Can I Grab A Mechanical Turker's Time Zone (Without Javascript?) - mechanicalturk

I have completed my first Mechanical Turk HIT as a requester. The organization I am building this for would like to extend my HIT to ask the Turkers questions about time. However, for any of these time questions to make sense, we'd like to know what time zone they are located in.
So far, I have come up with two potential solutions:
1.) Ask the Turker.
2.) Implement a Javascript routine to grab the time zone off their browser.
It would be nice if the Mechanical Turk system itself allowed me to grab meta-data (either during the HIT, or ex post facto based on the WorkerId field I receive.) Does anything like this exist? I have read a few of the docs, but not come across anything helpful.
Thank you very much.

Mturk doesn't provide meta-data at that level, so I think one of the two options you mentioned would work just fine.
Asking the worker is the easiest on your part, but you'll have to assume that some workers may choose the incorrect timezone. This is not a slight against Turkers - only humans in general :)
I'd say you might be better off using the javascript method getTimezoneOffset() as mentioned in this answer though it's still not clear to me if you need to account for daylight savings.
I'm adding this to our todos and will repost what solution we implemented when we do so.

Related

Which database to choose for user event logging

I am looking into finding the database that has the best fit for my current problem.
I need to log user related events. A bit like Google analytics.
Whenever an event happens that relate to a customer I need to log what The event was.
For example.
The customer reads an article.
I need to log.
User info.
Organisation info in which the user resides.
Info about the article. (Id, how much was read, etc)
Time of event.
In other cases it could be something different but still relatively get to the the customer.
So the data is somewhat unstructured.
Later on Alle these events needs to be analyzed.
Some for behaviour analysis other could be calculated how much the user should pay for the services in They have used.
There has to be some level of real time interaction with the system, f.ex. Having real time analytics running to see specific behaviour or other.
It should be able to handle at least one million events a day and also be able to have an index that holds data for 5 years.
Events will be fairly small.
We are primarily a .NET house so a nice framework around the system that supports . NET would be nice.
I hope that someone has suggestions or can point me at some literature that reflects on my above scenario. I have looked quite a bit but have not found any really good docs about this.
Thanks.
Mongo does have good drivers for .NET and seems like a good choice: https://docs.mongodb.com/ecosystem/use-cases/storing-log-data/

Mechanical Turk

I am trying to post a typical psychology experiment as a HIT on mechanical turk. I am presenting a set of a dozen word pairs and I need to randomize/counterbalance the order of the word pairs presented. On the typical HTML forms there seems to be no way to do this. Is there a way to do this using the API or Command Line interface?
Update 5/20/2016: Go with PsiTurk instead. See the answer by #John McDonnel
Update 6/25/2013: This answer is quite old. See Solomon Messing's blog post on MTurk in Social science for a starting point.
Given the amount of psych research that is starting to appear on AMT, you'd think they would add this as an option!
To the best of my knowledge, you can't do this with the web interface without:
Creating a bunch of templates (form A, form B, form C, form D).
Running the first form (form A).
Paying the workers and then blocking all of them.
Running the second form (form B).
Paying the workers and the blocking all from step 1 and step 2.
And repeating until you are done.
This is bad for a couple of reasons. The first being that you have to manually create the different forms. The second being that by blocking the workers who are doing good work, you are negatively impacting their reputation on the site. Your IRB will not likely look kindly on this.
The "best" way to solve this is to not use the web interface, but use the command line tools (CLT) to create ExternalQuestions. That way, you write a webapp that can handle the details of the randomization, give the workers an informed consent without relying on a qualification, and "politely block" workers who have already done the work. (The workers who have already participated would get a short message asking them to return the HIT.)
If you are interested in taking that path, I have some details on my blog about how I've done it.
if you decide to go the external question route listed by #Nathan VanHoudnos, I have built a framework for running Psychology experiments on Mechanical Turk using the external question interface. You can check it out here. The code runs a simple stroop experiment, hopefully you could change it to run whatever you want. Let me know if you want any help setting it up!

Your Daily Schedule

I try to devote certain time everyday to learn new skills while also improve the older skills that I've gained. But, I'm not hitting the sweet spot where I learn what I want and get things done.
So, I was just curious to know how you guys spend time everyday and "hit the spot".
I use Google reader and just add more and more tech blogs as I find them. Then, I read them in the morning with coffee. This site provides quite a bit of education as well.
I read technical websites everyday. I like to use Google reader as well since it tracks what I've read and allows me to easily continue where I left off from any computer I happen to have access to.
I started out with the basics : Slashdot, Ars Technica
, and Dr. Dobb's Journal. These sites will frequently lead to other great sources of information.
When following sites like this using an RSS feed, you don't have to read every article that comes through. Just scan them over and read the ones that catch your interest. Without realizing it, you will store away alot of information that will pop back into your head when you encounter a situation that triggers it.
You won't necessarily be a master of everything you read but you will be at least aware of current developments and technologies.
The second part is to practice. I usually have some simple and enjoyable programming project on the go at home all the time. I may not actually complete anything useful but I use it as a basis to try out new things. Alot of times I will encounter a problem at work and find that I've already explored some of the solutions at home or at least thought about them and will be able to make a much more informed decision.
Tech blogs are a great way to find out basic information on new material and sometimes they will even have a more in-depth feature that can leave you with some take-away knowledge than just another tech headline.
What works best for me is to identify topics that I have read in tech blogs that interest me and then find sources that provide me with more advanced information on the subject. Then as the week goes by spend however much time needed to digest the information learning the material.
Just browsing tech headlines all day, in my opinion, won't leave you with any distilled information beyond basic advances in technology. Actually diving in and spending X amount of time each day learning material that is interesting to you will be infinitely better.
I find the key to getting things done is to manage distrations. I process email in batches only once or twice per day, and try to avoid phone calls, meetings and IM where I can. This leaves me bigger chinks of time available for development.
I learn new skills in a couple of different ways... Firstly reading a load of developmetn related tech blogs via an RSS reader. This allows me to absorb a continuous flow of new ideas without necessarily "learning" a lot, but saves me a lot of time on research later. Then when I run into something new, chances are something I've already read will be of assistance and I can dig in an "learn" something in more detail.
e.g. Through regular RSS reading I became aware that a significant number of javascript frameworks had been developed and it seemed to make more sense to use a js framework than coding DOM manipulation by hand. Later when I started a new project that was going to be heavy on Ajax, I was able to name a couple of frameworks off the top of my head,quickly pick one and really dig in and get to know it.

How can I think like a user? [closed]

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We're neck deep in a project right now, schedules are tight (but reasonable). Our general strategy is to get a strong beta done, release it for testing, and get feedback from our testers.
Quite frequently, we're being hit by small things that spiral into long, time-costing discussions. They all boil down to one thing: While we know what features we need, we are having trouble with the little details, things like 'where should this message go' and 'do they need this feedback immediately, or will it break their flow, so we should hold off'?
These are all things that our testers SHOULD catch, but
a) Each 'low priority' bug like this drains time from critical issues
b) We want to have as strong a product as possible
and
c) Even the best testing group will miss things from time to time.
We use our product, and we know how our users use the old version...but we're all at a loss as to how to think like a user when we try to use the new version (which has significant graphical as well as underlying changes).
edit - a bit more background:
We're writing a web app used by a widely-distributed base of users. Our app is a big part of their jobs, but not the biggest (and, of course, we only matter to them when it doesn't work). Getting actual users in to use our product is difficult, as we're geographically distant from the nearest location that serves as an end user (We're in Ohio, and I think the nearest location we serve is 3+ hours away).
The closest we can get is our Customer Service team (who have been a big help, really) but they don't really think like the users either. They also serve as our testers (it really motivates them to find bugs when they know that any they DON'T find may mean a big upswing in number of calls). We've had three (of about 12 total) customer service reps back here most of the week doing some preliminary testing...they've gotten involved in the discussions as well.
Watching someone using the app is a huge benefit to me. Possibly someone who is not entirely familiar with it.
Seeing how they try to navigate, how they try to enter information or size windows. Things we take for granted after creating/running the app hour after hour, day after day.
Users will always try and do things you never expected and watching them in action might bring to light how you can change something that might have seemed minor, but really makes a big impact on them.
Read Don't make me think.
Speaking generally, you can't. There's not any way you can turn off the "programmer" part of your brain and think like a user.
And you're right about (c), testing groups don't necessarily catch all the bugs. But the best thing you can do is get a testing group comprised of real, honest-to-goodness end users, and value their feedback. Draw further conclusions from their general comments.
If you want to know how your users will see your system, the closest you can get is usability testing with real users. Everything else is just heuristics and experience, and is also subject to error. There's no such thing as a bug-free product, but you should be able to get a "strong" product with usability testing.
Buy a cheap, easy to use video camera and record your testers using the app. Even better, get some people unfamiliar with the app. to use it and video them. It's relatively cheap, and you'd be surprised what it will highlight.
I like policy of "eating your own dog food"("http://en.wikipedia.org/wiki/Eat_one's_own_dog_food). It brings you one step closer, because you become a user, although you might think like one.
Try to use your app when you are very hurry (e.g. you have someone who waits for a dinner).
You will see all this little things because you have to wait, you have to go back to the mouse of the keyboard, etc.
And also, make your wife use it. Or your mother.
Another useful test : help someone to use it, by phone. If he can't find the button with your directions, that's probably a bug.
The important thing is to get enough information that you yourself can become a "user". Once you do that you can answer most questions yourself.
The way I always do this is to go talk with them about what they need to do, what they typically do, and how they use their current tools to do it. Then (very important) sit with them while they do it. Make sure you get on with them well enough that you can come back to them with questions about how they handle edge cases you think of later (often the answer will be the appalling "we go around the system manually for that").
I will almost always notice something they are doing that is a royal PITA that they didn't bring up because they are used to having to do that and don't know any better. I will always notice that their %90 typical workflow isn't the easiest workflow the tools provide.
You can't really rely on plain old-fashioned requirements gathering by itself, because that is asking them to think like a developer. They generally don't know what is possible to do with your software, what is easy, and what is hard. Also they typically have no clue on GUI design principles. If you ask them for design input they will just tell you to put any new control on their favorite page, until the thing looks like a 747 control panel.
The problem is often that even the users don't know what they want until they are actually working with the software. Sometimes, a small oversight can be a big usability problem, sometimes a well thought out function that was requested by many users sees only little use.
My suggestions to decrease the risk of not implementing the right usability features:
Take a look at users actually doing their day to day work. Even if they use another software or no software at all. You will be able to determine the artifacts they often need to get their job done. You will see what data they frequently need. Concentrate on the artifacts, data and workflows most used. They should be the most usable. Exotic workflows may be a bit more time consuming for the users than often used workflows.
Use working prototypes of the GUI to let users work through a realistic workflow. Watch them and note what hinders them and what works well. Adjust your prototypes accordingly.
If an issue arises in an often-used part of your software, it is time to discuss it now and in details. If the issue concerns a seldom used part, make it a low priority issue and discuss it if you have the time. If issues or suggestions are low priority, they should stay low priority. If you can't determine if solution A or solution B is the best, don't run in circles with the same arguments over and over. Just implement one of the solutions and see if the beta testers like it. The worst thing you could do is waste time over tiny issues, while big issues need to be fixed.
A software will never be perfect, because the viewpoints of users differ. Some users will think that a minor problem breaks the whole application. Others will live with even severe usability issues. People tend to lend their ear to those who argue the loudest. Get to know your users to separate the "loud" issues from the important ones. It takes experience to do this, and sometimes you will make wrong decisions, but there is no perfect way, only one of steady improvement.
If you can, set aside a certain amount of usability development resources for the rollout phase of your software. Usability issues will arise when people start working with it in a real production environment. Sometimes it is not important to present the perfect software, but to solve issues quickly as they arise.
The flippant (yet somewhat accurate) answer to how to think like a user is put a knitting needle in your ear and push really hard.
The longer response is that we as programmers are not normal and I mean that in a good way. I scratch my head at the number of people who still run executables they receive from strangers in emails and then wonder how their computer got infected.
Any group of people will in time develop their own jargon, conventions, practices and expectations. As a programmer you will expect different things from an operating system than Joe User will. This is natural, to be expected yet hard to work around.
It's also why BAs (business analysts) exist. They typically come from a business or testing background and don't think like programmers. They are your link to the users.
Really though, you should be talking to your users. There's no poitn debating what users do. Just drag a few in and see what they do.
A usability test group will help.. tests not focused on discovering bugs, but on the learning curve of the new design, made by a group of users, not programmers.
I treat all users like malicious idiots.
Malicious because I assume all users are going to try and break my code, do stuff that is not allowed, avoid typing in valid data, and will do anything in their power to make my life hell.
Idiots because again I can't assume they will understand simple stuff like phone formats, will run away screaming if presented to many choices, and will not make any leap of faith on complicated instructions. The goal is to hold their hand the entire way.
At the same time, its important to make sure the user doesn't realize you think they're an idiot.
To think like a user, be one. But are these actually bugs that your testers are reporting? Or are they "enhancement requests"? If the software behaves as designed per requirements and they just don't like the way it operates, that's not a bug. That's a failure of requirements and design. Make it work, make it rock solid, make it easy to change and you'll be able to make it what your users want.
I see some good suggestions here, especially observing people trying to use you app. One thing I would suggest is to look at the order in which things are presented to the user on paper forms (if they use these to do data entry from) and make the final data entry page mimic that order as closely as possible. So many data entry errors (and loss of data entry speed) are from them having to jump around on the page and losing their place. I did some work for a political campaign this year and in every case, entering data was made much more difficult because the computer screen did things in a differnt order than the paper inputs. This is particularly important if the form is one that can't be changed (like a voter registration form, a campaign has to use what the state provides) to match the computer screen. ALso be consistent from screen to screen if possible. If it is first Name last name on one form, making it last name first name on the next will confuse people and guanteee data entry errors.
If you are truly interested in understanding users though I strongly suggest taking a course in Human factors engineering. It is an enlightening experience.
The 'right' way to do this is to prototype (or mock up) your new interface features, and watch your users try to use them. Nothing is as enlightening as seeing a real user try to use a new feature.
Unfortunately, given most projects time and resources, this is not possible. If that is the position you are in I would recommend you discuss in the team who has the best grasp of usability, and then make them responsible for usability decisions - but that person will need to regularly consult real users to make sure his/her ideas are consistent with what the users want.
I'd suggest doing some form of usability testing; I've participated in such in the past, and found them quite useful.
If you were writing a ticketing system, for example, bring up tasks, and ask questions like "how would you update this ticket" or "what do you expect to happen if this button is clicked".
You don't necessarily need a full application, either, in some places screen shots can be used.
You could take the TDD/BDD approach and get the users involved before beta, having them work with you on refining requirements as you write your unit tests. We're beginning to incorporate some of those trends into our current project, and we're seeing fewer bugs in the areas where we have involved the users earlier.
There is no "think like a user" technique, get your hands on someone who knows nothing of the project and throw what you have done at them.
It's the only way to see how the look + feel + functionality present themselves to the end user.
Once you shocked that person who knew nothing of the product, listen to all of their idiotic (or so you think they are) complaints, fix them, arrange every silly cosmetic thing they point out (either by fixing the UI or by improving whichever documentation you had)..
and after you have satisfied the person you chose to look at your app from zero knowledge on the subject first round, pick another ...and another... until they stop being shocked when they see it, and they don't get stuck on.. "ok.. what does this do?" kind of phases.
You (as a member of the project, be it the project manager, developer, etc) will never think like a user is my answer to that question.
Old saying: You can make something "fool proof" but you can't make it "Damn-fool proof".
Additionally: When you make something "idiot proof" the world invents a better idiot.
Other than that, I agree with what everyone else said.
Ask someone with absolutely no knowledge, insight or programming experience to use the program and try to figure out every function of the program.
People who would NEVER use such a program are most likely to find bugs.
See it as a new Safari user (or FF) who tries to put the URL inside the search field...
As a programmer you guess no-one would be that stupid (or, well.. unknowing), but people actually sometimes find themselves in these situations. As a programmer, we miss these things.

Quick and Dirty Usability testing tips?

What are your best usability testing tips?
I need quick & cheap.
While aimed at web design, Steve Krug's excellent "Don't Make Me Think: A Common Sense Approach To Web Usability" features (in the second edition, at least), a great chapter entitled "Usability Testing On 10 Cents A Day", which I think is applicable to a much wider range of platforms.
The chapter specifically deals with usability testing done quick and dirty, in a low-budget (no money and/or no time) environment, and illustrates some of the most important considerations for getting an initial "feel" of the thing.
Some of the points I like in particular are:
You don't need to test with a huge number of people (a sentiment also echoed by Jakob Nielsen)
A live reaction is worth a lot; if possible, make sure the developers can see the reaction (perhaps using a video camera and a TV; it doesn't need to be an expensive one)
Testing a few people early is better than a lot later
Joel Spolsky is known for advocating "hallway usability testing", where you grab a few passing users and ask them to complete some simple task. Partly inspired by the "a few users yield the bulk of the results" philosophy, it's also relatively convenient and inexpensive, and can be done every so often.
Ask someone non-techy and unfamiliar with it to use it.
The archetypal non-technical user, one's elderly and scatterbrained maiden aunt. Invoked in discussions of usability for people who are not hackers and geeks; one sees references to the “Aunt Tillie test”.
The Aunt Tilly Test (Probably needs a better name in today's day and age, but that's what it's referred to)
You have to watch people use your application. If you work in a reasonable sized company, do some 'hallway testing'. Pull someone who is walking past your door into the room and say something like, 'Could you please run the payroll on this system for the next month? It should only take two minutes'.
Hopefully they won't have any problems and it shouldn't be too much of an imposition on the people walking past. Fix up any hiccups or smooth over any processes that are unnecessarily complex and repeat. A lot.
Also, make sure you know what usability is and how to achieve it. If you haven't already, check out The Design of Everyday Things.
Some good tips here.
One mistake I made earlier on in my career was turning the usability test into a teaching exercise. I'd spend a fair amount of time explaining how to use the app rather than letting the user figure that out. It taught me a lot about whether my applications were easy or hard to use by how puzzled they got trying to use the app.
One thing I did was put together a very simple scenario of what I wanted the user to do and then let them go do it. It didn't have step-by-step instruction ("click the A button, then click the B button") but instead it said things like "create a new account" and "make a deposit". From that, the user got to 'explore' my application and I got to see how easy it was to use.
Anyhow, that was pretty cheap and quite enlightening to me.
Quick and cheap won't cut it. You have to invest in a user experience framework, starting with defining clear goals for your app or website. I know it's not what people want to hear, but after supervising and watching a lot of user testing over the years, using Nielsen's discount usability methods is just not enough in most cases. Sure, if your design really sucks and have made huge usability errors, quick and dirty will get 80% of the crud out of the system. But, if you want long-term, quality usability and user experience, you must start with a good design team. And I don't mean good graphic designers, but good Information Architects, interaction designers, XHTML/CSS coders, and even Web Analytics specialists who will make sure your site/app is measurable with clear goals and metrics. I know, it's a lot of $$$, but if you are serious with your business (as I am sure most of us are), we need to get real and invest upfront instead of trying to figure out what went wrong once the whole thing is online.
Another topic to research is Heuristics for usability. This can give you general tips to follow. Here's another use of heuristics
If you don't know where to begin, start small. Sit a friend down at your computer. Explain that you want them to accomplish a task using software, and watch everything they do.
It helps to remain silent while they are actually working. Write everything down. "John spent 15 seconds looking at the screen before acting. He moused over the top nav to see if it contained popup menus. He first clicked "About Us" even though it wasn't central to his task." Etc.
Then use the knowledge you gain from this to help you design more elaborate tests. Tests with different users from different knowledge realms. More elaborate tasks and more of them.
Film them. A web-cam mounted on the monitor is a good way to capture where their eyes are moving. A video recorder coming over their shoulder at 45 degrees is a good way to capture an overview. Bonus points if you can time-sync the two. Don't worry if you can't do it all. Do what you can do.
Don't plan your test as if it's the last one you'll ever need and you want to get it perfect. There is no perfect. The only thing approaching perfection is many iteration and much repetition. You can only approach 100% confidence as the number of tests approaches the number of actual users of your software. Usually nobody even gets close to this number, but everybody should be trying to.
And don't forget to re-test people after you incorporated the improvement you saw were needed. Same people, different people, either is ok.
Do what you can do. Don't lament what you can't do. Only lament what you could have tested but didn't.
I am answering very late but I was thinking about asking a similar questions about some ideas. Maybe it is better to keep everything in this question.
I would say that:
Do not teach people about your app. Let them have fresh eyes.
Ask them to make some tasks and record their actions with a tool like camstudio http://camstudio.org/
After the test, ask them to answer so simple questions. Here is my list:
What was your first feeling when you accessed the app?
Can you define the key concepts that are used by the app?
What are the top-3 positive things about the application?
What are the top-3 negative things about the application?
What do you think about these ideas?