User Satisfaction:
Experiences Learned from Usability Testing
 

Mark Tierney
E-mail: mt@broadcom.ie

Åsa Folkeson
Telia, Sweden.

Introduction

Since autumn 1995, Broadcom has been leading a three year project called KIMSAC1, to develop multimedia kiosks for self service access to a wide range of information for the general public. KIMSAC will involve the trial of multimedia kiosks in different locations in Ireland during 1997 and 1998. The kiosks will provide access to networked multimedia applications that will enable users to query social-welfare entitlements, to access job vacancy information, as well as allowing unemployed users to match their CVs to job vacancies.

By using newly emerging Intelligent Agent technology, the project seeks to provide the users with a Personal Services Assistant (PSA). A PSA is a form of mediation between the users and the services, and it operates on behalf of a user in an analogous manner to a human personal secretary. To encourage the public to make use of the kiosk-based services, it is extremely important to develop a system that is easy to understand and easy to use. All too often, information is not easy to find, not comprehensive and not in an understandable form.

The Usability Issue

If someone asked you what the definition of usability is, you would probably answer: "to make products more usable for people to work with". While this would be correct, the answer requires much more consideration.

Usability is now a very important issue within software development. Frequently usability problems are not identified until a system is already implemented. This results in systems being delivered that do not satisfy the users needs, or are not easy to use. Users commonly complain that they cannot navigate the system to find information or have difficulty understanding the information when it is presented to them. In the majority of cases the system does not meet the users expectations.

Adaptability

To make a system more usable it is important to fully understand the complexity of designing the system with a satisfactory level of usability. For example, the International Standards Organization (ISO) definition of usability is the "effectiveness, efficiency and satisfaction with which a specified set of users can achieve a specified set of tasks in particular environments."

What this in effect means is that to design something that is usable, we must understand the context in which the system will be used. We need to know the type of users who will use the system, the nature of their work, the tasks they wish to accomplish and the physical and computing environment within which the tasks will be carried out. But, for a product to have a high degree of usability, it must also accommodate human cognitive characteristics. In other words the design must be adapted to the users ability in interacting with technology, such as memory, perception and problem solving skills. Regardless of the product type, designers have to take the whole product into consideration and ensure that the final product is adapted to these cognitive characteristics.

The understanding of how humans interact with technology is called ergonomics. This means that whether we are building a high performance jet fighter or a reference manual for a new wheelbarrow, failure to consider the human cognitive characteristics can result in an unusable product. For example, if we design an aircraft to bank and corner and it places twenty G's of force on the human occupant, the pilot passes out and the plane crashes. Similarly, print the wheelbarrow reference manual in four point print, and they cannot use it on the manufacturing floor without a magnifying glass.

Design Iteratively!

So, how is it possible to predict and verify that what we design can be used effectively by the intended users? First off, designers should apply ergonomic guidelines and principles when designing the user interface, to help them create consistent interfaces that support the users to carry out their tasks. Secondly, formal usability testing can measure the effectiveness of the design by showing the accuracy and completeness with which the goals of the system can be achieved. Third, to ensure that the findings and recommendations of a test are accurate and that the results actually improve the design, the user interface should be designed iteratively (see Figure 1).
Figure 1: The Iterative Design Process: Design/Test/Evaluate/Redesign

KIMSAC’s Approach

KIMSAC takes a dual approach to usability. The project introduces new modes of interaction between users and services, by specifying new kinds of multimedia interfaces supporting intelligent agent-user interactions. And also, the project will provide appropriate, user friendly interfaces to enable users take advantage of these new facilities.

To succeed in the exertion of producing and designing a user friendly system, Usability Tests and Field Trials with real users will be conducted during the KIMSAC project, where the context within which the system will be used will play a major role. As already stated, the context can affect the usability of a system significantly, and therefore the development team, together with Social Welfare Services and FÁS, focus on this by specifying different key characteristics of the context (e.g. user categories and nature of the tasks), that could be critical to a successful use of the system.

The Iterative Design Process

For KIMSAC, a Usability Testing Plan was produced in an early stage of the project, to define the usability tests, the schedules necessary and to specify the roles and responsibilities for carrying out the tests. This plan is divided into several iterative steps, where various usability test methods and field trials are described to evaluate and improve different parts of the software.

Expert Walk-through Evaluation

KIMSAC realized the first step of the test plan as an Expert Walk-through Evaluation (also called Heuristic Evaluation), which is one of the cheapest usability engineering methods. This kind of evaluation can be made in early phases of design, as it may very well be based on paper mock-ups and prototypes as well as on working software. The method is most effective when it is performed by user interface specialists, also called evaluators, who analyse the visible part of the user interface applying checklists of general heuristics, and their knowledge of common usability principles and problems.

Within the KIMSAC project, the evaluation was performed by usability experts, who checked the user interface of a partly working prototype, to verify the level of compliance with acceptable ergonomic guidelines (standard Human Computer Interaction usability guidelines). The method was used to discover the usability problems in the user interface design by assessing different evaluation criteria, for example explicitness of the information displayed to the user. These criteria could then be a part of the iterative design process. As a result of the walk-through, specific comments and design recommendations to individual screens in the system were made.

This method cannot replace usability tests with real end users, as some of the problems revealed in usability tests might never turn up during heuristic evaluation. Furthermore, there may also be problems discovered in heuristic evaluation, which would have been hard to find by usability lab testing or field trials with end users. Walk-through evaluation, is a rather quick and inexpensive method, by which the most significant usability problems can be found.

Laboratory Test

To spot and determine further problems, a controlled Usability Laboratory test, with a representative selection of end users, was made as a second step within the project. The intention was to collect both objective and subjective performance data to identify any usability problems within the application. That means to identify not only user interface design problems, but also the efficiency level of the system and the users initial reaction towards the system.

Within KIMSAC, the selection of intended users (or subjects) was made by Social Welfare Services, who based the selection on a range of characteristics such as education, computer experience and length of unemployment. This group of people were asked to use the system, perform a set of tasks, and identify problems that they encountered during the test session. There was always a test conductor in the test room with the subject and trained observers observed the test session from an adjoining room behind a large one-way glass screen. Videotapes, audio recordings and other data were used in the lab environment to gain additional insight (see Figure 2).

 
Figure 2: Usability Laboratory Environment Photograph

The KIMSAC videotapes were analyzed after the test, and the problems revealed in the sessions were grouped and described in an evaluation report, where recommendations for improving the system were made. Because of the real user trial nature of the project, it is also - apart from the findings during the test sessions - important to pay regard to the users attitudes and expectations about using the prototype. Therefore, the users were asked to fill in two forms, one "Pre-Questionnaire" before the test started, and one "Post-Questionnaire" after the test had been conducted, to show if and how their attitudes changed during the session.

The Usability Laboratory test showed that, at this stage, all users experienced some troubles using the system, especially difficulties concerning navigation and help options. But despite these problems, an initial apprehension of using a new technology and the unfamiliar nature of the test environment, users generally reacted positively towards the system. In particular, they liked the idea of being able to find information for themselves!

Conclusion

There are a lot of benefits to gain by developing user friendly software. Studies have shown that the benefits expected from usability testing are quite impressive. Apart from user satisfaction, they include for example both decreasing support and training costs, and you can expect a 30% gain of user perception of the quality of the software for only 6-10% of the costs2.

To obtain usable and correct results from the tests, the tests should be run by Human-factors professionals3 who keep developers focused on the users and save the project from expensive trial and error. Inexperienced examiners often ask leading questions during the tests, give the user clues with body language, use the terminology of the application, and misinterpret the results.

By involving the users in an early stage in a multimedia development project, by taking the whole context into consideration and by designing the user interface iteratively, the possibility to succeed in developing a user friendly and cost effective product increases considerably.



1 KIMSAC (AC030) Kiosk-based Multimedia Service Access for Citizens, is a part of the ACTS programme which represents the European Commission’s effort to support Research and Technological Development in the context of real user trials.
2  Jakob Nielson, "Usability Engineering", 1994.
3 Also called usability specialists, user interface designers, and experts in Human Computer Interaction and ergonomics.