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M5 Screenbasedcontrol II
M5 Screenbasedcontrol II
By
Prof. Manjushree K,
Assistant Professor,
Computer Science and Engineering,
BNM Institute Of Technology,
Bengaluru
An overview of the testing process and the role it plays in design. Its purpose is to
provide an awareness of the testing procedures and methods, and to summarize
some basic testing guidelines. Testing steps to be reviewed are:
Identifying the purpose and scope of testing.
Understanding the importance of testing.
Developing a prototype.
Developing the right kind of test plan.
Designing a test to yield relevant data.
Soliciting, selecting, and scheduling users to participate.
Providing the proper test facility.
Conducting tests and collecting data.
Analyzing the data and generating design recommendations.
Modifying the prototype as necessary.
Testing the system again.
Evaluating the working system.
The Purpose of Usability Testing
Problems found late are more difficult and expensive to fix: Unless
they’re really severe, they may never be fixed.
Always involve all members of the design team in the testing to ensure a
common reference point for all. Involving all also permits multiple
insights into the test results from the different perspectives of team
members.
Prototypes
A prototype is primarily a vehicle for exploration, communication, and
evaluation. Its purpose is to obtain user input in design, and to provide
feedback to designers. Its major function is the communicative role it
plays, not accuracy or thoroughness.
The objective, again, is to create a rough vision, not a polished piece of art, in
order to elicit substantive suggestions and critical comments. The goal is not
to show how the system or Web site will look, but to assess if people can
easily use it.
Interactive Paper Prototypes
Advantages: Interactive paper prototypes are more illustrative of
program dynamics than simple screen sketches. System components
can be manipulated to demonstrate the interactive nature of the system.
The other paper prototype advantages are generally the same as those
described for hand-drawn sketches and scenarios.
The second study, reported by Uceta, Dixon, and Resnick (1998), compared a
paperbased prototype with a computer-based prototype. Both interfaces were
identical except for the medium of presentation. Most of the usability
problems were found using both approaches, the results being statistically
comparable. Identifying problems using the paper prototype, however, took
about 30 percent longer than using the computer-based prototypes.
Comparisons of Prototypes
The results of these studies indicate that prototype fidelity seems to have no
impact on the identification of usability problems. Other prototyping issues
(prototype creation time and cost, testing time, and so on) remain important
issues in usability testing, however.
It seems reasonable that any system development effort should use
combinations of these prototyping techniques throughout the entire design
cycle in order to visualize the design, solicit users’ input, and obtain needed
feedback for the developers.
Successively increasing the complexity of the prototypes as development
moves toward the final solution, allows users to continually get a better idea
of how the system will actually look and work. This will give them greater
and greater insights into how the system may be improved.
Kinds of Tests
A test is a tool that is used to measure something. The “something” may be:
Conformance with a requirement.
Conformance with guidelines for good design.
Identification of design problems.
Ease of system learning.
Retention of learning over time.
Speed of task completion.
Speed of need fulfillment.
Error rates.
Subjective user satisfaction.
A test is usually formal; it is created and applied intentionally and with a
purpose. It is usually based upon some kind of criteria, an understanding of
what a good result would be. Several testing techniques, at varying levels
of sophistication and cost, are available to exercise the system.
Guidelines Review
Description: A guidelines review is an inspection of an interface’s
navigation and screen design and layout in the context of an
organization’s standards and design guidelines. A checklist summarizing
a system’s standard or guideline document is prepared and is used as the
basis for the comparison. Failure to comply with a guideline or standard
indicates that a design modification may be necessary.
Nielsen also found that including more than five evaluators does not
gain enough additional usability information for the extra cost
involved. Ideally, evaluators used should be familiar with the project
situation and possess a long-term relationship with the developing
organization. This suggestion is often difficult to achieve, however.
Heuristic Evaluation Process
Heuristic Evaluation Process
Heuristic Evaluation Effectiveness
Cognitive Walkthroughs
Cognitive Walkthroughs
Think-Aloud Evaluations
Usability Test
Classic Experiments
Focus Groups
Choosing a Testing Method
Unfortunately, there is little published detailed advice on which tests to use,
when to use them, and which tests work best together. Beer, Anodenko, and
Sears (1997) suggest a good pairing is cognitive walkthroughs followed by
think-aloud evaluations. Using cognitive walkthroughs early in the development
process permits the identification and correction of the most serious problems.
Later, when a functioning prototype is available, the remaining problems can be
identified using a think-aloud evaluation.