Re: [Usability] Usability Testing Review




On 25 Feb 2008, at 14:04, Patrick Carlson wrote:

Hello all,

Can anyone point me towards concrete usability tests for software/ technology? I need to write a paper reviewing a test (checking validity, reliability, etc.). Are there many "usability" tests out there or are they mostly just picking random people and having them give feedback?

Well, the most useful usability tests will never pick "random" people; the idea is to pick a representative sample of users, typically somewhere between 5 and 20. ("Representative" can cover many things, including age, sex, level of education, and prior experience with this and/or similar products.)

That said, any user's feedback is usually better than no user feedback, and there are several different types of usability study, some of which involve representative users, and some of which are performed only by usability experts (for want of a better term):

- Usability Inspection. This can take the form of a heuristic evaluation, and/or a cognitive walkthrough:

In a heuristic evaluation, usability experts look through each screen design in turn, trying to identify general usability issues. The 'heuristics' used to identify issues are typically some combination of Jakob Nielsen's classic list of ten <http://www.useit.com/papers/heuristic/heuristic_list.html >, and any platform or product UI guidelines that might also apply.

In a cognitive walkthrough, the usability experts play the part of potential users, walking through typical use cases. This way, the testers gain a better feel for the navigational structure of the application. On the other hand, it's quite possible that they are not experts in the domain that the product's real users would be, and may thus exhibit unrealistic usage patterns.

- Focus group: Brings together several representative users in a group discussion to talk about the product. As with any group discussion, success depends on deciding what you want to learn beforehand, and a good moderator who gives everyone an equal chance to participate while keeping the discussion on track.

- Low fidelity test: A low-fidelity prototype is one developed very early in the design lifecycle. For GUIs, there is usually no coding involved, and the emphasis is on how it works rather than what it looks like. A paper prototype is a typical example. Representative users are asked (individually) to walk through typical use cases, "thinking aloud" and deciding what they would do at each step if it were a real GUI, with the facilitator manipulating the prototype (e.g. swapping between sketches of different screens in response to a menu selection) in response. Some advantages of this technique are that it can be used almost anywhere, and that participants are often more forthcoming with ideas and criticism when they can see the product is only at the 'rough idea' stage.

- High fidelity test: For GUIs, a prototype with sufficient (but usually not complete) functionality to allow the participants to experience how the final product will look and behave. Again, representative users are asked individually to walk through typical use cases, "thinking aloud" during each task, and giving moderator-led feedback when they complete (or fail) each task. Advantages of this technique include the user experiencing realistic interaction methods, response times etc.

Videoing the users as they take part in studies can be useful for later analysis, but can also be intrusive and impractical. It's certainly not essential.

Then there's the question of what to do with the data. There are quantitative methods available that offer a useful way to compare different versions of the same product or feature, such as SUMI <http://sumi.ucc.ie/whatis.html >. More often than not, though, a report will generally list the tasks that participants were asked to do, and the most common problems found, along with their perceived severity and possible solutions. Some statistical analysis may also be required, depending on the type of data generated and results required.

For a concrete example, here's an old GNOME usability study from 2001:
<http://developer.gnome.org/projects/gup/ut1_script.html>
<http://developer.gnome.org/projects/gup/ut1_report/report_main.html>

And a Linux one from 2003:
<http://www.linux-usability.de/download/linux_usability_report_en.pdf>

And a GIMP study from 2004:
<http://www.relevantive.de/gimp/report/results_usabilitytest_05.04.html>

And an example of a usability inspection:
<http://eprints.cs.vt.edu:8000/archive/00000619/01/iLumina.pdf>

Also, are there any good usability resources out there? Not just specifically for Gnome but software testing in general?

Many. One I like to point people at, which has some nice summaries of all the basic techniques, is <http://infodesign.com.au/usabilityresources/evaluation/default.asp >.

Cheeri,
Calum.

--
CALUM BENSON, Usability Engineer       Sun Microsystems Ireland
mailto:calum benson sun com            GNOME Desktop Team
http://blogs.sun.com/calum             +353 1 819 9771

Any opinions are personal and not necessarily those of Sun Microsystems




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