VisualMark relays both streams -- screen activity and video of the user -- to the portable lab for live observation. According
to Pete Gordon, the developer of VisualMark, this method most closely approximates the fixed-lab environment in which observers
may be watching subjects through a one-way mirror.
Morae’s remote viewer enables the observer to watch screen activity on the target machine but not live video of the user.
Instead, it captures both streams to the user’s drive (or a LAN drive) for later analysis. Morae’s product manager, Shane
Lovellette, notes that an out-of-band speakerphone can be used to relay at least the voice channel in a situation where the
user is invited to think aloud while performing a scenario.
Both products enable the usability analyst to identify key interaction sequences, annotate them, and distill them into a series
of highlights. The final output is a reel of short clips that shows how and why users go astray, and it provides a framework
for discussing alternate scenarios.
Multiple search capacity
In both cases, markers with annotations can be inserted during or after the recording session. Indexing the streams in this
way prepares them for editing. Morae, in addition, captures window, mouse, keyboard, and Web-page events in a synchronized
way. An analyst trying to find the point at which a user confirms a dialog box can, for example, search for the “OK” event.
There’s also a companion text-search feature that enables the analyst to jump to the point at which a user types, for example,
a ZIP code.
Morae’s “rich recording” technology not only instruments the streams for searching, it can also count the number of mouse
clicks or Web-page views required to complete a task. As a result, usability analysts “can focus more on the qualitative side
as they’re observing tests,” TechSmith’s Lovellette says.
Current trends in software development will, in theory, make it even easier to correlate the different mental models of users
and developers. Mouse clicks and Windows events are useful reference points, but they correlate weakly to the scenarios that
software implements and that users perform. In a services-oriented architecture, however, high-level scenarios need not be
inferred from low-level events -- they can be seen directly in transparent XML pipelines.
Similarly, a user’s mental state might be observed directly rather than having to be inferred from facial expressions and
tone of voice. When a user experiences stress, for example, a synchronized biofeedback monitor could pinpoint its cause. “If
there’s a heart rate spike,” Lovellette suggests, “you’d look for that point in the interaction and see what stimulus caused
it.”
It’s fun to speculate about such possibilities, but what’s already clear is that by streamlining a formerly cumbersome process,
this new breed of capture and analysis tools can help weave user research into the normal iterative flow of software development.
“Usability testing has been very hard to do,” says Harley Manning, vice president of research at Forrester. “Anything that
lowers the barrier makes it more likely that you’ll do it -- or if you’re already doing it, then more likely you’ll do it
more often.”
What these tools won’t do, Manning cautions, is transform people with no experience performing usability testing into human-factor
experts.
One key aspect of the discipline is careful selection of test subjects. If someone represents an edge case rather than a core
constituency, turning on a camera and screen recorder could do more harm than good. “You’re liable to put in all sorts of
design ‘solutions’ that in fact make the product harder to use for the majority,” Manning says.
For developers who rarely get to see people using their software, any opportunity to observe users is likely to provide valuable
insight. Arguably such observation can, and should, occur throughout the software life cycle. A software team will often nominate
one member to advocate for the user. Equipped with low-cost and easy-to-use recording tools, that team member can capture
users’ experiences with alpha, beta, or production software. Ideally the material will be edited down to highlights, but even
raw footage can be helpful.
It’s still hard for developers to watch this stuff. We have had a tendency to spare them the pain -- and to sacrifice the
gain -- because connecting developers to users in this way has not often been practical. This new generation of tools aims
to close that critical feedback loop, thereby helping developers figure out what ease-of-use really means to users.