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What qualitative researchers should
       know about usability testing

       QRCA - New England chapter, fall 2011 meeting




            Presenter: Kay Corr y Aubrey
            S e p t e m b e r 2 3 , 2 01 1
Background
Agenda – what you will learn
1. This presentation will be an “appetizer” on usability
   testing (1 hr 15 minutes)
  • Overview of how to plan, run, analyze & report on a
     usability study*
  • Pointers to where you can learn more
2. Hands-on demonstration
  • We’ll usability test the Android, iPhone, & iPad
    versions of the new QRCA VIEWS app (45 minutes)




                                                           3
                                                           3
Where does usability testing fit in with
other qualitative research methods?




                                           4
What is a usability test?
• Qualitative study where typical users try to accomplish
  typical tasks on their own with the product
• Point is to see how clearly the product “speaks” to
  them, meets their expectations, fits into their typical
  work and task flow
• Moderator & team watch participant working and keep
  score of task success & failure, comments, body
  language




                                                            5
What can be usability tested?
 • Web sites, software applications
 • Consumer products (e.g., vacuum cleaners, ovens, mobile
   phones – examples from projects I’ve done to illustrate the
   range of where you can apply this technique)
 • Packaging
 • Customer service or ordering procedures
 • Training & documentation
 • Basically you can usability test any product or service
   where there is user interaction


                                                                 6
Many Good reasons for running a
     usability study
• Make interaction with a product as fluid & intuitive as possible
• Avoid embarrassment – expose usability problems
• Test design concepts
• Compare design approaches
• Challenge assumptions
• To compare your product with a competitor’s
• Improve ease of use and learning
• To better understand users
• To understand training and documentation needs
• To increase sales, improve your product’s reputation, decrease need for
  technical support
• To save money and time (less need to rework the design, fewer calls to
  customer support)


                                                                            7
The test should focus on a specific
aspect of the product




                                      8
Sync testing approach to product’s
development stage
 Test method            Project stage      Focus
 Paper prototype        Early              Overall product concept,
                                           terminology, navigation
 Electronic prototype   Design             Task flow, visual design, page
                                           layout, specific features,
                                           validate redesign
 Functioning product    Development & QA   Defaults, online help, feature
                                           integration, performance
 Comparison             Post-release       Product features, performance
                                           benchmarks, can be within
                                           your own product or against
                                           competitor’s




                                                                            9
Where can you run a usability test?
Venue                             Pros                            Cons
Facility                          Can invite lots of observers,   Artificial environment, costs more
                                  fewer logistical headaches,
                                  can test wider range of
                                  products
Conference room                   Saves money - no travel, can    More logistics, artificial environment,
                                  test wider range of products    observers want to sit in same room as
                                                                  tester
Live online                       More natural (participant is    Can only test Web-based products, hear
                                  in their environment, saves     voice but don’t see body language,
                                  money, no travel, fewer         need to recruit more tech savvy
                                  logistics, easy for team to     participants, firewall issues
                                  observe


Native habitat (mobile studies)   Person is in context of use -   Cannot easily record, only have 1-2
                                  people use mobile phones        observers
                                  when they are “on the go”,
                                  cheap & quick



                  Handout (pages 16-19 shows ways to set up the room)                                       10
Stages of a usability test
Major phases of a usability study
 1.   Planning the study
 2.   Running the study
 3.   Analyzing results
 4.   Reporting results



 A typical soup-to-nuts usability study takes about 70 hours




                                                               12
Planning steps
Planning a usability study includes
• Setting objectives
• Recruiting
• Creating the task list
• Managing the logistics




                                      13
Planning a study is very involved




 Create project plans and check lists to keep your ducks in a row.




                                                                     14
Forget a step and you are dead




               Just kidding
                                 15
Running the study
Sessions follow a structure that is similar to any qualitative
research session:
1. Establish rapport, help them understand what they’ll be
   doing
2. Begin with background questions
3. Do the usability study
4. Debrief to gather more feedback
5. Administer surveys & say goodbye!


During a usability study you are watching people’s behavior while
listening closely to what they say

                                                                 16
What type of data do you collect?
• Collect objective results (can they do it? Define up front what
  “success” means for each task)
• Emotional reactions
• Practical information (how does this product design fit into their
  world? What kind of training would a person need to be
  productive with this technology?)
• Typical measures (task success/failure, time on task)
• When they struggle, note why
• You see patterns after 3-4 sessions but new stuff always
  emerges (depending on diversity of participant backgrounds)


                                                                    17
Look for opportunities to collect quantitative data

         Product Reaction Cards                              System Usability Scale
    Participants quickly select 5 attributed          Participants answer 10 questions on key
     from among 118 choices                             aspects of usability
    The attributes are balanced between               Survey produces a score between 0 and 100;
     positive and negative                              a score <60 is considered poor




 Product reaction card attributes are in Appendix                                                    18
Product reaction card results are fun and
 illuminating




Text size indicates number of times that attribute was chosen. Refer to study spreadsheet to see cards
chosen by each participant


                                                                                                         19
System usability Scale (SUS)
 scores cut to the chase

Product ABC                                         Product XYZ

                                                                                                 10
                                       3      3

                                                     XYZ’s’ SUS scores from all
                                                     10 participants were
                                                     between 75 and 100

 1            1           1      1




        0           0                                0      0     0     0     0      0     0
0-10   11-20 21-30 31-40 41-50 51-60 61-70   > 71   0-10   11-20 21-30 31-40 41-50 51-60 61-70   > 71




SUS scores < 60 indicate poor usability. See the study spreadsheet for details.

                                                                                                        20
Seek results that can be expressed in
   pictures




Source: Moxie Software http://www.moxiesoft.com/tal_products/employee-spaces-does-design-matter.aspx




                                                                                                       21
Analyzing results
• Tests produce huge amount of data
• Analyze as close to tests as possible – I try to transcribe to heat map
  from notes right after the session
• If you are doing these on your own (no observers) need to anticipate
  pushback from some quarters
• Tabulate task times, # errors, and other notable incidents
• Report across test as well as by task
• Use descriptive statistics (mean, medium, mode, ranges)
• Include team & tester quotes in results
• Need to involve client team – debrief after each session or reserve a
  conference room, gather team

                                                                         22
Reporting – each discipline expects
specific insights from the study results
     Executives want a distilled version, an encapsulation of “the problems” and to
     understand what is perceived as the premium this product offers


     Product managers and marketing people seek insights on segmentation,
     product identity, competitive information, participant reaction to feature sets


     Product designers want detailed usability feedback to guide refinements to
     the product’s interface and behavior. Is the design intuitive? How does it fit
     into the user’s work and task flow?

     Engineering needs to understand the usability bugs so they can prioritize
     them and fix them (often their input is the bottom line)


     Training and documentation people want to know which content to include in
     their work



                                                                                       23
Hands-on exercise – usability test qrca
 views mobile app
STEPS
1. Translate the objectives into a task list
2. Break into groups of 2-3 people, one person is the administrator
   another the participant, others are observers who will take notes
3. Run the study
4. One group will use Morae, another will use the “sled” to record
   participants, and others will use the more informal “chair side”
   approach where you just sit next to the participant and watch them work
5. Observers will record impressions on colored sticky notes (each group
   will have its own color)
6. We’ll reconvene and do a mini affinity diagramming session to tabulate
   and discuss the results and recommendations for improvement. We’ll
   hold a debrief.
7. Kay present our results to Monica and Eddie
8. Then we’ll eat lunch!!
                                                                             24
The End
Thank You!!
About us
Kay Corry Aubrey, Qualitative Researcher and author of this study
Kay Corry Aubrey is the owner of Usability Resources, which specializes in user-centered
research and design. Kay has over 20 years of experience in applying qualitative research
methods and usability testing to technology-oriented products and collaborative software. She
has led user research and usability and design efforts for dozens clients including AT&T,
Affinnova, Constant Contact, Monster Worldwide, the Massachusetts Medical Society, the Mayo
Clinic, and iRobot.

Kay has taught at Northeastern University and Bentley University’s Center for Human Factors
and Information Design. She is the managing editor of the QRCA VIEWS magazine, a market
research journal that is read by over 5,000 qualitative research consultants and buyers. Kay
has an MSW from Boston University’s School of Social Work, an MS in information systems from
Northeastern University’s Graduate School of Engineering, and a BA from McGill University. She
is a RIVA-certified Master Moderator who enjoys doing research with both groups and
individuals.

For further information on Kay’s background, please visit www.UsabilityResources.net or
contact her at Kay@UsabilityResources.net.




                                                                                             26

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Usability testing for qualitative researchers

  • 1. What qualitative researchers should know about usability testing QRCA - New England chapter, fall 2011 meeting Presenter: Kay Corr y Aubrey S e p t e m b e r 2 3 , 2 01 1
  • 3. Agenda – what you will learn 1. This presentation will be an “appetizer” on usability testing (1 hr 15 minutes) • Overview of how to plan, run, analyze & report on a usability study* • Pointers to where you can learn more 2. Hands-on demonstration • We’ll usability test the Android, iPhone, & iPad versions of the new QRCA VIEWS app (45 minutes) 3 3
  • 4. Where does usability testing fit in with other qualitative research methods? 4
  • 5. What is a usability test? • Qualitative study where typical users try to accomplish typical tasks on their own with the product • Point is to see how clearly the product “speaks” to them, meets their expectations, fits into their typical work and task flow • Moderator & team watch participant working and keep score of task success & failure, comments, body language 5
  • 6. What can be usability tested? • Web sites, software applications • Consumer products (e.g., vacuum cleaners, ovens, mobile phones – examples from projects I’ve done to illustrate the range of where you can apply this technique) • Packaging • Customer service or ordering procedures • Training & documentation • Basically you can usability test any product or service where there is user interaction 6
  • 7. Many Good reasons for running a usability study • Make interaction with a product as fluid & intuitive as possible • Avoid embarrassment – expose usability problems • Test design concepts • Compare design approaches • Challenge assumptions • To compare your product with a competitor’s • Improve ease of use and learning • To better understand users • To understand training and documentation needs • To increase sales, improve your product’s reputation, decrease need for technical support • To save money and time (less need to rework the design, fewer calls to customer support) 7
  • 8. The test should focus on a specific aspect of the product 8
  • 9. Sync testing approach to product’s development stage Test method Project stage Focus Paper prototype Early Overall product concept, terminology, navigation Electronic prototype Design Task flow, visual design, page layout, specific features, validate redesign Functioning product Development & QA Defaults, online help, feature integration, performance Comparison Post-release Product features, performance benchmarks, can be within your own product or against competitor’s 9
  • 10. Where can you run a usability test? Venue Pros Cons Facility Can invite lots of observers, Artificial environment, costs more fewer logistical headaches, can test wider range of products Conference room Saves money - no travel, can More logistics, artificial environment, test wider range of products observers want to sit in same room as tester Live online More natural (participant is Can only test Web-based products, hear in their environment, saves voice but don’t see body language, money, no travel, fewer need to recruit more tech savvy logistics, easy for team to participants, firewall issues observe Native habitat (mobile studies) Person is in context of use - Cannot easily record, only have 1-2 people use mobile phones observers when they are “on the go”, cheap & quick Handout (pages 16-19 shows ways to set up the room) 10
  • 11. Stages of a usability test
  • 12. Major phases of a usability study 1. Planning the study 2. Running the study 3. Analyzing results 4. Reporting results A typical soup-to-nuts usability study takes about 70 hours 12
  • 13. Planning steps Planning a usability study includes • Setting objectives • Recruiting • Creating the task list • Managing the logistics 13
  • 14. Planning a study is very involved Create project plans and check lists to keep your ducks in a row. 14
  • 15. Forget a step and you are dead Just kidding 15
  • 16. Running the study Sessions follow a structure that is similar to any qualitative research session: 1. Establish rapport, help them understand what they’ll be doing 2. Begin with background questions 3. Do the usability study 4. Debrief to gather more feedback 5. Administer surveys & say goodbye! During a usability study you are watching people’s behavior while listening closely to what they say 16
  • 17. What type of data do you collect? • Collect objective results (can they do it? Define up front what “success” means for each task) • Emotional reactions • Practical information (how does this product design fit into their world? What kind of training would a person need to be productive with this technology?) • Typical measures (task success/failure, time on task) • When they struggle, note why • You see patterns after 3-4 sessions but new stuff always emerges (depending on diversity of participant backgrounds) 17
  • 18. Look for opportunities to collect quantitative data Product Reaction Cards System Usability Scale  Participants quickly select 5 attributed  Participants answer 10 questions on key from among 118 choices aspects of usability  The attributes are balanced between  Survey produces a score between 0 and 100; positive and negative a score <60 is considered poor Product reaction card attributes are in Appendix 18
  • 19. Product reaction card results are fun and illuminating Text size indicates number of times that attribute was chosen. Refer to study spreadsheet to see cards chosen by each participant 19
  • 20. System usability Scale (SUS) scores cut to the chase Product ABC Product XYZ 10 3 3 XYZ’s’ SUS scores from all 10 participants were between 75 and 100 1 1 1 1 0 0 0 0 0 0 0 0 0 0-10 11-20 21-30 31-40 41-50 51-60 61-70 > 71 0-10 11-20 21-30 31-40 41-50 51-60 61-70 > 71 SUS scores < 60 indicate poor usability. See the study spreadsheet for details. 20
  • 21. Seek results that can be expressed in pictures Source: Moxie Software http://www.moxiesoft.com/tal_products/employee-spaces-does-design-matter.aspx 21
  • 22. Analyzing results • Tests produce huge amount of data • Analyze as close to tests as possible – I try to transcribe to heat map from notes right after the session • If you are doing these on your own (no observers) need to anticipate pushback from some quarters • Tabulate task times, # errors, and other notable incidents • Report across test as well as by task • Use descriptive statistics (mean, medium, mode, ranges) • Include team & tester quotes in results • Need to involve client team – debrief after each session or reserve a conference room, gather team 22
  • 23. Reporting – each discipline expects specific insights from the study results Executives want a distilled version, an encapsulation of “the problems” and to understand what is perceived as the premium this product offers Product managers and marketing people seek insights on segmentation, product identity, competitive information, participant reaction to feature sets Product designers want detailed usability feedback to guide refinements to the product’s interface and behavior. Is the design intuitive? How does it fit into the user’s work and task flow? Engineering needs to understand the usability bugs so they can prioritize them and fix them (often their input is the bottom line) Training and documentation people want to know which content to include in their work 23
  • 24. Hands-on exercise – usability test qrca views mobile app STEPS 1. Translate the objectives into a task list 2. Break into groups of 2-3 people, one person is the administrator another the participant, others are observers who will take notes 3. Run the study 4. One group will use Morae, another will use the “sled” to record participants, and others will use the more informal “chair side” approach where you just sit next to the participant and watch them work 5. Observers will record impressions on colored sticky notes (each group will have its own color) 6. We’ll reconvene and do a mini affinity diagramming session to tabulate and discuss the results and recommendations for improvement. We’ll hold a debrief. 7. Kay present our results to Monica and Eddie 8. Then we’ll eat lunch!! 24
  • 26. About us Kay Corry Aubrey, Qualitative Researcher and author of this study Kay Corry Aubrey is the owner of Usability Resources, which specializes in user-centered research and design. Kay has over 20 years of experience in applying qualitative research methods and usability testing to technology-oriented products and collaborative software. She has led user research and usability and design efforts for dozens clients including AT&T, Affinnova, Constant Contact, Monster Worldwide, the Massachusetts Medical Society, the Mayo Clinic, and iRobot. Kay has taught at Northeastern University and Bentley University’s Center for Human Factors and Information Design. She is the managing editor of the QRCA VIEWS magazine, a market research journal that is read by over 5,000 qualitative research consultants and buyers. Kay has an MSW from Boston University’s School of Social Work, an MS in information systems from Northeastern University’s Graduate School of Engineering, and a BA from McGill University. She is a RIVA-certified Master Moderator who enjoys doing research with both groups and individuals. For further information on Kay’s background, please visit www.UsabilityResources.net or contact her at Kay@UsabilityResources.net. 26