Software Life Cycle Conception precise specification of the project Incubation design of the project Birth implementation and coding according to design;

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Presentation transcript:

Software Life Cycle Conception precise specification of the project Incubation design of the project Birth implementation and coding according to design; debugging Growth testing to make sure it conforms with specifications Maturity maintenance of the software

9 — Test, Evaluate, test, test, test Test at several times of production Ultimate testers are typical users Listen; don’t argue Watch testers quietly; their navigating experience says a lot Do they get confused easily? Do they use help often? Do they find the solution quickly? McCracken Chapter 8 explores testing

10 — The Finishing Touches Checked for typos? grammatical errors? Do text & graphics match? All buttons work? All scripts work without crashing? Do alert & dialog boxes work? Provide forgiving/cancel options? Do navigation links connect correctly? Screen transition consistent? Is video/sound/animation timing acceptable? Does it work across platform? Needs installation on various machines? Obtain copyrights? legal notices? logos? What is the smallest & best machine configuration? Need accompanying extensions? other s/w? Need folder placement? aliases placed? Checked for VIRUSES? registration? installation note? “read me first” file? www site?

Evaluation In McC chapter 8 you learn about: The benefits of testing The differences between expert-based and user-based testing The proper technique for conducting a user-based test Effective means of communicating test results

The benefits of testing Usability sells, if the user has a choice — which is almost always The designer is a poor choice to test her own project, because she knows too much (Doesn’t have to search for buttons, because he put them there) Parallel with software development: no matter how carefully you planned, would you ship a product that had never been tested?

Test early and often In traditional software development, users are brought in only at the beta test stage But by then most of the budget has been spent Much more expensive to correct an error than if it had been caught early Bring in two users every week, throughout the development. You uncover lots of errors early. Then do full-scale testing as you near completion.

Formative vs. summative evaluation Formative: during development Summative: at completion “When the cook tastes the soup in the kitchen, that’s formative evaluation; when guests taste the soup at the dinner table, that’s summative evaluation.”

Expert-based evaluation Why bother with user testing? Aren’t there experts who can look at your site and identify problems? To an extent, yes. There are experts, and this is done. But usually too late. (“We’re going live in two weeks; do you have time to look over our project?”) And the expert doesn’t have the characteristics of your users, whom you studied so carefully before starting

Testing preparation Paper prototype testing: We did it at storyboard presentations Prototype and Final testing: Need a test scenario Motives for performing the work What the user will be asked to do (actual data rather than generalities) The state of the system when a task is initiated Readouts of displays and printouts that the test users will see while performing the task

E.g.: Testing e-Commerce web site Motivation and end results: “Find a woman’s blue V-neck sweater for under $80.” State of system: Test user is at the site’s home page. First-time visitor; no data on file. Shopping cart is empty. Displays include: Home page Ladies Apparel Department page Sweaters page Search dialog (in case test user decides to search for item rather than clicking on links) List of available sweaters that meet search criteria

Layout for paper prototype testing Only person who speaks to user during test Main job is to keep the user talking in “Think Aloud” mode Don’t give clues, but: What are your options? What are you considering doing? If user asks for help, reflect the question back rather than answering the question At last resort, just say, “That’s fine. Let’s move on.” In paper prototyping, she pulls down the menus, puts a new page in place, and so on Says nothing Takes careful notes Use 3x5 cards

Debriefing user: possible approaches Open-ended: “What did you like best/least about the site?” What improvements would you suggest? Closed-ended: multiple choice, Likert scale, recall of features Most of the useful information comes from the notes taken during testing

Using results Sort note cards into categories, by type of problem encountered Correlate problem areas with prototype, especially site and page navigation Look at results in terms of your usability specifications