Title: 540-310 Human Factors in Information Seeking and Use
1540-310 Human Factors in Information Seeking and
Use
2Usability Test Assignment (1)
- Part I Select Target Product
- Decide your target device. Anything can be your
subject paper manuals, electronic devices,
tools, web sites, software, hardware, but the
list should not be limited. - Pick one device, and describe what's the thing
for what's the expected function, utility, and
advantage? who use it? - 200 words No more than 1 page!
- Plus, informed consent form
- Due on 3/17 (5)
3Usability Test Assignment (2)
- Part II Usability Test Report
- Identify any usability problems by testing at
least three subjects, who should be available
easily like your room mates or family members. - Before testing, you should carefully develop
appropriate tasks. The problems should be
addressed in terms of usability perspective,
especially time, effort, and error. - Based on your findings, you should suggest any
modification for the improvement of usability. - 500-1000 words tables figures - 15
- Due on 4/7
4Logical User-Centered Interactive Design
Methodology
- Develop product concept
- Performance research and needs analysis
- Design concepts and key-screen prototype
- Do iterative design and refinement
- Implement software
- Provide rollout support
5Three principles of a user-centered design
- An early focus on users and tasks.
- Empirical measurement of product usage.
- Iterative design whereby a product is designed,
modified, and tested repeatedly.
6User-centered design techniques
- Participatory design
- Focus group research
- Surveys
- Design (structured) walk-through
- Paper-and-pencil evaluations
- Expert evaluations
- Usability audit
- Usability testing
- Field studies
- Follow-up studies
7Participatory Design
- One or more representative users on the design
team itself. - Typically used for the development of in-house
systems. - The representative users can become too close to
the design team.
8Focus Group Research
- The very early stages of a project in order to
evaluate preliminary concepts using
representative users. - Simultaneous involvement of more than one
participant. - To explore a few peoples judgments and feelings
in great depth, and in so doing learn how end
users think and feel. - Structured monitoring
9Surveys
- To understand the preferences of a broad base of
users about an existing or potential product. - It can use larger samples to generalize to an
entire population. - Any time in the life cycle, but early stages are
better. - Languages must be crystal clear and understood in
the same way by all readers.
10Design (structured) walk-throughs
- First developed by IBM
- To explore how a user might fare with a product
by envisioning the users route through an early
concept or prototype of the product. - Guide monitoring
11Paper-and-pencil Evaluation
- Users are shown an aspect of a product on paper
and asked questions about it. - Critical information can be collected quickly and
inexpensively. - Ex) Menu system, table of contents in HELP.
- Repeated conducts without big expense
12Expert Evaluation
- A review of a product or system, usually by a
usability specialist who has no involvement in
the project. - Double specialist (usability and the area) is
more effective than a usability expert.
13Usability Audit/Testing
- Usability Audit
- Comparing the design of a product against
checklists of standards. - Usability Testing
- Employs an iterative cycle of tests intended to
expose usability deficiencies and gradually shape
or mold the product in question.
14Field Study
- Review of a product that has been placed in its
natural setting, such as an office or home, just
prior to release. - Advantage the exposure of the product to actual
working conditions - Disadvantage the loss of control over the data
collection minimize the effectiveness by let
us know what you think
15Follow-up Studies
- Conducted after formal release of a product
- Collect data for the next release, using surveys,
interviews, and observations. - Unfortunately, rare!
16Goals of Usability Testing (1)
- Of course, to ensure the creation of products
that - Are easy to learn and to use
- Are satisfying to use
- Provide utility and functionality that are highly
valued by the target population - Specifically,
17Goals of Usability Testing (2)
- Creating a historical record of usability
benchmarks for future releases. - Minimizing the cost of service and hotline calls.
- Increasing sales and the probability of repeat
sales. - Acquiring a competitive edge since usability has
become a market separator for products. - Minimizing risk.
18Five Usability Attributes (1)
- Learnability
- The system should be easy to learn so that the
user can rapidly start getting some work done
with the system. - Efficiency
- The system should be efficient to use, so that
once the user has learned the system, a high
level of productivity is possible. - Memorability
- The system should be easy to remember, so that
the casual user is able to return to the system
after some period of not having used it, without
having to learn everything all over again.
19Five Usability Attributes (2)
- Errors
- The system should have a low error rate, so that
users make few errors during the use of the
system, and so that if they do make errors they
can easily recover from them. Further,
catastrophic errors must not occur. - Satisfaction
- The system should be pleasant to use, so that
users are subjectively satisfied when using it
they like it.
20Limitations of Usability Testing
- Testing is always an artificial situation.
- Test results do not prove that a product works.
- Participants are rarely full representative of
the target population. - Testing is not always the best technique to use.
21Usability Lab Tours
- http//www.sois.uwm.edu/Jeong/540310/usability_tou
r.htm - In-class demo!
- Career Development
- Rubin, Jeffrey (1994) Handbook of Usability
Testing, Wiley. 0-471-59403-2
22Four Types of Usability Tests
- Exploratory Test
- Preliminary stage skeleton
- Assessment Test
- Middle stage most typical body
- Validation Test
- Late stage verification, just before release
- Comparison Test
- Different interfaces in the same product with
competitors products
23Informed Consent Form
- Participants should always be treated with
respect and should be informed that it is not
they who are being tested rather, it is the
software and user interface that are under study.
- They should be told about what they will be doing
and how long they will be expected to stay. - Participation should always be voluntary, and
informed consent should be obtained.
24Example of Informed Consent Form
- http//www.sois.uwm.edu/jeong/540310/consent.htm
- I have freely volunteered to participate in this
experiment. - I have been informed in advance what my task(s)
will be and what procedures will be followed. - I have been given the opportunity to ask
questions and have had my questions answered to
my satisfaction. - IRB approval waived in classroom.
25Typical Test Routine
- Introduction
- Make participants comfortable
- Pre-questionnaire
- Background info like age, sex, experience
- Main Test
- Talk Aloud
- Post-questionnaire
- Confirmation of test results
- Debriefing
- Wrap-up conversation
26Task Component and Description
- Task
- Load paper into the copier.
- Machine State
- Copier with four labels attached and an empty
cassette tray. - Successful Completion Criteria
- Test subject loads paper into cassette after
first fanning the stack of paper. - Benchmark
- Load correctly within one minute.