Usability Study

 

 

Experimental Design

 

Hypothesis:

Sliders which round to "nice numbers" will be less intuitive to use, but more desired.

Background for testers:

We are developing a system for splitting bills in a restaurant. In this instance, your group has already split the items for the meal and are now selecting the tips for the meal.

Variables:
We will change the way the slide bar on the tips page snaps and keep everything else the same. The three cases, or independent variables, will be:

The dependent variables would be:


If our hypothesis is correct, then we would have high ratings for question 3 but not question 1. We are planning on having participation from at least 5 people who haven't used the system yet. The people who have used the system have already provided opinions on the interface and may have bias for or against it already. We will tell the users the background for the system and then show the tips interface to people to play around with. Afterward, we will pass them a short survey to gather data.

 

Usability Testing

We decided that the best way to test the tips page would be a survey since there is really no objective way of measuring the satisfaction of use.

Survey
strongly disagree disagree neutral agree strongly agree
When I first saw the screen, I quickly understood how to select a tip.

 

 

 

 

The tip slider is easy to use.          
The tip slider allowed me to select my desired tip.          

The test cases can be found here.

Testing results and Feedback

We tested the the tips page along with the whole prototype on 7 people. Below are the compiled survey results and the numbers are the number of people that selected that choice:

Snap to 1%
Snap to 5%
Snap to $0.25 tip
Snap to $0.25 paid
Person 1
Question 1
Strongly Disagree
Strongly Agree
Agree
Strongly Agree
Question 2
Strongly Agree
Strongly Agree
Strongly Agree
Strongly Agree
Question 3
Agree
Strongly Agree
Disagree
Strongly Agree
Person 2
Question 1
Agree
Agree
Agree
Agree
Question 2
Strongly Agree
Strongly Agree
Agree
Strongly Agree
Question 3
Strongly Agree
Disagree
Agree
Strongly Agree
Person 3
Question 1
Strongly Agree
Strongly Agree
Strongly Agree
Agree
Question 2
Strongly Agree
Strongly Agree
Strongly Agree
Agree
Question 3
Disagree
Strongly Disagree
Strongly Disagree
Agree

We attempted to quantify this data by assigning a scorring system, where the comments were matched as follows:

The plot showing the total (normalized) score of each situation is below:

Although the "Snap to $0.25 paid" choice scored the highest, the score is not significantly higher than "Snap to 1%", our control case. Also, the number of people who went through our entire test was very small, and therefore the data overall was not significant enough to give any conclusions. Because of this, we did not change our prototype in response to this experiment.

Overall prototype impressions

Because our quantitative data was inconclusive, we used the usability testing phase as a chance to get more feedback of our design overall. This led us to many comments that were much more helpful, and led to some interesting prototype changes.

Changes Made

There seems to be no conclusive result from our tips page experiment. In general, users seems to be fine with the way it is. The experiment over the whole prototype raised a few questions about what we should change about our prototype: