Skip to content

Usability Testing

Usability testing observes real people attempting real tasks to find where the design, not the code, makes them fail. It measures effectiveness, efficiency and satisfaction: can they finish, how long does it take, and how does it feel.

It is validation work. The software can be entirely correct and still unusable.

graph LR
    T[Realistic task, no instructions] --> P[Participant attempts it]
    P --> OBS[Observe: hesitation, wrong turns, recovery, abandonment]
    OBS --> M[Measure: completion, time, errors, subjective rating]
    M --> F[Findings ranked by severity]
    F --> FIX[Design change]
    FIX --> T

The method in one page

Step Getting it right
Recruit People from the actual user group, not colleagues who built it
Task A goal in the user's own language: "find out why your last order was refunded"
Environment Their device, their conditions, realistic data
Facilitate Ask them to think aloud, then stay quiet
Observe Where they pause, what they click first, what they misread
Measure Completion rate, time on task, errors, and a short satisfaction rating
Report Ranked by severity and frequency, with the observed evidence

The single hardest discipline is silence. Every hint given destroys the finding it was about to produce, and facilitators hint by reflex because watching someone struggle is uncomfortable.

Five users is usually enough

graph LR
    U1["1 user: roughly a third of usability problems"] --> U3["3 users: a large majority"]
    U3 --> U5["5 users: around 85%"]
    U5 --> U10["10 users: diminishing returns, mostly repeats"]

The practical implication is not "test with five people once". It is to run small rounds often: five participants, fix what was found, then five more on the changed design. Two rounds of five beat one round of ten, because the second round tests the fixes.

Formative and summative

Formative Summative
Purpose Improve the design while it is still changing Measure how the finished design performs
When Early, on sketches, prototypes or partial builds Late, or against a competitor or a previous version
Output A list of problems ranked by severity Numbers: completion rate, time, error rate
Participants Few, iterating Enough for statistical confidence

Most teams need formative testing and run summative testing by mistake, discovering problems at a point where the design can no longer change.

Cheap alternatives when a study is not possible

  • Heuristic evaluation. Two or three evaluators walk the interface against established usability heuristics such as visibility of system status, user control, error prevention and recognition over recall. Finds a good share of problems in an afternoon.
  • Cognitive walkthrough. Step through a task asking, at each step, whether the user would know what to do and whether they would see that it worked.
  • Session recordings and funnel analytics. Where people abandon, in production, at scale. Shows where but not why.
  • Support tickets. A recurring "how do I" question is a usability defect that was already reported, in a form nobody is triaging as one.

Accessibility testing overlaps with usability but is not the same activity, and neither substitutes for the other. An interface can be fully conformant with accessibility standards and still be confusing, and an interface that most users find delightful can be completely unusable with a screen reader.

Check Your Understanding

#

A participant cannot find the export function during a usability session. What should the facilitator do?

#

Why are two rounds of five participants generally better than one round of ten?