AN INTERFACE USABILITY TEST FOR THE EDITOR
MUSICAL
Irene K. Ficheman, Andréia R. Pereira, Diana F. Adamatti, Ivan C. A. de Oliveira, Roseli D. Lopes,
Jaime S. Sichman, José R. de Almeida Amazonas, Lucia V. L. Filgueiras
Escola Politécnica - Universidade de São Paulo
Keywords: Music Composition Interface, Music Educatio
n, Usability Test, Computer Supported Collaborative
Learning.
Abstract: This paper presents a usability test conducted for
a music composition edutainment software called Editor
Musical. The software, which offers creative virtual learning environments, has been developed in
collaboration between the University of São Paulo, Laboratório de Sistemas Integráveis (LSI) da Escola
Politécnica da Universidade de São Paulo (USP) and the São Paulo State Symphony Orchestra,
Coordenadoria de Programas Educacionais da Orquestra Sinfônica do Estado de São Paulo (OSESP). This
paper focuses on the description of a usability test applied to children between 8 and 9 years old. The goal
of the test was to verify the easiness of its use and to elaborate a final report that will guide the development
of new improved versions of the software.
1 INTRODUCTION
This paper presents a usability test we conducted on
the Editor Musical interface, a learning environment
developed for music education. The main goal of the
test was to verify the Editor Musical interface and its
adequacy to the target users, to check if it attends
recommended usability requirements and to
elaborate a report that will be used to guide the
implementation of future improved versions.
The software interface is based on a simplified
m
usic notation, in opposition to standard notation so
that users can experience music composition without
going through the process of music literacy. The
software, which has been implemented by the LSI
and is part of a set of technological projects of the
OSESP educational programs, offers highly
interactive composition environments for individual
users as well as interactive collaborative
environments for groups of users interconnected
through a local area network or a wide area network.
Research on technological resources applied to
m
usic education is very challenging, since this area
requires attention to sound reproduction, timbre
authenticity, coordination between audio and the
corresponding text (musical notation or other) and
the information transmission speed for real time
execution and appreciation. In other areas sound
tracks or sound effects are additional elements, in
music education they are primary material.
A music education software interface requires
sp
ecial attention to the intersection between graphics
and sounds. Therefore, according to Nielsen and
Mayhew (Nielsen, 1993; Mayhew, 1999), it is
important to check if the interface attends
recommended usability requirements.
This paper is structured as follows. Section 2
p
resents the basic structure of usability tests.
Section 3 details the necessary aspects to be
considered when developing interfaces for children.
In section 4 we describe the Editor Musical
interface. The usability test we applied for the Editor
Musical is presented in section 5 and section 6
contains our conclusions.
2 USABILITY TESTS
Even though usability tests are essential steps of
software development, companies do not understand
the long-term implications of not conducting these
tests before proper distribution, and frequently
usability is far too easily forgotten. Also, very often
no funds are allocated to conduct any usability tests
at all, even though they are key components to any
project development. According to Mayhew (1999),
the usability engineers argue that to invest in
usability increases the costs of the software
development industry. Nielsen (1993) defends that
users do not tolerate difficult designs or slow
122
Romary L. (2005).
IMPLEMENTING MULTILINGUAL INFORMATION FRAMEWORK IN APPLICATIONS USING TEXTUAL DISPLAY.
In Proceedings of the Seventh International Conference on Enterprise Information Systems, pages 122-127
DOI: 10.5220/0002545601220127
Copyright
c
SciTePress
systems (users do not want to wait), and they do not
want to learn how to use them (users have to be able
to grasp the functioning of the system on the fly).
Some steps are necessary to develop systems
that adopt usability criteria (Mayhew, 1999; Nielsen,
1993):
1) Planning the System: the developer needs to
understand what the system objectives are (why the
system is being developed and who the users will
be) and what usability objectives must be considered
(efficiency, easy to remember how to use, satisfying
with a minimum number of errors).
2) Collecting Data from Users: because the design
should be based on user needs, data about these
needs must be collected and developers should
verify how well an existing system (if there is one)
meets these needs.
3) Developing prototypes: it is easier for a user to
react to an existing example than to theorize what
would work best. Useful results can be obtained by
building a prototype system, with a minimum of text
content and no graphics, for a first round of usability
test. The prototype can then be used to elicit users’
comments and observe the prototype's ability to lead
the users through the tasks they need to perform.
4) Collecting, writing, or revising content: based on
what users need, the developer must put content into
the system. As developers consider information
users already have, they can think about how useful
and understandable it is. Most people want to
quickly scan information and read only small
sections. If the information is organized in long
paragraphs, it definitely needs revising and should
be broken into small chunks with many headings.
Unnecessary words must be cut out. Lists and tables
help people find information quickly.
5) Conducting usability tests: usability tests are an
iterative process. The goal of usability tests is to
ascertain what helps users accomplish their tasks
and what prevents them from completing their tasks.
Using the prototype as a starting point, the usability
testers build a set of scenario tasks they will ask
users to execute. As detailed information about user
success is gathered and reported, the prototype can
be modified and additional aspects tested.
The focus of a usability test is the user's
experience with a system. During a usability test,
specialists working with the designers and system
developers watch users working through tasks with
the system and gather users’ feedback. The purpose
is always to see what is working well and what is
not working well – keeping in mind the main goal,
which is to improve the system. Usability specialists
plan the test, work directly with the users, and take
notes; designers, developers, and others also observe
and take notes. The result of usability testing is a
report that includes a set of recommendations to
improve the system.
3 WORKING WITH CHILDREN
Educational software should trigger children’s
curiosity, guiding and stimulating them to seek
knowledge. It should create environments where
children can develop initiative and self-confidence,
as well as language, thought and concentration. The
interface of educational software programs should
be simple, intuitive and interactive, providing
learning while playing environments.
An educational software developing team should
be formed by programmers and educators, which
must take part in the conception, specification and
development of the software. The composition of
this team is extremely important, so that technical
and pedagogical aspects can be considered and good
learning tools can be developed. However, the team
must also be concerned with the final users, mostly
when these are children.
As any other user-interface design process,
educational software projects should start with the
analysis of the user profile and the tasks the user will
need to perform. It is practically impossible to
design for children of all ages (Shneiderman, 2000).
According to Druin (2002), children can take
part in the software development process in four
different ways: as technology users, as testers, as
informers and as project colleagues. The most
common way children participate is as technology
users. In this case their role is to use the software
while the development team observes them so they
can understand their behavior and the learning
experience they demonstrate. These observations
can be used to guide future projects.
Children, in the role of testers, use the
prototypes during the software development process,
so that the development team can correct technical
and pedagogical inconsistencies found by the users.
The development team can observe children using
existing products before the beginning of the
development process, which can start on the basis of
these observations. In this case children play the role
of informers and can participate further during the
development process. The role of children as project
colleagues is very similar to the role of informers,
but as colleagues they also participate in the research
and decision-making during the whole development
process.
In our project we chose to include children in the
role of testers. We involved children of the target
age group and with their help we tested prototypes
of the software program during the development
process. The team studied all the observations made
AN INTERFACE USABILITY TEST FOR THE EDITOR MUSICAL
123
during these tests and implemented changes to
improve the final product. Children observation
helps the development team discover positive
aspects and negative aspects of the educational
software interface. This is an opportunity to correct
mistakes and to identify and implement changes and
improvements.
Children will not normally write down their
impressions at the end of the test, therefore it is
essential to observe the users and pay attention to
any comment they make while using the software
program and to conduct a semi structured interview
during which they can express their opinion
verbally. The children are neither programmers nor
engineers, but are experts in knowing what they
want, and in being children (Guha et.al, 2004).
Therefore, it is important to conduct usability tests
with children during the development of an
educational software program.
4 THE EDITOR MUSICAL
SOFTWARE
Computational power and especially multimedia
resources enabled the development of educational
software programs with which abstract concepts can
be graphically represented and users can control the
interaction rhythm, can manipulate and construct
their knowledge by the means of experience. The
way concepts are presented to the users becomes
more important than the concepts themselves
(Druin, 1999).
Figure 1: Editor Musical Operation Modes
According to Lopes and Krüger (2001),
developing educational software programs that
stimulate students’ creativity and innovation
capacity, is extremely important. These programs
increase student potentials and productivity
supporting them in the learning process.
The C(L)A(S)P Model developed by Swanwick
(1979) identifies five parameters of musical
experience, five ways in which people relate to
music: Composition, Literature studies, Audition (or
Audience—listening), Skill acquisition and
Performance. According to the author, Composition,
Audition and Performance are primary activities
since they allow a direct involvement with the music
and, Skill acquisition and Literature studies provide
knowledge about music. Composition includes all
forms of musical invention, and is the best way to
acquire musical knowledge since the individual is
able to make decisions and transform the created
musical object (Hentschke, 2004). The Editor
Musical is an edutainment software inspired by the
constructivism learning theory that allows the
students to actively participate in the learning
process manipulating timbre, sound and rhythm in
highly interactive environments where they can
experience music composition.
4.1 Description
The Editor Musical is a music composition software
which includes different interactive environments or
operation modes. These include composition modes
in which the students can use their creativity and
experiment composing melodies in a wide range of
musical styles – like homophonic (a single melody),
polyphonic and harmonic, tonal and atonal music, of
different historical periods and musical cultures.
Challenge modes present composition suggestions
previously prepared by the teachers. Its main feature
is that it uses a simplified music notation, as
opposed to standard notation. Therefore, users can
experience music composition without going
through the process of music literacy.
Figure 1 shows the different operation modes
supported by the software and they are: individual
composition, individual challenge, collaborative
composition and collaborative challenge. The
individual composition mode is detailed in section
4.2 below since we conducted a usability test
(presented in section 5) regarding only this mode.
The individual challenge mode allows users to solve
composition challenges prepared by a teacher, who
can develop his/her own challenges using the
Challenge Editor, an additional software developed
to support teachers class preparation tasks. The
collaborative modes support collaborative learning.
Users interact in virtual classrooms to compose
together a melody (collaborative composition mode)
or to collaborate and solve a challenge (collaborative
challenge mode) (Ficheman, 2002).
4.2 Individual Composition Interface
This interface allows the student to interact with the
software and freely experiment music composition
in a direct contact with the music. It includes a tool
bar on the left side of the screen, a grid on the right
side and a command menu bar on the top. Users can
experiment making music with up to three musical
ICEIS 2005 - HUMAN-COMPUTER INTERACTION
124
instruments, can listen to the composed melody,
appreciate and edit the result.
Instruments are represented by colors and the
user composes a melody by painting the grid, which
represents the staff. This graphical notation allows
non-music literate users to interact with sounds of
musical instruments and experiment making music
without neither having previous knowledge of the
standard notation nor learning to play a real
instrument. The note names can optionally be shown
or hidden.
The main feature of this interface is that it is
intuitive and highly interactive. When a note is
added to the grid, the computer automatically
reproduces the sound of the chosen instrument
playing that note. Long notes are represented by
long bars and short notes by short bars. When the
‘play’ tool is activated the software plays the
composed melody highlighting the notes that are
being played at the time they are played.
5 THE USABILITY TEST
When developing software programs for children, it
is very important to involve some children of the
target age group during the development process
(Druin, 1999). We accomplished a practical usability
test with 8 children, working in couples in each
computer and for each couple there was one
observer. We chose to run the test with 8 children
because our research group is small and we wanted
one observer for each computer and couple of
children. The observer’s tasks were to guide the
children, to time how long the activities took and to
write down additional information about the way the
children interacted with the interface. Another
observer took photographs with a digital camera for
future analyzes.
5.1 Usability Criteria
Before developing the usability test, we chose the
usability criteria we considered most relevant to the
application we were testing. It is important to define
usability criteria, because they help focus the
attention and resources on the user and their related
issues. Also, usability criteria challenge the design
team to innovate and provide the basis for design
tradeoffs. In addition to guiding the design, usability
criteria are useful in customer interactions, in
evaluation, and in testing. The usability criteria
considered for the Editor Musical were:
to develop fun interfaces: software should create a
learning by playing environment;
to develop intuitive and easy to learn interfaces:
the interface should be simple enough and it should
be easy for the user to associate commands and
icon symbols to real life activities.;
to stimulate children’s creativity: children should
be able to express themselves using the software
and should be able to be the authors or creators of
new objects (text, drawing or sound, for example);
to use simple vocabulary in Human-Computer
dialogs and maintain nomenclature consistency:
children of the target age group should understand
the dialogs that should be, in our case, in
Portuguese and communication should not use
technical words. The same object or operation
should be always named the same way for
nomenclature consistency.
This way, the main objective of this test was to
determine the software’s adequacy to the usability
criteria described above.
5.2 Usability Test Organization
The usability test was organized as follows:
1. Presentation of the team and the children: so
everybody felt comfortable during the test;
2. Explanation that the goal was to test the software
and not the children, to avoid pressure and
frustration;
3. Explanation that some activities needed to be
executed and that the observer would indicate
what the activity was, but could not explain how
it was done. Children would have to discover
how to do so.
4. Pre-test Questionnaire application (shown in
Table 1): to identify the user's profile.
5. Usability test application (activities shown in
Table 2).
6. Pos-test Questionnaire application (shown in
Table 3): to verify what the users thought of the
system.
7. Semi-structured interview with the group of
children: at the end of the test we asked the
children to give their opinion on the software and
the test. We interviewed them together to
emphasize that the questions we asked were
addressed to the group and this way they felt free
to interact with each other.
Table 1: Pre-test Questionnaire
1. Do you play a musical instrument?
2. What grade are you in?
3. How old are you?
4. How often do you use a computer?
5. Have you already used a computer program to learn
music?
6. What do you expect from the computer program you
will use now?
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125
Table 2: Usability test activities list
1. Run the EDITOR MUSICAL.
2. Go to the Individual Composition mode.
3. Compose a music:
4. Choose the Piano instrument.
5. Make a music.
6. Play this music.
7. Choose another instrument and continue your
composition with two instruments.
8. Play this music.
9. Continue this music with the first instrument only.
10. Play this music
11. Change the Piano to the Guitar.
12. Play this music.
13. Save the music and name it.
14. Erase the Guitar part.
15. Play this music.
16. Select part of this music and put it in another place
of the screen.
17. Play this music.
18. Use ‘the metronome’ to modify the music speed.
19. Play this music.
20. Save the music again.
Table 3: Pos-test Questionnaire
1. Did you like to use this computer program?
2. Is the computer program similar to what you
imagined?
3. Would you use this computer program again?
4. Do you think this computer program is easy to use?
5. Do you think this computer program is fun?
5.3 Usability Test Analyses
The objective of the pre-test questionnaire was to
identify the children profiles (see Table 1). The
answers of the pre-test questionnaire were:
Question 1: 100% of the children did not play any
musical instrument;
Question 2: 75% of the children studied in 3
rd
grade and 25% of the children studied in 2
nd
grade;
Question 3: 62% of the children were 9 years old
and 38% were 8 and 10 years old;
Question 4: 87% of the children used a computer
once every two weeks and 13% used a computer
once a week;
Question 5: 62% never used a computer program
to learn music 38% used such a program once;
Question 6: this question was open and we were
mostly surprised to find out that the children
expected the computer program to be fun. Some
answers were: “Fun music”, “Music and many fun
things”, “I hope the software is cool and fun”.
According to the children’s answers in the pre-
test questionnaire, we can say that most children
studied in 3
rd
grade, were 9 years old, used a
computer once every two weeks and never used a
computer program to learn music. The last question
was very important to identify the children
motivation to use the software, and we can deduce
that they were very motivated. We should remember
that these children come from low-income families,
and this explains why they have little access to
technology in general and computers in particular.
These children use computers mainly at school. We
developed this software program to be used
specifically in public schools where children usually
come from low-income families. Therefore we can
deduce that the children involved in the usability test
were representatives of the target users group.
Table 2 details the activities the children
executed during the usability test. We analysed the
observers’ notes as well as the photographs and
could identify the following usability problems:
children do not perceive intuitively that they can
compose with more than one music instrument;
it is not clear when instruments are active or not,
and some commands are only executed on active
instruments;
children are not used to common standard
commands like: copy, paste, cut, select and save;
the icons “play” and “erase” were very intuitive.
The pos-test questionnaire helped us understand
what the children thought about the software (see
Table 3). The answers of the pos-test questionnaire
were:
Question 1: 87% of the children liked the software
very much and 13% answered that they liked it a
little;
Question 2: 74% of the children thought the
software was very similar to what they expected
and 26% thought it was similar;
Question 3: 100% of the children would use the
software again;
Question 4: 87% of the children thought the
software was very easy to use;
Question 5: 100% of children thought the software
was fun.
The main objective of the pos-test questionnaire
was to evaluate what the children’s opinions about
the software were. All the pos-test questionnaire
answers were very positive, because the children
enjoyed themselves when they used the software.
We believe that the test is adequate to children, and
they did not feel pressured by it.
All the activities developed during the usability
test helped us verify if our usability criteria were
satisfied. Of course, some interface problems were
discovered when the children used the software,
especially an important one we did not consider
beforehand: when the children were asked to change
the instrument, they did not know which instrument
was selected, and only after playing the music, they
ICEIS 2005 - HUMAN-COMPUTER INTERACTION
126
discovered that they had chosen the wrong
instrument. We concluded that the interface must be
changed to reflect and show visually the instruments
that were chosen. However, we could observe that
they enjoyed themselves and understood most of the
icons, menus and buttons.
The fact that each instrument is associated to a
colour made intuitive that changing the instrument
will change the colour of the notes and therefore the
resulting sound, although it is not obvious which
instrument is chosen just by looking at the interface.
The play icon that was used during the usability test
in the activities number 6, 8, 10, 12, 15, 17 and 19,
as well as the erase icon used in the activity number
14, were very intuitive, since the children identified
automatically the icons and their corresponding
function.
Also, software analyses allowed us to identify
some usability criteria that were not satisfied like for
example, the goal to use simple vocabulary in dialog
boxes that should be in Portuguese. We used
program screenshots to illustrate the problem as
shown in Figure 2.
Figure 2: Usability Criteria not satisfied: dialogs in
Portuguese
After analyzing the questionnaires, the notes and
the observations, we compiled the data in a
spreadsheet and elaborated a final report that
included statistical information about the test as
described above, software interface analyses and
screenshots, as well as recommendations related to
the software interface. This report has already been
used to correct some software usability problems
like command names inconsistency and dialog boxes
that communicated with the user in English and not
in Portuguese.
6 CONCLUSIONS
The interface of an educational software must be
simple, intuitive and interactive, providing learning
while playing environments. Involving children in
the design process and in usability tests may be the
key to success and certainly guaranties the
development of more adequate interfaces.
We have presented a usability test we conducted
on the Editor Musical, a new interface for music
composition that can be used for music education
supported by computers for individual interactions
or for group learning in collaborative virtual
environments.
The usability test helped us identify some
interface problems that will be corrected in the new
version of the Editor Musical. Usability tests are
essential steps in any system development,
especially when working with children, since the
result of these tests can guide the development so
that the system will be adapted to the users. An
important aspect when usability tests are conducted
with children is that they must feel confortable and
enjoy themselves, because their reactions are
indications about the software interface usability.
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