Quantitative user research, in special user (usability) testing, plays a central role in the field of data-informed design. Obviously, if the data is incomplete or inaccurate, important details might be overlooked and the real problems remain unknown. In the solution side, without a proper generation and selection of ideas the result might be costly and/or unnefective solutions, ruining the investment. Among possible causes for those problems, lack of resources (versus amount of data) and ineffective techniques are in the top of the list.
This talk, presented at Interaction South America (ISA 2016) aimed to show a simple, objective way to 1) organize quantitative data generated from user testing and 2) generate and choose collaboratively the most viable solutions. It follows the divergence/convergence model and adapts the Double Diamond Diagram (UK Design Council, 2005) more especifically to user research. It also relies on the agile / lean mindset in order to keep things actionable and result-oriented. The result is an end-to-end framework that goes from issue to insight.
It consists in four stages:
1) Collect and normalize data;
2) Prioritize issues in a multidimensional analysis.
3) Generate solutions collaboratively, taking into account that a solution can address multiple issues.
4) Select solutions in a multidimensional, ROI based analysis.
From chaos to action: turning usability testing data into actionable insights without going insane
1. From Chaos to Action: Turning
Usability Testing Data Into Actionable
Insights Without Going Insane
Carlos Rosemberg
2. How data is helping design
Analytics
Social media
Usability tests
A/B tests
Sales data
Customer service logs
Surveys
Interviews
Contextual research
other…
13. OBSERVED
ISSUES
SOLUTION
PRIORITIZATION
Prioritize potential
solutions according
multiple criteria
DATA
COLLECTION
Collect and
generate data
from usability
tests
ISSUE
PRIORITIZATION
Normalize and
prioritize issues
according multiple
criteria
IDEA
GENERATION
Generate
potential solution
ideas
RESEARCH
QUESTIONS
ISSUES
LIST
PROBLEM
LANDSCAPE
POTENTIAL
SOLUTIONS
SOLUTIONS
BY ROI
14. Data collection
Focus on usability (effectiveness, efficiency and satisfaction)
Issues are friction events that hurt effectiveness and
efficiency (mistakes, paths, system errors, etc).
An issue can occur with multiple participants.
Comments can be positive, negative or neutral.
Satisfaction can be collected as a scale (be careful!).
15. B A S I C I S S U E L O G F R O M U S A B I L I T Y T E S T I N G
ID WHERE TASK DESCRIPTION P1 P2 P3
1 Login page
Login using a social
network
Didn’t recognize the Twitter
option
X
2 Main menu Create a post
Didn’t find the option for
adding a post
X X
…
An example of aggregated data log from 3 participants (P) as seen in Lewis/Sauro (2012)
Participants
16. C O L L E C T I N G S AT I S FA C T I O N L E V E L S
P1 P2 P3 P4 AVERAGE
Satisfaction rating 2 3 4 4 3,25
An example of aggregated data log from 3 participants (P).
Participants
18. F R E Q U E N C Y
SEVERITY
3rd 2nd
2nd 1st
W H I C H I S S U E S A R E M O R E I M P O R TA N T ?
19. C A L C U L AT I N G I S S U E I M PA C T
ID TASK WHERE ISSUE SEVERITY P1 P2 P3 FREQUENCY IMPACT
1
Login using
a social
network
Login
page
Didn’t recognize the
Twitter option
5 1 1 5 x 1 = 5
2
Create a
post
Main
menu
Took more than 3s to find
the "add post" option
1 1 1 2 1 x 2 = 2
3
Create a
post
Main
menu
Struggled opening and
closing the hamburger
menu
3 1 1 2 3 x 2 = 6
A simple data log (Lewis/Sauro, 2012). Other parameters can be added.
1 (trivial) = user stops to figure out
3 (major) = user accomplishes with difficulties (try and error)
5 (blocker) = user doesn't accomplish the task
IMPACT = SEVERITY x FREQUENCY
FREQUENCY is the sum OR
proportion of occurrences of a given
issue for all participants
21. Idea generation
Recommendations and solutions are not the same thing
Solution ideas are specific.
Some issues have obvious solutions, some not.
A solution can address multiple issues, in different levels.
22. Solutions prioritization
Solutions are prioritized multidimensionally
Common dimensions: effectiveness, effort
Final objective: find the ROI (Return On Investment)
23. 2nd
E F F O R T
EFFECTIVENESS
3rd2nd
1st
W H I C H S O L U T I O N S S H O U L D B E D O N E ?
24. C A L C U L AT I N G S O L U T I O N R O I
ID
SOLUTION IDEA
I1
(5)
I2
(2)
I3
(6)
EFFECTIVENESS
EFFORT
ROI
1
Make the Twitter login button
bigger and use original blue color
3 15
(3 x 5 + 0 + 0)
1 15
(15 / 1)
2
Make the Twitter login button
bigger and put the email login in
another screen state
3 15
(3 x 5 + 0 + 0)
3 5
(15 / 3)
3
Remove the hamburger menu and
reorganize options hierarchically
3 6 42
(0 + 3 x 2 + 6 x 6)
5 8,4
(42 / 5)
Finding the optimal path for solving UX issues
1 = Minimum effort
3 = Medium effort
5 = Maximum effort
SOLUTION ROI =
Effectiveness / Viability
EFFECTIVENESS = Sum of all
Idea Potentials x Issue Impact
(I1 + I2 + I3)
Idea Potential for solving the
issue. Values can be none,
1, 3 and 5.
25. In summary
End-to-end workflow (product development oriented).
Get all the team involved in the process.
Issues and solutions are mutually traceable.
Can be done collaboratively.
Can be extended to other techniques than usability testing.
26. Limitation
It does not include in prioritization the positive
attitudes and behaviors, only usability issues: This
data is logged apart.
27. And of course, don't forget
Numbers don't tell everything. Always remember to
take in account the QUALITATIVE data when
understanding behaviors.