Title: Methodology and Explanation XX50125
1Methodology and ExplanationXX50125
- Lecture 2
- Part 1 Usability testing
- Part 2 Interviews and questionnaires
- Dr. Danaë Stanton Fraser
2Lectures
- Introduction to Methods
- Experiments
- Usability testing
- Interviews/questionnaires
- Ethnography
3- Know thy user Hansen (1971).
4What is Usability Testing?
- Usability testing is a systematic approach to
evaluating user performance in order to inform
design. - Designs should be
- Based on observation of users
- Refined by thoughtful analysis of the frequency
and sequences in which tasks are carried out - Validated through early prototype, usability
tests - Direct interaction with users during the design
phase and throughout the system lifecycle
5The Move towards Usability Testing
- Traditionally, computer programmers designed for
computer programmers - Designs should be
- Based on observation of users
- Refined by thoughtful analysis of the frequency
and sequences in which tasks are carried out - Validated through early prototype, usability
tests - Direct interaction with users during the design
phase and throughout the system lifecycle
6- Iterative design allowing for early testing of
prototypes, revisions based on feedback and then
incremental refinements - When competitive products provide similar
functionality usability testing important for
product acceptance - Karat (1994) at IBM reported up to 100 payoffs
for each dollar spent on usability, with benefits
in reduced program-development costs, reduced
programme maintenance costs, increased revenue
due to higher customer satisfaction, and improved
user efficiency and productivity.
7 8Example Designing Games
- Interdisciplinary team audio and visual design,
programming, project management etc - Iterative design process
- cost benefits
- does design process prevent creative coding?
- Design process should be a shared vision that is
built upon
9ExampleDesigning Games
- A videogame takes approx. 30 to 36 months from
inception to market. A Pre-production phase
(prototyping) will generally take 12 months plus,
and if it meets approval, will get funded for
full development - A PS2 videogame in the US will typically have a
team of 50 plus people working on it, and will
cost 5m plus (Jeffery, 2003, Lucas Arts)
10Usability Testing and Laboratories
- Emerged since the early 1980s
- To provide expert reviews
- To conduct usability tests of products
- Usability testing often found to increase speed
of projects and produce cost savings - Usability tests are designed to find flaws in
user interfaces - Includes set of tasks, fewer participants than
experimental study and a report of recommended
changes.
11Typical procedure
- Usability staff
- Participate in early task analysis/design review
- Provide information on software tools, literature
- Develop set of tasks for testing (numbers, types
of participants) - Pilot test
- Voluntary participation with informed consent
- Think aloud technique
- Video recording
12Many types of Usability Testing
- Discount usability testing
- Field tests
- Paper prototypes
- Can-you-break-this
- Competitive usability testing
- Two main limitations
- Emphasises first time use
- Limited coverage of features
- Therefore often supplemented with expert review
13Expert Reviews
- Heuristic evaluation
- Guidelines review
- Consistency inspection
- Cognitive walkthrough
- Formal usability inspection
14Part 2 Interviews and questionnaires
15Why Interview?
- Good for obtaining information about
- Opinions
- Feelings
- Goals (organisational, personal and system)
- Things you didnt know you needed to know
- Bad for gathering (large volumes of) data
16Interview Preparation
- Decide objectives
- Read background material
- Decide whom to interview
- Set up the interview
- Decide interview structure
- Write down questions you will ask and pointers
for questions you might ask
17Open Questions
- E.g. How do you find using this technology in
your lectures? - Little control
- Hard to analyse
- Hard to keep focussed on interview objectives
- May unsettle interviewee
- Time consuming and can be difficult to analyse
- However
- May gain more depth, rich data
- May tell you things you had not considered
- May give you ideas for future projects
18Closed Questions
- E.g. How many courses do you teach?
- How many times have you used this technology?
- May settle interviewee
- Easy to analyse
- Easy to maintain focus
- Observation and use of data may be more efficient
- However
- Data may not be as rich
19Question Pitfalls
- Leading questions
- How bad is the current system?
- Double questions/poor structure
- How often does the system fail, and how do you
fix it when it does? - Stay focussed. If you are unlikely to be able to
make use of the answer dont ask the question!
20Question Structure
- Pyramid
- Start with closed questions, finish with open
- Good for settling nervous interviewees as answers
are easy early on - Funnel
- Start with open questions, finish with closed
- Good for aggressive interviewees as opinions are
asked for early on - Diamond
- Closed -gt Open -gt Closed, Good all-round
technique - Structured/unstructured
- All interviews may vary depending on how focused
you intend to be on the prepared structure
21Starting the Interview
- Dress
- Greeting first time
- Who you are
- Why you want to interview them
- What objectives you want to achieve from the
interview - That the information they give is confidential
and how it might be used - Subsequent greetings should discuss an issue from
or summarise the previous interview - Dont just be yourself
22During the Interview
- Introduce each line of questioning
- Probing
- E.g. Why?
- Shows that you are listening
- Good for keeping interview focus
- Double-check information and notes
- Taking notes
- Not too many
- Maintain eye contact
- Go back over important points
- Use of sound recorders
23Focus Groups
- Normally 3-10 people
- A representative sample of typical users
- Enables people to put forward ideas in a
supportive environment - Facilitator guides and prompts
- Discussion recorded
- Low-cost but need good facilitator
24Questionnaires
- For wider coverage
- Need to know the right questions (through
interviews and background) - Focus on objectives
- Dont ask unnecessary questions
- Keep it short and facilitate response
- Open and Closed questions
- Scaling
25 - Likert Scale
- Short statements about the features to be
evaluated - Divide the items into groups with same number of
positive and negative statements in each group - Decide on scale even or odd, number of points
26Questionnaire difficulties
- The halo effect
- Respondent answers everything the same by not
differentiating between questions - Mix questions up on different subjects
- Leniency
- Some respondents rate everything too well
- Move the average category left (or right) of
centre and make scale descriptors stronger - Central tendency
- Respondents rate everything as average
- Increase the number of points on the scale and
adjust the scale descriptors to cover a smaller
range of opinions
27Alsoevaluation during active use
- System refinement as a result of experience or in
response to changes in users - interviews and focus group discussions
- continuous user-performance data logging
- look at both frequent and infrequent error
messages - analyse sequences of actions to suggest
improvements or new actions - BUT respect peoples rights and consult them
first! - User feedback mechanisms
- on-line forms, email and bulletin boards
- workshops and conferences
28Preparation for Practical