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Explore various research and testing methods such as Lo-Fi Feedback, Storyboards, Speed Dating, Usability Testing, Heuristic Evaluation, and Eyetracking to improve product usability and design.
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Evaluative Research Feedback and Testing in Design
Evaluative Research • Lo Fi Feedback • Storyboards • Speed Dating • Desirability Testing • Experience Prototyping • Wizard of Oz Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking Prototyping Methods Bodystorming Business Origami Design Charette Parallel Prototyping Prototyping
Evaluative Research • Lo Fi Feedback • Storyboards • Speed Dating • Desirability Testing • Experience Prototyping • Wizard of Oz Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking Prototyping Methods Bodystorming Business Origami Design Charette Parallel Prototyping Prototyping
Evaluative Research • Usability testing • Testing methods from HCI • Research protocols • Prototyping forms for testing
Evaluative Research • Gauging human-product interactions • Contextual evaluations • Controlled lab studies
Evaluative Research • Validation of concepts, ideas • Product testing (“user testing”) • Recognition of participant and client input
Evaluative Research • Silicon Valley: Testing the Platform
Usability Testing • Usability testing focuses on people and their tasks, and seeks empirical evidence about how to improve the usability of an interface.
Usability Testing • Usability testing focuses on people and their tasks, and seeks empirical evidence about how to improve the usability of an interface.
Usability Testing • Understand task but can’t complete it within reasonable time • Understands goal, but has to try different approaches to complete task • Gives up or resigns from process • Completes a task but not the one specified • Expresses surprise or delight • Expresses frustration, confusion, or blames self for not being able to complete task • Asserts something is wrong or doesn’t make sense • Makes suggestions for interface of flow of events
Usability Testing • See also “Usability Report” • The usability report is informed by empirical evidence, helping teams decide whether a product is usable enough to release, or needs revision and further testing with more participants. • http://www.userinsight.com/
Usability Testing Early development & feedback
Usability Testing Refinement & testing
Methods from HCI • Thinkaloud protocol • Heuristic evaluation • Cognitive walkthroughs • GOMS • Eyetracking
Thinkaloud protocol • Users are encouraged to continuously verbalize their thoughts during task completion, expanding on whatever is interesting, why they make specific choices, where they are stuck and frustrated.
Thinkaloud: Sewing machine Thinkaloud protocol
Thinkaloud: Tent Thinkaloud protocol
Thinkaloud: Tent Thinkaloud protocol
Heuristic evaluation • Not a user test • A small set of evaluators examine the interface and judge its compliance with recognized usability principles (“heuristics”).
Heuristic evaluation • Original list of heuristics (Molich & Nielsen 1990) • Simple and natural dialogue • Speak the users’ language • Minimize the users’ memory load • Consistency • Feedback • Clearly marked exits • Shortcuts • Precise and constructive error messages • Prevent errors • Help and documentation
Heuristic evaluation • LUMA Institute Heuristics • MATCH – Match mental model • COMPLEXITY – Minimize perceived complexity • CONSISTENCY – Consistency of form, words, actions • PLACE – Provide a sense of place • CONSTRAINTS – Account for user and environmental constraints • ANTICIPATE – Anticipate needs • LANGUAGE – Use clear and concise language • FEEDBACK – Give feedback about actions and status • ERRORS – Prevent errors and provide graceful recovery • AESTHETICS – Strive for appropriate and minimal aesthetics
Cognitive walkthrough • Not a user test • Analyst chooses specific task, determines correct sequence(s) of actions, and assesses whether a hypothetical user would be able to select an appropriate action at each point, assigning reasons to any difficulties identified.
GOMS • Goals • Operators • Methods • Selection rules • see Card, Moran & Newell, 1983
Eyetracking http://www.etre.com/usability/eyetracking/
Establishing research protocol • USPS protocol sample
Establishing research protocol • Pre-planning • Pilot testing • Number of users • Components of test • Sequence of testing • Instrumentation, recording • How long will it take to test and analyze?
Gauging human interpretations • Usability, navigation, comprehension • Form feel and fit, comfort, ergonomics • Preferences, aesthetics, emotional response • Physical + digital product attributes
What do you want to know? • Performance measures • how fast, number of errors, task completion, number of help requests, etc • Preference measures • how much do people like it, how do they feel, etc • Comparison studies • multiple concepts • competing or precedent products
Considerations • Degree of science (experimental models?) • Lab vs field/in context (control vs realism) • Mixing generative and evaluative research • Whole vs parts (integration, components) • Fidelity of prototypes
Prototyping • ATM / MetroBank • SJ Kang Nature Guide
New media for testing • Usability Hub • Five Second Test, Navigation Test, Click Test, Question Test, Preference Test
Department of EnglishUsability Labs https://www.cmu.edu/hss/english/classroom_and_beyond/user-experience-lab/index.html
Research tools and rules • The usual suspects… • Questionnaire, interview • Observation, video, photo, sketch documentation • Free form exploration, task analysis • Good questions, avoiding response bias • Scientific attitude – systematic, skeptical, ethical • Quantitative and qualitative data collection
Number of users:Diminishing returns Why You Only Need to Test With 5 Users (Nielsen, 2000)
Chapter readings • Lo Fi Feedback • Storyboards • Speed Dating • Desirability Testing • Experience Prototyping • Wizard of Oz Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking Prototyping Methods Bodystorming Business Origami Design Charette Parallel Prototyping Prototyping
Additional resources • https://uxpa.org • http://www.usabilityfirst.com • http://www.usabilitybok.org • http://www.usertesting.com • http://www.userzoom.com/
Tasks • Think about usability of your proposed design • Assess how test methods might be used, adapted or created • Meta-thinkaloud? • Heuristics? • Walkthroughs?
Videos • Some Assembly Required: 6 min 30 sec • Get Me The Geeks! 13 minutes