Title: Developing Sound Web Applications
1106CR Designing for Usability Usability
testing Peter Every
2106CR Designing for Usability
- Plan for the next 6 weeks
- The case for usability Usability testing 1
- gt Doing the test - Usability testing 2
- Today Usability testing 3
- Heuristic analysis 1
- Heuristic analysis 2
- Accessibility
3- Up for a fight?
- I found this on the web last week.
- Time for a visit from the usability club.
4Usability Tests. Developed by Whiteside at DEC
Digital Nielsen at Bellcore? Might not be true
Ive given up looking. Neilsen - Usability
Engineering. Academic Press, New York, 1992. A
procedure that critically examines the actual
performance of a user involved in a communication
process. Usability tests are conducted with
end-users, ideally in their own environments,
while performing real tasks. Research conducted
by Nielsen showed that 85 of the usability
problems of an interface could be identified in
the first usability test with a small group.
HOTLY DEBATED by Rolf Molich (CUE 2, CUE 4,
Heuristics)
5- ltRECAPgt What are we measuring?
- Effectiveness Can you actually do a specified
task? - Efficiency Can you do it quickly, without
getting bored or frustrated? - Satisfaction Is it fun, or at least pleasant to
use? - Learnability Can you use it without constantly
reaching for the manual or asking for help.
6The range of evaluation types we can use. Formal
Experiments Use on what? Safety critical systems
/ large scale cost reduction through interface
improvement. Rarely used in usability
context. Usability tests Use on what? Any
interface with sufficient complexity as to have
multiple routes through it. Different types User
alone in test lab, co-operative evaluation,
co-discovery, talk-aloud protocol, data logged
and video recorded with statistical
analysis Expert review/inspection Use on what?
Any interface. Usability professional reviews
interface against published criteria for good
design, review method (design decisions guided by
existing research) Cognitive walkthrough
(psychological perspective on tasks)
7- Testing websites
- The bottom line on web usability is that, with a
live site, people must be able to COMPLETE THE
TASKS THEY WANT TO .. - Navigate through the site
- Find information / buy stuff / download stuff /
read stuff - Understand the information presented
- Access the information in a form that is
acceptable to them - Get help if they need it
8- How to Test Usability
- P.D.F.
- Plan
- Do
- Follow-up
9- How to Plan
- Understand the purpose of the application or site
(often based on owners briefing) - Identify the key audience for the site derive
their goals. - Turn goals into actual tasks what are users
most likely attempting to do on the site? ltsee
slide after nextgt - Plan - recruiting the participants, scheduling
the test, arranging budget for payment - Develop the materials (Task sheets, recording
sheets, questionnaires) - Arrange for a test location.
gtgt
10- How to Do
- Introduction for the participant explanation of
the test, ltinterface being tested, not themgt
setting the participant at ease. - Expectations questionnaire explain purpose of
the website. Elicit a set of expectations about
what the site should do and not do. - Introduce the list of tasks perhaps ask
participant to talk aloud as they carry out the
task - Watch quietly (or use co-discovery)
- Record actions, responses, questions (take notes,
tape) - Debriefing, post test questionnaire
(satisfaction, comments, did it meet
expectations?) - Payment sometimes a mars bar is not enough
11- How to . Do.
- Once an application / web site is selected for
testing. - ..Pick some important tasks and watch as people
try to do them. - Tasks should be realistic, typical and
completable. - e.g. www.dixons.co.uk
- Choose a computer in the price range 750 / 900
- Find out if you can plug in a digital camera to
your chosen computer - Locate the right place to email for help with an
enquiry - How long is the guarantee?
- How safe is my credit card number?
- That was hard, wasnt it?
12- Measuring the usability test
- The ratio of task successes to task failures
(effectiveness .. essential!) - The time taken to complete a task (efficiency)
- The number of errors users make (effectiveness /
learnability. Helps locate the source of the
problem) - The number of times the user expresses
frustration or satisfaction (satisfaction can
indicate whether people will return to the site) - You suggest some measurements.
13- IMPORTANT. This means that usability testing is
- Not link testing, load testing or code testing
- Not having some friends view your pages on their
computers - Not questionnaires, online surveys, focus groups
(well not entirely)
14Usability tests Best practice (according to
Nielsen) Nielson states that the best usability
tests involve frequent small tests rather than a
few big ones. You gain maximum insight by
working with 4-5 users and asking them to think
out loud during the test. (number later revised
to 8) (Now a rowdy debate) IMPORTANT. User
tests arent SCIENCE they are DESIGN AIDS If
you are the designer - as soon as users identify
a problem, you fix it (rather than continue
testing to see how bad it is). You then test
again to see if the "fix" solved the problem.
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17- How to Follow-up
- Tabulate the data (turn into tables)
- Summarise the findings
- Write recommendations and design actions.
- Specific fixes not general advice
- Publish / present report
- Much more on this stage next week
gtgt
18- How formal should the test be?
- My favourite quick and dirty
- Shortcuts on the planning get convenient
participants, not ideal ones - Schedule an hours worth of tasks
- Convenient locations, but still realistic tasks
- Debriefing is very important (discovery for
design)
gtgt
19- How formal should the test be?
- Multipurpose lab space
- Use available space as laboratory-for-a-day
- Bring in portable equipment
- Convert an empty office into a full-time lab
- OR Laptop, Webcam and screen recorder
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21- How formal should the test be?3 Full usability
labs - Build rooms just for this purpose
- Adjoining, sound-proofed rooms
- Video cameras, scan converters, two-way mirrors,
microphones, etc - Cost Up to 100,000
- Used all of the time to recoup cost
- Often used as a marketing feature of the company
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23Coventry University Usability Lab
24Coventry University Usability Lab
25CU Usability Lab
26Full Usability Lab
27- A few tips Note-taking
- Use screen printouts of the interface to scribble
on (try this in the tutorials) - Words and body language can be as important as
what the participants are doing with the mouse
you need to develop observational skills you
will get better at this.
28- Tips Participants think they are dumb, or blame
themselves for failing at a task, so - Play dumb too I do not know how to do it
either, I am confused too - Join the club Other people have had trouble
too, so it is not just you - Blame the design(er) If you are having trouble,
then youve discovered a design problem
29- Tips Uses for video/audio tapes
- Video supports note-taking and reminds you what
happened. - You can review the session with people who could
not be there - Build a high-lights tape of usability problems
(great for presenting to application owner) - Can Sit on a shelf gathering dust
30- Tips Recruiting users
- Broadcasting does not work
- Friends of friends?
- Return participants?
- Find an organized group which match your target
audience (e.g. senior citizens club, student
societies)