User Testing Guide

Overview

User testing and user experience research is about observing how people interact with media.

Author: Bill Fischer

Low fidelity Testing

The image above shows middle school students engaging in a low fidelity test of a mixed reality design using cardboard prototypes and taped-off spaces. Much can be learned from these types of tests during early design phases. 

Students and designers in a large room lined up on a taped line

Testing the Amplify: Journey To Mars Virtual Field Trip concept (external link) as part of The Epic Project.

High fidelity Testing

The image below shows an in-class test of a board game that is in its final design stages. The production values are at their highest, and the several rounds of preliminary test were completed during earlier design stages.

10 middle schoolers around a table playing a board game with one adult observing

Testing the Minor Madness Code Theory board game (external link) as part of The Epic Project.



Testing

It is important to not interject yourself into the testing. Do not give the user any introduction to it. Simply put your media in front of the user and let them interact with it. Prompt them only if:

Don't Do this!

A photograph of a tester providing instructions tor the testee workin on a computer

Observing

The user experience involves more than just the human / machine interaction. It includes the environment, the user demographics and events directly before and after the test. Photographs are a great way to capture the peripheral user experience. There is also software that can track navigational history and eye movement for one to one interactions with media. Here is a list of observations that should be included in a user test report.


Dialogue

After the observational period, you may engage in dialogue with the test subjects. They are usually not design professionals and will not have the language or the framework for providing feedback in an articulate and useful manner. They will use useless terms such as "good", "bad" and "like". If you find yourself in a dialog with the user, prompt them to provide feedback in these categories:

Often they will try to describe a problem by providing a solution : "why don't you make that blue?". What you should gather from that comment is that they think the color is not working. You need to probe them until you can find out why they think the color is not working, then choose a color yourself that solves that problem.



Summarizing

A summary brief should be completed to provide an overview of the most important points to be addressed by the next design phase. here is an example:

"The common theme throughout the interviews was that immersive experiences are critical to the overall quality of the field trip. The negative moments were often the most memorable because they added spontaneity to the experience. Safety is a big concern among teachers and chaperones. Transportation and travel could be frustrating at times depending on the length of time. The smaller the group size, the more effective the field trip is."



Teamwork

Here is an example of how a team can work together.