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Ricci Street | MBA 604 | marketing
computers | design | discussion forum


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I adapted these paragraphs
from the corporate pages of

I got the testing lab photo from

What is the productivity paradox?

Introducing computers into an organization does not always produce immediate productivity gains.

opinp.gif (941 bytes)Users must be trained
opinp.gif (941 bytes)Work must be reorganized
opinp.gif (941 bytes)Computers must get easier to use

Why do developers test usability?

As the software industry continues to evolve, so do the interfaces and designs. It's one thing to develop software with lots of kewl features. All the features in the world are useless if people can't figure out how to use them.

Also, the legion of non-geek computer users demands software that has all the whistles and bells they want and that is easy to use. The usability testing process has the power to turn a good, feature-rich software product into a great product.

If a software product isn't easily learned and used by its target market, it will fail.

What are some of the success stories?

In a mature market where all the big companies emphasize usability testing, the success of many well-known products like Quicken and Microsoft Office can be attributed to it. That is, when software faces direct competition that provides the same features and functions, one package's slight edge in user-friendliness, gained through usability testing, sometimes makes it a market leader. Netscape's browser is another terrific example.

As Jeffrey Veen, the interface director for Wired Digital, and the author of HotWired Style: Principles for Designing Smart Web Sites says in a recent Hotwired,

"Sitting users down in front of your designs and watching them use your site will uncover the countless mistakes you overlooked while putting your pages together. And, rest assured, you made them."

He goes on to give an example:

When our designers redesigned the Wired News Web site, they included a navigation panel down the left side of the screen. It pointed to the various sections behind the frontdoor:

an area to check stock prices
the week's top 10 stories
a collection of articles from trade magazines

However, when our testing subjects saw the navigation bar and its respective links - Stocks, Week's Top 10, From the Trades - they instinctively grouped the sections together. When asked what they thought the links pointed to, users all agreed the Week's Top 10 was about the best-performing, publicly traded companies, and From the Trades must be about large buys and sells from the exchange floor. They mentally grouped everything around stocks.

A simple test -- a half-dozen subjects using the Web site for a half-hour each -- uncovered a potentially confusing design. Armed with this data, our designers modified the link placement and made the site less obtrusive and easier to use.

Is usability testing cost effective?

In organizations, users are demanding that the software at work be as easy as the software at home. Studies show that every hour spent with users on design saves an IS department about five hours of coding. Usability testing during the development of a software application results in savings in excess of $1000 per user over five years.

Improving the ease of use and the ease of learning:

opinp.gif (941 bytes)increases use; decreases errors
opinp.gif (941 bytes)increases end users’ productivity
opinp.gif (941 bytes)reduces training costs and time
opinp.gif (941 bytes)reduces support costs
opinp.gif (941 bytes)improves user satisfaction

Products that do poorly in the market have been poorly defined and reflect a lack of end-user testing.

What is the usability testing process?

Usability testing requires a lot more than a test subject and a facility. Testers must:

opinp.gif (941 bytes)learn the software
opinp.gif (941 bytes)set objectives
opinp.gif (941 bytes)determine the testing methodology
opinp.gif (941 bytes)design surveys
opinp.gif (941 bytes)write appropriate scenarios
opinp.gif (941 bytes)recruit users
opinp.gif (941 bytes)conduct the testing
opinp.gif (941 bytes)record the results
opinp.gif (941 bytes)carefully analyze the results

Note that for the classroom exercise, I am asking you to help with the second and third to last steps in the process above. After I analyze the results, I'll make some changes and ask for your opinion again.

How is a testing lab set up?

The classic lab has two large offices or classrooms separated by a one-way mirror.

The test room in each lab is equipped with multiple video cameras, audio equipment, and everything a user needs to operate the software. In the test room are real users -- recruited from the target market -- who perform a specific set of tasks with the software.

The video control and observation room has monitors, a video recorder with special-effects switching, a two-way audio system, remote camera controls, a PC for test log purposes, and sometimes a telephone for use as a help desk. In the observation room, the testers watch as the users work and can see and hear everything that causes them to be confused. The testers get a good picture:

opinp.gif (941 bytes) how usable is the software?
opinp.gif (941 bytes) where does it need to be improved?
opinp.gif (941 bytes) how can the developers improve it?

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Market Research in a Digital Environment

Designing a consistent, easy-to-use interface is a simple matter of respect for those who have chosen to visit your page. How?

opinp.gif (941 bytes) watch people use your prototype
opinp.gif (941 bytes) ask them simple questions
opinp.gif (941 bytes) change your design

It's a good idea to at least review the jargon-laden disciplines of cognitive psychology and behaviorism. While they offer hard, scientific methodologies for understanding how people comprehend and process information and tools, you can go a long way on common sense.

thinking aloud
observations
impressions
why questions
where questions

Ask users to speak their thoughts aloud as they click through the pages.

opinp.gif (941 bytes) When they look at a link or hover their cursor over it, encourage  them to say what they expect to find when they click.
opinp.gif (941 bytes) After they click encourage them to describe what they found and whether or not it surprised or disappointed them

Distinctions to make

expert vs novice users

liking vs evaluating

Expectations are much more valuable than opinions.

expectation "I clicked here because the bright red color made me think it was the hottest."
opinion "I don't like that red."

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last update: May 26, 1998
http://toLearn.net/marketing/iusability.htm