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There is no power in technology, products or services. Everything is determined during use, by people.
     
    Low-Fidelity Usability Tests
(Test Paper Prototypes)
     
  Usability Services in
Lifecycle Order:

Usual development stage: Generally done after a project is authorized and budgeted, such as during:
  • Design stage
  • Specifications stage

What this is: Projects that use this method correctly usually produce the most successful systems. One or more studies are run to identify and solve both major and minor usability problems early, before they're built and become costly to solve:

  • A paper prototype is created rapidly.
  • Real users are recruited, generally 4 to 6 users per test.
  • Designers can and should try multiple designs, to find the best combination of elements.
  • By using paper designs, iterate rapidly and retest until target users perform well.
  • Because it's paper, even the largest problems can be fixed immediately and cheaply.

For example, the "T Model" is one of the best ways to design a paper prototype and plan an initial low-fi test:

Average turnaround time: Low fidelity tests can be among the fastest and cheapest to run:

  • "Point tests" (few users, small scope) can be run in 1 to 3 days.
  • If the interface is prepared separately, a full test can be finished in 3 to 5 days.
  • A typical turnaround time for both designing an interface and testing it: 5 to 7 days.

How it works: The process is customized to fit your situation, turnaround time and goals.

Here's an example schedule, from a fully staffed, skilled team that had a tight deadline and ran its first two tests during its first week. It then used those results to help prepare the project specification and user research, and re-tested an advanced design in about its fourth week.

Key knowledge questions: The best tests are based on what I call "The Four Reals" These are the critical areas that converge early tests with the users' eventual realities, based on the team's best available answers to the questions that should have been addressed during User Research:

  • Real users
  • Doing real tasks
  • With as real a system or product as possible at that stage In the user's real environment (as much as possible)

How to get it right: Contact us.

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