Re: [Usability] Usability Testing Review
- From: Calum Benson <Calum Benson Sun COM>
- To: Patrick Carlson <firefly2442 gmail com>
- Cc: Usability gnome org
- Subject: Re: [Usability] Usability Testing Review
- Date: Mon, 25 Feb 2008 17:26:07 +0000
On 25 Feb 2008, at 14:04, Patrick Carlson wrote:
Hello all,
Can anyone point me towards concrete usability tests for software/
technology? I need to write a paper reviewing a test (checking
validity, reliability, etc.). Are there many "usability" tests out
there or are they mostly just picking random people and having them
give feedback?
Well, the most useful usability tests will never pick "random" people;
the idea is to pick a representative sample of users, typically
somewhere between 5 and 20. ("Representative" can cover many things,
including age, sex, level of education, and prior experience with this
and/or similar products.)
That said, any user's feedback is usually better than no user
feedback, and there are several different types of usability study,
some of which involve representative users, and some of which are
performed only by usability experts (for want of a better term):
- Usability Inspection. This can take the form of a heuristic
evaluation, and/or a cognitive walkthrough:
In a heuristic evaluation, usability experts look through each screen
design in turn, trying to identify general usability issues. The
'heuristics' used to identify issues are typically some combination of
Jakob Nielsen's classic list of ten <http://www.useit.com/papers/heuristic/heuristic_list.html
>, and any platform or product UI guidelines that might also apply.
In a cognitive walkthrough, the usability experts play the part of
potential users, walking through typical use cases. This way, the
testers gain a better feel for the navigational structure of the
application. On the other hand, it's quite possible that they are not
experts in the domain that the product's real users would be, and may
thus exhibit unrealistic usage patterns.
- Focus group: Brings together several representative users in a group
discussion to talk about the product. As with any group discussion,
success depends on deciding what you want to learn beforehand, and a
good moderator who gives everyone an equal chance to participate while
keeping the discussion on track.
- Low fidelity test: A low-fidelity prototype is one developed very
early in the design lifecycle. For GUIs, there is usually no coding
involved, and the emphasis is on how it works rather than what it
looks like. A paper prototype is a typical example. Representative
users are asked (individually) to walk through typical use cases,
"thinking aloud" and deciding what they would do at each step if it
were a real GUI, with the facilitator manipulating the prototype (e.g.
swapping between sketches of different screens in response to a menu
selection) in response. Some advantages of this technique are that it
can be used almost anywhere, and that participants are often more
forthcoming with ideas and criticism when they can see the product is
only at the 'rough idea' stage.
- High fidelity test: For GUIs, a prototype with sufficient (but
usually not complete) functionality to allow the participants to
experience how the final product will look and behave. Again,
representative users are asked individually to walk through typical
use cases, "thinking aloud" during each task, and giving moderator-led
feedback when they complete (or fail) each task. Advantages of this
technique include the user experiencing realistic interaction methods,
response times etc.
Videoing the users as they take part in studies can be useful for
later analysis, but can also be intrusive and impractical. It's
certainly not essential.
Then there's the question of what to do with the data. There are
quantitative methods available that offer a useful way to compare
different versions of the same product or feature, such as SUMI <http://sumi.ucc.ie/whatis.html
>. More often than not, though, a report will generally list the
tasks that participants were asked to do, and the most common problems
found, along with their perceived severity and possible solutions.
Some statistical analysis may also be required, depending on the type
of data generated and results required.
For a concrete example, here's an old GNOME usability study from 2001:
<http://developer.gnome.org/projects/gup/ut1_script.html>
<http://developer.gnome.org/projects/gup/ut1_report/report_main.html>
And a Linux one from 2003:
<http://www.linux-usability.de/download/linux_usability_report_en.pdf>
And a GIMP study from 2004:
<http://www.relevantive.de/gimp/report/results_usabilitytest_05.04.html>
And an example of a usability inspection:
<http://eprints.cs.vt.edu:8000/archive/00000619/01/iLumina.pdf>
Also, are there any good usability resources out there? Not just
specifically for Gnome but software testing in general?
Many. One I like to point people at, which has some nice summaries of
all the basic techniques, is <http://infodesign.com.au/usabilityresources/evaluation/default.asp
>.
Cheeri,
Calum.
--
CALUM BENSON, Usability Engineer Sun Microsystems Ireland
mailto:calum benson sun com GNOME Desktop Team
http://blogs.sun.com/calum +353 1 819 9771
Any opinions are personal and not necessarily those of Sun Microsystems
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