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When people come to us, we often hear the same story. The platforms they’ve used are clunky. Outdated. Confusing. Like navigating a maze of tabs, jargon, and complexity. Just to run a simple study.
That’s not what user testing should feel like.
At Optimal, we believe finding insights should feel energizing, not exhausting. So we’ve been working hard to make our platform easier than ever for anyone – no matter their experience level – to run meaningful research, fast.
We also know that the industry is changing. Teams want to do more with less, and platforms need to be able to empower more roles to run their own tests and find answers fast.
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"Could I A/B test two content structures with tree testing?!"
"Dear Optimal Worshop
I have two huge content structures I would like to A/B test. Do you think Treejack would be appropriate?"
— Mike
Hi Mike (and excellent question)!
Firstly, yes, Treejack is great for testing more than one content structure. It’s easy to run two separate Treejack studies — even more than two. It’ll help you decide which structure you and your team should run with, and it won’t take you long to set them up.
When you’re creating the two tree tests with your two different content structures, include the same tasks in both tests. Using the same tasks will give an accurate measure of which structure performs best. I’ve done it before and I found that the visual presentation of the results — especially the detailed path analysis pietrees — made it really easy to compare Test A with Test B.
Plus (and this is a big plus), if you need to convince stakeholders or teammates of which structure is the most effective, you can’t go past quantitative data, especially when its presented clearly — it’s hard to argue with hard evidence!
Here’s two example of the kinds of results visualizations you could compare in your A/B test: the pietree, which shows correct and incorrect paths, and where people ended up:

And the overall Task result, which breaks down success and directness scores, and has plenty of information worth comparing between two tests:

Keep in mind that running an A/B tree test will affect how you recruit participants — it may not be the best idea to have the same participants complete both tests in one go. But it’s an easy fix — you could either recruit two different groups from the same demographic, or test one group and have a gap (of at least a day) between the two tests.
I’ve one more quick question: why are your two content structures ‘huge’?
I understand that sometimes these things are unavoidable — you potentially work for a government organization, or a university, and you have to include all of the things. But if not, and if you haven’t already, you could run an open card sort to come up with another structure to test (think of it as an A/B/C test!), and to confirm that the categories you’re proposing work for people.
You could even run a closed card sort to establish which content is more important to people than others (your categories could go from ‘Very important’ to ‘Unimportant’, or ‘Use everyday’ to ‘Never use’, for example). You might be able to make your content structure a bit smaller, and still keep its usefulness. Just a thought... and of course, you could try to get this information from your analytics (if available) but just be cautious of this because of course analytics can only tell you what people did and not what they wanted to do.
All the best Mike!

Designing for delight in the industry of fun: My story and observations
Emotional. Playful. Delightful.These words resonate with user experience (UX) practitioners. We put them in the titles of design books. We build products that move up the design hierarchy of needs, with the goal to go beyond just reliability, usability, and productivity. We want to truly delight the people who use our products.Designing for delight has parallels in the physical world. I see this in restaurants which offer not only delicious food but also an inviting atmosphere; in stores that don’t just sell clothes but also provide superior customer service. Whole industries operate on designing for delight.
The amusement industry has done this for over 500 years. The world’s oldest operating amusement park, Bakken, first opened for guests in 1583 – about 300 years before the first modern roller coaster. Amusement parks experienced a boom in growth in the US in the 1970s. As of November 2014, China had 59 new amusement parks under construction. Today, hundreds of millions of guests each year visit amusement parks throughout the world.I've been fortunate to work in the amusement industry as the owner of a digital UX design company called Thrill & Create. Here is my story of how I got to do this kind of work, and my observations as a UX practitioner in this market.
Making user-centred purveyors of joy
I've been a fan of amusement parks for most of my life. And it’s somewhat hereditary. Much of my family still lives in Central Florida, and several of them have annual passes to Walt Disney World. My mom was a Cast Member at the Magic Kingdom during its opening season.Although I grew up living east of Washington, DC, I spent most of my childhood waiting for our annual trip to an amusement park. I was a different kind of amusement enthusiast: scared to death of heights, loath to ride roller coasters, but so interested in water rides and swimming that my family thought I was a fish. The love for roller coasters would show up much later. But the collection of park maps from our annual trips grew, and in the pre-RollerCoaster Tycoon days, I would sketch designs for amusement parks.
In college, my interest in amusement received a healthy boost from the internet. In the mid-2000s, before fan communities shifted toward Facebook, unofficial websites were quite popular. My home park — a roller coaster enthusiasts’ term for the park that we visit most frequently, not necessarily the closest park to us — had several of these fansites.The fansites would typically last for a year or two and enjoy somewhat of a rivalry with other fansites before their creators would move on to a different hobby and close their sites. The fansites’ forums became an interesting place to share knowledge and learn history about my home park. They also gave us a place to discuss what we would do if we owned the park, to echo rumors we had heard, and start our own rumors. Some quite active forums still exist for this.
Of course, many of us on the forums wanted to be the first to hear a rumor. So we follow the industry blogs, which are typically the first sources of the news. Screamscape has been announcing amusement-industry rumors since the 1990s. And Screamscape and other sites like it announce news not only in the parks but around the industry. Regular Screamscape readers learn about ride manufacturers, trade names for each kind of ride, industry trade shows, and much more. And the International Association of Amusement Parks and Attractions (IAAPA) keeps an eye on the industry as well.Several years ago, I transitioned from being a software developer to starting a user experience design company. It is now called Thrill & Create. I was faced with a challenge: how to compete against the commoditization of freelance design services. Ultimately, selecting a niche was the answer. And seeing IAAPA’s iconic roller coaster sign outside the Orange County Convention Center during a trip to Central Florida was all I needed to shift my strategy toward the amusement industry.
What UX looks like in the Amusement Industry
Periodically, I see new articles about amusement parks in UX blogs. Here are my observations about how UX looks in the industry, both in the physical world and the digital world.
Parks are focused on interactive rides
The amusement industry is known for introducing rides that are bigger, taller, and faster. But the industry has a more interactive future. Using cleverly-designed shops which produce some of the longest waits in the park, Universal Studios has sold many interactive wands to give guests additional experiences in Hogsmeade and Diagon Alley.

At IAAPA, interactivity and interactive rides are very hot topics. Interactive shooting dark rides came to many parks in the early 2000s. Wonder Mountain’s Guardian, a 2014 addition to Canada’s Wonderland, features the world’s longest interactive screen and a ride program that changes completely for the Halloween season.Also coming in 2015 is the elaborately-themed Justice League: Battle for Metropolis rides at two Six Flags parks. And Wet‘n’Wild Las Vegas will debut 'Slideboarding', which allows riders to participate in a video game by touching targets on their way down the slide, and is marketed as 'the world's first waterslide gaming experience'.
UX design is well-established for the physical space
Terms like 'amusement industry', 'attractions industry', and 'themed entertainment industry' can be interchangeable, but they do have different focuses, and different user experience design needs. The amusement industry encompasses amusement parks, theme parks, zoos, aquaria, museums, and their suppliers; the attractions industry also includes other visitor attractions.Several experience design companies have worked extensively on user-centered themed entertainment.
Jack Rouse Associates, who see themselves as “audience advocates”, have worked with over 35 clients in themed entertainment, including Universal, Ocean Park, and LEGOLAND. Thinkwell Group, which touts a 'guest-centric approach to design', showcases 14 theme park and resort projects and attractions work in 12 countries.Consultants in the industry have been more intentionally user-centered. Sasha Bailyn and her team at Entertainment Designer write regularly about physical-world experience design, including UX, in themed entertainment. Russell Essary, owner of Interactive Magic, applies user-centered design to exhibit design, wayfinding, game design, and much more.
In-house teams, agencies, and freelancers are becoming more common
Several large park chains have in-house or contracted UX design teams. Most mid-sized parks work with in-house marketing staff or with outside design companies. One company I know of specializes in web design and development for the amusement industry. Smaller parks and ride companies tend to work with local web designers, or occasionally free website vendors.

Some of the best redesigns in the amusement industry recently have involved UX designers. Parc Astérix, north of Paris, hired a UX designer for a redesign with immersive pictures, interesting shapes, and unique iconography. SeaWorld Parks & Entertainment, working with UX designers, unifies their brand strongly across their corporate site, the sites for SeaWorld and Busch Gardens, and individual park sites. The Memphis Zoo’s website, which showcases videos of their animals, was built by an agency that provides UI design and UX design among their other services.

Sometimes, amusement sites with a great user experience are not made by UX practitioners. The website for Extreme Engineering has a very strong, immersive visual design which communicates their brand well. When I contacted them to learn who designed their site, I was surprised to learn that their head of marketing had designed it.
What I think is going well
Several developments have encouraging me in my mission to help the amusement industry become more user-centered.
UX methods are producing clear wins for my clients and their users
My clients in the industry so far have had significant fan followings. Fans have seen my user-centered approach, and they have been eager to help me improve their favorite sites. I told a recent client that it would take a week to get enough responses from his site visitors on an OptimalSort study. Within a few hours, we exceeded our target number of responses.

When I worked on redesign concepts for a network of park fansites, I ran separate OptimalSort studies for all 8 fansites in the network. They used comparable pages from each site as cards. We discovered that some parks’ attractions organized well by themed area, while others organized well by ride type. Based on this, we decided to let users find attractions using either way on every site. User testers received Explore the Park and the two other new features that emerged from our studies (Visit Tips and Fansite Community) very well.
Although not all of the features I designed for The Coaster Crew went live, the redesign of their official website produced solid results. Their Facebook likes increased over 50% within a year, and their site improved significantly in several major KPIs. Several site visitors have said that the Coaster Crew’s website’s design helped them choose to join The Coaster Crew instead of another club. So that's a big win.
In-park guest experiences and accessibility are hot right now
IAAPA offered over 80 education sessions for industry professionals at this past Attractions Expo. At least nine sessions discussed guest experience. Guest experience was also mentioned in several industry publications I picked up at the show, including one which interviewed The Experience Economy author B. Joseph Pine II.
And parks are following through on this commitment, even for non-riders. Parks are increasingly theming attractions in ways that allow non-riders to experience a ride’s theme in the ride’s environment. For example, Manta at SeaWorld Orlando is a flying roller coaster themed to a manta ray. The park realized that not all of its guests will want to ride a thrilling ride with four inversions. So, separate queues allow both riders and non-riders to see aquariums with around 3,000 sea creatures. And Manta becomes, effectively, a walkthrough attraction for guests who do not want to ride the roller coaster.

The industry has also had encouraging innovations recently in accessibility. Attractions Management Magazine recently featured Morgan’s Wonderland, an amusement park geared toward people with physical and cognitive disabilities. Water parks are beginning to set aside times to especially cater to guests with autism. And at IAAPA, ride manufacturer Zamperla donated a fully-accessible ride to Give Kids the World, an amusement-industry charity.
Several successful consultancies are helping amusement parks and attractions deliver both a better guest experience in the park and better results on business metrics. And that's something I'm definitely keen to be a part of.
Amusement business factors with UX implications
While this is not an exhaustive list, here are some factors in the amusement industry which have UX implications.
Investment in improvements
To keep guests interested in returning, parks reinvest between 5-10% of their revenue into improvements. Park chains typically allocate one capital improvements budget — for new attractions and any other kind of improvement — throughout their entire chain. Reserving enough capital for guest experience improvements is a challenge, even when each touchpoint in a guest’s experience has make-or-break importance. Progress in this area has been slow.
A shift in focus away from high thrills
While ride manufacturers continue to innovate, they are starting to encounter limits on how much physical thrill the human body can handle. A new world’s tallest complete-circuit roller coaster should open in 2017. But that record, only broken one other time since 2003, was broken 5 times between 1994 and 2003. So the industry is shifting toward more immersive attractions and "psychological thriller" rides.
Increased reliance on intellectual property
While some parks still develop their own worlds and characters for attractions, parks today increasingly rely on third-party intellectual property (IP), such as movies, TV shows, and characters. Third-party IP provides guests with a frame of references for interpreting what they see in the park. For example, The Wizarding World of Harry Potter enjoyed a very positive reception from guests due to its faithfulness to the Harry Potter books and films. In the same way, fans will notice if a themed area or attraction is not faithful to the original, and will see it as a broken experience.
Bring your own device
Many guests now carry mobile devices with them in the parks. But so far, guests have not been able to use their mobile devices to trigger changes in a park’s environment. The closest this has come is the interactive wands in The Wizarding World of Harry Potter. Most parks ban mobile devices from most rides due to safety hazards. And amusement parks and museums are both beginning to ban selfie sticks.
Multiple target markets at the same time
Because parks look for gaps in their current offerings and customer bases, they very rarely add new attractions for similar audiences several years in a row. My regional parks tend to handle additions on a 5-10 year cycle. They alternate year by year with additions like a major roller coaster, one or more thrilling flat rides, a family ride, and at least one water ride, to appeal to different market segments, as regularly as possible.The same goes for in-park UX improvements. Themed environment upgrades in a kids’ area appeal to few people in haunted attractions’ target audiences, and vice versa.
Empathy
According to the Association of Zoos and Aquariums (AZA), the fact that most people today will never see sharks, elephants, or pandas in the wild is making conservation efforts more difficult. Zoos and aquaria, in particular, have a large opportunity to allow families to empathize with animals and efforts to conserve threatened species. But, according to an International Zoo Educators Association presentation, most zoo and aquarium guests go there primarily just to see the animals or please their kids.
Ideas for improving the user experience of websites and software in the amusement industry
My primary work interest is to design digital experiences in the amusement industry that support the goals of their target users. To understand where the industry currently stands, I have visited several thousand websites for amusement parks, ride companies, suppliers, zoos, aquaria, museums, and dolphinariums. Below, I've documented a few problems I've seen, and suggested ways companies can solve these problems.
Treat mobile as a top priority
Currently, over 500 websites in the industry are on my radar as sites to improve. At least 90 of them are desktop-only websites with no mobile presence. Several of these sites — even for major ride manufacturers — use Flash and cannot be viewed at all on a mobile device.The industry’s business-to-consumer (B2C) organizations, such as parks, realize that a great deal of traffic comes from mobile and that mobile users are more likely to leave a site that is desktop-only.
These organizations recognize the simple fact that going mobile means selling more tickets. IAAPA itself has capitalized on mobile for their trade show attendees for several years by making a quite resourceful mobile app available.However, at IAAPA, I asked people from several business-to-business (B2B) companies why their sites were not mobile yet. Several told me that they didn’t consider mobile a high priority and that they might start working on a mobile site “in about a year or so.” Thus, they don't feel a great deal of urgency — and I think it's time they did.
Bring design styles and technologies up to date
Many professional UX designers and web designers are well aware of 1990s-style web design artefacts like misused fonts (mainly Comic Sans and Papyrus), black text on a red background,obviously-tiled backgrounds, guestbooks, and splash screens. But I've seen more than a few live amusement websites that still use each of these.Sites that prompt users to install Flash (on mobile devices) or QuickTime increase users’ interaction cost with the site, because the flow of their tasks has been interrupted.
And as Jakob Nielsen says, "Unless everything works perfectly, the novice user will have very little chance of recovery."
If a website needs to use technologies such as Flash or features such as animation or video, a more effective solution would be progressive enhancement. Users whose devices lack the capability to work with these technologies would still see a website with its core features intact and no error messages to distract them from converting.
Organize website information to support user goals and knowledge
Creating an effective website involves much more than using up-to-date design styles. It also involves the following.
Understand why users are on the website
Businesses promote products and services that make them money. Many amusement parks now offer front-of-line passes, VIP tours, pay-per-experience rides, locker rentals, and water park cabana rentals, which are each an additional charge for admitted guests. And per-capita spending is very important to not only parks’ operations, but also their investor relations.Users come to websites with the question, “What’s in it for me?”, and their own sets of goals. Businesses need to know when these goals match their own goals and when they conflict.
The importance of each goal should also be apparent in the design. One water park promotes its changing rooms and locker rentals on its homepage. This valuable space dedicated to logistical information for guests already coming could be used for attracting prospective visitors. Analytics tools and the search queries that they show are helpful tools for understanding why users come to a website. Sites should supplement these by conducting usability studies with users outside their organization. These studies, in turn, could include questions allowing users to describe why would visit that website. The site could use this knowledge to make sure that its content speaks to users’ reasons for visiting.
Understand what users know
Non-technical users are bringing familiarity with how to use the internet when they visit a website. They quickly become perpetual intermediates on the internet, and don’t need to be told how buttons and links work. I've noticed amusement websites that currently label calls to action with “Click Here”, and some even do so on more than one link. This explicit instruction to people is no longer needed, and the best interfaces signal clickable elements in their visual design.
Similarly, people expect to find information in categories they understand and in language familiar to them. So it's important to not make assumptions that people who visit our websites think like us. For example, if a website is organized by model name, users will need to already be familiar with these products and the differences between them. Usability testing exercises, such as card sorting, would contribute to a better design and solve this problem.
Design websites that are consistent with users’ expectations
Websites that aim to showcase a company’s creativity and sense of fun sometimes lack features that people are used to when they visit websites (like easy-to-access menus, vertical scrolling, and so on). But it's important to remember that unconventional designs may lead to increased effort for visitors, which in turn may create a negative experience. A desire to come across as fun may conflict with a visitor's need for ease and simplicity.
The site organization needs to reflect users' goals with minimal barriers to entry. People will be frustrated with things like needing to log in to see prices, having to navigate three levels deep to buy tickets, and coming across unfamiliar or contradictory terms.
Design content for reading
Marketers have written about increased engagement and other benefits resulting from automatically playing videos, animated advertising, and rotating sliders or carousels (all of which usability practitioners have argued against). And this obsession with visual media has sometimes taken attention away from a feature people still want: easy-to-read text.There are still websites in the industry that show walls of text, rivers of text, very small text for main content, text embedded within images, and text written in all-capital letters. But telling clients, “Make the text bigger, higher-contrast, and sentence case”, can conflict with the increasing reliance on exciting visual and interactive design elements.
Goal-directed design shows us what that problem is. For example, if people visit a website to learn more about a company, the website’s design should emphasize the content that gets that message across — in the format that users find most convenient.I recently worked with a leading themed entertainment blogger to improve his site’s usability. His site, Theme Park University, provides deep knowledge of the themed entertainment industry that readers cannot get anywhere else. It first came to my attention when he published a series of posts on why Hard Rock Park in Myrtle Beach, South Carolina – one of the most ambitious new theme park projects in the US in the 2000s — failed after only one season.
As a regular reader, I knew that TPU had truly fantastic content and an engaged community on social media. But users commented to us that the site was cluttered, and so didn't spend much time on the website. We needed to give the website a more open look and feel — in other words, designed to be read.The project was not a full redesign. But by fitting small changes into the site’s existing design, we made the site more open and easier to read while retaining its familiar branding for readers. We also made his site’s advertising more effective, even by having fewer ads on each page.As D. Bnonn Tennant says, “Readership = Revenue.… [A website] has to fulfill a revenue goal. So, every element should be designed to achieve that goal. Including the copy. Especially the copy — because the copy is what convinces visitors to do whatever it is you want them to do on the website".
Three final ideas for getting UX a seat at the table
In helping take UX methods to the amusement industry, I have learned several lessons which would help other practitioners pioneer UX in other industries:
1. Explain UX benefits without UX jargon
When I work for clients in the amusement industry, the biggest challenge that I face is unfamiliarity with UX. Most other professionals in the industry do not know about UX design principles or practices. I have had to educate clients on the importance of giving me feedback early and testing with users often. And because most of my clients have not had a technical background, I have had to explain UX and its benefits in non-UX terms.
2. Be willing to do non-UX project work yourself in a team of one
As a business owner, I regularly prospect for new clients. The biggest challenge in landing projects here is trying to convince people that they should hire a bigger team than just me. A bigger team (and higher rates for a UXer versus a web designer) leads to bigger project costs and more reluctant approvals. So I have had to do development – and even some tech support – myself so far.
3. Realize clients have a lot on their plates — so learn patience
The other main challenge in selling UX to the amusement industry is project priority. Marketing departments that handle websites are used to seeing the website as one job duty out of many. Ride companies without dedicated IT staff tend to see the website as an afterthought, partially because they do most of their business at trade shows instead of online. This has led to several prospects telling me that they might pursue a redesign a year from now or later, but not in the near future. That's OK because I can be ready for them when they're ready for me.

Collating your user testing notes
It’s been a long day. Scratch that - it’s been a long week! Admit it. You loved every second of it.
Twelve hour days, the mad scramble to get the prototype ready in time, the stakeholders poking their heads in occasionally, dealing with no-show participants and the excitement around the opportunity to speak to real life human beings about product or service XYZ. Your mind is exhausted but you are buzzing with ideas and processing what you just saw. You find yourself sitting in your war room with several pages of handwritten notes and with your fellow observers you start popping open individually wrapped lollies leftover from the day’s sessions. Someone starts a conversation around what their favourite flavour is and then the real fun begins. Sound familiar? Welcome to the post user testing debrief meeting.
How do you turn those scribbled notes and everything rushing through your mind into a meaningful picture of the user experience you just witnessed? And then when you have that picture, what do you do next? Pull up a bean bag, grab another handful of those lollies we feed our participants and get comfy because I’m going to share my idiot-proof, step by step guide for turning your user testing notes into something useful.
Let’s talk
Get the ball rolling by holding a post session debrief meeting while it’s all still fresh your collective minds. This can be done as one meeting at the end of the day’s testing or you could have multiple quick debriefs in between testing sessions. Choose whichever options works best for you but keep in mind this needs to be done at least once and before everyone goes home and forgets everything. Get all observers and facilitators together in any meeting space that has a wall like surface that you can stick post its to - you can even use a window! And make sure you use real post its - the fake ones fall off!
Mark your findings (Tagging)
Before you put sharpie to post it, it’s essential to agree as a group on how you will tag your observations. Tagging the observations now will make the analysis work much easier and help you to spot patterns and themes. Colour coding the post its is by far the simplest and most effective option and how you assign the colours is entirely up to you. You could have a different colour for each participant or testing session, you could have different colours to denote participant attributes that are relevant to your study eg senior staff and junior staff, or you could use different colours to denote specific testing scenarios that were used. There’s many ways you could carve this up and there’s no right or wrong way. Just choose the option that suits you and your team best because you’re the ones who have to look at it and understand it. If you only have one colour post it eg yellow, you could colour code the pen colours you use to write on the notes or include some kind of symbol to help you track them.
Processing the paper (Collating)
That pile of paper is not going to process itself! Your next job as a group is to work through the task of transposing your observations to post it notes. For now, just stick them to the wall in any old way that suits you. If you’re the organising type, you could group them by screen or testing scenario. The positioning will all change further down the process, so at this stage it’s important to just keep it simple. For issues that occur repeatedly across sessions, just write them down on their own post its- doubles will be useful to see further down the track.In addition to holding a debrief meetings, you also need to round up everything that was used to capture the testing session/s. And I mean EVERYTHING.
Handwritten notes, typed notes, video footage and any audio recordings need to be reviewed just in case something was missed. Any handwritten notes should be typed to assist you with the completion of the report. Don’t feel that you have to wait until the testing is completed before you start typing up your notes because you will find they pile up very quickly and if your handwriting is anything like mine…. Well let’s just say my short term memory is often required to pick up the slack and even that has it’s limits. Type them up in between sessions where possible and save each session as it’s own document. I’ll often use the testing questions or scenario based tasks to structure my typed notes and I find that makes it really easy to refer back to.Now that you’ve processed all the observations, it’s time to start sorting your observations to surface behavioural patterns and make sense of it all.
Spotting patterns and themes through affinity diagramming
Affinity diagramming is a fantastic tool for making sense of user testing observations. In fact it’s just about my favourite way to make sense of any large mass of information. It’s an engaging and visual process that grows and evolves like a living creature taking on a life of its own. It also builds on the work you’ve just done which is a real plus!By now, testing is over and all of your observations should all be stuck to a wall somewhere. Get everyone together again as a group and step back and take it all in. Just let it sit with you for a moment before you dive in. Just let it breathe. Have you done that? Ok now as individuals working at the same time, start by grouping things that you think belong together. It’s important to just focus on the content of the labels and try to ignore the colour coded tagging at this stage, so if session one was blue post its don’t group all the blue ones together just because they’re all blue! If you get stuck, try grouping by topic or create two groups eg issues and wins and then chunk the information up from there.
You will find that the groups will change several times over the course of the process and that’s ok because that’s what it needs to do.While you do this, everyone else will be doing the same thing - grouping things that make sense to them. Trust me, it’s nowhere near as chaotic as it sounds! You may start working as individuals but it won’t be long before curiosity kicks in and the room is buzzing with naturally occurring conversation.Make sure you take a step back regularly and observe what everyone else is doing and don’t be afraid to ask questions and move other people’s post its around- no one owns it! No matter how silly something may seem just put it there because it can be moved again. Have a look at where your tagged observations have ended up. Are there clusters of colour? Or is it more spread out? What that means will depend largely on how you decided to tag your findings. For example if you assigned each testing session its own colour and you have groups with lot’s of different colours in them you’ll find that the same issue was experienced by multiple people.Next, start looking at each group and see if you can break them down into smaller groups and at the same time consider the overall picture for bigger groups eg can the wall be split into say three high level groups.Remember, you can still change your groups at anytime.
Thinning the herd (Merging)
Once you and your team are happy with the groups, it’s time to start condensing the size of this beast. Look for doubled up findings and stack those post its on top of each other to cut the groups down- just make sure you can still see how many there were. The point of merging is to condense without losing anything so don’t remove something just because it only happened once. That one issue could be incredibly serious. Continue to evaluate and discuss as a group until you are happy. By now clear and distinct groups of your observations should have emerged and at a glance you should be able to identify the key findings from your study.
A catastrophe or a cosmetic flaw? (Scoring)
Scoring relates to how serious the issues are and how bad the consequences of not fixing them are. There are arguments for and against the use of scoring and it’s important to recognise that it is just one way to communicate your findings.I personally rarely use scoring systems. It’s not really something I think about when I’m analysing the observations. I rarely rank one problem or finding over another. Why? Because all data is good data and it all adds to the overall picture.I’ve always been a huge advocate for presenting the whole story and I will never diminish the significance of a finding by boosting another. That said, I do understand the perspective of those who place metrics around their findings. Other designers have told me they feel that it allows them to quantify the seriousness of each issue and help their client/designer/boss make decisions about what to do next.We’ve all got our own way of doing things, so I’ll leave it up to you to choose whether or not you score the issues. If you decide to score your findings there are a number of scoring systems you can use and if I had to choose one, I quite like Jakob Nielsen’s methodology for the simple way it takes into consideration multiple factors. Ultimately you should choose the one that suits your working style best.
Let’s say you did decide to score the issues. Start by writing down each key finding on it’s own post it and move to a clean wall/ window. Leave your affinity diagram where it is. Divide the new wall in half: one side for wins eg findings that indicate things that tested well and the other for issues. You don’t need to score the wins but you do need to acknowledge what went well because knowing what you’re doing well is just as important as knowing where you need to improve. As a group (wow you must be getting sick of each other! Make sure you go out for air from time to time!) score the issues based on your chosen methodology.Once you have completed this entire process you will have everything you need to write a kick ass report.
What could possibly go wrong? (and how to deal with it)
No process is perfect and there are a few potential dramas to be aware of:
People jumping into solution mode too early
In the middle of the debrief meeting, someone has an epiphany. Shouts of We should move the help button! or We should make the yellow button smaller! ring out and the meeting goes off the rails.I’m not going to point fingers and blame any particular role because we’ve all done it, but it’s important to recognise that’s not why we’re sitting here. The debrief meeting is about digesting and sharing what you and the other observers just saw. Observing and facilitating user testing is a privilege. It’s a precious thing that deserves respect and if you jump into solution mode too soon, you may miss something. Keep the conversation on track by appointing a team member to facilitate the debrief meeting.
Storage problems
Handwritten notes taken by multiple observers over several days of testing adds up to an enormous pile of paper. Not only is it a ridiculous waste of paper but they have to be securely stored for three months following the release of the report. It’s not pretty. Typing them up can solve that issue but it comes with it’s own set of storage related hurdles. Just like the handwritten notes, they need to be stored securely. They don’t belong on SharePoint or in the share drive or any other shared storage environment that can be accessed by people outside your observer group. User testing notes are confidential and are not light reading for anyone and everyone no matter how much they complain. Store any typed notes in a limited access storage solution that only the observers have access to and if anyone who shouldn’t be reading them asks, tell them that they are confidential and the integrity of the research must be preserved and respected.
Time issues
Before the storage dramas begin, you have to actually pick through the mountain of paper. Not to mention the video footage, and the audio and you have to chase up that sneaky observer who disappeared when the clock struck 5. All of this takes up a lot of time. Another time related issue comes in the form of too much time passing in between testing sessions and debrief meetings. The best way to deal with both of these issues is to be super organised and hold multiple smaller debriefs in between sessions where possible. As a group, work out your time commitments before testing begins and have a clear plan in place for when you will meet. This will prevent everything piling up and overwhelming you at the end.
Disagreements over scoring
At the end of that long day/week we’re all tired and discussions around scoring the issues can get a little heated. One person’s showstopper may be another person’s mild issue. Many of the ranking systems use words as well as numbers to measure the level of severity and it’s easy to get caught up in the meaning of the words and ultimately get sidetracked from the task at hand. Be proactive and as a group set ground rules upfront for all discussions. Determine how long you’ll spend discussing an issue and what you will do in the event that agreement cannot be reached. People want to feel heard and they want to feel like their contributions are valued. Given that we are talking about an iterative process, sometimes it’s best just to write everything down to keep people happy and merge and cull the list in the next iteration. By then they’ve likely had time to reevaluate their own thinking.
And finally...
We all have our own ways of making sense of our user testing observations and there really is no right or wrong way to go about it. The one thing I would like to reiterate is the importance of collaboration and teamwork. You cannot do this alone, so please don’t try. If you’re a UX team of one, you probably already have a trusted person that you bounce ideas off. They would be a fantastic person to do this with. How do you approach this process? What sort of challenges have you faced? Let me know in the comments below.
"I'm a recent graduate who wants a UI/UX career. Any tips, advice, or leads to get me started?"
"Dear UX Agony Aunt I'm a recent graduate, and I'm interested in becoming a UI/UX designer/developer. The problem is, I don't really know where to start! Is it too much to hope for that out there in the industry, somewhere, is a pro who would be willing to mentor me? Any tips, advice, or leads?" — Nishita
Dear Nishita, Congrats on your recent graduation! I think it’s wonderful that you’ve found what that you’re interested in — and even better that it’s UX! Girl, I bet you don't know where to start! I've been there, let me tell you. One thing I know for sure: UX is a multifaceted industry that defies strict definitions and constantly evolves. But there are plenty of ways in, and you'll have no trouble if you foster these three things: empathy, drive, and an open mind. I now humbly present 5 of my best tips for starting your career with a bang. After you read these, explore the resources I've listed, and definitely head on over to UX Mastery (a place that any Uxer can call home).
My Stunningly Amazing Five Top Tips for Starting a UX Career
That's right — do these things and you'll be on your way to a dazzling career.
Start with something you enjoy
One of my favourite things about UX the sheer number of options available to you. It's that hot, and that in demand, that YOU get to choose which piece of it you want to bite off first. I’m an industrial designer, but the user research side of things makes me so so happy, so that's what I do. It may seem daunting, impossible, or even slightly cliche to simply "Do what you love". But armed with the three essential ingredients I mentioned above — empathy, drive, and an open mind — you actually can do anything. And you must make use of UX Mastery's UX Self Assessment Sundial. Trust me — it'll help you to clarify the skills you have and what you love.

Start a two-way relationship with a mentor
A mentor is a wonderful thing to have no matter what stage you are at in your UX career. You might even find yourself with more than one — I personally have four! They each bring their own experiences and skills into the mix, and I bring mine too. And here's the great thing about mentoring — I also have four mentees of my own. Mentoring is two-way street, so think about what you could bring to the relationship as well. You might have a skill your mentor wants to learn, or they may have never mentored before and you'll be their guinea pig. You asked if someone out there would be willing to mentor you. Yes absolutely! UX people are some of the nicest people around (if I do say so myself!). We devote our time to improving the experience of others, and truthfully, we never stop interating ourselves (an ever-evolving project). How do you find a mentor? Oh, that’s easy: just ask. Seriously, it’s that simple. Reach out to people who inspire you — email, social media, and video calling mean you don't have to let a silly thing like the ocean be a barrier!
Build meaningful connections with fellow UXers
Connecting with other UX humans, both online and face-to-face, is essential. Why? Because people are the heart of UX. We also make excellent company, what with our creative intelligence and our wicked sense of humor (well, that's describing me and the people I know, anyway!) For online connections, get thee straight to the UX Mastery community — it's where I found my feet as a new UXer — where it's totally fine to out yourself as a newbie and ask those questions burning a hole in your pocket (or mind). For in-person connections, a quick google search should turn up UX events and meetups in your area — be brace and just go! You will have a great time, promise.
Use Twitter as your source of quality UX-related content
Twitter is my favourite online resource for UX articles and resources. There are just SO many potential things to read, so Twitter acts as the perfect filter. Set up a Twitter account for all your professional UX stuff (do remember that this means no tweeting about how cranky you are that your cat didn’t keep its breakfast down). Only follow the people who do the things you're interested in (so no following the Kardashians). And make an effort to not just skim read the posts and resources people share, but to absorb the content, make notes, reflect, agree or disagree, brainstorm and wrestle with the ideas, put them into practise, discuss them with people, tweet, retweet, and retweet other peoples' retweets. And whenever you stumble upon a particularly interesting or useful post, sign up for their newsletter or add them to your RSS feed.
Amplify your online presence (CVs have been kicked off their throne)
The best advice I received when starting out was to build an online presence. At the time, I was iterating my CV and asking for feedback — the traditional "How to get a job" approach we were taught as tots.My manager told me then that it’s really not about your CV — it’s more about your LinkedIn profile, and your ability to share your thoughts with others through blogging and tweeting. CVs are still useful, but things are different now. Was he right? Damn straight he was! In addition to the professional Twitter account you’re going to set up, update your Linkedin profile and consider starting a blog (which, incidentally, is a great way to engage with the UX content you'll already be reading and tweeting about — double whammy!).
Start Here: Five websites and ten twitter accounts to follow right now
Subscribe to updates and dive into the archives of these places:
Then search for these accounts and hit 'Follow' on Twitter:
Go for it Nishita — you'll do great!

Does the first click really matter? Treejack says yes
In 2009, Bob Bailey and Cari Wolfson published apaper entitled “FirstClick Usability Testing: A new methodology for predicting users’ success on tasks”. They’d analyzed 12 scenario-based user tests and concluded that the first click people make is a strong leading indicator of their ultimate success on a given task. Their results were so compelling that we got all excited and created Chalkmark, a tool especially for first click usability testing. It occurred to me recently that we’ve never revisited the original premise for ourselves in any meaningful way.
And then one day I realized that, as if by magic, we’re sitting on quite possibly the world’s biggest database of tree test results. I wondered: can we use these results to back up Bob and Cari’s findings (and thus the relevanceof Chalkmark)?Hell yes we can.So we’ve analyzed tree testing data from millions of responses in Treejack, and we're thrilled (relieved) that it confirmed the findings from the 2009 paper — convincingly.
What the original study found
Bob and Cari analyzed data from twelve usability studies on websites and products ‘with varying amounts and types of content, a range of subject matter complexity, and distinct user interfaces’. They found that people were about twice as likely to complete a task successfully if they got their first click right, than if they got it wrong:
If the first click was correct, the chances of getting the entire scenario correct was 87%If the first click was incorrect, the chances of eventually getting the scenario correct was only 46%
What our analysis of tree testing data has found
We analyzed millions of tree testing responses in our database. We've found that people who get the first click correct are almost three times as likely to complete a task successfully:
If the first click was correct, the chances of getting the entire scenario correct was 70%If the first click was incorrect, the chances of eventually getting the scenario correct was 24%
To give you another perspective on the same data, here's the inverse:
If the first click was correct, the chances of getting the entire scenario incorrect was 30%If the first click was incorrect, the chances of getting the whole scenario incorrect was 76%
How Treejack measures first clicks and task success
Bob and Cari proved the usefulness of the methodology by linking two key metrics in scenario-based usability studies: first clicks and task success. Chalkmark doesn't measure task success — it's up to the researcher to determine as they're setting up the study what constitutes 'success', and then to interpret the results accordingly. Treejack does measure task success — and first clicks.
In a tree test, participants are asked to complete a task by clicking though a text-only version of a website hierarchy, and then clicking 'I'd find it here' when they've chosen an answer. Each task in a tree test has a pre-determined correct answer — as was the case in Bob and Cari's usability studies — and every click is recorded, so we can see participant paths in detail.
Thus, every single time a person completes an individual Treejack task, we record both their first click and whether they are successful or not. When we came to test the 'correct first click leads to task success' hypothesis, we could therefore mine data from millions of task.
To illustrate this, have a look at the results for one task.The overall Task result, you see a score for success and directness, and a breakdown of whether each Success, Fail, or Skip was direct (they went straight to an answer), or indirect (they went back up the tree before they selected an answer):

In the pietree for the same task, you can look in more detail at how many people went the wrong way froma label (each label representing one page of your website):

In the First Click tab, you get a percentage breakdown of which label people clicked first to complete the task:

And in the Paths tab, you can view individual participant paths in detail (including first clicks), and can filter the table by direct and indirect success, fails, and skips (this table is only displaying direct success and direct fail paths):

How to get busy with first click testing
This analysis reinforces something we already knew that firstclicks matter. It is worth your time to get that first impression right.You have plenty of options for measuring the link between first clicks and task success in your scenario-based usability tests. From simply noting where your participants go during observations, to gathering quantitative first click data via online tools, you'll win either way. And if you want to add the latter to your research, Chalkmark can give you first click data on wireframes and landing pages,and Treejack on your information architecture.
To finish, here's a few invaluable insights from other researchers ongetting the most from first click testing:
- Jeff Sauro details a useful approach to running a first click test, and shares the findings from a test he ran on 13 people.
- An article on Neoinsight describes three common usability problems that first click testing can solve.
- Gianna LaPin describes a first click test she ran on Netflix, VUDU, and Hulu Plus.

How we used card sorting to design a Style Guide for web developers and UX designers
Wynyard Group is a market leader in risk management and crime fighting software used in investigations and intelligence operations by government agencies and financial crime organisations. Wynyard Group has recently joined the journey to incorporate a User Experience (UX) team into their family.
Why a style guide? Why a card sort?
One of our first steps towards UX integration was to create a style guide that our web developers and UX designers can look to for styling, components and patterns. Our purpose was twofold: to help them create high-quality products that are visually and behaviourally consistent. And to free them up to focus on workflow, information architecture, and interaction design elements of the whole rather than the styling of individual parts.
Wynyard currently uses Confluence as an internal wiki for information, so we added a section to it called 'User Experience' which included the subsections 'User Experience Tools' and 'Style Guide'. It then occurred to us that how we group and arrange elements of our style guide might be (probably will be) completely different to our web developers. Thus, we decided to run a card sort to make sure our style guide meets the needs of the audience. And because we're always looking for a chance to test out new technologies, our journey into card sorting with OptimalSort began.
Getting started on the card sort and selecting participants
A great idea when starting up new testing projects is to go back to the basics. I’d heard of card sorts before but had never been directly involved in one. So I hit the books, and in particular, Donna Spencer’s book Card Sorting: Designing Usable Categories. After reading through this and researching a few tools we came across OptimalSort. Our developers were spread across Christchurch and Auckland, so having an online tool was definitely a requirement. Having tested it out, I found it was very quick, easy, and customisable. I was sold.
To pick our card sort participants, I went to our internal message board (Yammer) and looked at the members of our Engineering Guild — Web Guild. We had 50 members at the time, but this included a mix of marketers, UX designers, architects, front and back-end developers, and anyone else who was interested in the messages being posted up for this group. Of this I took a subset of 20 that were most likely to be involved in implementing our designs. So I recruited the people that would be taking our wireframes or prototypes and integrating them into current products or new products.
Creating and running a draft card sort
I kicked the process off by creating a card sort that I could test on colleagues to get feedback before I opened it up to our main participants. Some of the cards tested well, while others were a little confusing, and feedback was given. The bonus about this was that while they were completing the test online, I was able to stand in the room and watch, asking and answering questions around the cards.

As with most things you try for the first time, my sort wasn’t ready. One point that came out quite quickly was that I had combined some cards that were process, such as Information Architecture and User Research, and others that could be explored through workplace education (style guide importance). Therefore, I could remove these as they clouded the areas that I wanted participants to group around.
If at first you don’t succeed, eat a cookie and try again
I made changes to the cards based on the feedback I received, and decided to go with a very simple approach with a limited amount of cards. This was because our participants hadn’t completed a card sort before, the card concepts may have been relatively new, and I wanted to see if we got any convergence to start off with. It was also a double check to see if I had created the correct cards. So, my first official card sort looked like this:

What we discovered from the first open card sort
I published the sort, and emailed the link with an explanation out to our participants. And the results were … not what we had expected. To come up with this sort, I had ideated around base groups such as visual design, patterns, components and layout, then created cards to go under those categories. I was expecting very similar groupings and even category names to what I had come up with, but this was not quite the case.
OptimalSort has some really good analysis tools that let you get into more detail behind how the participants grouped the cards. The two tools that we focused on were Participant-Centric Analysis (PCA), and the Similarity Matrix.This is the PCA, which displays common grouping among all participants, and some of the different labels.

And here's the Similarity Matrix:

Overall we had 16 responses, with 4 abandoned. We ended up including 2 of the abandoned results as they were fully complete but were not submitted. So all together that made for 12 participants from our web development team.From these we re-grouped and discussed the results. The first word to jump out was 'Prettification'.
Although this was the main grouping across participants, we decided to use 'Look & Feel' as we felt it connected more with our goals. We also didn’t want to associate visual design with the limitations of prettification, as it is much more than that. It was interesting to see that the cards tended to be grouped by overarching concepts of what the cards were used for (such as 'Navigation'), although more specific concepts such as 'Components' were used. The groupings were a cross between what we would have done in User Experience, and what the developers would call things.
Then we ran a closed card sort with new categories
Then we decided to run a closed card sort. We decided to add more cards to see if there was convergence towards the categories they had made, and whether people could group what we believed were easier (ie. Buttons) versus the more difficult (ie Search) cards.

Most of the categories were taken from the results of the previous card sort, but patterns for us were also a very important concept that we wanted to include. By including definitions, we wanted to see if these group concepts were understandable:
- Components — Ready-made common UI Components for input and functions
- Look and Feel — Creating a consistent looking User Interface
- Patterns — Standard, pre-packaged design solutions to common workflow problems
- Navigation — Moving between Apps, Screens and within Pages
- Structure — How to set up and lay out an Application or Page
- I do not know — None of the provided categories seem right
Some of these things are not like the other things, some of these things just don’t belong...
The closed sort ended up with 10 completed responses and 4 abandoned. Below is a Popular Placement Matrix. It let us see very clearly where cards had been grouped, and the level of uncertainty around each.

Our participants were relatively clear around what could be grouped under 'Components', such as Checkboxes (100%), and Buttons (100%). They also had high placement confidence around 'Look & Feel', such as Colour (100%), Icons and Typography (90%). The more complicated concept of Responsive Design, which we viewed as a more difficult card to sort, had a fairly even split leaning towards patterns.Some interesting points to note include that 40% thought that Search was part of 'Navigation', or 'Components', and only 20% thought it was a 'Pattern' (which is where we placed it).
The link to navigation could be because people associate search with navigation when they can’t find what they are looking for, or the information architecture has failed. It was also good to note that a majority of the cards were sorted into groups, instead of going into the 'I don’t know' category.Below is a Results Matrix which clearly shows how often cards were sorted into each category.

The Results Matrix also shows high confidence around the placement of components and visual elements. This gave us relatively good confidence that if we had an area called 'Visual Design - Look & Feel', and 'Components', our web developers would know what they might find within it. But we also had to acknowledge the uncertainty around some of the cards, shown by the low scores across a range of groups. We decided that 'Structure' was too complicated a concept, as some of the things that had been put under there were patterns, and there didn’t seem to be high confidence around placing cards in this category (other than forms). 'Patterns' was also not well understood, which validated the need to have workplace education and advocacy around them to raise awareness, as they were a grouping we wanted to keep.Overall we had some strong groupings, and some that would need changing or updating, and some that would involve further research and learning.
Next steps
Overall the card sort was a great learning experience because it cemented the fact that our UX designers and our web developers have a crossover of terminology, but we also have differences. To get the best of both worlds, and to be able to present consistent groupings, we will have a mix from both, where some will require more description and learning than others.
Next steps when we pick up the style guide again will be to present what we have done internally to increase understanding. Then, depending on our direction, we'll run a tree test using Treejack to find out how our style guide structure is working, and if the same people can easily find what they are looking for.
Tweak, test, rinse and repeat.