Evaluative Research Feedback and Testing in Design Evaluative
+ Evaluative Research Feedback and Testing in Design
+ Evaluative Research Prototyping Methods Lo Fi Feedback Prototyping Hi Fi Testing Bodystorming Storyboards Usability Testing Business Origami Speed Dating Thinkaloud Protocol Design Charette Desirability Testing Heuristic Evaluation Parallel Prototyping Experience Prototyping Cognitive Walkthrough Wizard of Oz Eyetracking
+ Evaluative Research Prototyping Methods Lo Fi Feedback Prototyping Hi Fi Testing Bodystorming Storyboards Usability Testing Business Origami Speed Dating Thinkaloud Protocol Design Charette Desirability Testing Heuristic Evaluation Parallel Prototyping Experience Prototyping Cognitive Walkthrough Wizard of Oz Eyetracking
+ Evaluative Research n Usability testing n Testing methods from HCI n Research protocols n Prototyping forms for testing
+ Evaluative Research n Gauging human-product interactions n Contextual evaluations n Controlled lab studies
+ Evaluative Research n Validation of concepts, ideas n Product testing (“user testing”) n Recognition of participant and client input
+ Evaluative Research n Silicon Valley: Testing the Platform
+ Usability Testing n Usability testing focuses on people and their tasks, and seeks empirical evidence about how to improve the usability of an interface.
+ Usability Testing n Usability testing focuses on people and their tasks, and seeks empirical evidence about how to improve the usability of an interface.
+ Usability Testing n Understand task but can’t complete it within reasonable time n Understands goal, but has to try different approaches to complete task n Gives up or resigns from process n Completes a task but not the one specified n Expresses surprise or delight n Expresses frustration, confusion, or blames self for not being able to complete task n Asserts something is wrong or doesn’t make sense n Makes suggestions for interface of flow of events
+ Usability Testing n See also “Usability Report” n 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. n http: //www. userinsight. com/
+ Usability Testing Useful Usable Desirable
+ Usability Testing Useful Usable Early development & feedback Desirable
+ Usability Testing Useful Usable Desirable Refinement & testing
+ Methods from HCI n Thinkaloud protocol n Heuristic evaluation n Cognitive walkthroughs n GOMS n Eyetracking
+ Methods from HCI Cognitive Walkthrough Heuristic Evaluation GOMS User Testing Thinking Aloud Test Users No No No Yes Task Specific Yes No Yes Yes Traces correct paths Yes No Yes Maybe Assigns reasons for errors Yes Maybe No Maybe Yes Analyzes user mental processes Yes No Maybe Estimates learning time Maybe Yes Maybe Estimates performance time No No Yes Maybe
+ Thinkaloud protocol n 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 protocol Thinkaloud: Sewing machine
+ Thinkaloud protocol Thinkaloud: Tent
+ Thinkaloud protocol Thinkaloud: Tent
+ Heuristic evaluation n Not a user test n A small set of evaluators examine the interface and judge its compliance with recognized usability principles (“heuristics”).
+ Heuristic evaluation n Original list of heuristics (Molich & Nielsen 1990) n n n n n 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 n 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 n ANTICIPATE – Anticipate needs n LANGUAGE – Use clear and concise language n FEEDBACK – Give feedback about actions and status n ERRORS – Prevent errors and provide graceful recovery n AESTHETICS – Strive for appropriate and minimal aesthetics n n n
+ Cognitive walkthrough n Not a user test n 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 n Goals n Operators n Methods n Selection rules n see Card, Moran & Newell, 1983
+ Eyetracking http: //www. etre. com/usability/eyetracking/
+ Establishing research protocol n USPS protocol sample
+ Establishing research protocol n Pre-planning n Pilot testing n Number of users n Components of test n Sequence of testing n Instrumentation, recording n How long will it take to test and analyze?
+ Gauging human interpretations n Usability, navigation, comprehension n Form feel and fit, comfort, ergonomics n Preferences, aesthetics, emotional response n Physical + digital product attributes
+ What do you want to know? n Performance measures n n Preference measures n n how fast, number of errors, task completion, number of help requests, etc how much do people like it, how do they feel, etc Comparison studies n n multiple concepts competing or precedent products
+ Considerations n Degree of science (experimental models? ) n Lab vs field/in context (control vs realism) n Mixing generative and evaluative research n Whole vs parts (integration, components) n Fidelity of prototypes
+ Prototyping n ATM / Metro. Bank n SJ Kang Nature Guide
+ New media for testing n Usability Hub n Five Second Test, Navigation Test, Click Test, Question Test, Preference Test
+ Department of English Usability Labs https: //www. cmu. edu/hss/english/classroom_and_beyond/user-experience-lab/index. html
+ Research tools and rules n The usual suspects… n Questionnaire, interview n Observation, video, photo, sketch documentation n Free form exploration, task analysis n Good questions, avoiding response bias n Scientific attitude – systematic, skeptical, ethical n Quantitative and qualitative data collection
+ Number of users: Diminishing returns Why You Only Need to Test With 5 Users (Nielsen, 2000)
+ Chapter readings Prototyping Methods Lo Fi Feedback Prototyping Hi Fi Testing Bodystorming Storyboards Usability Testing Business Origami Speed Dating Thinkaloud Protocol Design Charette Desirability Testing Heuristic Evaluation Parallel Prototyping Experience Prototyping Cognitive Walkthrough Wizard of Oz Eyetracking
+ Additional resources n https: //uxpa. org n http: //www. usabilityfirst. com n http: //www. usabilitybok. org n http: //www. usertesting. com n http: //www. userzoom. com/
+ Tasks n Think about usability of your proposed design n Assess how test methods might be used, adapted or created n Meta-thinkaloud? n Heuristics? n Walkthroughs?
+ Videos n n Some Assembly Required: 6 min 30 sec Get Me The Geeks! 13 minutes
- Slides: 40