• Corpus ID: 15720675

Using the RITE method to improve products; a definition and a case study

  title={Using the RITE method to improve products; a definition and a case study},
  author={Michael C. Medlock and Dennis R. Wixon and Mark Terrano and Ramon L. Romero},
This paper defines and evaluates a method that some practitioners are using but has not been formally discussed or defined. [] Key Method We call it the Rapid Iterative Testing and Evaluation method – or RITE method. Application to the tutorial of a popular game, Age of Empires II, shows this method to be highly effective in terms of finding and fixing problems and generating positive industry reviews for the tutorial.

Figures from this paper

RITE+Krug: a combination of usability test methods for agile design

This paper describes why and how aspects of two discount usability methods, the Rapid Iterative Test and Evaluation method (RITE) and the approach to usability testing taken by Steve Krug, were combined and which elements were incorporated.

Getting Software RITE

In traditional software development environments, many designers don't routinely put their software in front of users, so this test-fix-test-fix cycle continues until the software starts to feel pretty tight.

User-centered methods for small game development studios

The case study shows that the user-centered methods for user testing with small game developer studios are understandable to an audience with little knowledge of usability testing and that a framework for how to conduct these tests is wanted.

The Evolution of User Research Methodologies in Industry

User research methodologies continue to evolve to meet the needs of industrial settings. Traditional summative methods continue to be refined in terms of efficiency, and formative or generative

Evaluating the Downstream Utility of User Tests and Examining the Developer Effect: A Case Study

  • E. Law
  • Computer Science
    Int. J. Hum. Comput. Interact.
  • 2006
A case study on evaluating the downstream utility of user tests performed on a digital library with reference to the developer effect, where developer effect is defined as developers' bias toward fixing UPs with particular characteristics.

Providing Novel and Useful Data for Game Development Using Usability Expert Evaluation and Testing

  • YongJun Choi
  • Computer Science
    2009 Sixth International Conference on Computer Graphics, Imaging and Visualization
  • 2009
The usability expert evaluation and testing have considerable face validity in game development because the results of a case study were both novel and useful for game development.

The Damage Index: an aggregation tool for usability problem prioritisation

The Damage Index offers a method of systematically prioritising the usability problems in a repeatable way, removing subjectivity from this process, therefore offering improvements over just the reliance upon the severity ratings alone.

How to reduce the UX bottleneck – train your software developers

It is found that it indeed is feasible to update and tailor existing usability andUX methods to fit into an agile, industrial environment and it is shown that it is possible to train developers to perform the usability and UX methods via one-day, in-situ sessions using an ‘instructor’-teaching approach.

Training software development practitioners in usability testing: an assessment acceptance and prioritization

This paper empirically explores whether the barrier of developer mindset can be overcome by training software development practitioners to conduct usability testing and finds that this approach may pose a viable solution to overcome the barrier.

Do usability expert evaluation and test provide novel and useful data for game development

It was found that the usability expert evaluation and testing provided both novel and useful data for game development and there was no significant difference in the number or the rated relevancy of the problem the gamer and non-gamer usability specialists found.



Making a difference—the impact of inspections

In this methodology paper we define a metric we call impact ratio. We use this ratio to measure the effectiveness of inspections and other evaluative techniques in getting usability improvements into

Cost-Justifying Usability

Refining the Test Phase of Usability Evaluation: How Many Subjects Is Enough?

Three experiments are reported in this paper that relate the proportion of usability problems identified in an evaluation to the number of subjects participating in that study, finding that 80% of the usability problems are detected with four or five subjects.

Damaged Merchandise? A Review of Experiments That Compare Usability Evaluation Methods

In this review, the design of 5 experiments that compared usability evaluation methods (UEMs) are examined, showing that small problems in the way these experiments were designed and conducted call into serious question what the authors thought they knew regarding the efficacy of various UEMs.

Ergonomics: Harness the Power of Human Factors in Your Business

exposition of APT programming in both two and three dimensions and also it explains the inner workings of APT to a greater extent than other books. It is an advanced book on part programming,

Sample Sizes for Usability Studies: Additional Considerations

Recently, Virzi (1992) presented data that support three claims regarding sample sizes for usability studies, providing evidence that the binomial probability formula may provide a good model for predicting problem discovery curves, given an estimate of the average likelihood of problem detection.

Human-computer interface design : success stories, emerging methods, and real-world context

Preface Part I Success Cases Usability for Fun and Profit: A Case Study of the Design of DEC Rally Version 2 Dennis Wixon and Sandy Jones Rapid, Integrated Design of a Multimedia Communication System

Testing web sites: five users is nowhere near enough

These findings differ sharply from rules-of-thumb derived from earlier work by Virzi and Nielsen commonly viewed as "industry standards."

Usability in practice: how companies develop user-friendly products

This paper discusses the evolution of usability within new service design in the context of broadband work in Ameritech's customer interface systems and human factors department, and the design approach of Bellcore's user-centred design approach.

Why and when five test users aren’t enough

It is found that, while the Landauer-Nielsen formula does hold, this is only the case for simple problem counts, an analysis of problem frequency and severity indicates that highly misleading results could have resulted when the number of required users is almost doubled.