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Quick and Dirty Usability Testing

Does "usability testing" conjure up images of a double room with a one-way mirror and recording devices? Does your boss seem hesitant to let you prolong the development schedule "just" so that you can have outsiders try your product? Brace yourself for a shocking revelation: user testing doesn't require special rooms with mirrors and microphones, and it needn't take a long time to discover significant issues with your product.

Introducing . . . Quick-and-Dirty Usability Testing - an inexpensive way to test with real users in a short amount of time.

What, exactly, is usability testing? Simply put, it's a methodology for assessing how your product -- web site or software -- works in the real world, where it's subject to the harsh use -- and abuse -- of newbies and power users alike. Usability testing can tell you such things as; will people give up before actually completing a transaction on your web site, will your customers really use that cool new feature that marketing requested, and can you product allow users to find that one vital piece of information in a reasonable amount of time without calling customer support.

Despite the well-documented benefits from usability testing, many organizations are not willing to jump in and do a full-blown usability test. Usability advocates themselves, whether they are new to the field and anxious to try a test on their product, or an experienced practitioner dealing with a very small budget, often look for ways to get meaningful results without investing substantial time and expense.

Obviously, under ideal circumstances there should be a number of complete usability tests starting early in the development cycle, but convincing the boss to spend the extra time and money is often difficult.

For a large percentage of projects, namely those that do not require a high level of subject expertise, a readily available pool of people willing to test your application or web site is as near as a local hang-out, mall, or university. (Or, simply, friends and family.)

Here are four simple steps to test your project with real users on a limited budget:


1. Prepare

Find a popular place where you can grab people (figuratively speaking) as they walk by. Before you actually do so, be sure that you take care of any required permits or permissions - "to do a survey" -- at your selected location. As mentioned earlier, you might want to look at running a test at a mall or a university. You might also be lucky enough to find a cybercafe or computer store whose manager will let you use a computer to run your tests in exchange for your bringing in prospective customers.

After you have your location identified, you need only set up a laptop or two (with a prototype of the software, a series of screens, or an actual web site) on a table with a couple of chairs.

You will need to prepare in advance several copies of a page of scenario instructions. Example: "Buy a gallon of milk using this web site." We have also had success with fill-in questions such as, "A gallon of milk costs $_____." These questions will have people trying to do the same thing your users will do, and you can watch them in action.


2. Find Participants

Now for the exciting part! Getting people to try your "survey" is as easy as putting out a sign offering "free stuff", or "$10 to participate in a survey." Or, if you're sufficiently brave, you may want to solicit people directly. People love free things, and if they have an extra hour between classes (avoid finals week) or while strolling around a mall, many people will be happy to participate. You will also get a number of curious bystanders who gather around to see what's happening - tap into them as well! At one university we offered people $10 and a T-shirt for a 30-minute "survey". At another venue we gave away a book and a keychain. With the enthusiastic response from these methods we usually have to turn people away or ask them to come back later!

With all these people at your disposal, how do you find the demographic mix that you identified as your target audience? While you may not have the luxury to be picky, you may ask participants to take a qualifying questionnaire and fill out a legal consent form. Make this as brief as possible -- a very quick checkbox sheet works well. Don't ask personally identifying information, just get the facts you need to know.

For example, to qualify for a test on an automotive web site, we asked if the person owned a car, and when they last bought or how soon they were going to buy another. If they answered yes to the first question, or two years or less to the second, they qualified.

If they don't fit your requirements, let them know right away and give them something just for stopping by.


3. Conduct the Test

Now you are ready to begin testing.

Each participant should be given the sheet of scenario questions you prepared. Make it explicit to the participants that you are not testing their knowledge, that you are testing the software/web site and that there are no wrong answers.

Then watch as they try to answer the questions using your prototype. Take notes, but don't help them, and try not to ask questions until they finish. Remember: "finished" can also mean that they gave up and said, "It can't be done." Obviously, if it is taking them an extraordinary amount of time, you will have to stop them. You probably won't get anything more than frustration by letting them suffer. Besides, you will have gained the knowledge that something might need to be fixed.

After going through the questions, look over your notes and ask about anything you didn't understand. Querying one participant as to why they used the bottom navigation on a web site led us to learn that some people always like to see everything on the page before they decide what to do next.


4. Analyze the Results

Once you have seven to ten tests wrapped up, you will have enough information to work with. This could take about 2 hours if you run two 20-minute tests simultaneously and allow a few minutes to reset in between.

When reviewing the notes, it should be pretty obvious where the major problems are. More subtle problems may have been noted in a small number of the tests - possibly even with a single user. Those low frequency issues might have to be examined further, or assessed for merit.


Conclusion

It is easy to see that this type of test can reduce usability costs by eliminating the need for a specialized location with fancy equipment. The cost for recruiting and compensating a user are also low. But, because it is not as controlled as a traditional usability test, you probably won't get your exact user target, and the testing environment will be quite public - nothing at all like a quiet office setting.

Quick and Dirty Usability Testing should by no means replace the traditional testing methodologies. It can, however, allow companies to fit testing in at unconventional times in the project, or conduct periodic testing without major expense, leading to an improved product, increased sales and lower support costs. And much happier users.

 

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Putting the Human Factor in Web Design.
http://www.thehirschgroup.com

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