SkillSwap Weekend - Usability Testing

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  • 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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  • SkillSwap Weekend - Usability Testing

    1. 1. Usability TestingKevin SchaeferGabi Marcu
    2. 2. Why make something usable?Necessary for survival
    3. 3. The customer is always rightYou can’t blame the user
    4. 4. How is usability defined?LearnabilityEfficiencyMemorabilityErrorsSatisfactionfrom 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 ourselvesas well as we think we do
    9. 9. Smart phone habitsWhat percentage of the time do youhave your smart phone on you?
    10. 10. Smart phone habitsWhat percentage of the time do youhave 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-useof a system through directobservation.
    14. 14. What is usability testing not?
    15. 15. ✔ ✘ User Usability Expert Behavior OpinionDirect 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 approachesto usability testing
    21. 21. Running a usability test1) Choose tasks2) Choose users3) Perform the test
    22. 22. Running a test: Choosing tasksVery specificRepresentative of target usesMost important parts of UINot too short, not too longStart simple, end simple
    23. 23. 1) “Enter sales figures for six regionsfor each of four quarters, with thesenumbers.”2) “Calculate totals and percentages ofthe data.”
    24. 24. Running a test: Choosing usersRepresentative of target usersMust be novicesOptional: trainingDon’t repeat on different designs
    25. 25. Running a test: Perform the test“We’re testing the software. Not you.”One experimenterRefrain from interaction with user *No personal opinionsYou are a peer. Not an expert.Optional: Video recordingOptional: Think-Aloud Technique
    26. 26. “Thinking aloud may be the singlemost valuable usability engineeringmethod.”
    27. 27. Think-Aloud TechniqueReveals how users view and interpretthe UIUsers continuously think out loudWealth of qualitative dataUnnatural/difficult for usersAvoid 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 messageon the bottom of the screen means?”from Jakob Nielsen’s “Usability Engineering”
    30. 30. Demo of Think-Aloud Technique
    31. 31. Running a usability test1) Choose tasks2) Choose users3) Perform the test
    32. 32. Kevin Schaefer kjschaef@andrew.cmu.edThank you. u Gabi Marcu

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