Portable Usability Labs As User Research Tools
Pete Gordon writes "Do Portable Usability and User Research Labs make sense in the software development life-cycle? This interview (my bias--it's with me, and I have a tool in beta now) covers some of the issues and questions on KDE's news site.
I don't have the right answers necessarily, just looking for others input and opinions.
Also, here are other links about the subject over the past few months.
Info World and
Harry's comparison."
Open Source projects, more than other types of projects, have serious financial constraints. Is the cost/benefit ratio of performing these labs worth it? Seeing as how Open Source projects typically form the backbone of systems and rarely form the front (user-facing) end, is it worth it to spend time and money on projects that will only be used by developers and hackers?
Any effort to get usability information is worth it, whether it's a full usability lab, or just sitting behind someone who is trying to use your software with a pad of paper.
The only people who don't think that usability is worth measuring are the people you wouldn't want working on UI to begin with.
RomSteady - I came, I saw, I tested. GamerTag: RomSteady / http://www.romsteady.net
As Engineers and coders etc etc, we tend to take alot of things .
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as granted, and already understood ie. intuitive for our mindset
But for the common man sometimes it does not jive
If you think that alot of ppl still have flashing 12:00 on their VCR's
its gonna take some serious simplicity to get past their (fear?) of
the technical or just grasp of it
I think monitoring computer usage amongst beginners and maybe even
intermediates could show were ppl are frustrating themselves, and
perhaps tools that could be provided to ease the road more
travelled , ie. the electronic office/school/home
Ergonomics is for human physical comfort, this might provide
one for mental comfort of sorts
Best example I can offer is tech manuals that leave out a step
that is obvious to the person that wrote it or coded the app,
but leaves the first time user sitting there thinking its obvious
something was left out, but not sure how to proceed
Computer literacy is still pretty weak IMHO, and on the level of
Linux and nomenclature of OS subcomponents even more so
The more we understand the users, the better we can adapt the
interface
Ex-MislTech
google "32 trillion offshore needs IRS attention"
Elizabeth Neal has recently written on this subject, and the title says it all:
Why You Don't Need a Usability Lab
Promoting the mindset for usability and user-centered design inside the KDE project is a very good thing, though.
Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
Usability testing is absolutely essential to producing good software -- I've seen too many applications that left the developers hands and went right to market and were utter crap, because the developers put together what *they* thought people wanted, rather than actually verifying at any point that they were on the right track. (And then, most developers have the nerve to get pissed at the user for suggesting they make changes. Go figger.)
Usability testing also mitigates most of the round-and-round arguments developers will always have between themselves over some feature or another. Instead of butting egos, ask the users.
Portable usability test environments are not all that hard to come by. Here, we use a couple of Windows Laptops with TechSmith's Camtasia to record users sessions. We can take the laptop to them, present them with whatever we're testing, record the sessions, bring them back, play back the sessions, make our notes and changes, and go about our business. It works rather well for us, and it's much more affordable than building a dedicated facility. Much more convenient for the users, too.
Ed R.Zahurak
You know, oblivion keeps looking better every day.
Creating truly usable software is a difficult task, and it makes sense that we'd want to apply the Power of Science! to the problem. So, we get Usability Testing.
Generally, the usability tests I've heard of work like this: you get a bunch of people and stick them in a lab (portable or not), and watch everything they do with the program for a while, as they complete a checklist of tasks. It seems to be prefered to get users who have no previous experience with the program, to prevent "bias".
Well, that's great, but it doesn't really address usability. It addresses short-term pickupability. Now, that's really important, and it _should_ be addressed -- but if it's the *only* thing you're concerned with, you'll miss other important issues relating to long term software use.
There's a unix-geek saying: "Unix *is* user-friendly -- it's just picky about its friends". Like all such jokes, there's a kernel of truth here. There's a very steep learning curve to the command line tools that are at the heart of the Unix environment, but once you've gotten up it, they *enable* you as a user to more easily do complicated tasks that would be very tedious in a GUI.
I don't mean that this is about the CLI vs. GUI thing, though -- that's just an example. I'd certainly be frustrated if my web browser were exclusively designed based on the reports of people who use it for a few hours to complete basic tasks. I'm concerned about the line of thinking that removes features which save huge amounts of time every day simply because they might confuse new users.
I won't name any names, but I will cough subtly in the direction of the GNOME project and at metacity.
Please, usablilty people, don't just think of first impressions. Think of the long-term relationship. Both have to be good.
It's Human-Computer Interaction (HCI). Every year there is a large ACM conference on this called CHI. There are also hundreds of HCI researchers all around the world at some of the top institutions working on problems like this.
Georgia Tech and Carnegie Mellon have two of the bigger masters programs available. Each program pumps out between one to two dozen people a year who should be well equipped to perform usability testing, among other things.
And you don't need a whole lab. You don't need to videotape often, and you don't need to buy some special software/hardware (you can, and they help, but you can get a lot of mileage from much less). Jakob Nielson and his cohort Don Norman have published a few good books that should be accessible to the uninitiated. Often times, some scribbles on paper are a better choice than prototyping the interface (scribbles usually give you higher levels of feedback, as opposed to "The font is ugly.").
There really are much better sources than articles like this one where people are just discovering HCI methods (not to rag on the article). Do a little google searching (you now have the right keywords: usability, hci), read some books (amazon is bound to have something up your alley), and maybe even ask some people in the field. There's a lot of really cheap, really quick things you can do to help yourself out (lookup Nielson's Discount usability, or you can hire an HCI person onto your team, we're very worth the cost).
BTW: There are many more excellent sources than Nielson, he's just the easiest to cite for applied HCI in a short period of time.
However, on most OSS projects, if you don't code, you're a second-class citizen. There are regular threads every year on user experience lists about "why the OSS community should listen to us" that are filled with anecdotes of rejection by dev teams when a designer or usability person has tried to get involved.
I don't have any particular answers either, other than that I'm sure there are good OSS developers who would like UX design talent on the team - but there's not a real venue for getting them to work together, and there's not a culture of involving noncoders in most OSS projects.
Open Usability is trying to bridge the gap, but still has a long long way to go. (from getting profile in the OSS community and UX community to getting rid of the focus on 'usability' professionals and a focus on testing / evaluation)
I totally agree with this. I really want to communicate the information gathered from field research back to everyone involved in the product--especially the developers. That is the real goal of this lab!
. htm
Screen capture or not, doesn't matter. You could just use the video (multiple cameras) and audio to capture the business process of an individual or a focus group setting.
I really want to see a User-Centered Design approach.
Barbara Nelson at Pragmatic Marketing (a marketing IT shop that is focused on the Product Marketing Manager) said it this way...
"Listen to customers everywhere - online, onsite, at user group meetings, customer advisory boards, technical support, usability labs, point of sale, focus groups (in person and online), and through email. Anywhere they might be. Their natural habitat is by far the most fertile, but take advantage of other places they might congregate."
http://www.productmarketing.com/magazine/1/4/09bn
Thanks!
Pete Gordon