Usability is synonymous with "user friendly", a term used by the computer world to describe their software and hardware to customers. User friendly was a deceptive description that narrowed down the user' needs to one dimension of whether or not the interface was friendly. Usability is still somewhat narrow but it has multiple components that are pertinent to interface design (six are listed):
An experiment is, of course, one or more tasks (or tests) that are given to an individual for measuring a tool or the individual's knowledge. Therefore, the phrase "usability experiment" implies one or more tasks that are used to evaluate an interface in at least these categories above: learning, efficiency, memory, errors, satisfaction, and longevity (presented above). As interfaces become more complex, these experiments are essential in marketing and selling any thing that a user interacts with on a daily or casual basis.
Parallel to development of an interface, participation of users play a major role in determining the final outcome of the interface's design. The way of obtaining this input objectively is through the use of usability experiments. If presented ethically, this will give the developer an ideal of what needs improvement and what is effective. The designer must view the experiment as an important part of the interface design lifecycle and should reiterate using these usability experiments for each stage of new and significant development in the design. In usability experiments, the designer must employ a close prototype of the actual interface to receive "real world" results; or, the evaluated information will be misleading, causing a False Positive or False Negative conclusion.
In test planning, issues are addressed:
The sample populace should have proportional amount of novice users to expert users. The expert users can evaluate the new advance features of a new design interface and provide substantial input of comparing the interface to others that they are familiar with. The novice users impart how intuitive the interface is, which effects the learning curve by shrinking it or expanding it between novice and expert users. The usability experiments should have some of the same and, yet, differing test for each group. Some tests are too simple for an expert and may be somewhat complex for the novice; this may cause erratic results. Too many of these tests will not be beneficial for the designer. Experiments should closely resemble the level the user is at and possibly beyond, but not too far.
Two basic ways to employ the test users are between-subjects testing and within-subjects testing. Within-subject testing involves test users evaluating all test systems. A transfer of skill often happens as the user evaluates another system, and the former novices will do much better on each system hereafter. This must be taken into account in analyzing the data. Between-subjects testing has different users for different system s and compares the results of each test system. This method must have a large number of users and random selection for each test group to avoid any biasing of the data.
The Learning Curves of the Novice User and the Expert User. Each curve reflects the performance results of an experiment if one or the other is the focus of that experiment. The point of intersection is the optimal and you want to achieve the "best of both worlds."
The individuals are reassured that their performance will not be disclosed to any manager or to other individual users. No one except the actual administrator or evaluator will have this confidential knowledge. The administrator must take any and all precautions in their evaluations, such as a closed environment and a hidden video camera (if necessary), with administrator nearby but not far away. This eliminates any intrusion for passersby and the affect of "someone looking over the shoulder". Some may feel that an isolated setup is not real and that a normal environment that depicts the actual ambiance for the application would be better. This, of course, leads into discussion of naturalistic versus experimental observations, which is beyond the scope of this report to present in depth.
Symbolic View of a Usability Test Lab.
Either subjective or objective methods are employed and each has its own techniques for gathering its respective data. Objective is via time, cost of steps to complete a tasks, errors, percent, etc. Subjective is think-aloud through each task, discuss after each task is completed, have an interview at the completion of the experiment, etc. Both can be combined so the data is not biased to either.
Technological solutions such as Computer-Aided Usability Engineering (CAUSE) is in use for gathering objective data as a task is performed, allowing the evaluator to gather subjective data. CAUSE measures the keystrokes, time, number of errors, etc. A future goal is to have the user think aloud and record the audio, while the task is performed.
Usability experimentation is in a continual cycle of enhancements to fray costs and provide the designer and user the best possible user interface for any particular application.