chapter 14 usability testing and field studies. usability testing goal: to test whether the product...

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Chapter 14 Usability testing and field studies

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Page 1: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Chapter 14

Usability testing and field studies

Page 2: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Usability testing

Goal: to test whether the product being developed is usable by the intended user population to achieve the tasks for which it was designed

Key characteristics: Controlled environment Users’ performance measures on pre-planned

tasks Key data collection methods: user testing & user

satisfaction questionnaire

Page 3: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Usability testing

User testing Measure human performance on specific tasks,

e.g. reaction time such as pressing a key when a light first appears

Example of tasks: Reading different typefaces (e.g. Helvetica and Times) Navigating through different menu types (e.g. context

vs. cascade) Information searching

Logging of keystrokes and mouse movements, and video recordings

Page 4: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Usability testing

Examples of performance measures: 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 navigations to online help or manuals Number of users making a particular error Number of users completing a task successfully

Page 5: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Usability testing

User satisfaction questionnaire To find out how users feel about using the product, through

asking them to rate it along a number of scales

Structured or semi-structured interviews may also be conducted with users

5-12 users is an acceptable number, fewer is possible considering time and budget constraints

Page 6: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Usability testing

Usability laboratory Testing laboratory Recording equipment (hand movements, facial

expression, general body language, utterances) Product being tested Observation room Maybe arranged to mimic the real world setting,

e.g. office environment Keep users away from normal sources of

distraction

Page 7: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Usability testing

Usability lab can be expensive

Alternatives are Mobile usability testing equipment Remote usability testing

Page 8: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Usability lab with observers watching a user & assistant

From: www.id-book.com

Page 9: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Portable equipment for use in the field

From: www.id-book.com

Page 10: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Conducting experiments in usability testing

Experiments – testing a specific hypothesis “Context menus are easier to select options from

compared with cascading menus” “Reading text displayed in 12-point Helvetica font

is faster than reading text displayed in 12-point Times New Roman”

Hypotheses are often based on a theory or previous research findings

Page 11: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Conducting experiments in usability testing

A hypothesis examines a relationship between two things, called variables

An independent variable is what the investigator ‘manipulates’ (i.e. selects)

A dependent variable depends on the independent variable

Page 12: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Conducting experiments in usability testing

Null hypothesis Example: There is no difference between

Helvetica and Times font on reading time Alternative hypothesis

Example: There is a difference between the two on reading time (two-tailed hypothesis)

Example: Helvetica is easier to read than Times (one-tailed hypothesis)

Page 13: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Conducting experiments in usability testing

Experimental design – keep other variables constant to prevent them from influencing the findings Example: color of text and screen resolution

Sometimes, an experimenter might want to investigate the relationship between two independent variables Example: age and educational background

Page 14: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Considerations in experimental design

Number of independent variables Assigning a participant to which condition

Different-participant design (between-subjects) Same-participant design (within-subjects) Matched-pairs design

Page 15: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Experimental designs Different participants - single group of

participants is allocated randomly to the experimental conditions.

Same participants - all participants appear in all conditions.

Matched participants - participants are matched in pairs, e.g., based on expertise, gender, etc.

From: www.id-book.com

Page 16: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Different, same, matched participant designDesign Advantages Disadvantages

Different No order or training effects

Many subjects & individual differences a problem

Same Few individuals, no individual differences

Counter-balancing needed because of ordering effects

Matched Same as different participants but individual differences reduced

Cannot be sure of perfect matching on all differences

From: www.id-book.com

Page 17: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Field studies Field studies are done in natural settings.

The aim is to understand what users do naturally and how technology impacts them.

Field studies can be used in product design to:- identify opportunities for new technology;- determine design requirements; - decide how best to introduce new technology;- evaluate technology in use.

From: www.id-book.com

Page 18: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Data collection & analysis

Observation & interviews Notes, pictures, recordings Video Logging

Analyzes Categorized Categories can be provided by theory

Grounded theory Activity theory

From: www.id-book.com

Page 19: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Key points Testing is a central part of usability testing. Usability testing is done in controlled conditions. Usability testing is an adapted form of experimentation. Experiments aim to test hypotheses by manipulating certain

variables while keeping others constant. The experimenter controls the independent variable(s) but not

the dependent variable(s). There are three types of experimental design: different-

participants, same- participants, & matched participants. Field studies are done in natural environments. Typically observation and interviews are used to collect field

studies data. Categorization and theory-based techniques are used to analyze

the data.

From: www.id-book.com

Page 20: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Chapter 15

Analytical Evaluation

Page 21: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Outline

Inspections: heuristic evaluation Inspections: walkthroughs Predictive models

Page 22: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Inspections: heuristic evaluation

Experts Examine the interface of an interactive product Role-play typical users Suggest problems users would have when

interacting with the product

Page 23: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Heuristic evaluation

Usability inspection technique First developed by Jakob Nielsen and

colleagues Experts are guided by a set of usability

principles known as heuristics Experts evaluate whether user-interface

elements (dialog boxes, menus, etc.) conform to the principles

Page 24: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Nielsen’s Heuristics

Visibility of system status Information about what is going on

Match between system and the real world Familiar terms, concepts, and conventions

User control and freedom Support undo and redo

Consistency and standards Words should have consistent meanings

Page 25: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Nielsen’s Heuristics

Error prevention Errors should be prevented from occurring in the

first place Recognition rather than recall

Reduce users’ memory load Flexibility and efficiency of use

Allow users to tailor frequent actions Aesthetic and minimalist design

Present relevant information

Page 26: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Nielsen’s Heuristics

Help users recognize, diagnose, and recover from errors Comprehensible error messages

Help and documentation Provide help information – easily accessible,

focus on users’ task, list concrete steps, not too large

Page 27: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Heuristics

Evaluators and researchers have typically developed their own heuristics

Most sets of heuristics have between five and ten items

Between 3 and 5 evaluators are recommended

Page 28: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Turn design guidelines into heuristics - websites

Guideline (G): Avoid orphan pages Heuristic (H): Are there any orphan pages?

Where do they go to?

G: Avoid long pages with excessive white spaces

H: Are there any long pages? Do they have lots of white space?

Page 29: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Turn design guidelines into heuristics

G: Provide navigation support H: Is there any guidance, e.g. maps,

navigation bar, menus, to help users find their way around the site?

G: Avoid non-standard link colors H: What color is used for links? Is it blue or

another color? If it is another color, is it obvious to the user that it is a hyperlink?

Page 30: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Heuristics for web-based online communities

Sociability: Why should I join this community? What are the benefits for me? Does the description of the group, its name, etc.

tell me about the purpose of the community and entice me to join it?

Usability: How do I join (or leave) the community? What do I do? Do I have to register?

Page 31: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Heuristics for web-based online communities

Sociability: Is the community safe? Are my comments treated with respect? Is my personal information secure?

Usability: How do I get, read, and send messages? Is there support for newcomers? Is it clear what I should do? Can I send private messages?

Page 32: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Two important aspects

1) Different types of applications need to be evaluated using different heuristics

2) The method by which they are derived needs to be reliable

Page 33: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Doing heuristic evaluation

1) briefing session The experts are told what to do

2) evaluation period Each expert spends 1-2 hours independently

inspecting the product, using heuristics for guidance

Page 34: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Doing heuristic evaluation

2) evaluation period Take at least two passes through the interface

First pass gives a feel for the flow of the interaction and the product’s scope

Second pass allows the evaluator to focus on specific interface elements and to identify potential usability problems

If evaluating a functioning product, specific user tasks should be used

Self note-taking, thinking aloud, a second person recording notes

Page 35: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Doing heuristic evaluation

3) debriefing session Discuss findings Prioritize problems Suggest solutions

Page 36: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Advantages and problems

Few ethical & practical issues to consider because users not involved.

Can be difficult & expensive to find experts. Best experts have knowledge of application

domain & users. Biggest problems:

Important problems may get missed; Many trivial problems are often identified; Experts have biases.

From: www.id-book.com

Page 37: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Inspection: walkthroughs

Walking through a task with the system and noting problematic usability features

Most walkthrough techniques do not involve users

Pluralistic walkthroughs involve a team (users, developers, and usability specialists)

Page 38: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Cognitive walkthroughs

Focus on ease of learning. Designer presents an aspect of the design

& usage scenarios. Expert is told the assumptions about user

population, context of use, task details. One or more experts walk through the

design prototype with the scenario. Experts are guided by 3 questions.

From: www.id-book.com

Page 39: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

The 3 questions Will the correct action be sufficiently evident to

the user? (know what to do) Will the user notice that the correct action is

available? (see how to do it) Will the user associate and interpret the

response from the action correctly? (understand from feedback whether the action was correct or not)

As the experts work through the scenario, they note problems.

From: www.id-book.com

Page 40: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Pluralistic walkthrough

Variation on the cognitive walkthrough theme. Performed by a carefully managed team. The panel of experts begins by working separately. Then there is managed discussion that leads to

agreed decisions. The approach lends itself well to participatory

design.

From: www.id-book.com

Page 41: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Predictive models

Experts use formulas to derive various measures of user performance

Provide estimates of the efficiency of different systems for various kinds of tasks

Well-known predictive modeling technique – GOMS – family of models

Usefulness limited to systems with predictable tasks - e.g., telephone answering systems, mobiles, cell phones, etc.

Based on expert error-free behavior.

Page 42: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

GOMS

Model knowledge and cognitive processes involved when interacting with the system

Goals - the state the user wants to achieve e.g., find a website.

Operators - the cognitive processes & physical actions needed to attain the goals

Methods - the procedures for accomplishing the goals

Selection rules - decide which method to select when there is more than one.

From: www.id-book.com

Page 43: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

GOMS - example

Goal: delete a word in a sentence Method

Using menu option 1) Recall that word to be deleted has to be highlighted 2) Recall that command is ‘cut’ 3) Recall that command ‘cut’ is in edit menu 4) Accomplish goal of selecting and executing the ‘cut’

command 5) Return with goal accomplished

Page 44: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

GOMS - example

Method: Using delete key

1) Recall where to position cursor in relation to word to be deleted

2) Recall which key is delete key 3) Press ‘delete’ key to delete each letter 4) Return with goal accomplished

Page 45: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

GOMS - example

Operators: Click mouse Drag cursor over text Select menu Move cursor to command Press keyboard key

Page 46: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

GOMS - example

Selection rules: 1. Delete text using mouse and selecting from

menu if large amount of text is to be deleted 2. Delete text using delete key if small number of

letters are to be deleted

Page 47: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Keystroke level model

Provide actual numerical predictions of user performance

The keystroke model allows predictions to be made about how long it takes an expert user to perform a task.

Page 48: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Response times for keystroke level operators (Card et al., 1983)

Operator Description Time (sec) K Pressing a single key or button

Average skilled typist (55 wpm) Average non-skilled typist (40 wpm) Pressing shift or control key Typist unfamiliar with the keyboard

0.22 0.28 0.08 1.20

P P1

Pointing with a mouse or other device on a display to select an object. This value is derived from Fitts’ Law which is discussed below. Clicking the mouse or similar device

0.40 0.20

H Bring ‘home’ hands on the keyboard or other device

0.40

M Mentally prepare/respond 1.35 R(t) The response time is counted only if it

causes the user to wait. t

From: www.id-book.com

Page 49: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

GOMS: Advantages

Advantages: Allow comparative analyses to be performed for

different interfaces, prototypes, or specifications relatively easily

Help make decisions about effectiveness of new products

Page 50: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

GOMS: Disadvantages

Disadvantages: not often used for evaluation Highly limited scope – only model computer-

based tasks (routine data-entry type tasks) Only predict expert performance, not allow for

errors to be modeled Only make predictions about predictable behavior

Page 51: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Fitts’ Law (Fitts, 1954)

Fitts’ Law predicts that the time to point at an object using a device is a function of the distance from the target object & the object’s size.

The further away & the smaller the object, the longer the time to locate it and point to it.

Fitts’ Law is useful for evaluating systems for which the time to locate an object is important, e.g., a cell phone,a handheld devices.

From: www.id-book.com

Page 52: Chapter 14 Usability testing and field studies. Usability testing Goal: to test whether the product being developed is usable by the intended user population

Key points

• Expert evaluation: heuristic & walkthroughs.• Relatively inexpensive because no users.• Heuristic evaluation relatively easy to learn.• May miss key problems & identify false ones.• Predictive models are used to evaluate systems

with predictable tasks such as telephones.• GOMS, Keystroke Level Model, & Fitts’ Law

predict expert, error-free performance.

From: www.id-book.com