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Methodology and Explanation XX50125 Lecture 3: Usability testing Dr. Danaë Stanton Fraser
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Methodology and Explanation 2005 Lectures 1.Introduction to Methods 2.Experiments 3.Interviews/questionnaires/surveys 4.Usability testing 5.Ethnography
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Methodology and Explanation 2005 “Know thy user” Hansen (1971).
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Methodology and Explanation 2005 What is Usability Testing? Usability testing is a systematic approach to evaluating user performance in order to inform design. Designs should be: Based on observation of users Refined by thoughtful analysis of the frequency and sequences in which tasks are carried out Validated through early prototype, usability tests Direct interaction with users during the design phase and throughout the system lifecycle
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Methodology and Explanation 2005 The Move towards Usability Testing Traditionally, computer programmers designed for computer programmers When competitive products provide similar functionality usability testing is important for product acceptance Karat (1994) at IBM reported up to $100 payoffs for each dollar spent on usability, with benefits in reduced program- development costs, reduced programme maintenance costs, increased revenue due to higher customer satisfaction, and improved user efficiency and productivity Iterative design allowing for early testing of prototypes, revisions based on feedback and then incremental refinements
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Methodology and Explanation 2005 Design is a process..
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Example : Designing Games Interdisciplinary team – audio and visual design, programming, project management etc… Iterative design process cost benefits does design process prevent creative coding? Design process should be a shared vision that is built upon
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Example: Designing Games A videogame takes approx. 30 to 36 months from inception to market. A Pre-production phase (prototyping) will generally take 12 months plus, and if it meets approval, will get funded for full development A PS2 videogame in the US will typically have a team of 50 plus people working on it, and will cost $5m plus (Jeffery, 2003, Lucas Arts)
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Methodology and Explanation 2005 Usability Testing and Laboratories Emerged since the early 1980’s To conduct usability tests of products To provide expert reviews Usability testing often found to increase speed of projects and produce cost savings Usability tests are designed to find flaws in user interfaces Includes set of tasks, fewer participants than experimental study and a report of recommended changes.
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Methodology and Explanation 2005 Typical procedure Usability staff: Participate in early task analysis/design review Provide information on software tools, literature Develop set of tasks for testing (numbers, types of participants) Pilot test Voluntary participation with informed consent Think aloud technique Video recording Results feed into redesign
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Methodology and Explanation 2005 Example Lab Each lab is separated into two sections: the Observer side and the Participant side. Usability Engineers sit on the Observer side, while participants are on the Participant side. The two sections are separated by a sound-proof wall and a one-way mirror (image below). Microsoft
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Methodology and Explanation 2005 A mixed video set-up
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Methodology and Explanation 2005 Many types of Usability Testing Discount usability testing Field tests Paper prototypes Can-you-break-this Competitive usability testing Two main limitations: Emphasises first time use Limited coverage of features Therefore often supplemented with expert review
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Methodology and Explanation 2005 Expert Reviews Heuristic evaluation Guidelines review Consistency inspection Cognitive walkthrough Formal usability inspection
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Methodology and Explanation 2005 References Dumas, J. S. and Redish, J. C. (1999). A Practical Guide to Usability Testing. Exeter, UK. Karat, C-M. (1994). A business case approach to usability. In Bias, R and Mayhew, D (Eds). Cost-Justifying Usability, Academic Press, New York, 45-70. Nielsen, J. (1993). Usability Engineering, Academic Press., New York. Schneiderman, B. (1998). Designing the user interface: strategies for effective human computer interaction, Addison Wesley
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