Title: Lecture 3: UCD 0: Evaluating Existing Technologies
1Lecture 3UCD 0 Evaluating Existing Technologies
Human-Computer Interaction Autumn
2006-07 Department of Informatics, University of
Sussex
Lecturer Dr Greg Hooper Convener Dr Geraldine
Fitzpatrick
2This lecture will...
- Introduce you to ways to evaluate technologies
that are already out there... - Testing with experts
- Testing with users
3Why evaluate existing technologies?
- As part of UCD
- Understanding issues/experiences with existing
technologies can help inform the design of new
technologies or the re-design of the current
technology - For you personally
- To develop a battery of analytic techniques that
help you decide whether a technology is good or
bad - To develop critical faculties of use in your own
design activities - To enable you to suggest design changes grounded
in structured analysis
4Overview REDO
- Usability goals (recap)
- Usability principles
- User experience goals
- Testing with experts
- Heuristic evaluation
- Testing with users
- User testing methods
- Interface design guidelines/approaches
- Other methods and techniques
5Recap usability goals user experience goals
6Usability goals (recap)
- effectiveness, efficiency, safety, utility,
learnability, memorability - a technology can be evaluated by applying these
goals how far does it reach those goals? - requires specific scenarios of use to be effective
7Usability Principles (recap)
- Don Norman visibility, feedback, constraints
(physical, logical, cultural) mapping
consistency affordance (also known as design
principles) - Dix et al Learnability
- predictability, synthesizability,
familiarity, generalizability, consistency - Flexibility
- dialog initiative, multi-threading, task
migratability, substitutivity,
customizability - Robustness
- observability, recoverability,
responsiveness, task conformance - again, application needs specific scenarios of
use for evaluation to be effective
8User Experience Goals
- How does it feel to interact with a technology?
- satisfying
- enjoyable
- fun
- entertaining
- helpful
- motivating
- aesthetically pleasing
- supportive of creativity
- rewarding
- emotionally fulfilling
- Rogers et al (2002) Interaction Design. pp18-20
9How do usability goals relate to user experience
goals?
fun
emotionally fulfilling
satisfying
effectiveness
usability goals
memorability
rewarding
enjoyable
efficiency
supportive of creativity
entertaining
learnability
safety
utility
aesthetically pleasing
helpful
motivating
Rogers et al (2002) Interaction Design. p19
10Useful/usable/desirable
- the useful/usable components are about usability
goals the desirable component is about user
experience goals - the useful/usable/desirable rubric is useful for
remembering that these two kinds of goals should
both be reached
useful
usable
desirable
11Evaluation with experts heuristic
evaluationcognitive walkthrough
12Heuristic Evaluation (HE)
- Developed by Jakob Nielsen
- (see Rogers et al 26-7 Dix et al 394-6)
- Heuristic is a rule of thumb or form of guidance
- (Note overlap with design principles)
13HE Nielsens Heuristics
- 1 visibility of system status
- 2 match between system and real world
- 3 user control and freedom
- 4 consistency and standards
- 5 error prevention
- 6 recognition rather than recall
- 7 flexibility and efficiency of use
- 8 aesthetic and minimalist design
- 9 help users to recognize, diagnose and recover
from errors - 10 help and documentation
14HE discount usability method
- Discount because
- Cheap
- No special labs or equipment
- Can be performed on working UI or sketches
- Fast easy to use
- On order of 1 day to apply
- Can be taught in a number of hours
- Helps find usability problems in a UI design
- Small set (3-5) of expert evaluators examine UI
- Each individually checks for compliance with
heuristics/usability principles - Different evaluators will find different problems
- Evaluators only communicate afterwards
15HE(1) Visibility of system status
- Are users kept informed about whats going on? Is
appropriate feedback provided within reasonable
time about a users actions? - what about this?
16HE(2) Match between system and real world
- Is the language used based on users
understandings and experience?
17HE(3) User control and freedom
- Are there ways for users to escape from unwanted
situations? - e.g. accidentally opening an application in
Windows - e.g. resizing your DVD image by mistake and no
longer being able to see the subtitles
18HE(4) Consistency and standards
- Users should not have to wonder whether words,
situations or actions mean something different in
different situations - e.g. /- buttons on remote
- e.g. file not found search for files or
folders
19These are labels with a raised appearance. Is it
any surprise that people try and click on them?
From Saul Greenberg
20HE(5) Error prevention
- Make it difficult to make errors. Even better
than a good error message is a design that means
it doesnt happen in the first place - e.g. enter date DD/MM/YY
- 01/11 2004
- please enter date in correct format
- repair
-
/ /
21HE(6) Recognition rather than recall
- Make objects, actions and options visible. The
user should not have to remember information from
one part of the interaction to another.
Instructions for the use of the system should be
visible or easily retrievable whenever
appropriate -
22HE(7) Flexibility and efficiency of use
- Allow users to tailor frequent actions. Have
accelerators (i.e. shortcuts) been provided that
allow experienced users to carry out actions more
quickly? - e.g. (menu) select-edit-copy/select- edit-paste
- CTRLC, CTRLV
23HE(8) Aesthetic and minimalist design
- Clearly organised information, avoiding
irrelevant information attractive design
24HE(9) Recovery from errors
- Are error messages clear and useful? Do they
suggest a solution?
25HE(10) Help and documentation
- Is help information available that can be easily
searched and easily followed? -
26HE example problem report descriptions
- Eg Typography uses mix of upper/lower case
formats and fonts - Violates Consistency and standards (HE4)
- Slows users down
- Probably wouldnt be found in user testing
- Fix pick a single format for entire interface
- Reports also often include
- Severity ratings
- Frequency
- impact
27Cognitive Walkthrough
- Alternative expert/practitioner evaluation
method - Involves walking through a task with the system
as if you were the user and noting problems - (Could also do Guidelines Walkthrough)
- Steps
- Identify typical users and tasks and set up clear
sequence of actions to complete task - Evaluator walks through the action sequence for
each task - As the walk through is done, record problems and
issues and design changes to be made
28Brainstorm
- The advantages of testing with experts are to do
with time, effort and so on - What do you think are the disadvantages of
testing with experts?
29Evaluation with users
30Evaluation with users
- Bigger investment of time and effort
- Select users as close as possible to real users
- If real users are scarce try surrogates
- Keep close to the real tasks
- May need to shorten some for time
- Remind users you are not testing them - they are
testing the interface - Issues of informed consent, how to recruit
participants etc - (will be covered in a later lecture)
31Where, what to test
- User testing Where?
- In lab
- Adv more controlled disadv not authentic
user setting - In field natural setting
- Adv see the interface used in real setting
Disadv cant control - User testing What?
- The interface you are going to re-design
- Competitor or other similar applications
32Evaluation Data
- Objective measure or model performance on
typical tasks - throughput measure of productivity (e.g. number
of commands used, menus navigated, windows
opened, forms filled in, spreadsheets completed) - execution time time taken to perform operations,
e.g. time to select an option, time to recover
from an error - accuracy measure of precision, e.g. pie vs list
menu selection - error number, when, where, severity, frequency
of errors - Subjective measure users views
- opinions and preferences via rating scales,
questionnaires, interviews - users questions, problems, reactions during the
process - testers impressions, etc
33Evaluation Methods
- User testing
- Think aloud (Quick Dirty, user test)
- Task-based scenarios (user test)
- Post-task walkthrough (field, user test)
- Eye tracking (user test) etc
- ltthe following will be covered in later lecturesgt
- Observation (field, also in QD, user test)
- Questionnaires, surveys
- Focus groups
- Interviews (field, QD, user test)
34User Testing (1)
- Controlled investigation of a specific aspect of
an interface - Manipulation of one or two independent variables
- e.g. user experience, usability goal
- Measure dependent variables
- time taken, errors made
- Postulate hypotheses about the different
interfaces - e.g. pie menus aremore efficient than pull-downs
35User Testing (2)
- Devise set of tasks that will enable hypotheses
to be tested - e.g. get users to select options from different
menus - Collect quantitative and/or qualitative data from
subjects - e.g. measure time it takes to do tasks and the
errors made - Satisfaction
- Analyse data
- Quantitative using means and statistical tests,
to see if one type of menu takes longer to
perform tasks, or more errors are committed e.g.
means are higher for performing tasks using
pull-down compared with pie menu - Qualitative looking for patterns of response etc
36Think-Aloud Method
- Participant performs typical tasks or (selected
tasks next slide) - Participant asked to think-aloud
- Literally verbalising thinking while using the
interface - What questions and confusions they have
- How they are making decisions, etc
- Tester records session
- Avoids interfering as much as possible
- only when test would end otherwise
- Explain to subject that you wont answer
questions until end - as you want to see how they work it through
- Observes body language and facial expressions as
well - Occasionally will prompt for clarification
- eg what are you looking for what do you mean
by that what did you expect to happen
Adapted from Joe Konstan
37Task-based Scenarios
- Participants can be asked to perform set tasks
- that you know will test specific aspects of the
interface or specific task scenarios - Example
- Finding the Lessons Plans - You need to
incorporate censorship and art into your
curriculum next month. You have heard that the
Blanton Museum has some TEKS aligned activities
for students. How would you find this resource? - ltfrom http//www.utexas.edu/learn/usability/
test.docgt
38Post-task Walkthrough
- Researcher plays back video or transcript with
participant - Can be immediately after or delayed
- Participant invited to comment, explain, clarify
etc - Useful for finding more about why
- eg why they selected undo menu and not
something else - Can you think of circumstances when this would be
useful?
39Eye-Tracking Testing
- Technology to support monitoring where subjects
are looking and for how long - Challenge easy to direct results
- avoid thinking out loud
- careful presentation of tasks
- careful design to avoid distractions
- ltfind images, video???gt
From Joe Konstan
40Eye-Tracking Testing
- Static eye tracker
- Head mounted eye tracker
From http//www.noldus.com/site/doc200604006
41Alternative Methods
- Natural testing conditions
- gather performance data
- video-prompted review
- Two-person tests
- forces thinking aloud through interaction
- Field studies instead of user tests
- consider deployment, logging
From Joe Konstan
42Gathering Data
- How to get it?
- Log high-level actions
- Log low-level actions
- Log problems
- Work products
- What to get?
- Detailed and statistical usage data
- Example cases
43Examples
- Consider a Word Processor
- many alternative solutions for commands
- toolbars, menus, keyboard shortcuts
- relative frequencies of commands
- co-occurrence of commands with undo
- document statistics
From Joe Konstan
44Examples
- Consider a Website
- maps of link traversal rates
- traffic maps
- hidden co-occurrence
- web usage mining
- errors
- apparent rates of back from destinations
- time on page
From Joe Konstan
45Guidelines for User Testing
- Plan ahead of time
- what data to record
- what instructions to deliver
- what to do if user falls off prototype
- when to provide help, and what help
- Know your objectives
- but never lose sight of the user
- Focus on one type of test at a time
- cant time and use think-aloud
- Always have a pilot study
From Joe Konstan
46DECIDE evaluation framework
- A framework to help remember
- Determine the goals of the evaluation.
- Explore the questions to be answered.
- Choose the evaluation paradigm and techniques to
answer the questions. - Identify the practical issues.
- Decide how to deal with the ethical issues
- Evaluate, interpret and present the data.
- Basili et al, 1994, In Rogers et al, 248-56
47Final Note
- Here weve talked about evaluating existing
technologies as might happen at the very
beginning of a UCD process (hence step 0) - Many of the same techniques and methods can be
used as part of iterative evaluation in step 4 of
UCD e.g., using mock-ups and prototypes instead
of a fully interactive system - Key
- Understand the principles of methods and
adv/disadv - Make choice of method and adapt as appropriate to
stage of project and types of user data required
48Summary
- There are many ways to evaluate what is already
out there - Evaluation with experts
- heuristic evaluation, cognitive walkthrough
- Evaluation with users
- user testing
- methods for gathering user data (think aloud
etc.) - Issues
- What are the advantages and disadvantages of
different methods? - What is right for a particular interaction
scenario? - How do they complement each other?
- When are people talking about similar things?
- How could you come up with evaluations that
appropriately mix/synthesize different approaches
and methods?
49Read
- Rogers et al
- Ch 10, 21.2, 12.3, 13.4, 13.5, 14.2, 14.3
- Dix et al
- Ch 9
- Some useful web resources
- The Usability Methods Toolbox http//jthom.best.vw
h.net/usability/ - Usability Net http//www.usabilitynet.org/home.htm