Download presentation
Presentation is loading. Please wait.
Published byLenard Robertson Modified over 6 years ago
1
Rob Gleasure R.Gleasure@ucc.ie www.robgleasure.com
IS3320 Developing and Using Management Information Systems Lecture 18: Usability Testing Rob Gleasure
2
IS3320 Today’s lecture Usability Testing
3
Usability Usability has been broken down into several components
Learnability Usefulness (achieving goals) Satisfaction Learning Achieving goals Satisfaction
4
Usability Dense, dense topic…
Usability strategies can be roughly considered as targeting either Conceptual models How can designers create a useful abstraction for users quickly and efficiently Ergonomics How can designers control the physical demands of users
5
Usability Conceptual-model approaches can be considered according to three main types Metaphor-based design Aligning to conceptual models of existing real-world systems with which users have experience Idiom-based design Aligning to conceptual models of systems of the same type with which users have experience Context-based design Aligning to conceptual models that users already possess of the design context
6
Learnability
7
Usability These strategies help learnability by allowing users a head start in understanding a system They help usefulness by allowing users to infer functionalities from this understanding They help satisfaction by creating expectations that are more likely to be met
8
7 Usability Testing Truths (Krug 2006)
If you want a great system you have to test Testing one user is 100% better than testing none Testing one user early in the project is better then testing 50 near the end The importance of recruiting representative users is overrated The point of testing is not to prove or disprove something, its to inform your judgement Testing is an iterative process Nothing beats a live audience reaction Testing is essential if we want to improve usability
9
Usability Testing and Prototypes
Some testing will be done on the features of the work-in-progress system itself (tracer bullets), however other testing can be done with prototypes Prototypes consist of anything from paper based representations to fully functional websites It allows stakeholders to interact with an envisioned product, gain experience in using it and explore uses for it Types of Prototyping Low-Fidelity Prototyping High-Fidelity Prototyping
10
Low-Fidelity example Image from
11
Low-Fidelity example Image from
12
Low-Fidelity example Image from
13
Low-Fidelity example Image from
14
Types of Low-Fidelity Usability Prototypes
Storyboarding Sketching Prototyping with Index Cards
15
Advantages of Low-fidelity
They are simple to make They are cheap They can be quick to produce They are also easy to modify quickly to incorporate changes on the fly and retest, i.e. “Is this what you mean?” Minimal resistance to change
16
Disadvantages Limited error checking Navigational limitations
Some users might find it difficult to conceptualise Very little UX feedback
17
High-Fidelity Prototyping
Here materials that will be used in the final product are used The prototype will be designed to resemble the final product as closely as possible
18
Advantages Complete functionality, so people might understand it better Fully interactive Look and feel of the final product
19
Disadvantages Difficult to develop Time-consuming to create
Not effective for requirements gathering
20
Testing the complete lifecycle
For learnability Test the system with new users repeatedly – forgetting to reset with new users from time to time is very common and leads to test-users behaving more like developers than true representative users For usability Try and form a hierarchical view of uses. The majority of features never get used, so make sure the priority items are right before moving on For satisfaction Use beta-tests to allow for more prolonged usage – this lets you gauge users’ response over long periods of time and in less artificial environments (e.g. white coat syndrome)
21
Individual-level or group testing?
A common means of testing is the ‘focus group’ Tendency to use these focus groups to trial ideas – not always best use of time and effort Useful creative technique is the ‘Plus/Delta’ approach Two columns What do you like about this? What changes would make it better?
22
Issues with Testing Client involvement is a tricky balancing act. You absolutely need their feedback, however too much feedback can cause a number of problems: Schedule bottleneck - progress is stifled waiting for clients to provide feedback Scope creep - the client keeps thinking of new requirements, the addition of which keeps adding massive delays. Alternatively they are not added, perhaps leaving the client feeling ignored…
23
Issues with Testing (continued)
Feedback fever - the client wants to make every decision, without necessarily understanding the technical repercussions Conflicting feedback - “Jim from Marketing wanted to get involved in this project, so had a look over the complete site and wonders if it would be better as an iPhone app?”
24
Want to read more? Norman, D. (2002). The Design of Everyday Things, Basic Books Cooper, A. (2007). About Face 3: The Essentials of Interaction Design Krug, S. (2005). Don't Make Me Think: A Common Sense Approach to Web Usability, New Riders
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.