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.Expand
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. Expand
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. Expand
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. Expand
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 generativeExpand
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. Expand
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. Expand
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. Expand
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. Expand
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. Expand
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. Expand


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 intoExpand
Cost-Justifying Usability
Investment on usability pays off better than any other business action but it is well known that the usability engineering is not that much applied in practice. One reason is the high cost ofExpand
Streamlining the Design Process: Running Fewer Subjects
An experiment conducted to determine the minimum number of subjects required for a usability test finds that with between 4 and 5 subjects, 80% of the usability problems are detected and that additional subjects are less and less likely to reveal new information. Expand
A mathematical model of the finding of usability problems
For 11 studies, we find that the detection of usability problems as a function of number of users tested or heuristic evaluators employed is well modeled as a Poisson process. The model can be usedExpand
Refining the Test Phase of Usability Evaluation: How Many Subjects Is Enough?
  • R. Virzi
  • Engineering, Computer Science
  • 1992
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. Expand
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. Expand
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. Expand
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 SystemExpand
Testing web sites: five users is nowhere near enough
We observed the same task executed by 49 users on four production web sites. We tracked the rates of discovery of new usability problems on each site and, using that data, estimated the total numberExpand
Usability in practice: how companies develop user-friendly products
Making usability a Kodak product differentiator behavioural and emotional usability - Thomson Consumer Electronics user-aided design at Apple Computer the human factors group at Compaq ComputerExpand