussex:
Wiley, 2012.
q Jesse James Garrett. The elements of user experience: user-centered design for the web and beyond. Berkeley, CA: New Riders,
c2011.

q Steve Krug. Don't make me think, revisited: a common sense approach to web usability. Berkeley, CA: New Riders, c2014.
q Robert Hoekman, Jr. Designing the obvious: a common sense approach to web and mobile application design. Berkeley, CA: New
Riders, c2011.
q Richard Caddick & Steve Cable. Communicating the user experience: a practical guide for creating useful UX documentation.
Chichester, West Sussex: Wiley, 2011.
q Levin Michal. Designing multi-device experiences: an ecosystem approach to user experiences across devices. Sebastopol, CA:
O'Reilly Media, 2014.

q Giles Colborne. Simple and usable web, mobile, and interaction design. Berkeley, CA: New Riders ; c2011.
q https://www.nngroup.com/articles/ux-design-portfolios/
q https://xtensio.com/how-to-create-a-persona/
q https://careerfoundry.com/en/blog/ux-design/how-to-define-a-user-persona/
q https://blog.hubspot.com/service/affinity-diagram
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