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Five-Minute Usability

Anyone who produces Web pages for a living knows that usability can mean the difference between survival or oblivion. The same can also be true of learning projects. There is no cheaper, easier, or more painless way to ensure that you're successfully reaching your target user audience than by conducting usability studies.

Usability testing can entail a formalized process of recruiting participants, creating a prototype (or using a specified program version), monitoring performance and videotaping the user as she tries to perform a specific task. In fact, usability can get very fancy indeed, involving a custom lab with multiple cameras and camera operators, tracking software, and multi-channel sound systems.

If you have the budget and bandwidth to perform formal usability testing, great. If not, the good news is that you don't need to have a lot of money to perform meaningful usability that can help steer your Web or learning project in the right direction. Here's how:

  1. Test early and often. The time to start testing is as soon as you have your first design ideas together. Early testing means that you won't be spending expensive development dollars later correcting mistakes.

  2. Use a Prototype. This can be as simple as sketches on paper or as extensive as a full-functionality HTML prototype. The simplest method involves using Visio, graphics software or a pencil to mock up each screen the user will see when performing her task. When designing a learning project, MediaPro makes extensive use of prototypes to work out any problems before extensive development takes place.

  3. Find Some Key Users. Who will be using your program? Novice users? Experienced customers? Tech-savvy or tech-phobic individuals? Whoever they may be, track down five or six people who closely match your user profile and use those people as your test participants. However, note that it is important to find users that are not involved in the project itself to make sure you get unbiased opinions.

  4. Define Tasks. What is the user trying to accomplish with your e-learning course or Web site? Determine what the key tasks are and select a few of the critical ones. These are the tasks you'll have each usability participant perform. Write out the tasks so the participant clearly knows exactly what you expect her to do.

  5. Sit Back and Watch the User Perform. Give the participant the assigned tasks. Ask her to "think out loud" as she performs each task. Then stay out of it. Your job is to observe, so resist the temptation to guide the user to the correct answer. If you're using a paper prototype, you can act as a "human interface" to turn pages and give appropriate "machine" feedback such as clicks and beeps as needed.

  6. Take Notes and Compile Data. Keep careful track of what you hear and see. Report your data in a format that compares users on an apples-to-apples basis. Keep in mind that you are most interested in measuring performance, not preference, as usability expert Jakob Nielsen says. However, preference shouldn't be totally ignored - if all your participants tell you they hate the colors puce and vermilion on your site, you might want to consider adjusting your color palette.

You should now have information that will help you make some objective decisions about your functionality. If multiple users have problems in a particular area, you will know that's a target for redesign. If the failure rate in accomplishing the assigned task is high, you may need to go back to the drawing board. But the sooner you perform usability, the less you will have invested in the project - a good way to ensure that your project meets your delivery dates and comes in on budget.

Submitted by the MediaPro Instructional Design Team