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iPad app UX testing : Observations from the field

  • James Chudley
  • 24 May 2011
  • 5 Comments

We’ve just finished a fascinating project for a major Telco who asked us to test an iPad app prototype to determine how useful and usable it will be for its intended audience.

Through the course of the project I kept a list that I imaginatively entitled ‘interesting stuff’ which I’d like to share, which hopefully will inform any iPad research that you do.

Does concept testing require a different approach?

iPad testing viewing room

The observers view into the usability lab

The majority of our projects focus on whether users can use something for its intended purpose. This project differed because we needed to validate that the concept of the app was actually going to be of use to people. We recruited two users per session and gave them open-ended tasks in an effort to promote discussion and exploration of the prototype.

This approach allowed us to get more people to evaluate the prototype within the allocated testing time. It also led to a number of unprompted discussions between participants who debated opinions on functions and features. It was also interesting to observe users helped one another to articulate their likes and dislikes.

The halo effect

The iPad is a beautiful device that clearly enhances the content that it delivers. I noticed during the testing how users forgave the failings of the app because they were smitten by the device.

The device clearly has a halo effect that needs to be taken into consideration when evaluating feedback from users who are reporting success while clearly having all sorts of problems trying to complete their tasks.

‘You already know how to use it’

Despite the confident claims of the Apple ad campaigns we let users orientate themselves with the device prior to testing. We set them up with a few simple tasks like ‘find your house on Google maps’ which allowed them to get used to the interface and play with a few gestures.

As you would expect iPhone users took to the device quickly and had certain expectations of how it would behave. Once we were happy that users felt comfortable with the device we knew we could focus on the prototype and errors would be down to problems with the app and not with the device.

Think about your clients in the observation room

iPad with post-its

Post-its helped to keep the iPads viewable

Carefully positioned overhead cameras are good in theory but as users get engrossed with the device so much that they quickly obscure the view. We marked out areas to keep the iPads in with butchered post-its, which went some way to help our observers to see what was happening.

We also ran into problems due to the highly reflective screen on the iPad. The screens reflected the halogen lights back into the cameras leaving areas of the screen completely obscured. Spend extra time positing the devices prior to testing to help to alleviate some of these problems.

Gestures are interesting

Graphical representation of iPad interaction gestures

Gestures represent a new language for users to learn – Image from the wonderful ‘Mockapp’

It was really interesting to watch people’s gestures when using the device and question them on how they expected the app to respond to them. It can make for difficult moderation at times as users don’t always articulate their gestures as they do them without thinking.

We found that users often repeated a gesture to try and get it to illicit a response from the interface, which made it easier to spot and then question them about it.

Social use of apps

For the first time ever during conducting user research I found users describing how they would use different parts of the app depending on whom they were with at the time. Users described how they would use one particular interface with their mates because it was more abstract and far cooler than a more conventional alternative.

This made us realise how users were happy to sacrifice usability if there was an alternative  that made them look good in front of their mates.

Get your nomenclature sorted

With new devices often there isn’t always an established vocabulary to use. I found it tricky to not talk about ‘clicks’ and ‘desktops’ when giving users instructions. I decided to come up with a set of terms that I stuck to throughout the sessions for consistency. This made it easier for users to understand me and for observers to follow the sessions.

Don’t forget the dry run

It’s always wise to run a dry run of usability tests to check timings and tasks but it’s all too easy to not get round to it. When testing new devices a dry run is vital to help to both iron out practicalities such as task duration and also to get an indication of how people will respond to the device.

After doing a dry run I ended up reducing the scope of the test plan by a third because I had underestimated how long it would take users to get through the tasks.

A client who was also a UX guy once kindly didn’t attend the first session of some research as he was allowing me to find my feet. By having done dry run you feel so much more confident with your first session, which can make all the difference when you are trying to impress a new client.

Apple really are quite strict

iPads stacked in and Apple store

pile of iPads Image from Yutaka Tsutano

It’s not every day a client rings you up and asks you to buy 4 iPads to bring to a meeting on the following day. Off I strutted to the Apple store feeling like loadsamoney only to be told I could only buy 2 at a time. Remember to factor this into your project planning as it’s unavoidable practicalities such as this can really trip you up.

What have you found?

I’d love to hear what your experiences have been from testing with iPads, please add you own observations in the comments below.

Breaking news – Check out the ipad testing rig that Walt has put together here at cxpartners.

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James Chudley

James has worked as a design consultant at cxpartners since 2007. He has a BSc in Computer Science and an MSc in Human Computer Communication from Bath University.

  • 0117 930 3534
  • james.chudley@cxpartners.co.uk
  • @chudders

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5 Comments

  • Lisa
  • 24 May 2011
  • 14:56

Really interesting article, thanks James! I’ve not had the pleasure of testing on an ipad yet but everything you discuss makes complete sense. The halo effect with Apple is particularly interesting and just shows how forgiving users will be for particular brands. The following in particular resonated with me:

“Users described how they would use one particular interface with their mates because it was more abstract and far cooler than a more conventional alternative. This made us realise how users were happy to sacrifice usability if there was an alternative that made them look good in front of their mates.”

I’d love to see some more work regarding this. For example, would they still feel the same way after using the app for a while and associating it with feelings of frustration rather than coolness? Which survives longer, coolness or usability? Interesting thoughts!

  • Russ
  • 02 Jun 2011
  • 11:48

Regards the glare – I’ve used this in the past – looks a bit low rent, but managed to solve the problem. http://amzn.to/jeApkh

  • Chris Lorensson
  • 12 Jun 2011
  • 13:44

Cheers for this James – it’s funny how a testing setup has to be so device-specific nowadays, and the iPad is certainly a beast in itself. I think Apple regarded the glare problem as not so big because the device is so easy to re-orient to avoid it, being light and small. I find that with my own iPad I don’t even notice the glare problem anymore because I’m so used to avoiding it by re-orienting the device.

I think one of the biggest pluses of usability on iOS, generally, is that the architecture of both the apps and interface makes them a lot more immediately responsive to user input than many Android-powered alternatives, whether smart-phone or tablet. That being said, I have noticed that even on the iPad some apps are clearly struggling for more memory, particularly after multi-tasking was enabled. In my own experience, users can be confused if a system doesn’t immediately respond to input – but there is also a precedent set from traditional OS’s that people are used to applications having to ‘catch up’ sometimes. But it feels very different on a device that is immediately responsive 99% of the time, then lags on gaming or resizing maps or something like that.

Did you guys look into the existence of anything like a screen-capture app for the iPad? Do they exist? and if so, why didn’t you guys use them?

  • James Chudley
  • 24 Jun 2011
  • 19:32

Thanks Russ, that looks like a good solution.

Hey Chris – Yes immediate response is so important for devices such as these. In terms of screen capture, check out Walt’s awesome new ipad testing rig. It uses silverback for the screen recording.

http://www.cxpartners.co.uk/news/ipad_usability_testing_-_our_equipment.htm

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James Chudley

James has worked as a design consultant at cxpartners since 2007. He has a BSc in Computer Science and an MSc in Human Computer Communication from Bath University.

  • 0117 930 3534
  • james.chudley@cxpartners.co.uk
  • @chudders

Other articles from James

We’re writing the new Smashing Magazine UX book

We are excited to announce that James Chudley and Jesmond Allen are writing a new book entitled Smashing UX: Foundations for Designing Online User Experiences.

Usability is not enough

James reflects on the user experience problems he encountered trying to book a cottage online.

What makes a great user experience?

James Chudley shows how by asking the right user questions we can design great user experiences.

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