Project 3: A Usability Study and Heuristic Evaluation
Due: In class on Monday, May 2nd.
Note: I would strongly suggest
you target your team to finish this by Friday April 29th...
You should plan to have your tasks and user study planned out by
April 20th, and run your subjects by April 25th if possible.
Project 4 will be posted on April 25th.
Overview
This assignment is a hands-on exercise on qualitative evaluation. Its
immediate purpose is to give you experience conducting both a usability study
on a prototype as well as performing a heuristic evaluation on that prototype.
The secondary purpose is to provide feedback to another group about their
project 2.
The methods used in the usability study include strict observation, think-aloud,
constructive interaction, questionnaires, and interviews.
For the heuristic evaluation, the members of your team will undertake the
role of HCI experts brought in to review a prototype. Because of the
economy of these methods, you are expected to be able to apply them in
your actual work practices.
Your group will deliver your report to the team whose project 2 you are
using for your project 3. Your heuristic evaluation and usability study
report will be used to determine your project 3 grade. It will
not be used to alter the other team's project 2 grade.
Project 3 Team Assignments
Deliverables
Your group will deliver a substantial technical report written to the
designers of the prototype you evaluate. It must include your observations,
the findings, the major problems detected, and some design
recommendations. It will have two distinct parts: the user-based study
results and the heuristic evaluation results.
Your report will briefly contrast the user study methods you used,
recommending which ones should be adapted in future study.
0. Your Blog
As you are working on this project, you are to (at a minimum) document your
plans and progress in the blog that has been set up for your team (each team
will have its own blog that I create and invite you to join). You should also
explore using the blog as a conversation space while you work on the project
so that if you are unable to meet every day, you still have a place to
communicate every day. I will have access to the blog and reserve the right
to post questions to the blog - these questions should be answered by the
team or a member of the team in a timely manner. At the end of the project
I reserve the right to post the blog addresses to the class so that everyone
in the class can explore the different ways in which the blogs were used
and the projects advanced.
1. Background
How can we tell if a computer system is any good for a person to use? Many
developers simply create the system, try it out themselves until they are
satisfied with it, and then dump it onto the user audience. The result is
usually a product that people have problems with.
One of the easiest methods for getting to "know the user" and for
evaluating the human computer interface is through usability studies.
Although these come in many flavors, they all require an observer to watch
a typical user try the system out for a real task. It is surprising how
many design flaws can be detected this way!
Usability studies are increasingly popular in industry. Many modern
software companies now have usability labs staffed by HCI professionals
whose job it is to find usability problems in products as they are being
developed. Most labs contain all the equipment permanently in place (e.g.,
computers), and are instrumented with audio, video, screen-capture
software, one-way mirrors, and so on.
Usability studies are extremely practical, and you can do them 'on the
cheap' without these special usability labs. The simplest studies just
require you: to pull up a chair next to a typical user; to watch them do
their work (and perhaps having them explain what they are doing as they
are doing it); to jot down any noteworthy events that occurred; and to
listen to the user's comments.
Heuristic evaluations are also becoming popular and practical ways
to review a prototype system to look for places for improvement.
Your job. Imagine that you work for Usability Inc., a consulting firm that
specializes in evaluating interfaces. You and your team have been
contracted to do a usability study of the system assigned to your group.
You have also been asked to do a heuristic review of the system.
Your deliverable will be a report written for the manager in charge of
that system's design, use and redevelopment. You should assume that the
manager is knowledgeable. Your report will describe
how you went about looking for design problems, what problems you saw, and
what changes you recommend. Depending upon how convincing you are, the
manager will use your report to authorize changes in the upcoming version.
You will do this assignment in groups, and will follow the major steps
below.
2. Subject selection
You must perform each of the 3 conditions
(Silent Observer, Think Aloud, Constructive Interaction)
with 2 subjects (for a total of 6 "subjects").
Note: For the third conditions, it takes two individuals
to make up a "subject". You may not use other students in the class
as subjects.
The subjects must be from outside the class, and preferably some should not
be students at all if the tasks are not student-specific. Try to find
family members, co-workers, or friends outside of schools (or at least
outside of CS).
It will not be possible to get actual users for various project options
(please do not ask department staff to be participants in the user testing
of things like the Visitor PDA even though they might be the target of the
application). Be sure to inform the participants of the setting in which
the program would be used. As always, treat participants with honesty and
respect and let them know that they can stop at any time.
3. Things to prepare ahead of time:
Selecting a core set of typical tasks
Usability studies requires an observer to watch someone go through the
paces with 'typical' tasks. It is your job as experimenter to prepare a
set of example tasks ahead of time that the subjects will try to perform.
These tasks should be realistic ones that typical users would try to do
with the system! But how do you discover what those typical tasks are?
When choosing taks, make sure they are tasks that are meant to work in
the prototype. It would be wise to confirm with the prototype's design
team that you are testing something that is on their list of vertical
implementations. Note: If you choose tasks for your study
which are based upon parts of the prototype that is not yet implemented,
your project 3 grade will suffer since you are not getting useful feedback
about the parts that are meant to work. (This is why project 2 required
the listing of several tasks that could be accomplished.) Please review
the prototype that you obtain soon so that if there are issues
with the prototype you have been asked to use in this project, we can
resolve them quickly.
- The first way is to let subjects use their own real tasks. To do this, you
would have to solicit subjects who have a real need, and ask them if you
could watch them do their tasks. This is only an option for you if the
system being studied is a popular one.
- The second way is to ask a random sample of people who are using the
system what they typically do with it, and then generalize those as tasks
to give to subjects. Again, this is only an option if you can find real
users!
- The third way is for you to use the system, and contrive a few sample
tasks through intuition. Although this will not produce a set of reliable
tasks, you may not have any other choice. (By the way, jot down any
problems with the system you see as you try it. You can compare these
later with the problems you notice in the actual study).
- The fourth way is to have the design team tell you what tasks they
have compiled. Note: Although this way is not really best
(since it means that an oversight on the part of the original design team
could be compounded), it might be necessary for your project since not
all of the features are going to have been implemented yet.
4. Preparing Pre- and Post- Test Questionnaires
4.1 Pre-test questionnaire
Create a short pre-test questionnaire (~10 questions) testing the
subject's experiences and beliefs about the system. It is extremely
important that you ask relevant questions that helps you understand a
subject's background and beliefs, as related to the task and system. Each
subject should at least indicate their prior experience with computers,
the windowing system, and the system being tested (why is this
important?). They should also indicate their expectations.
Example experience levels include:
- never used it,
- used it once or twice over the last few years
- used it ~3-7 times this year, but not regularly
- use it regularly (how often?)
While beliefs may be:
- will need personal instruction to get started
- will learn it after a bit of playing around
- will be able to do simple tasks with no problems
- will be able to do complex tasks
4.2 Post-test questionnaire
Similarly, create a post-test questionnaire. Good questions will give you
information about how participants judge the system's usability, where
they think they had most problems, and so on. You may want to leave space
after each question for comments, where you would encourage people to say
why they answered a question a certain way. For example, here is such a
question that uses a rating scale:
I found the system:
easy to use hard to use
1 2 3 4 5
Reason for your rating: _____________________
Among the things to consider might be the question of how many numbers
to use on the scale (i.e.: 5, 7, 9, ???).
5. The usability study
See the web page on
User Observations
for a basic description of the
method. You should go through each of the following steps. You will use
condition 1 for 2 subjects, condition 2 for 2 subjects, and condition 3
for 2 subjects. You are welcome to use more subjects, but are not
required to use more than 6.
Pre-test Questionnaire
Take the pre-test questionnaire you had created previously and have
subjects fill it out before they do the task.
Condition 1: The Silent Observer
In the first condition, the observer and Subject 1 are not allowed to
speak to each other. The first subject should carry out the tasks on the
system (remember, tasks were prepared ahead of time!), with the observer
taking notes of the subject's behavior and where the system appears to
break down (e.g., errors, problems, etc.).
Note: It is sometimes difficult for the observer to figure out what the
subject is doing.
Condition 2: Think Aloud Method
This condition is similar to the above, except that Subject 2 is asked to
say what they are doing as they are doing it, and they should elaborate on
any problems they are having. For example, here is what a subject may say:
"I'm going to try to do this task ... OK, this is probably the menu item I
should select. Hmmm ... It's not doing anything, what's wrong? Oh, I see,
I have to double click it...
As before, the observer must take notes of the subject's behavior and key
comments (professional usability people often use a tape recorder or video
setup as well). While the observer is allowed to encourage the subject to
talk freely (i.e. "What is it you are doing now? Why did you do that?) the
observer should not interfere or help the subject in any way, no matter
how tempting!
Note: Thinking aloud is sometimes uncomfortable and unnatural for people to
do. It may also interfere with the task the person is trying to
accomplish.
Caveat: If subjects get stuck. While the experimenter should not help the
subject with the task, there are a few exceptions to this rule.
If a subject has problems getting started, record the problems and give
them a hint to get going. This is OK, because if they can't get started,
they will not be able to do the tasks!
If a subject cannot complete a particular task after a reasonable amount
of time, tell them to stop and start them on the next task. Or, give them
a hint if they cannot overcome some conceptual problem necessary to trying
out other parts of the system. Again, record all problems.
Getting stuck is discouraging for subjects. Try to give them an early
success experience, and remind them that they can quit at any time for any
reason if they wish.
Condition 3: Constructive Interaction
This condition involves Subjects 3 and 4 working together on a new task,
with the observer taking notes as before. The difference is that the
natural communication between the two subjects will replace the unnatural
thinking aloud in condition 2. Also, the differences between subject's
knowledge may lead to interesting questions, explorations, and answers
between them. The best match of subjects is a semi-knowledgeable person
matched with a fairly new user, with the later being in charge of
interacting with the system. Thus you hear the new user asking questions,
and the knowledgeable one explaining how to do things (sometimes
incorrectly!).
Post-test Questionnaire
Take the post-test questionnaire you had created previously and have
subjects fill it out after they do the task.
Interview
The observer should then interview the subjects about their beliefs on how
they performed, where errors were made, where the system helped them,
where the system was weak, etc. As before, the observer should be taking
detailed notes. Use the things you saw in the previous conditions to guide
your interview. You can also use the filled-in questionnaire as a
discussion tool (i.e. why did you answer this way?).
6. The write up
Your write-up should be oriented towards a senior person in the company
that commisioned the study and who will make the major decisions on the
software changes. However, you should also expect the design team will
be given your report.
Section 1. Scenario
Give a very brief reminder to the VP on what the system is, and then
explain the role of your product evaluation team. Make sure you tell her
the point of your work!
Section 2. User Testing Methodology
Explain what you did. Assume that the reader knows what the particular
usability methods are (as described in this sheet) and their purpose.
Include the number of subjects, the pre-test evaluation, task description,
etc. You must provide a list of the tasks that you have developed, and why
you included them. You must also provide the pre- and post- test
questionnaires, and why you included each question.
Section 3: Observations
Summarize your observations. Where appropriate, use selected raw and
collapsed data, paraphrasing, comments, questionnaire and interview
results, etc. It is important to present as much information as possible
with economy!
Section 4: Interpretation: System strengths and weaknesses
Identify common and important problems and strengths of the system. This
should be more than a checklist of all the problems seen. Try to
generalize problems when necessary, although you can use examples to
highlight them.
Section 5: Suggested improvements
Describe five important changes that you would make to the design of the
system based on user feedback and obserations, with explanation. Refer
back to your observations and the discussion on design as covered in class.
Section 6: Heuristic Evaluation
Perform your heuristic evaluation as a team. This means doing your own
evaluations and then meeting together to create a single report. Make
sure you clearly list the problems detected, categorized by heuristics.
Include a severity rating of the problems noted.
Section 7: Conclusion
Summarize what you found and the overall recommendations.
Appendix 1: Comparison of different techniques
For future usability studies, you want to tell your product team what
worked well and what didn't in this usability study. Briefly summarize
your experiences with each method, contrasting them for ease of use, the
richness of the information obtained, their advantages, etc. Then
recommend the methods you wish your group to use in the future. Which was
most useful? Which was least useful? What would you keep? What would you
throw away?
Appendix 2: Raw data
All original observations, etc. should be attached here.
Please remember that usability studies and heuristic evaluations can
be immensely practical: you can and should use it every time you design
(or wish to select!) a user interface.
Good luck, and have fun!
Web Accessibility