11 Usability Testing

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11 Usability Testing

  1. 1. USABILITY TESTING <ul><li>Lauralee Flores, M.S. </li></ul>
  2. 2. FORMAL VS. DISCOUNT <ul><li>Formal </li></ul><ul><ul><li>More precise </li></ul></ul><ul><ul><li>More time consuming </li></ul></ul><ul><ul><li>More costly </li></ul></ul><ul><ul><li>Mathematical (statistical) results </li></ul></ul><ul><li>Discount </li></ul><ul><ul><li>Quicker </li></ul></ul><ul><ul><li>Less Costly </li></ul></ul><ul><ul><li>Not as precise </li></ul></ul>
  3. 3. COGNITIVE WALKTHROUGH <ul><li>“Think Aloud” “Cognitive Walkthrough” </li></ul><ul><ul><li>Provides lots of process data </li></ul></ul><ul><ul><li>Relatively small number of test users (~5) </li></ul></ul><ul><ul><li>Many useful quotes for the report and presentation </li></ul></ul>
  4. 4. COGNITIVE WALKTHROUGH, cont. <ul><li>Prompting the user </li></ul><ul><ul><li>Thinking aloud is unnatural </li></ul></ul><ul><ul><li>Impacts performance measures </li></ul></ul><ul><ul><li>Responding to user’s questions with a question </li></ul></ul>
  5. 5. RUNNING YOUR TEST <ul><li>Prepare scenarios and test plan </li></ul><ul><ul><li>Typical of the product during actual use </li></ul></ul><ul><ul><li>Tests important users goals </li></ul></ul>
  6. 6. RUNNING YOUR TEST, cont. <ul><li>Selecting participants </li></ul><ul><ul><li>3-5 participants </li></ul></ul><ul><ul><li>Typical or actual users or as close as you can get to them </li></ul></ul><ul><ul><li>Avoid using friends and family </li></ul></ul><ul><li>Do practice run through to iron out any bugs in your test plan </li></ul>
  7. 7. LOGISTICS <ul><li>Running the Test </li></ul><ul><ul><li>You should be the facilitator & observer </li></ul></ul><ul><ul><ul><li>You and the participant should be the only ones speaking (the “computer” shouldn’t say anything) </li></ul></ul></ul><ul><ul><ul><li>Give instructions </li></ul></ul></ul><ul><ul><ul><li>Introductions </li></ul></ul></ul>
  8. 8. LOGISTICS, cont. <ul><li>Running the Test (cont.) </li></ul><ul><ul><li>Get someone to be the “computer” </li></ul></ul><ul><ul><ul><li>Knows the system logic (which actions result in which consequences) </li></ul></ul></ul><ul><ul><ul><li>simulates the responses (without explanation) </li></ul></ul></ul>
  9. 9. THE RESULTS <ul><li>The observers notes & impressions </li></ul><ul><li>Interpreting user behavior </li></ul><ul><ul><li>Lots of problems in the same area? </li></ul></ul><ul><ul><li>Confusion or problem with high priority tasks? </li></ul></ul><ul><ul><li>User expectations not met? </li></ul></ul><ul><ul><ul><li>Expectations often lead to good design ideas </li></ul></ul></ul>
  10. 10. ETHICAL ASPECTS <ul><li>Respect user emotions and well-being </li></ul><ul><ul><li>Don’t give positive reactions to successful tasks </li></ul></ul><ul><ul><li>Remain neutral </li></ul></ul>
  11. 11. ETHICAL ISSUES, cont. <ul><li>Interrupting </li></ul><ul><ul><li>When user is speaking </li></ul></ul><ul><ul><li>When user is trying to complete a task </li></ul></ul><ul><li>Users should feel comfortable </li></ul><ul><ul><li>Do not laugh at user </li></ul></ul><ul><ul><li>Feelings of inadequacy </li></ul></ul><ul><ul><li>Explain your not testing them they are helping you test the product </li></ul></ul><ul><li>Confidentiality </li></ul>
  12. 12. THE REPORT <ul><li>The usability method </li></ul><ul><ul><li>Defined </li></ul></ul><ul><ul><li>Methodology reported </li></ul></ul><ul><li>Executive Summary </li></ul><ul><li>Findings </li></ul><ul><li>Recommendations </li></ul>
  13. 13. THE REPORT, cont. <ul><li>Unresolved </li></ul><ul><li>Other things to include: </li></ul><ul><ul><li>Pictures </li></ul></ul><ul><ul><li>User Quotes </li></ul></ul>

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