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