Guide to Usability and Analysis Techniques for the Office of Energy Efficiency and Renewable Energy (EERE)
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Human Performance Regression Testing
Human Performance Regression Testing Amanda Swearngin, Myra B. Cohen Bonnie E. John, Rachel K. E. Bellamy Dept. of Computer Science & Eng. IBM T. J. Watson Research Center University of Nebraska-Lincoln, USA P.O. Box 704 Lincoln, NE 68588-0115 Yorktown Heights, NY 10598, USA faswearn,[email protected] fbejohn,[email protected] Abstract—As software systems evolve, new interface features common tasks, necessitating longer mouse movements and, in such as keyboard shortcuts and toolbars are introduced. While fact, decrease efficiency. In addition, many toolbars with small it is common to regression test the new features for functional icons may add screen clutter and may decrease a new user’s correctness, there has been less focus on systematic regression testing for usability, due to the effort and time involved in human ability to discover how to accomplish a task over a simpler studies. Cognitive modeling tools such as CogTool provide some UI design. help by computing predictions of user performance, but they still Usability testing has traditionally been empirical, bringing require manual effort to describe the user interface and tasks, end-users in to a testing facility, asking them to perform tasks limiting regression testing efforts. In recent work, we developed on the system (or prototype), and measuring such things as the CogTool-Helper to reduce the effort required to generate human performance models of existing systems. We build on this work time taken to perform the task, the percentage of end-users by providing task specific test case generation and present our who can complete the task in a fixed amount of time, and vision for human performance regression testing (HPRT) that the number and type of errors made by the end-users. -
A Glossary of User-Centered Design Strategies for Implemen- Tation Experts
TBM ORIGINAL RESEARCH A glossary of user-centered design strategies for implemen- Downloaded from https://academic.oup.com/tbm/advance-article-abstract/doi/10.1093/tbm/iby119/5232646 by guest on 07 December 2018 tation experts Alex R. Dopp,1, Kathryn E. Parisi,1 Sean A. Munson,2 Aaron R. Lyon3 1Department of Psychological Abstract Science, University of Arkansas, User-centered design (UCD), a discipline that seeks to ground Implications Fayetteville, AR 72701, USA the design of an innovation in information about the people 2 Practice: Use of shared language around user-cen- Department of Human Centered who will ultimately use that innovation, has great potential tered design (as presented in this glossary) can Design and Engineering, University of Washington, Seattle, WA to improve the translation of evidence-based practices from maximize the usefulness of interdisciplinary 98195, USA behavioral medicine research for implementation in health care efforts to promote the implementation of evi- 3Department of Psychiatry and settings. UCD is a diverse, innovative field that remains highly dence-based practices through improved design. Behavioral Sciences, University of variable in terms of language and approaches. Ultimately, we Washington School of Medicine, produced a glossary of UCD-related strategies specifically for Seattle, WA 98195, USA experts in implementation research and practice, with the goal Policy: Policymakers who wish to promote a of promoting interdisciplinary collaboration in implementation user-centered culture in health services should efforts. We conducted a focused literature review to identify consider the value of tools like this glossary in key concepts and specific strategies of UCD to translate into developing shared language and interdisciplinary the implementation field. -
Games User Research and Physiological Game Evaluation
Chapter 4 Games User Research and Physiological Game Evaluation Lennart E. Nacke Abstract This chapter introduces physiological measures for game evaluation in the context of games user research (GUR). GUR consists of more than playtest- ing game; it comprises a collection of methods that allow designers to bring their creations closer to the initial vision of the player experience. With the prices of physiological sensors falling, and the advancement of research in this area, physi- ological evaluation will soon become a standard tool in GUR and game evaluation. Since mixed-method approaches are of increasingly prominent value, this chap- ter describes core GUR methods with a special focus on physiological evaluation, keeping in mind both benefits and limitations of the approach in academic and industrial applications. 4.1 Introduction From the academic domains of human-computer interaction, human factors, and social psychology, robust and scientific user-testing approaches have been adopted in a game industry field called games user research (GUR) to ensure optimal qual- ity of the user experience (UX) in games and virtual entertainment products. In the games industry, the domains of quality assurance (QA) and game testing are focus- ing on finding technical errors in the game code (i.e., bugs) and ensuring smooth execution of the game on a technical level. By contrast, GUR is concerned with evaluation through the observation and analysis of players. A game designer com- municates their thoughts to the player using the game. In turn, the user researcher applies methods that are inspired by psychology and user-centered design to evalu- ate the player. -
Persona Creation Based on Secondary Data: a Study on Perceived Reliability in UX Design
Aalto University School of Science Degree Programme in Information Networks Pekka Siika-aho Persona Creation Based on Secondary Data: A Study on Perceived Reliability in UX design Master’s Thesis Espoo, May 24, 2016 Supervisor: Professor Marko Nieminen Thesis advisors: Sami Vihavainen, D.Sc. (Tech) Hanna-Riikka Sundberg, D.Sc. (Tech) This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 687921. Abstract of master’s thesis Author Pekka Siika-aho Title of thesis Persona Creation Based on Secondary Data: A Study on Perceived Reliability in UX design Master’s programme Degree Programme in Information Networks Thesis supervisor Professor Marko Nieminen Major or Minor/Code T3008 Department Department of Computer Science Thesis advisors Sami Vihavainen, D.Sc (Tech) Hanna-Riikka Sundberg, D.Sc (Tech) Date Number of pages Language 24. 5. 2016 V + 67 English Abstract While personas are a widely used tool in the UX industry, they are expensive and time- consuming to create. This study examines utilization of secondary data as a less resource and time-consuming method for creating personas. Typically personas have been created from qualitative data that is gathered specifically for persona creation. By using secondary data, the time for user research can potentially be reduced thus bringing down also the cost and time needed to create the personas. In this study, personas were created based on secondary data available from public sources. The personas were then evaluated qualitatively by UX designers on their perceived reliability. Prior to this study, UX designers’ perceived reliability of personas created on secondary data hasn't been studied. -
Introduction to User Research
Introduction to User Research USER RESEARCH CAN HElP you acquire a deep understanding of your users' needs and how these needs are being met. With this research foundation, you can make informed design decisions throughout the product development process. Moreover, research can reveal opportunities for new apps and inspire innovative solutions that improve upon existing apps. This chapter wilt review a variety of user research methods such as shadowing, field interviews, and diary studies and will suggest ways to tailor these methods for your app. After reading this chapter, you should be able to develop and execute a user research plan for your own app. Chapter 4, "Analyzing User Research:' will subsequently explain how to interpret user research findings and incorporate them into your app designs. 39 Common User Research Questions- As you start planning your user research, you may have questions concerning the benefits and costs. Answers to these questions and others are included in this section. WHAT WILL I LEARN? The outcome of user research will depend on a number offactors, such as the methods used, the domain explored, and your research goals. Common themes uncovered through early-stage user research include user needs, context of use, perceptions, pain points, language, and norms. User Needs At the most basic level, user research will help you understand your users' needs. Questions you may be able to explore include how they do things today, what's important to them, and what needs have not been met. Having this knowledge will help you make both high-level (e.g., overall app concept) and low-level (e.g., screen layout) design decisions. -
1. Can You Explain the PDCA Cycle and Where Testing Fits In?
1. Can you explain the PDCA cycle and where testing fits in? Software testing is an important part of the software development process. In normal software development there are four important steps, also referred to, in short, as the PDCA (Plan, Do, Check, Act) cycle. Let's review the four steps in detail. 1. Plan: Define the goal and the plan for achieving that goal. 2. Do/Execute: Depending on the plan strategy decided during the plan stage we do execution accordingly in this phase. 3. Check: Check/Test to ensure that we are moving according to plan and are getting the desired results. 4. Act: During the check cycle, if any issues are there, then we take appropriate action accordingly and revise our plan again. So developers and other stakeholders of the project do the "planning and building," while testers do the check part of the cycle. Therefore, software testing is done in check part of the PDCA cyle. 2. What is the difference between white box, black box, and gray box testing? Black box testing is a testing strategy based solely on requirements and specifications. Black box testing requires no knowledge of internal paths, structures, or implementation of the software being tested. White box testing is a testing strategy based on internal paths, code structures, and implementation of the software being tested. White box testing generally requires detailed programming skills. There is one more type of testing called gray box testing. In this we look into the "box" being tested just long enough to understand how it has been implemented. -
Orthogonal Array Application for Optimized Software Testing
WSEAS TRANSACTIONS on COMPUTERS Ljubomir Lazic and Nikos Mastorakis Orthogonal Array application for optimal combination of software defect detection techniques choices LJUBOMIR LAZICa, NIKOS MASTORAKISb aTechnical Faculty, University of Novi Pazar Vuka Karadžića bb, 36300 Novi Pazar, SERBIA [email protected] http://www.np.ac.yu bMilitary Institutions of University Education, Hellenic Naval Academy Terma Hatzikyriakou, 18539, Piraeu, Greece [email protected] Abstract: - In this paper, we consider a problem that arises in black box testing: generating small test suites (i.e., sets of test cases) where the combinations that have to be covered are specified by input-output parameter relationships of a software system. That is, we only consider combinations of input parameters that affect an output parameter, and we do not assume that the input parameters have the same number of values. To solve this problem, we propose interaction testing, particularly an Orthogonal Array Testing Strategy (OATS) as a systematic, statistical way of testing pair-wise interactions. In software testing process (STP), it provides a natural mechanism for testing systems to be deployed on a variety of hardware and software configurations. The combinatorial approach to software testing uses models to generate a minimal number of test inputs so that selected combinations of input values are covered. The most common coverage criteria are two-way or pairwise coverage of value combinations, though for higher confidence three-way or higher coverage may be required. This paper presents some examples of software-system test requirements and corresponding models for applying the combinatorial approach to those test requirements. The method bridges contributions from mathematics, design of experiments, software test, and algorithms for application to usability testing. -
Reveal Users' Latent Needs Through Contextual Co-Creation
What do they really want? Reveal users’ latent needs through contextual Co-Creation Martin Jentsch1, Sebastian Wendlandt1, Niels Clausen-Stuck1, & Gerhard Krämer2 1designaffairs GmbH, 2Siemens Healthcare GmbH Germany Abstract User research activities to gain insights about customers’ preferences and needs for new products or services are well known and often applied in early concept stages of the development process. Methods of Design Thinking such as Co-Creation or participatory design are well established. However, since users are not trained design professionals, the ideation and design sessions often end up in an assembly of concept elements with low innovation impact, not balanced and not well curated. Behind these “Concept-Frankensteins”, the actual needs and perspectives of the users are hidden and need to be revealed. This paper presents how to tackle this challenge by combining re-enactments, interviews, observation and prototyping in Co-Creation sessions, shown on a Siemens Healthcare Diagnostic Imaging CT case study. It is explained how to gain broad and deep insights in early stages of the development process, e.g. by life-size mock-ups to create analogous, but openly creative settings with on the fly concept solutions and designs addressing the discussed ideas. The paper is naming recommendations of successful Co-Creation. It closes with a discussion of challenges and limitations of the approach. Introduction Collaborative approaches, often summarised as Design Thinking (Curedale, 2013), to develop products, services, experiences or strategies are widely applied in today’s development processes. This includes human centred conception of consumer products (Jentsch, 2007), mobility services (Dettmann et al., 2013), user interfaces for software applications (Dettmann & Bullinger, 2014), advanced driver assistance systems (Simon et al., 2014) or medical devices (Mühlstedt & Helmreich, 2014) to name just a few examples. -
User Experience Careers
User Experience Careers How to Become a UX Pro, and How to Hire One Susan Farrell and Jakob Nielsen WWW.NNGROUP.COM 48105 WARM SPRINGS BLVD., FREMONT CA 94539–7498 USA Copyright © Nielsen Norman Group; All Rights Reserved. To get your own copy, download from: http://www.nngroup.com/reports/user-experience-careers About This Free Report This report is a gift for our loyal audience of UX enthusiasts. Thank you for your support over the years. We hope this information will aid your efforts to improve user experiences for everyone. The research for this report was done in 2013, but the majority of the advice may still be applicable today, because people and principles of good design change much more slowly than computer technology does. We sometimes make older report editions available to our audience at no cost, because they still provide interesting insights. Even though these reports discuss older designs, it’s still worth remembering the lessons from mistakes made in the past. If you don’t remember history, you’ll be doomed to repeat it. We regularly publish new research reports that span a variety of web and UX related topics. These reports include thousands of actionable, illustrated user experience guidelines for creating and improving your web, mobile, and intranet sites. We sell our new reports to fund independent, unbiased usability research; we do not have investors, government funding or research grants that pay for this work. Visit our reports page at https://www.nngroup.com/reports/ to see a complete list of these reports. HOW TO SHARE Do not link directly to the PDF file (the hosted address could change). -
The Basics of User Experience Design
The Basics of User Experience Design BY INTERACTION DESIGN FOUNDATION The Basics of User Experience (UX) Design by the Interaction Design Foundation Preface Preface If you're looking to gain an introduction into the world of user experience (UX) design—or maybe even freshen up your knowledge of the field—then this UX design book is the ideal place to start. The sheer number of topics covered in UX design is mind-boggling: there’s interaction design (the psychology of motion and feedback), design thinking (an iterative, empathy-based problem-solving process), and usability (how easily a product can be used), just to name a few. That’s what makes the field so fascinating to so many people. Whether you are a business manager working on a new product, or an aspiring designer wanting to learn about user-centered design, the field of UX design has something to teach you. On top of that, UX design is a booming industry worldwide. Job opportunities are increasing for UX designers like never before—an estimated 13% increase from 2010 to 2020. UX designer pays are also moving up, upwards of $110k in cities such as San Francisco and New York. That’s why we, at the Interaction Design Foundation, put together this ebook. In nine highly readable chapters, we’ll cover a wide range of topics that everyone starting out in UX design should know. Each chapter acts as a mini crash course, introducing key concepts, best practices, and guidelines. At the end of each chapter, we’ll summarize the key learning points in a section called “The Take Away”. -
Cost Justifying Usability a Case-Study at Ericsson
Master thesis Computer science Thesis ID:MCS-2011-01 January 2011 Cost justifying usability a case-study at Ericsson Parisa Yousefi Pegah Yousefi School of Computing Blekinge Institute of Technology SE 371 39 Karlskrona Sweden 1 This thesis is submitted to the School of Computing at Blekinge Institute of Technology in partial fulfilment of the requirements for the degree of Master of Science in Computer Sci- ence. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Parisa Yousefi Address: Näktergalsvagen 5, Rödeby, 371 30 E-mail: [email protected] Pegah Yousefi Address: Drottninggatan 36, Karlskrona, 371 37 E-mail: [email protected] External advisor(s): Helen Sjelvgren Ericsson Address: Ölandsgatan 6 Karlskrona, 371 23 Phone: +46 10 7158732 University advisor(s): Dr Kari Rönkkö, Ph.D Jeff Winter Licentiate School of Computing Internet : www.bth.se/com Blekinge Institute of Technology Phone : +46 455 38 50 00 SE – 371 39 Karlskrona Fax : +46 455 38 50 57 Sweden 2 Abstract Usability in Human-computer Interaction and user- centered design is indeed a key factor, in success of any software products. However, software industries, in particular the attitude of revenue management, express a need of a economic and academic case, for justification of usability discipline. In this study we investigate the level of usability and usability issues and the gaps concerning usability activities and the potential users, in a part of charging system products in Ericsson. Also we try identifying the cost-benefit factors, usability brings to this project, in order to attempt 'justifying the cost of usability for this particular product'. -
Exploring the Future of Remote User Research 1 Introduction
Exploring the Future of Remote User Research Nikolas Martelaro Human-Computer Interaction Institute Carnegie-Mellon University Abstract The rapid move to remote work due to COVID-19 social distancing policies has slowed or stopped most in-person qualitative user research activities. This has pushed many user researchers to consider how they can continue their research remotely and presents an opportunity for user research teams to (re)design their research processes for remote work. In this position statement, I outline prior work in remote qualitative user research methods and discuss how this work can help us to (re)design new tools, methods, and frameworks that can enable remote work. I then propose a set of research questions that can further our knowledge on and our abilities to conduct effective remote user research, arguing that with creative development we can create remote research methods that afford new ways of understanding user experience today and more environmentally conscious and accessible research practices for the future where remote research is much more common. 1 Introduction The COVID-19 pandemic and subsequent social distancing practices have pushed information and technology workers to remote work practices. This includes user researchers, whose primary roles often involve in-person lab-based or field-based research observing and conversing with potential users to generate a holistic understanding of user’s everyday experiences and inform the development of new product and service designs. (Beyer and Holtzblatt, 1997; Kuniavsky, 2003; Laurel, 2003). But with the rapid move to remote work we may ask ourselves how important is it that this work be done in-person? Over the years, researchers and practitioners have explored how to conduct user research remotely without needing to be physically co-located with the user.