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Method

Usability testing

A method in which real people try to do specific tasks with a product while being observed, to find out where they get stuck and why.

In Spanish
Test de usabilidad
Origin
Thinking aloud: Lewis (1982), based on Ericsson and Simon (1980)
Output
A list of usability problems, with where they appear and why

What it’s for

It helps you uncover the problems the team can’t see: what it thinks is easy isn’t always easy, and that only shows when you watch other people use it.

Key elements

  • Tasks, not opinions

    Ask people to do something, not to say whether they like it.

  • Observe without helping

    If you help, the problem disappears from the test.

  • Few people, several rounds

    Test, fix, and test again.

  • The serious ones first

    Rate each problem by what it blocks and how often it appears, to decide what to fix first.

An example

A banking app wants to know whether people understand how to send money.

What the team believedHomePaymentsCardsSend“Everyone will see it.”What the team assumes
The “Send” button is on the home screen. Everyone will find it. An assumption.
What happened in the testHomePaymentsCardsSend“Sending money is paying,so I look in Payments.”What they say thinking aloud
Thinking aloud, several people looked in “Payments,” because to them sending money is paying. A problem with a name.

The test does not just show that something fails: the person’s words explain why.

How it’s done

  1. Prepare realistic tasks, without saying how to do them.

  2. Observe each person as they try and think aloud.

  3. Note where they get stuck and decide what to fix first.

Applications in design

  • When to use it

    From very early on, even with a paper prototype, and again after each major change.

  • Avoid

    Asking “do you like it?”: measure what people do, not what they think.

  • Don’t fall for it

    Do not explain the interface before starting: that is exactly what you want to test.

Authors and works

  1. 1980

    K. Anders Ericsson and Herbert A. Simon

    Explained when what a person says while thinking is valid as data.

  2. 1982

    Clayton Lewis

    Brought the thinking-aloud method to interface design.

  3. 1993

    Jakob Nielsen and Thomas K. Landauer

    Proposed a model of how many new problems appear with each additional person.

  4. 2003

    Laura Faulkner

    With 60 people she showed that five are not always enough: depending on who they were, five found between 55% and 99% of the problems; with twenty, never less than 95%.

  5. 2003

    Morten Hertzum and Niels Ebbe Jacobsen

    Reviewing eleven studies, they found that two evaluators analyzing the same interface with the same method agree on only part of the problems, so it pays to have more than one person analyze.

Sources

Original sources

Academic reviews

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