An Introduction to Usability Testing

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An Introduction to Usability Testing

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Here's a sample game: Player A takes 8. Player B takes 2. Then A takes 4, and B ... Cognitive Walkthroughs. User-based. User Surveys. Ethnographic Observation ... – PowerPoint PPT presentation

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Title: An Introduction to Usability Testing


1
An Introduction to Usability Testing
  • Bill Killam, MA CHFP
  • Adjunct Professor
  • University of Maryland
  • bkillam_at_user-centereddesign.com

2
Definitions
  • Usability testing is the common name for
    user-based system evaluation
  • Popularized in the media by Jakob Neilson and
    usually thought of as related to web site design
    in the 1990s
  • Usability testing is one of the activities of
    Human Factors Engineering

3
Some Historical Examples
  • 1911 Taylor study of which is the best way to
    do a job? and what should constitute a days
    work to determine time standards for basic tasks
  • 1911 - Frank (an Industrial Engineer) and Lillian
    (a Psychologist) Gobreth, studied the motions
    involved in bricklaying reduced motions from 18
    to 5, the development of the therblig unit of
    motion
  • Late 1940, psychologist at Write Patterson Air
    Force Base studies crashes to determine the
    cause, it was not what was expected
  • A study on the effect of a redundant,
    high-centered taillight on rear end car crashes

4
What is the System
  • Sid Smiths user-system interface (compared to
    user-computer interface)
  • Systems are made up of users performing some
    activity within a context
  • Cant redesign users but we can design equipment,
    so our goal as designer is to design equipment
    to optimize system performance

5
What does usability mean?
  • Accepted Definition
  • The ability of a specific group of users to
    perform a specific set of activities within a
    specific environment
  • ISO 9241 Definition
  • The ability of a specific group of users to
    perform a specific set of activities within a
    specific environment with effectiveness,
    efficiency, and satisfaction (emphasis added)
  • Neilson
  • Satisfaction
  • Efficiency
  • Learnability
  • Low Errors
  • Memorability

6
Contributors to Usability
  • Functional Suitability does the product contain
    the functionality required by the user?
  • Ease-of-learning can the user figure out how to
    exercise the functionality provided
  • Ease-of-use - can the user exercise the
    functionality accurately and efficiently
    (includes accessibility issues)
  • Ease-of-recall can the knowledge of operation
    be easily maintained over time?
  • Subjective Preference

7
our brains work against us
There are a lot of factors
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Red
Green
Blue
Orange
Yellow
Black
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Stroop
Stroop
Stroop
Stroop
Stroop
Stroop
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Orange
Yellow
Green
Black
Blue
Red
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we have trouble with patterned data
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we can be fooled
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we make perceptual assumptions
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  • Jack and Jill went
  • went up the
  • Hill to fetch a
  • a pail of milk

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  • FINISHED FILES ARE THE RE-
  • SULT OF YEARS OF SCIENTIF-
  • IC STUDY COMBINED WITH THE
  • EXPERIENCE OF MANY YEARS

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our perceptual abilities are limited in the
presence of noise
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THE QUICK BROWN FOX JUMPED OVER THE LAZY DOGS
BACK.
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The quick brown fox jumped over the lazy dogs
back.
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THE QUICK BROWN FOX JUMPED OVER THE LAZY DOGS
BACK.
47
The quick brown fox jumped over the lazy dogs
back.
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our cognitive abilities are limited
49
The Game of 15s
  • Lets play the game of 15. The pieces of the
    game are the numbers 1, 2, 3, 4, 5, 6, 7, 8, and
    9. Each player takes a digit in turn. Once a
    digit is taken, the other player cannot use it.
    The first player to get three digits that sum to
    15 wins.
  • Heres a sample game Player A takes 8. Player B
    takes 2. Then A takes 4, and B takes 3. A takes
    5. What digit should B take?

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our memory affects our abilities
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our psychology affects our abilities
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and we need protection from ourselves
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1st Dimension of Usability
  • Functional Visibility through an obvious
    visible structure and adequate feedback
  • (1) Affordances
  • Perceived and actual properties of things
  • Chairs are for sitting on
  • Doors are for opening
  • Flat surfaces are for placing things on
  • Buttons are for pressing
  • Plates are for pushing
  • Handles are for pushing
  • Knobs are for turning
  • Slots are for inserting things

57
1st Dimension of Usability (concluded)
  • (2) Constraints
  • Obvious intended use or limitations (e.g.,
    intended use mouse is for grabbing with the
    hand, trackball is for rolling with the thumb
    limitation buttons are presses with the finger,
    pedals are stepped on)
  • (3) Mapping
  • Relationship between parts (e.g., control
    movement and effects in the real world)
  • Natural mapping conforms to cultural norms or
    physical analogies
  • Adequate Feedback required to support, confirm,
    and reinforce the visible structures

58
2nd Dimension of Usability
  • Good (conceptual) model to predict the effects of
    our actions
  • what actions are intended
  • what the consequences of our actions will be
  • what to do if something goes wrong
  • Examples
  • Real World Metaphors - Trash Can icon, Shopping
    Carts
  • Difficult Models multiple drive types, phone
    purchase, Rubber Stamp

59
Issues with Conceptual Modal
  • Sowa
  • The development of percepts into a mosaic
  • Characteristics of Bad Conceptual Model
  • Incomplete
  • Inconsistent
  • Self Contradictory
  • Examples
  • Freezer Controls
  • Ollie North

60
3rd Principle of Usability
  • Design for the Intended user (and not for
    yourself
  • Match the Representation to the Task
  • Example the Game of 15s in the real world

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4th Principle of Usability
  • Design for Errors and Slips (or Dont Blame the
    User)
  • Desired Characteristics
  • immediately detectable feedback
  • impact should be minimal
  • results should be reversible
  • Levels of Error Design
  • Eliminate
  • Protect
  • Warn
  • Train

64
How does Usability Testing differ from other
forms of User-Based activities?
65
Were Not Doing Behavioral Analysis
  • Behavior is a specific action or set of actions
  • Performance is acting towards a goal or objective
    with a specific measure of success
  • Behavior and performance are not the same and
    forcing a behavior rarely ensure proper or even
    adequate performance

66
Market Research
  • Market Research (Qualitative Quantitative) is
    directed primarily at understanding the actual or
    potential user population for a product of
    service
  • Size of markets
  • Reasons for purchasing

67
Basic or Even Applied Research
  • Large scale effort that requires knowledge of the
    degrees of freedom between the target population
    and the sample population and requires
    statistical analysis to determine the level of
    significance of results

68
User Acceptance Testing
  • A script driven process to ensure the functional
    specifications have been met
  • i.e., the functionality exists (regardless of if
    it is usable)
  • It occurs after development, just before a
    product is shipped

69
When and What
70
When is Usability Testing Conducted?
  • Once
  • A few times during development
  • Throughout the Development Cycle
  • Longitudinally

71
What do you test?
  • Isolating the Variable
  • Conceptual Designs
  • Architectures
  • Labels
  • Wireframe Design
  • Visual Design
  • Mock-up versus Prototypes
  • The much maligned paper prototype
  • Non-operational interfaces and the Wizard of Oz
    technique
  • Comparative Evaluations

72
The Basics
73
Usability Testing
  • Human Factors Engineering (including usability
    testing) occurs as part of the design process
    (typically referred to as a user-centered design
    process) to allow designers to make design
    decisions based on collected data
  • Usability testing may be applied as part of an
    IVV effort, but a criteria must be established
    prior to testing

74
Types of Usability Testing Used During Design
  • Non-User Based
  • Expert Review
  • Compliance Reviews
  • Heuristic Evaluations
  • Cognitive Walkthroughs
  • User-based
  • User Surveys
  • Ethnographic Observation
  • Performance-based
  • Think Aloud
  • Co-Discover

75
Non-User based Testing Expert Review
  • One or two usability experts review a product,
    application, etc.
  • Free format review
  • Subjective but based on sound usability
    principles
  • Lowest cost usability testing
  • Highly dependent on the qualifications of the
    reviewer(s)

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Non-User based Testing Compliance Testing
  • Style Guide-based Testing
  • Interpretation
  • Checklists
  • Scope Limitations
  • Interface Specification Testing
  • Interpretation
  • Standards-based Testing
  • ADA Testing
  • Ex. Public Law 508 Testing
  • Ex. DOD DII HCI Interface Specification Testing

77
Non-User based Testing Heuristic Evaluation
  • Structured review based on known rules of thumb
  • Nielsons 10 Most Common Mistakes Made by Web
    Developers (three versions)
  • Shneidermans 8 Golden Rules
  • Normans 4 Principles of Usability

78
Non-User based Testing Cognitive Walkthrough
  • Team Approach
  • Issues related to cognition (understanding) more
    than presentation or sequence control
  • Subjective but based on sound psychological
    issues
  • Also lowest cost usability testing
  • Highly dependent on the qualifications of the
    reviewer(s)

79
Sidebar Intrusive versus Non-intrusive
  • Projected Responding
  • The Hiesenberg Uncertainty Principle of Usability
  • Non-intrusive Testing
  • Field Data Collection
  • Ethnographic Observation (aka Contextual Inquiry)
  • Intrusive testing
  • The use of controlled environments
    (repeatability)
  • Isolation of specific variables

80
User-Based Testing User Surveys
  • Pro Inexpensive and can be conducted remotely
  • Pro Can provide trend data
  • Con Relies on user self reported data
  • Con The vocal minority

81
User-Based Testing Ethnographic Observation
  • Pro The most real
  • Con Analysis Intensive
  • Con No interaction (follow-up)
  • Con Ethically challenging

82
User-Based Testing Think Aloud Protocols
  • Probably the most common form of usability
    testing in use today
  • Pro Designed to capture participants
    understanding
  • Con A disruptive test, cannot be used to
    evaluate performance
  • Con Biased against performance measures

83
User-Based Testing Co-Discovery Protocols
  • Variation on Think Out Loud protocol
  • Multiple participant perspective
  • Pro More natural interaction than Think Out Loud
  • Pro More fun, more revealing
  • Con Potentially more difficult participant
    selection/matching issues

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User-Based Testing Performance-based
  • Semi-Intrusive
  • Pro Provides an objective measure
  • Pro Good for comparative evaluations
  • Con Not a complete picture of usability,
    possibly misleading
  • Critical Incidence Analysis
  • Pro Provides a combination of performance and
    think aloud in a single session
  • Con Risks confabulation

85
User-Based Testing Mental Workload
  • Formats
  • Physiological measures
  • Mental fatigue (performance measures)
  • Blink rate
  • Subjective assessment (Cooper-Harper)
  • Secondary Task Problem
  • Pro Non-intrusive
  • Con Difficult to administer and interpret

86
User-Based Evaluation Subjective Measures
  • Self-reported ease-of-use measures (summative
    evaluations)
  • SUS
  • QUIS
  • SUMI
  • Aesthetic value
  • User preferences

87
How do you DesignandConduct a User-based Test
88
Test Set-up
  • Select a Protocol
  • Define Your Variables
  • Dependent and Independent Variables
  • Confounding Variables
  • Operationalize Your Variables
  • Formats
  • Between Subject Designs
  • Within Subject Designs

89
Participant Issues
  • Addressing All Possible User-types (good luck)
  • How many?
  • Relationship to statistical significance
  • Pilot Study format
  • Discount Usability whos rule?
  • Selecting subjects
  • Screeners
  • Getting Subjects
  • Convenience Sampling
  • Recruiting
  • Participant stipends
  • Over recruiting
  • Scheduling

90
Defining Task Scenarios
  • Areas of concern redesign, or client interest
  • Short, unambiguous tasks to be performed
  • Wording is critical
  • In the users own terms
  • Does not contain seeds to the correct solution
  • Enough to form a complete test but able to stay
    within the time limit

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Preparing Test Materials
  • Consent form
  • Video release form
  • Receipt and confidentiality agreement
  • Demographic form
  • Introductory comments
  • Participant task descriptions
  • Questionnaires, SUS, etc.
  • Note Takers Forms
  • Facilitators Guide

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Piloting the Design
  • Dry running the entire experiment
  • Getting subjects
  • Convenience sampling
  • Collect data

93
Collecting Data
  • Superman versus Facilitator/Observer
  • Collecting interaction data
  • Collecting observed data
  • Behavior
  • Reactions
  • Collecting participant comments
  • Collecting subjective data
  • Pre-test data
  • Post scenario data
  • Post test data

94
Analyzing Data
  • Descriptive versus Predictive Statistics
  • Statistical Analysis
  • T-test
  • F-test
  • Statistical Significance vs. The Principle of
    Inter-ocular Drama

95
Reporting the Results
  • Briefing Results
  • Written Reports
  • Highlights Tapes
  • The a picture is worth a thousand words
    principle
  • NIST CIF

96
Types of Usability Testing Used During IVV
  • Non-User Based
  • Expert Review
  • Compliance Reviews
  • Heuristic Evaluations
  • Cognitive Walkthroughs
  • User-based
  • User Surveys
  • Ethnographic Observation
  • Performance-based
  • Think Aloud
  • Co-Discover

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Wrap-up
98
Misc. Things
  • When is Usability Testing Conducted? Once
  • A few times during development
  • Throughout the Development Cycle
  • Longitudinally
  • Mock-up versus Prototypes versus Actual
    Systems/Applications
  • The much maligned paper prototype
  • Non-operational interfaces and the Wizard of Oz
    technique
  • Comparative Evaluations

99
Testing Special Situations
  • PDAs, Cell Phones and other Handheld devices
  • Telephone and IVR interfaces
  • Remote Usability Testing

100
Testing Special Populations
  • Kids
  • Consent
  • Incentives
  • Parental Issues
  • Process Management
  • Administering Questionnaires and other data
    collection issues
  • Users with Disabilities
  • Special Interface devices
  • Interaction protocols
  • Communications
  • Administering Questionnaires and other data
    collection issues

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References
102
References
  • Handbook of Human Factors Test and Evaluation,
    OBrian Charlton
  • A Practical Guide to Usability Testing, Dumas
    Redish
  • Handbook of Usability Testing How to Plan,
    Design, and Conduct Effective Tests, Jeffery
    Rubin
  • Cost-Justifying Usability, Randolph Bias
    Deborah Mayhew
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