Open Day activity for Computing @ University of East London.
This is a very cut down version of what students are going to study on their second year when taking Usability Engineering.
Introduction to usability evaluation methods & usability testing.
2. Overview
• Introduction to usability evaluation
methods
• Usability testing
• Don’t make me think!
• Lab activities
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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).
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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.
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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)
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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
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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
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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
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9. Types of evaluation (2)
• In practice, your evaluation protocol will
include a set of methods to be used in a
complementary way
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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24. Don’t Make Me Think
• The first law of Usability Engineering
(according to Steve Krug) is...
• Don’t Make Me Think!
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25. #1: Users don’t read web pages
• Users don’t read web pages – they just
scan
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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?
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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
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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
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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
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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
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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”!
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33. Test soon, test often
• Testing one user early is better than
testing 50 at the end
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34. Testing is iterative
• No point in testing if you don’t correct the
errors that you find...
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35. Why did you add this button to
the user interface?
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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
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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
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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!