Conducting formative usability tests in Java

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Conducting formative usability tests
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There are a wide variety of perspectives on how to conduct and interpret usability tests. Unfortunately, we ve found that many of these approaches either presume to replace active design decision making, or are overly quantitative, resulting in nonactionable data about things like time to task. A good reference for usability testing methods that we ve found to be compatible with Goal-Directed interaction
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7: From Requirements to Design: The Framework and Refinement
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design methods is Carolyn Snyder s Paper Prototyping. It doesn t discuss every testing method or the relationship between testing and design, but it covers the fundamentals well and provides some relatively easy-to-use techniques for usability testing. In brief, we ve found the following to be essential components to successful formative usability tests:
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Test late enough in the process that there is a substantially concrete design to test, and early enough to allow adjustments in the design and implementation Test tasks and aspects of the user experience appropriate to the product at hand Recruit participants from the target population, using your personas as a guide Ask participants to perform explicitly defined tasks while thinking aloud Have participants interact directly with a low-tech prototype (except when testing specialized hardware where a paper prototype can t reflect nuanced interactions) Moderate the sessions to identify issues and explore their causes Minimize bias by using a moderator who has not previously been involved in the project Focus on participant behaviors and their rationale Debrief with observers after tests are conducted to identify the reasons behind observed issues Involve designers throughout the study process
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Designer involvement in usability studies
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Misunderstanding between the designer and the user is a common cause of usability problems. Personas help designers understand their users goals, needs, and points of view, creating a foundation for effective communication. A usability study, by opening another window on the user s mind, allows designers to see how their verbal, visual, and behavioral messages are received, and to learn what users intend when interacting with the designed affordances. Designers (or, more broadly, design decision makers) are the primary consumers of usability study findings. Though few designers can moderate a session with sufficient neutrality, their involvement in the study planning, direct observation of study sessions, and participation in the analysis and problem-solving sessions are critical to a study s success. We ve found it important to involve designers in the following ways:
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Part I: Understanding Goal-Directed Design Planning the study to focus on important questions about the design Using personas and their attributes to define recruiting criteria Using scenarios to develop user tasks Observing the test sessions Collaboratively analyzing study findings
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1. Schumann et al. 2. Cooper, 1999 3. Shneiderman, 1998
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Designing Behavior and Form
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Synthesizing Good Design: Principles and Patterns
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Designing Good Behavior
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Metaphors, Idioms, and Affordances
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Platform and Posture
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Orchestration and Flow
Visual Interface Design
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Synthesizing Good Design: Principles and Patterns
In the last four chapters, we discussed how to appropriately sequence the decisions to define and design a desirable and effective product. But how do we make these decisions What makes a design solution good As we ve already discussed, a solution s ability to meet the goals and needs of users while also accommodating business goals and technical constraints is one measure of design quality. But are there recognizable attributes of a good solution that enable it to accomplish this successfully Can we generalize common solutions to apply to similar problems Are there universally applicable features that a design must possess to make it a good design The answers to these questions lie in the use of interaction design principles and patterns. Design principles are guidelines for design of useful and desirable products, systems, and services, as well as guidelines for the successful and ethical practice of design. Design patterns are exemplary, generalizable solutions to specific classes of design problems.
Part II: Designing Behavior and Form
Interaction Design Principles
Interaction design principles are generally applicable guidelines that address issues of behavior, form, and content. They encourage the design of product behaviors that support the needs and goals of users, and create positive experiences with the products we design. These principles are, in effect, a set of rules based upon our values as designers and our experiences in trying to live up to those values. At the core of these values is the notion that technology should serve human intelligence and imagination (rather than the opposite), and that people s experiences with technology should be structured in accordance with their abilities of perception, cognition, and movement. Principles are applied throughout the design process, helping us to translate tasks and requirements that arise from scenarios into formalized structures and behaviors in the interface.