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The Usabilitv d

Engineering
Life Cycle
Jakob Nielsen, Bellcore

C
omputer user interfaces have become more important with the increase
in number of users and applications. The personal-computer revolution
and falling hardware prices made computers available to ever broader
groups of people who use computers for a larger variety of tasks. Initially, when
computers were used by only a few people performing specialized tasks, it made
some sense to require a high degree of user expertise. Also, because computers
were so expensive, it was not unreasonable to let users suffer a little in favor of
computational efficiency. Now. however, it pays to dedicate a large portion of
computational resources - CPU cycles. memory use. communication bandwidth,
screen space, and development effort - exclusively to making life easier for the
user.
Users are becoming less willing to put up with difficult or uncomfortable
interfaces since experience with some current interfaces has shown them that
software can indeed be easy to learn and pleasant t o use. In an unpublished study
from 1990, Tim Frank Andersen of the Technical University of Denmark read 70
A usability engineering reviews of software products in various personal computer magazines and counted
784 comments on the usability of the reviewed software. This is an average of 11.2
usability comments per software review. Many of these comments were fairly
superficial. but their sheer number indicates the importance of usability to today's
users.
High usability is thus desirable. but it does not magically appear just because we
want it. To ensure the usability of interactive computer products, we must actively
include usability concerns in the software development process. Of course, nobody
deliberately sets out to design an unusable interface, but only a systematic usability
effort using established methods can qualify as usability engineering. Good inten-
tions are not enough.
This article presents a practical usability engineering process that can easily be
incorporated into the product dcvclopment process as steps to be taken in roughly
chronological order. Because the article considers the life cycle, several of the

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steps are iterative and some may over-
lap. The actions needed to ensure us- 0. Consider the larger context
ability form the usability process. The
model presented should therefore be eristics
seen as advice about what to include in
the design and implementation process.
In this context. I am not giving advice
about the properties of the product of
this process. Many such guidelines ex-
ist, and studying and applying selected Apply
4. Participatory design metamethods
guidelines is one of the recommended
throughout
steps. 5. Coordinated design of the total interface
Standards
Prioritize the
Product identity
usability methods
Usability engineering 6. Guidelines and heuristic analysis
model 7. Prototyping
8. Empirical testing
The model presented here is a modi- 9. Iterative design
fied and extended version of Gould and Capture the design rationale
Lewis’ “golden rules”: early focus on 10. Collect feedback from field use
users, user participation in the design,
coordination of the different parts of Figure 1. Elements of the usability engineering model.
the user interface. empirical user test-
ing, and iterative revision of designs
based on the test results.’ Further inspi-
ration and modifications came from work tion of these usability activities, even of usability decisions on future prod-
on usability engineering.’ ’ though they should really be applied ucts and their life cycles. We must con-
Figure 1 lists the elements in the com- iteratively in the manner of Boehm’s sider not just how an interface design
plete usability engineering model. How- spiral model of the software process.4 meets current needs but also whether it
ever, the effort can be successful with- Software development and user in- conflicts with skills users have acquired
out including every refinement. (See terface design are both part of a broad- from previous interfaces and whether it
the final section of this article for a er corporate product-development con- seems flexible enough to be extended
prioritization of methods under varying text in which one-shot projects are fairly for future interfaces.
levels of resource constraints.) rare. Usability should apply t o the de-
The most basic elements in the us- velopment of entire product families
ability engineering model are empirical and extended projects where products Predesign stage
user testing and prototyping, combined are released in several versions over
with iterative design. Because it’s near- time. The first stage of the usability life
ly impossible to design a user interface This broader context strengthens the cycle aims at understanding the target
right the first time, we need to test, arguments for allocating substantial us- user population and user tasks. We can
prototype. and plan for modification by ability engineering resources as early as make valid design decisions and appro-
using iterative design. Under typical possible. Design decisions made for early priate trade-offs only when we under-
resource constraints, modifications will products have ripple effects because stand these factors, so gathering this
be feasible only in the prototyping stage. subsequent products and versions must information should be the first priority.
It is much too expensive to change a be backward compatible. Consequent- We should not rush into design. The
completely implemented product, es- ly, some usability engineering special- least expensive way for usability activi-
pecially if testing reveals the need for ists believe that “human factors involve- ties to influence a product is t o d o as
fundamental changes in the interface ment with a particular product may much as possible before design is start-
structure. ultimately have its greatest impact on ed. Then it will not be necessary to
future product releases.”’ Of course. change the design to comply with the
having t o plan for future versions is also usability recommendations, and it may
Product development a compelling reason t o follow the initial be possible t o avoid developing unnec-
product release with field studies of its essary features.
context actual use. Several of the predesign usability ac-
The term life cycle is normally de- tivities might be considered part of a
The following sections present usabil- fined (IEEEstandard 100-1988) asstart- market research or product planning
ity activities for three main phases of a ing when a software product is con- process and be performed by marketing
software project: before, during, and ceived and ending when the product is groups. However, traditional market
after product design and implementa- no longer available for use. The usabil- research does not use all the needed
tion. The constraints of the print medi- ity engineering life cycle extends be- usability design methods, and the re-
um necessitate a sequential presenta- yond this period because of the impact sults are often poorly communicated to

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developers. But there should be no need
for duplicate efforts if management suc-
m
-f hiips should. hc chiini+l? At thc w m e
tinit.. thcrc is ;I limit t o how drastically
cessfully integrates usability and mar- we can change the users’ task, so the
keting activities. A n outcome of such User differences and functional analysis should be coordi-
integration could be the consideration task variability are the nated with the task analvsis.
of product usability attributes as fea- two factors with the
tures to be used by marketing t o differ- Evolution of the user. Users d o not
entiate the product.
largest impact on usability.
stay the same. Using the system changes
Study them the users, and as they change, they use
Know the user. The first step in the the system in new ways that are impos-
usability process is t o study the prod- sible to forecast completely. Users will
uct’s intended users. As a minimum, always discover new uses for computer
developers should visit a customer site systems, and a flexible design stands a
to gain a feel for how the product will be better chance of supporting these new
used. Individual user differences and A great deal of the information need- uses. Thus, we should make an educat-
variability in tasks are the two factors ed to characterize individual users may ed guess about future users and uses,
with the largest impact on usability, so come from market analysis or as a side based on our knowledge about how oth-
they need to be studied carefully. De- benefit of observational studies con- er users have changed in the past. One
velopers should also keep in mind that ducted for task analysis. We can also way of gettingsuch knowledge is through
users often include installers. maintain- collect such information directly through the postdeployment field studies rec-
ers, system administrators, and other questionnaires or interviews. In any case, ommended as the last step of the usabil-
support staff, in addition to the people it’s best not to rely totally on written ity process.
who sit at the keyboard. The concept of information. New insights are almost A typical change is that users eventu-
“user” should be defined to include ev- always achieved by observing actual ally become experts and want interac-
eryone whose work is affected by the usersin their own working environments. tion shortcuts (sometimes called accel-
product. erators). It is important t o avoid
The user’s current task. A task analy- designing only for the way users will use
I n d i v i d u a l user characteristics. We sis is extremely important as early input the system in the first short period after
should know the type of people who will to the system design. The users’ overall its release.
be using the system. In some situations goals should be studied, as well as how
it’s possible t o identify the users as spe- they currently approach the task, what Competitive analysis. Prototyping is
cific individuals - for example. when their information needs are, and how an important part of the usability pro-
the product is going to be used in a they deal with exceptional circumstanc- cess. and existing-perhaps competing
specific department in a particular com- es or emergencies. For example, sys- - products are often the best proto-
pany. For products with more widely tematic observation of users talking to types of our own product. We should
scattered users, it’s possible to visit only their clients may reveal input and out- analyze existing products heuristically
a few. representative customers. Alter- put needs for a transactions processing according to established usability guide-
natively, the products might be aimed system. The users’ model of the task lines (discussed in the next section) and
toward the entire population or a very should also be identified, because it can perform empirical user tests with these
large subset. be used as a source for metaphors for products.
By knowing the users’ work experi- the user interface. Also, we should seek A competing product is already fully
ence, educational level. age, previous out and observe especially effective us- implemented and can therefore be test-
computer experience, and so on. we can ers and user strategies and “work ed very easily. Also, its developers of-
anticipate their learning difficulties to arounds” as hints of what a new system ten put a reasonable effort into their
some extent and better set appropriate could support. Finally, we should try to development process, so the competing
limits for user interface complexity. identify the weaknesses of the current product may work fairly well. User test-
Certainly, we also need to know the situation: points where users fail t o ing with an existing product can be more
users’ reading and language skills. For achieve goals, spend excessive time. or realistic than a test of other prototypes.
example, very young children with no are made uncomfortable. These weak- By having users perform real tasks on
reading ability require a nontextual in- nesses present opportunities for prod- the competing system, we can learn how
terface. uct improvements. well its functionality and interaction
The users’ work environment and techniques support the kinds of tasks
social context are also important. As a Functional analysis. A new computer we expect the planned new product to
simple example, the use of audible system should not propagate subopti- support.
alarms. “beeps,” o r more elaborate mal methods that may have been insti- If several competing products are
sound effects may not be appropriate tuted because of limitations in previous available, we can do a comparative anal-
for users in open office environments. technologies. Therefore, we should not ysis of the different approaches to the
In a field interview I conducted, a secre- just analyze the way users currently d o user interface design issues we’re study-
tary insisted on the ability to shut off the the task. but also the underlying func- ing. This will provide ideas for the new
beep: she feared that others would think tional reason for the task: What is it that design and ad hoc guidelines for ap-
she was stupid if her computer beeped really needs to be done‘?What are merely proaches that seem to work and others
at her all the time. surface procedures that can. and per- that should be avoided.

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A competitive analysis does not im- cally verifying the design with real users
ply using other people’s copyrighted to ensure that it meets their needs.
designs. We hope to do better as a result
of analyzing their strengths and weak- Consistency9an important Participatory design. Even if we fol-
nesses. usability characteristic, low the advice t o “know the user” be-
should apply across fore the design phase, we still cannot
Setting usability goals. The five main know the user completely enough to
usability characteristics are
all media forming the answer all issues that will come up. In-
total user interface. stead of guessing, designers should have
learnability, access t o a pool of representative users
*efficiency of use once the system after the start of the design phase. Fur-
has been learned, thermore, users often raise questions
ability of infrequent users to return that the development team has not even
to the system without having to learn dreamed of asking. This is especially
it all over. ify the p l a n n e d usability level. Addi- true with respect to potential mismatches
frequency and seriousness of user tional levels are the current level of us- between the users’ actual task and the
errors. and ability observed in competitive systems, developers’ model of the task. There-
subjective user satisfaction. or in whatever methods users currently fore, users should be involved in the
use t o perform the task, and the best design process through regular meet-
Obviously. these five parameters can- possible level for the usability attribute. ings between designers and users.
not be given equal priority in any single As an example, consider the goal for Users are not designers, so we should
design. and clear priorities, based on user errors in a system for electronic not expect them to come up with design
the analysis of the users and their tasks, submission of expense accounts in a ideas from scratch. However, they are
should be set. For example, high learn- company where 10 percent of the paper very good at reacting t o concrete de-
ability would be especially important if forms have contained errors. That 10 signs that they d o not like or that will
new employees were constantly being percent constitutes the current level and not work in practice. T o get the full
brought in on a temporary basis. The zero errors the best possible level. Be- benefit of user involvement, we must
ability of infrequent users to easily re- cause expense report errors are not cat- present the suggested system designs in
turn to the system would be especially astrophic, it may not be reasonable to a form the user can understand. Instead
important for a system-reconfiguration specify zero errors as the planned level, of voluminous system specifications, use
utility used once every three or four but 2 percent might be reasonable. Six concrete and visible designs, preferably
months. In many cases, however, the percent may be the worst acceptable in the form of prototypes. In the early
five usability characteristics tend t o be level since it may not be worthwhile t o stages of the design, when functional
positively correlated rather than in con- change the reporting procedures unless prototypes are not yet available, paper
flict, so getting good results on all of a significant improvement can be ob- mock-ups or a few screen designs can
them is normally a reasonable goal. tained. Of course, usability goals should prompt user discussion. Even simple,
Usability goals should be specified in be set in a trade-off with any further guided discussion can elicit ideas.
more detail than the five general usabil- system attributes, so the worst accept- It is important t o reach the people
ity parameters, and doing so is an im- able user error level might be 15 per- who will actually use the system, not
portant part of the usability process. cent if significant cost savings were ex- just their managers. For example, in
Not all the goals we specify have t o be pected from the electronic processing developing a computer-aided instruc-
measured, but just knowing (and agree- of the documents. tion system, we need access both the
ing on) goals helps clarify the design teachers and the students. However,
process. Important goalsshould bespec- teachers have an authoritative position
ified in more detail than less important Design stage with respect to the students, so we should
goals, and some goals should be speci- talk to members of each group sepa-
fied in sufficient detail to allow empiri- After completion of the predesign rately. In any case, it is probably very
cal measurement of the degree to which stages, several steps should be followed difficult t o involve young children di-
the product achieves these goals. in carrying out the design process. In rectly in the design. For systems to be
The development team should par- most cases, we cannot follow a strict used by young children, we have to rely
ticipate in defining the goals so that its order of activities because of the funda- mostly on empirical testing, not on par-
members won’t see usability goals as mental need for an iterative design ap- ticipatory design.
outside interference with their project. proach that gradually refines the user
Developers who buy into the goals will interface in several passes through the Coordinated design. Consistency is
be more motivated to fulfill them. design process. one of the most important usability char-
In specifying usability goals, several The main objective of the design phase acteristics.h Consistency should apply
different levels of the attributes can be is to arrive at a usable implementation across the different media that form the
listed.’ The most important may be the that can be released. For this t o happen, total user interface, including not just
worst acceptable level, because it indi- we must meet two further objectives: the application screens but also the doc-
cates that the product would be of no getting a concrete embodiment of the umentation, the on-line help system,
use if that level of usability is not design in a prototype that follows estab- and any on-line or videotaped tutorials.
achieved. Furthermore, we should spec- lished usability principles, and empiri- Also. consistency is not measured just

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at some specific point in time. It should specifies the project’s overall goals: what
apply over successive releases of aprod- Use simple and natural dialogue the product is supposed to be good for,
uct so that new releases are consistent who is going to use it, and what other
with their predecessors. Despite its gen- Speak the user’s language products it will be used with. The prod-
eral desirability, consistency sometimes Minimize user memory load uct identity statement can help coordi-
conflicts with other desirable usability Be consistent nate the design because it is a short
characteristics. Some flexibility is nec- document known by all members of the
essary t o avoid forcing a bad design on Provide feedback development team.
users for the sake of consistency. Provide clearly marked exits The project manager should write
To achieve consistency of the total and review the product identity docu-
Provide shortcuts
interface, a centralized authority for each ment before the start of the design pro-
development project should coordinate Provide good error messages cess and then modify it sparingly.
the various aspects of the interface. Prevent errors
Typically this coordinator can be a sin- Guidelines and heuristic analysis.
gle person, but on very large projects or Guidelines list well-known principles
Figure 2. Nine usability he~ristics.~,’
for corporate-wide standards, a com- for user interface design that should be
mittee may be more appropriate. followed in the development project. In
In addition t o formal coordination any given project, several different lev-
activities, it helps to have a shared cul- special kind of application normally els of guidelines should be used:
ture in the development groups -that developed by a specific company. Both
is, a common understanding of what the kinds of standards may increase the re- general guidelines applicable to all
user interface should be like. Many as- use of code and documentation. user interfaces,
pects of user interface design (especial- Formal international standards for category-specific guidelines for the
ly the dynamics) are hard to specify in some aspects of user interfaces are apt kind of system being developed (for
written documents but can be fairly eas- t o be promulgated within a few years. example, guidelines for window-
ily understood from looking at existing However, such standards are not likely based administrative data process-
products following a given interface to constrain user interfaces sufficiently ing or for voice interfaces accessed
style. Actually, prototyping also helps to form the only basis for consistency. It through telephone keypads), and
achieve consistency. since the proto- is possible to adopt a general standard product-specific guidelines for the
type is an early statement of the kind of and supplement it with a set of house individual product.
interface the project is aiming toward. rules for various design details such as
An explicit instance of parts of the de- graphical look and choice of vocabu- General guidelines are often published
sign makes the design details more sa- lary. We could, of course, do with just in technical journals or books. Some
lient for developers and encourages them the house style guide and avoid the larg- guideline documents contain thousands
to follow similar principles in subse- er standards, but that would risk longer of guidelines, while others are less volu-
quent design activities. training time for new employees accus- minous. comprising tens or hundreds of
Consistency can be increased through tomed t o the main interface standards. rules. A short set of guidelines (such as
technological means such as code shar- Standards and guidelines differ in that in Figure 2) is suitable for design inspi-
ing or a constraining development envi- a standard specifies how the interface ration or as a checklist in heuristic eval-
ronment. When several products use should appear t o the user, whereas a set uation, while a large set of guidelines
the same code for parts of their user of guidelines provides advice about its can serve as a reference for answering
interfaces, those parts of the interfaces usability characteristics. (Guidelines are specific design questions.
will automatically be consistent. Even if discussed in the next section.) A given Since good published guidelines are
identical code cannot be used, we can standard should follow most of the tra- available, in-house development of gen-
provide development tools and librar- ditional usability guidelines so that in- eral usability guidelines is seldom worth-
ies that encourage user interface consis- terfaces designed according to the stan- while. Also, a complete set of category-
tency by making it easiest for develop- dard will be as usable as possible. For specific guidelines can often be found in
ers to implement interfaces that follow example, a guideline may state that us- the published literature, but we might
given guidelines. ers should always have an easy way out have to adjust them somewhat to fit the
from any undesired system state. One precise kind of products being devel-
Standards. Interface standards are standard might instantiate that general oped. Finally, the product-specific guide-
currently a popular approach t o achiev- guideline by specifying that an Undo lines must, by definition, be developed
ing consistency. A standard can be a command should always be available for each project on the basis of observa-
widely followed de facto standard such and shown as an icon at the top right of tions of what does or doesn’t work in
as those promoted by several vendors the screen. Another standard might fol- the testing of competitive products and
and window systems, or it can be an in- low the same guideline by returning to initial prototypes.
house standard. The advantage of a de the previous system state whenever the One general usability principle is t o
facto standard is that it ensures product user hits the Escape key. tell the user what is going on by provid-
consistency with a large set of products ing feedback. For example, a file system
developed by other companies. The Product identity. A product identity could indicate that a file has been delet-
advantage of in-house standards is that statement is a high-level description of ed by removing its name or icon from a
they can be tailored to the needs of the what kind of “thing” the product is. It list of current files. A category-specific

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principle for hypertext systems (see the each of its elements follows each of the usability specialists. To make appropri-
sidebar) is t o provide users with a sense guidelines established for the project. ate trade-offs, we need to understand
of location in the information space but The actual activity can take the form of the spirit behind the guidelines, and this
avoid showing a complete overview formal walk-throughs with elaborate requires understanding higher level us-
diagram of all nodes and links if the checklists, or it can be performed more ability principles such as consistency.
document is too large. For a large elec- casually. But even the most casual heu- The same is true for applying results
tronic handbook with a strict chapter- ristic evaluation should be based on from the human factors research litera-
section-subsection hierarchy, a product- some usability guidelines, not just per- ture, since we cannot expect the litera-
specific guideline could then provide sonal opinion. The advantage of heuris- ture to contain explicit design decisions.
feedback on the location with a fish-eye tic evaluation is that it can be done in Guidelines that contain lists of advan-
view showing the current specific loca- the very early design stages because it tages and disadvantages of various de-
tion against an indented list of the sub- does not require a running system. But sign approaches can also help us make
heading hierarchy. I stress that heuristic evaluation should trade-offs, but they are, again, difficult
It is possible to perform heuristic eval- only supplement empirical testing. t o apply for those who are not usability
uation on the basis of the guidelines.’ Usability guidelines often contain specialists.
This is done by going through the inter- apparent contradictions that can be dif- In general, the project should have
face design and determining whether ficult t o resolve for people who are not access to a usability expert to help re-

Hypertext
Hypertext’.* interconnects related pieces of information in a
computer so that the user can move to new locations in the
information space by following the connecting links. The in- Hypertext
formation is normally divided into units, which are often dis- graph
played in separate windows on the screen. These units are structure.
called nodes because the entire hypertext information space
forms a graph structure.
rent computer hardware. Even so, hypertext has many diverse
Navigation. A major issue in the design of hypertext sys- applications, including museum and tourist information, elec-
tems is how to support the users’ navigation through the in- tronic encyclopedias, teaching classic Greek literature, legal
formation space. In the example in the figure, users might information for patent lawyers, auditing, brainstorm support,
jump directly from node A to node D, or they may take the programming environments, and games.
path A+E+D or even the path A+B+C+F+E+D. Be-
cause of this great freedom in moving about, users can easi- Design rationale. Hypertext can capture the rationale for
ly get confused about where they are, where they came from, user interface design decisions in a network of interrelated de-
and where they can go. To alleviate these problems, hyper- sign issues and arguments pro and con. For example, an is-
text systems often include some kind of overview diagram sue in the design of a paint program could be whether to
somewhat like the figure, as well as a history facility listing present the various colors as a permanently visible palette or
the previously visited nodes. a pop-up menu, or to have the user explicitly type in the color
mixture as percentages of red, green, and blue. There would
Fish-eye views. Fish-eye views3 increase users’ sense of be one hypertext node for the overall issue of color selection,
location in an information space by showing great detail for with links to separate nodes for each possible solution. These
those parts of the space close to the user’s current location nodes would have small sketches of how each interface de-
of interest and gradually diminishing amounts of detail for sign would look, and they would be linked to further nodes
those parts progressively farther away. The use of fish-eye with the results of any user testing or heuristic evaluation. Be-
views therefore requires two properties of the information cause user interface decisions affect one another, there would
space: It should be possible to estimate the distance be- also be links to, say, nodes about the use of screen space:
tween a given location and the user’s current focus of inter- The possible decision to use a permanently visible palette
est, and it should be possible to display the information at would diminish the space available for other interface ele-
several levels of detail. This is especially easy to do in a hi- ments and the primary drawing window.
erarchically structured electronic book in which distant chap-
ters can be displayed by their chapter heading only. Closer
chapters can show additional levels of section and subsec-
References
tion headings.
1. J. Conklin, “Hypertext: An introduction and Survey,” Computer,
Applications. The most obvious hypertext application is Vol. 20, No. 9, Sept. 1987, pp. 17-41.
probably on-line manuals. Users of a software package will
already be at their computers when they want to look up 2. J. Nielsen, Hypertext and Hypermedia, Academic Press, San Di-
ego, Calif., 1990.
something in the manual. For many other applications, the
need to be at a computer is somewhat of a disadvantage 3. G.W. Furnas, “Generalized Fish-Eye Views,” Roc. ACM CHI 86,
compared with the use of printed books - at least given cur- ACM, New York, 1986, pp. 16-23.

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solve contradictory guidclines and to Automaticcomputer logginsof user
help in heuristic evaluation. Although actions. Later analysis can determine.
different usability experts may give dif- say, that a certain error message is is-
ferent advice, this does not necessarily Prototype early and sued so frequently that the “prevent
imply that at least one of them is wrong. prototype often to avoid errors” usability guideline should be
There are so many degrees of freedom putting extensive effort applied to reduce the probability of the
in user interface design that several so- corresponding error situation.
lutions may be more or less equally
into a single, elaborate, Observation of users working in their
reasonable. (too) late prototype. natural environment with their own
tasks.
Prototyping. Experimental prototyp- Observation of users working on a
ing is highly recommended for the early set of representative standard tasks.
stages in the design process. For soft-
ware systems, we should “plan t o throw Empirical testing. The most basic rec- The last two methods are especially suit-
one away”x because the first design will ommendation for empirical testing is ed for follow-up tests of released prod-
never be good enough. If anything, this simply t o do it. The benefits of doing ucts or for tests of prototypes that are
advice is truer of interfaces than of oth- some user testing versus doing no user complete enough to allow users to do
er components because of the greater testing are much greater then the differ- real work.
difficulty of predicting their flaws. It is ential benefits of various approaches t o From the results of the empirical tests,
less expensive to throw away a proto- testing. we obtain a list of usability problems in
type than a completely implemented, There are two basic forms of empiri- the test version, as well as hints for
fully functional system. cal testing: features to support successful user strat-
In traditional software engineering egies. It’s not feasible to solve all the
models, most of the development time (1) Testing a more or less finished problems, so we prioritize them. The
is devoted t o refining various interme- interface t o check whether the usability ranking should be based on experimen-
diate work products, and executable goals have been achieved. This kind of tal data about the impact of the prob-
programs are produced at the last possi- testing implies doing some form of quan- lems on user performance (for exam-
ble moment. A problem with this ap- titative measurement. ple, how many people will experience
proach is that there is no user interface (2) Formative evaluation of a system the problem and how much time each of
to test with real users until this last still being designed to see which aspects them will waste because of it).
possible moment, because the “inter- of the user interface work and which But sometimes we must rely on intu-
mediate work products” d o not explic- cause usability problems. This kind of ition only. In some cases, solving a prob-
itly separate the user interface in a pro- testing is often best done using qualita- lem may make the interface worse for
totype with which users can interact. tive methods. At this stage, it is more those users who d o not experience the
Experience also shows that it is not important to know why the interface is problem. Then a trade-off analysis is
advisable t o involve the users in the wrong than how much it is wrong. necessary t o determine whether t o keep
design process by showing them abstract or change the interface, based on a fre-
specifications documents; they d o not In both cases, it is important to have the quency analysis of how many users will
understand documents nearly as well as test users perform tasks representative have the problem compared with how
concrete prototypes. of the eventual use indicated by the many will suffer because of the pro-
It’s best to postpone final implemen- predesign task analysis. posed solution.
tation until late in the development pro- Some of the more common test meth- The time and expense needed to fix a
cess so that it can be done on the basis of ods are particular problem is also a factor in
experiences with the prototypes. The determining priorities. Often, usability
early prototypes can be quite primitive Thinking aloud (see the sidebar). problems can be fixed by changing the
(for example, paper mock-ups), where- Constructive interaction (sometimes wording of a menu item or an error
as later prototypes can be progressively called codiscovery learning). In this message. Other design fixes may in-
closer t o the final product. Often we can method, two users work together to volve fundamental changes to the soft-
gain substantial insights from low-fidel- perform the test task. This approach is ware (which is why they should be dis-
ity prototypes,’ so it is probably better better than traditional thinking aloud covered as early as possible) and will be
to prototype early and prototype often when the test subjects are children. implemented only if they are judged to
than to put an extensive effort into a because verbalizing comes more natu- affect usability significantly.
single, elaborate, and (too) late proto- rally in a two-user setting. Even adults
type. Even computerized prototypes often find this method more natural, Iterative design. O n the basis of the
may be implemented faster and cheap- but it does have the obvious disadvan- usability problems and opportunities
er in systems other than the eventual tage of requiring twice as many test disclosed by the empirical testing, we
delivery platform, and implementation users. can produce a new version of the inter-
time can sometimes b e reduced by Attitude questionnaires in which face. Some testing methods, such as
“cheating” on the algorithms t o make users rate designs on, say, a 1 to 5 scale. thinking aloud, provide sufficient in-
them ignore the special cases that often *Tests of the user’s level of knowl- sight into the problems to suggest spe-
take an inordinate amount of program- edge (or other user skills) before and cific changes to the interface. In other
ming effort. after using the system. cases, alternative potential solutions

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need to be designed solely on the basis the remaining problems that were who have been involved in participatory
of usability guidelines. and it may be masked by the initial glaring problems. design a r e especially inappropriate
necessary t o test several possible solu- During the iterative design process it as test subjects because they will be
tions before making a decision. Famil- may not be feasible to test each succes- biased.
iarity with the design options. insight sive version with actual users. The iter-
gained from watching users, creativity, ations are a good way to evaluate design Design rationale. The rationale for
and luck are all needed at this point. ideas simply by trying them out in a the various user interface design deci-
Some of the changes we make to solve concrete design. W e can then subject sions can b e made explicit and recorded
certain usability problems may fail to the design to heuristic analysis and show either in traditional written form or in a
solve the problems or even introduce it to usability experts and consultants. hypertext structure such as gIBIS.”’
new ones. This is another reason for or discuss it with expert users (or teachers, Having access to such an audit trail is
doing iterative design and evaluation. in the case of learning systems). important during iterative development
We should not “waste” users by per- and during development of any future
Retesring. Additional usability prob- forming elaborate tests of every single product releases. Because we will often
lems will likely appear in repeated tests design idea. Test subjects are normally have to change the interface, we should
after the most blatant problems have hard to come by and should be con- know the reasons for the original design
been corrected. There is no need to test served for the testing of major itera- to avoid sacrificing important usability
initial designs comprehensively since tions. Also, users get “worn out” as ap- principles to attain a minor objective.
they will be changed anyway. We should propriate test subjects. As they get more Furthermore. the design rationale can
change and retest the user interface as experience with the system, they stop help in maintaining user interface
soon as we detect and understand a being representative of novice users see- consistency across successive product
usability problem so that we can find ing the design for the first time. Users versions.

Thinking aloud
Thinking aloud is a commonly recommended method for with questions like “What are you thinking now?” or “How do
user testing that can be used for almost any system, so I you interpret this error message?” The experimenter should
present it in somewhat more detail than the other methods not answer any questions asked by the user because the test
mentioned in this article. Many of the recommendations also aims at assessing how easy the user interface is to use with-
apply to other forms of user testing. out outside help. To increase the test user’s confidence, the
Basically, a thinking-aloud test involves having a test sub- experimenter should ensure an early success experience by
ject use the system while continuously thinking out loud. having the very first assignment be extremely easy.
While verbalizing their thoughts, the test users reveal their
view of the computer system, and this lets us identify their Ethical considerations. Test results from individual users
major misconceptions. We get a very direct understandingof should be kept confidential. It would immediately ruin any
what parts of the dialogue cause the most problems, because constructive atmosphere if, say, the users’ manager was to
the thinking-aloud method shows how users interpret each in- use test scores to assess their computer skills. Even so, test
terface item. users will always feel as though they are taking an exam, and
The thinking-aloud method has traditionally been used as a they will feel stupid whenever they make mistakes. To reduce
psychological research method,’ but it is increasingly being the unpleasantness of the test, experimenters should inform
used for the practical evaluation of human-computer interfac- the test users that they are not testing the users but that they
es.* Studies have shown3that computer professionals can are testing a preliminary software design that is bound to
use the thinking-aloud method to good effect. Often, it is have some problems. Finally, test subjects should be allowed
enough to run a fairly small number of test users (4fl)to find to discontinue the test at any time if they find it too unpleas-
most usability problems. The main disadvantage of the think- ant (their natural pride will ensure that they will almost never
ing-aloud method is that time measurements will not be repre- do so).
sentative of real usage because verbalizing thoughts and an-
swering questions will slow down the user.
References
Test tasks. The experimenter must prepare a set of tasks
for the user, since the experience of using an application 1. K.A. Ericsson and H.A. Simon, ProtocolAnalysis: Verbal Reports
differs significantly depending on whether the user is just fool- as Data, MIT Press, Cambridge, Mass., 1984.
ing around or is trying to achieve a set goal. We are normally
2. S. Denning et al.. “The Value of ThinkingAloud Protocolsin Indus-
interested in testing the usability of software to achieve a
try: A Case Study at Microsoft Corporation,”Proc. Human Factors
goal. The tasks should be chosen to reflect typical, serious Soc. 34th Ann. hfeetina. Human Factors Societv. Santa Monica.
usage situations. Calif., 1990, pp. 1285-?289.

3. J. Nielsen, “Evaluatingthe Thinking-AloudTechnique for Use by


Running the test. Unfortunately, it is rather unnatural for Computer Scientists,”in Advances in Human-Computer Interac-
most people to continuously verbalize their thoughts. There- tion, Vol. 3, H.R. Hartson and D. Hix, eds., Ablex, Norwood, N.J.,
fore, the experimenter often needs to prompt the test user 1992, pp. 75-88.

March 1992 19

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Postdesign stage mended usability engineering process. Subject this plan to an independent
even though we can significantly reduce review by a person who is not otherwise
these costs by concentrating on a subset on the development team and who can
The main objective of usability work of the methods. But usability is not just critique it from a fresh perspective. Of
after product release is to gather data a cost item in a development project. course, this person should be experi-
f o r the next version and for new future even though the “benefits” side of the enced in usability engineering.
products. In the same way that existing cost-benefit trade-off is articulated with Perform a pilot activify by investing
and competing products were the best comparatively poor precision and evi- no more than about 10 percent of the
prototypes for the product in the initial dence in the usability literature.” (One total resources budgeted for the use of
competitive analysis phase, a newly re- documented case study shows savings the method. Then revise the plan for the
leased product can be viewed as a proto- of $41,700 in reduced training time for remaining 90 percent t o fix the difficul-
type of future products, and in most one small in-house product as a result of ties that invariably will be found during
cases it is certainly the prototype of its a $20,700 usability effort.”) the pilot activity. In empirical user test-
own next release. Therefore, we must The financial payoff associated with ing. users often misinterpret the origi-
not end the usability process with the users’ ability to learn the product faster nal test tasks. so be sure that the main
initial release of the product to the mar- and work more productively is spread test focuses on system usability, not on
ketplace; we need to conduct follow-up over the entire period of product use the developers‘ ability to write readable
studies of product use in the field. Such and is therefore hard to measure pre- test instructions.
studies assess how real users use the cisely. And these benefits are certainly
interface for naturally occurring tasks in not explicitly visible during develop- As early as possible in the project,
their real-world working environments ment. A major benefit for the develop- establish an overall urahilityplan listing
and can lead to insights not readily avail- ment team itself, however, is the time the usability activities to be performed
able from laboratory studies. saved in not implementing features that throughout the life cycle. Not all projects
A simple way to obtain feedback from the usability analysis shows are not need- can afford to use all the methods, and
users of installed products is to log user ed by users. Furthermore. in many situ- the exact methods to use will depend on
calls to hot lines or other product-sup- ations usability is a major marketing the project characteristics.
port structures. It is important to go consideration, and an otherwise accept - These metamethods may involve a
beyond simply recording immediate able product will fail completely if it is little extra work up front, but they save
complaints and classify the problems to not perceived as usable by customers. work in the long term and ensure that
determine patterns and likely root caus- In any case, the cost-benefit relation our efforts are on the right track to
es. However, this only provides feed- may be drastically changed when con- increase usability, thereby reducing the
back about problems. To learn about sidered in the context of the entire prod- risk of truly wasting the main effort.
the system’s positive aspects - and its uct life cycle rather than a single-re-
new. unexpected uses - we need to lease context. This is especially true if
visit real users in their everyday work we take the even broader corporate Prioritizing usability
environments. Also, logging user ses- perspective of multiproduct develop-
sions with the installed system is a good ment.’ A benefit of early usability ef-
methods
way to obtain field data on system use. forts may manifest itself in fewer cus-
Finally, economic data on the sys- tomer modification requests if users’ As a reality check on the practical
tem’s impact on the quality and cost of needs are matched better from the start. applicability of the usability methods
the users’ work product and quality of Another benefit may be the ability (and suggested above, I asked 13 usability
their work life are very important. We willingness) of users t o learn and adopt engineers to complete a questionnaire.
can gather these data through surveys, additional products if they are easier to For each of the methods listed in Table
supervisor opinions, statistics for ab- use. I , the questionnaire asked whether they
senteeism, and so on. These data should had used it in their most recent develop-
be compared with similar data collected Metamethods. To ensure the success- ment project and what impact they felt
before the introduction of the system. ful application of the usability engineer- the method had on usability in general
ing methods discussed here, it is impor- (no matter whether they had used it in
t a n t t o supplement each with t h e their latest project). The respondents
Life cycle model following “metamethods” (methods that were people actively engaged in usabil-
apply to methods): ity engineering and therefore the num-
summary bers in Table 1 are not representative of
Write down an explicitplan for what all development projects. O n the con-
Look again at Figure 1, the outline of to do when using the method. For exam- trary, most development projects do not
activities recommended in our usability ple, a plan for empirical user testing currently have usability engineers on
engineeringprocess, and note that some should include information about how the development team, and prior re-
of the recommended methods are not many users to test, what kind of users to search’ has shown extraordinarily low
really single “steps” but should be used test (and how to get them), what test use of usability methods in average de-
throughout the process. tasks these users will be asked to per- velopment projects.
form (which itself should be based on The engineers evaluated the meth-
Costs. Obviously, there is some cost task analysis and user observation), and ods‘ impact according to the following 1
associated with following the recom- a time schedule for the studies. to 5 scale:

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Table 1. List of usability engineering methods showing the extent to which development projects actually used each method
as well as the average rated importance of each method on a 1 to 5 scale: 1 indicatesno impact and 5 indicates absolutely essential.
The list of methods is ordered according to the approximate placement of the methods in the usability life cycle.

Impact on
IJsed on Ilsability
Project in General
Activity or Method (percent yes) (average)
Visit to customer location before start of design 92 4.3
Task analysis of user's current task 69 4.7
Functional analysis of reason for user's task 46 3.8
Projection of evolution in user needs and abilities 54 3.4
Competitive analysis: Looking at existing competing products 77 2.9
Competitive analysis: Comparative analysis of competing products 23 2.8
Competitive analysis: IJser testing of competing products 23 3.1
Goal setting: Explicit priorities between usability parameters 38 3.3
Goal setting: Measurable levels specified for important goals 38 3.5
Participatory design: Real users involved during the design process 85 4.4
Coordination of the "traditional" user interface (screens, messages, and so on) 69 4.2
Coordination of the "total" user interface (manuals. training, and so on) 38 4.1
Use of a published vendor (or other de facto) interface standard 23 2.4
Use of in-house user interface standard or house style 69 3.5
Specification of a product identity 38 3.1
Use of large, general guidelines book 38 2.6
Use of category-specific guidelines for the type of product being developed 31 3.1
Listing and use of product-specific guidelines for the individual product 54 3.3
Heuristic evaluation (informal judgment based on guidelines) 46 3.3
Prototyping: Construction of paper mock-ups 46 3.0
Prototyping using computer tools 85 3.9
Empirical testing with real users as subjects 69 4.5
Measurements taken during test and compared with goals 31 3.3
Thinking-aloud experiments 31 3.1
Constructive interaction (two users work together) 38 3.3
Videotaping of user testing (as opposed to just taking notes) 23 2.9
Questionnaires to assess user attitudes toward the system 38 2.7
Iterative design 85 4.7
Explicit documentation of the rationale for the user interface design 46 3.3
Feedback from field use: Record user calls to hot line and so on 54 3.3
Method exists for users t o provide direct feedback to developers 54 3.8
Field studyhisit to customers to find out how the system is actually used 46 4.3
Logging of user actions on the system 38 3.0

( 1 ) N o imprict on usability: it does not was to collect views founded on actual limited resources to invest i n usability.
matter whether this is done or not. experience with the methods. Even if we should still consider some of the
(2) Strzollimprict, but of no real impor- we cannot include a full-fledged usabil- most important methods.
tance. ity engineering methodology in our de-
(3) Merliirm (mnd r e d ) impact on im- velopment life cycle, we should at least The top five methods according to
proving usability. choose the methods that usability engi- frequency of actual use by the usability
(4) Mrijor impact on usability: should neers use or recommended the most. engineers are
be done in most cases. Actually. almost all the methods got an
( 5 ) Ahsoliitely essential for improving impact rating of at least 3. indicating ( 1 ) Visit to customer location before
usability: should be done in all cases. that they were all judged as having a start of design.
real impact on usability. The best ap- (2-4) Iterative design. participatory
The reason for surveying usability proach would be to use as many meth- design, and prototyping using comput-
engineers instead of regular developers ods as possible. But even if we have only er tools.

March 1992 21

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(5) Competitive analysis: Looking at The single most important advice re- Interface Development Chain.” Proc.
existing competing products. garding usability engineering is simply A C M CHI+GI 87, ConJ Hicman Factors
in Computing Systems and Gruphics I n -
t o get started now. It is easy to get so rc~rfrrce.ACM. New York. 1987, pp. 125-
The top six methods according to rat- overwhelmed by the complete usability 131.
ed impact on usability are engineering life cycle that we decide to
wait until the next project. in which 6. J . Nielsen, ed.. C‘oordinrrtin,q User Iriter-
(1-2) Iterative design and task analy- there will surely be more time for us- fircea f o r Consistency. Academic Press,
sis of the user’s current task. ability considerations. Unfortunately. San Diego. Calif.. 1989.
(3) Empirical testing with real users the “next time” can easily be put off
as subjects. again and again. Instead, we should start 7. J. Nielsen and R. Molich, “Heuristic Eval-
uation of User Interfaces,” Proc. A C M
(4) Participatory design. with a few of the simpler methods right CHI 90. Conf. Human Fuhctors in Com-
(5-6) Visit to customer location be- away and then gradually extend the puting Systems. A C M , New York, 1990,
fore start of design and field studyhisit scope of usability activities until the pp. 249-256.
to customers to find out how the system entire life cycle is covered. Such a grad-
is actually used after installation. ual approach is more likely to succeed 8. F.P. Brooks. The Mythical Man-Month:
than a n “all-or-nothing” approach. E.ssuys o n Software Engineering. Addi-
son-Wesley. Reading. Mass.. 1975.
There is considerable overlap between The world is full of useless and frus-
the two lists, and there is in general a trating software with functionality and
9. K.A. Virzi. “What Can You Learn from
fairly high correlation between the use user interfaces that could have been a Low-Fidelity Prototypc’?” Proc. Hi[-
of the methods and their rated impact improved if their designers had used nian Foctors Soc. 33rd Ann. Mceting.
( R = 0.71). The three methods having current usability engineering methods. Human Factors Society. Santa Monica.
the largest residuals in the regression The world is even full of frustrating Calif.. 1989. pp. 224.228.
analysis (indicating a mismatch between alarm clocks, video recorders, and oth-
the scores on the two scales) are er appliances that could stand a dose of 10. J. Conklin and M.L. Begeman, “gIBIS: A
usability engineering. Please don’t let Hypertext Tool for Exploratory Policy
Discussion,“ A C M Trans. Of$ce Infor-
C o m p e t i t i v e analysis: L o o k i n g at your users suffer needlessly. W motion S~,.srem.s.
Vol. 6. No. 4. Oct. 1988.
existing competingprodiicts. This seems pp. 303.33 1 .
to be done too much compared with the
fairly low rated impact. From the im- 1 1 . M.M. Mantei and T.J. Teorey, ”Cost-
pact rating. the regression “predicted” Benefit Analysis for Incorporating Hu-
only 33 percent use. man Factors in thc Software Life Cycle.”
Coordination o,f the “rotal” iiser in-
Acknowledgments C.onini. AC‘M. Vol. 31. No. 4. A p r . 1988.
pp. 42x-439.
terfuce (not just screens but also manu-
I thankRitaBush.TomDayton.Tom Land-
als, training, and so on). This is done auer. Alan McConkie, Amy Todres. Daniel 12. C-M. Karat. “Cost-Benefit Analysis of
much too little compared with the high Wildman, and several anonymous Computer Iterative Usability Testing,” Proc. I F I P
rated impact. From the impact rating, referees for insightful comments o n earlier Inrerrrct YO. Third In/’/ Conf. Hitman-
the regression “predicted” 64 percent versions of the manuscript. ConiprrtrrI~iterrictiori.IF1P. Geneva, 1990.
use. pp. 35 1.356.
Field s t u d y h i s i t t o ciistomers to,finrl
o u t h o w the system is actriallv used. This
is done too little compared with the
high rated impact. From the impact rat-
ing, the regression “predicted” 69 per- References
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T
he usability engineering life 28. No. 3. Mar. 1985, pp. 300-31 I .
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large n u m b e r of usability 2. J. Whitesidc. J . Bennett, and K. HoltT-
methods to follow the complete set of blatt, “Usability Engineering: Our Expe-
recommendations given here. Often rience and Evolution,” in Handbook of JakobNielsenisamember of the technical staff
Human-Computer Interaction. M. H e - at Bellcore (Bell Communications Research).
budget or time constraints will not al- lander. ed.. Elsevier Science Publishers. His research interests include usability engi-
low the use of all the methods. but I Amsterdam. 1988, pp. 791-817. neering, hypertext. and next-generation inter-
recommend the following as a mini- action paradigms. His previous affiliations in-
mum: 3. J. Nielsen. Usability Engineering. Aca- clude the IBM User Interface Institute at thc
demic Press. San Diego, Calif., 1992. T.J. Watson Research Center and theTechnical
Universityof Denmark. Nielsen holdsa PhD in
visit customer locations before the 4. B.W. Boehm. “ A Spiral Model of Soft- computer sciencciuser interface design and is a
start of the project. ware Development and Enhancement.” memberof ACM. the Human FactorsSociety.
do iterative and participatory de- Computer. Vol. 21. No. 5, May 1988. pp. and the IEEE.
61 -72.
sign, and
Readers can contact Niclsen at Bellcore.
use prototyping and empirical tests 5. J. Grudin, S.F. Ehrlich. and R. Shriner. MRE-2P370.445 South Street. Morristown.
with real users. “Positioning Human Factors in thc User NJ 07962-1910.e-mail nielsenCnbellcore.com.

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