2. Interaction design
• The next slides are (very loosely) based
on the companion slides for the textbook
• By the end of this week, you should have
studied all chapters of the textbook up to
chapter 11
• Today we will covering chapter 14.
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4. Usability testing
• When: common for comparison of products or
prototypes
• Tasks & questions focus on how well users
perform tasks with the product
– Focus is on time to complete task & number & type of
errors
• Data collected by video & interaction logging
• Experiments are central in usability testing
– Usability inquiry tends to use questionnaires &
interviews
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5. Testing conditions
• Usability lab or other controlled space
• Emphasis on:
– Selecting representative users
– Developing representative tasks
• Small sample (5-10 users) typically selected
• Tasks usually last no longer than 30 minutes
• The test conditions should be the same for every
participant
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6. Some type of data
• Time to complete a task
• Time to complete a task after a specified time
away from the product
• Number and type of errors per task
• Number of errors per unit of time
• Number of navigations to online help or manuals
• Number of users making a particular error
• Number of users completing task successfully
6
7. How many participants is
enough for user testing?
• The number is a practical issue
• Depends on:
– Schedule for testing
– Availability of participants
– Cost of running tests
• Typically 5-10 participants
– Some experts argue that testing should
continue with additional users until no new
insights are gained
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8. Experiments & usability testing
• An experiment is “a method of testing with the goal of explaining - the nature of
reality” (Wikipedia, 2011)
• Experiments test hypotheses to discover
new knowledge by investigating the
relationship between two or more things –
i.e., variables.
– Experiments may used in usability testing
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9. Usability testing & research
•
•
•
•
•
•
Usability testing
Improve products
Few participants
(typically)
Results inform design
Conditions controlled as
much as possible
Procedure planned
Results reported to
developers
•
•
•
•
•
•
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Experiments for
research
Discover knowledge
Many participants
Results validated
statistically
Strongly controlled
conditions
Experimental design
Scientific report to
scientific community
10. Experiments
• Predict the relationship between two or
more variables.
• Independent variable is manipulated by
the researcher
– Dependent variable depends on the
independent variable
– Typical experimental designs have one or two
independent variable
• Validated statistically & replicable
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11. Experimental designs
• Different participants - single group of
participants is allocated randomly to each of the
experimental conditions
– Different participants perform in different conditions
• Same participants - all participants appear in
both conditions
• Matched participants - participants are matched
in pairs, e.g., based on expertise, gender, etc.
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12. Different, same, matched
participant design
Design
Advantages
Disadvantages
Different
No order effects
Many subjects &
individual differences a
problem
Same
Few individuals, no
individual differences
Counter-balancing
needed because of
ordering effects
Matched
Same as different
participants but
individual differences
reduced
Cannot be sure of
perfect matching on all
differences
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13. Examples
• The next slides describe 2 experiments:
the one behind the book Prioritizing Web
Usability and a fictional one on
OpenSMSDroid
• Both use Thinking Aloud and video/screen
recording for data collection
13
14. Prioritizing Web Usability
• Prioritizing Web Usability (Nielsen and Loranger, 2006)
used the Thinking Aloud method to collect insight on user
behaviour:
– 69 users, all with at least one year experience in using the web
– Broad range of job backgrounds and web experience – but no
one working in IT or marketing
– 25 web sites tested with specific tasks
– Windows desktops with 1024x768 resolution running Internet
Explorer
– Recordings of monitor and upper body for each session
– Broadband speed between 1 and 3 Mbps
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15. Prioritizing Web Usability (2)
• The tasks that the users were asked to perform
included:
– Go to ups.com and find how much does it cost to
send a postcard to China
– You want to visit the Getty Museum this weekend. Go
to getty.edu and find opening times/prices
– Go to nestle.com and find a snack to eat during
workouts
– Go to bankone.com and find best savings account
with a $1000 balance
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16. Prioritizing Web Usability (3)
• The result of the research is presented as
a book:
– Categorising the finding in categories
(including searching, navigation, typography
and writing style)
– Using plenty of examples and screenshots to
demonstrate the usability issues that were
identified
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17. Prioritizing Web Usability:
findings
• People succeed 66% of the time when
working on “single site” activities and 60%
of the time when having to browse through
the internet for information
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18. Prioritizing Web Usability:
findings (2)
• Experienced users spend about 25
seconds in a homepage and 45 in an
interior page (35 and 60 for inexperienced
users)
• Only 23% of users scroll on their first visit
of a homepage
– The number decreases
– The average scroll for first visit is 0.8 of a
screen
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19. Prioritizing Web Usability:
findings (3)
• 88% of users go to search engines to find
information
• Font face and size: different font faces for
print and screen
– Different font size depending on target
audience
• More in the book…
19
20. OpenSmsDroid evaluation
• You have been tasked to evaluate the usability
for a new (fictional) Android application to write
short text messages, OpenSMSDroid
• You have decided to set up an experiment
– The next experiment is (loosely) adapted from
“Experimental Evaluation of Techniques for Usability
Testing of Mobile Systems in a Laboratory Setting”
(Beck, Christiansen, Kjeldskov, Kolbe and Stage,
2003)
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21. OpenSmsDroid evaluation
• Your test users will be perform a set of
tasks in specific configurations using the
thinking aloud method for data collection
– A constraint of 5 minutes has been set for
each of the tasks
– The usability researcher will record the
session and take notes
21
22. OpenSmsDroid evaluation:
testing configurations
• Configurations for the test (tentative list):
–
–
–
–
Sitting on a chair at a table
Walking on a treadmill at constant speed
Walking on a treadmill at varying speed
Walking on an 8-shaped course that is changing as
obstructions are being moved, within 2 meters of a
person that walks at constant speed
– Walking on an 8-shaped course that is changing as
obstructions are being moved, within 2 meters of a
person that walks at varying speed
– Walking in Westfield Stratford at 16:00 on Saturday
22
23. OpenSmsDroid evaluation:
testing configurations (2)
• For practical reasons and after reviewing the
literature, these settings have been selected for
this evaluation:
– Sitting on a chair at a table
– Walking on a treadmill at constant speed
– Walking in Westfield Stratford at 16:00 on
Saturday
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24. OpenSmsDroid evaluation:
tasks
• Writing a new SMS containing the phrase “The quick
brown fox jumps over the lazy dog” repeated 2 times to
an existing contact (without using predictive text
features)
• Writing a new SMS containing the phrase “The quick
brown fox jumps over the lazy dog” repeated 2 times to
an existing contact (using predictive text features)
• Taking a picture and sending it to an existing contact
• Taking a short 1 minute video and sending it to an
existing contact
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25. OpenSmsDroid evaluation:
tasks (2)
• In each test, you can collect:
– Quantitative data: time needed to perform the
task, and if the task has been completed
– Qualitative data: asking the user to think
aloud while interacting with the device and
recording the interaction
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26. OpenSmsDroid evaluation: data
analysis
• The evaluation will analyse the data
collected and report on any findings,
informing on any difference in
performance and suggesting possible
changes to the interface
– An experiment can also generate further
hypothesis which will be used in further
experiments
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27. Usability inquiry
• Usability inquiry methods focus (at
different degrees) on analysing an artefact
either from “the native point of view" or
looking for “the native point of view"
– Used to obtain information about users' likes,
dislikes, needs, and understanding of the
system
27
28. Usability inquiry (2)
• They may use one or more of these
tecniques:
– Talking to users
– Observing users using a system in a real
working situation
– Letting the users answer questions (verbally
or in written form)
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29. Data collection & analysis
• Data collection (most methods described
in the previous weeks):
– Observation & interviews (e.g. contextual
inquiry)
– Notes, pictures, recordings, diaries
– Video
– Logging
• Analyses
– Categorizing the findings
– Using existing categories can be provided by
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30. Diary method
• The diary method requires users to keep a
diary of their interactions
• Diaries can be free form or structured
– The diary method is best used when the
researcher does not have the time, the
resources or the possibility to use user
monitoring methods or when the level of detail
provided by user monitoring methods is not
needed
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31. Contextual inquiry
• Contextual inquiry is a structured field
interviewing method which typically evaluates:
–
–
–
–
User opinions
User experience
Motivation
Context
• It is a study based on dialogue and interaction between
interviewee and user, and it is one of the best methods
to use when researchers need to understand the users'
work context.
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32. Data presentation
• The aim is to show how the products are
being appropriated and integrated into
their surroundings.
• Typical presentation forms include:
vignettes, excerpts, critical incidents,
patterns, and narratives.
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33. Interviews and focus groups
• Interviews and focus groups are research
methods based on interaction between
researchers and users
– The researcher facilitates the discussion
about the issues rose by the questions
– In focus groups (multiple users present), the
interaction among the users may raise
additional issues, or identify common
problems that many persons experience
33
34. Surveys
• Surveys are a quantitative research
method, where a set list of questions are
asked and the users' responses recorded
– When the questions are administered by a
researcher, the survey is called a structured
interview
– When the questions are administered by the
respondent, the survey is referred to as a
questionnaire
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35. References
• Beck, E., Christiansen, M., Kjeldskov, J.,
Kolbe, N. and Stage, J. (2003).
‘Experimental Evaluation of Techniques for
Usability Testing of Mobile Systems in a
Laboratory Setting’, OzCHI 2003.
• Nielsen, J. and Loranger, H. (2006).
Prioritizing Web Usability.
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