This is the time where you take your raw thoughts and put them in “paper” for others to understand. Please note that at this point I am not expecting 100% finished products (in fact, I would anticipate changes between what you present for this assignment and your final product), and for sure I would not expect any interactivity on your UX deliverables.
The assignment is due on Thursday, March 26th by 6:00 pm. Please be aware that this assignment will require peer review, as well as my review. In doing your peer review, please offer helpful and constructive feedback to your “colleagues”, as the goal is to help others improve their final product.
As always, if you have any questions, please do not hesitate to reach out, I wish you all the best of luck on this assignment and look forward to your submissions.
For this assignment, you will test your product with the actual user you get to select. Depending on what usability testing methodology (ie, Surveys, Observation, In-depth Interviews, Focus Group, etc) you intend to use, I would recommend talking to no more than five (5) users.
As part of this assignment you will submit:
1. Your hypothesis (what you think your users will think about your product, including strengths and shortcomings or roadblocks)
2. Your testing plan (how you will test, who you will test with, what you will test, etc.)
3. Your test results (notes from your test)
4. Your analysis resulting from the test
5. Your iteration plan for improving your product, based on user feedback
Your deliverable for this assignment should be presented in the form of a PPT or PDF, it should include all the items listed above and when referencing problem parts of your product you need to work on, illustrate with a screenshot of the problem and state the solution you envision.
As a reminder, this assignment is 20% of your course grade, so the more detail you provide in your user testing deliverables, the better you will do. Needless to say, user testing is a key part of the UX Process as it grounds design concepts down to real-world use cases (how users actually use a product, what they expect and the reason why they would or would not use the product).