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Usability Laboratories
Usability plays a crucial role in software development. This can
be seen in many ways, including the growing budgets for usability
engineering. In the early 1970s, it was estimated that a reasonable
share for usability budgets for non-military systems was about 3%.
Later, a study of several corporations found that many leading
companies allocated about 4-6% of their research and development
staff to interface design and usability work. Finally, in January
1993, a survey of 31 development projects found that the median
share of their budgets allocated to usability engineering was 6%.
Thus, usability budgets have been steadily growing. Other indications
of the added emphasis on usability are the increasing number of
personal computer trade press magazines that include usability measures
in their reviews.
Assuming that a company has decided to improve the usability of
its products, what should it do? Even though usability laboratories
are great resources for usability engineering groups, it is possible
to get started with simpler usability methods that can be used immediately
on current projects without having to wait for the lab to be built.
For an overview of these methods, which are often referred to as
discount usability engineering. Almost always, the result
of applying simple usability methods to current projects is a blinding
insight that usability methods improve products substantially, making
it hard to believe how anybody could ever develop user interfaces
without usability engineering. Unfortunately, many people still
do just that, and we need cheap and simple methods to enable them
to overcome the initial hurdle of starting to use usability engineering.
Once a company has recognized the benefits of the systematic use
of usability methods to improve its products, management often decides
to make usability a permanent part of the development process and
to establish resources to facilitate the use of usability methods
by the various project teams. Two such typical usability resources
are the usability group and the usability laboratory.
The staffing, management, and organizational placement of usability
groups are important issues that must unfortunately be left unresolved
here since virtually no research is available to resolve them. Suffice
it to say that the usability groups almost no matter how they are
organized can use usability laboratories as a physical resource.
For example, one of the main schisms in the organizational placement
of usability specialists is whether to centralize them in a single
human factors department or to distribute them as specialized team
members of the individual development projects. Some of the arguments
in favor of centralized usability departments are that they are
better at attracting talented usability staff because of their higher
visibility; that they can nurture the special skills of usability
specialists by providing an environment focused on usability issues
where new techniques are discussed and developed; that they provide
a clear management chain (with the ensuing career paths) for usability
staff; that they can maintain corporate interface standards and
serve as interface police to ensure consistency; and
that they can take an objective view of the user interfaces they
are evaluating since the interfaces come from outside departments.
Some of the arguments in favor of distributed usability staff is
that it is more satisfying for usability specialists to work for
an extended time on a single product than to consult briefly on
multiple products; that usability specialists on a product team
are more likely to contribute to the design efforts throughout the
lifecycle rather than just clean up the GUI; that some domains are
so complicated that one needs to live with the product
team for an extended period of time to be able to contribute; that
usability specialists will only be taken seriously by developers
if both groups are part of the same team; and that the communication
channels will be shorter (leading to greater productivity) the less
organizational distance there is between the producers and the consumers
of usability knowledge. In spite of the clear distinction between
the two types of organizations and the great need to know more about
their relative advantages and disadvantages, no research results
are currently available to assess what circumstances should lead
one to prefer one organization of usability groups over the other.
Interestingly, even though a centralized usability group is the
prime candidate to manage a usability lab, the existence of a corporate
usability lab is not necessarily an argument in favor of a centralized
usability department. It is possible to have a lab supported by
a small number of dedicated support staff even while specialists
from a large number of distributed groups are using it. A shared
usability lab can even serve as a gathering point to provide some
of the cross-fertilization and educational benefits to distributed
usability specialists that others get from a centralized department.
Usability laboratories are typically used for user testing. There
is no doubt that user testing is the main justification for most
usability laboratories and that user testing is one of the foundations
of usability engineering. Once a usability lab is in place, however,
it becomes a convenient resource for many other kinds of usability
activities such as focus groups or task analysis. Palmiter, Lynch,
Lewis, and Stempski discuss several such non-test forms of data
collection in their paper on Breaking away from the conventional
usability lab, and Zirkler and Ballman describe ways of combining
focus groups and traditional testing in their paper on Usability
testing in a competitive market. Usability laboratories are
sometimes also used to record design sessions, though this is mostly
done as part of research projects and not as part of practical development
projects. One exception is the use of participatory design sessions
using methods like PICTIVE where several users and designers sketch
out interface designs using bits of colored paper that is moved
around on a desk. With this design technique, much of the design
information is never written down, so capturing the dynamics of
the design session on video can provide a valuable record for later
reference.
Usability laboratories can also be used for certain variants of
heuristic evaluation. Heuristic evaluation is based on having usability
specialists or other evaluators inspect an interface to find usability
problems that violate a list of established usability principles
(the heuristics) and do not normally require a special
laboratory since the evaluators can work anywhere and are normally
supposed to do so individually. Sometimes, however, one wants to
have an observer present to log the usability problems discovered
by the evaluators so that they do not need to spend time and effort
on writing up a report. It may be valuable for this observer to
have access to a video record of the evaluation session, and it
may also sometimes be advantageous to have developers or other project
representatives observe a heuristic evaluation session from behind
the one-way mirror in a usability lab. In general, though, only
a small minority of heuristic evaluation sessions takes place in
usability laboratories.
Of thirteen usability laboratories surveyed, 38% had other usability
laboratories that are not represented in the survey, so it should
only be seen as representing a survey of usability labs and not
as a complete listing of labs. The defining characteristics of a
usability laboratory seem to be video cameras (used in all the labs)
and the one-way mirror (installed in 92% of the labs). Usability
laboratories are a fairly recent phenomenon, with the median year
of the first usability lab in these companies being 1989. Of course,
some companies have had usability laboratories for a long time.
Also, we should note that companies in industries like aerospace
and control room design have employed usability laboratories for
many years even though they were not represented in the survey.
The labs in this survey are mostly from the computer and telecommunications
industries. In general, the lessons may apply most directly to the
usability of information technology, but there is no reason to believe
that most of the same methods could not be used for other types
of products and services.
The median usability laboratory has three rooms. Normally, the
room distribution is a room for the test subject(s), a control room
for the experimenter and other usability specialists involved in
running the experiment and operating the recording and logging tools,
and an "executive observation lounge" where additional
staff can observe the test without interfering with either the subject
or the experimenters. Sometimes additional rooms are used for waiting
areas for subjects, and the larger labs also often have special
video editing rooms to avoid occupying an entire test suite by using
the control room facilities for editing rather than testing. The
observers in the executive observation lounge may sometimes in fact
be executives, but more commonly they are members of the development
team who take the opportunity of the user test to get exposure to
the users. Even though the video tape equipment in the labs are
often used to produce very communicative highlight tapes of the
most notable usability problems and colorful user utterances, there
is still no substitute for observing a test live.
Some usability labs have a very large number of rooms. Often, this
only means that multiple tests can be conducted in parallel, but
sometimes—larger facilities are used for experiments in computer-supported
cooperative work, video conferencing, and other cases where multiple
users have to be combined for a single test.
Only slightly less than half of the laboratories surveyed used
scan converters to make it possible to tape the computer screen
image directly without having to point a camera at it. Scan converters
have been somewhat expensive, but since they are dropping in price,
their use can be expected to be more widespread in the future.
One of the major advantages of having a usability laboratory is
that the incremental hurdle for user testing of a new product becomes
fairly small since all the equipment is already in place in a dedicated
room that is available for testing. This effect is important because
of the compressed development schedules that often leave little
time for delay. Thus, if usability testing can be done now and with
minimal overhead, it will get done. Similarly, usability may get
left out of a project if there is too much delay or effort involved
before results become available. Because of this phenomenon, the
support staff form a very important part of a usability laboratory
in terms of keeping it up and running, stocked with supplies, and
taking care of the practical details of recruiting and scheduling
test users.
A usability laboratory does not necessarily need to be a fixed
facility in a given set of rooms constructed for the purpose. Szczur
describes how she used a regular conference room at NASA as a low-budget
usability lab by using part of the room for the subjects and part
of the room for the observers. Several papers describe "portable
usability labs" with video kits and other data logging equipment
that can be brought to the field to allow testing, and Zirkler and
Ballman emphasize the need to visit customer sites when assessing
the usability of systems like their specialized databases for users
in the legal and financial communities. Smilowitz, Darnell, and
Benson compare standard usability testing in the lab with Beta testing
done by having customers test the software at their own sites and
report usability problems on their own without supervision by a
usability specialist. Even though the Beta tests did have some limitations
(notably, that they were restricted to the very last stages of the
development lifecycle), they did provide a cheap source of additional
usability data that should be considered as a supplement to the
lab-based sources.
In addition to the building and equipment of the usability laboratory,
an important issue is obviously the actual methods used in running
experiments in the lab. Many papers discuss methodology issues,
and Fath, Mann, and Holzman provide detailed coverage of five main
phases used in evaluation sessions in IBM's Atlanta usability laboratory:
designing the evaluation, preparing for it, conducting it, analyzing
the data, and reporting the results. One of their conclusions is
that as much of the data reduction process as possible should be
automated. Usability testing generates huge masses of raw data,
and any meaningful conclusions have to be based on analyses that
summarize the test events in a comprehensible manner. Hoiem and
Sullivan provide detailed information about the integrated set of
usability data collection and analysis tools built for Microsoft's
lab. In general, it is characteristic for the state of the art that
almost all CAUSE tools are homemade for the individual labs. There
are probably two reasons for this: First, we still do not know enough
about what computerized tools usability professionals actually need,
and we know even less about how to make such tools sufficiently
usable and efficient. Second, the market is still fairly small,
though it is constantly growing and may one day support a wider
variety of commercial offerings.
A classic form of CAUSE tool used in many usability labs is the
event logger, which is used by an observer to record occurrences
of events of interest as the user progresses through the experiment.
Typically, events are automatically time stamped (and often linked
to a videotape record of the event), and the logger also records
the type of event as classified by the human observer in real timepossibly
with a supplementary natural language annotation. In addition to
human-coded event logs, usability labs often produce keystroke logs
of all user input and activity logs of higher-level dialogue actions
(like menu selections, error messages, etc.). These logs can be
subjected to many different kinds of analysis, including the sequential
data analysis techniques discussed in the paper by Coumo.
Much user testing is simply aimed at generating qualitative insights
that are communicated through lists of usability problems and highlights
videos showing striking cases of user frustration. Such insights
are sufficient for most practical usability engineering applications
where the goal is the improvement of a user interface through iterative
design. Often, there is no real reason to expend resources of gathering
statistically significant data on a user interface that is known
to contain major usability problems and has to be changed anyway.
By using a probabilistic model of the finding of usability problems
and an economic model of project management, Nielsen and Landauer
found that one often gets the optimal cost-benefit ratio by using
between three and five test users for each round of user testing.
User testing with the goal of learning about the design to improve
its next iteration falls in the category of formative evaluation.
Sometimes, one wants to do summative evaluation that is quantitative
in nature and results in numbers that can be compared across products.
One case where summative evaluation is desired is the comparative
product reviews produced by personal computer magazines like the
ones discussed in Bawas paper. Another application of competitive
testing is the selection of recommended (or prescribed) software
for a big company where the benefits in terms of reduced training
and support and increased productivity are sufficiently large to
warrant the investment of considerable resources on choosing the
most usable product from the available offerings on the market.
To my knowledge, not many user organizations currently perform such
competitive usability testing before major software purchases, though
there is a few that do. Also, it is becoming fairly common for software
vendors to commission third-party usability consultants to perform
comparative studies and then advertise the results if their own
product wins. Finally, summative evaluation is sometimes used for
regular software development projects when one wants to investigate
whether a revised product has achieved a sufficient improvement
in usability over the previous version.
Even though usability metrics can be very elaborate (for example,
Bevan and Macleod describe the measurement of heart rate variability
as a way of assessing the users mental effort over time),
it is also possible to have a discount usability engineering
approach to usability metrics. As an example, Molichs paper
presents a technique for keeping track of the number of user
interface disasters(certain kinds of serious usability problems
experienced by at least two users) as a simple, yet quantifiable
measure of interface quality.
As shown by the contrast between the full-blown usability metrics
and the simplistic count of interface disasters, there are many
different possible approaches to usability engineering. It is important
to realize that it is possible to achieve major improvements in
usability even if one does not utilize all the most advanced techniques
and even if one has a fairly primitive usability lab (or sets up
a temporary lab in a conference room). The single-most important
decision in usability engineering is simply to do it! The best intentions
of some day building the perfect lab will result in exactly zero
improvement in current products, and if the choice is between perfection
or doing nothing, nothing will win every time. Luckily, it is possible
to start small and then grow a usability effort over time as management
discovers the huge benefits one normally gets.
It is in the nature of things that most research gathered has been
done on leading usability laboratories from companies that have
a better-than-average approach to usability engineering. This does
not mean that people in less fortunate companies should abandon
usability; it only means that they have something to strive for
as they start small and gradually expand their usability groups
and usability labs.
Copyright 2002 Chromosome22. All Rights
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