Once we make the game for the device and know that it is functioning as we want it to, we need to find out if the user also reacts the way we want them to. To do this, we hand the device over to them loaded with the game and observe while taking notes.
Unobtrusive Observation:
- Don’t explain
- Don’t ask the test users opinion
- Don’t defend the design
- Don’t apologize
- Don’t suggest
- Don’t contradict the test user, nor agree: stay neutral
Explain briefly and in a neutral way what would happen in the future system.
Don’t let your note taking get in the way of your observation; you'll end up missing some details. You don’t have to write down every observation you make, just the key ones. As soon as the observation in complete, take a minute to write down anything you may have not already while it is still fresh in your head, wait too long and you’ll forget the important details.
But use neutral points, e.g. “What do you see, what are you thinking, what are you looking for?”
Don’t prolong the test users suffering more than necessary. If the test user is stuck on a certain task and you have learned of the reason, get them to continue.
Test user: “I see a lot of information.”
Observer: “Could you tell me what information you see?”
Dealing with test questions is probably the most difficult part of unobtrusive observation. Before the test you should explain to the test user how you will be conducting the test and how their questions will be dealt with. You should encourage the test user to ask you questions as they will help you figure out what is not clear with your system, and also that you will only write them down for now and answer them at the end of the observation.
Observer: “What do you think it means?”
Observer: “What do you think happens if you click there?”
Obtrusive Observation:
When you have just completed you unobtrusive observation with the user, you will obviously have questions from them which you will need to answer. But you must also have your own checklist with things which you would like to know from the user, e.g. functionality, acceptance, etc.
Try and avoid closed yes/no questions, by asking open questions you will bej able to draw out much more detailed answers.
Good: “What do you think when you see this?”
Remember, your testing the usability of the system, not the computer literacy of the user. If there is something the test user does not understand, then it is something that will need to be reworked in the design.
Good: “Could you tell me what this mean for you?”
Test users are not interaction designers, that is why they will not provide you with any good solutions. Don’t bother asking, but take notes of suggestions they make spontaneously.
Good: “What information would you require at this point?”
You will get much more feedback using this route, but it may end up being a little overwhelming. People often find it easier to form their opinions when they are confronted with the opinions of others. You can also learn much more on the usefulness of your design as well as its acceptance amongst the group as they discuss it. Your role will be to facilitate and focus on the discussion.
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