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The "Disease of Knowledge" Justice Douglas,
it turned out, suffered defects in reasoning and emotions from his stroke,
although his speech appeared normal. Luckily, other people could easily
see that he denied his paralysis, thus bringing questions about his other
decisions. Imagine if there were no paralysis for him to deny. He might
have appeared entirely normal, yet still remain afflicted with agnosognosia
– the "disease of knowledge." Diagnosis would be doubly
difficult. (Such cases occur.) Alfred E. Newman must be one of those patients,
looking normal, but blissfully lacking insight into any risk he incurs.
It won't be easy to tell Al the truth. This sounds ominously like cryptodesign
at its deadliest. We call it "cryptotestiness" – a grouchy
refusal to spend money to test usability early in the life cycle –
a false economy.
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Figure 1. Here's two instances in which
users became test subjects after product release. Clearly, "What,
Me Worry?" attitudes governed the development process. Software for
printing out notebook tabs suffered competitively. We found out why with
a simple test. Remember, it costs 60-100 times as much to make changes
after product release compared to changes during project definition. Early
testing pays off.
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CRYPTOTESTING SNEAK ATTACK Even worse than cryptotestiness,
we have a sneak attack from the "junk food" of testing –
user preferences. This empty calories approach to testing consists of
asking users what they think about a screen. Managers think they get the
benefits of testing. But they fail to realize that users simply don't
have knowledge about important detailed design issues such as we covered
previously in this column (see previous articles).
User Preferences Ergonomics researchers have studied
the dichotomy of user preference versus user performance, often finding
that users don't know what provides the best performance. For example,
Dr. Robert Bailey, our Chief Scientist at Human Factors International,
published results indicating users failed to discriminate between three
levels of consistency in interface design. They had no preference. However,
they performed better on the most consistent interface. Therefore, had
the designer adopted user preference to guide the design (junk testing),
the outcome could easily have been an inferior interface.
Even worse, clearly stated user preference can contradict performance
results. Researchers Mack and Lang found that users preferred using a
stylus and mouse for precision pointing. However, these methods created
far more errors than performance with a keyboard-command input method.
Tognazinni conducted a study in which subjects thought that using cursor
keys was faster than a mouse to replace text in a word processing task.
However, subjects using a mouse performed twice as fast as the cursor
key condition! In both cases, designs adopting user preference would have
resulted in a far less efficient product (see Figure
2).
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Figure 2. User preference often fails to
create detailed designs with the best performance. Design requires specialized
knowledge. However, users can give you feedback on how well your design
supported their workflow and functional requirements, areas in which they
have a lot of experience.
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Soul Testing In cryptotesting, designers mistakenly
accepted user preference as the only feedback on the success of the total
design. The antidote requires that you abstain from such automatic responses.
Instead, use soul. It turns out that user performance gives a better answer
for many design issues. However, sometimes user preference also provides
good feedback when done correctly. This refinement in response constitutes
soul testing. Let's sort out the issues and show the special cases where
user preference becomes useful.
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