Archive for the ‘Usability’ Category
5 important things to think of when conducting usability testing of voice interaction using voice controlled assistants.
Over the last year there has been a significant increase in the use of voice controlled assistants such as the Amazon Echo or the Google Home, with over 17 million devices estimated to have been purchased over the last three months alone.
As sales of these devices have boosted more companies are starting to develop systems to work with voice interaction and we are seeing an increase in different ways people can use their devices, some of these are new services such as making calls or sending message others are new channels for existing services such as asking the weather, ordering their online groceries or even ordering a taxi.
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We’re delighted and honoured to announce that SimpleUsability Founder & MD, Guy Redwood, has been asked to speak at the Playtech Academy during next month’s ICE event.
With over 30,000 attendees from more than 150 countries, ICE Totally Gaming is the B2B gaming event that brings together the international online and offline gaming sectors.
Guy will be presenting a demo of our research and explaining how we’ve helped Playtech develop even better gaming products through understanding the needs and experiences of real users.
In today’s digital world, our online presence is expanding and so too are risks from hackers and phishers. So with this continual expansion of the digital world comes a need for improved security.
But as security measures have improved they have also become more complex. Multi-factor authentication is now commonplace, and logging into online platforms is no longer a walk in the park. It takes concentration, accuracy and an awfully good memory. So with these advances in security, the usability of getting rightful access to our products and services has tended to suffer. However, this is not something that is going unnoticed amongst us UX professionals, as alongside security advocates, we have recognised that we must find a balance, because as Jared Spool points out ‘if it’s not usable, it’s not secure’.
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If you visit an e-commerce site, a travel site, or any website where users are given multiple products to choose from, the chances are it will have some form of filtering and sorting function to help a user choose what they would like.
Every day, more and more people are choosing to shop online, and if they can’t use your site to find something they like or need, then there is a good chance they may not come back.
In this article, I will discuss the benefit of using filters and sorting, and highlight a few ways you can use these tools to help your users find what they are looking for. I have concentrated on fashion sites for the examples, but they can be applied to many more sectors.
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There is nothing more frustrating than having the task of filling out a badly designed online form. With there now being around 3.2 billion of us using the internet around the world, it’s becoming a more common experience for us all.
Form validation is essential as it ensures that data stored about a user is in the correct format, and hopefully correct as well. As UXers we want to make form entry as smooth as possible, while also ensuring the data is valid.
In this article, we look at different validation techniques and how they affect the users’ experience.
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Help features are typically only used as a last resort. Whether it be an electronic appliance or a web application, most users will not read instructions until they feel stuck, and even then they might not. There are two key reasons for this:
- Firstly, due to prior experience users often regard help as unhelpful. Masses of text and pages of irrelevant FAQs have led them to simply ignore it.
- Secondly, as usability continues to improve, users are learning to rely on their own intuition. They expect to be able to self-serve and navigate through a website themselves, so requesting help seems to have become associated with ego depletion.
You might wonder if that makes help features redundant, but we know that users still need help. So the challenge is finding a better way, or ways, of providing it. In this article, we will discuss the helpfulness of some familiar help features from the perspective of how the user gets the help – is it pushed towards them or do they need to seek it out and pull it for themselves? We call this Push and Pull help:
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On Wednesday 24th May 2017, it was great to see the digital community come together to learn and be inspired by this year’s Camp Digital event in Manchester. Many great talks were given on topics of usability, design and accessibility, but the one session that stood out for me was the workshop I took part in, given by Molly Watt and Chris Bush, about using and understanding assistive technologies.
Chris Bush kicked the workshop off by giving us an insight into the vast number of people that suffer from a long-term illness or disability, equating to around 15% of the UK’s population. With this striking figure in mind, the question ‘Why design for inclusion?’ was proposed. To help us understand why, Chris introduced Molly Watt, who began by sharing her story on why she is so passionate about this subject.
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How do you describe what you do for a living?
Digital marketing executive? Ecommerce manager? UX/UI Designer? User researcher? Customer insight manager? User experience lead?
Does this change depending on who you’re talking to? Chances are, you have a different answer to this question whether you’re networking at a conference, catching up with old friends, or making small talk with your great aunt at a cousin’s wedding.
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UX Mentors, is an annual Manchester-based event for students who want to get started in a career in UX. It is organised in conjunction between Sigma and Manchester Metropolitan University (MMU). Last week I was delighted to join the team of mentors that included User Experience experts from Sigma, Mando, Autotrader and Shop Direct for the 2017 event.
This year the theme was the Google Sprint, and sprint we did, as we aimed to move through the 5-day process in around 6 hours! The process, as described in the book by Joel Knapp, is an end-to-end process from defining a key problem to solve, through rapid ideation and design to validation with users. Although we were not able to do every step, the Sprint model provided a great format for getting hands-on experience of a number of key UX techniques.
We kicked off the day with a brief, including objectives, scope and target audience, and drew up a user journey map. The brief was to design a mobile app to help low-income people with budgeting. My team drew on their experiences as students to develop a quick persona and draw up the journey of how such user would get started on the app, and then identified pain points and opportunities to design a solution.
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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.