Chapter 05 - Test - Design Thinking
Chapter 05 - Test - Design Thinking
Chapter 05 - Test - Design Thinking
Search in book …
Want to create or adapt books like this? Learn more about how Pressbooks
supports open publishing practices.
DESIGN THINKING
CONTENTS
In this chapter:
Next: Conclusion
https://pressbooks.pub/innovationbydesign/chapter/test/ 1/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
User Testing
“If you spend time observing and talking with people who use your
product or service, fantastic creative ideas start to appear. None of this
happens in front of a whiteboard in the comfort of your office.” — Jake
Cook[1]
https://pressbooks.pub/innovationbydesign/chapter/test/ 2/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
For that reason, making user testing an ongoing activity is important, so that
you can develop an authentic understanding of how real people experience
your offering — how they understand it, how they feel about it, and what they
would recommend to improve it. By conducting quick and continuous assess-
ments, starting during the very first week of your project, you’ll increase the
likelihood that the innovation will lead to an increase in sales, conversions, web
traffic, and customer loyalties (referrals and retention). As David Peter Simon
advises, it’s good practice, once a week throughout your project, to test differ-
ent kinds of prototypes of various components of your solution with friends,
family, colleagues, target users, and any other random people who will volun-
teer to help.[3]
Recruiting Testers
Next: Conclusion
https://pressbooks.pub/innovationbydesign/chapter/test/ 3/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
Recruiting Online
Recruiting testers online works wonders for design research. In order to suc-
cessfully recruit online testers who genuinely represent your future target
users, you will first need to decide who exactly you most need to speak to. To
this end, preparing user personas is helpful, as they will aid you to clearly de-
fine what kind of users you most need to understand, satisfy, and hear from.
One strategy to find relevant test users is to follow Amanda Stockwell’s advice
and invest a small amount of upfront time to create a go-to panel of research
participants for your design project. “Building a panel means you’ll always
have a list of people who have expressed interest in being part of research,”
Stockwell [4] When it comes time to run a test, you can just send them
writes.04:
Previous: Chapter Prototype
an email invitation.
Next: Conclusion
https://pressbooks.pub/innovationbydesign/chapter/test/ 4/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
Using social media for quick and simple prototype tests can deliver feedback
on your idea within minutes -Kahn calls this approach “a quick win.” The fact
is, Kahn reminds us, at many points in the innovation process quick, straight-
forward, brief, honest feedback is all that’s needed to move a design project
forward.
In-Person Testing
To get the most out of an in-person test session, here are some general things
to consider.
What do you want to learn? Identify your questions, concerns, areas of interest,
and the purpose of the research.
Be very specific about exactly what you are testing. Rather than trying to test
everything at once, plan out which elements of the product or service each
round of testing will cover.
Previous:
Write your Chapter 04: Prototype
opening script.
Next: Conclusion
https://pressbooks.pub/innovationbydesign/chapter/test/ 5/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
Gale Yang shares her opening script, which you may find helpful to modify for
your testing:
https://pressbooks.pub/innovationbydesign/chapter/test/ 6/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
such as the shopping mall food court, or a library common area might be too
loud and hectic at certain times of the day. If at all possible, do your testing
where people live or work, so you can observe them engaging with your prod-
uct in their natural environment, advises Steven Hoober.[7]
Decide on how many sessions you will conduct on testing day and exactly how
long each will last. Remember that test participants may arrive late (especially
if you neglect to send a reminder notification with directions to the test loca-
tion) so leave a buffer between sessions.
Assemble equipment.
Decide on metrics.
What specifically are you measuring? What will a successful outcome look
like? Consider tracking completion rates, time on task, frequency of errors (crit-
ical and noncritical), total time spent confused-and subjective data such as
user satisfaction, likes, dislikes, perceived ease of use and perceived success.
When planning in-person tests, it’s important to keep your questions simple
and straightforward, and listen more than you speak. Don’t share too much in-
formation about your offering, Steven Hoober cautions, but instead be patient
and let participants find their own way. You want to speak as little as possible
and let them do the talking. By listening three times more than you speak,
you’ll be less likely to resort to a confirmation bias-the tendency to hear and
focus only on the feedback that confirms what you already think about the
project.
Graciously receive
Previous: Chapter feedback.
04: Prototype
https://pressbooks.pub/innovationbydesign/chapter/test/ 7/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
sponse to the feedback you hear. The trick is to get very good at listening to
your testers, try not to explain, to not get defensive or feel defeated if they
don’t “get it” and to instead let the people you’re designing for direct you to a
preferred solution. Sometimes you can’t predict what users will say or do. Have
the flexibility to change course if you receive new information or something
goes completely wrong during your test sessions. Remember, “the purpose of
user testing with prototypes is not to impress users, but to learn from them,”
advises Laura Busche.[8] She continues, ”instead of wowing people with our
product, the goal of testing with low-fidelity prototyping is to have users wow
us with their insight.”
But what about doing user research when you can’t directly interact with real
people? “Ideally we’d always be doing our research in-person, in moderated
sessions running interviews and tests, until we’d gotten everything just right,”
admits Chris Myhill.[9]
Next: Conclusion
https://pressbooks.pub/innovationbydesign/chapter/test/ 8/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
But sometimes you don’t have the budget or the timeline to run user live
tests, or conduct interviews — and in those cases there are other ways to
gather user insights, explains Jon Peterson.[10]
When you don’t have the option of first-hand contact with the people you’re
designing for, you might start by going online to find products or services sim-
Previous: Chapter 04: Prototype
ilar to yours, and look for the following:
Next: Conclusion
https://pressbooks.pub/innovationbydesign/chapter/test/ 9/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
FAQ pages
Blog comments
App reviews
Forum discussions
Testimonials
Social media comments and questions
Amazon or Yelp reviews and ratings
This kind of online, secondary research is valuable and far better than not do-
ing any user research at all, Chris Myhill and Jon Peterson agree. So even if
your users are not directly accessible to you, do some investigations online to
learn all you can about them, what they expect from, and how they engage
with offerings similar to yours.
You may want to visualize your research and design work using the
following tools:
Survey
User story
Interview podcast
Screencast
Final
Previous:Thoughts
Chapter 04: Prototype
Next: Conclusion
https://pressbooks.pub/innovationbydesign/chapter/test/ 10/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
To sum up, in this chapter we’ve covered why user testing is a critical part of
the design thinking method. User testing is an exercise in empathic design.
Sometimes you can’t fully understand other people’s problems, pain points,
and perspectives until you put a prototyped solution in front of them and ob-
serve their honest responses.
When you build a model of what you think your solution should look and feel
like, and share it with others, you are learning by making, and you will likely
end up with suggestions for how to improve, simplify, or pivot your solution.
At the end of the day, to quote researchers at the Nielsen Norman Group: “a
product’s success depends on how users perceive it.”[11] This means it’s essen-
tial that design thinkers subject ideas and models to thorough and varied test-
ing, so we can better understand what users see, think, feel, and need to do, as
we strive to create innovations that they will want, need, and love to use.
Attributions: material from the following open source texts was adapted
and integrated into this chapter
“Design Thinking for 11th Graders” Bridget McGraw. Circa 2016. CC BY-NC-SA
3.0 http://www.open.edu/openlearn/science-maths-technology/engineering-
andtechnology/design-and-innovation/design/design-thinking/content-sec-
tion-0
1.Previous:
Jake Cook.
Chapter"The Most Underrated Skill for Creatives? Empathy." nd.
04: Prototype
https://99u.adobe.com/articles/24713/the-most-underrated-skill-for-cre-
Next: Conclusion
https://pressbooks.pub/innovationbydesign/chapter/test/ 11/13
26/10/22, 10:36 Chapter 05: Test – Design Thinking
atives-empathy ↵
2. Dana Patton. "The truth about talking to users" 2017.
https://medium.com/ontariodigital/the-truth-about-talking-to-users-
9621f0ff1aad ↵
3. David Peter Simon. "The Art of Guerrilla Usability Testing" 2017.
http://www.uxbooth.com/articles/the-art-of-guerrilla-usability-testing/ ↵
4. Amanda Stockwell. "How to recruit users for UX research in an agile sprint"
2016. https://uxmastery.com/recruits-users-ux-research-agile-sprint/ ↵
5. Sarah Kahn."Harnessing Social Media for Rapid Usability Testing" 2012.
https://webdesign.tutsplus.com/articles/harnessing-social-media-for-rapid-
usability-testing--webdesign-8907 ↵
6. Gale Yang. "Micro-usability test on TrueCar.com: Identifying the barriers for
new buyers" 2017. https://medium.com/@galeyang/micro-usability-test-on-
truecar-bbf59502ea2f ↵
7. Steven Hoober. "Designing Mobile Interfaces: Patterns for Interaction
Design." O'Reilly Media. 2011 ↵
8. Laura Busche. "Skeptic’s Guide To Low-Fidelity Prototyping" 2014.
https://www.smashingmagazine.com/2014/10/the-skeptics-guide-to-low-
fidelity-prototyping/ ↵
9. Chris Myhill. "User research when you can’t talk to users" 2018.
https://justuxdesign.com/blog/5-ideas-for-user-research-when-you-can-t-
talk-to-users ↵
10. Jon Peterson. "User Research When You Can’t Talk to Your Users" 2017.
https://alistapart.com/article/user-research-when-you-cant-talk-to-your-
users ↵
11. Nielsen Norman Group. "UX Without User Research Is Not UX" 2014.
https://www.nngroup.com/articles/ux-without-user-research/ ↵
LICENSE
Powered by Pressbooks
Next: Conclusion
https://pressbooks.pub/innovationbydesign/chapter/test/ 13/13