ComputerPrototypesand FormativeUsabilityTests MattiasArvola 2 Today • • • • • • • • Types of prototypes Fidelity Computer prototypes Tools for building computer prototypes Preparing prototypes for testing Setting up formative tests Evaluation of mental models Think-aloud protocols 3 Prototype(Merriam-Webster) • an original model on which something is patterned : archetype • an individual that exhibits the essential features of a later type • a standard or typical example • a first full-scale and usually functional form of a new type or design of a construction (as an airplane) 4 Whyprototype? • Good UX does not come from nowhere. It is based on many hours of work • Designing and re-designing in series of user testing sessions • Iteration is the mother of quality 5 Human-CenteredDesign(ISO9241-210) 1.Planthe human-centred process Meetsthe requirements 2.Understand thecontextof use 5.Evaluate against requirements 3.Specifyuser &business requirements 4.Produce design soluAons ideaLon revisions detailing Uncertainty/PaOerns/InsightsClarity/Focus ideaLon revisions detailing Whatitisandnotis https://uxmag.com/articles/what-a-prototype-is-and-is-not • A simulation of the final product. It is not THE final product • Interactive mockup with any degree of fidelity. It does not always look like the final product • Test the smoothness and consistency of the flow of the product. • Provide insight into user interaction • Test the feasibility and usability before writing code • Make unexpected discoveries and innovations 8 9 Evolutionaryorthrow-awayprototypes 10 WhatPrototypesPrototype FuncLon Integrated ConstrucLon Look&Feel 11 LoFiandHiFiPrototypes • Low Fidelity: Often paper-based. Used to test a design with users and predict big problems at an extremely low cost. • High Fidelity: Interactive and computer-based. Used to convince management and other stakeholders that you have thought the design through and are on the right path. Cost can be rather high, and they can create to large expectations from customers. • Mixed Fidelity: Some parts are HiFi and others LoFi 13 Fidelityinwhatrespect? • Interaction: Transitions, animations, system responses • Data: Real or realistic data • Width in functionality: Overview of e.g. withdrawal, deposit, account current, payments • Depth in functionality: Details of e.g. withdrawal • Visual: Sketchy or pixel perfect 14 15 16 Howmuchshouldweimplement? • Build it if you can • Fake it if you cannot • If nobody can building, then your design is wrong 17 Whyandwhatofcomputerprototypes • Bring a prototype with you to get more out of a stakeholder meeting • Response times, states of graphical objects and animations 18 WizardofOz • Gives the users the impression that they are working on a real system when there is no such real system • Controlled completely or partially be a wizard that looks at what the user is doing and then provides the system response • Makes it possible to test advanced AI to se if and how it should be constructed • Can also be used to build a corpus of interactions for a natural language user interface far from the participant, helping to make the Overkamp,T.,&Holmlid,S.(2015).MarionetteprototypingforevaluatingconceptualUbiCompapplicationsintheircontext.In manipulations non-obtrusive for the participant. ParticipatoryInnovationConference2015,TheHague,TheNetherlands. WizardofOz Figure 1. Imagined wireless interaction with a ubicomp object. The object sends information directly to the user’s device. 19 Figure 1. Imagined wireless interaction with a ubicomp object. The object sends information directly to the user’s device. Figure 2. Marionette setup of the ubicomp interaction. For the user, the information seems to be coming from the object, whereas in reality, the researcher sends this information to the user’s device. Thus, in the Marionette Prototyping method we create a Figure 3. The setup for the researcher following along on the walkthrough. The tablet on the left, for manipulating the user-device in the manipulator role, and the notepad on the right, for taking notes in the researcher role. InteractiveComputerPrototypes • Looks and behaves like the final product • Test the feel and detailed interaction • It takes an effort to make changes in it (compared to paper prototypes) and a bug can put the entire test session to a halt 22 23 IterativeandEvolutionaryPrototypes • Built to both test a design and to build on for the future • Made in the development environment, but preferably with a GUI builder • Such environments have component libraries: easy to use standard widgets • Easy to fixate on standard components and widgets 24 ThreeBasicKindsofPrototypingTools • Hot spot-based tools that take existing wireframes / mock-ups and add interactivity • E.g. InVision, POP, Flinto, Keynote, Powerpoint • States-based tools with UI components • E.g. UXPin, Axure RP, proto.io, Pixate, Atomic, Indigo Studio, Fluid UI • Code tools that take and load dynamic data: E.g. Framer, LiveCode, Interface Builder, Visual Studio Express, Qt Creator, Noodl proto.io Principle Indigo Studio Protoshare Pixate HotGloo Solidify Origami Framer UXPin Marvel Form Webflow Justinmind Fluid Briefs InVision LiveCode Axure Keynotopia Atomic QTCreator Prototyping onPaper Noodl InVision • https://www.youtube.com/watch?v=zNoBmjg-NnQ 26 UXPin • https://www.youtube.com/watch?v=NM30LmppB5U 27 LiveCode • https://www.youtube.com/watch?v=PeYBSFoiOqI 28 29 PrototypingToolswithProsandCons • For example: • http://www.cooper.com/prototyping-tools 30 Furtherreading: • http://www.inuse.se/blogg/tre-proptptypverktyg-duinte-far-missa/ • http://www.cooper.com/prototyping-tools • https://medium.com/@msds_branding/5-fantasticux-prototyping-tools-part-1-3a4d05f8801f • http://ms-ds.com/our-thinking/insights/5-best-uxprototyping-tools-part-two • https://uxmag.com/articles/comparing-popularlayer-based-and-code-based-prototyping-tools • https://uxmag.com/articles/comparing-fourpopular-page–based-interactive-prototyping-tools Formativeusabilitytests 32 T-prototypes • It’s a prototype – Not the Mona Lisa • Set a deadline • Prototype only what you need 33 Preparetestscenarios Rettig,1994 • Draw on your user research on typical situations of use • Construct the prototype to support a few task scenarios • Reasonably small set of functions but enough to allow meaningful tests • Make sure you use realistic scenarios and data: test them on someone • If possible: balance the order • Make a pilot run! 34 Agoodtaskscenario Lewis&Reiman,1993,1994 • Specific • Describes a complete job • Test how different features of the interface work together • Example from Anneli Friberg, LiU Library • "Du letar efter boken Skriva uppsats med kvalitativ metod av Johan Alvehus. Hitta den och ta reda på om den finns att låna på Campus Norrköpings bibliotek.” • ”You are looking for the book Successful Writing for Qualitative Researchers by Peter Woods. Find it and determine if it is available to borrow at the library at Campus Norrköping.” 35 Selectyourusers Rettig,1994 • Representative in terms of for example: – Education and training – Computer knowledge – Domain familiarity – Typical tasks • Try to get the whole range of users • Surrogate users – Sometimes hard to get – Politics involved – Ethics • Avoid friends and family and other clearly biased people 36 Rolesthatyou rotateintheteamRettig,1994 • Greeter: Make participants feel at ease and introduce them. Hand out test screener • Facilitator: Gives instructions, encourages the user to express thoughts during the test, keeps track of time • Observers: take notes on index cards. One observation per card. Ideas for solutions on the same card 37 Threephases Rettig,1994 A session typically lasts about an hour, depending on the size of the prototype 1. Getting ready 2. Conducting the test 3. Debriefing Gettingready(andsomeethics) • Greetings, introductions, refreshments, and icebreaking • Set expectations and explain: – introduce the prototype – the equipment – what you will do with the data – think aloud testing 38 • Assure anonymity • Make sure that they understand they can quit at any time • Clarify that you are testing the design and not testing the participants • Setting up the camera to record the interaction with prototype but not people’s faces • Ask if there are any questions 39 Uncoveringtheinitialimpressionand mentalmodelGreenbergetal2012 • What is this product/system/website for? • What is your first impression? • Then briefly introduce the design and ask people to describe their understanding, in detail, of every design element on the screen • If their explanations doesn’t match your intention you have a problem in people’s initial mental model that you need to address in a redesign 40 Conductingthetest • The facilitator hands written tasks to the user. Tasks should be clear and focus on what the users want to achieve but describe not how. • One page for each task, one task at the time • Facilitator encourages people to think aloud if they stops talking: – What are you thinking right now? – What questions are on your mind? 41 Theobservers • May sometimes interject a question • Never laugh, gape, say ”a-ha”, nudge each other, or display any reaction • Intimidation and humiliation can ruin the relationship with the participant and spoil the test • Don’t ever explain or defend your design to the users 42 Debriefing • Discuss interesting behaviours that you would like the participant to explain without accusing the user • Ask your final questions • Gather impressions and participant’s thoughts on the design • Ask if the participant has any questions • Express thanks 43 Informedconsent(moreethics) • You need to assure that your participants understand – that they agree to participate in the study – that it is voluntary to participate – that they agree to immediately raise concerns or discomforts during the session – that their interaction is recorded for research purposes – how you will use the results and the recordings – that they will be anonymised • Consider using a form • Confirmed consent with minors include inform consent from their legal guardians 44 Pre-testquestions usability.gov • • • • • • • Male/female Age Income Education Work title Location of workplace Knowledge of competing sites or products • Computer habits (platforms, activities, browsers, websites and applications often used) • Language skills • Domain knowledge • Technical knowledge • Contact info 45 Observationprotocol Usability.gov,Greenbergetal,2012 • Pathways users take • Degree of success on the task scenario 0. not completed 1. completed with difficulty 2. easily completed • Look for places where participants have troubles • Look for patterns of behaviour that tells you if the product was understood correctly • Review it afterwards on the video 46 Debriefingquestions Usability.gov Overall impression? What did you like best? What did you like least? If you got to decide what would be the first thing to improve? • Do you feel that there is anything missing? Probe for content and functions • • • • • If you were to describe it to a colleague in a sentence or two, what would you say? • Final comments or questions? 47 Analysingtheresults Rettig,1994 • Print screen shots from the prototype and arrange them on a big table • Pile the notes near the relevant interface component • Divide the labour of going through the piles to summarise and prfioritize the problems • Go through the piles and agree on suggested changes 48 Redesign • Sketch down solutions and affix them directly on the relevant part of the paper prototype • Use that as a basis for creating a revised design 49 Tips https://uxmag.com/articles/how-to-perform-your-own-lean-mobile-usability-testing • Focus on human connection • Empathy and practice • Let them fail • Explain the task in as few words as possible, and then sit back and observe. • Answer questions with questions • User: ”What do I do next?” • You: ”What do you think?” • Focus on behaviours, not opinions • Behaviour is consistent, opinions are not • Ask valuable questions • How was your experience? • How was your experience doing task X? • Which parts of the experience stood out to you? 50 Commonmistakes • Not making pilot runs • Not having specific tasks with a clear start and a clear end state • No tasks written down • Not varying the order of tasks • Not explaing how the test works • Telling the user what to do when they hesitate • Explaining or defending the design • Laughing, encouraging, nodding, or expressing other reactions to users actions. • Not having wellprepared pre- and posttest questions • Not getting informed consent 51 TestingwithChildren hOp://www.microsoi.com/usability/UEPosLngs/p9-hanna.pdf • • • Make sure their parents know what is going to happen and that they have giving their permission. Adapt to the child since preschoolers have a short attention span. Let the children explore the device to their own interests, instead of let them perform a series of tasks. • Observe closely their behaviour. • Children this age often have difficulty expressing their likes and dislikes in words. • A session will last on average about 30 minutes, but schedule extra time for play and exploration. Give yourself plenty of time in between children. • Engage small talk with the children, to establish a relationship. • Tell the children about the system and that it’s not finished yet. Tell them why is is important to get their feedback. • During the test it’s important to keep the children’s attention. When that’s not possible find a way to do something different for a bit and come back later to the test. • After testing, reward children by commenting on how helpful they were. Explain to them that all of their hard work helped you with. UsabilityReports (usability.gov) • Thera are templates and examples for usability report contents • http://www.usability.gov/how-to-and-tools/resources/templates/ report-template-usability-test-long.html • http://www.ida.liu.se/~TDDD58/assignments/report1.pdf • http://www.ida.liu.se/~TDDD58/assignments/report2.pdf • But use an academic report structure • http://www.ida.liu.se/edu/ugrad/thesis/instructions/ Exjobb_anvisning_150313.pdf • http://www.ida.liu.se/edu/ugrad/thesis/instructions/ Exjobb_instruction_eng_150313.pdf 52 53 • Academic report outline • Title page • Abstract • Introduction – what is the problem/question and why is it important? • (Background – what is the context?) • Theory – what have others done? • Method – what did you do and why? • Results – what happened? • Discussion – what does it mean? • Conclusions – what are the take home points in relation to problem/ questions and purpose • References • (Appendices) • Chapters in parentheses are optional • Sometimes Background and Theory is placed as subheadings of Introduction • Sometimes Conclusions are placed as last subheading in Discussion 54 Insummary • • • • • • • • Set up test task scenarios Prototype enough but not more Choose prototyping tool according to your needs Make a pilot test Introduce participants Be clear on the roles when conducting the test Debrief participants Analyse results and work out consequences for redesign mattias.arvola@liu @mattiasarvola www.liu.se