Chapter 4 – Expert Reviews, Usability Testing, Surveys, and Continuing Assessments 4.1 Introduction • Designers may fail to evaluate adequately. • Experienced designers know that extensive testing is necessary • Many factors influence the evaluation plan • Evaluations might range from two-years to a few days • Range of costs might be 10% 1% of a project budget • Customers are more and more expecting usability 4.2 Expert Reviews • Formal expert reviews have proven to be effective. • Experts may be available on staff or as consultants • Expert reviews may take one-half day to one week plus training • There are a variety of expert review methods to chose from • Expert reviews can be scheduled at several points in the development process • Try not to rely on just one expert. Expert Review Methods • Heuristic evaluation • Guidelines review • Consistency inspection • Cognitive walkthrough • Formal usability inspection Using Expert Reviews • Danger: Experts may not have an adequate understanding of the task domain or user communities. • Danger: may get conflicting opinions • Expert reviewers are not typical users, and may not relate completely. • Helps to chose experts who are familiar with the project and the organization. • Beneficial to do usability testing as well 4.3 Usability Testing and Laboratories • There is increasing attention to usability testing • Has benefits beyond usability • Not controlled experiments Usability Laboratories • Might be set up to allow observation via one-way mirror • Staffed by expert in usability testing and interface design • IBM was an early leader • Consultants available Usability Testing Process • Plan ahead • Pilot test • Choice of participants is important • Other factors to be controlled • Participants should be kept informed and respected • Think Aloud protocols useful • Videotaping is useful • Test can be repeated after significant improvements Field Tests • Real environments instead of labs • Still useful to log • Beta testing is field testing Paper Prototypes • Obtain very early feedback, inexpensively • Person plays the role of the computer, displaying screens • Allows capturing difficulties with wording, layout, and sequences involved in tasks Competitive Usability Testing • Closer to controlled experiment • Compare interface to previous version or competitor • Ensure tasks are parallel • “Within Subjects” recommended • Counter balance order Issues with Usability Testing • Emphasizes first-time usage • Has limited coverage of the interface features. • Also use expert reviews Heuristic Evaluation and Discount Usability Engineering Taken from the writings of Jakob Nielsen – inventor of both Heuristic Evaluation • Context – part of iterative design • Goal – find usability problems • Who – small set of evaluators • How – study interface in detail, compare to small set of principles Ten Usability Heuristics • • • • • • • • • Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors • Help and documentation How to Conduct a Heuristic Evaluation • More than one evaluator to be effective. • Each evaluator inspects the interface by themselves • General heuristics may be supplemented • Results can be oral or written • Evaluator spends 1-2 hours with interface • Evaluator goes through interface > 1 time • Evaluators may follow typical usage scenarios • Interface can be paper Different Evaluators Find Different Problems Number of Evaluators Heuristic Evaluation Results • List of usability problems – With principle violated – With severity • NOT fixes • May have debriefing later to aid fixing • Discount usability Usability Problem Location • Single Location • Two/Several Locations • Overall Structure • Something Missing Severity • Help focus repair efforts • Help judge system readiness • Factors in Severity: – Frequency – Impact – Persistence – Market impact • Scale severity to a number • May wait on severity H.E. Complementary w/ Usability Testing • Each will find problems that the other will miss • H.E. Weakness – finding domain specific problems • Don’t H.E. and Usability Test same prototype version Discount Usability Engineering • “It is not necessary to change the fundamental way that projects are planned or managed in order to derive substantial benefits from usability inspection” • 6% of project budget on usability • 18% of respondents used usability evaluation methods the way they were taught More Discount Usability Engineering • Cost projection to focus on usability may be reduced • “Insisting on only the best methods may result in having no methods used at all” • 35% of respondents used 3-6 users for usability testing • Nielsen and others suggest 50-1 ROI Elements of Discount Usability Engineering • Scenarios • Simplified Thinking Aloud • Heuristic Evaluation Scenarios • Take prototyping to extreme – reduce functionality AND number of features • Small, can afford to change frequently • Get quick and frequent feedback from users • Compatible with interface design methods Simplified Thinking Aloud • Bring in some users, give them tasks, have them think out loud • Fewer users in user testing Heuristic Evaluation • Fewer principles etc to apply • Compare interface to previous version or competitor • Ensure tasks are parallel • “Within Subjects” recommended • Counter balance order Stages of Views of Usability in Organizations 1. 2. 3. 4. 5. 6. 7. 8. Usability does not matter. Usability is important, but good interfaces can surely be designed by the regular development staff as part of their general system design. The desire to have the interface blessed by the magic wand of a usability engineer. GUI/WWW panic strikes, causing a sudden desire to learn about user interface issues. Discount usability engineering sporadically used. Discount usability engineering systematically used. Usability group and/or usability lab founded. Usability permeates lifecycle. End Nielsen insert for Chapt 4 4.4 Surveys • Users are familiar with surveys • Surveys can provide lots of responses • Surveys can be inexpensive • Survey results can often be quantified • Surveys can be complementary to usability tests and expert reviews. Successful Use of Surveys • Clear Goals • Preparation • Don’t forget to gather background info • Other goals concerning learning about the user … • Goals concerning the interface … – reasons for not using an interface – familiarity with features – their feeling state after using an interface Online Surveys • Online surveys cut cost • Online surveys may boast response rate • Online survey may bias survey Simple Survey • Use a simple scale – Easy for users – Directly quantifiable for use in statistics • Ask a few questions addressing goals • Few questions lead to higher response rate • Low cost, quantifiable results makes survey repeatable More Scaling • Some surveys use bipolar alternatives • E.g. Error messages were – Hostile 1 2 3 4 5 6 7 Friendly Not So Simple Survey • Shneiderman’s Questionnaire for User Interface Satisfaction (QUIS) – Detailed info – gives specific feedback on many things – Response rate will be lower – Response bias to those highly motivated to help, very patient, and/or not that busy – Short form available for less patient • IBM’s Post-Study Usability Questionnaire • Software Usability Measurement Inventory 4.5 Acceptance Tests • Large (particularly custom) software projects have “acceptance tests” • It’s time for something more specific than “user friendly” for handling of usability – Time to learn specific functions – Speed of task performance – Rate of errors by users – Human retention of commands over time – Subjective user satisfaction • Multiple such tests - different components - different user communities. • After acceptance, field testing before full distribution.. • The goal all usability evaluation is to improve interface in the prerelease phase, when change is relatively easy 4.6 Evaluation During Active Use • Must continue to evaluate usability under real use • Improvements are possible and are worth pursuing. 4.6.1 Interviews and Focus Groups • Interviews with individual users • After individual discussions, group discussions 4.6.2 Continuous User-Performance Data Logging • Software should enable collecting data about system usage • Logged data provides guidance • E.g. Most frequent error message • E.g. Most frequently used capabilities • Pay attention to user’s privacy 4.6.3 Online or Telephone Consultants • Online or telephone consultants provide assistance to users • Helpful to users when problems arise. • Consultants can provide info about problems users are having 4.6.4 Online Suggestion Box • Provide facility to allow users to send messages to the maintainers or designers. • Easy access encourages users to make productive comments 4.6.5 Online Bulletin Board • Electronic bulletin board (newsgroups) permit posting of open messages and questions. • New items can be added by anyone, but usually someone monitors the bulletin board 4.6.6 User Newsletters and Conferences • Newsletters can help users, include requests for assistance, promote user satisfaction • Printed newsletters can be carried away from the workstation and have respectability. • Online newsletters are less expensive and more rapidly disseminated • Conferences allow workers to exchange experiences with colleagues • Obtaining feedback in these ways allows gauging attitudes and gathering suggestions (as well as being good PR) 4.7 Controlled Psychologically Oriented Experiments • Scientific and engineering progress aided by precise measurement. • Designs of interfaces will be improved if quality can be quantified • Scientific method as applied to HCI: • • • • • • • • Deal with a practical problem – but within a theoretical framework State a clear and testable hypothesis Identify a small number of independent variables Carefully choose the dependent variables Carefully select subjects and assign to groups Control for biasing factors Apply statistical methods to data analysis Resolve the practical problem, refine the theory, and give advice to future researchers • Controlled experiments useful in fine tuning the interface. End Chapter 4