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Practitioners-Guide-User-Experience-Design

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of twenty TV stations, shows, and genres of various depth, such as sports versus football<br />

versus NFL.<br />

Data collection through online analytics is a way of testing a large number of live<br />

users. This is done by using plug-and-play services like Google Analytics or Chartbeat to<br />

monitor activity over time or, in the case of the latter, in real time. You see where users are<br />

most active, which features they’re ignoring, what parts of the day they’re visiting, which<br />

ads are getting clicks, and much more.<br />

Remote testing with tools like Silverback, Usability.com, or <strong>User</strong>feel.com is a way of<br />

conducting task analysis and scenario-based testing from afar. In these types of tests users<br />

are given a specific task, like composing and sending an email. The tester then observes<br />

the user’s efforts through recorded video, a screen-sharing program, or maybe over a<br />

video phone service like Skype. In one form of a remote test, the “think aloud” method,<br />

you ask the user to describe what she’s doing and report on the experience as she goes.<br />

This method can also be used for person-to-person tests. The distance helps make sure<br />

you’re not giving the user any hints or leading pointers about how to do the task. It also<br />

allows you to test more users relatively inexpensively and from a wide range of locations;<br />

you can see how people in urban areas use your product differently from those in smaller<br />

towns, for example. For remote tests, I’ve found the hardest part is getting users to talk<br />

about their thought process, so careful examination of their interactions, instincts, and<br />

emotions is absolutely necessary.<br />

A long-established type of user test is focus groups, but I advise against these because<br />

a good amount of research has shown that they are ineffective in getting reliable user<br />

feedback. This is for complicated reasons, among them that the situation is so removed<br />

from real life that members of the group tend to influence one another’s answers, and that<br />

for whatever reasons, people often misrepresent their true behavior or feelings about a<br />

product idea or prototype in this setting.

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