[Ok. I started to write a simple post about how you need to talk about
what you want to learn from your study before you can ask about number
of participants, but then it evolved into this 1200+ word history
lesson. I left that part in, but you can skip to the very end to see
my point. - Jared]
We're talking about usability testing as if it's a single procedure
that everyone performs exactly the same way. (This is not the only
problem with this thread, but it's the one that I won't be all snarky
about.)
As a field, we're not very good about making sure everyone knows about
our history. In the case of usability testing methods, history is
pretty important.
-> BACKGROUND - Skip to the next section if you just want to get to
the IMPORTANT RELEVANT STUFF
The first usability tests (as we know them today) were conducted by
cognitive psychologists in the 1970s. (You can trace usability testing
back to time-and-motion studies in the '20s and '30s, but I don't
think we need to go back that far for this conversation.)
When the cog. psychs. were testing, they were using the test
methodology as a technique to understand human behavior and cognition:
how did people react to stimuli (physical and digital)? They were
looking at reaction times, memory, motor response, and other basics. A
lot of this work was being done at universities and corporate research
labs, like Bell Labs and Xerox PARC. NASA, DARPA, and the DOD were
also involved. (Interestingly, they all discovered a lot of stuff that
we take for granted today in design -- back then it was all new and
controversial, like Fitts's Law.)
In the late '70s, early '80s, we started applying usability testing
into engineering processes. I was part of one of the first teams (at
Digital Equipment Corporation) to use usability tests in the process
of developing products. Engineering teams at IBM, HP, WANG, Boeing,
Siemens, GTE, and Nortel were doing similar things. (I'm sure there
were others that I've forgotten or didn't know about.)
At DEC, the first engineering uses of usability testing were for
either research-based prototype evaluation or very late-stage product
defect determination. Meanwhile, John Gould and his team at IBM
published a seminal paper about using an iterative process for
designing a messaging system at the 1984 Summer Olympics. Jim
Carroll's team were using testing methods for understanding
documentation needs in office systems. Ron Perkins & co at WANG were
doing similar things. Industrial design groups at many companies were
using usability testing for studying behavioral responses and
ergonomic constraints for interactive system devices.
It was still a few years until we saw labs at companies like
Microsoft, Word Perfect, and Apple. By the time they'd gotten
involved, we'd evolved many of the methods and protocols to look at a
the design at a variety of points throughout the development process.
But the early testing methods were too expensive and too time
consuming to effectively use within the engineering practice. It was
always a special case, reserved for the most important projects.
All of these studies involved laboratory-based protocols. In the very
late '80s and early '90s, many of us pushed for laboratory-less
testing techniques, to lower the costs and time constraints. We also
started experimenting with techniques, such as paper prototypes, which
reduced the up-front cost of building the design to test it.
Others, such as those behind the participatory design movement in
Scandinavia and the ethnographic/contextual design methods emerging in
the US and central Europe, were looking at other methods for gleaning
information. (This is when Jakob started popularizing Discount
Usability Engineering, which had a huge impact on the adoption of the
techniques within the design process.)
Today, we see that the cost of conducting a usability test has dropped
tremendously. When I started in the '70s, a typical study would easily
cost $250,000 in today's dollars. Today, a team can perform an eight
participant in-person study for much less than $5,000 and remote
methods are even cheaper.
-> IMPORTANT RELEVANT STUFF (in case you decided to skip the BACKGROUND)
All this is relevant to the conversation, because usability testing
has morphed and changed in its history. When we used it for scientific
behavioral and cognitive studies, we needed to pay close attention to
all the details. Number of users was critical, as was the recruiting
method, the moderation protocols, and the analysis methods. You
couldn't report results of a study without describing, in high detail,
every aspect of how you put the study together and came to your
conclusion. (You still see remnants of this today in the way CHI
accepts papers.)
When we were using it for defect detection, we needed to understand
the number of users problem better. That's when Nielsen & Landauer,
Jim Lewis, Bob Virzi, and Will Schroeder & I started looking at the
variables.
But we've moved passed defect detection for common usage. And in that
way, usability testing has morphed into a slew of different
techniques. As a result, the parameters of using the method change
based on how you're using it.
Today, the primary use is for gleaning insights about who our users
are and how they see our designs. It's not about finding problems in
the design (though, that's always a benefit). Instead, it's a tool
that helps us makes decisions in those thousands of moments during the
design process when we don't have access to our users.
Sitting next to a single user, watching them use a design, can be, by
itself an enlightening process. When we work with teams who are
watching their users for the first time (an occurrence that happens
way too often still), they come out of the first session completely
energized and excited about what they've just learned. And that's just
after seeing 1 definitely-not-statistically-significant user.
Techniques like usability testing are used today to see the design
through the eyes of the user. Because a lot of hard work has been done
through the years to bring the costs of testing down significantly, we
can use it in this way, which was never possible back when I started
in this business.
But, there are uses of usability testing that still need to take
sample size into account. For example, when we conduct our Compelled
Shopping Analysis, we typically have 50 or more participants in the
study. (The largest so far had 72 participants in the main study with
12 pilot/rehearsal participants to work the bugs out of the
protocols.) These studies are very rigorous comparisons of multiple
aspects of live e-commerce sites and we need to ensure we're capturing
all the data accurately. Interestingly, we regularly find show-
stopping design problems in the last 5 participants that weren't seen
before in the study.
-> MY POINT (finally)
So, usability testing has evolved into a multi-purpose tool. You can't
really talk about the minimum number of participants without talking
about how you want to use the tool. And you can't talk about how you
want to use the tool without talking about what you want to learn.
If you just want to gain insights about who your users are and how
they'll react to your design ideas, you only need a small number (1-5)
to get really interesting, great insights. Other techniques (such as 5-
second tests, defect detection, Compelled Shopping, Inherent Value
studies) require different numbers of participants.
And the different techniques also require different recruiting
protocols, different moderating protocols, and different data analysis
protocols. So, if we're talking about number of participants, we also
need to talk about those differences too.
Hopefully, that will clear all this up. If you want to ask about the
number of participants, tell us first about what you hope to learn.
Jared
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