The User Testing Field Guide - Desconocido
The User Testing Field Guide - Desconocido
The User Testing Field Guide - Desconocido
Marvel es una plataforma de colaboración de diseño que permite a las personas y los equipos crear sin
esfuerzo productos y experiencias digitales centrados en el usuario.
marvelapp.com
También hemos creado un espacio para que nuestra comunidad comparta todo lo relacionado con el
diseño y el producto, desde las opiniones hasta los procesos.
blog.marvelapp.com
Para obtener más información sobre nuestra función de prueba de usuarios, visite:
marvelapp.com/user-testing
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Tabla de contenido
1 4
investigación de usuario
Prototipos y pruebas de usuario 14
2 5
3 6
Reclutamiento Conclusión
de participantes Para llevar 49
Captación de usuarios externos 27
Reclutamiento interno para alto 30
nivel de retroalimentación
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Capítulo Uno
Introducción
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Bienvenido a la Guía
de Campo del
Test de usuario
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Cómo abordamos la
construcción de
productos y las pruebas
en Marvel
Pleasurable
Usable
Reliable
Functional
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CÓMO PROBAMOS
¿QUÉ PROBAMOS
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I + D, innovación, ideas aleatorias.
A veces una idea está un poco atravesada o no está completamente
formada, en estos casos enviamos prototipos simples de 2-3
pantallas, súper básicos y una narrativa simple de lo que estamos
tratando de lograr.
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1 Customer champions
These are some of our most engaged and vocal customers who love
to test new things and let us know what they think. On any given
week, we’ll have 5-10 prototypes circulating within a group of 100
customer champions.
This makes it easy to quickly find lists of users who are interested in
improvements on a particular part of the platform and send over a
prototype to user test.
5 Random users
We do random spot testing too and select a group of active users
within the platform and reach out to them via email or in-app messa-
ging using Intercom.
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If you’ve ever found issues with a design, feature or product once it’s
in development, don’t worry, you’re not alone. In fact, software spe-
cialists spend “about 40 to 50% of their time on avoidable rework.”
Ouch. This is where the costs start rac- vering defects after releasing software
king up - fixing issues once they are in costs 30 times more than catching them
development is eye-wateringly expensive, at the design stage.
regardless of company size.
Creating code-free prototypes using
If you’re a startup, redesigning and re- mockups, then testing them with partici-
building things the wrong way could pant will save you time, money and result
cause you to run out of money before in better user experiences. .
you’ve reached product market fit. Bigger
companies have to move quickly to stay But implementing a new tool and pro-
competitive and maximise shareholder va- cess can be tough, even if it does save
lue. So as a roll on effect, time-to-market so much time and effort in the long run.
becomes an issue too. We’ve put together a few stats to back you
up when it comes to getting buy-in from
IBM found, in a recent report, that disco- the wider business.
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Revenue: There is a common myth that $1 billion”. Even if you’re not a billion-do-
user testing costs a lot of money to run, llar unicorn, a rising tide lifts all boats.
however as you can see from the abo-
ve stats, it’s in no way close to what you Happiness: Not just for you and your
could be paying if you don’t do it. Every $1 team, but for your customers! You’ll no
invested in UX results in a return between doubt see an increase in NPS, ratings and
$2 and $100. customer retention. Forrester says, “inten-
tional and strategic user experience has
Experience: Gathering feedback from the potential to raise conversion rates by
your actual audience, rather than acting as much as 400%”.
on assumptions, can quickly result in an
improvement in your product’s design and Time: Effective user testing generates
user experience. actionable results from your end-user, this
means you or your design team can get to
Forrester Research found, “The revenue work on the right problems - so you can
impact from a 10 percentage point impro- iterate and hand over to dev faster. After
vement in a company’s customer expe- all, 85% of issues related to UX can be de-
rience score can translate into more than tected by performing a usability test.
It’s important to remember that user do. With tools like Marvel you can create a
testing is an iterative process, you test prototype in 5 minutes and start testing a
and gather results, implement changes few clicks later. No special setup or skills
then repeat until your participants are needed.
completing tasks as you hoped. On top
of that, it’s a process that should be used Combining Marvel with the methodolo-
for every idea, design, feature, design or gies, tips, tricks and templates in this gui-
product launch. de gives you the super powers you need
to get started and make usability testing
The secret to success is having different work for you.
methods and tools at your disposal that
match the scale of the testing you need to
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The Common
Objections of User
Testing
Only 55% of companies are currently conducting any user experien-
ce testing, despite being such a crucial stage in the process. User
testing often gets cast aside or swept under the rug.
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The Role of
Prototyping in User
Testing
You often hear the phrase ‘test early and often’ - the idea is that
waiting for everything to be polished and fully functional before you
start testing can seriously drag out the time it takes to get meaning-
ful feedback and discover problems (not to mention the costs invol-
ved if changes are required)
So, how do you get to the wrong idea, as Fast forward to today and ‘code-free’ pro-
fast as possible? totypes have become the defacto stan-
dard when testing early stage ideas.
In the past you typically saw coded,
functional prototypes put in front of users, With platforms like Marvel, you can create
where most of the interactivity works, interactive prototypes that look and feel
but dummy data is used to get it out to just like the real thing, in just a few minu-
users quickly. Whilst this is close to the tes using static images or sketches.
real-thing, it can often take weeks to put
together and is often outside the ability of It’s a game changer for your process and
the creative teams as it requires develop- means that every person on your team is
ment. empowered with the tools to create proto-
types and start testing.
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Sketching is the quickest and easiest way to get early stage ideas in
front of the end-user or stakeholders. Grab a pen and paper, then start
drawing the basic parts of each screen.
The limitations of what you can do with quick sketching often helps
focus on just the fundamentals of what makes the idea work. Complex
layouts get distilled into a handful of rectangles and text. Of course it
will never elicit the same reaction as finished designs and does require
some imagination from users, however what you lose in that area, you
make up for in rapid speed and iteration.
The great thing about this stage is that anyone involved in the project
can do it, we’ve even seen testing sessions where the end-user jumped
in and started sketching what they thought would make more sense.
Once you have your sketches, grab the Marvel iOS or Android mobile
or tablet apps to take photos of each sketch, then link them together to
form an interactive prototype in just a few minutes.
Pro Tip: When sketching your app or websites on paper, it helps to have
some print templates to keep things tidy. Download them here.
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WIREFRAMES
When you are a step further along with your idea, you typically start
creating wireframes. Wireframes act like the building blocks of each
screen and will act as a skeleton for your everything that comes after
including visuals, interactions and content.
It’s often said that the minimalism of wireframes allow users test ses-
sions to be more focused on how it works, rather than distract with
visuals. However there’s no one size fits all approach.
Wireframes are usually created in tools like Sketch, Adobe Illustrator and
Marvel.
Pro Tip: Export your wireframes from your favourite tool as images, then
head to marvelapp.com and drag them into a project to start creating your
interactive prototype. You can also make them in Marvel!
HI-FIDELITY
If you have progressed to the full design of your product or feature, then
you are ready for hi-fidelity prototyping.
These types of prototypes use finished visuals and are almost indistin-
guishable from the real-thing which makes it brilliant for getting genuine
reactions in user test sessions.
It takes longer to design the hi-fidelity mockups to put into the prototy-
pe, but the trade off is often worth it.
In an ideal world, you would be able to move through from low to high
fidelity over time in your user tests. But don’t get hung up on everything
being perfect, some feedback will always be better than none!
Now you understand the ‘why’ of user testing and where prototyping comes in, let’s
jump into the ‘how’. The best place to start is from the beginning, creating your test
plan.
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Chapter Two
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• Age
• Profession
• Location
• Owns a car
• Has a child under 3 years old
• Works remotely
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Chapter Three
Recruiting
Participants
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• Existing users
• Prospective users
• Internal participants
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How To Recruit
Participants for User
Testing
It’s vital you get feedback from your people who represent your cu-
rrent and prospective user base when creating new ideas, features
and products. Both can provide a unique and valuable perspective
that’ll be essential to the success of your project.
The overall objectives of the project will markets, designing for a new persona, or
determine which type of participant you’ll you’ve created a brand new product to
need. bring to market and your users have no
idea who you are (yet), recruiting prospec-
For example, if you’re planning new tive users is the best approach.
features or enhancements that will affect
existing user journeys in your product - it’s Each has its pros and cons, but regardless
best to approach your current user base. of approach, segmenting particpants by
However, if you’re entering into new attributes or demographics is key.
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RECRUITMENT TIPS:
2 In-product messaging
In-app messaging using free tools such as Intercom or
Crisp can pop-up anywhere in your product to recruit
users. It’s one of our favourite methods!
3 Setting up a beta program
Try annoucing a beta program where your users can
join to get early access to new features and improve-
ments. This will give you a high-quality pool of users.
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When you’re searching for users that sit outside of your current base, or you’re in the
early stages of your business and don’t have any users yet - don’t panic. There are
plenty of methods to use to reach your core audience:
Online recruitment platforms are the quic- A common, cheaper, tactic to find prospec-
kest way to find candidates from a huge tive users is to create highly targeted ads on
pool of consumers and professionals. They Google, Facebook, Instagram and Twitter
help manage the entire recruiting process, aimed at recruiting users within that criteria.
including qualifying candidates based on
your needs all the way to compensation. The ads would direct users to a form (Type-
form is perfect) or a link to book a meeting
Some can even locate participants based on in your calendar (Calendly is a popular
very detailed criteria - how about a 25 year- scheduling platform). This helps you get the
old Chef from Turkey that loves Tennis? Or exact type of person you need, at relatively
students studying law in Brazil that use Ma- low cost (don’t forget an incentive in the
cBooks? Anything is possible. Both options advert!).
below support Marvel prototypes too!
You can also jump into LinkedIn Groups or
• User Interviews ($) - Great for US-based Facebook Groups that match the persona
participants. you’re going after. These groups can con-
• Testing Time ($$) - Great for European tain hundreds even thousands of your target
and Spanish-speaking partcipants. audience.
This recruiment technique is as simple as One of the cheapest ways to recruit users
you can get! Grab your prototype and your is through listing websites, like Craigslist or
test plan and head to the street! Gumtree, where your ads can reach thou-
sands of people, globally.
This usually works best for consumer-facing
apps and services. You will only have a few Recruiting this way might mean that quality
minutes to run your session so make sure may vary, so be as clear as possible in your
you adapt your test to the situation. You can details
read more about Guerrilla Testing here.
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Recruiting Internally
for High Level
Feedback
Internal testing is a great way to imple- Not only will you gather insights, but ma-
ment this kind of inclusion. Putting pro- nage communication, collaboration and
totypes in front of your colleagues is a camaraderie with new launches.
fantastic way to gather feedback from
your team and direct stakeholders, and
pull insights from the wider business. When to test internally
New features, or products, can often • If the changes to your product will
impact other departments. For example, impact other departments
a redesign has moved functionality that’ll • If you are creating internal apps, fea-
lead to an increase in tickets for the su- tures or services that aren’t externally
pport team, or perhaps the introduction facing
of multiple currencies in your checkout • To create an inclusive design and pro-
might change how finance reports on blem solving culture
revenues. • Early and often in your process
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The great thing about internal testing is that it’s fast and
free - as your audience is within your reach either in person
or over email, Slack or phone. The size of the business will
determine the best method for scheduling internal testing.
1 Email Blast:
Ping an email to the relevant teams with details of the
test, the time you’ll need and how many volunteers you
need. Sending a Calendly invite link works great.
3 Scheduling a coffee
This could be done in-person or over Slack or Zoom.
Ask for a quick 1:1 so you can walk them through the
test and ask questions as you go.
Pro tip: A super quick way to gather rich feedback from internal
users is to create a User Test in Marvel which provides a single URL
which you can share in Slack channels, emails or your documents.
This allows colleagues to quickly use your prototype and leave audio
and video feedback. Click here to create your first test.
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Chapter Four
User Testing
Methods
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A Guide to Moderated
User Testing
Moderated testing is often prefered because it leads to higher-qua-
lity feedback over unmoderated testing. Face-to-face or remote, it
works well for detailed, controlled and in-depth sessions, especially
around complex prototypes and flows.
Moderated user testing sessions have impact the results. For moderated testing,
both the participant and researcher pre- you might set conditions of where the
sent throughout. test must be carried out, for example, in a
restaurant if it’s a bill splitting app.
Unlike other testing methods, you’ll be
live - querying, interacting and answe- As you’ll be coordinating schedules and,
ring any questions the participants might in some cases, finding a space too - you’ll
have. Which means you have a real oppor- find moderated user testing uses the most
tunity to build a strong rapport with users, resources.
so be sure to include a good mix of open
and closed tasks and questions. But don’t let that put you off! You’ll be
rewarded with responses that surpass
These sessions can be carried out remote- most unmoderated methods.
ly, in-person, or anywhere you can set up
your test and control the conditions. This
is important, having different environmen-
tal conditions for each participant could
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PERFECT FOR
Recruit participants
Identify which method works best for you out of
those we outlined in the previous chapter.
2
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Note: Use Marvel to prototype and user test, so all the hard work
of recording is done for you. It automatically records video, audio
and interactions whilst your participant is carrying out the test.
To run remote moderated user testing, pair Marvel with a comms
platform like Zoom or Google Hangouts to instruct people while
testing.
Write a script
Having a standard set of questions to ask during the
session helps bring some uniformity to the results you
gather, but don’t afraid to go with the flow if things don’t
4
go according to plan!
Note: A quick and easy way to track usage and other metrics is to
test using Marvel. Misclicks, duration, device type and other data
points are automatically recorded.
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We’re live! Run through your test plan. Some things to bear
in mind when sitting in on tests with users:
6
a. Make the participant feel comfortable
b. If things go very quiet, encourage them to think aloud
c. Avoid leading questions and the urge to jump in and
help. Try starting questions with ‘How might you’.
Capture results
Our template will guide you through capturing whether tas-
Once you’ve completed your tests, remember to thank your users and
provide their rewards. Give them your contact details if they have any fo-
llow up questions. Now, you’ve collated all this data, it’s time to go away
and analyse it and create actions to improve your prototype.
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A Guide to
Remote Unmoderated
User Testing
The revolutionary user testing methodology that’s low cost and low
effort. With unmoderated user testing you can share and test proto-
types with your audience and get their feedback, wherever they are
in the world.
Unmoderated user testing just refers to muting. And a more natural environment
the fact that the user carries out the test means more realistic results.
without a moderator present. This could
mean you and your team are all hiding be- Remote usability testing is carried out
hind a one-way mirror, but we’d like to co- using software, like Marvel, where you can
ver remote. Why? Because with new user share a prototype with participants to run
testing software like Marvel, this method tests pretty much anywhere.
is so easy to do and reduces time spent as
a designer on user testing. Test participants are provided with the
pre-determined tasks to perform whilst
It’s now possible to share prototypes with the software records audio and visual data
users via a link and have them test pro- for you to watch and analyse when the
ducts or features in their natural envi- test is complete and the data sent right
ronment, like in the office, home or com- back to you.
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PERFECT FOR
• Saving resources - you’ll find that the design or research team time
spent is cut in half or more through running tests remotely and un-
moderated. You won’t have to schedule appointments or take time
out to attend tests.
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Invite participants
Through simply sharing a link, or inviting via email,
you can invite participants to carry out the test
from their own device, in their own environment
(unless specified to be in a specific context). You
4
can include an intro and outro message if you like.
Wait
With all the hard work done, go work on another
5 project, have that meeting you’ve been meaning to
have or just make yourself a well deserved cuppa
whilst you wait for the results.
Measure success
Our template will guide you through capturing
whether tasks were completed, how easily users
navigate your product and additional notes from 6
your observations. Find it in the ZIP folder down-
load.
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A Guide to Guerrilla
User Testing
One of the easiest usability testing techniques that’ll help validate, or
invalidate, your ideas by generating results fast. Cut costs and time
spent by eliminating recruitment with guerrilla ux testing.
If you’re looking for a method to get fast can run interviews within that location by
feedback on your prototypes, Guerrilla approaching people in the vicinity and
User Testing takes the cake. produce instant qualitative feedback. Whi-
lst it’s better to recruit participants who
It’s a technique that takes advantage of match your buyer persona, most of the
the audience that’s immediately available people you meet will be an expert in using
to you, by simply heading to the nearest some device.
local cafe, park or communal space with
your work in hand. Not needing a lab, paperwork or recruit-
ment makes guerrilla UX testing extremely
Designers and researchers all the same lean and agile.
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PERFECT FOR
• Frequent tests throughout the design process due to it’s low cost
impact
Write a script
Whilst in Guerilla User Testing, you won’t be able
to control all the environmental conditions but you
can manage how you speak to the participant and
2
the way you carry out your test.
3 testing. Make sure you have one you can use during
the testing session to hand to participants for use.
Note: The Marvel iOS app can launch test sessions on the
go! All you need is your iPhone or iPad.
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Interviews
It’s important to give the participant space to vocalise their
Capture Results
Once you’ve completed guerrilla user testing you’ll have some actiona-
ble feedback which will highlight the core areas you need to work on to
improve your user experience.
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Chapter Five:
Creating a Shareable
Insights Document
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Creating a Shareable
Insights Document
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If you plan on sharing your research with the document depends on the type of
your team, wider organisation or stakehol- testing and the audience. If you’re valida-
ders, an insights document is a great way ting something small with your team, then
to package up everything you’ve discove- simply condense it into a Slack message
red during your testing sessions (and get or email, and make it heavy on the bullet
buy-in when needed). points. If you need to present to stakehol-
ders, then make it longer.
The level of effort you need to put into
Highlights
4
This is a brief summary of the key highlights from your testing
and allows the reader to continue to the full summary if they want
to go further in depth. Keep this to 5 bullet points maximum and
make it concise.
Quotes
5
It’s easy to overlook quotes but often there’s things that are said
during test sessions that can cut through the noise and package
up the sentiment for the entire test session. Include the quote and
the profile of the participant for additional context.
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Metrics
6 It can often be difficult to decide whether a user test was a suc-
cess through qualitative feedback alone. One of the most power-
ful ways to decide whether a design or prototype is the right solu-
tion is to track how users move through the flow. For example how
many users completely the goal or reached the correct screen?
What was the average time taken?
Pro Tip: When you create a user test in Marvel, the data is automa-
tically collected and displayed for every test so you can quickly see
which users had issues and surface designs that perform better.
Using this data, you can compare different participants or even di-
fferent tests and see how they perform. Keep a count during your
sessions and add this to your write ups.
Full summary
7 A longer overview of your findings during the test sessions. This
should constantly relate back to why you conducted the research.
Keep this concise and include links to evidence where possible.
Links
8 If you’ve collected photos, surveys, video and audio recordings
and other links along the way add them in here.
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Chapter Six
Conclusion
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Take the time to figure out which methods We’ve mentioned a number of tools within
work best for you and your team, so you this book that can help you streamline the
can make the user testing process as whole process, whether you’re carrying
seamless as possible. As we outlined ear- out moderated, remote or guerrilla user
lier, there are a number of reasons compa- testing, including our own User Testing
nies skip user research, but now knowing tool.
what you know, be a part of the 45% that
doesn’t make those excuses - make de- To learn more about our offering, why
sign your competitive edge. not catch our next product webinar?
Register for free here.
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