12. Because Machines deliver… fast
• Quantitative usability research gives you
(well, some kind of) strength
• Reveals the invisible
• Is visually compelling
• Is exciting for management
• Makes you look good
• Bosses like that … a lot!
• Especially in times like these
13. So, the Super Hero buys himself a Machine
that makes him look great!
15. Wise men say:
“Eye-tracker: $15,000+.
Ouiji Board: $22.99.
Tarot cards: $19.99.
Tea leaves: $0.49.
Solid inferences from well-
collected data: Priceless.”
Jared Spool, 01-05-2009
16. So, what should we do?
• The facts
• quantitative usability research is popular and quite
mainstream nowadays
• customers expect „evidence‟ for usability problems
• UX experts turn to Machines for help
• Let‟s focus on eyetracking (ET) as an example
• we could take any Machine
• but ET offers such sensational eye candy
17.
18.
19. What does this Machine actually does for us?
• Eyetracking shows you what people look at
• ≠ what people think about something
• ≠ what people like or dislike
• …
• Eyetracking shows what people see
• yes, but people also use peripheral vision…
• …
• Heat maps and/or gaze plots don‟t reveal usability
problems, e.g. they don‟t tell you
• why a problem pops up
• why it persists
• how can it be solved
• …
• But… it can deliver
20. Tame the Machine: learn how to drive
• Get to know your technology
• Observe users, not screens
• Ask users questions about what happens
• Interpret your statistics
• And take them to a higher level
21. So, how do you make this thing work?
• Recruitment
• Test object
• Test environment
• Test session
• Qualitative eyetracking research
• Analysis
• Conclusion
22. “Who you gonna call…?”
• Inform participants correctly during screening
• Ask additional questions about their eyes
• Do-it-yourself
• Invite an appropriate number of participants
23. Be prepared
• Prepare a detailed test protocol
• Carefully prepare your test object
• In the eyetracking software
• Before the first participant arrives
• Run a test session
(or you‟ll crash)
• Run a pilot analysis on your test data
24. On the set
• Avoid rooms with windows or strong lighting
• Avoid movable chairs
• Provide an additional screen for the observer
• Avoid testing in the user‟s work environment
25. And you‟re off!
• Introduction takes some time
• Communication about goals
• Communication about eyetracking technology
• Communication about scenarios
• Calibration
• Give the user a practice task
• Take notes
• Timing is crucial!
26. Go for qualitative eyetracking research
• Don‟t exclusively focus on heat maps and gaze
plots
• Include video recording and gaze replay analysis
• Observe your participants during the test
• Think-aloud or not?
• Retrospective or not?
27. And then analyze
• You‟ll need time. A lot.
• Use heat maps, gaze plots and gaze replays to
illustrate your own findings or as a start for
more elaborate UX research
• Listen to the wise men: dare to use your UX
expertise, it‟s priceless
28. In the end…
• …when it comes to understanding and solving
usability problems:
Man always beats Machine!