Slides used in workshop session B7 on "User Testing on a Shoestring Budget " at the IWMW 2006 event held at the University of Bath on 14 - 16 June 2006.
See http://www.ukoln.ac.uk/web-focus/events/workshops/webmaster-2006/sessions/tonkin/
Web & Social Media Analytics Previous Year Question Paper.pdf
IWMW 2006: User Testing on a Shoestring Budget (1)
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UKOLN is supported by:
Usability on a Shoestring
Budget (1)
Emma Tonkin & Greg Tourte
Software & Systems, UKOLN
HCI Department, University of Bath
www.bath.ac.uk
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Introduction
• UKOLN, the University of Bath
• HCI Group
• Why this session?
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Why do projects fail?
Project Impaired Factors % of the Responses
1. Incomplete Requirements 13.1%
2. Lack of User Involvement 12.4%
3. Lack of Resources 10.6%
4. Unrealistic Expectations 9.9%
5. Lack of Executive Support 9.3%
6. Changing Requirements & Specifications 8.7%
7. Lack of Planning 8.1%
8. Didn't Need It Any Longer 7.5%
9. Lack of IT Management 6.2%
10. Technology Illiteracy 4.3%
11. Other 9.9%
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Introducing usability
• Definition: the measure of a product’s
potential to accomplish the goals of a user
• How easy a user interface is to understand
and use
• Ability of a system to be used [easily?
Efficiently? Quickly?]
• The people who use the project can
accomplish their tasks quickly and easily
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Assumptions
• There are several dimensions to
usability
– Focus on users
– ‘People use products to be productive’
– Users are busy people trying to
accomplish tasks quickly
– Users decide when a product is easy to
use
• (Adapted from Redish & Dumas, A Practical Guide to User Testing)
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However…
• Are users always busy? Does this imply that
usability is only present in the workplace?!
• Effectiveness vs. efficiency vs. satisfaction
• Do users know when a product is ready?
• Do all users agree about usability?
• Is usability actually measurable?
• Is there one statistic that == ‘% usability’?
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Elements of usability
• Nielsen refers to five elements or
components of usability:
– Learnability
– Efficiency
– Memorability
– Errors
– Satisfaction
– Usability Engineering, 1993, p.26
• These may not be of equal importance in all
cases.
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In other words…
• Usability depends on context
– What does the user want to do?
– Who is the user?
– What’s the user’s perspective on life?
• Related to:
– Internationalisation; cultural, social
– Task analysis; working out what the user
wants to do (what the goal is) and how
he/she would expect to accomplish it
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Science vs craft
• Formal approaches:
– Research-driven
– ‘hard science’
– Laboratory-based
• Informal approaches:
– Naturalistic, qualitative observations
– Informal setting
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A note about automated
testing/validation
• ‘Should be’ vs ‘is’ – model
vs reality
• Great handwriting does not
guarantee a compellingly
readable result
• Temptation to test the
(computationally) obvious
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Scenario-based user testing
• Based around tasks
• Simple scenarios (‘hypothetical
stories’/’abstract-level test cases’):
– For a company web page, locating and
using contact details
– Registration and login to a wiki
• Process: provide a task and ask the
user to complete it
– It is important to test the right tasks!
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The test process
• A facilitator with detailed knowledge about the site/software
is chosen to oversee the test
– They must take care not to influence the user’s behaviour!
• The tester (user) is briefed about the site/software
• They then go through each scenario
– ‘Think-aloud method’ – describing and explaining actions
– ‘Talk-aloud method’ – describing without explanation
(considered more accurate)
• The facilitator keeps notes and prompts the user where
necessary
• Alternatively/additionally, the session can be videoed
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Creating scenarios
• Must be:
– Motivating
– Credible
– Complex
– Provide easy-to-evaluate results
• An Introduction to Scenario Testing, Cem
Kaner, Florida Tech, June 2003
– Can be gleaned from documented
requirements?