Discussion of guidelines for user observation
From
User Observation: Guidelines for Apple Developers,
by Kathleen Gomoll & Anne Nicol, January 1990
Introduction
User testing covers a wide range of activities designed to obtain
information on the interactions between users and computers. Most user
testing requires considerable expertise in research methods, as well as
skill in using complex data collection tools. For example, user testing
techniques include: interviews, focus groups, surveys, timed performance
tests, keystroke protocols, and controlled laboratory experiments. Of the
many user testing techniques available, user observation is one technique
that can be used by anyone with a concern for including the user in the
product development process.
User observation involves watching and listening carefully to users as
they work with a product. Although it is possible to collect far more
elaborate data, observing users is a quick way to obtain an objective view
of a product.
When to observe users
User observation should be an integral part of the design process---from
the initial concept to the product's release. Software design that
includes user observation is an iterative process; user feedback provides
the data for making design modifications. The
iterative process assumes that preliminary human interface designs should
exist prior to the development of underlying code. Interface designs
should be tested frequently to determine which design should be
implemented. Then, as the code develops, the entire product should be
tested and revised several times.
Preparing for a user observation
Set an objective:
Before you do any testing, you should take time to
figure out what you're testing and what you're not. In other words,
determine an objective for your test that focuses on a specific aspect of
the product. By limiting the scope of the test, you're more likely to get
information that helps you solve a specific problem.
Design the tasks:
Your test participant will work through one or more
specific tasks. These tasks should be real tasks that you expect most
users will do when they use your product. The entire user observation
should not run over an hour, so you should design tasks that focus on the
part of the product you're studying. For example, if you want to know
whether your menus are useful, you could design a task that requires the
participant to access the menus frequently. After you determine which
tasks to use, write them out as short, simple instructions.
Important: Your instructions must be clear and complete, but they should
not explain how to do things you're trying to test. For example, if you
want to find out whether users can navigate through your program easily,
don't give them instructions for navigation. Or, if you want to know
whether your interface is self-explanatory, don't describe how it works.
This concept is extremely important to remember. If you teach your
participants about something you're trying to test, your data will not be
useful.
Decide upon the use of videotape:
Although you can observe users
effectively without using special recording equipment, you may want to use
videotape to capture the entire session. By videotaping the session, you
collect an enormous amount of valuable information that you can review and
analyze after the test is over. If video equipment is not available, a
tape recorder can be helpful for recording what is said during the test.
Determine the setting:
The ideal setting for user observation is a quiet,
enclosed room with a desk, the appropriate hardware and software, a video
camera, and two microphones (one for you and one for the participant). Of
course, you may not have all these things available when you need to
observe; therefore, you should try to approximate the ideal setting as
closely as you can. If you have to conduct the observation in a regular
office, ask the people around you to keep the noise level down during the
observation. The key is to make the environment as interruption-free as
possible. Get the participants out of their offices, away from phone calls
and people who might drop by.
Find representative users:
When looking for participants, try to find
people who have the same experience level as the typical user for your
product. Don't ask people you work with regularly to be participants
because they are probably familiar with your product or your opinions
about the product. Generally, you should look for people who are familiar
with the hardware you use but are not familiar with your product.
You may want to ask pairs of people to work together on your tasks. You'll
find that people working in pairs usually talk more than people working
alone, and they also tend to discuss features of the product and explain
things to each other.
10 steps for conducting a user observation
The following instructions guide you through a simple user observation.
Remember, this test is not designed as an experiment, so you will not get
statistical results. You can, however, see where people have difficulty
using your product, and you can use that information to improve it. These
instructions are organized into steps. Under most of the steps, there is
some explanatory text and a bulleted list. The bulleted list contains
sample statements that you can read to the participant. (Feel free to
modify the statements to suit your product and the situation.)
- Introduce yourself.
- Describe the purpose of the observation (in general terms). Set the
participant at ease by stressing that you're trying to find problems in
the product. For example, you could say:
- You're helping us by trying out this product in its early stages.
- We're looking for places where the product may be difficult to use.
- If you have trouble with some of the tasks, it's the product's fault,
not yours. Don't feel bad; that's exactly what we're looking for.
- If we can locate the trouble spots, then we can go back and improve the
product.
- Remember, we're testing the product, not you.
- Tell the participant that it's okay to quit at any time. Never leave
this step out. Make sure you inform participants that they can quit at any
time if they find themselves becoming uncomfortable. Participants
shouldn't feel like they're locked into completing tasks. Say something
like this:
- Although I don't know of any reason for this to happen, if you should
become uncomfortable or find this test objectionable in any way, you are
free to quit at any time.
- Talk about the equipment in the room. Explain the purpose of each piece
of equipment (hardware, software, video camera, microphones, etc.) and how
it is used in the test.
- Explain how to think aloud. Ask participants to think aloud during the
observation, saying what comes to mind as they work. By listening to
participants think and plan, you can examine their expectations for your
product, as well as their intentions and their problem solving strategies.
You'll find that listening to users as they work provides you with an
enormous amount of useful information that you can get no other way.
Unfortunately, most people feel awkward or self-conscious about thinking
aloud. Explain why you want participants to think aloud, and demonstrate
how to do it. For example, you could say:
- We have found that we get a great deal of information from these
informal tests if we ask people to think aloud as they work through the
exercises.
- It may be a bit awkward at first, but it's really very easy once you get
used to it.
- All you do is speak your thoughts as you work.
- If you forget to think aloud, I'll remind you to keep talking.
- Would you like me to demonstrate?
- Explain that you cannot provide help. It is very important that you
allow participants to work with your product without any interference or
extra help. This is the best way to see how people really interact with
the product. For example, if you see a participant begin to have
difficulty and you immediately provide an answer, you lose the most
valuable information you can gain from user observations where users have
trouble, and how they figure out what to do.
Of course, there may be situations where you have to step in and provide
assistance, but you should decide what those situations might be before
you begin testing. For example, you may decide that you can allow someone
to flounder for at least 3 minutes before you provide assistance. Or, you
may decide that there is a distinct set of problems with which you can
provide help.
As a rule of thumb, try not to give your test participants any more
information than the true users of your product will have. Following are
some things you can say to the participant:
- As you're working through the exercises, I won't be able to provide help
or answer questions. This is because we want to create the most realistic
situation possible.
- Even though I won't be able to answer your questions, please ask them
anyway. It's very important that I capture all your questions and comments
on tape.
- When you've finished all the exercises, I'll answer any questions you
still have.
- Describe the tasks and introduce the product. Explain what the
participant should do and in what order. Give the participant written
instructions for the tasks.
Important: If you need to demonstrate your product before the user
observation begins, be sure you don't demonstrate something you're trying
to test. (For example, if you want to know whether users can figure out
how to use certain tools, don't show them how to use the tools before the
test.)
- Ask if there are any questions before you start; then begin the
observation.
- Conclude the observation. When the test is over:
- explain what you were trying to find out during the test.
- answer any remaining questions the participant may have.
- discuss any interesting behaviors you would like the participant to
explain.
- Use the results. As you observe, you see users doing things you never
expect them to do. When you see participants making mistakes, your first
instinct may be to blame the mistakes on the participant's inexperience or
lack of intelligence. This is the wrong focus. The purpose of observing
users is to see what parts of your product might be difficult or
ineffective. Therefore, if you see a participant struggling or making
mistakes, you should attribute the difficulties to faulty product design,
not to the participant.
To get the most out of your test results, review all your data carefully
and thoroughly (notes, the video tape or cassette tape, the tasks, etc.).
Look for places where participants had trouble, and see if you can
determine how your product could be changed to alleviate the problems.
Look for patterns in the participants' behavior that might tell you
whether the product was understood correctly.
It's a good idea to keep a record of what you found during the test. That
way, you have documentation to support your design decisions and you can
see trends in users' behavior. After you've examined the results and
summarized the important findings, fix the problems you found and test the
product again. By testing your product more than once, you can see how
your changes affect users' performance.
Web Accessibility