6. User Testing & Usability Evaluation
Purpose of These Notes
These notes explain:
- how to plan and conduct user testing
- how to observe and record usability issues
- how to distinguish between real problems and false alarms
- how to convert feedback into actionable design changes
Key Concepts
By the end of this topic, you must understand:
- Usability testing: Observing real users interact with your design to find problems
- Think-aloud protocol: Asking users to explain their reasoning as they use your design
- Usability issue: A problem that prevents users from completing a task or causes frustration
- Actionable feedback: Specific, testable problems with clear solutions
User testing reveals what you can't see from your desk. Don't guess; test.
Core Explanation
Why Test with Users?
Designers are biased. You know how your site works because you built it. Users don't have that knowledge.
Common problems designers miss:
- Text you think is clear is actually confusing
- The button you think is obvious is actually hard to find
- The feature you're proud of is the one users ignore
- The flow you designed isn't intuitive
Testing with 3–5 users catches 85% of usability problems. It's not about quantity; it's about watching people struggle.
Planning a User Test
Define Your Research Question
What do you want to know?
- "Can users find the booking button?"
- "Do users understand what 'premium plan' means?"
- "What confuses users about this form?"
Clear questions lead to focused testing.
Select Participants
Choose users who represent your actual users, not just classmates.
Bad: Test only your friends (they know you, they're biased, they might use tech differently than your actual users)
Good: Test people who:
- Fit your user persona
- Haven't seen your design before
- Use the same devices as your typical users
- Have relevant experience (e.g., if designing a booking site, test with people who book things)
For AS91901: You need at least 3 testers. Ideally, they're not in your class.
Write Tasks (Not Instructions)
Give users a goal, not instructions on how to achieve it.
Bad task: "Click on the navigation menu, scroll to 'Pricing', and click on the 'Premium Plan' button." (This is instructions; it defeats the purpose of testing)
Good task: "You want to see what the premium plan includes. How would you find that information?" (This is a goal; users find their own path)
Create a Testing Script
Write what you'll say and do during the test:
- Welcome participant; explain the test (5 min)
- Ask participant to think aloud (explain their reasoning) (1 min)
- Give first task (1 min)
- Observe without helping (5–10 min)
- Ask clarifying questions (2 min)
- Repeat for remaining tasks
- Debrief (3 min)
Total: ~30 minutes per user
Conducting the Test
The Think-Aloud Protocol
Ask users: "As you navigate this site, please tell me what you're thinking. Why did you click that button? What are you looking for now?"
This reveals:
- User mental models (how they think about the site)
- Confusion points (where they get stuck)
- Misunderstandings (wrong expectations)
What to listen for:
- Hesitations: "Um... should I click here?" (Sign of uncertainty)
- Wrong assumptions: "I thought this page would show pricing." (Navigation problem)
- Frustration: "I don't know what that button does." (Unclear labeling)
Observe Without Interfering
Let users struggle. Don't help them (unless they're truly stuck).
Resist these impulses:
- Don't say "try clicking the button in the top-right corner" (you're leading them)
- Don't explain what your design does (you're solving the problem for them)
- Don't defend your design (they're testing it, not criticizing you)
Do say:
- "Tell me what you're thinking right now"
- "What would you try next?"
- "Where would you expect to find that?"
Record the Test
Capture:
- Video or screen recording: Shows exactly what the user did
- Audio: Captures their think-aloud commentary
- Notes: Your observations (hesitations, confusion, comments)
Tools: Zoom, OBS, Figma's built-in recording (if testing a prototype)
Analyzing Results
Identify Issues
After testing, watch the recordings and list problems:
Issue 1: User couldn't find the booking button
- Frequency: Happened with 3 of 3 users
- Severity: Critical (task couldn't be completed)
- Why: Button is small and uses similar colour to background; no clear call-to-action
Issue 2: User was confused by the term "Add to Wishlist"
- Frequency: 1 of 3 users
- Severity: Minor (user figured it out)
- Why: Terminology is unclear; icon helps but isn't enough for someone unfamiliar with it
Issue 3: User thought a decorative image was a link
- Frequency: 1 of 3 users
- Severity: Minor
- Why: Image needed a "not clickable" indicator (e.g, no hover effect or cursor change)
Prioritize Fixes
High priority:
- Critical issues (prevent task completion)
- Issues affecting most users
- Quick fixes with big impact
Medium priority:
- Issues affecting some users
- Confusing but not blocking
- Fixes that require moderate effort
Low priority:
- Issues affecting one user
- Edge cases
- Fixes that take significant effort for minor improvement
Common Testing Issues
False Alarms
Not every hesitation is a design problem.
False alarm: User pauses for 2 seconds before clicking the right button
- Reason: They might be thinking, reading, or just slow
- Action: If 2 of 3 users click it immediately, the button is clear
Real problem: All 3 users click the wrong button initially
- Reason: The design is misleading
- Action: Redesign for clarity
Observer Bias
You already know how your design works. Watching someone struggle with it is painful.
Resist this:
- Don't explain your design (let them figure it out)
- Don't defend your choices (listen without reacting)
- Don't dismiss feedback as "the user is wrong" (if a user gets it wrong, your design is unclear)
Asking Leading Questions
Leading question: "That button was clear, right?" (User agrees because you suggested it was clear)
Better question: "What did you think that button would do?" (User explains their actual interpretation)
Worked Example: Conceptual Reasoning
Scenario: Testing a prototype for a fitness app.
Task: "You want to find your workout history for the past month. How would you do that?"
User 1:
- Clicks "Home" button
- Scrolls down looking for a "History" section
- Doesn't find it
- Clicks "Menu" button (three lines icon)
- Sees "Workout History" option
- Clicks it; finds history
- Issue: History wasn't obvious; users needed to open menu to find it
User 2:
- Immediately taps "Menu" button
- Finds "Workout History"
- No issue: This user knew to check the menu
User 3:
- Clicks "Home"
- Looks for a tab or button labeled "History"
- Gets confused
- Says: "I would expect a tab at the bottom or an icon I could tap"
- Issue: Hamburger menu (three lines) isn't obvious to all users
Analysis:
- Issue: Workout history is in the menu, not obvious on home screen
- Frequency: 2 of 3 users had trouble
- Severity: Medium (users found it eventually, but not intuitively)
- Root cause: Hamburger menu is a common pattern, but not universal; some users prefer tabs
Design fix:
- Add a "History" tab at the bottom of the screen alongside "Home" and "Workouts"
- Keep menu as backup
- Test again with new users to verify the fix
Common Misconceptions
Misconception 1: "One user test is enough"
Why it's wrong: One user's experience might be atypical. Three is a minimum.
Correct thinking: Test with 3–5 users. Patterns emerge; outliers become obvious.
Misconception 2: "I should explain my design before testing"
Why it's wrong: If you explain it, you remove the usability test. You're training users, not testing design.
Correct thinking: Users should be able to figure out your design without explanation. If they can't, fix the design.
Misconception 3: "Feedback from friends/family is valuable"
Why it's wrong: People you know are biased. They want to be nice. They have different expectations.
Correct thinking: Test with strangers who match your user persona. Neutrality matters.
Misconception 4: "Testing is validation; if users like it, I'm done"
Why it's wrong: Positive feedback doesn't mean there are no problems. Testing reveals issues.
Correct thinking: Expect to find problems. That's the point of testing. Use feedback to improve.
Testing Template
Use this template to document your testing:
TEST SESSION NOTES
Participant: [Name or initials]
Date: [Date]
Task: [What you asked them to do]
OBSERVATIONS:
- [User clicked X]
- [User said Y]
- [User looked confused when Z]
ISSUES IDENTIFIED:
- Issue 1: [Description]
Severity: High/Medium/Low
Frequency: [How often did this happen across all users?]
- Issue 2: [Description]
Severity: High/Medium/Low
Frequency: [How often?]
QUOTES (what users actually said):
- "[Quote 1]"
- "[Quote 2]"
Assessment Relevance
In AS91901, you must submit:
- User testing evidence: Participant notes, recordings, or transcripts from at least 3 users
- Issues documented: Problems found, their severity, how many users experienced them
- Design changes: How you responded to feedback in your revision
- Iteration journal: Document the cycle: test → find issues → design fix → test again
In your design critique, your teacher will ask:
- "What feedback did users give you?"
- "How did you change your design based on that feedback?"
- "Show me the before and after for this element"
Testing and iteration are central to assessment.
External Resources
User Testing Guides
- Nielsen Norman – Usability Testing 101 – Classic guide to planning and running tests
- How to Conduct Usability Testing (Interaction Design Foundation) – Detailed walkthrough
Tools
- Figma Prototyping & Testing – Test prototypes directly in Figma
- Maze.co – User testing platform with built-in analytics
- [User Testing](https://www.usertest ing.com/) – Recruit remote test participants (paid)
- Zoom Screen Recording – Free recording during tests
Videos
- Running Usability Tests (Nielsen Norman) – How to plan and execute tests
- 5-Second Usability Test – Quick, valuable testing method
Key Vocabulary
- Formative testing: Testing during design to improve it (not summative/grading)
- Moderated test: Researcher present with participant (online or in-person)
- Unmoderated test: Participant tests alone (via a tool); researchers watch recording
- Usability issue: A problem that prevents users from completing a task
- Usability testing: Observing real users interact with a design to find problems
- Task: A goal you ask users to accomplish (not step-by-step instructions)
- Think-aloud protocol: Asking users to verbalize their reasoning
- User flow: The path a user takes to complete a task
Next Steps
You now understand how to test and get feedback. In the next topic, Design Iteration & Feedback, you'll learn how to systematically improve your design based on evidence.
End of Topic 6: User Testing & Usability Evaluation