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SkillSwap Weekend - Usability Testing

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SkillSwap Weekend - Usability Testing

  1. 1. Usability Testing Kevin Schaefer Gabi Marcu
  2. 2. Why make something usable? Necessary for survival
  3. 3. The customer is always right You can’t blame the user
  4. 4. How is usability defined? Learnability Efficiency Memorability Errors Satisfaction from Jakob Nielsen’s “Usability Engineering”
  5. 5. Why test usability?
  6. 6. Your best guess isn’t good enough
  7. 7. Your best guess isn’t good enough
  8. 8. We don’t understand ourselves as well as we think we do
  9. 9. Smart phone habits What percentage of the time do you have your smart phone on you?
  10. 10. Smart phone habits What percentage of the time do you have your smart phone on you? ~60% Dey et al. 2011
  11. 11. You are not the user
  12. 12. Why not just ask? People lie.
  13. 13. What is usability testing? Method of evaluating the ease-of-use of a system through direct observation.
  14. 14. What is usability testing not?
  15. 15. ✔ ✘ User Usability Expert Behavior Opinion Direct Observation Indirect Structured Ethnographic via McGill University
  16. 16. Not focus groups. Not market research.
  17. 17. When to test usability? Early & often.
  18. 18. Low fidelity High fidelity
  19. 19. Wizard of Oz Technique
  20. 20. Practical approaches to usability testing
  21. 21. Running a usability test 1) Choose tasks 2) Choose users 3) Perform the test
  22. 22. Running a test: Choosing tasks Very specific Representative of target uses Most important parts of UI Not too short, not too long Start simple, end simple
  23. 23. 1) “Enter sales figures for six regions for each of four quarters, with these numbers.” 2) “Calculate totals and percentages of the data.”
  24. 24. Running a test: Choosing users Representative of target users Must be novices Optional: training Don’t repeat on different designs
  25. 25. Running a test: Perform the test “We’re testing the software. Not you.” One experimenter Refrain from interaction with user * No personal opinions You are a peer. Not an expert. Optional: Video recording Optional: Think-Aloud Technique
  26. 26. “Thinking aloud may be the single most valuable usability engineering method.”
  27. 27. Think-Aloud Technique Reveals how users view and interpret the UI Users continuously think out loud Wealth of qualitative data Unnatural/difficult for users Avoid rationalizations of thoughts
  28. 28. Good: “What are you thinking now?” from Jakob Nielsen’s “Usability Engineering”
  29. 29. Bad: “What do you think the message on the bottom of the screen means?” from Jakob Nielsen’s “Usability Engineering”
  30. 30. Demo of Think-Aloud Technique
  31. 31. Running a usability test 1) Choose tasks 2) Choose users 3) Perform the test
  32. 32. Kevin Schaefer kjschaef@andrew.cmu.ed Thank you. u Gabi Marcu

Editor's Notes

  • Introduce myself + Gabi\n
  • Who has gone to the activities fair and signed up for a DLIST?\n\nFor the freshman, you go to activities fair and signup for 10 groups... then CMU sets in\n\nHavent been in this situation? You will be.\n
  • Who has gone to the activities fair and signed up for a DLIST?\n\nFor the freshman, you go to activities fair and signup for 10 groups... then CMU sets in\n\nHavent been in this situation? You will be.\n
  • Who has gone to the activities fair and signed up for a DLIST?\n\nFor the freshman, you go to activities fair and signup for 10 groups... then CMU sets in\n\nHavent been in this situation? You will be.\n
  • Who has gone to the activities fair and signed up for a DLIST?\n\nFor the freshman, you go to activities fair and signup for 10 groups... then CMU sets in\n\nHavent been in this situation? You will be.\n
  • Who has gone to the activities fair and signed up for a DLIST?\n\nFor the freshman, you go to activities fair and signup for 10 groups... then CMU sets in\n\nHavent been in this situation? You will be.\n
  • If people get lost, they’ll get frustrated.\nIf your website is hard to understand, they’ll leave.\nIf your app is confusing, they’ll delete it and give it 1 star.\n
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  • http://research.microsoft.com/en-us/um/cambridge/projects/sensecam/downloads/CambridgeBig.wmv\n
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  • Learnability: How easy is the system to learn?\nEfficiency: Expert users can reach high levels of productivity\nMemorability: Users can return to system without relearning\nErrors: Low error rate & easy recovery\nSatisfaction: Users should feel satisfied after using it\n
  • But... the talk is called usability *testing*\nWhy do we have to strategically test usability?\nWhy can’t we just build *usable* interfaces?\n(learnability, efficiency, memorability, error reduction, satisfaction)\n
  • It is impossible to design an optimal UI by giving it your best shot\nInfinite potential for making unexpected misinterpretations of UI\n^^ this is expected. Design with this expectation.\n\nEthernet example\n
  • CMU ethernet example\n\n
  • This is easy to miss. You have to test your designs.\n\n
  • This is easy to miss. You have to test your design.\nThis is obvious, but there are 5 things you wont see for every one you do\n
  • Design with this in mind. Expect to be surprised. Expect to iterate.\n
  • Another reason we have to test usability\n
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  • 50% on you (arms length)\n80% in the room\n20% off\n
  • HCI Cliche\nA designer can look at any screen and believe it makes perfect sense\n
  • I promise the designer of CMU’s academic audit had no trouble figuring out what classes they need to take to graduate. For the rest of us, not so much.\n\n
  • Another example of why designers cant evaluate their own UIs.\nLearning a UI is a one way street\nFedEX logo\nWhat has been seen cannot be unseen\n
  • One more for fun. \n\nPoint is: Once you learn how to interact with a UI, you can’t “un learn it”\n
  • Alright, alright. Usability is important. We need to study it. So why not just ask people?\n\nPeople are incapable of describing their actions\nDescribe yourself at grocery store\n
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  • http://www.youtube.com/watch?v=NZR64EF3OpA\n\nyou don’t need to put the work into building the functionality until you are certain that it’s even needed\n
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  • Last task should be easy to leave users satisfied.\n
  • Last task should be easy to leave users satisfied.\n
  • Training: Give Kinect example\n
  • Contamination/crime scene comparison?\n*** unless clearly stuck and frustrated\n
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  • *** unless clearly stuck and frustrated\n\nInformal comment: I dont like this\n
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  • Learnability: How easy is the system to learn?\nEfficiency: Expert users can reach high levels of productivity\nMemorability: Users can return to system without relearning\nErrors: Low error rate & easy recovery\nSatisfaction: Users should feel satisfied after using it\n
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