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
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
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.”
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