User Testing 101: CSE 556A HCI WUSTL

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User Testing 101: CSE 556A HCI WUSTL
2015-11-16 01:01:19
softwareTesting software UX HCI

User testing...from class slides Fall 2015 CSE 556A
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  1. Tips on Recruiting Users
    • Find people with the same experience level as the typical user.
    • Dont get people who are familiar with the product or your views on the product.
    • Be careful about friends and family testing.
    • Public places like libraries, dining halls, coffee shops can be good places to find people who wouldn’t mind helping for a few minutes.
    • Some companies have user testing labs that they set up and they handle recruiting users.
    • In academia, we often post fliers or set up agreements with local organizations
    • A small budget to give out gift certificates or something can help. People like reimbursement for their time

  2. Realistic Situations
    • Find a quiet distraction free room for user testing.
    • Optionally audio or video record the user tests.
    • Where it will be used -- need similar environment to where it will be used?
  3. Tips on User Instructions:
    • Tell Users:
    • You are testing a piece of software ... not them
    • Its ok for them to stop at anytime. How to handle scenario where people leave?
    • Demonstrate equipment that users will need to use -- unless equipment is what you are testing. Example an occulus or three-D headset.
  4. Tips on Tasks:
    • The tasks are the ones developed in the previous milestone
    • For user testing rephrase as "you"
  5. Think Aloud Protocol:
    • Asking the users to think aloud as they are working.
    • Explain why -- rich info source for you
    • You may need to model it once for them
    • May also want to get them to practice once with an unrelated task.
  6. Observer --> what to do?
    Capture the users behavior

    • What they do
    • Thoughts behind it <-- especially
  7. Lack of intuitiveness for user. Listen for ____???
    • I am looking for...
    • I am guessing that...
    • I am confused...
    • Oh so this is the ...
  8. When test subject clams up...
    • Prompt them...want to get them talking:
    • Can you tell me what you're thinking
    • Can you tell me why you clicked on x
  9. Providing Help...
    You cannot provide help

    • Tell users you will not help them when doing the initial explanation of the test.
    • User questions...they should ask them anyway. Observers should note these and answer them after test is over.
    • Some cases you can intercede...know when ahead of time. example user not making progress for 3 minutes.
  10. Evaluation of Results...What to go after:
    You should find lots of problems --> what to go after

    • Importance -- is this a nit, a minor hurdle or a complete showstopper, in terms of users completing tasks.
    • Difficulty -- is this an easy fix or a major rewrite... major rewrite comes in to play in hi-fi prototypes...lo-fi you should be able to throw it away relatively easily.
  11. Stages of prototyping
    • Paper prototyping -- can people complete task? cheap at this point to fix.
    • Digital prototyping --which tasks are the most problematic per cost to change? --timing errors etc.
    • Deployed Beta -- bug reports, complaints...real world scenarios...more variable data.
  12. Involve the user in brainstorming.
    Ask them questions, open ended, to give improvements for the product or application after test is completed.

    • "How would you make the application better?".
    • "Can you think of anything that needs to be added?"