Usability testing is a technique used to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system.
Usability testing focuses on measuring a human-made product’s capacity to meet its intended purpose. Examples of products that commonly benefit from usability testing are foods, consumer products, web sites or web applications, computer interfaces, documents, and devices. Usability testing measures the usability, or ease of use, of a specific object or set of objects.
Goals of usability testing
Usability testing is a black-box testing technique. The aim is to observe people using the product to discover errors and areas of improvement. Usability testing generally involves measuring how well test subjects respond in four areas: efficiency, accuracy, recall, and emotional response. The results of the first test can be treated as a baseline or control measurement; all subsequent tests can then be compared to the baseline to indicate improvement.
- Performance — How much time, and how many steps, are required for 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?
What usability testing is not
Simply gathering opinions on an object or document is market research rather than usability testing. Usability testing usually involves systematic observation under controlled conditions to determine how well people can use the product.
Rather than showing users a rough draft and asking, “Do you understand this?”, usability testing involves watching people trying to use something for its intended purpose. For example, when testing instructions for assembling a toy, the test subjects should be given the instructions and a box of parts. Instruction phrasing, illustration quality, and the toy’s design all affect the assembly process.
Methods
Setting up a usability test involves carefully creating a scenario, or realistic situation, wherein the person performs a list of tasks using the product being tested while observers watch and take notes. Several other test instruments such as scripted instructions, paper prototypes, and pre- and post-test questionnaires are also used to gather feedback on the product being tested. For example, to test the attachment function of an e-mail program, a scenario would describe a situation where a person needs to send an e-mail attachment, and ask him or her to undertake this task. The aim is to observe how people function in a realistic manner, so that developers can see problem areas, and what people like. Techniques popularly used to gather data during a usability test include think aloud protocol, Co-discovery Learning and eye tracking.
Hallway Testing
Hallway testing (or Hall Intercept Testing) is a general methodology of usability testing. Rather than using an in-house, trained group of testers, just five to six random people, indicative of a cross-section of end users, are brought in to test the product, or service. The name of the technique refers to the fact that the testers should be random people who pass by in the hallway.
Remote Testing
Remote usability testing (also known as unmoderated or asynchronous usability testing) involves the use of a specially modified online survey, allowing the quantification of user testing studies by providing the ability to generate large sample sizes. Similar to an in-lab study, a remote usability test is task-based and the platforms allow you to capture clicks and task times. Hence, for many large companies this allows you to understand the WHY behind the visitors intents when visiting a website or mobile site. Additionally, this style of user testing also provides an opportunity to segment feedback by demographic, attitudinal and behavioural type. The tests are carried out in the user’s own environment (rather than labs) helping further simulate real-life scenario testing. This approach also provides a vehicle to easily solicit feedback from users in remote areas.
