Process Site visits Design on paper Heuristic evaluations cognitive walkthroughs PrototypeImplement...
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Transcript of Process Site visits Design on paper Heuristic evaluations cognitive walkthroughs PrototypeImplement...
Process
Site visits
Designon paper
Heuristic evaluationscognitive walkthroughs
PrototypeImplement
Field studies, call center,interaction logs
Ship
user studies
Contextualinquiry
Evaluate
User studies, function tests
Evaluate Evaluate
Evaluate
Earlydesign
Latedesign
Develop
Analysis
Analyzeusers
AnalyzeTasks
Definegoals
What you need(for a cognitive walkthrough)
• User personas– who the users will be and what kind of goals and
experience they'll bring to the job
• A description or a low-fidelity prototype of the user interface.
• Task descriptions • A complete, written list of the actions needed
to complete the task with the interface • An evaluation team:
– Design team– Design team and users together– Design team and other skilled designers
Grading the Cognitive Walkthrough
•
• User personas – 30 pts • Did they observe or analyze actual users doing related activities
Grade _____ (15 pts max)• • Are the personas complete with relevant (and observed) personal details and goals
Grade _____ (15 pts max)•
• Interface Description – 30 pts• Is there a description of a conceptual model?• Grade _____ (15 pts max)
• A description or a low-fidelity prototype of the user interface. – 15 pts • Is the description detailed enough to evaluate cues, affordances, and feedback at each decision point
Grade _____ (15 pts max)•
• Task descriptions – 40 pts • Are they concrete, detailed examples of all (or most) of the activities the system should support? • Grade _____ (20pts max)• • A complete, written list of the actions needed to complete the task with the interface – 25 pts. • Do you have a step by step story of how each persona would accomplish each task with the proposed
interface Grade _____ (20pts max)
•
What to do? Tell a story
• about why the user would select each action, and critique the story to make sure it's believable with these questions: – Will users be trying to produce whatever effect
the action has? – Will users see the control (button, menu,
switch, etc.) for the action? – Once users find the control, will they recognize
that it produces the effect they want? – After the action is taken, will users understand
the feedback they get, so they can go on to the next action with confidence?
Process
Site visits
Designon paper
Heuristic evaluationscognitive walkthroughs
PrototypeImplement
Field studies, call center,interaction logs
Ship
user studies
Contextualinquiry
Evaluate
User studies, function tests
Evaluate Evaluate
Evaluate
Earlydesign
Latedesign
Develop
Analysis
Analyzeusers
AnalyzeTasks
Definegoals
How to conduct a usability test
• This is the single most important thing you will learn in this class
• By watching people trying to use the interface answers many of the important questions of user interface design.– Good visibility, adequate feedback, good
system model etc…
• Usability testing is like conducting an experiment, but has different goals.
Usability testing & research
Usability testing
• Improve products• Few participants• Results inform design• Usually not
completely replicable• Conditions controlled
as much as possible• Procedure planned• Results reported to
developers
Experiments for research
• Discover knowledge• Many participants• Results validated
statistically • Must be replicable• Strongly controlled
conditions• Experimental design• Scientific reported to
scientific community
Usability testing• Goals & questions focus on how well
users perform tasks with the product.• Comparison of products or prototypes
common.• Focus is on
– types of errors.– time to complete task
• Data collected by – Video– good note taking– interaction logging.
Basic Elements of Usability Testing
• Development of test objectives or problem statement– NOT hypotheses testing
• Use of a representative sample of end users – NOT randomly chosen
• Representation of the actual work environment • Observation of end users using a representation
of the product • Controlled and extensive interrogation and
probing of the participants by the test monitor • Collection of quantitative and qualitative
performance and preference measures • Recommendation of improvements to the design
of the product
Testing conditions• Usability lab or other controlled space.• Emphasis on:
– selecting representative users;– developing representative tasks.
• 3-5 users typically selected.• Tasks usually last no more than 30
minutes.• The test conditions should be the same for
every participant.• Informed consent form explains
procedures and deals with ethical issues.
Limitations of Testing
• Testing is in an artificial situation • Test results do not prove that a product
works • Participants are rarely fully
representative of the target population. • You can’t test everything.• Must be combined with other evaluation
techniques.
Observation: A Critical Difference
• Observing seems easy but is very complicated
• Requires careful consideration and skill• Types of observation:
– direct observation– video recording– data logging software
• Disadvantages of observation??– experiment effect– Hawthorne effect (1939)
• A distortion of research results caused by the response of subjects to the special attention they receive from researchers
Planning a User Test:User Test Proposal
• Problem statement or test objective• Participant profile • Scenarios/Tasks to perform• Measures to collect• Data collection methods• Testing environment• Roles of design team members
Choosing Users to Test
• The best test users will be people who are representative of the people you expect to have as users
• if you can't find any, worry. • surrogates are OK for finding big
problems• but listen to real users more
How many participants is enough for user testing?
• The number is a practical issue.• Depends on:
– schedule for testing;– availability of participants;– cost of running tests.
• Typically 3-5 participants. • Some experts argue that testing should
continue until no new insights are gained.
Treat you test users carefully and professionally
• you are putting them in an uncomfortable situation
• guidelines: – voluntary, informed consent – free to stop at any time ( don't ever
pressure them) – avoid friends, co-workers, subordinates – monitor their attitude during test stressing
that the software is being tested, not them. – protect their privacy
Selecting Tasks for Testing
• They should be like real tasks. • But need to be simplified. • They need to be specific
– e.g. “Find a book about mars exploration”
• Select tasks that exercise all aspects of your interface – especially the weak ones
It’s better to do more tests than to have more users
Test Objectives
• What is the focus of each user test? (evaluation)– easy to learn, easy to remember, efficient to use, few
errors, aesthetically pleasing
• General objective example– will new users be able to navigate through the menus
quickly and easily? [Learnability]
• Specific objective example– will new users be able to find the right menu path to:
read, write, send, respond to, forward, save, and delete a message
• What you want to learn from the test will lead to– who are the participants, what tasks will they perform
during the evaluation, what measures to collect
Measures to Collect
• Two types of data– process data
• observations of what users are doing and thinking
– bottom-line data (i.e., performance measures)
• counts of actions / behaviors that you see• time, errors, successes
The Thinking Aloud Method
• the best way to get process data – Instructions: – simple: ``Tell me what you are thinking about
as you work.'' – make it clear that it is the system, not the user,
that is being tested, so that if they have trouble it's the system's problem, not theirs
• Recording is important– Video - most expensive– Audio - not as revealing– Screen capture (e.g. Camtasia)– Note taking - fast & effective
Role of the Test Monitor
• Monitor the session impartially - BE OBJECTIVE
• Let the feedback come from the product not you • Prompt only to keep comments coming • Help only when hopelessly stuck • If you make a mistake, record it and continue • Make sure the participants are really finished
with a task before going to the next • Keep it relaxed and light. Laugh about interface
problems.• SUPPORT the test user, protect their self-esteem • Probe when necessary.
Probing• Don't show surprise • Focus on what the participants expected to
happen • Don't ask leading or direct questions
– e.g. “Why did you go all the way back to the home screen?”
• Ask neutral questions– e.g. “What are you thinking right now?”– “You seem surprised/puzzled/frustrated.”– “What did you expect to happen?”
• Don' t problem solve, design, or get into long discussions.
When to assist
• When a participant is very lost or very confused.
• When performing a required task makes a participant feel uncomfortable.
• When a participant is exceptionally frustrated and may give up.
• When the system is incomplete and you need to fill in.
• When a bug occurs.
How to assist
• NEVER, EVER blame the participant for the problem – even indirectly.
• Find out what the problem is. Don't automatically tell them an answer to what you think is their problem.
• Don't revel too much, just enough to get by the obstacle.
Simple Single-Room Setup
• Advantages– test monitor can see is going on
with the participant
• verbal cues, facial expressions, mannerisms
– allows interaction with participant in early, exploratory tests
– may be more natural to think aloud with someone in the room
• Disadvantages– test monitor’s behavior may
affect the participant’s behavior– there is limited space for
observers
Modified Single-Room Setup
• Advantages– Test monitor can be less
concerned about controlling body language, mannerisms, taking notes, etc.
– Participant does not feel isolated since monitor is still in the room
– Participant more likely to think aloud
• Disadvantages– Monitor can’t see subtle facial
expressions / mannerisms as well
– Monitor location may make user feel self-conscious or uneasy
Electronic Observation-Room Setup
• Advantages– Same as single-room
setup– Observers don’t interfere
with or bias the users
• Disadvantages– Monitor behavior can bias
user– Requires the use of 2 rooms
at a time
Classic Testing Laboratory Setup
• Advantages– Unobtrusive data collection
(but user still knows she is being videotaped)
– Monitors and observes can talk to each other and discuss how to solve problems that come up
– Setup can accommodate many observers
• Disadvantages– Requires lots of money,
resources, and commitment to testing
Testing Environment Trade-Offs
• Test monitor access to participant• Accommodations for the observers
– location– number of observers allowed
• Cost– equipment: video cameras, data-logging
equipment, one-way mirrors, etc.– space: number and size of rooms occupied
during testing
Simple Observation Setup
http://www.techsmith.com/freetrials.asp
You can use a screen capture program - Camtasia
Using the Results of Process Data (Think Aloud)
• Summarize the data– make a list of all critical incidents (CI)
• positive: something they liked or that worked well• negative: difficulties with the UI
– include references back to the original data– try to judge why each difficulty occurred
• What does the data tell you?– UI work the way you thought it would?
• is your model consistent with the users conceptual model?
• great way to better understand user’s conceptual model
– something missing?
Using the Results (Think Aloud)
• Update task analysis and rethink design– rate severity and ease of fixing critical
incidents– fix severe problems and make the easy
fixes
• Will thinking aloud give the right answers– not always– if you ask a question, people will always
give an answer, even when it has nothing to do with the facts
Advantages of the ``Thinking Aloud'' Method
• Preference and performance information is captured simultaneously so you don't have to remember to ask later.
• Can help participants to focus and concentrate.
• Can receive early clues about misconceptions and confusions which helps to identify the source of the problems.
Disadvantages of “Thinking Aloud”
• May be difficult for some “non-analytical” participants
• Slows the thought process – which may actually prevent errors – not realistic of work place behavior
• Requires more participant effort and can be exhausting
Measures to Collect
• Two types of data– process data
• observations of what users are doing and thinking
– bottom-line data (i.e., performance measures)
• counts of actions / behaviors that you see• time, errors, successes
Measuring Bottom-Line Usability• Situations in which numbers are useful
– time requirements for task completion– number of successful completions– number of errors made by users– compare 2 designs on speed or number of errors
• Do not combine with think aloud protocol– talking can affect speed and accuracy (neg. and
pos.)– your project is an exception to this general rule
• Time is easy to record• Error or successful completion is harder
– define in advance what this means
Some type of data Time to complete a task. Time to complete a task after a specified.
time away from the product. Number and type of errors per task. Number of errors per unit of time. Number of navigations to online help or
manuals. Number of users making a particular
error. Number of users completing task
successfully.
Bottom-Line Data
Typical Performance Measures
time to finish a tasktime spent navigating menus
time spent in the online help
time to find information in the manual
time spent recovering from errors
number of wrong menu choices
number of incorrect choices in the dialog boxes
number of wrong icon choices
number of repeated errors (the same error more than once)
number of calls to the “help desk” or for “aid”
number of screens of on-line help looked at
number of repeated looks at the same help screen
number of times turned to the manual
number of pages looked at in each visit to the manual
observations of frustration / confusion / satisfaction
Typical Subjective User Preference Measures
Ratings of: ease of learning
ease of using the product
ease of doing a particular task
ease of installing the product
helpfulness of the on-line help
ease of finding information in the manual
ease of understanding the information
usefulness of the examples in the help
Preferences over a previous version
and reasons over a competitor’s product
for the over the way they are doing their tasks now
preferences:
Predictions: Would you buy this product?
Would you pay extra for the manual?
How much would you pay for this product?
Spontaneous Comments: “I don’t understand this message!”
Statistical Analysis of Bottom-Line Data
• Example: trying to get task time <=30 min.– test gives: 20, 15, 40, 90, 10, 5– Sample Mean = 30, Median = 17.5, Looks good!– wrong answer, not certain of anything
• Factors contributing to our uncertainty– small number of test users (n=6)– results are very variable (standard deviation = 32)– general rule: 95% confident that true mean lies
within 2 standard deviations from the sample mean– Confidence Interval is about [-34 minutes, 94 minutes]
Measuring User Preferences
• How much users like or dislike the system– Likert scale– Semantic differential scale– can ask users to rate on a scale of 1 to 10– can have them choose among statements
• “Best UI I’ve ever used”, “better than average”...
• If you get many low ratings, you are in trouble
• Can get some useful data by asking open-ended questions about:– what they liked, disliked, where they had
trouble, best part, worst part, etc.
Example tasks• Task 1 – Install the software• (YOU HAVE UP TO 15 MINUTES FOR THIS TASK)• There is an envelope on the desk entitled DiaryMate. It contains a diskette, and an instruction manual. • When you are ready, install the software. All the information you need is provided in the envelope.• LET US KNOW WHEN YOU ARE READY TO MOVE ON• Task 2 – Familiarization period• Spend as long as you need to familiarise yourself with the diary and address book functions.• (YOU HAVE UP TO 20 MINUTES) • LET US KNOW WHEN YOU ARE READY TO MOVE ON• Task 3 – Add a contact record• (YOU HAVE ABOUT 15 MINUTES FOR THIS TASK)• Use the software to add the following contact details.• NAME - Dr Gianfranco Zola• COMPANY Chelsea Dreams Ltd• ADDRESS - 25 Main Street• Los Angeles• Califorina 90024• TEL: (work) 222 976 3987 • (home) 222 923 2346• LET US KNOW WHEN YOU ARE READY TO MOVE ON• Task 4 – Schedule a meeting• (YOU HAVE ABOUT 15 MINUTES FOR THIS TASK)• Use the software to schedule the following meeting.• DATE: 23 November 2001• PLACE: The Blue Flag Inn, Cambridge• TIME: 12.00 AM to 1.30 PM• ATTENDEES: Yourself and Gianfranco Zola.• • LET US KNOW WHEN YOU HAVE FINISHED
Example of a finding and recommendations:
• Participants were unwilling to read a dense page of text
• Finding: 9 of 10 participants who successfully got to the page that had the information they were looking for in this scenario expressed dismay at how much text there was on the page. They said that it was too much to read. (Show a small picture of the page; also include a few actual quotes here.)
• When asked what they would do to get the answer to the question in the scenario, five of nine said they would guess the answer; four of nine said they would try to find a person to call or would ask someone they knew.
• Recommendations: Break up the information on the page into a series of short questions and answers. Even when using bulleted lists (as there are on the page in this scenario), put space between each bulleted item if the items are longer than a few words. Also have only a few bullets in each list (not 20 as in the list on the page in the scenario).
Usability test report
• An example usability test report
• Problem– Some Ps thought the week and month views should show Saturday and Sunday.
Omitting Saturday and Sunday mean that their labels (e.g., "Week of August 9") sometimes conflict with the first date displayed. Also, some Ps wanted to be able to set and see appointments on weekends, e.g., company picnics, working weekends, etc. And advance notice for ToDos counts weekend days, even though they aren't shown.
• Recomendation– Show weekends if possible. Perhaps provide a toggle at the left: "Show:
[ ] weekends".
• Severity– high
• Status– Done. Option allow showing weekends or not. Considering ways to
make the setting more visible/accessable
Apple's user observation guidelines
• Describe the purpose of the observation • Tell the participant that it's OK to quit at any
time • Talk about the equipment in the room • Explain how to “think aloud” • Explain that you will not provide help • Describe the tasks and introduce the product • Ask if there are any questions before you start,
then begin • Conclude the observation • Use the results
Several true things about testing
• If you want a great site, you got to test– You cannot see you site freshly. Testing
reminds you that not everyone thinks like you
• Testing one user is 100 percent better than testing none.
• Testing one user early is better than testing 50 at the end of a project.
• The importance of recruiting represetative users is overrated
• The point is not to prove but to inform.
Top Ten List of Things NOT to say to Participants*
10. Saying “Remember, we are not testing you,” more than three times
9. Are you familiar with the term “outlier”?8. No one's ever done THAT before.7 HA! HA! HA!6 That's impossible! I didn't know it could go in upside
down!5 Could we stop for awhile-watching you struggle like this is
making me tired.4 I didn't really mean you could press ANY button.3. Yes, it is very natural for observers to cry during a test.2. Don't feel bad, many people take 15 or 16 tries.1 Are you SURE you've used computers before
* From Jeffry Rubin, Handbook of Usability Testing.
Link to book site with example test video