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UX Research in an Agile World
Hira Javed
November 23, 2014
About Me
Usability Specialist
@hirajaved10
http://lnkd.in/HGSpHW
UX Instructor
“Research is formalized curiosity.
It is poking and prying with a purpose.”
- Zora Neale Hurston
UX Research is about…
Understanding the user:
• What they do
• How they do it
• Why they do it
Why do UX research?
To avoid this…
and this…
and therefore this…
“building the right thing and we’re building
the thing right.”
- Natalie Hanson
Goals of UX Research
• To add context and insight to the the
design process.
• To measure the effectiveness of design
solutions implemented.
Traditional Face of User Research
But times they are
a-changin’
Forces Affecting User Research
Mobile explosion
It’s all about context
Industry speed
Pressure to constantly evolve
Agile development
Sprints don’t wait
UX Culture
People want to be
involved
Traditional methods
take time
We have to make these faster…
Narrow
objectives
Shorter Timelines
Informal deliverables
Brief Documentation
Agile UX Research
• TexAgile is about thinking holistically, working
incrementally.
• UX research process needs to align with this
incremental workflow.
• Research should commence in sprint 0 or
earlier.
• Prototypes will need to be tested one sprint
ahead of development.
Research Methods
• Evaluate part of a design against set of
usability best practises.
• Can be done in 30 minutes
• Can be used to provide usability feedback
in each sprint.
Heuristic Evaluation
• Identify best practices and trends in the
competitive landscape.
• Can be completed in a day (depending on
research objective).
• Can be used to provide feedback during the
discovery phase.
Quick Competitive Review
• Quick, low cost, usability testing “in the wild”
• Can be conducted anywhere
• 3 - 5 participants
• 5 - 10 minutes each
• Low - high fidelity prototype
Guerilla Testing
Can be conducted as soon as the idea is
out of your head
Low-fidelity prototype Med to High-fidelity
prototype
...with any type of prototype
How to Plan a Guerilla Test
1. Identify test goal
Determine what is the purpose of doing
the test.
Example goal statement:“Assess the latest version of the mobile video player.”
2. Identify target participants
Determine participant characteristics.
Example participant screener:
• Users must own a smartphone.
• Users must access mobile video content at least
once a week.
3. Identify test objectives
Determine what you’re trying to learn.
What questions are your trying to
answer?
Example test objectives:
• Can users easily and effectively use the video
player?
• Can users interact with the scrubber?
• Do users understand how to share a video?
4. Create tasks
Create user tasks that will allow you to
assess your objectives.
Example tasks:
• Play a video and view comments
• Share a video
5. Create scenarios
Create realistic scenarios of when users
may do those tasks.
Example scenarios:
• Let’s say a friend told you about a great comment
Rob Ford made at the end of this video clip. Can
you play the clip and go to the comment?
• You loved the clip and want to send it to another
friend. Can you show me how you would do that?
6. Prepare the prototype
Create a prototype that can be tested.
Sketches Wireframes Live
site/app
Interactive prototype
• Rapid Iterative Testing & Evaluation (RITE)
• Developed by Microsoft Games Studio and
Microsoft Research.
• Similar to typical usability testing
• Changes to interface are made as soon as
an issue is identified and a solution is clear.
RITE Method
• The improved interface is tested with the next user.
• Requires a dedicated researcher, and designer or
developer.
• Used to make design changes in small increments.
• Can be completed in one day or over a few days.
• Key decision makers must observe the test sessions.
RITE Method
RITE: Process
9amV0.1
Edit 11amV0.2
Edit 1 pmV0.3
Edit 3 pmV0.4
Edit
Final Iteration
User 1 User 2 User 3 User 4
• Collaborate Rapid Iterative Testing & Evaluation
• Used by Android teams in Google
• 6 research sessions in 2 days.
• Prototype changes between day 1 and 2.
• Stakeholders collaborate in all UX phases.
C-RITE Method
Collaborative design workshop for
each day.
• Designers demonstrate problem solving skills.
• Engineers solve technical constraints.
• Researchers guide insight interpretation.
• PM gives business and scheduling input.
• Can be repeated weekly.
C-RITE Method
C-RITE Method
Traditional roles
Collaboration in C-RITE
C-RITE Method
C-RITE Process
Key Take-Aways
• The agile approach of incremental delivery needs
continual design input.
• There’s a fundamental shift in the way we
conduct research in agile projects.
• Narrow scope, faster methods, fewer participants
but frequent testing, and less documentation.
User research
won’t hold you back
Any Questions?