Situated Research's Blog

Posts Tagged ‘Usability Testing’

Overloaded vs. Generic Commands

December 28th, 2011
Summary: Overloading different outcomes on similar commands can be confusing. Using the same command for multiple actions enhances usability if the results are conceptually the same.

One way to manage interaction design complexity is to have commands serve double duty. There are two ways of doing this, with different usability implications:

  • Generic commands use the same command in different contexts to achieve conceptually the same outcome, even though details of the specific effects might differ.
  • Overloaded commands use variants of the same command to achieve different outcomes — sometimes depending on the context and other times depending on where the command appears on the screen.

I discussed generic commands in depth in an earlier article. The most famous generic command these days is the pinch-zoom gesture, which works in most touchscreen user interfaces. In fact, the command is so pervasive that users expect it to work universally — and are sorely disappointed when they encounter an application that doesn’t support it. Read more »

Accuracy vs. Insights in Quantitative Usability

November 30th, 2011

Summary: Better to accept a wider margin of error in usability metrics than to spend the entire budget learning too few things with extreme precision.

Last week, I made a slide for the new User Experience (UX) Basic Training course with the recommended number of test users for different types of studies. I like teaching foundational courses because they afford me just this kind of opportunity — to distill 25 years of usability process research into a single table. Patterns crystallize when complex topics are condensed to the essence. Read more »

Are Your Users S.T.U.P.I.D?

November 14th, 2011

How good design can make users effective

dunce 200 Are Your Users S.T.U.P.I.D?It is an honest question: how smart are your users? The answer may surprise you: it doesn’t matter. They can be geniuses or morons, but if you don’t engage their intelligence, you can’t depend on their brain power.

Far more important than their IQ (which is a questionable measure in any case) is their Effective Intelligence: the fraction of their intelligence they can (or are motivated to) apply to a task.

Take, for example, a good driver. They are a worse driver when texting or when drunk. (We don’t want to think about the drunk driver who is texting.) An extreme example you say? Perhaps, but only by degree. A person who wins a game of Scrabble one evening may be late for work because they forgot to set their alarm clock. How could the same person make such a dumb mistake? Call it concentration, or focus, we use more of our brain when engaged and need support when we are distracted. Read more »

Apple Patent Reveals Plans For No-Glasses Holographic Display

January 3rd, 2011

Television and cinema screens that produce holographic images without the need for special glasses are being developed by computer giant Apple.

3D 1677119c Apple Patent Reveals Plans For No Glasses Holographic Display
Most current 3D technologies require viewers to wear glasses that allow the right and left eye see slightly different images to produce the illusion of a three dimensional image on the screen

A recently granted patent reveals that Apple, the company behind the iPod and iPhone, has been working on a new type of display screen that produces three dimensional and even holographic images without the need for glasses. Read more »

Kinect Gestural UI: First Impressions

December 30th, 2010

kinect pregame instructions 540x301 Kinect Gestural UI: First ImpressionsRead the manual before using the interface. (Kinect Adventures)
(Yes, it’s a *cute* manual, but these are still instructions to memorize.)

Summary: Inconsistent gestures, invisible commands, overlooked warnings, awkward dialog confirmations. But fun to play.

Kinect is a new video game system that is fully controlled by bodily movements. It’s vaguely similar to the Wii, but doesn’t use a controller (and doesn’t have the associated risk of banging up your living room if you lose your grip on the Wii wand during an aggressive tennis swing). Read more »

Why You Only Need to Test with 5 Users

November 15th, 2010

Some people think that usability is very costly and complex and that user tests should be reserved for the rare web design project with a huge budget and a lavish time schedule. Not true. Elaborate usability tests are a waste of resources. The best results come from testing no more than 5 users and running as many small tests as you can afford.

In earlier research, Tom Landauer and I showed that the number of usability problems found in a usability test with n users is:

N(1-(1-L)n)

where N is the total number of usability problems in the design and L is the proportion of usability problems discovered while testing a single user. The typical value of L is 31%, averaged across a large number of projects we studied. Plotting the curve for L=31% gives the following result:

20000319 user testing diminshing returns curve Why You Only Need to Test with 5 Users

The most striking truth of the curve is that zero users give zero insights. Read more »

Castlevania: Good Usability, Poor User Experience

October 20th, 2010

castlevania Castlevania: Good Usability, Poor User Experience
Konami recently sent us a copy of their new title, Castlevania: Lords of Shadow. After testing the game, it was clear that the game could be a case study to highlight the difference between usability and user-experience (UX). Read more »

What’s Wrong With the RITE Method?

April 30th, 2010

A critique of a common method used in video game usability research

Many video game usability practitioners employ a method to test usability within video games, called the ‘RITE’ method, short for Rapid Iterative Testing and Evaluation (RITE). Pioneered at Microsoft Games Studios and Microsoft Research, the RITE method has been adopted by many usability research organizations besides the teams at Microsoft.

While the RITE method has some advantages, such as the ‘rapid iterative’ ability to suggest changes to designers and test them in successive passes, it may fall short when looking for usability issues that lie beneath the surface. Read more »

Gaming Usability 101

January 16th, 2010

This list of ten features should be embraced by game designers

Steve Krug argues in his book Don’t Make Me Think! that a good program or product should let users accomplish their intended tasks as easily and directly as possible. The less time it takes a person to complete a desired task (even if only by a few seconds), the more satisfying it becomes. When that happens, people are more likely to use a product in greater frequency and return for more. So in the spirit of improved usability, here are ten standard features every videogame designer should embrace. Read more »

Using Serious Games to Boost Quality & Productivity at Microsoft

January 12th, 2010

From: Score One for Quality! Using Games to Improve Product Quality
by Joshua Williams and Ross Smith

Abstract:

In this paper we describe how using a game can improve both the quality of a product, but the quality of life of the employees as well. We call this kind of game a “Productivity Game.” Read more »

Why You Should Outsource Usability Testing

November 23rd, 2009

Small companies should consider outsourcing the facilitation of their usability testing projects. On the surface, it makes sense to have a designer/developer who has a deep understanding of the project be in charge of usability testing, but in fact this can cause serious problems. Read more »

Preview Mouse 2.0: Multi-Touch Meets the Mouse

October 14th, 2009

Lynn Marentette has just reported, hot off the press from Microsoft’s Applied Sciences Group at UIST 2009.

MS presents novel input devices that combine the standard capabilities of a computer mouse with multi-touch sensing. The goal is to make multi-touch interaction more widely available and applicable to the desktop environment. To chart the design space, they present five different multi-touch mouse implementations. Each explores a different touch sensing strategy, which leads to differing form-factors and hence interactive possibilities.

The following video is courtesy of Microsoft’s Applied Sciences Group:

Read more »

15 Essential Checks Before Launching Your Website

October 10th, 2009

Your website is designed, the CMS works, content has been added and the client is happy. It’s time to take the website live. Or is it? When launching a website, you can often forget a number of things in your eagerness to make it live, so it’s useful to have a checklist to look through as you make your final touches and before you announce your website to the world.

This article reviews some important and necessary checks that web-sites should be checked against before the official launch – little details are often forgotten or ignored, but – if done in time – may sum up to an overall greater user experience and avoid unnecessary costs after the official site release. Read more »

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