Usability assessment of Windows Store apps
Why it's important to assess the UX of your app
When you improve the design of your app's UX:
- It's easier for people to use your app.
- More people will find your app to be valuable.
- More people will like your app and the features it offers.
- More people will download and use your app.
- You will make more revenue from your app.
Assessing your app's design instills confidence that the product you're shipping is the product that you set out to ship, that the user experience is outstanding, and that users will find it useful, usable, and desirable.
Measuring your design's potential success
Start by defining the goals for your app. Goals help you streamline the app-creation process, and they can help you assess your app's success. For more information about setting goals, see Planning Windows Store apps.
There are several stages of evaluation that you can use, depending on the amount of time and resources that you can dedicate to designing your app's UX:
- Self evaluation
- Cognitive walkthrough
- Telemetry, user ratings, comments, and iteration.
Stage 1: Self evaluation
Overview | The self evaluation stage is based on the goals that you set previously. The intention of this evaluative method is to ensure that your design is on track with what you intended to do. This step focuses on the overall UX of your app. |
Time | 15-30 minutes. The time is app-specific and depends on the number of key scenarios in your app. |
When | You can use this evaluation during the conceptual phase of your app design, and you can use it at any point during development when you want to check progress against your original plans. |
Who | This evaluation involves one or more of the app designers or developers. |
How |
Document your experience ratings as follows:
|
App Evaluation Template: Self Evaluation
The following table is an app evaluation template that contains results from an example self evaluation.
Success metric | Goals | Status (Date) | Comments | Issue | What's needed to reach goals? |
---|---|---|---|---|---|
Great At: What is your app great at? What should be the focal point of the visuals? | My app is great at providing people with a fun and entertaining experience where they can compete with friends at spelling words. | On track | None | None | None |
Usable: What activities should users be able to understand, know, or do more successfully because of your app? | People should be able to navigate the game, enter words, and submit them. | Concerns with product plan | None | People are not able to navigate between friends when spelling. | Need to rethink UI layout. |
Useful and Desirable: What about your app do you want your customers to value? What parts of your app did you engineer to delight users or make them love it? Use the table of semantic differentials to assess desire and emotional connection. | People should value this app as fun and entertaining. We expect to hear these terms when people describe our app: useful, welcoming, connects me to friends and family. | On track | Reviewers used words such as "functional" and "welcoming." | None | None |
Stage 2: Cognitive Walkthrough
Overview | A cognitive walkthrough is an evaluation method in which people perform defined tasks within your app and provide feedback as they do so. This method has a distinct advantage over a self evaluation because the feedback that's provided is from actual users of your app. The most important aspect of this method is that users talk aloud as they complete the key tasks that you've defined. |
Time | ~30-60 minutes. The time is app-specific and depends on the number of key scenarios in your app. |
When | You can use this evaluation during the conceptual phase of your app design by using wireframes, and you can use it at any point during development when you want to check progress against your original plans. |
Who | This evaluation involves one or more users of your app who have been identified as your target audience. Define your target audience by asking the questions like:
|
How |
Document your experience ratings as follows:
|
App Evaluation Template: Cognitive Walkthrough
The following table is an app evaluation template that contains example results from a cognitive walkthrough.
Success metric | Goals | Status (Date) | Comments | Issue | What's needed to reach goals? |
---|---|---|---|---|---|
Great At: What is your app great at? What should be the focal point of the visuals? | My app is great at providing people with a fun and entertaining experience where they can compete with friends at spelling words. | On track | The two users evaluated were clearly able to understand the intentions of the app. | None | None |
Usable: What activities should users be able to understand, know, or do more successfully because of your app? | People should be able to navigate the game, enter words, and submit them. | Concerns with product plan | None | Both users had issues with navigation and entering words. | Need to rethink UI layout. |
Useful and Desirable: What about your app do you want your customers to value? What parts of your app did you engineer to delight users or make them love it? Use the table of semantic differentials to assess desire and emotional connection. | People should value this app as fun and entertaining. We expect to hear these terms when people describe our app: useful, welcoming, connects me to friends and family. | On track | Both users had fun with the app. They used words such as "fun" and "enjoyable to play with friends." | None | None |
Stage 3: Telemetry, User Ratings, Comments, and Iteration
Overview | The intention of this stage of evaluation is to assess how your app has been received in the marketplace and what you can do to improve the app based on real user feedback. |
Time | >1 day. The time depends on how much data you collect and what resources you have for analyzing data and creating new iterations. This stage is an iterative process. |
When | You can use this evaluation after you have released a version of your app and users have had time to find, download, and use it, and submit feedback about it. |
Who | This evaluation is performed by one or more of the app designers or developers. |
How |
Document your experience ratings as follows:
For more information, see Analyzing your apps in the Windows Store. |
App Evaluation Template: Telemetry, User Ratings, Comments, and Iteration
The following table is an app evaluation template that contains example results from analyzing data after an app was published to the Store.
Success metric | Goals | Status (Date) | Comments | Issue | What's needed to reach goals? |
---|---|---|---|---|---|
Great At: What is your app great at? What should be the focal point of the visuals? | My app is great at providing people with a fun and entertaining experience where they can compete with friends at spelling words. | Not meeting user expectations | Adoption is lower than expected in the target market. | App listing may not be compelling. | Need to revise app's description and screen shots. |
Usable: What activities should users be able to understand, know, or do more successfully because of your app? | People should be able to navigate the game, enter words, and submit them. | On track | None | None | None |
Useful and Desirable: What about your app do you want your customers to value? What parts of your app did you engineer to delight users or make them love it? Use the table of semantic differentials to assess desire and emotional connection. | People should value this app as fun and entertaining. We expect to hear these terms when people describe our app: useful, welcoming, connects me to friends and family. | On track | Reviewers used words such as "entertaining." | None | None |
Assessing desire and emotional connection
In all stages of UX evaluation, it is important to understand how research participants respond to app experiences. One way to assess responses is by using semantic differentials, or opposite words, like "clear" and "unclear." When you interview your respondents, listen for words that convey desire and emotional connection. Compare the responses of multiple users and look for semantic differentials. Interviewing the participants in your user study can help you understand more about what parts of the product, combined with their personal perspectives, contributed to forming their responses.
Here's a table of semantic differentials. These are potential words that research participants can use to describe their experience.
Words that describe a positive experience | Words that describe a negative experience |
---|---|
I'm excited to use this | I'm not excited to use this |
I'm confident I can achieve all my goals with this | I'm uncertain I can achieve all my goals with this |
I want to incorporate this in important or common activities | I don't want to incorporate this in important or common activities |
This makes me feel more satisfied or happier | This makes me feel unsatisfied or frustrated |
I'm proud to use this | I'm not proud to use this |
Useful | Not Useful |
Functional | Broken |
Fast | Slow |
Essential | Not essential |
Welcoming | Not welcoming |
Compatible | Incompatible |
Connects me to content and people | Disconnects me from content and people |
Connects me across devices and environments | Doesn't connect me across devices and environments |
Works with my individual needs | Works against my individual needs |
Reflects me or my interests | Doesn't reflect me or my interests |
Visually appealing | Not visually appealing |
Premium | Inferior |
Cohesive | Not cohesive |
Comfortable | Intimidating |
Clean | Chaotic |
Natural | Unnatural |
Engaging | Not engaging |
Using sets of opposite pairs can help respondents elaborate on their perceptions of an attribute. For example, research has found that the attribute "Connected" means many things, but defining it with the following sets of opposite pairs enables respondents to describe their perception of the word "connected."
- Ready to go vs. Time consuming
- Connected vs. Lonely
- Safe vs. Vulnerable
- Plugged in vs. Disconnected
When you're considering methods for understanding how desirable or your app's experience is, focus on the words that you hope new and experienced users would use during a conversation with a trusted friend. Prioritize the most important items. The entire experience should elicit positive emotions, but sometimes putting more energy toward one part of the experience means that the emotional response in another area is reduced. It's important to know what to expect and to listen for the things that are most important to you.
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Build date: 9/20/2013