Title: User Testing and Modeling
1User Testing and Modeling
- ICS 205
- Chris Wesson
- Christina Wuerth
- November 14, 2003
2User Testing
- What is User Testing
- Measuring performance of typical users doing
typical tasks - Goal
- Obtain objective performance data showing how
usable a system is in terms of usability goals
(ease of use, learnability)
3User Testing
- Applied form of experimentation
- Tests whether product is usable by intended user
group(s) - Measures/Records
- Time to complete typical tasks
- Number and type of errors
- Routes users take through tasks (Web)
- Typically 6-12 users
4User Testing
- Is part of Usability Testing
- Obsevations
- Questionaires
- Interviews
- User Testing
5User Testing and Modeling
- Doing User Testing
- Experiments
- Predictive Models
6Keys to Doing User Testing
- Control testing conditions
- Careful planning
- Same conditions for each participant
- Measurements correspond to test
- Explicit assumptions
- DECIDE framework
7Q How Long Should User Testing Process
Take? A As little time as possible while still
yielding useful information.
On average most companies take more than 8 weeks
for user testing
Testing of small piece of well developed
procedures can be done in less than 1 week if
needed
8Things to Consider in Planning a User Test
- What aspects of the product need to be improved?
- Do the participants in the study represent actual
users of the product? - What tasks should the participants perform?
- What information will you observe during the
tests? - How will you analyze the data you collect?
- What will you do with this information once it is
analyzed?
9User Test Planning Steps
- Define goals and concerns
- Decide who will participate
- Recruit participants
- Select and organize tasks to be tested
- Create task scenarios
- Decide how to measure usability
- Prepare other materials for the tests
(questionnaires, etc.) - Prepare the testing environment
- Prepare the test team
- Conduct pilot tests making changes where needed
10The Testing Team
- The Roles
- Usability Specialists
- The usability specialists know what can be
accomplished in a user tests and how a test
should be planned. They should also understand
the interface and potential problems users may
have with it. - Designers/Developers
- The designers and developers understand the
product and what the user should be able to do
with it. - Technical Communicators
- Technical communicators know what aspects of
the documentation should be tested and also see
potential problems in how the product
communicates to the users.
11More User Test Team Roles
- Trainers
- The trainers understand the problems that users
will have when learning to use the product. - Marketing Specialists
- Marketing specialists know who the users will
be. - Helpdesk/Customer Service Reps
- Helpdesk and customer service reps know what
problems users have had with earlier versions of
the software.
12Preparing for the Test
- 1. Schedule activities
- 2. Assign roles and responsibilities
- 3. Train team
- 4. Write out a test plan
- 5. Practice by running pilot tests
- Throughout the entire process remember to
- - track progress
- - document all decisions
-
13DECIDEUser Testing Guideline
- D etermine goals
- E xplore questions
- C hoose paradigm and techniques
- I dentify practical issues
- D eal with ethical issues
- E valuate, analyze, present data
14Determine Goals, Explore Questions
- User testing is best used for testing prototypes
and working systems - Goals can be broad (how usable?)
- Specific questions required to focus study (can
task X be done in time Y?)
15Choose Paradigm and Techniques
- User testing is part of Usability testing
paradigm - Data can be recorded using
- Video
- Interaction log
- User satisfaction questionnaires
- Interviews
16Identify Practical IssuesDesign Typical Tasks
- Create set of completion tasks (finding a
website) - Choosing which tasks to test is critical
- Tasks generally last 5-20 minutes
- Tasks are often straightforward
- Complex tasks (create design, solve problem) are
okay - Start simple to build user confidence
17Identify Practical IssuesSelect Typical Users
- Must know users characteristics
- Most important previous experience
- Use short questionnaire to identify users
- Equal number of males and females
18Identify Practical IssuesPrepare Testing
Conditions
- Control testing environment
- Minimize outside influences/noises that could
distort results
19Identify Practical IssuesPlan How to Run Tests
- Create schedule and scripts for running tests
- Start with familiarization task
- Contingency plan for spending too much time on a
given task - Avoid long tasks and long testing procedure
- Session lt 1 hour
20Deal with Ethical Issues
- Informed consent form
- Point out any
- One-way mirrors
- Video cameras
- Interaction logging
21Evaluate, Analyze,and Present Data
- Performance measures recorded from video,
interaction logs - Only use simple statistics
- Maximum Minimum
- Mean Standard Deviation
- Allows evaluators to compare performance between
systems and across tasks
22Establishing Goals and Concerns
- Step 1 of the planning phase is to define goals
and concerns. - Q What is a goal?
- A A quantitative usability aim that can be
stated as a declarative sentence -
- example A user should be able to locate the
print menu item in less than 5 seconds with less
than 3 errors during first attempt. - Q What is a concern?
- A A concerns are questions raised about the
usability of the product these are often raised
while planning for the tests. - example While a user find the new error
messages confusing?
23Establish Which Goals and Concerns will be tested.
- Not all goals and concerns can be tested
simultaneously. - Example of 2 conflicting concerns
- 1. Will the user use feature X?
- 2. Will the user find X easy to use?
- These two questions cant be answered at the same
time instead you must prioritize.
24Using Concerns to Plan the User Test
- Use General concerns to decide who your
participants should be - Example
- Will new users find this product easy to learn?
- Make sure you test with some beginning users.
- Use specific concerns to decide which tasks
should be performed. - Example
- Will users be able to find the print command
quickly? In less than 5 seconds? - Have the users perform a task of printing.
25Sources of Goals and Concerns
- 1. Task Analysis and Quantitative usability goals
- Example
- General Menus should be easy to navigate
- Quantitative Goal Users should find menu
choice in less than 2 minutes with no more than
2 wrong choices when first need it. Task
should be done with no errors in less than 1
minute after first attempt.
26Sources of Goals and Concerns
- 2. Timely Issues Certain concerns arrive at
different stages of development and should be
resolved at that time. - Example
- 1) Two different design philosophies that you
cant decide betweenplan a user test at start of
the project to test prototypes of each - 2) There has been previous testing earlier in
the project, now you want to test a new feature
before continuing development.
27Sources of Goals and Concerns
- 3. Heuristic Analysis and Expert Reviews
- a) Problems that have been predicted by
heuristic analysis and expert reviews should be
candidates for user tests. - b) Problems predicted by designers, planners,
developers, human factor specialists, technical
communicators should be tested. - c) Concerns found by reflecting on the product
itself should be tested.
28Sources of Goals and Concerns
- 4. Previous Tests
- Example
- iterative testing with rapid prototypes
- run several user tests with the same concerns
- Example
- large scale user tests that raise future
concerns - retest with same concerns to make sure changes
improved the problem
29Who Should be Participants?
- Participants must be like the people who will
actually use the product. - Develop a user profile then choose participants
that fit the profile.
30Developing a User Profile
- Base profile on
- General market research
- Analysis of customers of competitors products
- Focus group sessions
- Observing and interviewing prospective users
31Developing User Profile
- 1. Think about relevant characteristics
- a) those that all users share
- b) those that might make a difference among
users - example
- shared characteristic
- users will be undergraduate university
students - differences
- users will have lots of computer experience
- users will have very little computer
experience - users will have registered for classes before
- users will have never registered for a class
before
32Developing User Profile
- 2. Decide which characteristics matter most in
establishing usability - experience and motivation contribute more towards
and individuals understanding than education,
income, age, etc. - Good Factors to Consider
- 1. Work experience
- 2. General computer experience
- 3. Specific computer experience
- 4. Experience with this product
- 5. Experience with similar products
-
33Developing User Profile
- 3. Think broadly about who the users will be
- Sample questions to reflect on
- 1. Not just those currently working, but what
about new hires? What is the rate of turnover
that the software will need to handle? - 2. Dont limit yourself to the current
marketwhat about growth, who might want to use
this product in the future? - 3. What other areas of the corporation may what
to adopt this software? - 4. Reflect on differences within a category of
users. Older users versus younger users? Users
who have done the job longer versus users that
more adaptable to computer environments?
34Developing a User Profile
- 1. Product Name Class Registration Software
- 2. General Characteristics of User Population
- University Students
- 3. Characteristics of Users Relevant to the test
- Year in School
- Computer Experience
- Previous Experience Registering for Classes
35Developing a User Profile
- 4. Which Characteristics listed in 3 should all
users in the test have in common how will you
define them? - All users should be students currently enrolled
in a university - There will undergraduate and graduate students
-
36Developing a User Profile
- 5. Which characteristics listed in 3 will vary in
the test and how will you define them? - Computer Experience will vary.
- Novice lt 1 year experience
- Medium gt 1 year experience used lt 5 days a
week regularly - Expert gt 1 year experience used gt 5 days a
week regularly
37Select Subgroups for a User Test
- Subgroups are people who share specific
characteristics important to the user profile - Divide groups by one characteristic at a time.
- Example
- University Students
- Subgroup 1 Subgroup 2
- Undergraduates Graduates
- Subgroup 1a Subgroup 2a
- Undergraduates Graduates
- Little computer experience Little computer
experience - Subgroup 1b Subgroup 2b
- Undergraduates Graduates
- Lots of computer experience Lots of computer
experience
38Define Characteristics for Each Subgroup
- Define what you mean by characteristics
- Example
- novice less than 1 year experience with this
product - medium 1 year to 3 years experience with this
product - expert more than 3 years experience with this
product
39Qualify Characteristics of the Subgroups
- 1. The middle group is often omitted from the
subgroups in user studies since most problems
found here will be found in novice and expert
studies - 2. Select a range of participants in each
subgroup. - Example Subgroup of novices with lt 1 year
experience - Find users with 1 month, 6 months, and 11 months
experience - 3. Establish range of each subgroup
- set min and max for subgroup participants
- Example Subgroup of experts with gt 3 year
experience - min would be 3 years but perhaps you want max
experience to be 5 yearsyou dont want someone
whose a hacker even though they may have lots of
experience
40How Many Participants?
- Depends on
- 1. How many subgroups you need
- 2. Time and money constraints
- 3. How important it is to compute statistically
significant results - Most of the time all you will care about is
inferential statistics
41How Many Participants?
- 6 12 participants is the typical choice
- With a minimum of 3 individuals in each subgroup.
- Problems will show up across subgroups
42Making the Most of a limited Number of
Participants
- 1. Decide which characteristics are the most
important so that your subgroups will be most
useful - 2. Collect relevant information from participants
via interviews or questionnaires to help account
for differences that show up in results. - Example one novice user performs faster than
all the others, but you find out that he has used
a similar product before - 3. Select people in subgroups representing the
full range of the group
43Experiments
- User testing based on scientific experimentation
- Aim test hypothesis that predicts a relationship
between variables
44Variables
- Independent manipulated by researcher
- Often multiple independent variables
- System version, User experience
- Dependent affected by independent variable
- Common dependent variable
- Time to complete task, Number of errors
45Assigning Participants to Conditions
- Three Experimental Designs
- Different participants for all conditions
- Same participants for all conditions
- Matched pairs of participants
46Matched Participants
- Participants matched in pairs
- Based on specific characteristics (expertise,
gender, etc.) - Used when participants cannot perform in all
conditions
47Design Comparison
Design Advantages Disadvantages
Different Participants No order effects. Many participants needed. Individual differences can be a problem.
Same Participants Eliminates individual differences. Must counterbalance ordering effects.
Matched Participants No ordering effects. Reduces effects of individual differences. No guarantee subjects are match across all variables.
48Data Collection
- Data should measure users performance
- Typical measures
- Response times
- Number of errors
- Time to complete task
49Data Analysis
- Questions to ask
- Do data sets from two conditions look similar or
different? - Any extreme atypical values?
- If so, what does that mean?
- Graph data to display differences
50Predictive Models
- Provide measures of user performance without
testing users - Useful when it is difficult to do user testing
- Estimate efficiency of different systems on
different tasks - Most common models GOMS family
- GOMS Model, Keystroke Level Model
51GOMS Model
- Models cognitive processes used when interacting
with systems - G oals state the user wants to reach
- O perators cognitive processes, physical
actions necessary to achieve goal - M ethods learned procedures for accomplishing
goals - S election rules used to choose between
available methods
52Keystroke Level Model
- Variation of GOMS model
- Provides numerical predictions
- Uses a standard set of times for main types of
operators used during a task - Average time to perform certain tasks
- Compares times for task using different startegies
53GOMS Pros and Cons
- Pros
- Allows comparative analysis of different systems
easily - Useful estimates to compare efficiency of
different systems - Works well for short, well-defined tasks
- Cons
- Only models tasks that involve routine tasks
- Designed to predict experts performance
- Difficult to predict for average users
- Only predictions about predictable behavior
54Fitts Law
- Useful for planning button locations, size and
proximity - Predicts time to click on objects on a screen
- T k log2(D/S .5), k 100 msec
- T time to move hand to target
- D distance between hand and target
- S size of target
- Bigger target easier to reach
55Summary
- User Testing is the core of Usability Testing
- Controlled laboratory-like conditions
- Control independent variable(s) to predict
dependent variable(s) - Experimental designs different participants,
same participants, matched participants - GOMS, Keystroke, Fitts can be used to predict
expert performance