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Testing: "What, Me Worry?" (continued)

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  • Use a group walkthrough for best results. Walkthrough testing with prospective users is inexpensive (comparatively) and you can set it up quickly. You get a clear evaluation of the task flow early in the design process. You can evaluate competing solutions before committing money and time to development.
  • Keep walkthroughs within 60 to 90 minutes. Start with simple tasks to get the brainstorm juices flowing. Cover several core functions across a range of tasks. Make sure you get to areas that have raised concern elsewhere. Your goal is to get user feedback – not to defend yourself! Avoid drawn-out, exhausting battles of opinion.
  • Invite a wide range of user types. As a brainstorming session, you need to hear a variety of viewpoints. It's okay to have supervisors, managers, as well as end-users with various job descriptions. However, if employees may feel intimidated around managers, use separate sessions.
  • Create a storyboard to illustrate your task flow. Avoid detailed screen designs – they inhibit assessment of the big picture. Start with an outline of the task flow. Represent each step graphically for basic functions, basic navigation, and basic screen flow. Use specific examples. Be creative. Cartoons are OK! (See Figures 7 and 8.)

Figures 7. Get discussion on your concept of the task. Only after you get agreement on a diagram such as this do you have the material from which to design a high level architecture, the first screen that connects everything together. (See our article in The X Journal, Nov-Dec, 1995.)

taskflow diagram

Figures 8. You can capture the task flow in a high-level architecture with a "storyboard" like this. We use this picture in our exercise on improving high level architecture. It has a ton of problems. Your task design walkthrough would catch such problems! Include your development colleagues in walkthroughs that have design challenges. Users may not catch them. By the way, you often find problems yourself just by doing a storyboard early in the design process.

storyboard of structure

  • Run the walkthrough like a brainstorming session. Remember how to do brainstorms? Have a colleague keep notes on a flip chart. Let participants see progress so they don't return to old topics. Encourage alternatives and questions. Be flexible. Be solution oriented within practical limits. Users perform a great job just pointing out problems. Don't get bogged down demanding solutions during the sessions. Keep things moving.
  • Avoid brainstorming pitfalls. No negativity (it inhibits creative thought). No defensiveness (users do you a favor by criticizing). No ego involvement (good luck)! No technical jargon. Don't ask users how they would handle some detailed design. Keep to the big issues! Don't make decisions on the spot.

CONCLUSIONS When you run into a bad case of management cryptotestiness, now you can steer things in a positive direction. Apply soul to the question of when to get user feedback (get it early). Steer your management towards early testing of functions and task design. Users excel in providing the critical feedback you need early in the development life cycle. (We said "early" three times!) Avoid at all costs the crytopitfall of getting user preferences only at the end of your development – it's tantamount to agnosognosia – the "disease of knowledge."

 

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