Crash Course on Usability Testing - PowerPoint PPT Presentation

1 / 13
About This Presentation
Title:

Crash Course on Usability Testing

Description:

3461M. Crash Course on Usability Testing. Just the Basics. 3461M. Usability Testing is NOT... techtarget.com/sDefinition/0,,sid27_gci214526,00.html ... – PowerPoint PPT presentation

Number of Views:22
Avg rating:3.0/5.0
Slides: 14
Provided by: MAUR86
Category:

less

Transcript and Presenter's Notes

Title: Crash Course on Usability Testing


1
Crash Course on Usability Testing
  • Just the Basics

2
Usability Testing is NOT...
  • I showed my program to three different people
    and they all said it looked really, really good.

3
Usability 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
4
Information 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

5
What 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!

6
The 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
7
Qualitative 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
8
Quantitative 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
9
When 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.

10
Think 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.

11
Co-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.

12
Summary
  • 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!

13
Thank you
Write a Comment
User Comments (0)
About PowerShow.com