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User Interface Design and Ergonomics - National Open University of ...

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users. If you do not, you can be badly misled about crucial things like the right<br />

vocabulary to use for the actions your system supports. Yes, we know it isn't easy to get<br />

doctors, as we noted when we talked about getting input from users early in design. But<br />

that doesn't mean it isn't important to do. And, as we asked before, if you can't get any<br />

doctors to be test users, why do you think you will get them as real users?<br />

If it is hard to find really appropriate test users you may want to do some testing with<br />

people who represent some approximation to what you really want, like medical students<br />

instead <strong>of</strong> doctors, say, or maybe even premeds, or college- educated adults. This may<br />

help you get out some <strong>of</strong> the big problems (the ones you overlooked in your cognitive<br />

walkthrough because you knew too much about your design <strong>and</strong> assumed some things<br />

were obvious that aren't). But you have to be careful not to let the reactions <strong>and</strong><br />

comments <strong>of</strong> people who aren't really the users you are targeting drive your design. Do as<br />

much testing with the right kind <strong>of</strong> test users as you can.<br />

3.1.2 GETTING THE USERS TO KNOW WHAT TO DO<br />

In your test, you will be giving the test users some things to try to do, <strong>and</strong> you will be<br />

keeping track <strong>of</strong> whether they can do them. Just as good test users should be typical <strong>of</strong><br />

real users, so test tasks should reflect what you think real tasks are going to be like. If you<br />

have been following our advice you already have some suitable tasks: the tasks you<br />

developed early on to drive your task-centered design.<br />

You may find you have to modify these tasks somewhat for use in testing. They may take<br />

too long, or they may assume particular background knowledge that a r<strong>and</strong>om test user<br />

will not have. So you may want to simplify them. But be careful in doing this! Try to<br />

avoid any changes that make the tasks easier or that bend the tasks in the direction <strong>of</strong><br />

what your design supports best.<br />

If you base your test tasks on the tasks you developed for task-centered design, you'll<br />

avoid a common problem: choosing test tasks that are too fragmented. Traditional<br />

requirements lists naturally give rise to suites <strong>of</strong> test tasks that test the various<br />

requirements separately.<br />

3.1.3 PROVIDING A SYSTEM FOR TEST USERS TO USE<br />

The key to testing early in the development process, when it is still possible to make<br />

changes to the design without incurring big costs, is using mockups in the test. These are<br />

versions <strong>of</strong> the system that do not implement the whole design, either in what the<br />

interface looks like or what the system does, but do show some <strong>of</strong> the key features to<br />

users. Mockups blur into PROTOTYPES, with the distinction that a mockup is rougher<br />

<strong>and</strong> cheaper <strong>and</strong> a prototype is more finished <strong>and</strong> more expensive.<br />

The simplest mockups are just pictures <strong>of</strong> screens as they would appear at various stages<br />

<strong>of</strong> a user interaction. These can be drawn on paper or they can be, with a bit more work,<br />

created on the computer using a tool like HyperCard for the Mac or a similar system for<br />

Windows. A test is done by showing users the first screen <strong>and</strong> asking them what they<br />

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