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Card Sorting
Card sorting helps you build the structure for your Web site, decide what to put on the home page, and label the home page categories. It also helps to ensure that you organize information on your site in a way that is logical to your users.
Contextual Interviews
Seeing the user's environment can be very useful. By going to the user, you see the user's environment and the actual technology the user works with.
You can answer questions like these:
- What is the social environment like?
- Are there people around to help the user?
- What is the physical environment like?
- Is the user on broadband or on a modem?
- Does being online tie up a phone line so the user wants to be on and off the Web quickly?
Heuristic Evaluation
The goal of heuristic evaluation is to find usability problems early in the design of a Web site so that improvements can be made as part of the iterative design process.
Heuristic evaluations usually are conducted by a small set (one to three) of evaluators. The evaluators independently examine a user interface and judge its compliance with a set of usability principles. The result of this analysis is a list of potential usability issues or problems. The usability principles, also referred to as usability heuristics, are taken from published lists. Ideally, each potential usability problem is assigned to one or more heuristics to help facilitate fixing the problem. As more evaluators are involved, more true problems are found.
Individual Interviews
Individual interviews typically refer to talking with one user at a time (for 30 minutes to an hour) face to face, by telephone, or with instant messaging or other computer-aided means. These interviews do not involve watching a user work. Thus, this is different from interviewing users in a usability testing session or conducting contextual interviews.
What can you learn from an interview?
Individual interviews can give you a deep understanding of the people who come to your site. You can probe their attitudes, beliefs, desires, and experiences. You can also ask them to rate or rank choices for the Web site content.
Personas
A persona is a fictional person who represents a major user group for your site
Personas bring many benefits, including these:
- Users' goals and needs become a common point of focus for the team.
- The team can concentrate on designing for a manageable set of personas knowing that they represent the needs of many users.
- By always asking, "Would Jim use this?" the team can avoid the trap of building what users ask for rather than what they will actually use.
- Design efforts can be prioritized based on the personas.
- Disagreements over design decisions can be sorted out by referring back to the personas.
- Designs can be constantly evaluated against the personas, getting better designs into usability testing.
According to Forrester, many companies including Ford Motor Company, Microsoft, and Staples develop and use personas and they report many benefits from doing so, including:
- a better understanding of customers
- shorter design cycles
- improved product quality
Prototyping
A prototype is a draft version of a Web site. Prototypes allow you to explore your ideas before investing time and money into development.
A prototype can be anything from:
- a series of drawings on paper (called a low-fidelity prototype)
- a few images or pages that a user can click through
- a fully functioning Web site (called a high-fidelity prototype)
Because it is much cheaper to change a product early in the development process than to make changes after you program the site.
A prototype is often the best way to gather feedback from users while you are still planning and designing your Web site. It is a quick way to find out if you are on the right track with your plans and design.
According to Nielsen (2003) prototyping results in:
- ten times the impact if you discover a needed design change early
- savings of 100 times the cost of making the change after you release the product
Task Analysis
Task analysis means learning about your users' goals—what they want to do at your Web site-and your users' ways of working. Task analysis can also mean figuring out what more specific tasks users must do to meet those goals and what steps they must take to accomplish those tasks. Along with user and task analysis, we often do a third analysis: understanding users' environments (physical, social, cultural, and technological environments).
Segmenting your target audiences by their main goals focuses your site's development on those users' tasks. What are the benefits of a task analysis?
A task analysis allows you to:
- discover what tasks your Web site must support
- determine the appropriate scope of content for your Web site
- decide what applications your Web site should include
- refine or redefine the navigation or search for your Web site to better support users' goals—to make sure the site is efficient, effective, and satisfying to users
- build specific Web pages and Web applications that match users' goals, tasks, and steps
Usability Testing
In a usability test, representative users try to do typical tasks with the product, while observers, including the development staff, watch, listen, and take notes. The product can be a Web site, Web application, or any other product. It does not have to be a finished product. You should be testing prototypes from early paper-based stages through fully functional later stages.
Use Cases
A use case is a description of how users will perform tasks on your Web site.
A use case includes two main parts:
- the steps a user will take to accomplish a particular task on your site
- the way the Web site should respond to a user's actions
A use case begins with a user's goal and ends when that goal is fulfilled.
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