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Always make sure you are asking the same question. It is easy when going from language to language, culture to culture to lose perspective on what is really being asked. Check and double check that the research question is the same from start to finish, location to location, and country to country.
Attention heatmaps are only data visualizations. They cannot explain or help analyze the data. Heatmap analysis often leads to misleading conclusions. To maximize their usefulness and reduce ambiguity, heatmaps should always accompany a quantitative analysis and serve as illustrations only. Read more on Eye Tracking
When evaluating/designing for Health Care Professionals, try to keep the following basic UI requirements in mind:
The structure and organization of an EHR application needs to reflect actual HCP workflow. Although office-based physicians often have very different workflows than hospital-based clinicians, many EHRs try to support a particular type of workflow (and size of practice or healthcare organization).
Key application features - especially those related to CPOE activities - should be immediately self-evident and self-explanatory
The EHR application should support basic user interface requirements such as:
An easy way to test for accessibility is to turn off image, picture, and animation loading via the advanced tools controls of your web browser. This will limit the display to only include readable text and links that are easily accessed by search engine bots. While search engines have improved their capabilities to capture information from graphical and animated formats such as Flash, it can still be hit or miss, and this technique is useful for ensuring that your content is accessible. Read more on SEO
When a user's primary (or secondary) means of interacting with a device or application is through gesture recognition, there are often a couple of gesture-related issues that need to be assessed in usability testing. The first issue is the user's awareness of gesture functionality. Do they realize that they can drag and drop objects? Do they realize that "flicking" the touchscreen will result in a different outcome than "nudging"? The second issue is the user's ease of gesturing to complete an action under "typical" conditions (sitting, standing, etc).
Many merchants who have both physical store presences and e-commerce sites often try to leverage the instant gratification element of shopping. Don't want to wait for your Blu-ray DVD player to be shipped? Just order it online and pick it up in 30 minutes at your nearest big-box electronics or discount store.
This is not a new approach - it's been adopted by several major retailers in the US. But it does lend itself to a comparison of in-store and online shopping. A couple of observations about the transition from online to store - or vice versa:
When we conduct fieldwork observations, our goal is to observe users in their "native" surroundings. We want to see what tools or devices they are using, how they are using them, and most importantly, what types of daily or work-related activities are associated with these tools.
We want to avoid interrupting the user mid-thought or mid-activity. This means that we usually save our questions for the post-observation interviews -- when the user is generally considered done with whatever they are doing. These "after" interviews can take place in a break room, in a hallway, in a cafeteria, or on their way to wherever they are going. It can be a challenge to focus the user on our questions, especially if we ask them about something they did 30 to 60 minutes ago.
Fortunately, people are very visual. Using impromptu "photo flash cards" can help:
Before the interview, take digital photos of the objects or artifacts that the user was using right before or during the activity you have questions about. Show one or two of these relevant photos to help "jog" the user's recollection and give them a concrete reminder of their actions.
When designing small-screen devices that allow fingertip input, consider enabling a secondary means of input (such as stylus input). This will help reduce frustration among users with larger fingertips or longer fingernails. Read more on small screen devices
Honestly, we look for two things:
All too often, there are many people that contribute to portfolio elements--including client or business requirements that might limit or restrict the design. So, what we look for is the details. Even with rough wireframes or sketches, sloppy designs can introduce artifacts that can negatively influence design. Attention to detail matters. This is the initial or first impression that you should consider whenever you show a portfolio.
Then we also expect that the candidate can talk through the design process for a design that we pick to be of interest. We want the approach. The thinking. Is there passion around the design? Do they really care about it? Or was this a bland answer about the design, which might suggest that this was a group project where the candidate had little details or knowledge. We want to go deep. We want to learn how they approach tasks and think deeply when engaged.
As you can tell by my response, it is often not about the individual designs, but how the candidate thinks. Consider your portfolio to be a medium to reveal this aspect of your skills.
Successful interviews are memorable. Be memorable because of your attention to detail and smart thinking. Discuss tradeoffs made and decision making process. We want to know how you will be on a project.
The Handbook of Global User Research collects insight from user experience professionals in over 20 countries. This book is a must-read for professionals working on global research projects. More Info