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Usability Testing
Usability testing  is a technique used to evaluate a product by testing it on users.  This can be seen as an irreplaceable usability practise, since it gives direct input on how real users use the system. What is Usability Testing? Thanks Wikipedia! Efficiency  -- How long does it take people to complete basic tasks? (For example, find something to buy, create a new account, and order the item.) Accuracy  -- How many mistakes did people make? (And were they fatal or recoverable with the right information?) Recall  -- How much does the person remember afterwards or after periods of non-use? Emotional response   -- How does the person feel about the tasks completed? Is the person confident, stressed? Would the user recommend this system to a friend?
Think of what tasks we wanted focus our testing on. Find a way to record the sessions so we can review and share the results with the rest of the team. Fix the issues we find and retest to see if we need to refine them further. So, How Do We Do This?
To do any kind of testing, you need test subjects. A LimeWire-wide email was sent out to request testers. A schedule was created and confirmed with the respondants. By the way, we're always interested in signing up more testers. Call to Action
A trial run through the app was done by the tester and a script of the steps was created. Broken into five main sections, with an extra one prepared (just in case). Sections had sub-tasks, such as "Create a Site", "Add an Event", etc.  The Script
Finally, testing began. The tester would give the user the main task to complete, but not go into detail. Testing time was limited to 45 minutes a person.  Four users were tested in the course of the day. The Test Sessions Session recorded with Screenflick
Postmortem We reviewed the test results and made plans on how to improve the UI. Each member chose the five most important issues they saw. We reviewed the issues together and ranked them in order of importance.  Tasks and tickets were assigned.
Fixing Targeted wireframes were created as needed to help focus the coding and graphic work. With tasks assigned, we moved to fix as many as we could before the next testing session.
A second round of testing was conducted. Handled the same way as the first test. The tester focused primarily on seeing if the UI fixes have improved usability.  New issues were noted. ...and Repeat
Any Questions?

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Tech Talk

  • 2. Usability testing is a technique used to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practise, since it gives direct input on how real users use the system. What is Usability Testing? Thanks Wikipedia! Efficiency -- How long does it take people to complete basic tasks? (For example, find something to buy, create a new account, and order the item.) Accuracy -- How many mistakes did people make? (And were they fatal or recoverable with the right information?) Recall -- How much does the person remember afterwards or after periods of non-use? Emotional response -- How does the person feel about the tasks completed? Is the person confident, stressed? Would the user recommend this system to a friend?
  • 3. Think of what tasks we wanted focus our testing on. Find a way to record the sessions so we can review and share the results with the rest of the team. Fix the issues we find and retest to see if we need to refine them further. So, How Do We Do This?
  • 4. To do any kind of testing, you need test subjects. A LimeWire-wide email was sent out to request testers. A schedule was created and confirmed with the respondants. By the way, we're always interested in signing up more testers. Call to Action
  • 5. A trial run through the app was done by the tester and a script of the steps was created. Broken into five main sections, with an extra one prepared (just in case). Sections had sub-tasks, such as "Create a Site", "Add an Event", etc. The Script
  • 6. Finally, testing began. The tester would give the user the main task to complete, but not go into detail. Testing time was limited to 45 minutes a person. Four users were tested in the course of the day. The Test Sessions Session recorded with Screenflick
  • 7. Postmortem We reviewed the test results and made plans on how to improve the UI. Each member chose the five most important issues they saw. We reviewed the issues together and ranked them in order of importance. Tasks and tickets were assigned.
  • 8. Fixing Targeted wireframes were created as needed to help focus the coding and graphic work. With tasks assigned, we moved to fix as many as we could before the next testing session.
  • 9. A second round of testing was conducted. Handled the same way as the first test. The tester focused primarily on seeing if the UI fixes have improved usability. New issues were noted. ...and Repeat