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Usability testing for beginners: how to test your design

How to run usability testing yourself: what to test, how many people to invite, how to write tasks, run a session and turn observations into fixes.

  • What usability testing is, and what it isn't
  • How to write tasks that don't give away the answer
  • How to run a session and what to do with the results
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Five steps to your first usability test

  1. 1

    Step 1

    Decide what exactly you're testing

  2. 2

    Step 2

    Find participants

  3. 3

    Step 3

    Write the tasks and the session script

  4. 4

    Step 4

    Run the session and don't help

  5. 5

    Step 5

    Collect the problems, fix them and test again

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This guide is for you if you

  • Have a first prototype

    Your Figma mockup is ready, and you want to know if someone seeing it for the first time will get it.

  • Are building a portfolio case

    You need to show that your decisions were checked with people, not just that they look good.

  • Only hear "I like it"

    Friends praise the design, but you don't know where exactly people struggle.

In short

  • Usability testing means watching a person do real tasks in your design.
  • It tests behavior, not taste: "do you like it?" tells you almost nothing here.
  • Jakob Nielsen recommends several small tests with about five participants instead of one big one.
  • Write tasks as real-life situations and don't name interface buttons or sections in them.
  • After a test, fix the most serious problems and test again: that's how a design really improves.

Five steps to your first usability test

  1. 1

    Step 1

    Decide what exactly you're testing

    As Nielsen Norman Group defines it, in a usability test a facilitator gives a participant tasks and watches how they complete them, while the participant comments on what they do. So start with the goal, not the participants: which scenario in your design matters most and where you're least sure. For a study project, pick 2–3 key scenarios: sign-up, finding a product, placing an order.

    • write down what counts as success: the person got to the end alone, without hints;
    • check that the prototype covers these scenarios end to end and doesn't break halfway;
    • you can test even a paper sketch or a clickable Figma prototype: you don't need a finished product.

    💡 Test as early as you can. Fixing a screen in a prototype is far cheaper than after development.

  2. 2

    Step 2

    Find participants

    Participants should be similar to your real users in experience, needs or situation. If the design is for people renting a home, invite those who recently looked for a flat. How many people do you need? In a 2000 article, Jakob Nielsen recommends running several small qualitative tests with about five participants each, fixing what you find and testing again, rather than spending everything on one big test. A later NN/g article clarifies that this rule applies to qualitative tests, and quantitative studies need more people.

    • don't invite fellow designers or anyone who has seen the mockup: they know the "right" way;
    • if your users are very different (say, buyers and sellers), test each group separately;
    • agree on the format: in person or an online call with screen sharing.

    Check your tasks before the test

    A hint hidden in a task is easy to miss in your own text. Show your tasks in the community before the first session, and people will point out where you've already named the button. It's free.

    Get feedback on my test tasks

    Free. 1,504 designers are already in the community.

  3. 3

    Step 3

    Write the tasks and the session script

    A task is a realistic situation with a goal, not an instruction. NN/g advises writing tasks that prompt action and don't reveal how to use the interface. The GOV.UK Service Manual adds that a good task has a clear goal, is believable to the participant and doesn't give away "the answer".

    • weak: "Tap 'Cart' and place the order" — you've already named the button;
    • better: "You want to order pizza tonight for three friends, with a budget of up to 600 hryvnias. Place the order";
    • prepare an introduction: who you are, that you're testing the design, not the person, and that they can't get it wrong;
    • plan a few questions for the end: what was hardest, what surprised them.

    💡 Run the script yourself and with one other person before the first real session. An unclear wording is better found in rehearsal.

  4. 4

    Step 4

    Run the session and don't help

    Ask the participant to think aloud: to say what they see, what they're looking for and what they expect. NN/g calls thinking aloud one of the simplest and most useful methods in UX. Your job is to observe, not to rescue. If the person gets stuck, don't show them where to tap: ask "What are you looking for right now?" or "What did you expect?". Ask permission to record the screen and voice, and if you can, invite someone to take notes.

    • according to GOV.UK, a session usually takes 30 to 60 minutes, depending on the number and complexity of tasks;
    • note where the person stops, goes back, makes a mistake or says "ah, there it is";
    • write down exact phrases: "I thought it was a link" says more than "it was unclear";
    • at the end, thank them and explain how you'll use the results.
    Unsure about your test tasks? Show them to the community →
  5. 5

    Step 5

    Collect the problems, fix them and test again

    After all the sessions, list each problem separately: what happened, on which screen, for how many participants. Then rate severity: does the problem stop someone from finishing the task, or only slow them down? Fix the most serious first. Nielsen's key idea is iteration: after the fixes, run another small test to make sure they work and didn't create new problems.

    • keep observations ("three people didn't find the filter") separate from solutions ("move the filter up");
    • don't fix everything at once: start with what blocks the task;
    • for the case study, keep the "before" and "after" and participants' quotes;
    • be honest about limits: how many people, who they were, what you didn't test.

    💡 Show your problem list and fixes in the community. Other designers will point out where a fix treats the symptom, not the cause.

You're not alone with these questions

We counted what people ask about most in our community. UX research is a constant topic: how to check a prototype, whom to invite to a test and how to present the results in a case study.

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Questions and answers

Didn't find your answer? Ask it in the community.

How is usability testing different from an interview?

An interview shows what a person says about their experience and needs. A usability test shows what they do with a specific design. Interviews usually come before the design, to understand the problem; a test comes once there's a prototype, to check the solution. More on interviews in [UX research for beginners](/en/guides/ux-research).

Can I test remotely?

Yes. NN/g describes two remote formats: moderated, where you're on a call and watch in real time, and unmoderated, where the participant does the tasks alone and a dedicated service records the session. For a first test, moderated is easier: you can ask follow-up questions and see reactions. Ask permission to record the screen and audio, and check the connection and prototype access before the session starts.

Is testing on friends enough?

Friends are fine for a rehearsal, but for a real test it's better to have people who are similar to your users and don't know the project. Friends may find it awkward to criticize your work, so they can stay quiet about problems. Recruit by experience or situation: if the design is for renters, invite people who recently looked for an apartment.

What if a participant says they don't like the color?

Note it, but don't make it your main finding. A usability test is about whether a person can complete a task. Opinions on taste are useful context, but base decisions on what participants did. If several people say the color made them miss a button, though, that's a usability problem rather than taste, and it's worth fixing.

Is the Spaceberry community paid?

No. Spaceberry Community is free: it's supported by Spaceberry Foundation, a non-profit public organization. All you need to join is a Telegram account. The community has 1,504 designers, and UX research is one of its regular topics. People share prototypes and test tasks for feedback, help present results in a case study and take part in design games with the same brief and a deadline. Most conversations are in Ukrainian.