CHAPTER 50 Testing Usability

Usability testing is typically the most mature and straightforward form of discovery testing, and it has existed for many years. The tools are better and teams do much more of this now than they used to, and this is not rocket science. The main difference today is that we do usability testing in discovery—using prototypes, before we build the product—and not at the end, where it's really too late to correct the issues without significant waste or worse.

If your company is large enough to have its own user research group, by all means secure as much of their time for your team as you absolutely can. Even if you can't get much of their time, these people are often terrific resources, and if you can make a friend in this group, it can be a huge help to you.

If your organization has funds earmarked for outside services, you may be able to use one of many user research firms to conduct the testing for you. But at the price that most firms charge, chances are that you won't be able to afford nearly as much of this type of testing as your product will need. If you're like most companies, you have few resources available, and even less money. But you can't let that stop you.

So, I'll show you how to do this testing yourself.

No, you won't be as proficient as a trained user researcher—at least at first—and it'll take you a few sessions to get the hang of it, but, in most cases, you'll find that you can still identify the serious issues and friction points with your product, which is what's important.

There are several excellent books that describe how to conduct informal usability testing, so I won't try to recreate those here. Instead, I'll just emphasize the key points.

Recruiting Users to Test

You'll need to round up some test subjects. If you're using a user research group, they'll likely recruit and schedule the users for you, which is a huge help, but if you're on your own, you've got several options:

Preparing the Test

Testing Your Prototype

Now that you've got your prototype ready, lined up your test subjects, and prepared the tasks and questions, here are a set of tips and techniques for administering the actual test.


We want to learn whether the user or customer really has the problems we think they have, and how they solve those problems today, and what it would take for them to switch.


Before you jump in, we want to take the opportunity to learn how they think about this problem today. If you remember the key questions from the Customer Interview Technique, we want to learn whether the user or customer really has the problems we think they have, and how they solve those problems today, and what it would take for them to switch.

Summarizing the Learning

The point is to gain a deeper understanding of your users and customers and, of course, to identify the friction points in the prototype so you can fix them. It might be nomenclature, flow, visual design issues, or mental model issues, but as soon as you think you've identified an issue, just fix it in the prototype. There's no law that says you have to keep the test identical for all of your test subjects. That kind of thinking stems from misunderstanding the role this type of qualitative testing plays. We're not trying to prove anything here; we're just trying to learn quickly.

After each test subject, or after each set of tests, someone—usually either the product manager or the designer—writes up a short summary e‐mail of key learnings and sends it out to the product team. But forget big reports that take a long time to write, are seldom read, and are obsolete by the time they're delivered because the prototype has already progressed so far beyond what was used when the tests were done. They really aren't worth anyone's time.


The point is to gain a deeper understanding of your users and customers and, of course, to identify the friction points in the prototype so you can fix them.