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Usability
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===Testing methods=== {{main|Usability testing}} These usability evaluation methods involve testing of subjects for the most quantitative data. Usually recorded on video, they provide task completion time and allow for observation of attitude. Regardless to how carefully a system is designed, all theories must be tested using usability tests. Usability tests involve typical users using the system (or product) in a realistic environment [see [[simulation]]]. Observation of the user's behavior, emotions, and difficulties while performing different tasks, often identify areas of improvement for the system. ====Metrics==== While conducting usability tests, designers must use usability metrics to identify what it is they are going to measure, or the usability metrics. These metrics are often variable, and change in conjunction with the scope and goals of the project. The number of subjects being tested can also affect usability metrics, as it is often easier to focus on specific demographics. Qualitative design phases, such as general usability (can the task be accomplished?), and user satisfaction are also typically done with smaller groups of subjects.<ref>Dumas, J.S. and Redish, J.C. (1999). ''A Practical Guide to Usability Testing'' (revised ed.), Bristol, U.K.: Intellect Books.</ref> Using inexpensive prototypes on small user groups provides more detailed information, because of the more interactive atmosphere, and the designer's ability to focus more on the individual user. As the designs become more complex, the testing must become more formalized. Testing equipment will become more sophisticated and testing metrics become more quantitative. With a more refined prototype, designers often test effectiveness, efficiency, and subjective satisfaction, by asking the user to complete various tasks. These categories are measured by the percent that complete the task, how long it takes to complete the tasks, ratios of success to failure to complete the task, time spent on errors, the number of errors, rating scale of satisfactions, number of times user seems frustrated, etc.<ref>Kuniavsky, M. (2003). ''Observing the User Experience: A Practitioner's Guide to User Research'', San Francisco, CA: Morgan Kaufmann.</ref> Additional observations of the users give designers insight on navigation difficulties, controls, conceptual models, etc. The ultimate goal of analyzing these metrics is to find/create a prototype design that users like and use to successfully perform given tasks.<ref name=wickens>Wickens, C.D et al. (2004). ''An Introduction to Human Factors Engineering'' (2nd Ed), Pearson Education, Inc., Upper Saddle River, NJ : Prentice Hall.</ref> After conducting usability tests, it is important for a designer to record what was observed, in addition to why such behavior occurred and modify the model according to the results. Often it is quite difficult to distinguish the source of the design errors, and what the user did wrong. However, effective usability tests will not generate a solution to the problems, but provide modified design guidelines for continued testing. ====Remote usability testing==== Remote usability testing (also known as unmoderated or asynchronous usability testing) involves the use of a specially modified online survey, allowing the quantification of user testing studies by providing the ability to generate large sample sizes, or a deep qualitative analysis without the need for dedicated facilities. Additionally, this style of user testing also provides an opportunity to segment feedback by demographic, attitudinal and behavioral type. The tests are carried out in the user's own environment (rather than labs) helping further simulate real-life scenario testing. This approach also provides a vehicle to easily solicit feedback from users in remote areas. There are two types, quantitative or qualitative. Quantitative use large sample sized and task based surveys. These types of studies are useful for validating suspected usability issues. Qualitative studies are best used as exploratory research, in small sample sizes but frequent, even daily iterations. Qualitative usually allows for observing respondent's screens and verbal think aloud commentary (Screen Recording Video, SRV), and for a richer level of insight also include the webcam view of the respondent (Video-in-Video, ViV, sometimes referred to as Picture-in-Picture, PiP) ====Remote usability testing for mobile devices==== The growth in mobile and associated platforms and services (e.g.: Mobile gaming has experienced 20x growth in 2010β2012) has generated a need for unmoderated remote usability testing on mobile devices, both for websites but especially for app interactions. One methodology consists of shipping cameras and special camera holding fixtures to dedicated testers, and having them record the screens of the mobile smart-phone or tablet device, usually using an HD camera. A drawback of this approach is that the finger movements of the respondent can obscure the view of the screen, in addition to the bias and logistical issues inherent in shipping special hardware to selected respondents. A newer approach uses a wireless projection of the mobile device screen onto the computer desktop screen of the respondent, who can then be recorded through their webcam, and thus a combined Video-in-Video view of the participant and the screen interactions viewed simultaneously while incorporating the verbal think aloud commentary of the respondents. ====Thinking aloud==== {{Main|Think aloud protocol}} The [[Think aloud protocol]] is a method of gathering data that is used in both usability and psychology studies. It involves getting a user to verbalize their thought processes (i.e. expressing their opinions, thoughts, anticipations, and actions)<ref name="Georgsson 5β11">{{Cite journal|last1=Georgsson|first1=Mattias|last2=Staggers|first2=Nancy|date=January 2016|title=Quantifying usability: an evaluation of a diabetes mHealth system on effectiveness, efficiency, and satisfaction metrics with associated user characteristics|journal=Journal of the American Medical Informatics Association|language=en|volume=23|issue=1|pages=5β11|doi=10.1093/jamia/ocv099|issn=1067-5027|pmc=4713903|pmid=26377990}}</ref> as they perform a task or set of tasks. As a widespread method of usability testing, think aloud provides the researchers with the ability to discover what user really think during task performance and completion.<ref name="Georgsson 5β11"/> Often an instructor is present to prompt the user into being more vocal as they work. Similar to the Subjects-in-Tandem method, it is useful in pinpointing problems and is relatively simple to set up. Additionally, it can provide insight into the user's attitude, which can not usually be discerned from a survey or questionnaire. ====RITE method==== {{Main|RITE method}} Rapid Iterative Testing and Evaluation (RITE)<ref>Medlock, M.C., Wixon, D., Terrano, M., Romero, R., and Fulton, B. (2002). Using the RITE method to improve products: A definition and a case study. Presented at the Usability Professionsals Association 2002, Orlando FL.</ref> is an iterative usability method similar to traditional "discount" usability testing. The tester and team must define a target population for testing, schedule participants to come into the lab, decide on how the users behaviors will be measured, construct a test script and have participants engage in a verbal protocol (e.g., think aloud). However it differs from these methods in that it advocates that changes to the user interface are made as soon as a problem is identified and a solution is clear. Sometimes this can occur after observing as few as 1 participant. Once the data for a participant has been collected the usability engineer and team decide if they will be making any changes to the prototype prior to the next participant. The changed interface is then tested with the remaining users. ====Subjects-in-tandem or co-discovery==== Subjects-in-tandem (also called co-discovery) is the pairing of subjects in a usability test to gather important information on the ease of use of a product. Subjects tend to discuss the tasks they have to accomplish out loud and through these discussions observers learn where the problem areas of a design are. To encourage co-operative problem-solving between the two subjects, and the attendant discussions leading to it, the tests can be designed to make the subjects dependent on each other by assigning them complementary areas of responsibility (e.g. for testing of software, one subject may be put in charge of the mouse and the other of the keyboard.) ====Component-based usability testing==== {{Main|Component-based usability testing}} [[Component-based usability testing]] is an approach which aims to test the usability of elementary units of an interaction system, referred to as interaction components. The approach includes component-specific quantitative measures based on user interaction recorded in log files, and component-based usability questionnaires.
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