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Don’t Make Me Think!
Dr. Andres Baravalle
Overview
• Introduction to usability evaluation
  methods
• Usability testing
• Don’t make me think!
• Lab activities




                       2
Usability
• "The usability of an interface is a measure
  of the effectiveness, efficiency and
  satisfaction with which specified users
  can achieve specified goals in a
  particular environment with that
  interface." (ISO 13407).




                      3
                                  3
Effectiveness, efficiency and
satisfaction
• Effectiveness: measures if the expected goals
  have been achieved and measures the
  accuracy and completeness of the specified
  goals
• Efficiency: measures the effort necessary to
  achieve the user’s goal and if it is
  proportionate to the expected result
• Satisfaction: measures the pleasantness of
  using a particular interface and if the interface is
  suitable or not for the desired goal.
                          4
                                         4
Web Usability: did you know
that…
• People succeed 66% of the time when
  working on “single site” activities and 60%
  of the time when having to browse through
  the internet for information (Nielsen and
  Loranger, 2006)




                      5
Web Usability: did you know
that… (2)
• Experienced users spend about 25
  seconds in a homepage and 45 in an
  interior page (35 and 60 for inexperienced
  users)
• Only 23% of users scroll on their first visit
  of a homepage
  – The number decreases
  – The average scroll for first visit is 0.8 of a
    screen
                          6
Web Usability: did you know
that… (3)
• 88% of users go to search engines to find
  information
• Font face and size: different font faces for
  print and screen
  – Different font size depending on target
    audience




                        7
Types of usability evaluation
• Three main categories of evaluation methods
  (Sharp, Rogers and Preece, 2006):
  – Controlled settings involving users, eg. usability
    testing & experiments in laboratories and living labs.
  – Natural settings involving users, eg. field studies
    (usability inquiry) to see how the product is used in
    the real world.
  – Any settings not involving users, eg. consultants
    critique (usability inspections) and analytical
    evaluations


                            8
Types of evaluation (2)
• In practice, your evaluation protocol will
  include a set of methods to be used in a
  complementary way




                      9
Evaluation methods
 Method      Controlled Natural    Without
             settings   settings   users

 Observing     x            x

 Asking        x            x
 users
 Asking                     x        x
 experts
 Testing       x
 Modeling                            x
                       10
Controlled settings
• Controlled settings methods are used to
  evaluate an artefact by evaluating it on
  users within controlled settings (e.g. lab)
  – The focus is on experiments




                       11                  11
Natural settings
• Natural setting methods focus (at different
  degrees) on analysing an artefact as used
  in the natural environment
  – The focus is on observation




                       12                12
Without users
• This category includes all other methods,
  not requiring direct user involvement
• Analytical evaluation methods are based
  on “dissecting” the interaction with an
  artefact
  – They don’t require involving users
  – E.g. usability inspections and predictive
    models


                        13
Usability testing




                    14
Usability testing
• Involves recording performance of typical users
  doing typical tasks
  –   Controlled settings
  –   Users are observed and timed
  –   Data is recorded on video & key presses are logged
  –   The data is used to calculate performance times, and
      to identify & explain errors
• User satisfaction is evaluated using
  questionnaires & interviews


                            15
Testing conditions
• Usability lab or other controlled space
• Emphasis on:
  – Selecting representative users
  – Developing representative tasks
• Small sample (5-10 users) typically selected
• Tasks usually last no longer than 30 minutes
• The test conditions should be the same for every
  participant


                          16
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


                       17
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 5-10 participants
  – Some experts argue that testing should
    continue with additional users until no new
    insights are gained
                          18
Usability testing methods
• The next slides cover some of the
  methods that are used in usability testing
• Some of those methods can be adapted
  and used for other types of usability
  evaluations
  – E.g. Thinking aloud could be adapted to be
    used in a usability inquiry too



                       19
Thinking aloud
• Thinking aloud consists in an interaction
  (scenario) during which the participants
  are requested to perform several tasks
  and to freely express their thoughts,
  feelings and opinions
  – Co-discovery is a variation of the thinking
    aloud method with two user interacting co-
    operatively
  – Aims to reflect real-life situations in which
    users can ask for help from other people
                         20
                                          20
Question asking
• Another variation on the Thinking aloud
  method, in which the evaluator asks the
  user questions while s/he is performing
  tasks with the artefact under analysis




                     21
                                   21
Remote testing
• Remote testing is used to remotely
  evaluate an artefact, by gathering
  quantitative (and in some cases
  qualitative) data about the user’s
  behaviour while performing task in a
  scenario
  – It is typically used for software interfaces



                         22
                                           22
Don’t make me think!
Don’t Make Me Think
• The first law of Usability Engineering
  (according to Steve Krug) is...
• Don’t Make Me Think!




                                     24
#1: Users don’t read web pages
• Users don’t read web pages – they just
  scan




                                   25
#2: Don’t make optimal choices
• Optimal choices are in most cases a
  waste of resources
• Typically is not needed to commit the
  resources needed to have an optimal
  interface rather than a good interface
  – People don’t look for perfect plans – they look
    for good enough plans
  – Are you really going to look for a second price
    when you find a book in Amazon at £ 3?
                        26
#3: Users have no
understanding of how things
work
• Nor they should need to, in many cases
  – Knowing the TCP/IP stack is not going to help
    you to send an email
• Don’t design interfaces that require
  learning from users – most probably users
  are NOT going to learn how to use your
  interface

                       27
The trunk test
• Imagine you are blindfolded in the trunk of
  a car
• Driven around
• Dumped somewhere
  – Once you are out, you need to assess your
    situation




                      28
The trunk test (2)
• A usable web site will allow you to “survive” a
  trunk test
• On a usable web page you’ll be always able to
  answer these questions:
  –   What site is this
  –   What page I’m on
  –   What are the main sections
  –   What are my options
  –   Where I am
  –   How can I search

                            29
The trunk test (3)
• You can use this approach by printing a
  set of pages and asking users to circle
  some or all of those areas
• You can compare user’s performance on
  different web pages to have an indicator of
  their usability




                     30
Designing home pages
• A typical home page will include:
   –   Site identity and mission
   –   Site hierarchy
   –   Site search
   –   Teases (e.g. Featured content)
   –   Timely content
   –   Deals (including ads)
   –   Shortcuts to content
   –   Registration
• A home page should always pass the “trunk test”!



                                  31
Always, always, always TEST
• Testing one user is better than testing
  none!




                      32
Test soon, test often
• Testing one user early is better than
  testing 50 at the end




                      33
Testing is iterative
• No point in testing if you don’t correct the
  errors that you find...




                       34
Why did you add this button to
the user interface?




               35
References
• Nielsen, J. and Loranger, H. (2006).
  Prioritizing Web Usability.
• Krug, S. (2009) Don’t Make Me Think
• Sharp, H., Rogers, Y. and Preece, Y.
  (2007) Interaction Design: Beyond
  Human-Computer Interaction, 2nd edition,
  John Wiley & Sons.
Lab activities




                 37
Activity 1: throw-away prototype
evaluation
• Your team has to develop a mobile web
  site for UEL students
• Develop a paper prototype and test it
  using the Co-discovery method against
  users from another team
  – Refine your prototype and re-test it against
    another team



                        38
Activity 2: Android music player
• Your team has to evaluate the usability of
  a prototype music player for Android:
  identify tasks and configuration for a
  usability test




                      39
Activity 3: Test the Sony web
store
• Working as a team, plan a protocol for
  evaluating Sony’s on-line store:
  – Identify core tasks that users would typically
    do on the web site and how to evaluate them
  – Recommend the configuration (settings –
    including resolution, browser etc.) for the test
• Run the test!

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Don’t make me think!

  • 1. Don’t Make Me Think! Dr. Andres Baravalle
  • 2. Overview • Introduction to usability evaluation methods • Usability testing • Don’t make me think! • Lab activities 2
  • 3. Usability • "The usability of an interface is a measure of the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in a particular environment with that interface." (ISO 13407). 3 3
  • 4. Effectiveness, efficiency and satisfaction • Effectiveness: measures if the expected goals have been achieved and measures the accuracy and completeness of the specified goals • Efficiency: measures the effort necessary to achieve the user’s goal and if it is proportionate to the expected result • Satisfaction: measures the pleasantness of using a particular interface and if the interface is suitable or not for the desired goal. 4 4
  • 5. Web Usability: did you know that… • People succeed 66% of the time when working on “single site” activities and 60% of the time when having to browse through the internet for information (Nielsen and Loranger, 2006) 5
  • 6. Web Usability: did you know that… (2) • Experienced users spend about 25 seconds in a homepage and 45 in an interior page (35 and 60 for inexperienced users) • Only 23% of users scroll on their first visit of a homepage – The number decreases – The average scroll for first visit is 0.8 of a screen 6
  • 7. Web Usability: did you know that… (3) • 88% of users go to search engines to find information • Font face and size: different font faces for print and screen – Different font size depending on target audience 7
  • 8. Types of usability evaluation • Three main categories of evaluation methods (Sharp, Rogers and Preece, 2006): – Controlled settings involving users, eg. usability testing & experiments in laboratories and living labs. – Natural settings involving users, eg. field studies (usability inquiry) to see how the product is used in the real world. – Any settings not involving users, eg. consultants critique (usability inspections) and analytical evaluations 8
  • 9. Types of evaluation (2) • In practice, your evaluation protocol will include a set of methods to be used in a complementary way 9
  • 10. Evaluation methods Method Controlled Natural Without settings settings users Observing x x Asking x x users Asking x x experts Testing x Modeling x 10
  • 11. Controlled settings • Controlled settings methods are used to evaluate an artefact by evaluating it on users within controlled settings (e.g. lab) – The focus is on experiments 11 11
  • 12. Natural settings • Natural setting methods focus (at different degrees) on analysing an artefact as used in the natural environment – The focus is on observation 12 12
  • 13. Without users • This category includes all other methods, not requiring direct user involvement • Analytical evaluation methods are based on “dissecting” the interaction with an artefact – They don’t require involving users – E.g. usability inspections and predictive models 13
  • 15. Usability testing • Involves recording performance of typical users doing typical tasks – Controlled settings – Users are observed and timed – Data is recorded on video & key presses are logged – The data is used to calculate performance times, and to identify & explain errors • User satisfaction is evaluated using questionnaires & interviews 15
  • 16. Testing conditions • Usability lab or other controlled space • Emphasis on: – Selecting representative users – Developing representative tasks • Small sample (5-10 users) typically selected • Tasks usually last no longer than 30 minutes • The test conditions should be the same for every participant 16
  • 17. 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 17
  • 18. 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 5-10 participants – Some experts argue that testing should continue with additional users until no new insights are gained 18
  • 19. Usability testing methods • The next slides cover some of the methods that are used in usability testing • Some of those methods can be adapted and used for other types of usability evaluations – E.g. Thinking aloud could be adapted to be used in a usability inquiry too 19
  • 20. Thinking aloud • Thinking aloud consists in an interaction (scenario) during which the participants are requested to perform several tasks and to freely express their thoughts, feelings and opinions – Co-discovery is a variation of the thinking aloud method with two user interacting co- operatively – Aims to reflect real-life situations in which users can ask for help from other people 20 20
  • 21. Question asking • Another variation on the Thinking aloud method, in which the evaluator asks the user questions while s/he is performing tasks with the artefact under analysis 21 21
  • 22. Remote testing • Remote testing is used to remotely evaluate an artefact, by gathering quantitative (and in some cases qualitative) data about the user’s behaviour while performing task in a scenario – It is typically used for software interfaces 22 22
  • 23. Don’t make me think!
  • 24. Don’t Make Me Think • The first law of Usability Engineering (according to Steve Krug) is... • Don’t Make Me Think! 24
  • 25. #1: Users don’t read web pages • Users don’t read web pages – they just scan 25
  • 26. #2: Don’t make optimal choices • Optimal choices are in most cases a waste of resources • Typically is not needed to commit the resources needed to have an optimal interface rather than a good interface – People don’t look for perfect plans – they look for good enough plans – Are you really going to look for a second price when you find a book in Amazon at £ 3? 26
  • 27. #3: Users have no understanding of how things work • Nor they should need to, in many cases – Knowing the TCP/IP stack is not going to help you to send an email • Don’t design interfaces that require learning from users – most probably users are NOT going to learn how to use your interface 27
  • 28. The trunk test • Imagine you are blindfolded in the trunk of a car • Driven around • Dumped somewhere – Once you are out, you need to assess your situation 28
  • 29. The trunk test (2) • A usable web site will allow you to “survive” a trunk test • On a usable web page you’ll be always able to answer these questions: – What site is this – What page I’m on – What are the main sections – What are my options – Where I am – How can I search 29
  • 30. The trunk test (3) • You can use this approach by printing a set of pages and asking users to circle some or all of those areas • You can compare user’s performance on different web pages to have an indicator of their usability 30
  • 31. Designing home pages • A typical home page will include: – Site identity and mission – Site hierarchy – Site search – Teases (e.g. Featured content) – Timely content – Deals (including ads) – Shortcuts to content – Registration • A home page should always pass the “trunk test”! 31
  • 32. Always, always, always TEST • Testing one user is better than testing none! 32
  • 33. Test soon, test often • Testing one user early is better than testing 50 at the end 33
  • 34. Testing is iterative • No point in testing if you don’t correct the errors that you find... 34
  • 35. Why did you add this button to the user interface? 35
  • 36. References • Nielsen, J. and Loranger, H. (2006). Prioritizing Web Usability. • Krug, S. (2009) Don’t Make Me Think • Sharp, H., Rogers, Y. and Preece, Y. (2007) Interaction Design: Beyond Human-Computer Interaction, 2nd edition, John Wiley & Sons.
  • 38. Activity 1: throw-away prototype evaluation • Your team has to develop a mobile web site for UEL students • Develop a paper prototype and test it using the Co-discovery method against users from another team – Refine your prototype and re-test it against another team 38
  • 39. Activity 2: Android music player • Your team has to evaluate the usability of a prototype music player for Android: identify tasks and configuration for a usability test 39
  • 40. Activity 3: Test the Sony web store • Working as a team, plan a protocol for evaluating Sony’s on-line store: – Identify core tasks that users would typically do on the web site and how to evaluate them – Recommend the configuration (settings – including resolution, browser etc.) for the test • Run the test!