Title: Crash Course on Usability Testing
1Crash Course on Usability Testing
2Usability Testing is NOT...
- I showed my program to three different people
and they all said it looked really, really good.
3Usability Testing- Definition
- Usability testing is a method by which users of a
product are asked to perform certain tasks in an
effort to measure the product's ease-of-use, task
completion time, and the user's perception of the
experience. Changes are made to the application
based on the findings of the usability tests.
Users are encouraged to think aloud to voice
their every opinion. Usability testing is best
performed in conjunction with a user-centered
design process, a method by which a product is
designed according to the needs and
specifications of users.
Adopted from http//searchwebmanagement.techtarget
.com/sDefinition/0,,sid27_gci214526,00.html
4Information Given to Users
- Explain that their involvement is to solicit user
feedback. Any problems are the fault of the
software. - Explain the confidentiality agreement, liability
legalities, and that they are free to leave at
any time (and still get paid!) - Provide instructions (i.e., define the task)
- Do not explain the software
5What Questions to Ask?
- Depends on the phase of the development cycle --
What can be changed? Conceptual model? Layout?
Fonts? - Questions should be prepared in advance on the
major design issues - There should be specific questions that the
usability testing intends to answer. Usability
testing has specific objectives!
6The Goal of Usability Testing
- The goal is to determine if the software meets
- Qualitative Usability Goals
- Quantitative Usability Goals
Adapted from Mayhew, Deborah J. (199) The
Usability Engineering Lifecycle
7Qualitative Goals - Examples
- The design must support users working in a
high-interrupt environment, with lots of context
information on screen to remind users where they
are when they get distracted. - The design must support very infrequent users of
a very complex task. Thus, it must be
self-explanatory, easy to learn and remember.
Adapted from Mayhew, Deborah J. (199) The
Usability Engineering Lifecycle
8Quantitative Goals - Examples
- Experienced users (defined as users who have
performed the task five times in a training
session) should take no longer than 15 seconds on
average to address an email. - Novice users (defined as first-time users) should
take no longer than three minutes to complete the
registration input form.
Adapted from Mayhew, Deborah J. (199) The
Usability Engineering Lifecycle
9When to ask questions?
- If you are worried about interrupting the task
flow of your participant, then ask the question
after the completion of the task. - If you are worried about the participant
forgetting their current thought process, then
ask right away.
10Think Aloud Protocol
- During a usability test, instruct participants to
verbalize their thoughts to think aloud. This
is called think aloud protocol. The usability
testers prompt participants by asking direct
questions about the software, in order to
understand their mental model of the system and
the tasks, and where they have trouble in
understanding and using the system.
11Co-discovery Method
- During a usability test, two participants perform
tasks together while being observed. To increase
the amount of communication and to gain insight
to their thought processes, one participant is
assigned the mouse and the other the keyboard.
They are to help each other in the same manner as
they would if they were working together to
accomplish a common goal using the product.
12Summary
- Usability testing has specific objectives and
specific questions you want answered (Showing the
program to friends and asking if it is good is
not usability testing!) - There's a lot of role playing. You must create a
scenario for the user and assign the user a task
to complete. ("to use the software is not a
reasonable task!) - Do not explain what the software can do or how it
works - Instruct the user on the tasks they should do
- Anytime the user has a question, there is a
design issue - If there is a usability problem, it is the
developer's problem, not the user's - Think like a user, not a developer!
13Thank you