%M R.Boff.88 %0 REPORT %R Engineering Data Compendium: Human Perception and Performance %E Boff, Kenneth R. %E Lincoln, Janet E. %D 1988 %P 2510 %C Wright-Patterson Air Force Base, Ohio %I Harry G. Armstrong Aerospace Medical Research Laboratory %Y VOLUME I 1. Visual Acquisition of Information 1.1 Measurement of Light 1.2 Optics of the Eye 1.3 Sensitivity to Light 1.4 Adaptation: Changes in Sensitivity 1.5 Sensitivity to Temporal Variations 1.6 Spatial Sensitivity 1.7 Color Vision 1.8 Binocular Vision 1.9 Eye Movements 2. Auditory Acquisition of Information 2.1 Measurement of Sound 2.2 Physiology of the Ear 2.3 Detection 2.4 Discrimination 2.5 Temporal Resolution 2.6 Loudness 2.7 Pitch 2.8 Localization 3. Acquisition of Information 3.1 Cutaneous Sensitivity 3.2 Vestibular Sensitivity 3.3 Kinesthesia VOLUME II 4. Information Storage and Retrieval 4.1 Memory 4.2 Learning 4.3 Information Theory 5. Spatial Awareness 5.1 Size, Shape, and Distance 5.2 Object Motion 5.3 Induced Target Motion 5.4 Apparent Object Motion (Stroboscopic Motion) 5.5 Self-Motion 5.6 Visual Localization and Direction 5.7 Postural Stability and Localization 5.8 Orientation 5.9 Depth Perception 5.10 Comparisons and Interactions among the Senses 5.11 Adaptation of Space Perception 6. Perceptual Organization 6.0 General Perception 6.1 Perceptual Dimensions 6.2 Categorization 6.3 Visual Perceptual Organization 6.4 Auditory Perceptual Organization 6.5 Tactile Perception of Form and Texture 6.6 Haptic Perception of Form and Texture 7. Attention and Allocation of Resources 7.1 Human Performance Reliability 7.2 Attention and Mental Resources 7.3 Monitoring Behavior and Supervisory Control 7.4 Vigilance 7.5 Visual Search 7.6 Target Acquisition 7.7 Workload Characteristics 7.8 Motivation and Personality 7.9 Decision-Making Skill VOLUME III 8. Human Language Processing 8.1 Interpretation of Visual Language 8.2 Speech Processing 8.3 Intelligibility of Speech 8.4 Intelligibility of Altered Speech 9. Operator Motor Control 9.1 Reaction Time 9.2 Target-Directed Movement 9.3 Movement Sequences 9.4 Motor Learning 9.5 Manual Control and Tracking 10. Effects of Environmental Stressors 10.1 Stress 10.2 Measurement of Stress and Fatigue 10.3 Noise 10.4 Vibration 10.5 Lighting 10.6 Temperature and Humidity 10.7 Cyclical Variations 10.8 Fatigue 10.9 Acceleration 10.10 Gravity 11. Display Interfaces 11.1 Visual Display Image Quality 11.2 Visual Information Portrayal 11.3 Human-Computer Interfaces 11.4 Attentional Directors 12. Control Interfaces (Real/Virtual) 12.1 Characteristics and Functional Uses of Common Controls 12.2 Control/Display Ratios 12.3 Grouping and Arrangement of Controls 12.4 Hand-Activated Controls %M R.CHI.92 %0 REPORT %A Hewett, Thomas T. %A Baecker, Ronald %A Card, Stuart %A Carey, Tom %A Gasen, Jean %A Mantei, Marilyn %A Perlman, Gary %A Strong, Gary %A Verplank, William %Q ACM SIGCHI Curriculum Development Group %R ACM SIGCHI Curricula for Human Computer Interaction %D 1992 %P 162 + iii %C New York %I ACM %G ISBN 0-89791-474-0; ACM Order Number 608920 %K Education, Course development, Teaching %O This publication is a report of the ACM Special Interest Group on Computer-Human Interaction (SIGCHI) Curriculum Development Group. %W http://old.sigchi.org/cdg/ %Y 1 Introduction 2 Human-Computer Interaction 3 Courses in HCI 4 HCI Curriculum Designs 5 Issues Raised by Our Recommendations A Resources for Human-Computer Interaction B An Information Systems Curriculum in Human-Computer Interaction C A Computer Science Undergraduate Specialization in Human-Computer Interaction D An Interdisciplinary Undergraduate Specialization in Human-Computer Interaction E Example Course taught in HCI F Case Studies in Human-Computer Interaction %X Definition from part 2: Human-Computer Interaction (HCI) is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them. %M R.DOD.83 %0 REPORT %Q U.S. Department of Defense %R Military Standard: Human Engineering Design Criteria for Military Systems, Equipment and Facilities %D 1983 %N MIL-STD-1472C %C Washington, DC %I U.S. Government Printing Office %K DESIGN Standards Guidelines mil-std-1472 %O superseding all versions of 1472C, May 2, 1981 %O superseded by 1472D, 1989-03-14 %Y 1 Scope 2 Referenced Documents 3 Definitions 4 General Requirements 5 Detailed Requirements 5.1 Controls/Display Integration 5.2 Visual Displays 5.3 Audio Displays 5.4 Controls 5.5 Labeling 5.6 Anthropometry 5.7 Ground Workspace Design Requirements 5.8 Environment 5.9 Design for Maintainability 5.10 Design of Equipment for Remote Handling 5.11 Small Systems and Equipment 5.12 Operational and Maintenance Ground/Shipboard Vehicles 5.13 Hazards and Safety 5.14 Aerospace Vehicle Compartment Design Requirements 5.15 User-Computer Interface 5.15.1 General 5.15.2 Data Entry 5.15.3 Data Display 5.15.4 Interactive Control 5.15.5 Feedback 5.15.6 Prompts 5.15.7 Error Management/Data Protection 5.15.8 System Response Time 5.15.9 Other Requirements %M R.DOD.85 %0 REPORT %T Military Handbook: Human Engineering Guidelines for Management Information Systems %Q U. S. Department of Defense %D 1985 %N DOD-HDBK-761 %C Washington, DC %I Department of Defense %K DESIGN Standards Guidelines %M R.DOD.89 %0 REPORT %Q U.S. Department of Defense %R Military Standard: Human Engineering Design Criteria for Military Systems, Equipment and Facilities %D 1989-03-14 %N MIL-STD-1472D %P 388 %C Washington, DC %I U.S. Government Printing Office %K DESIGN Device Standards Guidelines mil-std-1472 %O superseding all versions of 1472C, May 2, 1981 %M R.mil-std-1472.99 %0 REPORT %Q U.S. Department of Defense %R Department of Defense Design Criteria Standard: Human Engineering %D 1999-08-23 %N MIL-STD-1472F %P 218 %C Washington, DC %I U.S. Government Printing Office %K DESIGN Device Standards Guidelines mil-std-1472 %O superseding all versions of MIL_STD-1472E, 31 March 1998 %W http://hfetag.dtic.mil/docs-hfs/mil-std-1472f.pdf %M R.IBM.75 %0 REPORT %A Engel, Stephen E. %A Granda, Richard E. %R Guidelines for Man/Display Interfaces %D 1975-12 %N TR 00.2720 %C Poughkeepsie, NY %I IBM %M R.IBM.79 %0 REPORT %Q IBM %R Human Factors of Work Stations with Display Terminals %D 1979 %N G320-6102-1 %C San Jose, CA 95193 %I IBM %M R.IBM.87 %0 REPORT %T System Application Architecture: Common User Access, Panel Design and User Interaction %Q IBM %D 1987-12 %N SC26-4351-0 %P 328+xii %C Boca Raton, FL 33429-9960 %I IBM %O Includes sample diskettes. Other SAA Library reports include: An Overview (GC26-4341) Writing Applications: A Design Guide (SC26-4362) %M R.IBM.89 %0 REPORT %Q IBM %R System Application Architecture: Common User Access, Advanced Interface Design Guide %D 1989-06 %N SC26-4582-0 %P 195 %C Boca Raton, FL 33429-9960 %I IBM %M R.Lewis.93 %0 REPORT %A Lewis, Clayton %A Rieman, John %R Task-Centered User Interface Design: A Practical Introduction %D 1993 %C Boulder, Colorado %I University of Colorado, Boulder %W http://hcibib.org/tcuid/ HTML %W ftp://ftp.cs.colorado.edu/pub/cs/distribs/clewis/HCI-Design-Book Plain Text %Y 0. Foreword 1. The Task-Centered Design Process 2. Getting to Know Users and Their Tasks 3. Creating the Initial Design 4. Evaluating the Design Without Users 5. Testing The Design With Users 6. User Interface Management and Prototyping Systems 7. The Extended Interface Appendix L: What Can You Borrow? Appendix M: Managing User Interface Development Exercises %X The book's seven chapters describe how to design and build user interfaces, including task and user analysis, testing with and without users, implementation, and end-user support. The central message of the presentation is that interface designers should focus on detailed examples of actual user tasks. The book describes how this approach can be used in conjunction with a variety of proven design and testing methodologies. The book has been written with the practicing software engineer in mind. It should be useful by itself or as part of an undergraduate, graduate, or industry class. An earlier version of the book has been used as the basis of an HCI design course, and we're interested in receiving comments from instructors who choose to use the text (or parts of it) for their classes. %M R.Lockheed.81 %0 REPORT %T Human Factors Review of Electric Power Dispatch Control Centers: Detailed Survey Results %Q Lockheed Missiles and Space Company %D 1981 %V 2 %C 3412 Hillview Avenue, Palo Alto, CA 94304 %I Electric Power Research Institute %M R.Lockheed.82 %0 REPORT %T Human Factors Engineering Criteria for Information Processing Systems %Q Lockheed Missiles and Space Company %D 1982-09 %C Sunnyvale, CA, 94086 %I Lockheed Missiles and Space Company, Inc. %M R.MITRE.86 %0 REPORT %A Smith, Sidney L. %A Mosier, Jane N. %R Guidelines for Designing User Interface Software %D 1986-08 %N ESD-TR-86-278 %P 478 %C United States, Massachusetts, Bedford, 01730 %I The MITRE Corporation %I Electronic Systems Division %K DESIGN Standards Dialogue Guidelines %K research-based; guidelines; text-based systems %W http://hcibib.org/sam/ HTML version %Y 1 Data Entry 2 Data Display 3 Sequence Control 4 User Guidance 5 Data Transmission 6 Data Protection %M R.NASA.87 %0 REPORT %Q NASA (National Aeronautics and Space Administration) %R Man-System Integration Standard %D 1987 %N NASA-STD-3000 %C Houston, TX %I NASA Johnson Space Center %K DESIGN Standards Guidelines %Y 1 Introduction 2 General Requirements 3 Anthropometry and Biomechanics 4 Human Performance Capabilities 4.1 Introduction 4.2 Vision 4.3 Auditory System 4.4 Olifaction and Taste 4.5 Vestibular System 4.6 Kinesthesia 4.7 Reaction Time 4.8 Coordination 4.9 Strength 4.10 Workload 5 Natural and Induced Environments 6 Crew Safety 7 Health Management 8 Architecture 9 Workstations 9.1 Introduction 9.2 Workstation Layout 9.3 Controls 9.4 Displays 9.5 Labeling and Coding 9.6 User/Computer Interaction 10 Activity Centers 11 Hardware and Equipment 12 Design for Maintainability 13 Facility Management 14 Extravehicular Activity (EVA) %M R.NRC.96 %0 REPORT %Q National Research Council %R More than Screen Deep: Toward Every-Citizen Interfaces to the Nation's Information Infrastructure %D 1996 %G ISBN 0-309-06357-4; QA76.9.U83M67 1997 %W http://www.nap.edu/readingroom/books/screen/ %Y EXECUTIVE SUMMARY PART I 1 Introduction 2 Requirements for Effective Every-Citizen Interfaces 3 Input/Output Technologies: Current Status and Research Needs 4 Design and Evaluation 5 Communication and Collaboration 6 Agents and Systems Intelligence 7 Conclusions and Recommendations Bibliography PART II BACKGROUND PAPER Trends in Human-Computer Interaction Research and Development H. Rex Hartson, Virginia Polytechnic Institute POSITION PAPERS On Interface Specifics An Embedded, Invisible Every-Citizen Interface Mark Weiser Intelligent Multimedia Interfaces for "Each" Citizen Mark T. Maybury Interfaces for Understanding Nathan Shedroff Interspace and an Every-Citizen Interface to the National Information Infrastructure Terry Winograd Mobile Access to the Nation's Information Infrastructure Daniel P. Siewiorek Ordinary Citizens and the National Information Infrastructure Bruce Tognazzini Spoken-Language Technology Ronald A. Cole Toward an Every-Citizen Interface Steven K. Feiner Nomadicity, Disability Access, and the Every-Citizen Interface Gregg C. Vanderheiden On Functions Computer-Mediated Collaboration Loren Terveen Creating Interfaces Founded on Principles of Discourse Communication and Collaboration Candace Sidner Digital Maps Lance McKee Louis Hecht Gathering and Integrating Information in the National Information Infrastructure Craig A. Knoblock Integrating Audiences and Users John Richards Intelligent Agents for Information Katia P. Sycara Intelligent Information Agents Johanna D. Moore Resource Discovery and Resource Delivery Kent Wittenburg Search and Publishing Robert A. Virzi Security Stephen Kent Research to Support Widespread Access to Digital Libraries and Government Information and Services Ben Shneiderman On Application Areas Community Computing Projects Aki Helen Namioka Lifelong Learning Gerhard Fischer Supporting Learning in Communities of Practice Charles Cleary On Selected Population Groups Extending Knowledge Access to Underserved Citizens Wallace Feurzeig Electronic Access to Services for Low-Income Populations Adam Porter Access for People with Disabilities Larry Goldberg On Key Processes Cross-Disciplinary, Social-Context Research John Leslie King Audio Access to the National Information Infrastructure John C. Thomas %M R.NUREG.81 %0 REPORT %Q U.S. NRC %R Guidelines for Control Room Reviews %D 1981-09 %N NUREG-0700 %C Washington, DC %I U. S. Nuclear Regulatory Commission %M R.NUREG.82 %0 REPORT %A Banks, William W. %A Gertman, David I. %A Petersen, Rohn J. %R Human Engineering Design Considerations for Cathode Ray Tube-Generated Displays %D 1982-04 %N NUREG/CR-2496 %C Washington, DC %I U. S. Nuclear Regulatory Commission %M R.NUREG.83 %0 REPORT %A Banks, William W. %A Gilmore, Walter E. %A Blackman, Harold S. %A Gertman, David I. %R Human Engineering Design Considerations for Cathode Ray Tube-Generated Displays %D 1983-07 %V II %N NUREG/CR-3003, %C Washington, DC %I U. S. Nuclear Regulatory Commission %M R.Perlman.93 %0 REPORT %A Perlman, Gary %A Gasen, Jean %R HCI Education Survey %D 1993 %C Columbus, Ohio %I Ohio State University %W http://old.sigchi.org/educhi/ %Y The report is divided into many files with summary reports in files with a .rpt suffix and academic unit data in files ending with a .dat suffix. The major reports are: * contact.rpt who to contact for more information * country.rpt organization by countries (and states/provinces/regions) * course.rpt information about all courses taught * faculty.rpt information about faculty * program.rpt information about programs %X The HCI Education Survey contains information about programs, faculty, and courses with an emphasis on Human-Computer Interaction. The goal of the Survey is primarily to provide prospective students (particularly graduate students) information about educational opportunities, and secondarily to provide HCI educators information about other HCI educators. Unlike some other education surveys, we wanted the HCI Education Survey to be easily updated and accessed primarily in electronic form. The cost of printing and mailing the survey and the widespread availability of electronic mail and personal computers made the collection and dissemination of an electronic report preferred over print media. %M R.SEI.89 %0 REPORT %A Perlman, Gary %R User Interface Development %D 1989 %N SEI-CM-17-1.1 %P 80 %C Pittsburgh, PA %I Carnegie-Mellon University, Software Engineering Institute %O Curriculum Module CM-17, Second Edition %W http://www.acm.org/perlman/sei-module.txt %X This module covers the issues, information sources, and methods used in the design, implementation, and evaluation of user interfaces, the parts of software systems designed to interact with people. User interface design draws on the experiences of designers, current trends in input/output technology, cognitive psychology, human factors (ergonomics) research, guidelines and standards, and on the feedback from evaluating working systems. User interface implementation applies modern software development techniques to building user interfaces. User interface evaluation can be based on empirical evaluation of working systems or on the predictive evaluation of system design specifications. %M U.agile.nngroup.com %0 INTERNET %T Agile Usability: Report on Best Practices for User Experience on Agile Development Projects %D 2008-11-17 %P 119 %K Agile, Scrum, Rapid Application Development, RAD, development methodology, usability methods, user experience methods, discount usability engineering, fast methods, prototyping, low-fidelity prototypes, prototype as spec, specifications, user interface specifications, UI specs, development tracks %W http://www.nngroup.com/reports/agile/ %Y 1. Summary The promise of Agile methods The threat of Agile methods Making Agile and usability work 2. Introduction 3. Agile -- theory and history What is Agile/Rapid Application Development? The main elements of Agile Differences from other development processes Agile benefits for UX practitioners 4. Agile in practice Partial Agile implementations Being the only Agile kid on the block The effects of poor Agile implementations Just do it! Agile in practice: Case study 5. Challenges for UX practitioners Little up-front design time It's hard to talk about users when they are poorly defined Agile is developer-centric There is little time to test Agile is not conducive to a centralized UX team We have to do Agile by the book, and UX isn't in that book. Challenges: Case study 6. Integrating UX into Agile teams User Experience people are bridges UX work is early, flexible Low-fidelity prototypes as specification document User Experience work happens in parallel Guerilla-style UX validation Integrating into teams: Case study 7. Guerilla usability: quick-and-dirty techniques Early work Sprint-specific work Decoupled (holistic) work Post-sprint work 8. Making it happen UX people have to embrace Agile too! Showing user needs to a fast-moving team Showing your value Essential techniques for short-staffed teams Special challenges for large and distributed teams Making it happen: Case Study Always room to grow %X Case studies from 16 companies + surveys of 174 UX professionals: how to adjust Agile to result in good user experience. 119-page report from Nielsen Norman Group. %M U.kids.nngroup.com %0 INTERNET %T How Children Use the Web: 70 design guidelines from usability studies with kids using websites %D 2002-04-14 %P 132 %K children, kids, young users, kids corners, design guidelines, usability testing %W http://www.nngroup.com/reports/kids/ %Y 1. Executive Summary 2. Web Design for Kids Today Why Look at Usability for Kids Today? Contemporary Design 3. Kids on the Web A New Medium Online Behavior 4. Checklist of Design Guidelines 5. Design Guidelines in Depth General Interaction: 11 guidelines Text: 10 guidelines Multimedia: 15 guidelines Navigation and Search: 8 guidelines Graphical User Interface: 9 guidelines System Errors and Help: 10 guidelines Content: 7 guidelines 6. Kids and Technology Today From Niche to Mainstream Patterns of Use 7. Comparing Usability for Kids and Adults Similarities Differences 8. User Groups: Ages, Languages, Genders. International Differences Gender Differences 9. How this Study Was Conducted and Why 10. About Using this Methodology Designing Studies Executing Studies 11. Online Concerns for Parents and Children What Kids' Caretakers Should Know What Kids Should Know %X Nielsen Norman Group report on making websites easier to use for children, based on international usability research with kids using a variety of sites, including children's areas of mainstream websites. %M U.teens.nngroup.com %0 INTERNET %T Teenagers on the Web: Usability Guidelines for Web Design for Teens %D 2005-01-31 %P 131 %K teenagers, teens, young users, design guidelines, usability testing %W http://www.nngroup.com/reports/teens/ %Y 1. Executive Summary User Research Focus on Web Usability Misconceptions About Teenagers No Boring Sites Differences Between Age Groups Teenage Opportunities 2. Research Overview Procedure Websites Studied 3. Success Rates and Satisfaction Ratings Success Ratings Satisfaction Ratings Correlation Between Success and Satisfaction 4. Teenagers on the Web Why Teens Use the Web Search Engines Websites That Teens Like Stereotypes about Teenagers Most Teens Are Not Web Experts Age Preference Continuum "Boring": A Common Theme Advice from Teens Balancing What Teens Want and What They Need 5. Usability Design Guidelines Visual Design Interaction Design Promotional Design Multimedia Navigation Search Writing for The Web E-commerce 6. Teenagers' Favorite Websites Community Entertainment Games Content Shopping Search Sports 7. Methodology Overview Participants About the Sites Studied Exploratory Tasks Site-Specific Tasks Testing Environment %X Nielsen Norman Group's report: 61 design guidelines for making websites easier to use for teenagers, based on usability research with teens using both teen-specific sites and mainstream websites. %M U.seniors.nngroup.com %0 INTERNET %T Usability for Senior Citizens: 46 Best Practices for Web Design Based on Research with Users Age 65 and Older %A Pernice, Kara %A Nielsen, Jakob %D 2002-04-28 %P 125 %K senior citizens, seniors, elderly users, old users, usability testing, design guidelines %W http://www.nngroup.com/reports/seniors/ %Y 1. Executive Summary 2. Overview of this Research 3. Seniors and Internet Usage 4. Interpreting the Numeric Data 5. Guidelines 6. Presenting Information and Text 8 design guidelines 7. Presenting Navigational Elements and Links 11 design guidelines 8. Search 7 design guidelines 9. Presenting Items for Sale 8 design guidelines 10. Forms 7 design guidelines 11. Web Address and Homepage 5 design guidelines 12. Usability Issues Related to the Browser/Operating System 13. Participants 14. Websites Studied 15. Methodology 16. Test Tasks 17. Tips for Conducting Usability Evaluations with Senior Citizens %X Usability report with design guidelines to make websites easier for users 65 years or older. %M U.customization.nngroup.com %0 INTERNET %T Customization Usability: Research Report with Design Guidelines %D 2009-08-17 %P 93 %K customization, customize, configuration, configurators, personalization, individualization, individual UI, custom UI, user interface customization, product customization, customized products %W http://www.nngroup.com/reports/customization/ %Y 1. Executive Summary 2. Customization vs. Personalization 3. User Research Business Benefits of Customization Reduced Usability Issues On Customization Sites Retain Good Defaults Customization Can Be Effective When Implemented Correctly 4. Research Overview Introduction Purpose of Study General Procedure Websites Studied 5. Task Success, Difficulty and User Ratings Lower Task Success On Product Customization Websites It Is Difficult to Add Content and Tools On Interface Customization Sites Low Findability and Poor Page Design Plague Customization Websites Users Experience Higher Levels of Difficulty on Product Customization Sites Users Have Trouble Adding Content and Moving Page Elements On Custom Homepages Users Feel More Lost and Out of Control on Sites Featuring Customization 6. Interface Customization Level of Customization and Number of Choices Impact Usability Designing For User Intentions Biggest Issues With Interface Customization Design Guidelines 7. Product Customization Task Design Must be Driven By the Users' Mental Model Two Product Customization Types Biggest Issues With Product Customization Design Guidelines 8. Methodology Participants Website Selection Website Order Websites and Tasks Survey Questionnaire 9. List of Guidelines %X 46 guidelines for UI customization and websites where users can customize products. Based on Nielsen Norman Group's user research. %M U.accessibility.nngroup.com %0 INTERNET %T Usability Guidelines: Web Design for Users With Disabilities %A Pernice, Kara %A Nielsen, Jakob %D 2001-11-11 %P 148 %K Rehabilitation Act Section 508, ADA, accessibility, blind users, visual impairments, low-vision users, screen reader software, Braille readers, screen magnifier, report series, reports, usability, design, designing corporate websites %W http://www.nngroup.com/reports/accessibility/ %Y 1. Executive Summary 2. Overview of This Research 3. Current State of Affairs 4. Assistive Technology Users: Observed Behavior 5. Guidelines Do Not Abandon the Good Design Rules You Already Know Graphics and Multimedia Pop-Up Windows, Rollover Text, New Windows, and Cascading Menus Links and Buttons Page Organization Intervening Pages Forms and Fields Presenting Text Search Shopping Tables and Frames Trust, Strategy, and Company Image 6. International: United States and Japan 7. Participants in the Study: General Information 8. Participants in the Quantitative Study 9. Participants in the Qualitative Study 10. Websites Studied 11. Test Tasks 12. Assistive Technology, References, and Pricing 13. About Disabilities and Assistive Technology Usage 14. Methodology 15. Accessibility "Audit" Software 16. A Note about Government Efforts 17. Resources 18. About the Authors 19. Acknowledgements %X 75 design guidelines to increase the usability of websites and intranets for users with disabilities, based on extensive usability testing with blind users, low-vision users, and users with motor skills challenges. %M U.usertest.nngroup.com %0 INTERNET %T Usability Testing: 230 Tips and Tricks for Better User Tests %P 41 %K usability engineering process improvement, user testing, methodology, usability tests %W http://www.nngroup.com/reports/tips/usertest/ %Y 1. Foreword 2. Introduction 3. General Attitudes: 24 tips The Politics of Usability The Ethics of Usability Testing 4. Finding Good Test Participants: 19 tips Re-using Test Participants 5. Making Sure that Test Participants Show Up: 8 tips 6. Selecting Good Test Tasks and Scenarios: 9 tips 7. How To Actually Perform Tests: 29 tips Planning and Preparation Running the Test Debriefing 8. Communicating Test Results: 8 tips 9. Reporting Test Results: 32 tips Process Report Format Individual Comments 10. How To Test on a Minimal Budget: 10 tips 11. Testing with Experienced Users: 20 tips 12. Hiring a Usability Professional: 48 tips General Principles Attitudes General Knowledge about Usability Usability Experience Specific Knowledge about Usability Specific Knowledge about Design Specific Knowledge about Usability Testing Communication Skills 13. International Usability Testing: 14 tips 14. Assessing the Quality of a Usability Test Firm: 9 tips 15. References %X Report for people who already know how to run a user test but want to become better at it. Covers how recruiting of test participants, test tasks, running the test, reporting findings, testing on a minimal budget, testing experienced users, international testing, and how to hire a usability professional. %M U.recruiting.nngroup.com %0 INTERNET %T 233 tips for recruiting test users for usability testing %D 2003-01-20 %P 146 %K usability test participants, test users %W http://www.nngroup.com/reports/tips/recruiting/ %Y 1. Executive Summary State of the Art for Recruiting Specialized Recruiting Agencies Incentives Provided to Test Participants No-Show Rates How to Get Started with Systematic Recruiting 2. Introduction Who Should Read This Report What You Will Find in this Report Sources for the Recruiting Tips Overlapping Tips 3. Tips and Tricks Summary 4. Planning Your Recruiting Needs The Cardinal Rule for Recruiting: 1 tip Developing Recruiting Criteria: 20 tips Learning About the Users Deciding How Many Participants to Recruit Drafting the Screening Criteria Determining the Appropriate Incentives: 23 tips Monetary Incentives Non-monetary Incentives How Incentives May Affect Participant Behavior How and When to Provide Incentives Considering the Study Locale: 17 tips When Participants Come to You When You Must Go to the Participants Planning for Training and Orientation: 5 tips Preparing the Screening Script and Questionnaire: 16 tips Cover Page and Opening Script Screening Questions Invitation and Schedule 5. Screening and Scheduling Participants 1 general tip Working With an Outside Recruiting Agency: 28 tips When to Outsource Recruiting Finding a Recruiting Agency What to Expect from a Recruiting Agency Choosing a Recruiting Agency Managing a Recruiting Agency to Your Best Benefit Doing Your Own Recruiting: 48 tips Internal vs. External Studies Finding Participants for Internal Studies Finding Participants for External Studies Making the Calls and Tracking Recruitment Progress Reusing Participants: 7 tips 9. Preparing Participant Session Forms: 16 tips Background Questionnaire Sample Background Questionnaire Consent Forms Sample Minor Consent Form Sample Participation Consent Form Incentive Receipt and Voucher Sample Receipt Sample Incentive Voucher Nondisclosure Form Sample Nondisclosure Agreement Tax Forms 10. Honoring the "Participant Bill of Rights": 35 tips Treating Participants as Human Beings Attending to Participants' Physical Comfort Ensuring Participants' Safety Ensuring Participants' Privacy Dealing with Unqualified Participants 11. Future Planning Building and Maintaining a Participant Database: 6 tips Building and Managing a Recruiting Staff: 10 tips Assessing Recruiting Skills Interviewing Potential Recruiters Managing Recruiters 12. Appendix A: Participant Recruiting Survey About the Survey Survey Results 13. Appendix B: Sample Scripts and Forms Background Questionnaire Confirmation Message - sample text Dealing with Unqualified Participants - sample script Eliciting Sensitive Information - sample script Eliciting Web Experience - sample questions Meeting with the system team - sample topics and questions Consent Form for Minors Nondisclosure Agreement Participation Consent Form Participant Database Information to Track Participant Screening Script and Questionnaire Participant Summary Table Preliminary Contact by Study Sponsor - sample script Incentive Forms - sample receipt and voucher Thank-You Note - sample script 14. References Usability Testing Participant Recruiting Ethics Needs of Specialized User Groups Questionnaire Design International Studies Statistics %X How to schedule customers and other representative users for usability studies. How to manage the recruiting process and the test participants %M U.testing.nngroup.com %0 INTERNET %T Methodology: How to Run Usability Tests with Users with Disabilities %A Coyne, Kara Pernice %A Nielsen, Jakob %D 2010- %P 47 %K screening questionnaire, test participant screener, subjective satisfaction questionnaires, informed consent forms, accessibility, blind users, visual impairments, low-vision users, screen reader software, Braille readers, screen magnifier, report series, reports, usability testing methodology, user tests %W http://www.nngroup.com/reports/accessibility/testing/ %Y 1. The Product Lifecycle, and Testing for Accessibility and Usability 2. About Our Accessibility Usability Studies 3. Guidelines 4. Trust, Consent Forms, Pictures, and Video 5. Using Video and Still Cameras 6. Conducting Studies at the User's Home or Office 7. Specific Tips for Screen Reader and Braille Sessions 8. Specific Tips for Motor Skill Assistive Technology Sessions 9. Recruiting and Preparing Participants 10. Study Tips: Quantitative and Qualitative 11. Measurements 12. Sample Documents for Accessibility Studies Recruiting Screener Used in the Quantitative Part of the Study Checklist Used in the Quantitative Part of the Study Facilitation Notes Used in the Quantitative Part of the Study Question Sheet Used in the Quantitative Part of the Study Consent Forms 13. About the Authors %X 40 methodology guidelines to improve the way you conduct usability studies with people with disabilities. By Kara Pernice Coyne and Jakob Nielsen, Nielsen Norman Group. %M www.useit.com/eyetracking/methodology/ %0 INTERNET %T Eyetracking Methodology: Free 159-page report - How to Conduct and Evaluate Usability Studies Using Eye Tracking %A Nielsen, Jakob %A Pernice, Kara %D 2009-08 %P 159 %K Jakob Nielsen, Kara Pernice, eyetracking, eye tracking, eye movements, gaze recording, heatmap, heat map, heatmaps, gaze replay, gazeplots, gaze plot, methodology, usability methods, ROI %W http://www.useit.com/eyetracking/methodology/ %Y Executive Summary Should You Use Eyetracking in Your Usability Studies? Eyetracking Method Tips Recruiting Users for Eyetracking Studies Communicate to the Participant During the Screening Interview How to Say It What to Ask the User Telephone is Easier than E-mail When Recruiting for Eyetracking Studies How Many Users to Include in a Study The Number of Test Participants Needed is Dictated by Desired Output Variablity in Heatmaps Depending on the Number of Users The Slowly-Diminishing Returns Curve R2 Explained A Better Deliverable Than Heatmaps Eyetracking Studies in a Lab Eyetracking Lab Set-up Notes Think Aloud Method Benefits to Think Aloud in a Non-Eyetracking Study Drawbacks to Using the Think Aloud Method in a Non-Eyetracking Study Drawbacks to Using the Think Aloud Method in an Eyetracking Study Surveying is Common During Think Aloud Beginning the Session and Calibrating the User's Eyes What to Say to the User When Beginning the Sessions Impossible Eyetracker Calibration Cannot be amended: These culprits really cannot be changed to make calibration possible Can be amended: These culprits usually can be changed to make calibration possible Facilitating Test Sessions Steps for making eyetracking test facilitation run smoothly Example of Facilitator's Protocol Sheet Saving Files Retrospective Using the Right Eyetracking Analysis Tools Gaze Replays Gazeplots Heatmaps The Areas of Interest or LookZone Feature Analyzing Video and Animation Using the Eyetracking Analysis Tools in the Best Way Tasks Discussion The Scenic View: Show One Page and Interview Method Task-Based Testing Variety in Tasks Should You Run Your Own Eyetracking Research Study? Why Nielsen Norman Group Invests In Eyetracking Technology-Related Notes %X Nielsen Norman Group's advice on the correct research methods for conducting valid eyetracking studies of website usability. 65 test guidelines. %M U.roi.nngroup.com %0 INTERNET %T Return on Investment (ROI) for Usability & Web Design/Redesign Projects %D 2008-01-22 %P 196 %K quantitative usability metrics, design measurements, before versus after, measuring change, return on investment calculations, estimating ROI estimates, cost benefit analysis, key performance indicators, KPI %W http://www.nngroup.com/reports/roi/ %Y 1. Executive Summary Cost of Usability Benefits from Usability Estimating ROI 2. Cost of Usability Survey of Best Practices Detailed Regression Model for Usability Budgets Differences Between the United States, Europe, and Australia Evolution in Usability Budgets Future Trends 3. Benefits of Usability Sources of Gains from Usability Estimating the Magnitude of Gains from Usable Design Computing Improvement Scores Expected Usability Improvements Comparison with Usability Metrics from Traditional Development Projects Various Classes of Web Usability Metrics Change in ROI Metrics Over Time 4. Case Studies of Usability Metrics from Real Design Projects How Case Studies Were Collected Anonymous Case Studies 5. Third-Edition Case Studies by Metrics Category Sales and Conversion Rates Traffic and Visitor Numbers Feature Use User Performance 6. First-Edition Case Studies by Metrics Category Sales and Conversion Rates Traffic and Visitor Numbers Feature Use User Performance Development Time %X Estimated investment, benefit, and ROI for usability projects. 66 case studies with 'before' and 'after' screenshots and business metrics.