After just 0.1 second users start to perceive a delay if your app isn’t doing The Thing™ that they just told it to do. We needed to buy 8.5 seconds. We had to manipulate (percieved) time.
At SEEK we’ve been experimenting with the SUPR-Q. We first ran it as part of a usability test in face to face research (n=5) to trial, and then went full scale using an on site Hotjar poll (n=1,811) to get a more representative sample for our first benchmark. The SUPR-Q (Standardized User Experience Percentile Rank Questionnaire) is an 8 item questionnaire developed by MeasuringU that is used to measure the quality of the user experience. What actually impacts users likelihood to recommend?
At SEEK we introduced new Hack Skills activities to prep staff for our upcoming Hack 8. We kicked off with a 2 part design thinking workshop. This week we dive in we the practical exercises we taught in the workshops.
We’ve trained users with the five or seven point Likert scale survey questions, where the middle point means “neither likely nor unlikely”. Yet on the NPS a 5 does not mean "neither" it means the users is a detractor. Does the NPS tell us what users really mean?
gave a talk at UX Australia 2016 in Melbourne (August 25–26) . No one sets out to intentionally design a system that is hard to use for — or worse, excludes or discriminates against — some users. Designers are trying their best. You’re probably a good person, but a human nonetheless, therefore not perfect. Design can only be as good as the people who make it. Conversely, design is as flawed as the people who make it.
Last Xmas I (gave you my heart) wrote a piece about The Phenomenon of Automagic. I defined Automagic as when your users don't know how your app is working - it just works. Last week I was the OzCHI (The Australian Human Computer Interaction Conference) and Abi Sellen from Microsoft Research opening Keynote made me give automagic a second thought.