What is Usability Testing?
Usability testing is the observation of typical users performing
tasks with a product, conducted for the purpose of determining what
changes need to be made to the content, presentation, or user-interface
for that product.
THE practice of Usability Testing
for Websites have come to simplify the way we use the internet
to conduct business, exchange information, share knowledge, or play
games. It is a method of understanding the user requirements and
building websites strictly to comply with the specific needs of
the targetted users. This makes the user involved in the development
cycle of a product. Usability testing has a direct application within
instructional design when it is used as a formative evaluation technique
for e-learning products.
Usability testing reduces risk and maximizes ROI by injecting
realistic and accurate measures into the design and development
process
A usability test has a user perform a set of tasks in a controlled
environment where the user's actions and comments can be observed.
A usability test usually has the following three events:
· Planning meeting
· Observations sessions
· Action meeting
A good scenario has the following characteristics:
· It situates the task within a user context.
· It establishes a goal to be accomplished.
· It has a clear ending point.
:: Benefits
| main benefit of usability
testing is that it lets the designer understand how the user
makes sense of the user interface within the user's context. |
The main benefit of usability testing is that it lets the designer
understand how the user makes sense of the user interface within
the user's context. This is part of the formative evaluation process
and can inform design changes that make the interface more intuitive
for the learner. The user's focus during an e-learning event should
be on mastering the content, not on learning the e-learning software.
Another benefit of usability testing is that it helps reveal learning
requirements that might have been otherwise missed. This applies
to both the direct and indirect application of usability testing
within the instructional design model. During needs assessments,
users are not always able to articulate their true learning needs.
Within the action context of the usability test scenarios, however,
these needs can be clearly discerned.
:: Usability Test Elements
A usability test has a user perform a set of tasks in
a controlled environment where the user's actions and comments can
be observed. "User testing with real users is the most fundamental
usability method and is in some sense irreplaceable, since it provides
direct information about how people use computers and what their
exact problems are with the concrete interface being tested"
(Nielsen, 1993, p. 165). This way of evaluating usability is considered
to be more rigorous than merely inspecting the user interface against
design guidelines, where empirical evidence supporting those guidelines
is scarce (Hannafin, Hannafin, Hooper, Rieber, & Kini, 1996;
Nielsen, 1994).
Formal tests use a lab that allows the test to be videotaped and
observed through monitors and a one-way mirror. Some labs allow
additional viewing rooms for executives and other interested parties
who are not directly associated with the current test. Figure 3
shows the layout of a usability lab.
| informal tests can
be performed by having the designer sit with a user as the user
goes through a prescribed set of scenarios. |
In simple projects, such as a course website that has been designed
by the professor, informal tests can be performed by having the
designer sit with a user as the user goes through a prescribed set
of scenarios.
:: Protocols
The user employs a think-out-loud protocol, that is, says
out loud what he or she is thinking and interpreting from the product.
Nielsen (1993) argues that the think-out-loud protocol is
the "single most valuable usability engineering method"
(p. 195). If a user is not talkative or if elaboration is needed,
the test facilitator can use a teach-back protocol at the end of
the scenario, that is, ask the user to go over what he or she did
and explain it to the facilitator. During the test itself, however,
the facilitator generally minimizes contact with the user. "The
experimenter should normally refrain from interacting with the user,
and should certainly not express any personal opinions or indicate
whether the user is doing well or poorly" (Nielsen, 1993, p.
190). Sometimes, a facilitator may sit afterwards with the participant
and review the tape of the session, asking the participant to talk
about what he or she was doing and why. This is called a guided
recall protocol.
:: Data Analysis
The data yielded by the usability test are analyzed to find themes
and patterns. Because of large quantity of qualitative data generated
in a usability test, a systematic method for analyzing those data
must be applied. The following techniques help provide a rigorous
review of the data and an efficient mechanism for identifying themes
and key issues.
1. During the user session, one of the observation team members
keeps a time-stamped computer log of critical events, comments,
or problems that occur. Other members in the observation room can
relay specific observations to the logger as well as keep their
own notes. These entries are the observation notes of the logger,
but are generally detailed enough to serve as an abbreviated transcript,
especially when reviewed immediately after the event.
2. Immediately after each user session, the observation team holds
a findings meeting in which it reviews printouts of the log and
individual notes kept during the user tasks. Items that represent
possible usability problems are noted on flip-chart sheets that
are taped to the meeting room wall. Each problem's time-stamp is
recorded alongside its description on the flip chart so that there
is a direct tie-in to the original data. This information is color-coded
according to each user. As different users encounter the same item,
the new notation is added below the original notation for the first
user who encountered that problem. In this way, problems encountered
by several users stand out due to the multicolored entries.
3. After all the tests have been conducted, the data are summarized
into categories, such as 'navigation,' 'response time,' 'browser
issues,' etc. These categories become helpful in the solution stage,
organizing problems around resources or pointing out where a single
solution might be common to several problems.
4. The team meets soon after the last user session (generally the
next day, to give the facilitator time to organize and type the
findings) to review the list of findings and decide what features
of the product or documentation to change. Team members are assigned
to solutions and completion dates are established.
:: Informal Testing
Formal tests, although worthwhile for the results they yield, can
be expensive and require the resources of a permanent or portable
lab. Often, the assistance of a usability professional is required
to manage and facilitate the test. In reality, not every instructional
design project can bear the burden of these requirements.
Less formal tests can still provide a lot of valuable usability
data if done correctly. These tests generally involve the facilitator,
usually the person who designed or developed the website or program,
sitting with a user while the user goes through the product. The
following elements are critical, however, to running a useful test:
- Selection of realistic users
- Providing good test scenarios
- A non-intrusive facilitator who employs non-directive interview
techniques
The first two items are no different for an informal test than
for a formal test. Real users doing realistic tasks is the core
of usability testing. The last item is particularly important in
informal tests for two reasons:
- The facilitator is often the designer and therefore is not as
objective as an impartial usability consultant would be.
- The facilitator is not separated from the user as he or she
would be in a lab, and it is more likely that the user will ask
the facilitator for guidance during the scenarios.
The facilitator must suppress his or her natural desire
to give information or be directive and remember that the purpose
of the test is to collect information. This requires the development
of an interviewing style that is designed to help the user reflect
on how he or she is making sense of the user interface. In many
respects, it resembles the non-directive therapeutic style of the
psychologist Carl Rogers, whose technique included reflecting back
to the patient the feelings the patient had just described.
Next Article: Know
your users
|