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Qualitative usability testing

What five people
actually find.

Work out how many participants it takes before another one stops telling you anything new, and get a sentence you can put in the deck when somebody says you should have tested with twenty. This covers qualitative usability testing and nothing else.

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Your study

The calculator is prefilled with numbers from the research listed at the bottom of this page. They are averages, taken from other people’s products. Type your own in to get an answer about yours.

What share of the problems one participant finds

One participant does not find everything, only some of it. It is hard to know exactly what share one person will find on your product, so guess a low number and a high one. Everything on this page is worked out from both, and comes back as a range.

What is in those two boxes

31 and 42 percent. The first is the average Nielsen and Landauer found across their projects. The second is the top of the range Virzi measured across his.

Both are averages of other people’s products, so they are a starting point and not your answer. Move them. A number that high assumes an obvious problem on a task everybody tries. On a large complicated site it goes much lower: Perfetti and Landesman watched five people find only 35 percent of the problems, which works back to a rate near 8 percent.

What each participant adds

Each bar carries two lines. The dark one is what you find if your low guess is right, the lighter one above it is what you find if your high guess is right. The gap between them is everything you do not know yet. It is widest at the start. Hover a bar to read it, or tab to the chart and use the arrow keys.

What your low guess finds, up to the dark line What your high guess reaches, up to the mid line

5 participants: 84 to 93 percent

1 5 10 15 20

Participants

Where the number comes from

One participant finds some share of the problems. The second finds some of what the first missed. The third finds some of what those two missed. Every participant has less left to find than the one before, so the curve flattens.

The whole sum

1 - (1 - 31%)^5 = 84% · 1 - (1 - 42%)^5 = 93%

This counts problems found in a usability test. It does not tell you how many of your users run into one of them. It also treats every problem as equally easy to spot. That is not true. A problem only a rare user hits stays rare however long you keep testing.

What this does not do

It does not measure anything. A completion rate, a preference between two concepts, a satisfaction score, a difference between two designs. Every one of those is a number that needs error bars around it, and the error bars come from a different sum. This curve cannot give you one. Asked to, it will hand back a confident percentage that means nothing.

What happened when somebody checked

Faulkner tested sixty people on one application. Then she drew smaller sets out of those sixty at random, a hundred times over, to see what a shorter study would have caught.

5 participants
85% on average, and the unluckiest set found 55%.
10 participants
95% on average, and the unluckiest set found 82%.
15 participants
97% on average, and the unluckiest set found 90%.

Where those figures come from

Six sources. Five are behind the numbers on this page, including the two that are sitting in the boxes at the top. The sixth answers a different question, and it is here because people bring that question to this tool. Each one says what it measured and where it stops applying.