Title: Evaluating etravel sites with the use of design patterns
1Evaluating e-travel sites with the use of design
patterns
- Yannis Psaromiligkos (jpsa_at_teipir.gr)
- Petros Georgiakakis (geopet_at_unipi.gr)
- Symeon Retalis (retal_at_unipi.gr)
TEI Piraeus University of Piraeus
Computer Supported Learning Engineering
Laboratory http//cosy.ted.unipi.gr
2Motivation why yet another method for expert
based evaluation?
3Motivation why yet another method for expert
based evaluation?
- To help novice evaluators in usability evaluation
- not always look for usability experts in the
specific work-domain but providing a novice
evaluator the expert view - Novice evaluators need
- Conceptual framework about the domain knowledge
- Detailed scenario-based procedure in inspecting
the system - Provision of best design practices within the
context of use - Detailed forms for writing a usability report
4Overview
- Few words about patterns
- Evaluating a web-based system using DPs
- DEPTH method
- Criticism of DEPTH
5Bus stops
6The Bus Stop
20
7What is a design pattern?
A Solution to a Problem in a Context
Alexander defines a pattern as follows "....
Each pattern describes a problem which occurs
over and over again in our environment, and then
describes the core of the solution to that
problem, in such a way that you can use this
solution a million times over, without ever doing
it the same way twice" Alexander, C.,
Ishikawa, S., Silverstein, M., Jacobson, M.,
Fiksdahl-King, I., Angel, S. (1977). A Pattern
Language. Oxford University Press, New York.
8Alexanders original ideas
- offering a set of conceptual resources that
ordinary people could use in (re)shaping their
environment. - His work provides a principled, structured but
flexible resource for a lingua franca in design. - He strikes the right balance between rigor and
prescriptiveness - offering useful guidance
without constraining creativity and providing
helpful foci for design.
9UI Design Pattern Languages
- 57 Web 25 GUI Design patterns - Martijn van
Welie-www.welie.com,Interaction Design
Patterns.htm - 30 Design patterns - Hypermedia Design Patterns
Repository http//www.designpattern.lu.unisi.ch/Pa
tternsRepository.htm - 90 Design patterns - Douglas K. Van Duyne, James
A. Landay, Jason I. Hong, The design of sites,
Addison Wesley July 2002 - The Interaction Design Patterns Page - pattern
languages for interaction design (of which user
interface design is a subset), and a few links to
more general papers that may be of use to
interaction designers. - http//www.pliant.org/personal/Tom_Erickson/Intera
ctionPatterns.html - 30 UI Patterns Jenifer Tidwell http//www.time-tri
pper.com/uipatterns/
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11The Product Configurator Design Pattern
From Welie
- Problem Users want to configure the product they
may intend to buy - Use When You want users to get more
enthousiastic about a product by letting them
'control' the product and kind of 'personalize'
it.
Source www.nickie.com
12The Product Configurator Design Pattern
From Welie
- Solution Allow users to configure a product
using a direct and visual version of the
configured product - Configuring is usually done is several steps
because there may be several aspect of the
product that can be configured, e.g. the colour,
material, writings, weels etc. - The product configurator is therefore a Wizard
where every configurable aspect of the product is
handled in a single step. - Additionally there may be a 'buy' or 'order' step
that leads to some additional steps for the
wizard. - Since the steps of the process are usually not
dependent on each other, Tabs can also be used to
set each aspect instead of using a Wizard.
13Patterns Can
- Capture expert design practice within specific
context - Provide common nomenclature for designers
- Provide shorthand for effectively communicating
complex principles - Help documentation and justification of the
rationale - Capture the most important aspects of a problem
solution in a standard format with a formalism - Show multiple examples of solutions
- Become a tool for collaboration among peers who
are interested in designing activities
14What Is the Relation Between Design Patterns and
Usability?
- HCI design patterns are user centered design
patterns which by nature are focused on
usability - HCI design patterns have been created with some
underlying values in the same lines with
Alexander (The Quality without a Name). - implementation of a design pattern varies
- So lets check the implementation based on a
design pattern!
15Motivation in using Design Patterns for Usability
Evaluation Purposes
- We try to minimize the time spent for the
preparatory phase of an inspection usability
study - To create the re-usable scenarios and tasks to be
checked by an evaluator for a specific genre - To help novices in usability evaluation
- not always try to look for usability experts or
work-domain experts but having handy the
expert view - Patterns contain the distilled knowledge of an
expert as well as her tacit design knowledge - HCI design patterns are the means for expressing
the ideal functionality of a interactive
application in a justified and not prescriptive
way.
16DEPTH method at a glance
Preparatory phase
Execution phase
17DEPTH Execution Process overview
Choose genre
Choose features
Assign weights
Scenario-1
Scenario-n
Walkthrough
Walkthrough
Step 1
Step n
Step 1
Step n
Design Pattern - n
Design Pattern - 1
Answer to Questions Rate Quality of Feature
Answer to Questions Rate Quality of Feature
Overall opinion about the Nielsens heustistics
Report production
18 theory and practice? (I)
- We have evaluated
- E-travel sites
- 18 MSc students basic knowledge of HCI
- Identified all problems that experts had already
spotted - Proposed solutions to the problems
- Proposed changes to design patterns
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20Seeing selecting the functionality of the
system under evaluation
21View Execute the Scenarios
22Linking scenario with pattern
http//www.welie.com/patterns/showPattern.php?patt
ernIDshopping-cart
23 theory and practice? (II)
- We have also evaluated
- Learning Object Repositories
- We have created scenarios for
- Wiki-systems, like TikiWiki
- Synchronous Web Conferencing Systems like
netmeeting, Centra - Personalised web-based educational systems, like
INSPIRE
24Methods Similarities Advantages
- A similar example of expert evaluation using
design patterns has been performed by Van Welie
for evaluating the general usability of web
museums without user involvement. - He analyzed the major sections of the websites in
order to recognize patterns that had been
applied. - He commented that the evaluation is easier when
the evaluator knows the pattern collection
available - The idea of Re-usable scenarios exist in SUE,
MILE, eLSE methods, Matera, Costabile,
Garzotto, Paolini,Ardito, Buono, Lanzilotti, et
al. - they foster re-usability of inspection scenarios
standardization-uniformity in scenarios
presentation/writing
25Methods Disadvantages
- Design patterns are not that many but the field
is still evolving - Will there always be a good design pattern to
validate all areas of interest of various system
genres? - Difficult to write good scenarios
- Varying levels of generality and completeness
how narrow or broad it should be (Kuutti 1995). - Make use of existing design guidelines
http//www.usability.gov/pdfs/guidelines.html
26The DEPTH Evaluation Tool
- Scenarios repository
- Scenarios are related to functionality and
patterns - Patterns repository
- Patterns are arranged by genre functionality
- There are genre independent patterns
- Reporting system
- Create Update a report that contains
Qualitative Quantitative Data
27Future plans
- To use it in more evaluation studies
- We have started with the evaluation of Learning
Management Systems and Collaborative Tools - To answer to questions about
- The granularity of the scenario
- a scenario can be highly scripted or loosely
defined. One of the main difficulties is how to
create such scenarios. - The use of patterns that are genre independent
- To use DEPTH for applying Design Patterns and
revising design patterns.
28Conclusion
- The use of design patterns has potential
- to capture usable design knowledge,
- build bridges between practical problems and
research-based evidence, and - help designers see both the wood and the trees
when they are engaged in design
The most important part of a sucessfull design is
the underlying conceptual model. The hard part
of design formulating an appropriate conceptual
model and then assuring that everything else be
consistent with it. Donald Norman
M.C. ESCHER
29Questions?
thanks for your attention
Yannis Psaromiligkos (jpsa_at_teipir.gr) Petros
Georgiakakis (geopet_at_unipi.gr) Symeon Retalis
(retal_at_unipi.gr)
Computer Supported Learning Engineering
Laboratory http//cosy.ted.unipi.gr
30Forming a design pattern language
31Eliciting a pattern