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Usability
www.outsystems.com
SEI 2016 – Universidade do Minho
2SEI 2016@Universidade do Minho
Rúben Gonçalves
Mobile team leader @ OutSystems
ruben.goncalves@outsystems.com
Usability
3SEI 2016@Universidade do Minho
⃒n. The state or condition of being usable.
⃒n. The degree to which an object, device, software
application, etc. is easy to use with no specific training.
Usability
4SEI 2016@Universidade do Minho
⃒n. The state or condition of being usable.
⃒n. The degree to which an object, device, software
application, etc. is easy to use with no specific training.
Usability – top 5 qualities
5
⃒Learnability: How easy is it for users to accomplish basic tasks the first time they
encounter the design?
⃒Efficiency: Once users have learned the design, how quickly can they perform tasks?
⃒Memorability: When users return to the design after a period of not using it, how
easily can they reestablish proficiency?
⃒Errors: How many errors do users make, how severe are these errors, and how easily
can they recover from the errors?
⃒Satisfaction: How pleasant is it to use the design?
Source: Norman Nielson group SEI 2016@Universidade do Minho
Why apps fail?
6
Why apps fail?
7
⃒Lack of consistency
⃒Slow to change and adapt
⃒Poor strategy
⃒Not considering the complete journey
⃒Brand recognition
⃒Building mobile customer engagement
⃒Keep it simple
⃒Not solving a real world problem
⃒Not understand the target audience
⃒Not sure about the Mobile Platform
⃒Too many or too less features
⃒Making it too complex for the users
⃒Incompatible User Experience
⃒Neglecting the backend support
⃒Not enough Marketing
⃒Not using App Optimization Techniques
⃒Failure listening to Users’ Feedback
Source: Wired and Net solutions SEI 2016@Universidade do Minho
Why apps fail?
8
⃒Lack of consistency
⃒Slow to change and adapt
⃒Poor strategy
⃒Not considering the complete journey
⃒Brand recognition
⃒Building mobile customer engagement
⃒Keep it simple
⃒Not solving a real world problem
⃒Not understand the target audience
⃒Not sure about the Mobile Platform
⃒Too many or too less features
⃒Making it too complex for the users
⃒Incompatible User Experience
⃒Neglecting the backend support
⃒Not enough Marketing
⃒Not using App Optimization Techniques
⃒Failure listening to Users’ Feedback
Source: Wired and Net solutions
UX related issues
SEI 2016@Universidade do Minho
Real cost of (non-)Usable
9
Once upon a time…
10
$25 billion retailer
13% drop off in sales
Around $1.2 million a year
SEI 2016@Universidade do Minho
Hired an UX team to analyze
what could be causing it…
Source: UIE
The path to discover…
11
#1 – do usability tests with real users
“I’m not here to enter into
a relationship. I just want
to buy something.”
SEI 2016@Universidade do MinhoSource: UIE
The path to discover…
12
#2 – get metrics from where you can
45% of all customers had multiple registrations
160,000 recover passwords per day
75% of these people never tried to complete the
purchase once requested
SEI 2016@Universidade do MinhoSource: UIE
Putting together and approach
13
#3 – work out a solution and test it
SEI 2016@Universidade do MinhoSource: UIE
The final conclusion
14
#4 – measure results
SEI 2016@Universidade do Minho
+45%
Number of
purchasing
customers
+$15M
Extra purchases
value
First month
+$300M
Extra purchases
value
First year
Source: UIE
$300,000,000 Button
UX is critical
15
The failure of Avon
Products $125
million
implementation of
SAP software is the
latest – and
perhaps most
dramatic – example
of how usability
has become a
critical issue in
the workplace.
SEI 2016@Universidade do Minho
Science behind Usability
Much more than just pretty interfaces!
16
Usability vs UX?
17SEI 2016@Universidade do Minho
Usability User Experience (UX)
Making a task easy & intuitive
Minimizing steps & removing roadblocks
What users do…
How they do it…
Making a task meaningful and valuable
Creating emotional connection
What users feel…
18SEI 2016@Universidade do Minho
usabilitylayers Ubiquitous
Pro-active use of various mediums
Task-Focus
Fit to user and its specific tasks
Cognitive
Leverage conventions and learning
Physiological
Respond to how the brain works
19SEI 2016@Universidade do Minho
usabilitylayers Ubiquitous
Pro-active use of various mediums
Task-Focus
Fit to user and its specific tasks
Cognitive
Leverage conventions and learning
Physiological
Respond to how the brain works
The brain has the
ability to recognize
patterns and what
breaks them
21SEI 2016@Universidade do Minho
The central principle of gestalt psychology is that the mind forms a global whole with self-organizing
tendencies.
Gestalt Psychology
22SEI 2016@Universidade do Minho
Contrast
Repetition
Alignment
Proximity
CRAP Design rules
23SEI 2016@Universidade do Minho
usabilitylayers Ubiquitous
Pro-active use of various mediums
Task-Focus
Fit to user and its specific tasks
Cognitive
Physiological
Respond to how the brain works
Leverage conventions and learning
24SEI 2016@Universidade do Minho
25SEI 2016@Universidade do Minho
System 1 and 2 working
26
pattern matched
(System 1 at
work)
Fuzzy Pattern
(small help from
System 2)
Fully engaged
System 2
SEI 2016@Universidade do Minho
27SEI 2016@Universidade do Minho
28SEI 2016@Universidade do Minho
Tools & Frameworks
usabilitylayers
29SEI 2016@Universidade do Minho
usabilitylayers Ubiquitous
Pro-active use of various mediums
Task-Focus
Fit to user and its specific tasks
Cognitive
Leverage conventions and learning
Physiological
Respond to how the brain works
30SEI 2016@Universidade do Minho
Usability means
different things
for different users
Informal Usability Tests
32SEI 2016@Universidade do Minho
33SEI 2016@Universidade do Minho
usabilitylayers Ubiquitous
Pro-active use of various mediums
Task-Focus
Fit to user and its specific tasks
Cognitive
Leverage conventions and learning
Physiological
Respond to how the brain works
34SEI 2016@Universidade do Minho
Learning Applications
Pro-active
Context-aware
36SEI 2016@Universidade do Minho
37SEI 2016@Universidade do Minho
usabilitylayers
business and user context
independent
highly dependent on
business and user context
Learn more about Usability!
38
39SEI 2016@Universidade do Minho
Great Delivery in a Nutshell
Face Time
Talk to stakeholders in person
about goals and expectations
and go meet the real users.
Visual Requirements
Top User Stories
Understand what will make or
break the application. Where will
users spend most of their time.
Diagrams of the core business
processes and wireframes for the
top screens are a great foundation.
Strong Vision
All the team, including the developers
must have a profound understanding
on why the application is being built.
Constant Validation
Iterative Development
Developing in sprints and performing
demos gets the team and stakeholders
aligned on what’s important.
Functional tests are run by both the
team and stakeholders, but the usability
tests are the ones that push it forward.
Sanity Check
You can do everything right, but
be sure there will be some surprises
at the end. Be prepared.
Have a WOW
Rapid Tuning
Follow the launch closely, particularly
the first contact of users with the app,
and promptly act on roadblocks. Fast.
People love a surprise, especially when
it rubs them in just the right way, like,
for example, making their life a lot easier.
Discover the Path
Initiation Sprint Development
Make it Real
Solution Release
Create the Experience
40SEI 2016@Universidade do Minho
BusinessAnalysis
UserResearch
Wireframes
VisualDesign
LiveStyleguide
GoLive
See presentation about the process of re-inventing a insurance portal
41SEI 2016@Universidade do Minho
OutSystems helps
www.outsystems.com/ux-for-it/
42SEI 2016@Universidade do Minho
Read some more…
Thank you!
Questions?

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Usability session @ SEI Universidade do Minho

  • 2. 2SEI 2016@Universidade do Minho Rúben Gonçalves Mobile team leader @ OutSystems ruben.goncalves@outsystems.com
  • 3. Usability 3SEI 2016@Universidade do Minho ⃒n. The state or condition of being usable. ⃒n. The degree to which an object, device, software application, etc. is easy to use with no specific training.
  • 4. Usability 4SEI 2016@Universidade do Minho ⃒n. The state or condition of being usable. ⃒n. The degree to which an object, device, software application, etc. is easy to use with no specific training.
  • 5. Usability – top 5 qualities 5 ⃒Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? ⃒Efficiency: Once users have learned the design, how quickly can they perform tasks? ⃒Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? ⃒Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? ⃒Satisfaction: How pleasant is it to use the design? Source: Norman Nielson group SEI 2016@Universidade do Minho
  • 7. Why apps fail? 7 ⃒Lack of consistency ⃒Slow to change and adapt ⃒Poor strategy ⃒Not considering the complete journey ⃒Brand recognition ⃒Building mobile customer engagement ⃒Keep it simple ⃒Not solving a real world problem ⃒Not understand the target audience ⃒Not sure about the Mobile Platform ⃒Too many or too less features ⃒Making it too complex for the users ⃒Incompatible User Experience ⃒Neglecting the backend support ⃒Not enough Marketing ⃒Not using App Optimization Techniques ⃒Failure listening to Users’ Feedback Source: Wired and Net solutions SEI 2016@Universidade do Minho
  • 8. Why apps fail? 8 ⃒Lack of consistency ⃒Slow to change and adapt ⃒Poor strategy ⃒Not considering the complete journey ⃒Brand recognition ⃒Building mobile customer engagement ⃒Keep it simple ⃒Not solving a real world problem ⃒Not understand the target audience ⃒Not sure about the Mobile Platform ⃒Too many or too less features ⃒Making it too complex for the users ⃒Incompatible User Experience ⃒Neglecting the backend support ⃒Not enough Marketing ⃒Not using App Optimization Techniques ⃒Failure listening to Users’ Feedback Source: Wired and Net solutions UX related issues SEI 2016@Universidade do Minho
  • 9. Real cost of (non-)Usable 9
  • 10. Once upon a time… 10 $25 billion retailer 13% drop off in sales Around $1.2 million a year SEI 2016@Universidade do Minho Hired an UX team to analyze what could be causing it… Source: UIE
  • 11. The path to discover… 11 #1 – do usability tests with real users “I’m not here to enter into a relationship. I just want to buy something.” SEI 2016@Universidade do MinhoSource: UIE
  • 12. The path to discover… 12 #2 – get metrics from where you can 45% of all customers had multiple registrations 160,000 recover passwords per day 75% of these people never tried to complete the purchase once requested SEI 2016@Universidade do MinhoSource: UIE
  • 13. Putting together and approach 13 #3 – work out a solution and test it SEI 2016@Universidade do MinhoSource: UIE
  • 14. The final conclusion 14 #4 – measure results SEI 2016@Universidade do Minho +45% Number of purchasing customers +$15M Extra purchases value First month +$300M Extra purchases value First year Source: UIE $300,000,000 Button
  • 15. UX is critical 15 The failure of Avon Products $125 million implementation of SAP software is the latest – and perhaps most dramatic – example of how usability has become a critical issue in the workplace. SEI 2016@Universidade do Minho
  • 16. Science behind Usability Much more than just pretty interfaces! 16
  • 17. Usability vs UX? 17SEI 2016@Universidade do Minho Usability User Experience (UX) Making a task easy & intuitive Minimizing steps & removing roadblocks What users do… How they do it… Making a task meaningful and valuable Creating emotional connection What users feel…
  • 18. 18SEI 2016@Universidade do Minho usabilitylayers Ubiquitous Pro-active use of various mediums Task-Focus Fit to user and its specific tasks Cognitive Leverage conventions and learning Physiological Respond to how the brain works
  • 19. 19SEI 2016@Universidade do Minho usabilitylayers Ubiquitous Pro-active use of various mediums Task-Focus Fit to user and its specific tasks Cognitive Leverage conventions and learning Physiological Respond to how the brain works
  • 20. The brain has the ability to recognize patterns and what breaks them
  • 21. 21SEI 2016@Universidade do Minho The central principle of gestalt psychology is that the mind forms a global whole with self-organizing tendencies. Gestalt Psychology
  • 22. 22SEI 2016@Universidade do Minho Contrast Repetition Alignment Proximity CRAP Design rules
  • 23. 23SEI 2016@Universidade do Minho usabilitylayers Ubiquitous Pro-active use of various mediums Task-Focus Fit to user and its specific tasks Cognitive Physiological Respond to how the brain works Leverage conventions and learning
  • 26. System 1 and 2 working 26 pattern matched (System 1 at work) Fuzzy Pattern (small help from System 2) Fully engaged System 2 SEI 2016@Universidade do Minho
  • 28. 28SEI 2016@Universidade do Minho Tools & Frameworks usabilitylayers
  • 29. 29SEI 2016@Universidade do Minho usabilitylayers Ubiquitous Pro-active use of various mediums Task-Focus Fit to user and its specific tasks Cognitive Leverage conventions and learning Physiological Respond to how the brain works
  • 30. 30SEI 2016@Universidade do Minho Usability means different things for different users
  • 33. 33SEI 2016@Universidade do Minho usabilitylayers Ubiquitous Pro-active use of various mediums Task-Focus Fit to user and its specific tasks Cognitive Leverage conventions and learning Physiological Respond to how the brain works
  • 34. 34SEI 2016@Universidade do Minho Learning Applications Pro-active Context-aware
  • 35.
  • 37. 37SEI 2016@Universidade do Minho usabilitylayers business and user context independent highly dependent on business and user context
  • 38. Learn more about Usability! 38
  • 39. 39SEI 2016@Universidade do Minho Great Delivery in a Nutshell Face Time Talk to stakeholders in person about goals and expectations and go meet the real users. Visual Requirements Top User Stories Understand what will make or break the application. Where will users spend most of their time. Diagrams of the core business processes and wireframes for the top screens are a great foundation. Strong Vision All the team, including the developers must have a profound understanding on why the application is being built. Constant Validation Iterative Development Developing in sprints and performing demos gets the team and stakeholders aligned on what’s important. Functional tests are run by both the team and stakeholders, but the usability tests are the ones that push it forward. Sanity Check You can do everything right, but be sure there will be some surprises at the end. Be prepared. Have a WOW Rapid Tuning Follow the launch closely, particularly the first contact of users with the app, and promptly act on roadblocks. Fast. People love a surprise, especially when it rubs them in just the right way, like, for example, making their life a lot easier. Discover the Path Initiation Sprint Development Make it Real Solution Release Create the Experience
  • 40. 40SEI 2016@Universidade do Minho BusinessAnalysis UserResearch Wireframes VisualDesign LiveStyleguide GoLive See presentation about the process of re-inventing a insurance portal
  • 41. 41SEI 2016@Universidade do Minho OutSystems helps www.outsystems.com/ux-for-it/
  • 42. 42SEI 2016@Universidade do Minho Read some more…