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Home Articles We've Written Focus on Usability
Focus on Usability
First published in Windows Tech Journal
Copyright 1996 Constance J. Petersen
Bring together user interface design and
usability testing for a marriage made in heaven.
Were you the first kid on your block to hide a cassette recorder under your
teacher's desk? Do you take your own notes at staff meetings because the
official minutes leave out too many details? Do you daydream about being a
latter-day Jane Goodall, sitting in the forest in your khaki walking shorts and
spying on your study subjects as they go about their daily tasks? Do you wonder
how people found meaning in their lives before there were camcorders?
Have I got a job for you.
Wired for Speed
Usability Testing is the newest mantra for software development
teams. Smile -- your app's on Candid Camera!
In the beginning, there were efficiency experts. Although their work is easy
to satirize, the time and motion studies they conducted taught us a great deal
about how people work and how to improve workers' productivity. Their modern
counterparts are called human factors engineers, and they play an increasingly
important role in software development. The 1990s have ushered in the era of
user-centered design, which focuses on creating software with a high (and
measurable) degree of overall usability.
In his book, Handbook of
Usability Testing (John Wiley & Sons, 1994, ISBN 0-471-59403-2), Jeffrey
Rubin says that there are four key factors in usability: usefulness,
effectiveness, learnability, and attitude. Usefulness refers to the degree that
a program helps users achieve their goals. An application can be easy to learn,
easy to use, and fun as all get out, but if it doesn't do what users need it to
do, what good is it?
Effectiveness, or ease-of-use, tends to be quantifiable. It might be stated
this way: "Eighty percent of the tasks supported by this application can be
successfully completed in no more than 10 minutes by 90 percent of the
users." To define learnability, you might ask how easy it is to learn the
basics of an application, to move from novice to skilled user. Similarly, how
easy is it to relearn an infrequently used application? Attitude, or likability,
refers to how enjoyable and satisfying the software is. Is it a pleasure to use?
Usability is the product of goal-directed design, a key concept in Alan
Cooper's book About Face: The
Essentials of User Interface Design (IDG Books Worldwide, 1995, ISBN
1-56884-322-4). Cooper stresses the importance of striving to understand the
user's goals, the most important of which is to not look stupid.
Once we've agreed on what usability looks like--software that's useful, easy to
use, easy to learn, and fun--the question becomes how do you measure it? To
answer that question, you need feedback from users, and that's where a number of
techniques come into play, including usability testing.

Are We There Yet?
Surveying users can be a cheap but effective means of
finding problems in a product.
A variety of techniques are available to get feedback regarding the usability
of any product. Popular methods include surveys, focus groups, joint application
design sessions, and formal and informal usability testing. You can use these
feedback mechanisms at any stage in the development life cycle, although some
techniques work better if they're used early or late in development.
Surveys are particularly useful when you're generating requirements, because
they increase your understanding of the users' goals. Be sure to survey every
type of user--those who operate the application as well as those it operates
on--and categorize their goals. Surveys make it easy to get feedback from a
large number of potential users of your software. One pitfall is the difficulty
of constructing unambiguous questions. It's critical to test and retest the
survey on a small audience, fine-tuning it until each question is absolutely
clear, before you send it to the larger group.
The type of audience and the timing of focus groups are much the same as
those of surveys. You won't reach a wide audience here, but you'll be able to
ask more in-depth questions about the goals of each type of user. If you have
the luxury of using both techniques on one project, use the results of the
survey to focus the focus group research more precisely. Based on the survey
results, you can create rough-cut designs and explore their usefulness in
assisting the users with their goals.
Joint application design is a popular—and sometimes misused—technique for
getting the users involved in software design. Even more than focus groups, JAD
is a great way to gain better understanding of the users' knowledge, skills, and
goals. The misuse comes into play when you expect users to be designers. They
don't have the training, knowledge, or skills for that. As Cooper says,
"What users say is generally goofy. They can only give faint indications of
places where problems may exist. They do not have the training necessary to
actually solve the problems."
Formal usability testing follows a scientific approach that includes
developing a hypothesis, conducting experiments, and proving or disproving the
hypothesis. A less formal approach involves iteratively testing various aspects
of the software throughout the development cycle. Some developers use it to
direct design decisions, essentially molding the software based on these tests.
I believe this is a serious misuse of the technique. If you derive the design
from testing, you will see small improvements, but they'll come at the expense
of innovation and creativity.
You'll notice that each of these techniques involves users in the creation of
the design. In usability testing, you ask the users to interact with and provide
feedback on software that's new and perhaps different from anything that has
gone before. With this kind of user involvement, there is always a risk that
your pet innovations might be rejected merely because they are unfamiliar. To
achieve the gains that come from the increased usability of an innovative
design, this risk is worth taking.

Uh-Oh, Scenario
To get the most out of a test you should plan testing
scenarios.
Planning is the key to successful usability testing. You need to carefully
define the goals of the test and identify an appropriate set of testers. Prepare
test scenarios of tasks to be accomplished using the model or prototype. Be sure
to take the time to try out and refine the test scenarios before you use them in
the usability test. If it's possible, plan for every member of the design team
to observe the usability tests and to work with other team members to
consolidate their observations.
The participants in a usability test are the testers, the observers, and the
facilitator. It's natural for a tester to feel that he or she—and not the
software—is the one being tested. The facilitator's most important job is to
make the tester feel comfortable. The facilitator briefs the tester, explaining
the objectives of the test and clarifying the tester's role. The facilitator
explains that the purpose of the test is to help uncover usability problems with
the software.
In a typical test of a software prototype, the tester is given one or more
test scenarios and is asked to use the software to achieve what's requested by
each scenario. The scenario describes a particular task and asks the tester to
accomplish the task using the software. The tester is asked to think aloud while
working through the scenario.
One or more observers watch the tester, taking notes on how the tester
accomplishes the task and on the emotions expressed by the tester. If the tester
thinks out loud, it's easier for the observers to understand and document the
assumptions the tester may make because of the presentation of the user
interface. The observers try to note the exact user-interface features used to
perform the task and the time needed to finish. They also note the problems
encountered and the number and type of hints given to help resolve the problems.
It's a good idea to videotape the test. A standard video camera will suffice,
but specialized usability testing equipment is also available. Typically, it
lets you videotape the software in action and superimpose the tester's
face—and the positive and negative facial expressions—in a corner of
display. If the usability testing equipment is installed in a permanent testing
facility, the observers may be able to observe behind one-way mirrors so that
the tester isn't distracted by the feeling of being watched.
The facilitator ensures that the test moves along according to schedule. The
scenarios and the schedule should provide sufficient challenge and time to
uncover any significant struggles with the user interface. At the end of the
test, the facilitator debriefs the tester, relaying questions from observers and
asking for general feedback. After the tester leaves, the facilitator debriefs
the observers, consolidating their observations of the tester with those from
other tests. An immediate debriefing lets this information be consolidated with
other findings while the test is still fresh.
After all testers have been observed, the facilitator may lead an additional
work session with the observers to analyze and report the usability test
findings. If a videotape was made, the observers might want to review portions
of it.
This Is Not Your Father's Enchilada
Look beyond the software and its direct user to understand
the whole of what is to be accomplished.
Now let's take a closer look at the core of user-centered design: the user
interface. Everyone knows what a user interface is, right? Wrong. As I have
talked with other software developers, I've found a basic disagreement about
what constitutes the user interface. Is it what you see, click, drag, and drop?
In the view of many programmers, the user interface is just that: the buttons,
listboxes, tabs, and other screen elements that users interact with as they use
the program.
Others argue that the user interface is everything that the user interacts
with, including the screen, the keyboard, online help, paper manuals, training
courses, tutorials, the help desk, and so on. A more comprehensive view looks
beyond the application and the person who interacts directly with the software,
expanding the definition to include the whole of what is to be accomplished and
how everyone involved is affected. It's concerned with the gestalt of the
application. Let's call this definition of the user interface—the view I
hold—The Whole Enchilada. A good user interface design addresses The Whole
Enchilada. It's concerned with ensuring that The Whole Enchilada is useful for
assisting the user with whatever it is The Whole Enchilada is intended to assist
with. In this approach, usability testing is a technique to help ensure that the
designers got it right.
What is meant by "everyone involved"? I remember an interesting
discussion in the Software Development forum on CompuServe. Someone mentioned a
situation in which the operator of a radiation therapy device accidentally and
seriously burned a patient. There were problems with the design of the machine's
controls, leading to operator error. The main problem was that the design did
not prevent the operator from accidentally ordering a serious radiation
overdose. Everyone in the discussion agreed that this was a user-interface
design bug. Even worse, the design did not stop the order in its tracks and
prevent the burn to the patient. Many people felt that this was a program error
and not a user-interface design bug.
Who Is The User? It shouldn't be a tough question to answer, but
differences of opinion abound. Don't let this be the reason your
software fails to succeed.
The thread led me to realize that folks couldn't agree on who the user was.
Was it the operator or the patient? Some people held that the user was clearly
and solely the person who operated the device. After all, that's the person who
controlled the machine. Others were adamant that the patient was at least as
much a user of the machine as was the operator. You're probably not surprised to
learn that I argued on the side of patient as user.
But no matter how you define the user, it's clear from this story that we need
to design for the success of gestalt. We need to account for all those who are
affected by an application: the machine operators and their patients; the bill
payers, data-entry clerks, and customer service reps; the sales force and their
customers; even noise-addicted video-game players and their nerve-wracked
housemates.

Was It Good For You, Too?
Sometimes it doesn't matter how snazzy and userful
that new feature is. If users can't understand--or even find it--you've created
shelfware. That's why you need to get users involved in testing the interface
early in the game.
How does usability testing fit into the process of user interface design?
Even before the first prototype is committed to code, you can conduct usability
tests of your pencil and paper designs. Focus on how well the design fits your
user's mental model of the application. Does it meet users' goals conceptually?
You can test to verify that you're meeting the high-level needs of each type of
user with respect not only to the interactive software, but also to the reports,
the online help, the printed documentation, the training materials, and so on.
You could, for example, provide a paper design of the application's menus.
You could write some test scenarios based on user goals, such as checking
inventory levels and ordering out-of-stock items. Among other questions, you
might ask the tester, "How would you expect to use these menus to check
whether widgets are currently in stock?" If the tester stumbles, dig to
understand why, and take copious notes. But resist the urge to discuss an
alternative, better menu structure. You're the user-interface design expert; the
user is not.
Remember that even at this early stage, you should be sketching out the
contents and organization of your online help and printed documentation. Plan to
test them, too. You might say to the tester, "You've just placed an order
with a new vendor. You need to add the vendor to the database, but you don't
remember how. Using this preliminary table of contents for the printed
documentation, show me where you would expect to find instructions on this
process."
As you progress from paper models to prototypes, continue to test the
usability of the software. Revise and write new test scenarios to reflect your
growing understanding of users' goals. Now you can begin to test the interaction
of the training, the software, the online help, the printed documentation, and
the help desk. Do they work in concert to support the goals of the user? Do the
screens and reports provide all the necessary information? Is the structure easy
to understand? Does the information include the appropriate level of detail for
each task?
In all these tests, carefully choose a representative set of testers. You
usually have only a handful to work with, often no more than six to 12
volunteers. Think carefully about how to ensure that they represent the entire
user base. First and foremost, they need to be qualified to test each of the
major user-centered goals of the application.
In an accounts receivable application, you might play the bill payer with a
data-entry clerk who accepts your payment and records it in the system. In
another test, you might play the role of an irate bill payer whose account was
not credited and who is now speaking to a customer service representative. You'd
have an observer or two watching closely and taking notes about how well the
software supported each of these users.
No less important, pick testers who represent the range of abilities of the
people who will use the application. It is usually important to make it easy for
beginners to pick up and start using the program. You should also consider
designing and testing ways to help your users make the transition from beginner
to intermediate, the state most of them might stay in forever. And don't forget
to help energetic, hotshot users to make expert use of the software.
Film At 11
Usability testing is the key to great user interfaces,
even on a shoestring budget.
A user-centered design approach goes hand-in-hand with usability testing
techniques that focus on user feedback. If these techniques are so useful, why
don't more developers use them? When you actually ask them, developers conjure
up the old bugaboos: not enough time and not enough money.
It's true that there's never enough time to test the usability of every
aspect of a program. That's the reality of a software development project. But
if you test the potentially troublesome areas--the parts of the design you're
least confident about--you should expect to save time overall. Note these
potential trouble spots as you create the application design. Don't kid
yourself; These are the areas you know will end up costing you more in the long
run in redesign, recoding, and retesting. By testing them carefully early in the
design, you'll save big-time by avoiding the nasty costs of redo late in
development or after the software ships.
Many people assume that usability testing costs a great deal of money. Does
it? It depends. Building a permanent usability testing lab can cost tens or even
hundreds of thousands of dollars; even a portable lab can cost many thousands of
dollars. These facilities help test observers by providing videotapes to review
long after the testers have gone home. A lab also aids testers by providing a
setting that helps hide the observers, reducing the distractions so that testers
can work undisturbed. But these facilities are not required. You can achieve
good usability test results without spending much money. You do need to ensure
that the environment is as comfortable as possible for the testers, because
observers will be watching them close up.
Take-Home Tests
I've just scratched the surface of user-centered design and usability
testing. If you want to learn more about how to implement these practices in
your own shop, I recommend the Cooper
and Ruben books. They're both down-to-earth and packed with useful and
practical information. The UPA
site
has a number of resources for usability testers.
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