Task-Centered User Interface Design
A Practical Introduction
by Clayton Lewis and John Rieman
Copyright ©1993, 1994: Please see the "shareware notice" at the front of the book.
Contents | Foreword | ProcessUsers&Tasks | Design | Inspections | User-testing | Tools |Documentation |

5.1 Choosing Users to Test
5.2 Selecting Tasks for Testing
5.3 Providing a System for Test Users to Use
5.4 Deciding What Data to Collect
5.5 The Thinking Aloud Method
        5.5.1 Instructions
        5.5.2 The Role of the Observer
        5.5.3 Recording
        5.5.4 Summarizing the Data
        5.5.5 Using the Results
5.6 Measuring Bottom-Line Usability
        5.6.1 Analyzing the Bottom-Line Numbers
        5.6.2 Comparing Two Design Alternatives
5.7 Details of Setting Up a Usability Study
        5.7.1 Choosing the Order of Test Tasks
        5.7.2 Training Test Users
        5.7.3 The Pilot Study
        5.7.4 What If Someone Doesn't Complete a Task?
        5.7.5 Keeping Variability Down
        5.7.6 Debriefing Test Users


5.5.2 The Role of the Observer


Even if you don't need to be available to operate a mockup, you should plan to stay with the user during the test. You'll do two things: prompt the user to keep up the flow of comments, and provide help when necessary. But you'll need to work out a policy for prompting and helping that avoids distorting the results you get.


It's very easy to shape the comments users will give you, and what they do in the test, by asking questions and making suggestions. If someone has missed the significance of some interface feature a word from you may focus their attention right on it. Also, research shows that people will make up an answer to any question you ask, whether or not they have any basis for the answer. You are better off, therefore, collecting the comments people offer spontaneously than prodding them to tell you about things you are interested in.


But saying nothing after the initial instructions usually won't work. Most people won't give you a good flow of comments without being pushed a bit. So say things that encourage them to talk, but that do not direct what they should say. Good choices are "Tell me what you are thinking" or "Keep talking". Bad choices would be "What do you think those prompts about frammis mean?" or "Why did you do that?"


On helping, keep in mind that a very little help can make a huge difference in a test, and you can seriously mislead yourself about how well your interface works by just dropping in a few suggestions here and there. Try to work out in advance when you will permit yourself to help. One criterion is: help only when you won't get any more useful information if you don't, because the test user will quit or cannot possibly continue the task. If you do help, be sure to record when you helped and what you said.


A consequence of this policy is that you have to explain to your test users that you want them to tell you the questions that arise as they work, but that you won't answer them. This seems odd at first but becomes natural after a bit.




Copyright © 1993,1994 Lewis & Rieman
Contents | Foreword | ProcessUsers&Tasks | Design | Inspections | User-testing | Tools |Documentation |