[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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