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A Case Study of Usability Testing on a Webbased Course

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Title: A Case Study of Usability Testing on a Webbased Course


1
A Case Study of Usability Testing on a Web-based
Course
  • Mingzhuo Liu
  • East China Normal Univeristy

2
Items
  • Theoretical considerations
  • Goals
  • Methods
  • Results
  • Tasks
  • Questionnaire
  • Questions

3
Theoretical Considerations
4
Theoretical Considerations
  • Usability is an important indicator for the
    quality of interactive IT products. According to
    ISO 9241-11 (1998) usability is the extent to
    which a product can be used by specified users to
    achieve specified goals with effectiveness,
    efficiency and satisfaction. Francis() described
    usability as five dimensions (5Es)-effective,
    efficient, engaging, error tolerant and easy to
    learn.

5
5E Model
  • Effective How completely and accurately the work
    or experience is completed or goals reached
  • Efficient How quickly this work can be
    completed
  • Engaging How well the interface draws the user
    into the interaction and how pleasant and
    satisfying it is to use
  • Error Tolerant How well the product prevents
    errors and can help the user recover from
    mistakes that do occur
  • Easy to Learn How well the product supports both
    the initial orientation and continued learning
    throughout the complete lifetime of use.

6
5 dimensions for the usability testing
  • Effective Watch for the results of each task,
    and see how often they are done accurately and
    completely. Look for problems like information
    that is skipped or mistakes that are made by
    several users.
  • Efficient Time users as they work to see how
    long each task takes to complete. Look for places
    where the screen layout or navigation make the
    work harder than it needs to be.
  • Engaging Watch for signs that the screens are
    confusing, or difficult to read. Look for places
    where the interface fails to draw the users into
    their tasks. Ask questions after the test to see
    how well they liked the product and listen for
    things that kept them from being satisfied with
    the experience
  • Error Tolerant Create a test in which mistakes
    are likely to happen, and see how well users can
    recover from problems and how helpful the product
    is. Count the number of times users see error
    messages and how they could be prevented.
  • Easy to Learn Control how much instruction is
    given to the test participants, or ask
    experienced users to try especially difficult,
    complex or rarely-used tasks. Look for places
    where the on-screen text or work flow helpsor
    confuses them.

7
Survey Instruments
  • According to Riihiaho (2000) usability evaluation
    can be divided into two broad categories user
    testing and usability inspection.
  • Several of these survey instruments were
    suggested by IBM (Lewis, 1995)
  • PSSUQ- the Post-Study System Usability
    Questionnaire
  • CSUQ the Computer System Usability Questionnaire
  • ASQ the After-Scenario Questionnaire
  • QUIS the Questionnaire for User Interface
    Satisfaction
  • SUS the system Usability Scale
  • From http//www.usability.serco.com/trump/documen
    ts/Suschapt.doc) or the Website Analysis and
    Measurement Inventory (http//www.ucc.ie/hfrg/
    Questionnaires/wammi/).

8
Possible factors affecting learners learning
experience
  • Unclear navigation
  • Bad information architecture
  • Unsteady interface
  • Media is monotonous
  • Colors mismatching
  • Learning path and position unclear
  • Cant see the details about the graph or video
  • Audio is unclear
  • Too many pages of text
  • Learning activities pay much attention on
    delivering rather that interaction
  • Be short of necessary learning support
  • Accessing speed is slow
  • Cant play automatically because of plugins

Those factors show that the most important is
learners experience. But how can we know the
learners experience in an online course? Thats
usability testing. We will have to go back to
learner-centered design.
9
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10
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11
Introduction to the tested course
The name of the course is Introduction to
Psychology. http//ecourse1.ecnudec.com Username
test password test
12
Architecture of the course
13
The design of the course
14
Five-step learning for each module
  • Warm-up story-based description, such as flash,
    comic. From the scenarios description, the
    subject can be raised so as to excite the
    learners learning interest.
  • Learning Guide This part includes learning goal,
    learning suggestion, those important or difficult
    learning points and key words of this present
    module. From the learning guide, the students
    will have a brief view about this module and they
    will have an idea about how to learn this module.
  • Lectures The same content will be taught
    (displayed) in three styles text, audio and
    video so that the learners can choose which way
    they like according to their personal learning
    orientation.
  • Practice/interaction activities There are kinds
    of activities prepared for the students, such as
    forums, chats, quizzes, assignments,
    supplementary resources, cases and so on. The
    students are asked to take part in or complete.
  • Tests In this course, it provides two kinds of
    tests - standard test and performance evaluation.
    In this performance evaluation, the teacher gives
    open questions and some answering clues to the
    students. The students should submit their test
    paper online, the teacher will mark it online and
    also other students should comment on it. For
    those outstanding works, the teacher will share
    them to all of the students.

15
The First Page
16
The Content Page
17
When is the right time?
e-Learning Product Life Cycle
18
Usability testing to the prototype of this course
(initial design stage)
19
Purpose
  • The main purpose of this study is to know if the
    design of this course is reasonable for the
    learners or welcomed by the learners. This study
    will try to answer the following questions
  • v Could the participants easily find the content
    that they want to learn? That is, could the
    participants complete their tasks successfully?
  • v Are those newly added activities and learning
    tools meaningful or welcomed by the participants?
  • v Is the course attractive to the participants?
    Do the participants like the course, such as its
    interface design, color and the way that the
    teachers teach?

20
Methods
  • Interview Test participants were interviewed
    about their expectations to the web-based courses
    before they saw them.
  • Solving test tasks Test participants were asked
    to carry out tasks using the web-based courses.
    These tasks are included as appendix A. This
    approach ensured that test participants were
    solving realistic tasks for which they were
    highly motivated. Test participants were asked to
    think aloud and to comment on the website while
    they were carrying out their tasks.
  • Debriefing Test participants were asked to fill
    in a questionnaire while thinking aloud. We were
    particularly interested in the verbal comments
    they made while filling in the questionnaire. In
    addition, test participants were debriefed about
    their general impression of the website. The
    questionnaire and the debriefing questions are
    included in the usability test script in appendix
    A. The questionnaire was modified based on the
    international survey instrument PSSUQ (usability
    and user satisfaction questionnaire).

21
Data Collection
22
Participants
  • 6 students from Psychology Department, which
    includes Bachelor and Graduate students.

23
Usability testing
In the ECNU-MU Joint Lab of Usability
Engineering, each participant was given an
instruction sheet with fourteen tasks (see
APPENDIX A). Among those tasks, task 6 (insert a
bookmark to mark your learning process), task 8
(participate in subject-based debating in chapter
1), task 9 (go to the case analysis in chapter
1),task 10 (participate in the brainstorm in
chapter 1), task 12 (check your own learning
calendar and learning process), task 13 (find out
the related content to consciousness in key
words database), task 14 (using note-taking tool
provided by the course to comment on this course)
focused on high interactive learning activities
and tools, and the remaining tasks focused on
course content and its multimedia expression,
such as task 3 (about warm-up), task 4 (about
teaching materials), task 7 ( about the guide to
the present module) and task 11 (about
supplemental materials). Participants were
encouraged to complete the tasks independently.
At the end of each task, participants were
encouraged to describe their impressions of the
task. The whole testing session was recorded and
analyzed with Morae software (Morae recorder and
manager made by TechSmith).
24
Performance Analysis
To understand the usability of this web-based
course, in the light of the efficiency and
effectiveness, we focused on the completion score
and time on tasks. Data was analyzed via Morae
manager. We marked each task with a start time,
end time, and task completion rate (0--completion
with ease 1--completion with difficult
2--completion failure), based on our observation
via video recordings by Morae software. The
"completion with difficult" rating refers to
unnecessary steps used to complete the task.
25
User perception (1)
To understand satisfaction perceptions,
participants were required to describe their
opinions for certain functions. After they
completed each task, participants commented about
their impressions of this course (See APPENDIX
A),and some tasks(task3, task6, task7, task8 and
task12) asked the participants to give a general
mark(1-5). We also designed a questionnaire (see
APPENDIX B) with 28 questions from navigation,
study support, and satisfaction aspects. The
ratings used a likert scale that was defined from
1 to 5 (1 completely disagree, 2 disagree, 3
neutral, 4 agree, 5 completely agree).
Participants completed the questionnaire in
approximately  15-20 minutes.
26
Findings
27
Time on tasks
28
Results
  • The mean completion time for 14 tasks was a range
    from 23.92 seconds to 144.23.
  • The tasks with the most time were task2 (enter
    chapter 3 from the first webpage) 144.23 seconds,
    task10 (randomly enter a brainstorm and free
    talk module) 107.57 seconds and task12 (go to
    the learning calendar and learning process)
    86.85.
  • The tasks with the least amount of time were
    task5, task9 and task 7.

29
Completion score
30
User satisfaction perceptions
  • Two parts from questionnaire and from the
    comments while they completing tasks. Three
    perspectives
  • Is the content, teaching design or navigation
    feasible (task2, 3,4,5,7)?
  • Is learning activities feasible (task8,9,10,11)?
  • Is the learning support useful (task6,12,13,14)?

31
User perception(2)
32
User perception (3)
33
  • Most welcomed parts learning guide and case
    analysis.
  • Problems with task 6 and task 8.

34
Results to the Questionnaire
35
Related documents
  • Testing Tasks
  • Questionnaire
  • Reports

36
thank you
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