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Usability Testing through
the Decades
Where we were, Where we are, Where we’re going
Presented by
Carol Barnum
9/23/15
Michigan Tech
1970s
Designers’ prevailing belief systems
 Users are like designers
 Users don’t know what they need
 Designers don’t need to interact with users
 Reason will prevail—systems based on logical design will make sense to
users
 Design guidelines are sufficient
 Good design means getting it right the first time (goal of design is zero
defects)
 The power of technology will triumph—users will figure it out
First lab built – was it IBM?
1980s
Lab testing was expensive, time consuming,
scientific … and mostly summative
It’s RESEARCH
Required lots of test subjects
Produced statistical validity
Produced formal reports
Cost big $$$$$$$$
Gould and Lewis show the way to user-centered
design
1985—Designing for Usability: key principles and what designers think
1. Early and continual focus on users and tasks
2. Empirical measurement from user involvement
3. Iterative design
THE FOUNDING PRINCIPLES
John Brooke develops System Usability Scale
1986 (published and made available to all in 1996)
 “Quick and dirty”
 10 Likert-scale questions
 Results easily calculated to a score 1 – 100
MOST POPULAR EVALUATION
QUESTIONNAIRE TO THIS DAY
Late 80’s - Change is in the wind
1990s
Jakob Nielsen and others break with the pack
 1989—Nielsen CHI paper “Usability Engineering at a Discount”
 1994—Nielsen “Guerilla HCI—Using Discount Usability Engineering to
Penetrate the Intimidation Factor” in Cost-Justifying Usability
 Others doing similar research
 1990, 1992—Robert Virzi
 1994—James Lewis
5 USERS IS ENOUGH
Maximum cost benefit ratio—3 - 5 users give you
85% of the findings
Nielsen and Landauer
The most striking truth of the curve is that zero
gives you zero insights.
As soon as you collect data from a single test
user, your insights shoot up and you have already
learned almost a third of all there is to know
about the usability of design. THE DIFFERENCE
BETWEEN ZERO AND EVEN A LITTLE BIT OF DATA
IS ASTOUNDING.
Why bother testing at all?
(according to Nielsen in Usability Engineering)
 Your best guess isn’t good enough
 The user is not always right (don’t ask them what they want)
 The user is always right (experience beats opinion every time)
 Users are not designers
 Designers are not users
 Vice presidents are not users
 Less is more
 Details matter
 Help doesn’t
ISO 9241-11
(1998)
This part deals with the extent to which a product
can be used by specified users to achieve
specified goals with effectiveness (task
completion), efficiency (task time) and
satisfaction in a specified context of use
Personas – Alan Cooper
1999 The Inmates are Running the Asylum
“Personas are the
single most powerful
design tool that we
use.”
21st
Century
CUE studies 1998 – 2011
http://www.dialogdesign.dk/CUE.html
 CUE 1—4 teams reviewed calendar software (1998)
 CUE 2—9 teams reviewed Hotmail (1999)
 CUE 3—11 teams reviewed Avis Rent a Car (2001)
 CUE 4—17 teams reviewed Hotel Pen (2003)
 CUE 5—13 teams reviewed Ikea wardrobe instructions (2005)
 CUE 6—13 teams reviewed Enterprise car rental (2006)
 CUE 7—9 teams produced recommendations from prior studies (2007)
 CUE 8—15 teams reviewed Budget.com car rental (2008)
 CUE 9—35 teams (Europe and US) reviewed Uhaul.com (2011)
UPA member surveys
2005 – 2011
(2014 in progress)
2011 survey results - techniques
58% do formal lab testing
68% do informal testing
50% do remote, moderated usability testing
Research Exploration
Testing
prototypes
Understanding
users
Answering
arguments
Reasons for testing
Reasons for NOT testing
Time Cost
Ignorance
Can’t get
users
Agile!!!!
What can you do in a day?
Welcome – 5 min
Task-based scenarios–
40 min
Assessment – 10 min
Thanks! – 2 min
Basics of 1-hour testing session
 Usability Testing of Fruit
Let’s watch a session
Faster, cheaper methods
offer many options
 Rapid Iterative Testing and Evaluation
 Developed by Microsoft’s Game Studios
 Requires full team commitment
 Observe
 Analyze findings immediately
 Change immediately
 Retest
 Repeat cycle
RITE
 http://fivesecondtest.com/
 5-second usability tests—how much time is enough? Jeff Sauro 2010
 Compared 5 seconds, 60 seconds, no time limit
 Measured results with SUS: user response is the same for 5 secs & no limit
 The UX Five-Second Rules—Paul Doncaster 2014
5-second test
First click
Bob Bailey reported on research on CDC and other govt. websites
 Users who got the first click right were 87% successful
 Users who got the first click wrong were only 47% successful
 Fast way to get lots of feedback!
 In one study each participant completed 136 scenarios in 1 hour
 http://www.usertesting.com US and other countries—small
 http://www.whatusersdo.com/ UK/Europe— small
 http://www.userzoom.com/ US, UK, and other countries—big
 http://www.loop11.com/ US and other countries—big and small,
subscription only
 http://www.trymyui.com/ mostly US—small
23% do web-based unmoderated testing
Optimal Workshop
 Treejack—information architecture
 OptimalSort—card sorting
 Chalkmark—first-click testing
Here are some other unmoderated tools
Here’s another technique—customer journey
mapping
Here’s another technique—diary studies
What’s ahead??
I don’t know,
but I’m
curious!
Are you??
Questions now?
Questions later?
carolbarnum@uxfirm.com
www.uxfirm.com
Read more

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Usability Testing through the Decades: Where We Were, Where We Are, Where We're Going

  • 1. Usability Testing through the Decades Where we were, Where we are, Where we’re going Presented by Carol Barnum 9/23/15 Michigan Tech
  • 3. Designers’ prevailing belief systems  Users are like designers  Users don’t know what they need  Designers don’t need to interact with users  Reason will prevail—systems based on logical design will make sense to users  Design guidelines are sufficient  Good design means getting it right the first time (goal of design is zero defects)  The power of technology will triumph—users will figure it out
  • 4. First lab built – was it IBM?
  • 6. Lab testing was expensive, time consuming, scientific … and mostly summative It’s RESEARCH Required lots of test subjects Produced statistical validity Produced formal reports Cost big $$$$$$$$
  • 7. Gould and Lewis show the way to user-centered design 1985—Designing for Usability: key principles and what designers think 1. Early and continual focus on users and tasks 2. Empirical measurement from user involvement 3. Iterative design THE FOUNDING PRINCIPLES
  • 8. John Brooke develops System Usability Scale 1986 (published and made available to all in 1996)  “Quick and dirty”  10 Likert-scale questions  Results easily calculated to a score 1 – 100 MOST POPULAR EVALUATION QUESTIONNAIRE TO THIS DAY
  • 9. Late 80’s - Change is in the wind
  • 10. 1990s
  • 11. Jakob Nielsen and others break with the pack  1989—Nielsen CHI paper “Usability Engineering at a Discount”  1994—Nielsen “Guerilla HCI—Using Discount Usability Engineering to Penetrate the Intimidation Factor” in Cost-Justifying Usability  Others doing similar research  1990, 1992—Robert Virzi  1994—James Lewis 5 USERS IS ENOUGH
  • 12. Maximum cost benefit ratio—3 - 5 users give you 85% of the findings Nielsen and Landauer
  • 13. The most striking truth of the curve is that zero gives you zero insights. As soon as you collect data from a single test user, your insights shoot up and you have already learned almost a third of all there is to know about the usability of design. THE DIFFERENCE BETWEEN ZERO AND EVEN A LITTLE BIT OF DATA IS ASTOUNDING.
  • 14. Why bother testing at all? (according to Nielsen in Usability Engineering)  Your best guess isn’t good enough  The user is not always right (don’t ask them what they want)  The user is always right (experience beats opinion every time)  Users are not designers  Designers are not users  Vice presidents are not users  Less is more  Details matter  Help doesn’t
  • 15. ISO 9241-11 (1998) This part deals with the extent to which a product can be used by specified users to achieve specified goals with effectiveness (task completion), efficiency (task time) and satisfaction in a specified context of use
  • 16. Personas – Alan Cooper 1999 The Inmates are Running the Asylum “Personas are the single most powerful design tool that we use.”
  • 18. CUE studies 1998 – 2011 http://www.dialogdesign.dk/CUE.html  CUE 1—4 teams reviewed calendar software (1998)  CUE 2—9 teams reviewed Hotmail (1999)  CUE 3—11 teams reviewed Avis Rent a Car (2001)  CUE 4—17 teams reviewed Hotel Pen (2003)  CUE 5—13 teams reviewed Ikea wardrobe instructions (2005)  CUE 6—13 teams reviewed Enterprise car rental (2006)  CUE 7—9 teams produced recommendations from prior studies (2007)  CUE 8—15 teams reviewed Budget.com car rental (2008)  CUE 9—35 teams (Europe and US) reviewed Uhaul.com (2011)
  • 19. UPA member surveys 2005 – 2011 (2014 in progress)
  • 20. 2011 survey results - techniques
  • 21. 58% do formal lab testing
  • 22. 68% do informal testing
  • 23. 50% do remote, moderated usability testing
  • 25. Reasons for NOT testing Time Cost Ignorance Can’t get users Agile!!!!
  • 26. What can you do in a day?
  • 27. Welcome – 5 min Task-based scenarios– 40 min Assessment – 10 min Thanks! – 2 min Basics of 1-hour testing session
  • 28.  Usability Testing of Fruit Let’s watch a session
  • 30.  Rapid Iterative Testing and Evaluation  Developed by Microsoft’s Game Studios  Requires full team commitment  Observe  Analyze findings immediately  Change immediately  Retest  Repeat cycle RITE
  • 31.  http://fivesecondtest.com/  5-second usability tests—how much time is enough? Jeff Sauro 2010  Compared 5 seconds, 60 seconds, no time limit  Measured results with SUS: user response is the same for 5 secs & no limit  The UX Five-Second Rules—Paul Doncaster 2014 5-second test
  • 32. First click Bob Bailey reported on research on CDC and other govt. websites  Users who got the first click right were 87% successful  Users who got the first click wrong were only 47% successful  Fast way to get lots of feedback!  In one study each participant completed 136 scenarios in 1 hour
  • 33.  http://www.usertesting.com US and other countries—small  http://www.whatusersdo.com/ UK/Europe— small  http://www.userzoom.com/ US, UK, and other countries—big  http://www.loop11.com/ US and other countries—big and small, subscription only  http://www.trymyui.com/ mostly US—small 23% do web-based unmoderated testing
  • 34. Optimal Workshop  Treejack—information architecture  OptimalSort—card sorting  Chalkmark—first-click testing Here are some other unmoderated tools
  • 37. What’s ahead?? I don’t know, but I’m curious! Are you??