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Usability Testing

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Usability Testing. SOMATAT NA TAKUATUNG. Usability Testing Plan. What are ... The design reflects the user's professional role, personal identity or intension. ... – PowerPoint PPT presentation

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Title: Usability Testing


1
  • Usability Testing
  • SOMATAT NA TAKUATUNG

2
Usability Testing Plan
  • What are you trying to accomplish?
  • What are the user profiles?
  • What tasks will users do?
  • How will you present the results?
  • How will you make recommendations?

3
Usability Testing Methods
  • Heuristic Evaluation Methods
  • Cognitive Walkthroughs
  • Formal Usability Inspections
  • Empirical Methods
  • Pluralistic Walkthroughs
  • Formal Design Analysis
  • Etc.

4
Choosing Methods
  • Based on product lifecycle
  • Usability factors
  • Usefulness of the product
  • Learnability
  • Effectiveness
  • Efficiency
  • Satisfaction
  • Tuxedos or jeans

5
Heuristic Evaluation Methods
  • Heuristic evaluation is a usability method for
    finding the usability problems in a user
    interface design by using a predefined set of
    standards, a professional usability expert
    reviews someone elses product or product design
    and presents a marked checklist back to the
    designer.

6
Ten Usability Heuristics
  • Visibility of system status
  • The system should always keep users informed
    about what is going on, through appropriate
    feedback within reasonable time.
  • Match between system and the real world
  • The system should speak the users' language,
    with words, phrases and concepts familiar to the
    user, rather than system-oriented terms. Follow
    real-world conventions, making information appear
    in a natural and logical order.

7
Ten Usability Heuristics (Cont.)
  • User control and freedom
  • Users often choose system functions by mistake
    and will need a clearly marked "emergency exit"
    to leave the unwanted state without having to go
    through an extended dialogue. Support undo and
    redo.
  • Consistency and standards
  • Users should not have to wonder whether
    different words, situations, or actions mean the
    same thing. Follow platform conventions.

8
Ten Usability Heuristics (Cont.)
  • Error prevention
  • Even better than good error messages is a
    careful design which prevents a problem from
    occurring in the first place. Either eliminate
    error-prone conditions or check for them and
    present users with a confirmation option before
    they commit to the action.
  • Recognition rather than recall
  • Minimize the user's memory load by making
    objects, actions, and options visible. The user
    should not have to remember information from one
    part of the dialogue to another. Instructions for
    use of the system should be visible or easily
    retrievable whenever appropriate.

9
Ten Usability Heuristics (Cont.)
  • Flexibility and efficiency of use
  • Accelerators -- unseen by the novice user -- may
    often speed up the interaction for the expert
    user such that the system can cater to both
    inexperienced and experienced users. Allow users
    to tailor frequent actions.
  • Aesthetic and minimalist design
  • Dialogues should not contain information which
    is irrelevant or rarely needed. Every extra unit
    of information in a dialogue competes with the
    relevant units of information and diminishes
    their relative visibility.

10
Ten Usability Heuristics (Cont.)
  • Help users recognize, diagnose, and recover from
    errors
  • Error messages should be expressed in plain
    language (no codes), precisely indicate the
    problem, and constructively suggest a solution.
  • Help and documentation
  • Even though it is better if the system can be
    used without documentation, it may be necessary
    to provide help and documentation. Any such
    information should be easy to search, focused on
    the user's task, list concrete steps to be
    carried out, and not be too large.

11
Other Usability Heuristics
  • Task sequencing
  • Users can select and sequence tasks (when
    appropriate) rather than the system taking
    control of the users actions. Action support
    agents (wizards, etc.) are available but are
    optional and are under user control.
  • Skills
  • The system supports, extends, supplements or
    enhances the users skills, background knowledge
    and expertise. The system does not replace them.

12
Other Usability Heuristics (Cont.)
  • Pleasurable and respectful interaction
  • The users interactions with the system enhance
    the quality of her or his experience. The user is
    treated with respect. The design reflects the
    users professional role, personal identity or
    intension. The design is aesthetically pleasing
    with an appropriate balance of artistic as well
    as functional values.
  • Quality work
  • The system supports the user in delivering
    quality work to her or his clients (if
    appropriate). Attitudes of quality work include
    timeliness, accuracy, aesthetic appeal, and
    appropriate levels of completeness.

13
Other Usability Heuristics (Cont.)
  • Privacy
  • The system helps the user to protect personal or
    private information belonging to the user or
    his or her clients.

14
Cognitive Walkthroughs
  • Cognitive Walkthrough is a usability test
    situation set up by making mock-ups of artifacts,
    and walk through the scenarios.

15
Model of Cognitive Walkthroughs
  • 0. The user starts with a rough plan of what he
    or she wants to achieve - a task to be performed
  • 1. The user explores the system, via the user
    interface, looking for actions that might
    contribute to performing the task
  • 2. The user selects the action whose description
    or appearance most closely matches what he or she
    is trying to do
  • 3. The user then interprets the system's response
    and assesses whether progress has been made
    towards completing the task

16
Model of Cognitive Walkthroughs
  • Asking questions on each stage of interaction
  • Q1 Will the correct action be made sufficiently
    evident to the user?
  • Q2 Will the user connect the correct action's
    description with what he or she is trying to do?
  • Q3 Will the user interpret the system's response
    to the chosen action correctly, that is, will the
    user know if he or she has made a right or a
    wrong choice?
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