Process Site visits Design on paper Heuristic evaluations cognitive walkthroughs PrototypeImplement...

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Process Site visits Design on paper Heuristic evaluations cognitive walkthroughs Prototype Implement Field studies, call center, interaction logs Ship user studies Contextual inquiry Evaluate User studies, function tests Evaluate Evaluate Evaluate Early design Late design Develop Analysis Analyze users Analyze Tasks Define goals
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Transcript of Process Site visits Design on paper Heuristic evaluations cognitive walkthroughs PrototypeImplement...

Page 1: Process Site visits Design on paper Heuristic evaluations cognitive walkthroughs PrototypeImplement Field studies, call center, interaction logs Ship user.

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

Page 2: Process Site visits Design on paper Heuristic evaluations cognitive walkthroughs PrototypeImplement Field studies, call center, interaction logs Ship user.

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

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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)

•  

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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?

Page 5: Process Site visits Design on paper Heuristic evaluations cognitive walkthroughs PrototypeImplement Field studies, call center, interaction logs Ship user.

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

Page 6: Process Site visits Design on paper Heuristic evaluations cognitive walkthroughs PrototypeImplement Field studies, call center, interaction logs Ship user.

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.

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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

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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.

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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

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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.

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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.

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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

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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

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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

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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.

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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

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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

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It’s better to do more tests than to have more users

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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

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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

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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

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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.

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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.

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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.

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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.

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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

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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

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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

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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

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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

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Simple Observation Setup

http://www.techsmith.com/freetrials.asp

You can use a screen capture program - Camtasia

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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?

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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

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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.

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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

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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

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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

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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.

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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!”

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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]

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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.

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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

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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).

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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

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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

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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.

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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.

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Link to book site with example test video