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Evaluative Research. Feedback and Testing in Design. Evaluative Research. Lo Fi Feedback Storyboards Speed Dating Desirability Testing Experience Prototyping Wizard of Oz. Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking.
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Evaluative Research Feedback and Testing in Design
Evaluative Research • Lo Fi Feedback • Storyboards • Speed Dating • Desirability Testing • Experience Prototyping • Wizard of Oz Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking Prototyping Methods Bodystorming Business Origami Design Charette Parallel Prototyping Prototyping
Evaluative Research • Lo Fi Feedback • Storyboards • Speed Dating • Desirability Testing • Experience Prototyping • Wizard of Oz Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking Prototyping Methods Bodystorming Business Origami Design Charette Parallel Prototyping Prototyping
Evaluative Research • Usability testing • Testing methods from HCI • Research protocols • Prototyping forms for testing
Evaluative Research • Gauging human-product interactions • Contextual evaluations • Controlled lab studies
Evaluative Research • Validation of concepts, ideas • Product testing (“user testing”) • Recognition of participant and client input
Evaluative Research • Silicon Valley: Testing the Platform
Usability Testing • Usability testing focuses on people and their tasks, and seeks empirical evidence about how to improve the usability of an interface.
Usability Testing • Usability testing focuses on people and their tasks, and seeks empirical evidence about how to improve the usability of an interface.
Usability Testing • Understand task but can’t complete it within reasonable time • Understands goal, but has to try different approaches to complete task • Gives up or resigns from process • Completes a task but not the one specified • Expresses surprise or delight • Expresses frustration, confusion, or blames self for not being able to complete task • Asserts something is wrong or doesn’t make sense • Makes suggestions for interface of flow of events
Usability Testing • See also “Usability Report” • 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. • http://www.userinsight.com/
Usability Testing Early development & feedback
Usability Testing Refinement & testing
Methods from HCI • Thinkaloud protocol • Heuristic evaluation • Cognitive walkthroughs • GOMS • Eyetracking
Thinkaloud protocol • 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: Sewing machine Thinkaloud protocol
Thinkaloud: Tent Thinkaloud protocol
Thinkaloud: Tent Thinkaloud protocol
Heuristic evaluation • Not a user test • A small set of evaluators examine the interface and judge its compliance with recognized usability principles (“heuristics”).
Heuristic evaluation • Original list of heuristics (Molich & Nielsen 1990) • 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 • 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 • ANTICIPATE – Anticipate needs • LANGUAGE – Use clear and concise language • FEEDBACK – Give feedback about actions and status • ERRORS – Prevent errors and provide graceful recovery • AESTHETICS – Strive for appropriate and minimal aesthetics
Cognitive walkthrough • Not a user test • 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 • Goals • Operators • Methods • Selection rules • see Card, Moran & Newell, 1983
Eyetracking http://www.etre.com/usability/eyetracking/
Establishing research protocol • USPS protocol sample
Establishing research protocol • Pre-planning • Pilot testing • Number of users • Components of test • Sequence of testing • Instrumentation, recording • How long will it take to test and analyze?
Gauging human interpretations • Usability, navigation, comprehension • Form feel and fit, comfort, ergonomics • Preferences, aesthetics, emotional response • Physical + digital product attributes
What do you want to know? • Performance measures • how fast, number of errors, task completion, number of help requests, etc • Preference measures • how much do people like it, how do they feel, etc • Comparison studies • multiple concepts • competing or precedent products
Considerations • Degree of science (experimental models?) • Lab vs field/in context (control vs realism) • Mixing generative and evaluative research • Whole vs parts (integration, components) • Fidelity of prototypes
Prototyping • ATM / MetroBank • SJ Kang Nature Guide
New media for testing • Usability Hub • Five Second Test, Navigation Test, Click Test, Question Test, Preference Test
Department of EnglishUsability Labs https://www.cmu.edu/hss/english/classroom_and_beyond/user-experience-lab/index.html
Research tools and rules • The usual suspects… • Questionnaire, interview • Observation, video, photo, sketch documentation • Free form exploration, task analysis • Good questions, avoiding response bias • Scientific attitude – systematic, skeptical, ethical • Quantitative and qualitative data collection
Number of users:Diminishing returns Why You Only Need to Test With 5 Users (Nielsen, 2000)
Chapter readings • Lo Fi Feedback • Storyboards • Speed Dating • Desirability Testing • Experience Prototyping • Wizard of Oz Hi Fi Testing Usability Testing Thinkaloud Protocol Heuristic Evaluation Cognitive Walkthrough Eyetracking Prototyping Methods Bodystorming Business Origami Design Charette Parallel Prototyping Prototyping
Additional resources • https://uxpa.org • http://www.usabilityfirst.com • http://www.usabilitybok.org • http://www.usertesting.com • http://www.userzoom.com/
Tasks • Think about usability of your proposed design • Assess how test methods might be used, adapted or created • Meta-thinkaloud? • Heuristics? • Walkthroughs?
Videos • Some Assembly Required: 6 min 30 sec • Get Me The Geeks! 13 minutes