Usability Testing Lecture #8 - March 5th, 2009 213: User Interface Design and Development.

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Presentation transcript:

Usability Testing Lecture #8 - March 5th, : User Interface Design and Development

Today’s Outline 1)Planning a Usability Test 2)Think Aloud 3)Think Aloud Example 4)Performance Measurement

Usability Testing Test interfaces with real users! Basic process: –Set a goal - what do you want to learn? –Design some representative tasks –Identify a set of likely users –Observe the users performing the tasks –Analyze the resulting data

Conducting a Pilot Test Before unleashing your system and your testing scheme on unwitting users, it helps to pilot test your study Iron out any kinks - either in your software, or your testing setup A pilot test can be conducted with design team members and other readily available people (at least one of them should be a potential user)

Selecting Test Users “Should be as representative as possible of the intended users” If testing with a small number of users, avoid outlier groups If testing with a larger number of users, aim for coverage of all “personas” Include novices, probably experts too It helps if users are already familiar with the underlying hardware (if its not part of your design)

Sources of Test Users Early adopters Students Retirees Paid volunteers … Be creative!

Human Subjects In many universities and research organizations, UI testing is treated with similar care as medical testing Requires filling out and submitting a Human Subjects approval form to the appropriate agency Important considerations include maintaining the anonymity of test users, and obtaining informed consent

STATEMENT OF INFORMED CONSENT If you volunteer to participate in this study, you will be asked to perform some tasks related to XXX, and to answer some questions. Your interactions with the computer may also be digitally recorded on video, audio and/or with photographs. This research poses no risks to you other than those normally encountered in daily life. All of the information from your session will be kept anonymous. We will not name you if and when we discuss your behavior in our assignments, and any potential research publications. After the research is completed, we may save the anonymous notes for future use by ourselves or others. Your participation in this research is voluntary, and you are free to refuse to participate or quit the experiment at any time. Whether or not you chose to participate will have no bearing in relation to your standing in any department of UC Berkeley. If you have questions about the research, you may contact X at Y, or by electronic mail at Z. You may keep a copy of this form for reference. If you accept these terms, please write your initials and the date here: INITIALS___________________ DATE___________________

How to Treat Users Train them if you will assume some basic skills (ex. using a mouse) Do not blame or laugh at the user Make it clear that the system is being tested, not the user Make the first task easy Inform users that they can quit anytime After the test, thank the user

Helping Users Decide in advance how much help you will provide (depending on whether you plan to measure performance) For the most part you should allow users to figure things out on their own, so tell them in advance that you will not be able to help during the test If user gets stuck and you aren’t measuring, give a few hints to get them going again Terminate the test if the user is unhappy and not able to do anything User can always voluntarily end the test

Designers as Evaluators Usually system designers are not the best evaluators Potential for helping users too much, or explaining away usability problems Evaluator should be trained in the evaluation method, and also be an expert in the system being tested Can be a team of a designer and an evaluator, who handles user relations

Designing Test Tasks Should be representative of real use cases Small enough to be completed in finite time, but not so small that they are trivial Should be given to the user in writing, to ensure consistency and a ready reference (Don’t explain how to do it though!) Provide tasks one at a time to avoid intimidating the user Relate the tasks to some kind of overall scenario for continuity

Example Task Description Motivating Scenario: “You are using a mobile phone for accessing and editing contact information.” Tasks: 1.Find the contacts list in the phone. 2.View the contact information for John Smith. 3.Change John Smith’s number to end in a “6”. 4.… Adapted from Jake Wobbrock

Stages of a Usability Test Preparation Introduction Observation Debriefing

Preparation Choose a location that is quiet, interruption-free, and has all the equipment that you need Print out task descriptions, instructions, test materials and/or questionnaires Install the software, and make sure it is in the “start” position for the test Make sure everything is ready before the user shows up

Introduction Explain the purpose of the test Ask user to fill out the Informed Consent form, and any pre-test surveys (including demographics) Ensure the user that their results will be kept confidential, and that they can stop at any time Introduce test procedure and provide written instructions for first task Ask the user if they have any questions

Conducting the Test Assign one person as the primary experimenter, who provides instructions and communicates with the user Experimenter should avoid helping the user too much, while maintaining a positive attitude No help can be given when performance is being measured Make sure to take notes and collect data!

Debriefing Administer subjective satisfaction questionnaires, often using Likert scale –Rate your response to this statement on a scale of 1-5, where 1 means you disagree completely, and 5 means you agree completely “I really liked this user interface!” Ask user for any comments or clarification about interesting episodes Answer any remaining user questions Disclose any deception used in the test Label data and write up your observations

Adapted from Marti Hearst

Thinking Aloud

Formative vs. Summative Evaluation Formative evaluation - Discover usability problems as part of an iterative design process. Goal is to uncover as many problems as possible. Summative evaluation - Assess the usability of a prototype, or compare alternatives. Goal is a reliable, statistically valid comparison.

Thinking Aloud “Having a test subject use the system while continuously thinking aloud” Most useful for formative evaluation Understand how users view the system by externalizing their thought process Generates a lot of qualitative data from a relatively small number of users Focus on what the user is concretely doing and saying, as opposed to their own theories and advice

Getting Users to Open Up Thinking aloud can be unnatural Requires prompting by the experimenter to ensure that the user continues to externalize their thought process May slow them down and affect performance

Example Prompts “Please keep talking.” “Tell me what you are thinking.” “Tell me what you are trying to do.” “Are you looking for something? What?” “What did you expect to happen just now?” “What do you mean by that?” Adapted from Jake Wobbrock

Points to Remember Do not make value judgments User: “This is really confusing here.” Tester: “Yeah, you’re right. It is.” (BAD) Tester: “Okay, I’ll make a note of that.” (GOOD) Video or audio record (with user’s permission), and/or take good notes Screen captures can also be useful When the user is thinking hard, don’t disturb them with a prompt - wait! Adapted from Jake Wobbrock

Think Aloud Variants Co-Discovery: Two users work together –Can spur more conversation –Needs 2x more users Retrospective: Think aloud after the fact, while reviewing a video recording –Doesn’t disturb the user during the task –User may forget some thoughts, reactions Coaching: Expert coach guides the user by answering their questions –Identify training, help and documentation needs

Thinking Aloud Example

Think Aloud Example Choose a partner - one of you will start as the user, and the other will start as the experimenter Experimenter should write down 2-3 tasks to be completed by the user using a mobile phone or laptop (or some other device you have handy) Introduce the task to the user, and ask them to complete it while thinking aloud Experimenter should be taking notes about the user’s breakdowns, workarounds and overall success / failure Remember to keep prompting! After you are done, switch roles! Adapted from Jake Wobbrock

Example Prompts “Please keep talking.” “Tell me what you are thinking.” “Tell me what you are trying to do.” “Are you looking for something? What?” “What did you expect to happen just now?” “What do you mean by that?” Adapted from Jake Wobbrock

Performance Measurement

Implies testing a user interface to obtain statistics about performance Most useful for summative evaluation Can be done to either: –Compare variants or alternatives –Decide whether an interface meets pre- specified performance requirements

Experiment Design Independent variables (Attributes) - the factors that you want to study Dependent variables (Measurements) - the outcomes that you want to measure Levels - Acceptable values for measurements Replication - How often you repeat the measurement, in how many conditions, with how many users, etc. Adapted from Marti Hearst

Performance Metrics Time to complete the task Number of tasks completed Number of errors Number of commands / features used Number of commands / features not used Frequency of accessing help Frequency of help being useful Number of positive user comments Number of negative user comments Proportion of users preferring this system etc…

Reliability Reliability of results can be impacted by variation amongst users –Include more users –Use standard statistical methods to estimate variance and significance Confidence intervals are used for studies of one system Student’s T-test is used for comparing difference between two systems

Validity Validity can be impacted by setting up the wrong experiment –Wrong users –Wrong tasks –Wrong setting –Wrong measurements –Confounding effects Take care in your experimental design about what you are testing, with whom, and where

Between vs. Within Subjects When comparing two interfaces Between-Subjects: Distinct user groups use each variation –Need large number of users to avoid bias in one sample vs. the other –Random vs. matched assignment Within-Subjects: Same users use both variations –Can lead to learning effects –Solution is to counter-balance the study - each group uses one interface first

Experiment Design Varying one attribute (ex. color) is simple - consider each alternative for that attribute separately Varying several attributes (ex. color and icon shape) can be more challenging: –Interaction between attributes –Blowup in the number of conditions

Adapted from Marti Hearst A1A2 B135 B268 A1 A2 B135 B2612 A1 B1 A2 A1 B2 A2 B2 A and B do not interactA and B may interact A2 A1 B1B2B1B2

Dealing with Multiple Attributes Conduct pilot tests to understand which really impact performance Take the remaining attributes, and organize them in a latin square –addressing ordering and making sure all variations are tested Note: each user may only see a subset of the variations, and only some orderings may be considered

Adapted from Marti Hearst G G+ A A A+ A G T1T2T A+ G G+ A+GG+A T4 6

Concerns with Users People get tired! People get bored! People can get frustrated! People can get distracted! People learn how to do things! All of these can be exacerbated in a Within-Subjects test

Adapted from Jake Wobbrock Example Usability Lab

For Next Time Start working on Assignment 2! –Any questions? Readings about Graphic Design

Show & Tell