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User Experience (UX) Research
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User experience (UX) focuses on having a deep understanding of users, what they need, what they value, their abilities, and also their limitations.  It also takes into account the business goals and objectives of the group managing the project. UX best practices promote improving the quality of the user’s interaction with and perceptions of your product and any related services.
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userexperienceinsg-blog · 7 years ago
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Common Usability Engineering Methods in Singapore
Usability Engineering includes a complete set of user-centred, practical engineering approaches aimed at improving and assessing the quality of product usability for different phases of the product lifecycle. Its basic purpose is to emphasize that in the process of product development, it is necessary to focus on the user as the starting point, with the active participation of users in order to gain timely feedback from users and to improve the design accordingly. So far, dozens or even more usability engineering methods have been developed. Some of them have been continuously improved and mature in many years of practical application. They have been widely accepted and adopted by the industry. According to the work area of usability engineering in the product lifecycle, usability engineering methods can be broadly divided into six categories: planning, standard application, the early prototype, expert evaluation, user evaluation and user subjective evaluation.
Planning
Planning refers to planning the usability of work and its management throughout the product life cycle prior to product development to establish the necessary foundation for usability design, usability testing and evaluation later on.
1. Usability plan
usability plans define the role of usability engineering in the product life cycle and the activities to be undertaken. For each activity, it is necessary to define the tasks it contains. For each task, it is necessary to identify the responsible person, the technology to be used and the schedule. During the early stage of product development, the usability plan should be worked out and the corresponding documents should be formed. The later usability activities should be carried out around the usability plan. usability planning is a dynamic, flexible document that needs to be adjusted regularly as the product development process progresses.
2. Cost-benefit analysis of usability
Analyze and evaluate the costs and possible benefits of using usability engineering methods in product development. First, it estimates the various benefits that may be gained from improving the quality of product usability, including indirect and direct benefits such as increasing user productivity, reducing user errors, and reducing training costs, and then estimating the cost of doing usability work, which includes labor and equipment usage costs. The comparative analysis of the two values, from the perspective of input-output choice more appropriate work usability.
3. Use environmental analysis
This method is mainly through well-organized meetings, interviews and other forms of access to information on product usage environment, including users, tasks, computing, physical, social environment and so on. Typically, usability professionals, project managers, product developers, and user representatives need to attend analytical meetings together to analyze and define the usage environment for software products and create “usage environment reports” and “assessment environmental reports” to give users Characteristics, tasks and work environment, these will be the basis for future product design and usability testing evaluation.
Using standard
The purpose of applying standards is to make ergonomic guidelines and standards effective for product development.
1. ISO 9241 Application Analysis
Product designers and usability professionals work together to analyze the ergonomics involved in the product and how to apply the ISO 9241 standard to address these issues. ISO 9241 contains a well-accepted, preferred software ergonomics guide that facilitates the application of software ergonomics in product development.
2. ISO 9241 compliance assessment
An ergonomics panelist evaluates compliance with ISO 9241 for product and development processes and issues a certificate of conformity or a non-conformity report based on the results of the review. Product developers should provide documentation and evidence that the development process and product attributes comply with ISO 9241 standards. The reviewers passed the review of these documents and evidence, on-site visits, interviews and confirmatory assessments, and finally gave the conclusion of compliance.
Early prototype
Using a variety of technical means to simulate a variety of product design solutions to collect user feedback, you can help designers in the entire process of product development, testing, evaluation, selection and improvement of product design.
1. Paper prototype
Usability professionals and product designers use tools such as paper, card, and transparencies to create various elements of a computer screen design, especially a human-machine user interface, and then mimic the computer’s execution by letting the user “interact with the computer” to accomplish certain tasks , And encourage them to express their feelings and opinions. This method is simple, conducive to repeated testing and improve the design, suitable for early product development.
2. Video prototype
Through the video recording method, the man-machine interface operation and execution process simulated by the paper prototyping material are recorded, and then the process of human-computer interaction is demonstrated to the user. Although the user can not interact directly with the prototype, this approach allows the user to have a comprehensive understanding of the design and is particularly suitable for simulating the dynamics of the product’s functionality.
3. Computer prototype
This approach uses a variety of rapid prototyping tools to create computer software systems that simulate product designs that allow users to interact directly, have high levels of realism, quickly adapt and refine product designs based on feedback, and reduce iterations of system development frequency.
4. Disguise the prototype
This is a variation on a prototype computer. Developers behind the scenes manipulate the computer to simulate a system’s behavior, allowing users to interact with the “system” without their knowledge. The developer receives the user’s input and then mimics the computer to give the output. Through this process, the user’s needs and expectations are studied, and the usability of design solutions is analyzed. This method is particularly suitable for complex product design.
Expert assessment
Expert assessment is the usability or ergonomics of product design assessment of usability and review, to determine whether there is usability problem. Does it conform to the appropriate style guidelines, standards or usual ergonomics? Such methods are mainly “empirical assessment” and “usability assessment.”
Empirical Evaluation Two to three experts in ergonomics or human-computer interaction examine and evaluate product designs based on some commonly used criteria and principles, as well as their own experiences to identify the usability issues that users may encounter and to evaluate Severity order. This method is suitable for all stages of the development cycle.
Usability review is a method used to discover the usability issues with the paper prototype of screen designs. Users, developers, and usability experts review the design from their own perspectives, then focus on the content of the design one by one and improve improper design. This method is fast and easy to apply to the early stages of product development.
User assessment
The biggest difference between user evaluation and expert evaluation is that it is based on the user’s real experience and feelings. There are two main forms of assessment: one is to allow users to interact with the system without assistance and interference, and the other is to work with designers to evaluate the system.
1. Feedback gathering based on user observations
The user uses a prototype or finished product to perform a given task on his own, and the usability staff records the test process and then analyzes the usability issues to improve the product design. Its focus is on usability issues, so you do not have to involve too many users, 3-5, and you do not have to make too many records. This method is relatively simple, fast, commonly used in early prototyping.
2. Performance measurement based on user observations
This method is the same as the feedback-based method of user-based observation, but its purpose is to obtain the user’s performance measurement data of the system. Therefore, it is required to simulate the real environment and products as much as possible, and the number of users who need to participate is relatively large. The event and time of the test process should be recorded in detail and the video recording and recording methods should be used when necessary. Afterwards, the test data careful analysis to calculate performance measurement data.
3. Collaborative assessment
Let users use a prototype to accomplish a given task, in which users are encouraged to explain their actions by communicating with usability or talking to themselves. Usability users record unexpected user behavior and user comments on the system, while asking questions about the user’s intentions and expectations. From this process, you can find the problems encountered by users and the reasons for these problems. This method is suitable for early design, can also be used for the improvement of existing products.
4. Supportive assessment
This approach allows users to use a prototype or finished product to accomplish a given task, with the usability staff documenting the issues that warrant further exploration and then discussing with developers and users to identify causes and propose improvements. This method can be used for both prototyping and for user experience needs as the original product improves.
User subjective assessment
Subjective assessment of users through questionnaires or direct communication to obtain the user’s subjective feelings about the product design information to determine the availability of existing problems. Common methods include the SUMI questionnaire, cognitive burdens, focus groups, and personal interviews.
The SUMI questionnaire applies only to software products and is a method of collecting and analyzing subjective feelings from users who actually experience the use of the product. It allows users to fill out a standard questionnaire containing 50 psychological test questions, and then use a dedicated data analysis software to analyze the questionnaire results, come to quantitative indicators of customer satisfaction. This method is suitable for finished or high-fidelity prototypes and is often used in conjunction with other usability engineering methods. It can be used as part of a laboratory usability assessment, or it can be used to conduct a mail survey.
Cognitive burden surveys can understand the cognitive burdens that users endure when using the product to determine whether the product design is acceptable to the user on the cognitive burden. It can be obtained through subjective burden assessment based on the three indicators of time, mental burden and psychological stress. A standard questionnaire can also be used to evaluate the user’s subjective feelings. Results can also be obtained by collecting objective data such as heart rate and breathing.
The Focus Group is an informal seminar organized by representatives of all stakeholders involved in product development. The usability staff organizes participants to comment on the evaluated product design, derives the user’s initial need for the product, or collects user feedback on the prototype .
Personal interviews with usability staff and users about how they use the product talk to find out about usability issues. Interviews can be structured, that is, according to the list of questions prepared in advance to do; also be unstructured, that is, around a theme freely play; also be semi-structured, that is a combination of both. In the specific application of what form in the end, mainly depends on the topic of interview and the extent of the user’s assessment of the extent of the assessment.
Wrap up
The usability engineering methods described above are both proven effective and effective after years of industrial practice. In the practical application of each method, some details of the method execution can be flexibly grasped according to the specific conditions. How to choose the usability engineering method used in a particular product development project is directly related to the effectiveness of usability engineering. It is important here to take into account the stage of development at the time, the information provided by the various methods and the resources they need in terms of skills, personnel, time and equipment. Based on this, we choose a group of methods that are suitable for specific situations, complement each other and connect with each other, so as to make the user-centered design idea as fully as possible.
see more:https://userexperienceinsg.tumblr.com/post/170099553740/b2c-e-commerce-operations-core-products-user
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userexperienceinsg-blog · 7 years ago
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5 Things that Make for a Superior User Experience in Singapore
If you are already using the mobile social app Path, you will certainly enjoy its user experience. The path has a very sophisticated design, and very easy to use. In other words, Path has a great user experience. This is not a decisive factor in whether a high-tech product needs to be adopted, but it is a top priority that can determine how many users to use.
1.Elegant UI
A good user experience is inseparable from the User Interface(UI), but also a great role. Although I’m not a qualified Path user, I still browse through it when it’s open. The top five smiley icons are even more loving. This is exactly where facebook did not realize.
2.Addictive
Good design has to make people see its intrinsic value. It must be able to solve one of your needs, or can give you pleasure. In other words, it is necessary to make people inseparable. The recent rise of a web service called Pinterest is one such case. Because it gives you a place to store pictures around the theme.
3.Quick start
Kindle Fire as a product is not comparable with the iPad 2, Fire smaller and more rectangular, looks like an iPad little brother, but Fire is better than the iPad does not take much time for beginners, you download something you have to open the App Store. And your information in Amazon will be fully integrated into the Fire, users can download the content you want directly the first time.
Although other aspects may not be very cool, but it is worth mentioning.
4.Seamless
With so many connected devices, a consistent experience is important. One recent example is Rdio, an online music application. On iPhone and PC desktops, every step of Rdio makes you feel much different from downloading to listening offline. And the default is to let you download the song in the wifi, it will not appear in the 3G waste a lot of traffic charges you.
5.Change the user
Good technology products will change the way we do things, iPhone and iPad is the best example of these years, twitter is also, these products have created a new user experience or change some of the original habits of people.
see more: https://userexperienceinsg.tumblr.com/post/170099522420/focus-group-vs-usability-testing-in-singapore
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userexperienceinsg-blog · 7 years ago
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User Experience Has Nothing to Do with the Feelings but User Habits in Singapore
User experience is not a sign of emotion
User experience is an emotional explanation at the usage level, but in the area of product design expertise it is an avatar with a hierarchy of areas of expertise. When a product enters the market, “how does a product come into contact with the outside world and play a role?” That is, how people “touch” and “use” it. This is the user experience feedback. May wish to visualize the user experience to the following levels:
Performance layer – the user’s sensory experience, presented to the user experience of audio-visual, emphasizing comfort, usually in color, sound, images and so on.
Framework layer – interactive experience, presented to the user experience on the operation, emphasizing ease of use, usually in the click, input, output and so on.
The Structure Layer – Interaction Design focuses on describing “possible user behaviour,” while defining “how systems fit and respond” to user behaviour and emphasizing the user’s browsing experience.
Range layer – to define the scope of the project at the same time to do two things:
This is a valuable process
At the same time can produce valuable products
For functional products, the scope layer to determine the functional specifications; information products, the scope of the layer to determine the content requirements. Most of the time when people speak of a need, they think of a short description of a feature that the product must have.
Determine demand priority. Sometimes a strategic goal will have multiple needs. On the other hand, a demand can achieve multiple strategic goals.
Strategic level
What do we get this product? (Product target)
What do our users get this product? (User needs)
User Segmentation Breaks down all users into smaller, common needs groups, which in turn help us to better understand user needs
In the process of user experience design, the persona is extracted from the user research and can become a sample virtual person (commonly known as user portrait)
The user experience will not be a shield to any excuse when we represent a user experience that resembles “feelings” to every level of product design
How to balance the relationship between user experience and user habits?
In Internet products, users always keep their original habits or do nothing, until their benefits or rules force them to change this habit So far, this is the law of inertia of user behavior.
At present, many APPs on the market, when users use the products, rely on the experience or habits from the products they used in the past. How to use them and how to use them? Based on past experience. Today, we get a new TV, use a new refrigerator, or use a smartphone, not many people will read the manual carefully? Why is that? Because we already have enough natural experience, we do not need to rely on learning to master how to use, and we are too lazy to look at the new things about it.
So when many product managers design their products, they find that they can be huge once the product design changes.
According to a recent report from iResearch on the user’s track record of using the app, most people do not like to change, and they like to keep their existing and familiar behavior patterns and habits. Sometimes, this also means not doing things, and although we want users to try out a feature, users do not go one step further. Not because users do not need it, but simply because they are too lazy to try, do not want to figure it out, or refuse the instinct of something unknown.
Users do not like to change unless we tempt them or force them to change. For the former we have to give users sufficient benefits, for the latter, we have a lot of energy.
On the non-user thinking, this content can go to read “DO NOT MAKE ME THINK” second edition of the Chinese version, and here on the user experience is the design of the whole discussion, in other words how to determine whether to change the user Habits, and judging what kind of habits are real user habits?
The concept of custom, in product design can be divided into two kinds to think: one is trained in a particular environment; one is that most people in life slowly accumulated the most primitive habits Most suitable for user experience).
For example: alphabetic sorting on the keyboard, you can say that he accustomed to user habits, but definitely not in line with the user experience. I believe any one who has never used the keyboard, see such a layout will feel big, but the old user? A lot of blind play is not a problem, it is customary for them, but in general this layout of the keyboard, everyone’s experience should be “not used”. Design that does not qualify as a good experience rule but becomes the habit of most people often has its own historical cause.
The trade-off between user habits and better design
So to make a trade-off between user habits and better design, consider:
1. What is the value of this design, it is not worth the old user to pay the study cost
If this design can be of great help to the user, for example, to speed up their work efficiency, to avoid a larger number of new users make mistakes, and so on, it is worth a try.
If this design is only meticulous, the change is better, the user is basically acceptable if there is no change, and there are no more new users waiting to be there. In addition, there are more valuable places where you need to improve, then you can put aside.
2. The relationship between design itself and industry practices/standards
If a design detail is not ideal, but the mainstream of the entire industry is already the way, and users are accustomed to, such as the QQ send button, shortcut keys, etc., we do not necessarily have to risk to get rid of it.
The success or failure of a product user experience is not limited to one place. So think about it. Even if we are as poor as our counterparts in this place, can we be 10 times better than our rivals in another place that does not hurt our users’ habits?
The most troublesome thing is that the value is not small, had to refer to other principles.
3. The proportion of new and old user base
Design changes will affect the old users, but will benefit new users, then you need to measure the impact on the value of old users and new users;
Your product is already a relatively stable product, the proportion of old users account for a larger? Still like this, is a still testing product, the future there will be a large number of new users come in? If the latter, then the need for a correct change is great.
4. Your product’s influence in the industry
Microsoft’s Office is the best example of the Office 2007, condemning a lot of users accustomed to Office 2003 and previous versions of the interface for the Office 2007 new Ribbon interface completely unbearable, always cannot find the command where.
In fact, the 2007 interface from the design point of view is very good, is completely subvert the user’s inherent habits. However, because Microsoft has enough influence here, they can push the design, and ultimately allow users to adapt and accept.
It is worth mentioning that Microsoft is still here to apply for a patent, one day sooner or later, this interface and the newly formed user habits will become Microsoft’s powerful weapon. By that time other opponents want to follow the example of Microsoft’s interface there are legal issues, but their own new interface, they will face user habits barriers.
5. Product design is not the best, only trade-offs
Many times, a good product design is not in line with user habits design it? The boundaries between the two have been rather vague, only to weigh the specific issues to see which high returns, which loss is small, make a decision.
Former point of view
Finally, I list some of the product user experiences I used to make social products:
Keep consistency and normative
In line with the user’s expectations, selectively allow users to exceed expectations (which can be combined with the operation)
What you see is what you get(WYSIWYG)
Do not waste the user’s time, make full use of product design “short” law
Do not give users too many choices, when necessary, to help users make the choice;
Do not interrupt or interfere with the user during the user’s operation
Do not limit the user’s habits, but you can change the user’s habits (preconditions have an objective judgment of habits)
Do not meet the needs of all users, subtraction (with the operation can be combined to do a good job of the user framework)
Conclusion
User experience is a neutral concept. It is worthless in itself. A product is easy or difficult to use are all user experience. This is a description of the user experience, but not equivalent to the user experience.
User experience design is through the design of products to affect the user’s subjective experience (thereby affecting the user’s decision to achieve commercial purposes).
When you want to change an inherent user behavior, it is unwise to make changes in design for just one point, and it is a “more reasonable” that the entire ecosystem of the product needs to support that change the design of guide.
see more:https://userexperienceinsg.tumblr.com/post/170099485245/ten-principles-of-usability-testing-heuristic
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userexperienceinsg-blog · 7 years ago
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How Can Website Give Users a Good Website Experience in Singapore
There are a group of people on the Internet who keep abreast of the website every day. These people are really trying every day on their website. They want their websites to have more traffic and more independent IPs. However, for websites, Want to have so much traffic and IP, the prerequisite is not to have a good user experience, for our website, if we want to give users a good experience? To do the following aspects.
Contents
Easy to remember domain name
Simple and elegant template
Rapid access speed
Wonderful website content
Complete navigation settings
Good interaction
Related entries
Reference source
Easy to remember domain name
The first step users enter the site is to look down the site’s domain name, just like a person’s name, the domain name is shorter and easier to remember, and the domain name is the best choice and site keywords, so users in the search Keywords, the domain name will have a certain priority, and remember the site’s keywords, do not remember the website’s domain name is also very difficult. And for the average Internet user, .com’s domain name more than other domain names easier to remember.
Simple and elegant template
Users enter the site, the first thing you see is the site’s overall template, the simplicity of the template to the user a fresh feeling, in fact, for the general website, it is not necessary to engage in the site like the palace, concise and generous template Is the common taste of the public, everyone’s preferences are different, but everyone does not exclude simple things generous, so the choice of template is very important.
Fast access speed
As the user should be the most annoying to waste your time waiting for your site to open, if because of his own speed problems, this can still be solved, but if because of your space server problems, causing the site to open very slowly , Then the user experience is estimated to be less than half the score, so the site user experience to speed up the site from the speed of access, and now the host of foreign visit to the fast IX host in the country, the server in the United States suffered less attack ventilation. Can improve the speed of access to users not good experience.
Wonderful website content
The content of the king’s opinion in the webmaster’s heart is very high, the content of the site is also a core part of the site, the user came to the site, you want to see your own things on your site, so for webmasters, We must analyze their own users to their own website, what kind of information you want, what kind of information they can give users, so as to retain users and improve their experience in the site. The website’s high-quality original content is the chief task of webmasters to set up their own websites, and it is also a prerequisite to improve the user experience.
Complete navigation settings
Users into your site at the same time, will certainly look around the site contains information, after reading the user, want to return to other related directories, but how not to go back, that no way, the user can only choose to quit. This user experience is very unfavourable, so the site must be set up a complete navigation directory, breadcrumbs navigation buttons must take into account the user’s experience, at any time to return to the page you want to go and directory.
Good interaction
Such an interactive exchange for independent blog, the user’s experience is at a high point, independent bloggers should be pumping the relevant time, and their own users to communicate, the user asked in the message, bloggers must make every effort Help you to complete, or you can not help solve, you have to respond to the exchange, so that the user, at least blogger saw this question, as can be solved is another matter.
The requirements of users on the website is still very high, the development of the site must meet the requirements of users, from the perspective of the user to see the site’s problems, so that the construction site can be more in line with the user’s idea, a good user experience can be established.
read more: https://userexperienceinsg.tumblr.com/post/170099445065/task-design-methodology-in-usability-testing-in
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userexperienceinsg-blog · 7 years ago
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User is King: 10 Keys to Bring Good User Experience to Mobile Website in Singapore
At present, the mobile phone has taken up most of the people’s leisure time. The traffic of the Internet is gradually inclined to the mobile terminal. Paying attention to the user experience of the mobile terminal can add a lot of unexpected functions to the client. However, there are still many companies and webmasters do not know how to build mobile sites should be consistent with the user’s habits.
Below, we need to pay attention to what aspects of mobile site production analysis, for your mobile site construction users with some reference.
1. Plan the contents
First of all, you need to make it clear what you want to display on your mobile website, analyze your mobile browsing habits, and then make relevant content in a targeted way so that you can attract users and bring a certain amount of potential to your business uses.
2. The design method in line with mobile phone usage habits
General mobile phone screen, text or pictures to read more need to be enlarged. Even though smartphones have the ability to zoom in and out of the page, it’s also troublesome to watch, so when designing a mobile web page, you should be able to read the page by sliding the screen.
3. Can not refer to the PC side of the site to design mobile site navigation features
Different from the normal PC-side webpage, the mobile web page should be designed according to the mobile phone screen due to the size of the screen of the mobile phone and the operation of the screen. Therefore, the simplified web page cannot be completely copied at the same time when reading the article to the end, to facilitate the user back to the front, reducing the chance of scrolling, making the page easier to read on mobile devices.
4. Consider a variety of browser compatibility
Due to the variety of browsers on the mobile phone, when browsing the web page, if the compatibility of the mobile website is poor, it is likely to appear in some browsers webpage deformation, the content of the incomplete display.
5. Minimize user input text
Entering text on your phone is much more annoying than using a computer keyboard. Therefore, to reduce the chances of users entering text, such as username, password, etc., are to try to avoid cell phone website production.
6. Both non-touch screen design
Although most mobile phones are smartphones, there are also a large number of traditional mobile phones that do not have the function of touch. In this case, the production of mobile web pages should take into account the non-touch screen mobile browsing. Such as reducing the number of hyperlinks in the screen, increase the text to reduce the error.
7. Try to simplify the web content
The general mobile phones, tablets and other mobile devices, not easy to accommodate the next high-capacity personal computer information on the page, so the first mobile phone site production is to reduce the content of web pages, it is best not to use pictures or video and audio, text should be streamlined, but To maintain the readability of web content.
8. Pay attention to the display of web products and services
Mobile users visiting corporate mobile websites often come prepared to find the detailed pricing, services, and features of a product or service. Therefore, enterprises in the mobile site on the display of products and services, you can choose the company’s main products, its various parameters or prices to be described in detail, if necessary, can be illustrated, but the size of the picture should be as small as possible.
9. Transform from mobile website and PC website
To ensure that the mobile site or PC-side website on each page has the appropriate navigation or tips link so that users can switch between the mobile version and the PC version, but also easier for search engines included. Under normal circumstances, we can see a PC version of the mobile phone version of the button, or when the phone enter the domain name will automatically jump to the phone site, this technology changes the user experience of mobile phone users.
10. Simplify the site structure
For the mobile version of the corporate site, the site structure is best not to exceed three layers, too many levels is not conducive to search engine spiders crawling, the contents of the deep page is not easily spiders crawl out, the tree structure (“Home – – Section Page – Details Page “structure) is the relatively ideal structure.
There are other details, such as desktop and mobile terminal not too big difference, at least the same style. Do not let the user feel for a change of environment so that users can hardly feel this is a site of two display platforms, this puzzled design will allow users to reduce the sense of receptivity.
In a word, a real mobile website that can satisfy the user must have a reduction of user’s disgust, cling to the user so that the user does not uninstall or not close, and make the user more and more like the mobile terminal and become an indispensable part in the mobile phone kind of software features.
read more:https://userexperienceinsg.tumblr.com/post/170099390200/cross-product-user-experience-consistency-in
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userexperienceinsg-blog · 7 years ago
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B2C E-Commerce Operations Core: Products, User Experience, Promotion, Logistics, Supply Chain in Singapore
1. Products
In the premise of high profits, choose the most familiar and most likely to get the resources of the product. Small can choose a certain type of vertical products and more than 30% profit in the progressive development of products. B2C has a special user loyalty is extremely low, where to cheaper, do not expect the early accumulation of users do not make money.
2. User experience
User Experience is the core competence of B2C. The same is 100 visitors, website with a good user experience can convert 5 orders, the bad experience may not have one conversation, this is the biggest difference.
The fundamental purpose of B2C is to look at the conversion rate rather than the traffic. Through continuous testing, such as product descriptions, so put a few days to look at sales, for a description, in the same page view volume, so as to extend to all aspects of web design, including payment processes, order processes, etc. . Different products have different characteristics. At the same time, in the web site design should always thinking about how to put a $ 100 order into a $ 1,000 order, which is to increase the amount of a single order or a combination of orders, to ensure that not wasting every sales opportunity.
3. Promotion
There are many ways to promote, here is not elaborate, and simply mention. While doing SEO,  take care of the user experience, can not afford to lose out. B2C do CPS to have a strong brand effect as a prerequisite, that is to have enough advertising and matching can play a very good effect.
4. Logistics
Now the general quality of third-party courier delivery staff is not high, resulting in many users experience is not good, customers will be directly reflected in the recognition of the site, so self-built logistics will be a trend, in addition to cost-saving purposes One thing is to improve service.
5. Supply chain
The future of B2C e-commerce competition will be the core supply chain competition.
If you want to do bigger B2C e-commerce business, there must be tens of millions of inputs, or you are honest in a sub-field, high profit margins earn some money now.
see more: https://userexperienceinsg.tumblr.com/post/170061905165/first-usability-testing-for-new-product-in
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userexperienceinsg-blog · 7 years ago
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Focus Group vs Usability Testing in Singapore
User research is a crucial part of any website or product development. It can help you identify user needs and understand how your website or app can improve. Focus groups and usability testing are two very useful but very different user experience research tools.
This focus group approach calls for a group of about 6 to 8 participants, who can represent your target audience and a moderator who can be used to guide the subject about feelings, attitudes and opinions about the subject. This method is designed to collect users’ ideas and opinions about ideas or designs.
Usability testing is a one-on-one (one subject and one mentor) test method that requires a system or website. The instructor should complete the core tasks with the subjects and understand how they operate and how they feel throughout the experience. This approach focuses on the interaction of people with websites or systems (ie, understanding how well people can accomplish their tasks and how designs can improve and where they improve).
Both of these tools can help you get more information about your target market and your users, and get valuable advice on how to improve the user experience on your site. However, because the two tools are focused and used differently, the information you get is different. To better understand when to use which tools, you need to understand their strengths and weaknesses.
Focus Group
Can reach a large number of user groups at a very low cost
Learn more about the target market and know what they are thinking and what they want
Only collect ideas from users about concepts and ideas and do not know if they are well used
Communication between groups is a double-edged sword. On the one hand, the ideas will communicate and deepen in the group to stimulate new ideas; on the other hand, these ideas and opinions are not very credible and the more powerful people in the group will influence others to express their opinions.
Usability testing
Compared with the focus group, the cost is higher so the number of participants will be relatively less
For each participant and their thoughts or opinions, the feedback you get will be more detailed
The results are more credible (they will not be disturbed by others)
Focus on people interacting with the site or system. So you can get the exact information, such as how they use the site or system, where they go wrong and why they go wrong
So, when should you use these two research tools? Of course, it depends on the amount of research you have done.
Focus groups should be used in the following situations:
If the project started earlier
If you know almost nothing about your target market
If you want to deepen new ideas, but not sure what will happen
Usability testing should be used in the following situations:
If you want to create a new website or system from scratch or make some changes on an existing website or system
If you need to use this method regularly during the development cycle
If you want to find out how your website or system is functioning
Focus groups and usability testing all provide a great deal of customer information: who they are, what they feel and what they do. However, in order to ensure that you get the best possible results from your investment, it is critical that you know exactly what you want and use the most appropriate method.
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userexperienceinsg-blog · 7 years ago
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Ten Principles of Usability Testing Heuristic Evaluation in Singapore
Heuristic evaluation is one of the normally used usability testing methods. In a heuristic evaluation, usability experts review your site’s interface and compare it against accepted usability principles. The analysis results in a list of potential usability issues.
Nielsen’s Heuristics
Though many groups have developed heuristics, one of the best-known sources is the set developed by Nielsen’s in 1994.  Nielsen refined the list originally developed in 1990 by himself and Rolf Molich.  Nielsen’s Heuristics include:
01 System Status Visualization
The system should always be able to timely feedback through the appropriate, let the user informed of the current state of the system.
02 System interface should be consistent with the practice of the real world
Instead of using system-based terminology, the system should use the user’s language, user-familiar sentences, paragraphs, and concepts. Follow everyday routines to make the presented information natural and logical.
03 Allows users to control the freedom
Users often mistakenly execute a certain function of the system. In this case, a significant “emergency exit” operation is required, so that the user can prevent the system from continuing to perform user misuse even before the unexpected result is obtained. In addition, the system should support “undo operations” and “redo”.
04 Follow the unity and standardization
The same thing the system should not use different statements, states and operations that make users wonder. Generally should follow the system platform conventions.
05 Prevent user error
Should prevent the mistake from happening at the very beginning, the wrong message afterwards is not as good as this unprotected design. Consider setting certain conditions to prevent users from making errors or to help users check for confirmation before they choose to submit an action.
06 Identify better than memories
Through the visualization of objects, operations and choices, the user’s memory burden is minimized. In continuous operation, the user should not be forced to remember certain information. The instructions for use of the system should be significant or should be readily available when appropriate.
07 Using the efficiency and flexibility
Shortcuts (invisible to beginner users) – tend to increase the speed of operation for expert users, thus allowing the system to accommodate both beginner and expert users. Allow users to quickly customize those frequent operations.
08 Simple design
The operation should not contain irrelevant information and rarely used needs. Each additional piece of information competes with relevant information on the operation, thereby weakening the visibility of the primary piece of information.
09 Helps users identify, diagnose and fix errors
The error message should be expressed in plain language (non-code), correct in the description of the problem, and constructively suggest a solution.
10 Tips and help documentation
Even if the system can be used well by users without the help documentation, it is also necessary to provide help tips and documentation. This information should be easily searchable and integrated into the user’s tasks, listing specific steps, not bulky documents.
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userexperienceinsg-blog · 7 years ago
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Task Design Methodology in Usability Testing in Singapore
Usability is an important index used to measure the quality of products, from the perspective of users to determine the effectiveness of the product, learning, memory, efficiency, fault tolerance and satisfactory level. Usability testing is one of the ways to continually gain user feedback in iterative design and continuously optimize product design based on user feedback. Its purpose is to establish evaluation criteria, find out as much as possible usability issues, and guide the design and improvement of product interface, as much as possible to improve the usability of the product quality.
If you want to learn more about the planning, execution, and analysis of usability testing, a quick and easy usability testing article will give you some insight and inspiration. This article only for usability testing an important part – the design of the test task, in-depth discussion.
Why talk about the design of test tasks alone, it is because the test plan directly affects the test results and work efficiency, and task design is the most important test plan, but also the most test using the experience of researchers part.
Children participated in the usability test all know, the test, the host often to the user to arrange a series of tasks, through the user’s operation to find problems in the product.
Why do you need a task design?
The task of testing is to give users the motivation to use the product in a laboratory environment in order to allow users to demonstrate their operation, motivated by reasonable motivation.
How to design a task?
In general, the less common practice of using a user researcher is to write down the tasks one by one according to the functions of the product. The common method is “Please ××××.” This approach is not wrong in itself, but it’s easy to get caught up in the mistakes of designing tasks for a user to use a feature. In fact, more important than the function itself is the user’s use of the target. Therefore, in the design of the task, we must constantly torture ourselves: “I designed the test task really reflects the user’s actual goals?cccc” Especially in the face of unfamiliar products.
For example, NetEase smartphone version of the mailbox test, I have encountered some obstacles. Since I am not a target user of a mobile email, I often use my computer to log in to my email in my office environment. There is almost no demand for mobile email. Therefore, it is hard to imagine what kind of user motivation to use this product. At this time, several questions emerged in my mind:
What kind of people may use this product?
Which features are most likely their common features?
How will they use these features?
For them, what is the relationship between function and function?
In order to clarify the concept, I consulted with a longtime colleague in the e-mail department who was responsible for mobile phone products. According to her feedback, there were users who are in need of mobile e-mail, who have more outdoor activities and frequent mail exchanges during working hours. One of the more prominent is the foreign trade industry, they often have the mailing of the product quotations. So, there is the following task design:
For detailed steps on task design, see the article “Simple and Fast Usability Testing.”
What should you pay attention to when designing a task?
Full coverage of the functional areas of interest
In the design task before a list of tasks, as shown below, after the task is designed, one by one contrast to ensure that the task covers all concerns.
User operation comfortable and natural, in line with normalcy
The order of tasks is as close as possible to the typical user’s typical stream of operations. Or to the above example, the user flow in the mailbox is generally [log in – view the Inbox – read unread mail – to deal with some mail – (write mail – save mail – send mail)], try to avoid letting the user feel To unexpected.
Appropriate to add some drama
As mentioned earlier, the test task is to give users the motivation to use the product in the lab environment. In order to make the motivation description more rationalized, we often design the task to be “story-oriented” so as to help the user better integrate into the product usage.
How to evaluate the task design is good or bad?
After the task is designed, we must go through the 1-2 test. This is the same reason to do the product. We ourselves are not necessarily the target users, so the task design needs to be verified by the target user. In the test, if you see the task design after the user said to you, “I usually encounter this situation often!” Hawk hi, you are successful!
Summarize the main usability testing task of the design of a sentence: Focus on the actual use of the target.
read more: https://userexperienceinsg.tumblr.com/post/170061628305/website-user-experience-design-interactive
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userexperienceinsg-blog · 7 years ago
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Cross-product User Experience Consistency in Singapore
For the company, perhaps in the initial stage, all the human and financial resources will be devoted to developing a product. However, once the company is developed, it will basically embark on the path of multi-product development. The product manager will also have one or none of the leaders ) Into a few or even dozens. Multi-product does give the company more opportunities for growth but also brings more challenges. One of the challenges is the consistency of users’ perceptions of multi-product experience.
The pursuit of differentiation among multiple products is important, but its consistency of core user experience, more like product development DNA, determines the shape of each product. Once the DNA is absent, the product can easily become orphaned, giving the user a great deal of cognitive hassle. Unfortunately, this situation is not uncommon in reality, because the product manager or designer is not a person, and lack of information between each other, resulting in each product and other products are not related. This is also the original intention of writing this article, I hope we can give some inspiration.
Core experience model
To be consistent with the user experiences of other products, the product manager still plays a central role because he is not only the recipient of the information but also the creator of the information and the sender of the information. Precisely because of this, product managers first need to be done is to figure out, the company’s core product experience is what? Only by figuring out the core experience can we base ourselves on planning our own product. Here I put together a core experience model.
The core experience is composed of three parts: idea, advantage and temperament. The following is an explanation.
Idea
The idea means that the concept of the company to do the product. For example, we all know that the value of JD is more, faster, better, and more provincial. It is also based on this core concept, whether it is the PC version of JD, or the mobile version of Jingdong, or even the design of logistics, have followed this core concept.
I believe every company, especially Internet companies, will have such a core philosophy, product managers do is understand it and use it as the origin of planning products.
Advantage
On the advantages of “experience degree” this book gave me a deep understanding. The book mentions that finding the company’s core strengths is crucial to the success of the product. For example, Baidu’s core strength lies in its search. Therefore, Baidu’s products all emphasize outstanding search, which is not only a search box but a set of search user experience systems derived from search. Another example is the core advantage of Tencent social, so whether it is the daily use of WeChat, to enhance the social to do the ultimate.
Maybe the core strengths of our products are not as obvious as the BAT, but as long as the continuous strengthening, there will always be good results.
Temperament
To give a more vulgar example, we all say that this is an era of looking at the face. Perhaps the beautiful or handsome will allow us to pursue a girl or boy. However, the final decision on whether or not to be together must be a spiritual one. And this spirit, return to the product, refers to the product is passed the brand temperament. For example, we are all familiar with the Apple, whether it is iPhone, iPad, or iMac, MacBook, and even mouse, headset and other peripheral products, all like works of art, reveals a unified temperament. But unfortunately, the unique brand of Apple products temperament, with the disappearance of Joe Lord disappeared, so that every time a new Apple products, people have to Tucao, which also fully illustrates the brand temperament importance.
How to practice?
Understand the product’s core user experience model, then we have to think about how to practice the problem, after all, the ultimate goal of the theory is to guide practice. In fact, we draw from the specific user experience design, the whole process, you will find that to ensure consistency of user experience, information exchange and consistency is the key.
The information here can be divided into internal and external parts. More emphasis on the internal product development process, the relevant user experience information interoperability; and more emphasis on the outside, the product on the line later, the user product awareness information collection and analysis.
Let us first look at the internal part, to implement the specific work, I think it can include the following four aspects:
Experience norms throughout
Product managers should have a very clear understanding of the company’s user experience practices no matter what the timeframe. After being familiar with it, the product manager can carry out the work based on this specification. For example, when planning the product framework and core processes in the early stage, the specification should be taken into consideration. During the discussion stage of requirements, this specification is used to discuss. When disagreements arise, As a standard solution to develop; development and acceptance on-line stage, as the standard decision choice.
High-fidelity prototype used up
User experience level communication, product prototypes can be said to be the most efficient aids, and here the prototype of the product must be a complete interactive high-fidelity prototype. In addition to interactive features, the product prototype also needs to be clear product layout, data, colour and other content. The reason for this is to give a more intuitive understanding of the people involved in communications because many times the complete concept of a product exists only in the mind of a product manager and others are not clear.
Designers participate deeply
Stressed the depth of designer participation, there are two main purposes: 1. From a professional point of view to make suggestions; 2. Pre-communication, to avoid the risk of rework. It is also based on these two purposes, the best in the needs of the assessment phase, we can allow designers to participate in, from a professional point of view of the user experience optimization recommendations. Under normal circumstances, the same designer will be responsible for different projects, more familiar with other projects, which will help find differences in time with other products.
When it comes to the second point, we often encounter such embarrassment, when we get the design draft provided by the designer found that some elements will disappear out of thin air, while some elements appeared out of thin air. Ask the designer why, and they might tell you that the removed elements affect the beauty of the page, and the added elements are necessary.
This problem occurred, mostly because of poor communication, that is, designers do not understand why we have to plan. If designers get involved early enough, keeping these communications up front can, to a degree, avoid the discussion and rework later. You know, to convince designers, and later stage of the design draft to persuade designers to rework is definitely not a concept.
Identify the main brand
Identification of the main brand is just a small detail, that is, all of our products should reflect the main brand. For example, we introduce a lot of products, you will see “a certain product under a certain brand,” or the product logo in front of the main brand logo. Although it is a small detail, the role is very large. When users see this information, it is not natural to associate certain perceptions of the main brand with the product and make it easier to accept and use the product.
However, this is also a double-edged sword. Although the main brand logo is conducive to the consistency of brand cognition, if the user does not perceive the consistency of user experience while using the product, the main brand may also cause harm. Therefore, we must do a good job in the design of user experience consistency, or not as the independent existence, not by the main brand.
Finish inside, let us look at the external part. Internally, we developed the product in the right way, but in the end how we needed to hear more about the user’s voice and to do that we started with two things:
Take the initiative to visit
Almost every company has a user-directed return mechanism, which gives product managers the convenience of listening to the user’s voice. However, it is important to emphasize that product managers need to consciously design problems in this area because customer reviews tend to focus more on the user’s performance and ignore the user’s perception of the product.
Customer feedback
Corresponds with the customer return visit is the user’s feedback. In the product feedback channel, you can consciously design some topics to guide users to actively feedback the relevant information, and then collect and analyze, but also to product managers to provide an important reference for making decisions.
Sum up
A company’s products may have a dozen, the difference between the may also be obvious, but “seeking differences with the same” is necessary, because the “same” part is the DNA of multi-product development, and to do at this point, it is crucial to ensure the efficiency and correctness of information delivery.
read more: https://userexperienceinsg.tumblr.com/post/170061575970/how-to-enhance-user-experience-to-increase-users
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userexperienceinsg-blog · 7 years ago
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First Usability Testing for New Product in Singapore
When the product of your dream finally appears in a form that can be seen and felt, can you relax yourself and give yourself a big fake? After all, from the user research to the final determination of the visual program, this road stumbled came to have spent too much effort.
But slow! Things are far from over, you are in, is the easiest stage in the product design process – the implementation phase, you are now concerned about is how to make every aspect of participation in the implementation of the design in accordance with the direction of your get on. So you still take the cold water rushed face, then proceed to the next step.
One of the things you need to do before you actually get into the implementation is to do a usability test to understand the user’s reaction to the new product and to discover some issues that you have overlooked and are using.
In the past design process, we completed a variety of deliverables, and now is the time to test your preparation is complete.
First, we completed user research and designed several personas based on what we learned. So, what you are doing right now is to find a certain number of users (usually 5 to 7 for each person role) according to the persona’s attributes and conduct product usability testing and simple interviews to understand the different types of users obstructions and questions that may arise when using this new product.
When it comes to usability testing, there are always high-end devices such as unidirectional mirrors, video cameras, expensive eye tracker, and others in mind. If you still think so, you are outdated, usability testing has long jumped prices, into a more common UCD method. You have to do, in addition to find the right user, to do these two things like:
1.Complete high-fidelity prototype
You completed the wireframe during the interaction design phase, the low-fidelity prototype we’re talking about (do not tell me you did not do it), and not long ago you’ve just identified a set of visual solutions that everyone likes. So now, you can work with UI Coding, a visual designer, to combine these two things to make one of the most complete Genuine Prototypes.
It is best not to take the low-fidelity prototype to the user to do the test. Although the UCD method does not exclude usability testing of low-fidelity prototypes (even paper prototypes), this greatly increases the burden on the user’s cognition and comprehension, and to a certain extent increases the cost of communicating with the user as you would You find that you always explain: “This place may be so in the future, so …” and the test results are therefore greatly discounted.
Do not wait for product development to find the user to do the test. We all know this truth. In short, the high-fidelity prototype is the lowest-cost and fastest-developing product (which, of course, builds on your well-prepared previous work) and is the best product for usability testing.
2.Set the test task
The traditional usability test is to observe the most natural state of users’ products. In other words, the user is thrown into the usability lab and then you hid from the side to see how the user tosses your baby’s product. If the Web product usability testing you still do, you will find that your users are always messing around aimlessly. The first reaction you want your users to open when they sign in is to enter their username and password, but he or she gently left the page after navigating. Should you remove the navigation of the registration screen because of this conclusion? Obviously not.
The users who are recruited to participate in the usability test, although they may be your old users, are not exactly the same psychology and expectations they use when testing your product. Users will get your thoughts: what do you want to test my product staff? You want him to click on it when he sees “sign up” on the detail page, but he thinks you want him to post a comment on this page. The result is that you secretly bit his teeth and prayed for him to find the registration button earlier, Khan swear to switch input method.
What do you do to avoid this situation?
Before, we completed the task decomposition for each of the character’s goals, including the importance and priority of the task. The users participating in the test are recruited according to the characters of the characters. Logically, these users should be allowed to try out the most important and highest priority tasks for their users on your new product, so that you may see problems that may arise during the mission.
Your test plan can look like this:
User Type: View-oriented users who follow the details
Test Products: New Detail Page Beta1.2.07 High-Fidelity Prototype
Purpose of the test: Learn when and how well users are comfortable with the new details page
Test tasks:
View Details (Job Number A001);
Sharing (task number A002);
Comment (task number A015).
Is it easy? To do a usability test of a web product, you only have to do three things:
Find the right user
Get ready for the high-fidelity prototype
Identify the task to be tested
If you still have time and money, you can also prepare the following:
A recording screen software
Recording pen
Most importantly, you need to prepare a pair of sharp eyes. Auxiliary recording tools are important, but powerful tools are no substitute for your thinking. You know your product best, you go through the entire design process, so you know best where the user is and where your design gap is. Eyes wide open to observe the user’s behavior, see the place where there is doubt must be the first time put forward: “What are you looking for?”, After asking I am afraid who do not remember what was then. The only thing to note is that, do not ask “why do this”, just ask “what is being done.”
Finally, try to maintain an objective and neutral tone when you conclude: “Users do not have the option of selecting a pull-down menu when searching, and they simply type in the keyword and press Enter.” Instead of saying, “Users are not used to searching Click the drop-down menu. “Or” The user did not notice the dropdown in the search. “Unless this is what the user says.
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userexperienceinsg-blog · 7 years ago
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Software Product Usability Testing in SingaporeSoftware Product Usability Testing in Singapore
With regard to usability testing and evaluation, a new speciality has now been developed abroad, called Usability Engineering. Since it is a major, there is a dedicated staff to do the job and develop a complete set of methods and techniques for testing and evaluating usability. Based on our definition of software usability, a software usability testing and evaluation should follow the following principles:
(1) The most authoritative usability testing and evaluation should not be professional technicians, but users of the product. Because no matter how high the level of this professional and technical personnel, regardless of how advanced the methods and techniques they use, the final decision or user satisfaction with the product. Therefore, the software usability testing and evaluation, mainly by the user to complete.
(2) Software usability testing and evaluation is a process that started as early as the beginning of the product. Therefore, the process of soliciting users’ opinions repeatedly during design of a software should be combined with the usability testing and evaluation process. Of course, the process of soliciting comments during the design phase is the basis for later usability testing and can not replace real usability testing. However, if there is no process of soliciting opinions repeatedly during the design phase, the user’s final evaluation of the product once or twice can not fully reflect the usability of the software.
(3) The software usability test must be carried out under the user’s actual work tasks and operating environment. Usability testing and evaluation can not rely on several questionnaires, allowing users to fill out after a simple statistical analysis to the conclusion. The usability test must be objectively analyzed and evaluated by the user after the actual operation according to the result of his task.
(4) Select a wide range of representative users. Because an important requirement for software usability is that the system should be suitable for the vast majority of people, and for the vast majority to be satisfied. Therefore, the test participants must be representative, should be able to represent the largest user.
Software is high-tech, people’s understanding of the software is usually technically considered, it seems that the more advanced technology, the higher the level, the better the system. The so-called people’s understanding, including not only designers and managers, but also ordinary users. Therefore, the usability of software is raised, not only a revolution in the thinking of designers, but also a revolution in common people’s understanding.
Testing software usability is an integral part of software product development. Usability is from the human point of view software system is easy to use, efficient and satisfying. As a special kind of IT product, its usability is especially important:
Examining the usability of a software system is generally the test of whether the usability of the software meets the user’s requirements. The current method can be roughly divided into four categories, user model method, user survey method, expert review method and user testing method.
User model method
User model method is to use mathematical models to simulate the process of human-computer interaction. This method regards the process of human-computer interaction as the process of solving the problem. It believes that people use the software system for a purpose. And a big purpose can be broken down into many non-goals. This is done for each small purpose, there are different actions and methods to choose from, each small process can calculate the completion time. This model can be used to predict the time it takes for the user to complete the task. This method is especially suitable for situations where user testing is not possible. The most famous model of GOMS (Goals, Operators, Methods, Selections) in the field of human-computer interaction.
User surveys
User surveys include questionnaires and interviews. Both of these approaches are well-established technologies in social sciences research, market research and human-computer interaction that apply to rapid assessment, usability testing and field research to understand facts, behaviors, beliefs and perceptions.
The similarities between interviews and ordinary conversations depend on the questions and interviews and types to be understood. There are four main types of interviewing: open (or unstructured), structured, semi-structured and collective interviewing. The specific interview technique used depends on the objective of the assessment, the issues to be resolved, type. For example, informal open-ended interviews are often the best choice if the goal is to get a general idea of what the user is saying about the new design concept, such as interactive design. However, if the goal is to gather feedback on a particular feature, such as the layout of a new web browser, a structured interview survey is usually more appropriate because of its more specific goals and problems.
The questionnaire is a commonly used method for collecting statistics and user opinions. It is somewhat similar to interviews and is also used to understand user satisfaction and problems encountered. The questionnaire needs careful design. It can be an open problem or a closed one, but it must be clearly worded, avoiding possible misleading issues and ensuring a high degree of confidence in the data collected. Usability questionnaires common in academic papers include: questionnaire for user interaction questionnaire (QUIS), software usability measurement inventory (SUMI) computer system usability questionnaire, CSUQ).
Expert review method
Expert review method is divided into Heuristic Evaluation and Walkthrough method. Heuristic evaluation is an informal usability checking technique developed by Jakob Nielsen and his colleagues that uses a relatively simple, common, and heuristic usability principle for usability assessments. Specifically, experts use a set of usability rules called “heuristics” as a guideline to assess whether user interface elements such as dialogs, menus, online help, etc. conform to these principles. When conducting heuristic evaluations, experts take a “role-playing” approach to simulating the situations typical of users using the product and identifying potential problems. The number of experts involved in the assessment can vary. Because heuristic evaluation does not require user involvement and does not require special equipment, it is relatively inexpensive and fast, and is therefore known as the Economic Assessment Act.
Walkthroughs include cognitive walkthroughs and collaborative walkthroughs to assess the usability of the system from the point of view of learning to use the system. This method is mainly used to discover new users may encounter problems when using the system, especially for users without any training and systems. Walk check is to gradually check the process of using the system to run, find out the usability problems. The focus of the check is very clear and suitable for evaluating a small part of the system.
User testing method
User Testing Method: Usability is the standard to evaluate the quality of software, and from the user’s point of view, of course, the evaluation of the user participation, of all the usability assessment method, the most effective is the user test method. The method is in the test, so that real users to use the software system, and testers next to observe, record, measure. Therefore, the user test method best reflects the user’s needs and needs. According to the test site, user testing can be divided into laboratory testing and field testing. Laboratory tests are conducted in the usability lab, while field tests are observed and tested by usability testers to the user’s actual use site. According to different methods of test design, user test can be divided into statistical test with control conditions and informal usability observation test. These two test methods can also be mixed in some cases, so often referred to as usability tests. The usability experiment is to test the environment, conditions and users in addition to the actual environment of the product so as to record the performance of the system and verify the specific causal relationship so as to obtain the quantified data.
Common user testing methods include Lab experiments, Focus Group Discussion and Thinking Aloud. Focus group discussion is a common approach to general marketing research. Invite a group of users, usually five to eight people together to discuss several key issues, by a host to control the direction of the discussion, around the scheduled topics, so that participants can freely and enthusiastically discussed. However, if the software for discussion, we must consider the size of the system and the use of the experience of the enterprise software, a discussion is definitely not enough, we must conduct a series of discussions and evaluation.
Thinking aloud is a research methodology used in psychology research abroad and is used by researchers who use human-computer interaction or usability to evaluate the use of the software. Voice thinking method requires subjects to use the specified system, talking with the edge, say everything you want at the time of use, including difficulties, problems, feelings and so on. This method can gather considerable information from the evaluation process of each subject, and there are not many candidates for the required invitations. Therefore, the relevant industries in foreign countries can be regarded as the standard software quality evaluation method.
Summary
The usability engineering methods described above are proven by many years of industrial practice. In the practical application of each method, some details of the method execution can be flexibly grasped according to the specific conditions. How to choose the usability engineering method used in a particular product development project is directly related to the effectiveness of usability engineering. Here we must take into account the stage of the development process at that time, the information provided by various methods and the resources they need in terms of skills, personnel, time, equipment, etc., on this basis, select a set of suitable for specific circumstances , To complement each other and the method of convergence, making the user-centered design concepts as fully as possible.
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userexperienceinsg-blog · 7 years ago
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Website User Experience Design – Interactive Experience in Singapore
The website is designed to provide visitors with services. The interactive experience of the users mainly emphasizes ease of use and usability. The user experience determines the viscosity of the website users and the online stay time, which can be measured in terms of website analysis. The following summarizes the dimensions of the specific performance of the interactive experience:
Membership application: Introduce clear member rights and responsibilities, and prompt the user to confirm the terms have been read.
Member Registration: The process is clear and concise. After the member registration is successful, further detailed information.
Form fill: Try to use the drop-down options, you need to fill in the part to be specified to fill in the content, and the required fields to make restrictions.
Form submission: Fill in the form required to enter the verification code to prevent water. After the submission is successful, thank you prompts should be displayed.
Button Settings: The buttons for interactivity must be clearly highlighted to ensure that the user can click clearly.
Click Tips: Click Browse Information Color needs to be displayed in different colours to distinguish between unread content, to avoid repeated reading.
Error Tip: If the form is filled in incorrectly, you should indicate where to fill in the error and save the original contents to reduce duplication of work.
Online Q & A: After the user asked the background to be timely feedback, the background shows a new question to ensure the timely response.
Feedback: When the user in the use of any problems, can provide feedback at any time.
Online Survey: Set a survey of issues of concern to the user and display the survey results to increase user engagement.
Online Search: After the search is submitted, a clear list is displayed and the relevant characters in the search result are distinguished by different colours.
Page refresh: try to use non-refresh (AJAX) technology to reduce page refresh rate.
New window: try to reduce the newly opened window, in order to avoid opening too many invalid windows, set the pop-up window to close the function.
Data security: to ensure the security of data security, encryption and preservation of customer passwords and data.
Display path: no matter which level the user browses, which page can know the path of the page clearly.
For some e-commerce website user experience design may be more complex than the above, the design is more clever, for example, the user registration process, some sites will not be up to let users register, but slowly browse the product in the process of users Guide the registration, and the registration process is very simple.
read more: https://userexperienceinsg.tumblr.com/post/170023853195/usability-testing-overview-in-singapore
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userexperienceinsg-blog · 7 years ago
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How to Enhance User Experience to Increase User’s Viscosity in Singapore
We do the website is serving users, so should always stand in the user’s point of view. This article I based on the station’s user experience combined with the actual situation of some websites, to share with you sticky user’s website which conditions should be met.
The number of Internet sites is very large because the performance of different sites in the industry is also different characteristics, I only use up to set up a personal blog, so only summary analysis of personal websites.
1. A good page
As the saying goes, people cannot be disguised, but it is undeniable that people tend to take the appearance of people, the same site, the user no matter what way to visit your site, if your layout is very messy, the page color is very dazzling, then I think users will not stay in your website how long, but not extravagant they will remember. Therefore, the site’s “looks” is very important, beautiful page layout does not mean to go after the pursuit of stunning results or Flash and pictures. Although some websites are text-based, with a very harmonious tone, navigation design is very clear, the user access without any resistance, this is a good page. While we pursue good content, we must pay attention to whether our page is good enough.
2. A good program
A good program on the site’s impact is very large, the site is one of our tools, if our program is not good, then the future development will have a great resistance. If the owners themselves will be programming, then the impact is not so great if we only know a little code, then a lot of troubles, it is impossible for a small matter, please modify or debug Internet companies. Many owners will choose a CMS to build a station, personal advice in the choice before going to understand, if not considered, the future development of the site and the CMS does not match, then it is also the very tricky thing.
3. A good domain name
Why is the domain name mentioned many times? Because a domain name is a Web site representative, the benefits of a good domain need not say more, is a fortune for your future development. The strength of the domain name is that people are easy to remember, easy to spread. There are several common good domain name can refer to the overall principle to be short and easy to remember, but everything is not absolute, not your blind pursuit of short and the site does not take the edge of the domain name, or some ill-fated letters of the domain name. Now the double fight is the best choice, but has been registered about the same, Sanping is also a good direction. In addition, once registered a domain name, do not be free to change, good use of it.
4. A good speed
Although these are not the site promotion technology, it is a cornerstone of the site. Many individual webmasters operating in the site is not too much money, you will choose a relatively cheap space or VPS, in fact, the more cheap, the more impact on user access. Our investment in space decisions can not be stingy, and some people’s space can directly affect revenue, such as advertising network sites, when the user opens your page found to load very slowly, it will shut down, this time may be ad code not added yet. On the other hand, the website opens fast also can increase a lot of PV, these are personal actual conclusion drawn, my blog after changing the space of mutual data, IP has not changed much, but PV increases, because the network gets fast, users will naturally click more.
5. Good navigation
Website navigation often reflects the overall thinking of a webmaster, navigation is an important part of the webmaster to guide users, many users browse your website and there is no clear purpose, but by guiding, by navigation, by recommend. If the site did not clearly guide, but all the content on the website, then this is a difficult decision for the user, because too much information, he did not know how to choose, many owners did not pay attention to this detail. Like a forum, the top or recommended posts tend to attract everyone’s attention, no matter the wonderful or not the post itself, indicating that many people are still used to be guided.
Here, summed up in five ways stick to the user’s website should do, these are like the basic skills of the site, if all are handled well, then it will be able to bring good results, otherwise it will deviate from the track farther and farther personal website is different from the programming, there is not too high difficulty, the difficulty is that the details of things in particular. In some ways, who grasp enough details, who walk closer to the user.
read more:https://userexperienceinsg.tumblr.com/post/170023853195/usability-testing-overview-in-singapore
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userexperienceinsg-blog · 7 years ago
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Are You Suitable for Usability Testing in Singapore
In fact, usability testing is very simple and you can be a good usability engineer if you want to. However, if you now have the following characteristics, you may need to undergo more rigorous training before they can take the job.
1.Carelessness
When I was a kid, I math problems, often copied the wrong line, or write only the left side of the left, forget the right; make mistakes when looking at the map, will always find only 1/3; the worst is that this habit you have been until now, Then the basic can be sure, now you are not suitable for usability studies. A great deal of work in usability is directly related to meticulous thinking habits. Such a way of thinking can be nurtured through some logical training, and it is also possible to cultivate professional habits through a great deal of practice. However, if you are still ten and ten lines, often mistyped, the “cook” as a “house”, obviously you are not suitable for the usability test research work.
2.Thinking too jump
There are always some friends around us, they are smart, quick thinking, and can always quickly think of another problem from one question to another. Talk to such friends is always very happy as if there are endless topics, there are always joking. However, usability testing is different, it requires us to complete multiple tasks, in the process of completing the task, the control of the direction along the established direction. Suppose, you are the researcher, thinking jump, another, the user being tested, but also a thinking active person, are uncontrolled, what will be the result? I met such a situation, we would have talked about cell phones, and then change the topic many times, the last one is the topic of discussion is the lunch box. At that time I was tested.
3.Eager to express
In our daily life, we often encounter situations where we do not know how to express our thoughts. The same is true of the testing process. Good at expressing and positive thinking users will try hard to unclear feelings with a variety of existing experience or metaphor to you, but sometimes, even more than half of the cases, the user can not be good to help you. At this time, you should pay more attention to listening and asking in all kinds of ways instead of just letting go or simply expressing your own understanding. If you are an angelic angel indeed, consider this possibility very small. So, do not be in a hurry to express your thoughts, especially not in very confident tone, “I know, you’re saying …”. In such a case, either the other party will be reluctant to push the boat, or feel hurt (misunderstood, etc.).
4.Lack of patience
Tests are sometimes monotonous and boring. The same food three meals a day, even eat a week what is the feeling? Basically a big project to do down, 8-10 users finished, with that almost. After the initial freshness disappears, what is needed is patience, patience and patience. After the same task is repeated three times, the test becomes a mechanized repetition, the testers’ organ of sense becomes degenerated, the response of the testee who has been seen will continue to appear, which makes the testee’s sense of organ fatigue, Small reactions may be overlooked. This time calm down, as each test is regarded as the first time, have forgotten the past experience is particularly important.
5.Tone, expression habits and other aspects of the bad habits
When you talk, you like to add some modal words, like to touch your own face, or like some facial expressions that shake the legs and habit. In short, you may distract the examinee’s attention or feel uncomfortable and offensive. These habits may be our usual habits, our family and friends may be accustomed to, we do not think there is anything wrong. However, for the first time the subjects who are in close contact with us are different, they will infer and feel us from our details, behaviors, etc. So if you have some bad habits when talking or talking to people, change it.
6.Vulnerable to the external environment
Such people are nothing but extremely concerned about their own image in the hearts of others, or sensitive but lack of confidence. We can not expect all users to be amiable, we may have to face some of the more offensive users, they use a variety of languages, eyes or tone of change to protect themselves, the testers of thousands of miles away. Learn to make sense of such users understand that they are only self-protection, learn not to care too much about your personal or project dissatisfaction. Learn to control the situation and progress, rather than being perplexed by each other.
7.Habitual debate or preference persuasion
This need not explain it. How do people who like to argue with people for usability testing? ! (I must change)
8.Habitual preconceived
To be more esoteric, we can rise to a neutral attitude. To put it simply, we should learn to observe and think in a multi-angle manner (it sounds very much like an old professor talking about innovation or being a human being). All preconceptions in life will make us have a lot of mental illness, at least not many people are willing to contact with us. As a tester even more horrible, not doing well will run the user gas. If you have been in contact with such people, this is not hard to understand. This is especially true for those who test.
read more: https://userexperienceinsg.tumblr.com/post/169985123885/how-to-be-a-ux-consultant-in-singapore
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userexperienceinsg-blog · 7 years ago
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Product Usability Testing in Singapore
Usability test definition
Usability testing refers to a series of methods that are used to improve usability in the design process. We provide our users with a series of operational scenarios and tasks for them to accomplish, which are closely related to your product or service. Through observation, we find out what problems arise in the process, what functions and modes of operation users like or dislike, and why. In response to the problem, we will make suggestions for improvement.
The value of usability testing
The value of usability testing lies in early detection of problems that users will encounter in your product or service, giving suggestions for improvement before product development or production, helping you improve your product and save on development costs with less investment.
Usability test development time
Depends on the degree of product design.
Usability testing methods
1.One-on-one user test: a usability test section includes testers (moderator/assistant) and a target user, the target user will be accompanied by testers to complete a series of typical tasks. The testing process will be photographed with the consent of the participants, testers will continue to observe and understand the user’s operation process, thinking the process and related indicators (including the number of user errors, the time to complete the task, etc.), record the user encountered Usability issues and analysis.
2.Heuristics Evaluation: We invite 5-8 users as assessors to evaluate the human-computer interaction in the use of the product, identify problems and propose improvements based on the usability design principles.
Heuristic Evaluation is a content usability check that is used to discover the usability issues in user interface design that make these issues a part of the redesign process.
The heuristic approach to assessing the usability of each discovery is based on established usability principles, so a revised design is based on the design criteria laid down in the principles that have to be met by a good, interactive system that has been violated It is quite easy.
According to Nielsen’s (1994) study, in general, five evaluators were able to detect 75% of the availability problems, which is the ideal figure from the ratio of the market value to the cost of assessing the usability issues.
3.Focus group: composed of the 6-12 creative small group, under the guidance of a host to discuss a topic or idea. Inspire ideas and thoughts with the interaction of the participants to deepen and complete the discussion. In usability testing, the focus group can be used to compare existing models and modify the suggested discussion.
Usability test latitude
Typical usability tests include the following latitudes: success rate of task operations, task operation efficiency, user expectations before task operations, user reviews after task operations, user satisfaction, task error rates, success rate of secondary operations, Identification of the user operation of the cognitive latitude (depending on the product situation) and so on.
Usability test time spent
Typical usability testing requires 2 weeks of pre-communication and preparation, 1 week of testing, and 2 weeks of submission of analysis reports. According to the test content and project size to make adjustments.
Usability testing documentation
User screener
Testing schedule
User profile
User concert form & DNA
Script
Pre-test questionnaire
Post-test questionnaire
Task card
Checklist
Logging sheet
Report
DVD
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userexperienceinsg-blog · 7 years ago
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User Experience is More Than Usability in Singapore
In the whole field of website design, the hottest words this year are “user experience” and “usability”, but most people do not usually know their difference, including many designers, including the understanding of a product often “usability” is not good to say that the product’s “user experience” is not good, in fact, this is wrong.
“User Experience” and “Usability” are two completely different concepts.
What is user experience?
Also referred to as the customer experience when referring to an e-commerce website, user experience refers to the entire experience of a user visiting a website or using a product. Their impressions and feelings, success, enjoyment, whether they want to come back / use. They can tolerate problems, doubts and the extent of BUG.
User experience includes four factors: brand, function, usability and content.
What is usability?
The definition of usability factors is mainly divided into the following points: Effectiveness, Efficiency, Utility, Safety, Learning ability, Memorability.
As you can see from the definition, “usability” is only one part of the “user experience”, a user experience is also influenced by Brand, Function, Content, and more.
For example, design sites generally have to use a lot of flash and pictures, rich colors, in order to increase the personality of the site often make the entrance and the connection is very subtle and peculiar, this time the site from some point of view its ” Ease of use “is not very good, but this does not affect the entire site to the user experience, on the contrary, special connections, hidden entrances often make this design site more interesting.
In fact, the user experience impact of a product should be analyzed from a comprehensive point of view, user experience includes many factors that can affect him, “usability” is only one of the factors that influence. When you design the product to face different user groups, the proportion of influencing factors in the user experience will be different, such as the above example of the design site, its multifaceted user groups, designers, designers are often trendy , Personality, creative, very sensitive to color and image, animation, so this time user experience, the percentage of the ease of use is relatively low and the proportion of visual effects occupy a relatively high. And email such web applications, people and computers interact more frequently and use it to deal with something often, this time the user experience in the “ease of use” ratio is relatively high.
Experience is often a product overall to the user a comprehensive feeling, and “usability” may be the whole may be part of, for example, we often say that this site’s menu is set unreasonable, poor usability. However, if the overall structure of the site, the analysis of the context, will find that does not affect the user’s experience of the entire site user experience.
read more:https://userexperienceinsg.tumblr.com/post/169985023080/difference-between-ui-and-ux-in-singapore
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