is a combination of art and science in creating positive emotions through product usage
Contents
UX
UI
CX
SD
IxD
Laws icon
Laws
Laws
Research icon
Research
Research
Rules icon
Rules
Rules
Metrics icon
Metrics
Metrics
Principles icon
Principles IxD
Principles IxD
General terms icon
General terms SD
General terms SD
User Feedback icon
User Feedback
User Feedback
Composition icon
Composition
Composition
General terms icon
General terms IxD
General terms IxD
Experience type icon
Experience type
Experience type
Analytics icon
Analytics
Analytics
Grid Type icon
Grid Type
Grid Type
Approach icon
Approach-CX
Approach-CX
Approach icon
Approach-UX
Approach-UX
Elements icon
Elements
Elements
Production icon
Production
Production
Typography icon
Typography
Typography
Testing icon
Testing
Testing
Color icon
Color
Color
Structure icon
Structure
Structure
Ecosystem icon
Ecosystem
Ecosystem
2-second rule
3-Click Rule
60-30-10 Rule
8dp Grid
A/B Testing
Above the fold
Accessibility
Activity-centered design (ACD)
Actor
Adaptive design
Affinity map
Affordance
Alert
Alternative colors
Animation
Anti-pattern
Ascender
Aspect ratios
Autocomplete
B2B customer experience
B2C customer experience
Backdrop
Background color
Backward compatibility
Balance
Banner
Baseline
Benefit Map
Between-subjects design studies
Body
Bodystorming
Bottom navigation bar
Brand experience
Breadcrumbs
Breakdown Analysis
Breakpoint
Call to Action (CTA)
Cap line
Card Sorting
Charts
Checkbox
Chips
Clearly marked exit
Clickstream
Co-creation
Coach marks
Color Wheel
Column
Comparative analysis
Competitive analysis
Consistency
Container
Contextual action bar (CAB)
Contextual inquiry (CI)
Contextual interviews
Conversion rate
Corridor testing
Creeping Featurism
Customer Loyalty
Customer Satisfaction Score (CSAT)
Customer centricity
Customer churn
Customer effort score (CES)
Customer lifecycle (CLC)
Customer lifetime value (CLV)
Customer review
Dark patterns
Data-driven design
Date picker
Descender
Design concept
Design thinking
Dialog window
Dialogs
Dropdowns
Early adopter
Educational Content
Emphasis
Empty states
End users
Entry tunnel
Error color
Experience map
Explicit destruction
Eye-tracking
Eyetracking
F-Shaped Pattern
Field studies
Filled icon
First Parkinson’s Law
First click testing
First-time user experience (FTUE)
Fixed grid
Floating action button (FBA)
Fluid grid
Focus groups
Frankensteining
Golden ratio
Grid
Gutter
Hamburger icon
Headline
Heat map
Hick's law
Hierarchy
Hypothesis-driven design
Information architecture
Input text field
Interactive prototype
Iterative testing
Jakob’s Law
Justification
Kaikaku
Kerning
Keylines
Label text
Law of Prägnanz
Law of Uniform Connectedness
Law of similarity
Layout
Leading (Line spacing)
Legibility
Ligature
Look & Feel
Low-fidelity prototype
MVP (Minimum valuable product)
Margin 
Microtypography
Miller's law
Mind Map
Minimalism
Mockup
Navigation drawer
Net promoter score (NPS)
Occam’s Razor
Omnichannel
Onboarding
Out-of-Box Experience
Overshoot
Padding
Page controls
Pareto Principle
Participatory design
Persona
Personalization
Picker
Placeholder
Pop-up
Postel's law
Primary color
Progress indicator
Prototyping
Proximity
Radio button
Readability
Real-time feedback
Red Route
Remote Testing
Requirements gathering
Responsive design
Retention
Retrospective Testing
Scenario
Scrim
Scroll bar
Search box
Secondary color
Service Blueprinting
Service-oriented design
Side sheet
Sitemap
Sketching
Skeuomorphism
Slider
Snackbar
Spinner
Stakeholders interview
Steppers
Storyboards
Stretchable surface
Strikethrough
Styleguide
Subtitles
Surveys
System usability scale (SUS)
Tab
Target audience
Task analysis
Taxonomy
Tesler's Law
Text area
Text button
The 10 minutes rule
Thinking Aloud Protocol
Toggle
Tooltip
Top app bar
Touchpoint
Tracking
Tree testing
Dropdowns
Proximity
Picker
Charts
A/B Testing
Thinking Aloud Protocol
Dialogs
Spinner
First-time user experience (FTUE)
Coach marks
X-height
Empty states
Hamburger icon
Contextual inquiry (CI)
Placeholder
Educational Content
Out-of-Box Experience
Baseline
Steppers
Cap line
Ascender
Descender
Tracking
Overshoot
Strikethrough
Underline
Emphasis
Justification
Ligature
Balance
Microtypography
Legibility
User-generated content
Responsive design
World Wide Web Consortium (W3C)
Eyetracking
Remote Testing
Card Sorting
Requirements gathering
Retrospective Testing
Red Route
Scenario
Tree testing
User feedback loop
Taxonomy
Styleguide
Hick's law
Miller's law
True Intent Study
Wizard of Oz experiment
Adaptive design
Frankensteining
Co-creation
Kaikaku
Affordance
Customer Loyalty
Surveys
Real-time feedback
Creeping Featurism
Postel's law
Law of similarity
Tesler's Law
Jakob’s Law
Pareto Principle
Law of Uniform Connectedness
Occam’s Razor
First Parkinson’s Law
Law of Prägnanz
Minimalism
Competitive analysis
Contextual interviews
Field studies
Focus groups
Stakeholders interview
Breakdown Analysis
Conversion rate
Between-subjects design studies
Corridor testing
End users
Heat map
User engagement
User behavior
User behavior analytics (UBA)
MVP (Minimum valuable product)
Persona
Target audience
Use case
User flow
User story map
Mind Map
Activity-centered design (ACD)
Data-driven design
Design concept
Explicit destruction
Hypothesis-driven design
Participatory design
Service-oriented design
User-centered design (UCD)
Interactive prototype
Look & Feel

Design with FlowMapp Tools

Try free our Tools for successful management and development of web projects

Remote Testing

Synonyms: 
remote usability testing

Remote testing is a way to conduct remote research with the usage of certain tools for the participants’ screen and/or voice recording while they are interacting with a product in their current environment.

Designed by Shan Shen

Nice to Consider in Several Situations

  • When you struggle with a lack of time and conduct the testing remotely will be easier to organize than an offline research;
  • When participants are geographically scattered around the world;
  • When it is necessary that participants should use a particular machine at the workplace or at home;
  • When some participants have accessibility issues and it is important that they use their own device;
  • When there is a necessity to maintain several tests at once.

Benefits

  • Diversity of participants, as they can take part in the research from any place;
  • Financial gain, as it is less expensive than offline testing;
  • Flexible schedule, as you can extend the testing day and accommodate more participants than in an offline lab.

Challenges

  • Lack of security can be an issue if the information you want to get needs to be protected;
  • No access to analyze participants’ body language;
  • Some technical difficulties can occur, including wi-fi connection or problems with the research software set up. 

Methods

Moderated

Usability testing is usually applied when there are complex tasks without a defined structure where more interaction and questioning will benefit the research. 

Unmoderated

Usability testing is an independently completed research without any interaction with the test moderator. Unmoderated testing is the most effective when you have very specific questions about how people operate with a user interface.

The key step that can be applied to each kind of testing is the analysis of all the results you’ve got. There are few metrics that can be studied:

  • task-completion rate;
  • time on task;
  • time on page; 
  • clickstream paths; 
  • satisfaction ratings or opinion rankings; 
  • web analytics data (such as browser, operating system, screen resolution).

Tips

Every survey is easier to complete with a little help of some professional tips. Here they are:

  • Try to make one session not longer than 15-30 minutes long;
  • Include from 3 to 5 tasks for each test;
  • Use straightforward tasks in your research and accurately define the end states;
  • Provide participants with correct contact information so there won’t be any problem with connection;
  • It is always better to ask for minimum system requirements if possible;
  • Don’t forget to prepare some introduction materials so the participants would be ready;
  • It is also useful to think about all the documentation in advance, such as test agreement forms which should be also prepared;
  • Get ready with all the compensations and receipts for them if you choose to pay your participants;
  • You may also review any firewall issues that can cause difficulties for your research.

FAQs

Design with FlowMapp Tools

Try free our Tools for successful management and development of web projects