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Computer Science · Human computer interaction

Testing a prototype with observable tasks

You are asked to test a design but asking people whether they like it tells you little.

A usability test asks people to do a task while you watch and record. The results are evidence, and they show where a design works and where it fails.

This lesson belongs to human computer interaction. It uses an original, fictional prototype.

How do you write an observable task?

Write a task that has a clear start and a clear end. “Reserve the book Atlas for next Tuesday” is observable. “Look around the app” is not.

Decide what you will record for each tester before the test begins.

Measure How to record it
Success Did the tester finish the task? Yes or no
Steps Count the taps or clicks to finish
Time Seconds from start to finish
Trouble spots Where the tester paused or went back

Keep the tasks identical and the instructions the same for every tester.

Worked example: a library reservation prototype

Five students try the task “Reserve the book Atlas.” The ideal route takes 5 steps. Here are the results.

Tester Finished? Steps Seconds
1 Yes 5 42
2 Yes 6 38
3 No 9 65
4 Yes 5 41
5 Yes 5 44

Completion: 4 of 5 finished, which is 4 ÷ 5 = 0.8, or four in five.

Average time of those who finished: (42 + 38 + 41 + 44) ÷ 4 = 165 ÷ 4 = 41.25 seconds.

Average steps of all five: (5 + 6 + 9 + 5 + 5) ÷ 5 = 30 ÷ 5 = 6 steps, against an ideal of 5.

What do the results say?

Tester 3 failed after 9 steps and 65 seconds. The observation note says the tester tapped “Search” three times, because the “Reserve” button sat under a menu labelled “More.”

The conclusion is specific: the Reserve button is hard to find, which is a clarity and navigation problem. The suggested fix is to show Reserve on the book’s main page.

The mistake: a conclusion with no evidence

A student writes: “The test shows the design is good.” The table shows four of five testers finished, and one failed for a clear reason. A fair conclusion reports the figures and names the problem.

Also avoid changing the task halfway, or explaining the screen to the tester during the test. Both make the results unreliable.

Check yourself

Four testers try a task. The times are 30, 36, 28 and 34 seconds, and all four finish. The steps are 4, 5, 4 and 5. What are the completion count, average time and average steps?

Answer

All four testers finished: 4 out of 4.

Average time: (30 + 36 + 28 + 34) ÷ 4 = 128 ÷ 4 = 32 seconds.

Average steps: (4 + 5 + 4 + 5) ÷ 4 = 18 ÷ 4 = 4.5 steps.

What to study next

Explain what your results mean with explaining usability decisions. For technical checks on forms, read testing interaction and data validation.

Then try the cluster practice set. If you want a teacher to review your test plan, see online one-to-one Computer Science tuition.

Common questions

What is an observable task?

It is a job the tester does that you can watch and measure, such as finding and reserving a book. You record whether they finished, how many steps they took, how long it took and where they hesitated. It gives evidence, where an opinion gives only a feeling.

Why is asking do you like it a weak test?

People are polite and their answers are hard to compare. One tester says fine and another says nice, and neither shows a problem. Watching someone try a task shows exactly where they get stuck.

How many testers do I need?

Even a small group of testers, each trying the same tasks, reveals the main problems. For a school exercise, four or five is reasonable. Use the same tasks and record the same measures for each person so results can be compared.

Should I help the tester if they get stuck?

Not during the task. Note where they stopped and what they tried. Helping hides the problem you are looking for. You can discuss it with them after the task is finished.

If your test plans ask for opinions, a one-to-one Computer Science teacher can help you rewrite them as observable tasks and read the results.

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