Analytic Canvas
To open the analytic canvas select the "Heatmaps" tab on the prototype overview page. Now select one of the heap maps or click the "Analytic Canvas" button in the right corner. In the toolbar of the analytic canvas, you can select different kinds of tools to visualize user behavior.
What are heatmaps
Click heatmaps to visualize where the users have clicked. The more the users click on a certain area, the hotter (more reddish) the area gets. Thus, the elements in the area are likely important for the user. Click Heatmaps
When you review Click Heatmaps, you should analyze them in the context of your use cases. Before you created the interface, you identified and prioritized user tasks and designed the interface accordingly. The primary elements should be easy to find and you expect them to be used a lot. If the primary elements are hot your hypothesis was most likely right and the users behave as you expected. If the primary elements are cold, this usually indicates a problem. The users might not be able to find the elements or do not want to use the function. Unexpected hot areas indicate that the users behave differently than you thought. There are five different types of click heatmaps supported:
- All Clicks gives you a good understanding of busy areas of your design but also makes it easy to spot areas that did not catch the users' attention.
- First Click helps you to uncover which elements draw the most attention from the users and where they clicked right after a screen was loaded.
- First three Clicks extend the first clicks to three clicks. Elements that are not touched within three clicks, may be hard to discover for the user.
- Missed Clicks show clicks on not actionable elements, for instance when the users click on the screen background. This can indicate that the users made an error and could not understand the intended interaction.
Mouse Heatmaps
Cursor heat maps work differently than click heat maps. The longer the cursor is over a certain screen area, the hotter it gets. Research shows some correlation between cursor movement and eye gaze. This means long hover times over a specific area can indicate strong user interest, but it can also mean that the user simply didn’t move the mouse.
Often these heatmaps are the result of a “reading pattern”, which often takes an F shaped form.
User Journey
The user journey shows how the users have navigated over the prototype. By default, the different journeys are merged and common paths are shown in a warmer color. You can deselect the merge option in the properties panel to show the individual flows. In the properties section, you can also see the list of all user tests. You can toggle the visibility and also launch the screen recordings. Scroll Visibility
The scroll visibility shows for each screen which parts of the screen were shown to the users. This is important if you have longer screens. Parts below the fold (the bottom of the screen) are usually less often seen and are therefore shown in colder colors. The scroll visibility helps you to detect if the users explored the entire screen. Scroll Time
The scroll time shows on which parts of the screen the users have spent most of their time. The more time the users spend on a given section, the warmer the color gets. Screen Views
The view heatmap shows how many times a screen was seen by the users in relation to the other screens. Cold colors indicate that the majority of users have not seen the screen, which could be an indicator that the navigation is broken. Dwell Time
The dwell time indicates how much time the users have spent on a screen. If you have for instance a screen where the users have to fill out a form, the screen is usually hot. Element KPIs
When you select a widget or screen you can also see certain KPIs that are related to the widget. These KPIs include: Widget Clicks
The widget clicks tell you how many times a certain widget was clicked. This KPI relates directly to the heat maps. The gauge shows the absolute number of clicks, and the position of the ring shows the relation to all other widgets in the prototype.
Example: During the test 100 clicks were recorded by 5 users. Widget A was clicked 20 times. The relative frequency is therefore 20%.
First Clicks
The Widget First Clicks tells you how many times a certain widget
was clicked directly after a screen was loaded. The first clicks show which elements catch the most attention of the users. The gauge shows the absolute number, and the position visualizes the relation to the screen loads.
Example: A screen has two elements, A and B. The screen was loaded 10 times and 4 times element B was clicked immediately afterwards. The relative frequency is thus 40%.
Time before Click
The time before click tells you how many seconds the users took in average until they interacted the first time with the given element. In general, elements at the top should have shorter times than the elements at the bottom of a screen.
Example: A screen is loaded and after 10s the user interacts with element A. In a second test, the user only clicked on the element after 2s. The average time before the click is therefore 15s.
Test Coverage
The test coverage tells you how many times a screen was tested. This metric indicates how easy the screen is to find. The gauge shows the absolute number of screen tests in the middle. The position of the ring indicates the relative test ratio.
Example: Your prototype has two screens and was tested by two users. The first user saw both screens, whereas the second user saw only the first screen. This means there are two tests. The relative frequency of the first screen is 100% because it was tested by every user, whereas the relative frequency of the second screen is 50%.
Dwell Time
The average dwell time tells you how much time the users have spent, on average, on a screen. A high number might indicate that the users had to perform a lot of interactions, e.g. fill out a form. However, it can also indicate that the users had some problems, for instance finding the right elements. The gauge shows the absolute dwell time and also puts it in relation to the total test duration.
Example: Five tests were done, each taking exactly 60 seconds. The users spend 20, 30, 30, 30 and 40 seconds on the first screen. The average dwell time is 30 seconds, and the relative dwell time 50% ((20 + 30 + 30 +30 + 40) / (5*60)).
Screen views
The screen views tell you how many times a screen was shown. If this number is much higher than the "Test Views", this indicates that the users often came back to this screen. The gauge shows the absolute number in the middle. The position of the ring indicates the relative frequency.
Example: Your prototype has two screens and was tested by two users. The first user saw both screens, whereas the second user saw only the first screen. This means there were three screen loads. The relative frequency of the first screen is thus 67% and of the second 33%.
Screen Background Clicks
The background clicks tell you how many times the users have clicked on the screen, and not on a widget. A high number indicates often problems, for instance, that the users expect certain elements to be clickable. The gauge shows the absolute number, and the position indicates the relative frequency with respect to all clicks on the screen.
Example: During the test, 100 events were recorded by three users on a given screen A. 10 events were on screen A. The relative frequency is therefore 10%.
Screen Widget Clicks
The widget clicks tell you how many times the users have clicked on elements. The number indicates how much "work" the users have performed on a certain screen. The gauge shows the absolute number, and the position indicates the relative frequency with respect to all clicks on the screen.
Example: During the test, 100 events were recorded by three users on screen A. 90 events were on the five widgets of the screen. The relative frequency is therefore 90%.