Discount usability techniques are a great way to eradicate usability problems. But they can never answer the question, "How usable is this system?" We blow the dust off some techniques commonly used in the early days of usability testing to see if they can provide an answer.
-- David Travis, May 2 2003
If you stepped into a usability test in the early days of the discipline, it would have looked very much like a formal experiment in a psychology lab. Subjects were asked to carry out tests and the data were analysed using statistical methods. All that was missing was the white lab coat. Unsurprisingly, these tests were expensive to carry out and complicated to run, leading to the development of a breakaway discipline: discount usability.
Discount usability introduced three key techniques that aimed to simplify methods of data collection:
These techniques work best as part of an iterative design cycle where usability problems are found and fixed and then the next "throwaway" prototype is again quickly tested with a small number of participants. This approach truly revolutionised the field. It would now be difficult to find a usability practitioner who did not use most of these techniques during an assignment.
In fact, the pendulum has now swung so far that many people are dismissive of traditional, lab-based testing.
But discount methods fall short in one important area. They cannot answer the question, "How usable is this system?" For example, imagine you are in the business of developing a new mobile phone. Your marketing department have identified a key product attribute: the ease with which the user can enter and send a text message. Your new phone needs to beat the competition. Which method will you choose?
Discount methods will help you spot usability problems during the early design phase, but they will not be able to show how you stack up against competitor products. This type of usability evaluation — testing against usability metrics — requires a more traditional, lab-based approach. For example, when it comes to measuring the ease with which the user can enter and send a text message, we might want to put the new phone and its competitors in a head-to-head test. We could then collect robust measures such as the time it takes to complete the task, the number of errors made (such as typing or menu navigation errors) as well as some subjective ratings from participants.
Usability metrics are precise, quality measures used to evaluate the system. Their purpose is to produce a system that is neither under- nor over-engineered. To understand why usability metrics are useful, remember the joke about the guys out camping disturbed by a bear. As one of them puts on his trainers, the other says: "What are you doing, you’ll never outrun a bear!" The first one says: "I don’t need to outrun the bear. I just need to outrun you". Usability metrics help you outrun the competition.
We recommend collecting usability metrics in the three Es: effectiveness, efficiency and emotion.
Effectiveness refers to the accuracy and completeness with which users can achieve their goals. Typical measures include:
Efficiency refers to the amount of effort users need to put in to achieve their goals. Typical measures include:
Emotion refers to how users feel about the system. Typical measures include:
If you are developing a new product or a new piece of software, be sure to continue to use discount methods to eradicate usability problems. But when you need to answer the question, "How usable is this system", push back the pendulum and collect usability metrics.
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