Portable Usability Labs As User Research Tools 60
Pete Gordon writes "Do Portable Usability and User Research Labs make sense in the software development life-cycle? This interview (my bias--it's with me, and I have a tool in beta now) covers some of the issues and questions on KDE's news site.
I don't have the right answers necessarily, just looking for others input and opinions.
Also, here are other links about the subject over the past few months.
Info World and
Harry's comparison."
Cost? (Score:3, Interesting)
Re:Cost? (Score:5, Insightful)
In the long term, it would be worth it. Hate it as you will, the precise reason Windows does so well in the market is its user interfaces.
User interfaces play a very very vital role in user behaviour, and usage.
I do not understand the argument that developers should not have good UIs. Why not? Would you not use a Visual IDE for your development if it had more features that you would use? Or would you rather that we all stick to CLI?
In fact, I really *like* Microsoft's Visual Studio
I'll just say this -- if Linux has to make it big, user interfaces _are_ a big deal.
There is a HCI maxim that says that the best designs are those that you do not notice -- that is what we should be striving for, Opensource or not. You never know who would be using your Opensource application for what.
And a good UI design is only going to help it.
Re:Cost? (Score:3, Interesting)
Anecdotal evidence - I was suggesting implementing some Opensource solutions to a company, and the CIO quotes JWZ -- Linux is nice if you're not constrained on either time or money (don't remember the exact quote).
He felt that rather than train the existing users, use Linux and fix the problems, he would take up a reliable and commercially tested solution - not merely in terms of how it works, but also in terms of usability and support.
I really didn't have a good enough rebut
Re:Cost? (Score:3, Insightful)
Seriously, OSS is not a panacea. There are some OSS projects which are mind-bogglingly successful precisely because they provide a solution that is more cost efficient overall. This includes usability for t
Re:Cost? (Score:2)
Why many user experience peeps don't do OSS (Score:3, Insightful)
However, on most OSS projects, if you don't code, you're a second-class citizen. There are regular threads every year on user experience lists about "why the OSS community should listen to us" that are filled with anecdotes of rejection by dev teams when a designer or usability person has tried to get involved.
I don't have any particular answers either, other than that
Re:Why many user experience peeps don't do OSS (Score:3, Insightful)
You should persuade OSS developers that the work of a usability analist requires technical skills and produces careful designed specific
Re:Why many user experience peeps don't do OSS (Score:2)
I'm not so sure about the vocabulary thing - maybe UX peeps need to learn to talk with OSS people in 'OSS-ese'.
Re:Why many user experience peeps don't do OSS (Score:2)
I have some half-baked ideas targetted to fight the "show me your code" attitude. One of these that I just had is the "Wetware Optimization" metaphor:
"Human brain is a processor with limited power, it's main bottleneck being it's small sh
Re:Why many user experience peeps don't do OSS (Score:2)
It could be worse (Score:2)
After the recent slew of self-plugging stories and the article about 'marketing' which didn't call it astroturfing but described it, this is something of an improvement.
Usability (Score:3, Insightful)
The only people who don't think that usability is worth measuring are the people you wouldn't want working on UI to begin with.
Re:Usability (Score:3, Informative)
You mean like certain e-voting-machine producers???
I agree.
Also, reading one of the links [usersfirst.com] on the KDE News article [kde.org], they suggest 'Why Apple [usersfirst.com]', giving reason that "The Macintosh was the pioneer in providing a Usable Graphical User Interface." This is completely untrue. Xerox made the first GUI, and I believe the first usable GUI was either Intuition (Amiga's Workbench [wikipedia.org]) or GEOS [wikipedia.org].
Re:Usability (Score:2)
Re:Usability (Score:2)
Re:Usability (Score:2)
Note that Apple paid Xerox parc for the right to use the results of the Alto project research.
Note also that I owned and used an original Mac (128kB RAM, one 400kB internal floppy drive, 64kB ROM) as my only machine for over a year (until I upgraded it to 512kB RAM and added an external flopp
Re:Usability (Score:1)
Ppl and PC's (Score:5, Insightful)
as granted, and already understood ie. intuitive for our mindset
But for the common man sometimes it does not jive
If you think that alot of ppl still have flashing 12:00 on their VCR's
its gonna take some serious simplicity to get past their (fear?) of
the technical or just grasp of it
I think monitoring computer usage amongst beginners and maybe even
intermediates could show were ppl are frustrating themselves, and
perhaps tools that could be provided to ease the road more
travelled , ie. the electronic office/school/home
Ergonomics is for human physical comfort, this might provide
one for mental comfort of sorts
Best example I can offer is tech manuals that leave out a step
that is obvious to the person that wrote it or coded the app,
but leaves the first time user sitting there thinking its obvious
something was left out, but not sure how to proceed
Computer literacy is still pretty weak IMHO, and on the level of
Linux and nomenclature of OS subcomponents even more so
The more we understand the users, the better we can adapt the
interface
Ex-MislTech
Quote FTA (Score:1)
At least he's honest.
Re:Honesty (Score:2)
What're you? Some kinda shrink?
Man, you do realize that you're sounding like Sigmund Freud, right? Stop spooking me out.
A good thing, but not indispensable (Score:4, Interesting)
Why You Don't Need a Usability Lab [webword.com]
Promoting the mindset for usability and user-centered design inside the KDE project is a very good thing, though.
Re:A good thing, but not indispensable (Score:4, Insightful)
Put simply, programmers need computer skills while designers need people skills. Sometimes they overlap, but no more than random variation dictates (and possibly somewhat less). And even if they do, its a different mindset while doing one job vs. the other.
And both jobs are hard. A good UI designer has to get beyond the specific suggestions from users to see what the underlying need. UI designers have to find a way to get users to envision a system that doesn't exist yet and figure out how it could work best. Prototypes are essential. Skills to run meetings are essential.
The toughest part is dealing with criticisms of proposed designs. Sometimes the criticisms are because the new design isn't understood well enough, but other times the criticisms reveal a design flaw. Distinguishing between the two, and correcting misunderstandings of the proposed design without stifling further criticism (which you need) is a delicate art.
Anthropology: Mead ... (Score:2)
Aha. Up to now I thought that Margaret Mead [loc.gov] deserved the honour.
CC.
If you are biased in your own favor (Score:1, Interesting)
Test, test, and then test some more (Score:3, Informative)
Usability testing also mitigates most of the round-and-round arguments developers will always have between themselves over some feature or another. Instead of butting egos, ask the users.
Portable usability test environments are not all that hard to come by. Here, we use a couple of Windows Laptops with TechSmith's Camtasia to record users sessions. We can take the laptop to them, present them with whatever we're testing, record the sessions, bring them back, play back the sessions, make our notes and changes, and go about our business. It works rather well for us, and it's much more affordable than building a dedicated facility. Much more convenient for the users, too.
You can't test your way to a great solution (Score:2)
What if necessary features aren't in the prototype?
Testing is a poor tool for doing feature selection and coming up with the concept, functional spec, and interaction design for a product.
Better than testing is doing up fr
Re:You can't test your way to a great solution (Score:2, Insightful)
Screen capture or not, doesn't matter. You could just use the video (multiple cameras) and audio to capture the business process of an individual or a focus group setting.
I really want to see a User-Centered Design approach.
Barbara Nelson at Pragmatic Marketing (a marketing IT shop that is focus
Other advantages of portable setups (Score:2)
Usability Blog (Score:1, Offtopic)
WebWord Usability Blog [webword.com]
Thanks
They're cool, I'm building one. (Score:2)
Couple that with an iPod with a voice recorder, an iSight camera to watch the user directly, and a key logger, and you've got a pretty decent usabili
formatting problem and mic proposal (Score:2)
Interesting read though. Here's an idea, how about taking advantage of reusability in open source by producing a software toolkit to enhance user feedback before and afer development?
Talkback is neat, I am thinking now of a really simple-looking "push-to-talk" button that (if your computer is set up correctly of course
Short-term testing alone is harmful (Score:4, Insightful)
Generally, the usability tests I've heard of work like this: you get a bunch of people and stick them in a lab (portable or not), and watch everything they do with the program for a while, as they complete a checklist of tasks. It seems to be prefered to get users who have no previous experience with the program, to prevent "bias".
Well, that's great, but it doesn't really address usability. It addresses short-term pickupability. Now, that's really important, and it _should_ be addressed -- but if it's the *only* thing you're concerned with, you'll miss other important issues relating to long term software use.
There's a unix-geek saying: "Unix *is* user-friendly -- it's just picky about its friends". Like all such jokes, there's a kernel of truth here. There's a very steep learning curve to the command line tools that are at the heart of the Unix environment, but once you've gotten up it, they *enable* you as a user to more easily do complicated tasks that would be very tedious in a GUI.
I don't mean that this is about the CLI vs. GUI thing, though -- that's just an example. I'd certainly be frustrated if my web browser were exclusively designed based on the reports of people who use it for a few hours to complete basic tasks. I'm concerned about the line of thinking that removes features which save huge amounts of time every day simply because they might confuse new users.
I won't name any names, but I will cough subtly in the direction of the GNOME project and at metacity.
Please, usablilty people, don't just think of first impressions. Think of the long-term relationship. Both have to be good.
Re:Short-term testing alone is harmful (Score:1)
There are a number of companies that produce software that work with their expert users. I know that The Mathworks (makers of Mathmatica) definately do long term, expert user usability studies. MS does it as well.
Todd
Re:Short-term testing alone is harmful (Score:1)
Oops! I meant MATLAB.
Todd
It's called HCI (Score:2, Informative)
Georgia Tech [gatech.edu] and Carnegie Mellon [cmu.edu] have two of the bigger masters programs available. Each program pumps out between one to two dozen people a year who should be well equipped to perform usability testing, among other things.
And you don't need a whole lab. You don't need to v
Re:mod 0p (Score:2)