Table 14.
Usability engineering.
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DOI: http://dx.doi.org/10.5772/intechopen.109140
experience, we prefer to recommend eight participants. The benefit of eight in ideal
cases is not in the ideal ratio to five ones. But occasionally, it happens that a partici-
pant is delayed or disturbed by a phone call, and therefore, in our practice a number of
8 is safer. Respectively, it does not bring a fundamentally higher burden, and the
result is safer (
Figure 16
).
4.15 Quantitative
A quantitative study is suitable for automated testing. They are generally gener-
ated from automated logs. That is, if the application collects and logs user behavior
such as button clicks and user elements. This is quite common today with, for exam-
ple, operating systems.
4.16 Define a story that explains the reason for testing
Tell the story of why the usability test is important. The story must be interesting
and motivating for the participant to take the test.
4.17 Define a time frame
You should remember that the usability test should not take more than 30
–
45 min.
Keep this in mind when planning scenarios. After 45 minutes, the participant will get
tired. His/her ability to concentrate decreases, and the results are not relevant.
Figure 16.
How many participants is needed? [21].
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Updates on Software Usability
5. Summary (key results)
The principle of user interface design is a very artistic discipline. There are rules
that partially prescribe how designers should proceed and what design patterns to
follow. These are Look and Feel for different operating systems. And also, general
rules for the placement of graphic elements, as the authors have already shown. On
the other hand, there are market forces at work here. It is mandatory for a user
interface designer to adhere to the prescribed Look and Feel. This is if he wants to
place his solution in the Apple Store, for example. But at the same time, he needs to
create a solution that is visually appealing and above all new. Copying the competition
is not enough. Exclusivity is what sets it apart from the rest. Our users expect standard
behavior from our solutions (the behavior they are used to). But at the same time,
they want it to be innovative and attractive. It is called in the slang of interactional
designers
“
sexy design.
”
So let us summarize as follows:
•
Collect user requirements for future solutions.
•
Define the user tasks to be achieved.
•
Divide them into atomic user goals (UseCases). Each task consists of a series of
steps-user goals.
•
Create personas or focus groups (these allow you to understand the mental model
of the users).
•
Based on the archetypal users (personas, etc.) and user tasks and goals, design
UseCases. Always describe these from the user
’
s perspective.
•
Start creating a specification in which you graphically represent the
system screens-wireframes
—
in the form of sketches. These screens will be
based on the user tasks. They will consist of individual (cumulative
UseCases).
•
Write scenarios for the wireframes. Write these from the system perspective so
that they always satisfy the UseCases.
•
Iterate the design process several times (e.g., three times).
•
For wire models, create a Lo-Fi or Hi-Fi prototype.
•
Create test scenarios from user goals.
•
Based on the learned rules, conduct a usability study.
•
Collect all flaws and fix the specification including the prototype.
•
In the second usability test, all the shortcomings of the user interface design
should already be eliminated.
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Usability Testing Methods and Usability Laboratory Management
DOI: http://dx.doi.org/10.5772/intechopen.109140
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