It seems almost everyone is on the Monzo hype at the moment, even Martin Lewis has jumped on the band wagon. So when we heard Monzo were coming to town last week, we were keen to go along and find out more about what they are getting up to! We learnt how they are shaking up the user experience of banking, guided by their 3 pillars of UX, innovative tech and customer service. They went on to explain that they are no longer focussing on their early adapters and trying to reach out to the wider community.
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Rebecca began her talk by introducing herself as an ‘Accessibility and UX Research Consultant’. She works freelance now and she’s got lots of experience from working at ShopDirect UK alongside designers to help create accessible apps. She stated that “There’s always things to learn when it comes to accessibility.”
So, why should we make our apps inclusive?
Rebecca started by talking about her experience working with a blind lady, who uses a screen reader to help her use apps on a day to day basis and feels that apps are simpler and easier to use than websites. Despite this, she still sometimes struggles with apps.
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SimpleUsability hosted a panel debate as part of the 2017 Leeds Digital Festival. Facilitated by Dr Lucy Buykx, one of our Senior UX Practitioners, and with a panel drawn from a variety of sectors, each at different UX adoption stages, the event drew a sizeable crowd keen to discuss, “Is UX research still too slow for agile?”
Shan Beerstecher, Digital Transformation Manager, Skipton Building Society
Adrian Berry, Product Owner, myhermes.co.uk, Hermes
Sophie Dennis, Lead User Researcher, NHS Digital
Phil Stevenson, Senior Digital Proposition Manager, TD Direct Investing
Lucy Buykx kicked off the event by explaining that at last year’s Leeds Digital Festival the same subject had proven incredibly popular, with attendees likening it to a therapy session for those trying to reconcile agile and user research. As agile is becoming more embedded in organisations, the topic is even more relevant hence the re-visit 12 months on.
The panellists got started by introducing themselves and sharing their experience and thoughts on whether UX research is too slow for agile.
First up was Sophie Dennis who has worked with the NHS since January 2017 and has a range of experience from previous roles within the public and private sectors. She’s had a variety of design research and delivery roles doing variations of agile. She said the challenge is introducing design and research together and how do to reduce the cycle time of design sprints.
Adrian Berry from Hermes stated his team are fairly mature in agile and that although UX is a relatively recent concept, they are now finding that UX and agile come together to help them with rapid prototyping. When testing, be open-minded as to what might come out, dismissing preconceptions is really important to eliminate any bias.
Onboarding screens are designed to introduce users to how the application works and what main functions it has, to help them understand how to use it. As a user experience practitioner, I have experience testing onboarding screens with users and often get asked by clients what is the best way to implement a good onboarding experience to introduce users to an app. Onboarding can be a challenge to get right, especially when trying to meet both business requirements and user needs. The business wants to show users the key features and unique aspects of an app but often in user testing we observe users simply moving through onboarding screens without paying attention to them.
So what to do? In this article, I’ll share learning from our experience testing onboarding screens with a review of the different ways which apps implement onboarding to engage and educate users on their app.
So, let’s start with the don’ts
- Don’t use too many words. We’ve seen in user testing that users find wordy onboarding screens unengaging and this often results in users not reading the information or forgetting this information when they arrive on to the app. Consider the amount of information you are presenting your users with and try not to overload them to avoid them looking for a way to exit or skip.
- Don’t include too many screens… or too few! Think about the length of your onboarding process, too many screens result in users swiping through without paying any attention to the content. On the contrary, although users want a short, snappy, engaging welcome to an app they still need enough information to understand how to use the app and what the benefits of using it are.
There is an ongoing debate around whether quantitative and qualitative methods are better. Quantitative research is good for finding out ‘How many’ or ‘How often,’ as it measures the incidence of findings in a given sample size. The findings are quantifiable and help make informed decisions about the impact of future developments. However quantitative research does not allow us to probe and understand why. Qualitative research on the other hand, uses a wide range of methods to gain insight into underlying user needs and behaviour which is not available in quantitative research. This can provide a sound base for further decision making. However, the in-depth approach of qualitative research limits us to small sample sizes meaning results are not quantifiable.
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Following on from our tips on building prototypes for testing, here we share some of the challenges which can come up while testing a prototype and how best to work around them.
Conducting usability testing can be challenging, especially when testing prototypes. This is because prototypes are not fully functional websites or applications and the level of detail within prototypes can range from simple paper prototypes to high-fidelity pre-launch prototypes. This article will discuss the challenges we face when testing prototypes from the point of view of a UX researcher and it will provide some tips that can make prototype testing more successful.
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Payment option overload? How card payments and a digital selection process affects the usability of vending machines.
Most of us use vending machines and like the simplicity of popping a bit of loose change into a machine to get that much needed bottle of Coke.
But, we have all experienced that level of frustration when you fall short of change or the machine doesn’t accept the only pound coin left in your purse. Contactless payments and Apple Pay are becoming more widely used, for example on car parking ticket machines.
More recently, vending machines are now also being redesigned complete with a card reader to bring them into the 21st century. So how could the inclusion of card payments and a digital selection process on vending machines improve the user experience?
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