mobile ux and usability measurement webinar-ppt-xbo soft
DESCRIPTION
This presentation is from a webinar with Mobile Medsoft presenting the in's and out's of Mobile User Experience, Mobile Usability and Measurement.TRANSCRIPT
Developing Meaningful Usability and
User Experience Measurements for
Mobile (Healthcare) Applications
www.xbosoft.com
Featuring:
Speaker Introduction
• Philip Lew - XBOSoft
• Duke Yetter – CEO,
– Long term and mobile
– Healthcare solutions
2
Agenda
• What is usability and UX and why important?
• Usability and UX Specifics for MobileApps
• How to set up measurements
• What does Mobile MedSoft want to achieve with their app from a usability and UX viewpoint
• How to set up usability measurements for Mobile Medsoft
What is Usability-UX and Why is it Important
Web and Mobile User Expectations • Business models have
changed
– Instead of paying upfront and ‘owning’ the software
– Pay as you go, pay by subscription
• Cloud and mobile converge
• Behavior and expectations have changed
Basic Usability Concepts
User Experience
Usability Effect
Usability Design
6
Design-Test and Evaluate
Design
Test and Evaluate
Release
Test and Evaluate
7
• What will the mobileapp do?
• Is it a conversion of existing app?
• What functions will a user really access?
Usability - Design Perspective
• Understandability
• Learnability
• Operability
• Attractiveness
• Navigation
• Responsiveness-performance
Source: ISO 25010
Usability-Effect
Degree to which specified
users can achieve specified
goals with effectiveness,
efficiency and satisfaction in a
specified context of use.
Usability-Effect “Context” and “Specified”
• User role
• Objective
• Task
• Environment
• Domain
• …
specified users
specified goals
specified context of use
What else can you think of?
Source: ISO 25010
Usability-Effect User Experience
• Satisfaction
– The degree to which users are satisfied in a specified context of use. Satisfaction is further subdivided into sub-characteristics:
• Likability (cognitive satisfaction)
• Pleasure (emotional satisfaction)
• Comfort (physical satisfaction)
• Trust
• Including many other factors experienced over time and other channels
Task Ease (effectiveness and efficiency)
• Buttons are a key tool in the user experience designer’s box of tricks.
• Prioritize tasks - Some tasks more important than others.
• Understand the objectives of the application and understand which tasks are really important.
• Paths to complete these tasks should be given priority
• Majority of your app’s value is provided by a small number of tasks.
• With these priority tasks, remove any friction that slows the user’s progress.
• Choosing your words carefully to make it clear what the buttons or functions do 12
User Context is King
13
• Mis-Targeted user background can cause loss of effectiveness
• Know your users.
Usability
Right and Wrong
14
Positioning
• Effectiveness of application buttons is affected by position.
• Emphasis is gained by
– removing clutter
– placing the button where the user’s eyes will mostly likely be. 15
Using Color
• Color creates emphasis.
• Dependent on the importance of the application’s function.
• Make easy to for user to see the most important stuff.
• Color can affect usefulness.
16
LinkedIn - Color
• The ‘View Full Profile’ button
– LinkedIn wants you to click that.
– You’ll be prompted to create an account!
• Button has a unique color that isn’t shared with any other part of the design.
• Page has tons of information, this button still stands out. 17
Create an account!!!
Don’t Overuse a Color
18
Size Matters
• Time taken to point at an object is directly influenced by the size of that object.
• Big is beautiful depending on function-what you want the user to do.
• Size can dictate the button’s importance over everything else on the page.
• Take the Firefox page for example, Mozilla don’t mess around with subtlety here.
• Good design communicates priority.
• With one massive button on the page, that priority is obvious.
19
Using Size AND Color
20
Multivariate Testing
• Small changes can make a big difference.
• Laura Ashley arrived at this design following multi-variate testing of 5 different options
• Differences in the testing included:
– Link colors and locations
• The "Go to checkout" button was dark gray instead of green
• Achieved 11% increase in checkouts
21
Let’s Go Mobile
Usability and UX For Mobile
22
Usability - Desktop to Mobile
• You have a good website made for desktop and users can access it from their mobile phones also.
– Just loading websites on the phone is not enough
• What matters for users
– Time to load the website
– User interface
– Accessibility of various functions available
• Usability design needs to change, otherwise usability effect and UX will suffer 23
Laura Ashley MS
• Same as web version
• Green sticks out
24
LA
• What is wrong here?
25
LA MS
• Consistent green
• Obviously want you to click and add to the bag
26
LA Shopping bag
• Clear green signals… BUY
27
LA MobileApp
• Main Screen
• Decent size buttons
• No priority or importance weighting
28
LA Mobile App
• Big buttons
• Good for big fingers
• Semi-meaningful icons on the bottom
– Note contextual location
29
Buy or Share?
• No placement of importance or priority
30
Select Size
• Good navigation
• Good size buttons
• No priority
31
In my Basket
• What should I do now?
32
Shopping Basket
• Empty or Checkout?
33
Bloomberg
• Simple Information App
• Simple colors
• Meaningful Icons
• Big enough to see
34
Fidelity
• Easy to use scroll
– Thumb Friendly
• Simple colors
35
Fidelity
• Size and Importance
• Pretty easy to see what they want you to do
• Consistent icons on bottom
– Simple
– Not everything
36
Yelp
• Easy on the eyes
• Semi-meaningful icons
37
Yelp
• Consistent
• Finger friendly
• Consistent location of icons on bottom
38
Same as Fidelity
What does this mean?
Mobile Usability Design Best Practices Summary
• Quick
• Simple Navigation-Task Oriented
• Thumb Friendly
• Visibility in Design
• Easy to Convert/Complete the task
• Contextual
• Seamless with main webapp
39
What does want to achieve in the Usability UX
Standpoint?
40
Introduction to
• iMedTablet is our latest patent pending pending technology being developed for patient care coordination for all types of long-term care providers.
• Allows the user to securely access and document patient care information in real-time utilizing Cloud technology, GPS technology and intra-facility communications.
• With data stored on the cloud and not on a local server, expandability is unlimited. Plus electronic storage versus paper is a great savings.
• Designed to seamlessly integrate with many pharmacy and long-term care software systems.
• iMedTablet is mobile, affordable, reliable, secure, easy to deploy and simple to use. Will be available in a multiple languages and HL7 Compatible
41
• Usability Design
– Easy to use
– Very contextual and domain oriented application
• UX Assessment, Measurement and Improvement
42
Setting Up Usability Measurements
Measure and Improve
43
Big Picture on Usability and UX
User Experience
Usability Effect
Usability Design
44
Design-Test and Evaluate
Design
Test and Evaluate
Release
Test and Evaluate
45
Defining Usability For Your Organization
• Attributes expressed hierarchically
• Any number of sub-levels is OK
• Achieving the sub-attributes=achieving the high level attribute -measurable
Quality
Attribute 1
Characteristic 1 Characteristic 2 Characteristic n
Subcharacteristic 1 Subcharacteristic 2 Subcharacteristic n
Attribute 2 Attribute 3 Attribute 1
Usability
Let’s Define Usability From the Product (Design) Viewpoint
Usability
# Buttons
Characteristic 1 Characteristic 2 Characteristic n
Subcharacteristic 1 Subcharacteristic 2 Subcharacteristic n
Attribute 1 Attribute 2
Simpleness Navigation
Control Stability Button Visability
Position Color Usage
Defining Usability from an Effect-Real usage Point of View
Quality
Errors
Effectiveness Efficiency Characteristic n
Accuracy Completeness Subcharacteristic n
Attribute 2 Attribute 3 Attribute 1
Usability
Satisfaction
Potential Attributes Measurements for ‘Effect’ Usability
• Effectiveness
– Completion rates
– Error rate
– Help usage
• Efficiency
– Task time/Speed
– Backtracking
• Learnability
– Learning rate
– Task time deviation
Measurable Attributes
• Attribute name
• Description and purpose
• How to measure
• What is measured
• Measurement/Calculation
• Range (min, max)
• Objective
• Current
Once you have a
model (what you
are going to
measure), then
you start doing IT!
Usability Measurement
51
Attribute
Scale How Measure or Calculation
Objective Current
Help Access Percent of Users Accessing Help
Log files % 30% 40%
Task Completion Efficiency
Keystrokes to find/use a feature/function/information
Measure top 10 tasks
% 90% < 3 50%
Consistency Number locations for same button
Examine menus and doc.
integer 1 5
Accuracy Number reported errors
Log files Integer or % <5 10
Usability Measurement Methods
Let’s get started
Logging
Heuristic Evaluation
Labs
Focus groups
Walk
Throughs Satisfaction
Surveys
External Quality Requirements Measure EI value P/GI value
Global Quality Indicator 61.97%
1 Usability 60.88%
1.1 Understandability 83%
1.1.1 Icon/label ease to be recognized 100%
1.1.2 Information grouping cohesiveness 66%
1.2 Learnability 51.97%
1.2.1 ……………………………………………… …
1.3 Operability 49.50%
1.3.1 Control permanence 100%
1.3.2 Expected behaviour 50%
2 Content Quality 63.05%
2.1 Content Suitability 63.05%
2.1.1 Basic Information Coverage 50%
2.1.1.1 Line item information completeness 2 50%
2.1.1.2 Product description appropriateness 50%
2.1.2 Coverage of other Contextual Information 76.89%
2.1.2.1 ……………………………………………….. …
2.1.2.2 Return policy information completeness 33%
Example Heuristic Evaluation
Usability Logging Measurement and Data Collection
• Identify users by using session ID to identify a unique user.
• Iteratively insert code into the application
• Collect data • Analyze the data for each
attribute in different dimensions and aggregations
• Determine the need for further calculations and what attributes to measure further
• Revise the data we are collecting, adding or decreasing granularity
Satisfaction Surveys
The process: 1. Calculate the usability score (satisfaction) of version X
2. Do the survey
3. Change to version X.1 – make changes to the software directly correlated to the usability factors to either increase or decrease the usability score
4. Do the survey again
5. See if differences made change impact the survey results
Notes on Satisfaction and Usability
• Satisfaction is a subjective feeling dependent on many things other than usability: – A user can be highly
satisfied but the application with low usability.
– An application can be highly usable (high usability) but the user is not satisfied!
Highly usable
software
My password
doesn’t work
don’t have
what I want I’m unsatisfied
I’m
satisfied!
low usability
software
Finished
my work today
Nice weather
today
Getting Started with Measurement
• Produce an action plan
– What usability attributes are important to your organization?
• Develop a model
– What data can you collect/Which technique can you use
• Maybe some elements of the model drop out-can’t be measured that easily
– Start collecting and developing benchmark
Setting up Usability and UX Measurements for
58
Conclusion
• Usability and UX
– Abstract concepts
– Paramount for mobileapps
• Defining is different for each organization
• Need a model for your organization
– What is most important to you depends on your users and their behavior and expectations
• The model is the foundation of what to measure
• Once you can measure, then you can evaluate and improve