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Design

Usability testing

Also known as: user testing, UX testing, hallway testing

Definition

Usability testing is checking an interface with real people: participants from the target audience carry out realistic tasks while thinking aloud, and the team records where they stall, where they go wrong and what they fail to find.

The method is simple, which is exactly why it works. The participant gets a task framed as a goal rather than an interface action: not "click the checkout button" but "buy this item for delivery tomorrow". The moderator then stays quiet and offers no hints while the participant narrates what they are doing. What gets recorded is facts rather than opinions: how long the task took, whether it was completed at all, which step caused hesitation, which word the person scanned for and did not find. The long-standing Nielsen Norman Group recommendation is five participants per round, because most recurring problems surface with the first few and later sessions repeat them.

Commercially the method is valuable because it is cheap relative to the cost of the mistake. Five forty-minute sessions amount to two or three days of work including scenario preparation and analysis. Rebuilding a checkout after launch, once conversion turns out to be half of what was expected, costs more in both budget and lost revenue. Testing works before development on a clickable prototype and equally well on a live site, where qualitative observation is joined by analytics, session recordings and click maps.

Two traps destroy the result. The first is testing on colleagues and friends: they know the product, guess the intent and spare the author’s feelings. You need people from the target audience seeing the interface for the first time. The second is prompting. The moment a moderator says "the button is top right", the exact information the session existed to produce disappears. And a third, less obvious one: testing surfaces problems, it does not design solutions. "Users could not find delivery options" is the input to design work, not a finished requirement to make the button red.

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