Validating and testing prototypes
Eight friends watch a prototype of an app while the team explains it, and they all agree that it is "brilliant". When it is handed to three strangers with no prior explanation, none of them knows where to start. Which of the two testing procedures reveals the truth about the product?
Validating is not the team liking it
Explain what validating a prototype means and how it differs from "your team liking it". Why is it not enough to just ask your friends if your idea is good?
Explain what validating a prototype means and how it differs from "your team liking it". Why is it not enough to just ask your friends if your idea is good?
Explain what a test user (tester) is and why your grandmother or your best friend are suspicious testers. Describe the profile of three good testers for a school notes…
Explain what a test user (tester) is and why your grandmother or your best friend are suspicious testers. Describe the profile of three good testers for a school notes app (who they are and why their opinion counts more than your family's).
Distinguish validating from verifying with an example from the crêpe stall: verifying is checking that the crêpe is made according to the recipe; validating is checking…
Distinguish validating from verifying with an example from the crêpe stall: verifying is checking that the crêpe is made according to the recipe; validating is checking that people want to buy it. Explain why a product can be 'well made' and still not sell.
Designing a test with real users
You are going to test the juice stall with $5$ classmates. Describe what you would give them to sample, what three things you would record for each person (what they…
You are going to test the juice stall with $5$ classmates. Describe what you would give them to sample, what three things you would record for each person (what they choose, how long they take to decide, whether they would pay the price), and why it is better to observe what they do than just ask them if they like it.
Design a test for a paper-screen school app prototype: write a script of $5$ steps that you will ask the user to complete (checking the timetable, writing down a…
Design a test for a paper-screen school app prototype: write a script of $5$ steps that you will ask the user to complete (checking the timetable, writing down a task...), what they must do on their own (without your help), and what you will record at each step. Explain why, during the test, the user "drives" while you remain quiet.
Your first validation came out 'too well': you showed the prototype to $8$ friends explaining it yourselves, and everyone said it was 'great'. When trying it on their…
Your first validation came out 'too well': you showed the prototype to $8$ friends explaining it yourselves, and everyone said it was 'great'. When trying it on their own, $3$ classmates from another class couldn't even get started.
- a) Identify the three mistakes of the first test (the sample, the prior explanation, questions pushing towards praise).
- b) Redesign the test with the correct rules (the user drives, you keep quiet, tasks instead of opinions) and write the first two sentences you will say to the tester.
Metrics: separating signal from noise
Explain what a metric is and why 'it seemed people liked it' is not a metric. Write one concrete metric for each project: the breakfast stall, the notes app and the book…
Explain what a metric is and why 'it seemed people liked it' is not a metric. Write one concrete metric for each project: the breakfast stall, the notes app and the book swap point.
Your app test yields $15$ feedback comments: two people request dark mode, one asks for Alexa integration, eight complain that the main button is unclear, and four offer…
Your app test yields $15$ feedback comments: two people request dark mode, one asks for Alexa integration, eight complain that the main button is unclear, and four offer no comments. Explain how you distinguish signal from noise (how many people request it, how much it hinders usability) and decide which two changes you would make first, defending the order.
The team tested its app with $20$ students and gathered $25$ comments: $9$ ask for dark mode, $6$ complain that they can't find the search, $4$ ask for exam reminders,…
The team tested its app with $20$ students and gathered $25$ comments: $9$ ask for dark mode, $6$ complain that they can't find the search, $4$ ask for exam reminders, $3$ ask for stickers and $3$ said nothing.
- a) Order the changes by signal (how many people ask for it and how much it blocks) and decide which two go into the next version, defending the criterion.
- b) Explain what you would do with the stickers comment and why 'pleasing everyone' is the recipe for never launching.
The validation loop and its limits
The juice stall ran two test rounds. Round 1: $40\ \%$ of those who came over bought, an average wait of $6$ minutes, a flavour rating of $6,5$. Round 2 (with a new…
The juice stall ran two test rounds. Round 1: $40\ \%$ of those who came over bought, an average wait of $6$ minutes, a flavour rating of $6,5$. Round 2 (with a new recipe and two jugs): $55\ \%$ buying, a wait of $3$ minutes, flavour $8,2$.
- a) Interpret the evolution: what changed, which metric confirms it and what you would say if someone on the team claimed that 'it's perfect now'.
- b) Propose the next metric to improve (percentage who come back, sales per peak hour) and design how you would measure it at the fair.
Two teams validate the same kind of stall. Team A asks: 'would you like there to be a healthy breakfast stall?' ($90\ \%$ say yes). Team B sets up a minimal stall one…
Two teams validate the same kind of stall. Team A asks: 'would you like there to be a healthy breakfast stall?' ($90\ \%$ say yes). Team B sets up a minimal stall one break time and measures: $15$ purchases out of $60$ people who passed by.
- a) Explain what each team really measured and why team A's 'yes' is worth less than team B's $15$ purchases (the difference between stated opinion and real behaviour).
- b) Design your definitive validation for the fair: which experiment with real money you would run beforehand, with the success threshold written down in advance ('if fewer than $X$ out of every $Y$ buy, we change product').
Your cooperative launches v3 of the stall after two validations. The real fair, however, turns out worse than the tests: long queues, you run out of stock mid-morning…
Your cooperative launches v3 of the stall after two validations. The real fair, however, turns out worse than the tests: long queues, you run out of stock mid-morning and several customers leave without buying.
- a) Explain why the tests didn't predict this (scale, rush hour, team stress: the laboratory is not the real world) and what an agile team learns from this 'failure' of the test.
- b) Design the post-fair report: which five figures you will collect during the event (sales per hour, maximum queue, moment of selling out, complaints, what sold out first) and which three decisions you will take for the next event with those figures.
Back to the start: The test with strangers and no prior explanation reveals the truth: it shows the real behaviour of the user acting independently, whereas with friends, affection and the team's guidance hid the usability faults.