October 15, 2024
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The Power of Prototype Testing Live Training

If you missed our recent live training on Prototype Testing, don’t worry—we’ve got everything you need right here! You can catch up at your convenience, so grab a cup of tea, put your feet up, and enjoy the show.

In the session, we explored the powerful new features of our Prototype Testing tool, offering a step-by-step guide to setting up, running, and analyzing your tests like a seasoned pro. This tool is a game-changer for your design workflow, helping you identify usability issues and gather real user feedback before committing significant resources to development.


Here’s a quick recap of the highlights:

1. Creating a prototype test from scratch using images

We walked through how to create a prototype test from scratch using static images. This method is perfect for early-stage design concepts, where you want to quickly test user flows without a fully interactive prototype.

2. Preparing your Figma prototype for testing

Figma users, we’ve got you covered! We discussed how to prepare your Figma prototype for the smoothest possible testing experience. From setting up interactions to ensuring proper navigation, these tips ensure participants have an intuitive experience during the test. For more detailed instructions, check out our help article 

3. Seamless Figma prototype imports

One of the standout features of the tool is its seamless integration with Figma. We showed how easy it is to import your designs directly from Figma into Optimal, streamlining the setup process. You can bring your working files straight in, and resync when you need to with one click of a button.

4. Understanding usability metrics and analyzing results

We explored how to analyze the usability metrics, and walked through what the results can indicate on click maps and paths. These visual tools allow you to see exactly how participants navigate your design, making it easier to spot pain points, dead ends, or areas of friction. By understanding user behavior, you can rapidly iterate and refine your prototypes for optimal user experience.

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From Exposition to Resolution: Looking at User Experience as a Narrative Arc

“If storymapping could unearth patterns and bring together a cohesive story that engages audiences in the world of entertainment and film, why couldn’t we use a similar approach to engage our audiences?’Donna Lichaw and Lis Hubert

User Experience work makes the most sense to me in the context of storytelling. So when I saw Donna Lichaw and Lis Hubert’s presentation on storymapping at edUi recently, it resonated. A user’s path through a website can be likened to the traditional storytelling structure of crisis or conflict, exposition — and even a climax or two.

The narrative arc and the user experience

So just how can the same structure that suits fairytales help us to design a compelling experience for our customers? Well, storyboarding is an obvious example of how UX design and storytelling mesh. A traditional storyboard for a movie or TV episode lays out sequential images to help visualize what the final production will show. Similarly, we map out users' needs and journeys via wireframes, sketches, and journey maps, all the while picturing how people will actually interact with the product.

But the connection between storytelling and the user experience design process goes even deeper than that. Every time a user interacts with our website or product, we get to tell them a story. And a traditional literary storytelling structure maps fairly well to just how users interact with the digital stories we’re telling.Hence Donna and Lis’ conception of storymapping as ‘a diagram that maps out a story using a traditional narrative structure called a narrative arc.’ They concede that while ‘using stories in UX design...is nothing new’, a ‘narrative-arc diagram could also help us to rapidly assess content strengths, weaknesses, and opportunities.’

Storytelling was a common theme at edUI

The edUi conference in Richmond, Virginia brought together an assembly of people who produce websites or web content for large institutions. I met people from libraries, universities, museums, various levels of government, and many other places. The theme of storytelling was present throughout, both explicitly and implicitly.Keynote speaker Matt Novak from Paleofuture talked about how futurists of the past tried to predict the future, and what we can learn from the stories they told. Matthew Edgar discussed what stories our failed content tell — what story does a 404 page tell? Or a page telling users they have zero search results? Two great presentations that got me thinking about storytelling in a different way.

Ultimately, it all clicked for me when I attended Donna and Lis’ presentation ‘Storymapping: A Macguyver Approach to Content Strategy’ (and yes, it was as compelling as the title suggests). They presented a case study of how they applied a traditional narrative structure to a website redesign process. The basic story structure we all learned in school usually includes a pretty standard list of elements. Donna and Lis had tweaked the definitions a bit, and applied them to the process of how users interact with web content.

Points on the Narrative Arc (from their presentation)

narrative arc UX

Exposition — provides crucial background information and often ends with ‘inciting incident’ kicking off the rest of the story

Donna and Lis pointed out that in the context of doing content strategy work, the inciting incident could be the problem that kicks off a development process. I think it can also be the need that brings users to a website to begin with.

Rising Action — Building toward the climax, users explore a website using different approaches

Here I think the analogy is a little looser. While a story can sometimes be well-served by a long and winding rising action, it’s best to keep this part of the process a bit more straightforward in web work. If there’s too much opportunity for wandering, users may get lost or never come back.

Crisis / Climax — The turning point in a story, and then when the conflict comes to a peak

The crisis is what leads users to your site in the first place — a problem to solve, an answer to find, a purchase to make. And to me the climax sounds like the aha! moment that we all aspire to provide, when the user answers their question, makes a purchase, or otherwise feels satisfied from using the site. If a user never gets to this point, their story just peters out unresolved. They’re forced to either begin the entire process again on your site (now feeling frustrated, no doubt), or turn to a competitor.

Falling Action — The story or user interaction starts to wind down and loose ends are tied up

A confirmation of purchase is sent, or maybe the user signs up for a newsletter.

Denouement / Resolution — The end of the story, the main conflict is resolved

The user goes away with a hopefully positive experience, having been able to meet their information or product needs. If we’re lucky, they spread the word to others!Check out Part 2 of Donna and Lis' three-part article on storymapping.  I definitely recommend exploring their ideas in more depth, and having a go at mapping your own UX projects to the above structure.

A word about crises. The idea of a ‘crisis’ is at the heart of the narrative arc. As we know from watching films and reading novels, the main character always has a problem to overcome. So crisis and conflict show up a few times through this process.While the word ‘crisis’ carries some negative connotations (and that clearly applies to visiting a terribly designed site!), I think it can be viewed more generally when we apply the term to user experience. Did your user have a crisis that brought them to your site? What are they trying to resolve by visiting it? Their central purpose can be the crisis that gives rise to all the other parts of their story.

Why storymapping to a narrative arc is good for your design

Mapping a user interaction along the narrative arc makes it easy to spot potential points of frustration, and also serves to keep the inciting incident or fundamental user need in the forefront of our thinking. Those points of frustration and interaction are natural fits for testing and further development.

For example, if your site has a low conversion rate, that translates to users never hitting the climactic point of their story. It might be helpful to look at their interactions from the earlier phases of their story before they get to the climax. Maybe your site doesn’t clearly establish its reason for existing (exposition), or it might be too hard for users to search and explore your content (rising action).Guiding the user through each phase of the structure described above makes it more difficult to skip an important part of how our content is found and used.

We can ask questions like:

  • How does each user task fit into a narrative structure?
  • Are we dumping them into the climax without any context?
  • Does the site lack a resolution or falling action?
  • How would it feel to be a user in those situations?

These questions bring up great objectives for qualitative testing — sitting down with a user and asking them to show us their story.

What to do before mapping to narrative arc

Many sessions at edUi also touched on analytics or user testing. In crafting a new story, we can’t ignore what’s already in place — especially if some of it is appreciated by users. So before we can start storymapping the user journey, we need to analyze our site analytics, and run quantitative and qualitative user tests. This user research will give us insights into what story we’re already telling (whether it’s on purpose or not).

What’s working about the narrative, and what isn’t? Even if a project is starting from scratch on a new site, your potential visitors will bring stories of their own. It might be useful to check stats to see if users leave early on in the process, during the exposition phase. A high bounce rate might mean a page doesn't supply that expositional content in a way that's clear and engaging to encourage further interaction.Looking at analytics and user testing data can be like a movie's trial advance screening — you can establish how the audience/users actually want to experience the site's content.

How mapping to the narrative arc is playing out in my UX practice

Since I returned from edUi, I've been thinking about the narrative structure constantly. I find it helps me frame user interactions in a new way, and I've already spotted gaps in storytelling that can be easily filled in. My attention instantly went to the many forms on our site. What’s the Rising Action like at that point? Streamlining our forms and using friendly language can help keep the user’s story focused and moving forward toward clicking that submit button as a climax.

I’m also trying to remember that every user is the protagonist of their own story, and that what works for one narrative might not work for another. I’d like to experiment with ways to provide different kinds of exposition to different users. I think it’s possible to balance telling multiple stories on one site, but maybe it’s not the best idea to mix exposition for multiple stories on the same page.And I also wonder if we could provide cues to a user that direct them to exposition for their own inciting incident...a topic for another article perhaps.What stories are you telling your users? Do they follow a clear arc, or are there rough transitions? These are great questions to ask yourself as you design experiences and analyze existing ones. The edUi conference was a great opportunity to investigate these ideas, and I can’t wait to return next year.

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How to convince others of the importance of UX research

There’s not much a parent won’t do to ensure their child has the best chance of succeeding in life. Unsurprisingly, things are much the same in product development. Whether it’s a designer, manager, developer or copywriter, everyone wants to see the product reach its full potential.

Key to a product’s success (even though it’s still not widely practiced) is UX research. Without research focused on learning user pain points and behaviors, development basically happens in the dark. Feeding direct insights from customers and users into the development of a product means teams can flick the light on and make more informed design decisions.

While the benefits of user research are obvious to anyone working in the field, it can be a real challenge to convince others of just how important and useful it is. We thought we’d help.

Define user research

If you want to sell the importance of UX research within your organization, you’ve got to ensure stakeholders have a clear understanding of what user research is and what they stand to gain from backing it.

In general, there are a few key things worth focusing on when you’re trying to explain the benefits of research:

  • More informed design decisions: Companies make major design decisions far too often without considering users. User research provides the data needed to make informed decisions.
  • Less uncertainty and risk: Similarly, research reduces risk and uncertainty simply by giving companies more clarity around how a particular product or service is used.
  • Retention and conversion benefits: Research means you’ll be more aligned with the needs of your customers and prospective customers.

Use the language of the people you’re trying to convince. A capable UX research practice will almost always improve key business metrics, namely sales and retention.

The early stages

When embarking on a project, book in some time early in the process to answer questions, explain your research approach and what you hope to gain from it. Here are some of the key things to go over:

  • Your objectives: What are you trying to achieve? This is a good time to cover your research questions.
  • Your research methods: Which methods will you be using to carry out your research? Cover the advantages of these methods and the information you’re likely to get from using them.
  • Constraints: Do you see any major obstacles? Any issues with resources?
  • Provide examples: Nothing shows the value of doing research quite like a case study. If you can’t find an example of research within your own organization, see what you can find online.

Involve others in your research

When trying to convince someone of the validity of what you’re doing, it’s often best to just show them. There are a couple of effective ways you can do this – at a team or individual level and at an organizational level.

We’ll explain the best way to approach this below, but there’s another important reason to bring others into your research. UX research can’t exist in a vacuum – it thrives on integration and collaboration with other teams. Importantly, this also means working with other teams to define the problems they’re trying to solve and the scope of their projects. Once you’ve got an understanding of what they’re trying to achieve, you’ll be in a better position to help them through research.

Educate others on what research is

Education sessions (lunch-and-learns) are one of the best ways to get a particular team or group together and run through the what and why of user research. You can work with them to work out what they’d like to see from you, and how you can help each other.

Tailor what you’re saying to different teams, especially if you’re talking to people with vastly different skill sets. For example, developers and designers are likely to see entirely different value in research.

Collect user insights across the organization

Putting together a comprehensive internal repository focused specifically on user research is another excellent way to grow awareness. It can also help to quantify things that may otherwise fall by the wayside. For example, you can measure the magnitude of certain pain points or observe patterns in feature requests. Using a platform like Notion or Confluence (or even Google Drive if you don’t want a dedicated platform), log all of your study notes, insights and research information that you find useful.

Whenever someone wants to learn more about research within the organization, they’ll be able to find everything easily.

Bring stakeholders along to research sessions

Getting a stakeholder along to a research session (usability tests and user interviews are great starting points) will help to show them the value that face-to-face sessions with users can provide.

To really involve an observer in your UX research, assign them a specific role. Note taker, for example. With a short briefing on best-practices for note taking, they can get a feel for what’s like to do some of the work you do.

You may also want to consider bringing anyone who’s interested along to a research session, even if they’re just there to observe.

Share your findings – consistently

Research is about more than just testing a hypothesis, it’s important to actually take your research back to the people who can action the data.

By sharing your research findings with teams and stakeholders regularly, your organization will start to build up an understanding of the value that ongoing research can provide, meaning getting approval to pursue research in future becomes easier. This is a bit of a chicken and egg situation, but it’s a practice that all researchers need to get into – especially those embedded in large teams or organizations.

Anything else you think is worth mentioning? Let us know in the comments.

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Making a difference: ideas from UX New Zealand 2022

Making a difference through UX was a shared passion among an impressive line-up of 7 researchers, strategists, and designers from the global UX community at this year’s 100% virtual 3-day UX New Zealand conference.

1. From bombs to bots: the evolving landscape of frontline research

These days Darya Pilram, Senior Researcher at Twitter, spends her days trying to understand the motivation and techniques of groups who ‘hire’ technology to spread harmful narratives.  The desert of Mogadishu and the urban conflicts of South Africa are just some of the unlikely places she’s leveraged the power of frontline research to create change.

"I realized the only way to influence change was by bringing folks along with me - and so I did.  I bought them right into the field with me."

2. Beautifully accessible: why embracing inclusive design shouldn’t hold back your creativity

Experience Designer Beth McPhail refuses to buy into the mindset that ‘accessibility is a creativity killer’. She challenges her peers to view accessibility as an opportunity to grow creatively while making technology more inclusive.

“Accessibility is making it possible for someone to attend the party…and lose themselves in the music.”

3. Innovating within the Justice sector | Part 2: For a fairer start - design’s role in shaping mana enhancing social & systemic change.

Kelsey Gee is back challenging designers across all levels to think differently about how design can be used across different mediums and constraints to generate meaningful experiences and meaningful change.  In this session, she explores design’s role in creating empowering experiences that break both cycles of crime and institutional racism. (If you missed Part 1 from Mini Con head over here)

"I truly believe that our superpower lies in our ability to redesign society, especially for our whanau and our most vulnerable communities…and once again explore design’s role in creating equal opportunities across safe, seamless, and healing public services."

4. First do no harm: make your designs more trauma-informed and survivor sensitive

In 1985, a researcher botched an interview question which led to a new understanding of trauma and its long-term effects. It grew awareness of the need to be trauma-informed in your work but what’s it actually mean?  UX Researcher Melissa Eggleston explores what it means to be trauma-informed and shares practical advice on how to achieve it.

"Trauma is everywhere and something for us to think about…regardless of whether we’re working with people we know are dealing with traumatic events…it’s really all over the place."

5. Changing the way we design high-risk products to make meaningful impact

One in five people experiences “mental illness or significant mental distress” in New Zealand.  It’s a problem the Government knows needs to be addressed but how? In her powerful presentation, Rachael Reeves reveals what’s involved in balancing the complexities of Government with the need to rethink the way we design health products.

"Be warned you can’t please everyone and it can be tough to keep product vision aligned when you’re talking about serious consequences for people."

6. Remote research with new internet users (yes you can!)

One billion new internet users (NIU) will come online for the first time over the next 5 years. These NIU's are using their first smartphones, with most of their online activities focused on communication, maintaining social connections, and entertainment. Tiane Lee, UX Research Lead at Google outlines the challenges and considerations behind adapting research for varying levels of digital literacy, including practical ideas for planning and conducting remote research with NIU.

"NIU’s are typically less digitally literate, they may show lower confidence in digital capability, and they may perceive lower value of the internet for things like chatting and entertainment.”

7. Conditions Design: weaving the invisible threads of service design, value orchestration, and culture building  

Michael Tam introduces us to the niche field of conditions design and cites a purpose built high diving board on Wellington city’s busy waterfront in New Zealand as a good example of conditions design.  Find out why in this fascinating talk.

"What really impressed me here…hats off to the council because they didn’t design an experience that would discourage people from doing it. It’s designed for people to have fun (vs Hong Kong where public spaces are designed for Tai Chi not fun like this). The design allows it to happen by influencing human behavior to stay safe but encouraging fun and exploration.”

For a taste of what even more speakers from UX New Zealand 2022 had to share, head over to our highlights reel

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