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SEG 3210 User Interface Design

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Title: SEG 3210 User Interface Design


1
SEG 3210User Interface Design Implementation
  • Prof. Dr.-Ing. Abdulmotaleb El Saddik
  • University of Ottawa (SITE 5-037)
  • (613) 562-5800 x 6277
  • elsaddik _at_ site.uottawa.ca
  • abed _at_ mcrlab.uottawa.ca
  • http//www.site.uottawa.ca/elsaddik/

2
Unit B UI Evaluation
  1. Objectives of User Interface Evaluation
  2. Where Evaluation Fits in the Development Process
  3. A Preliminary Case Study Hotel Reservations
  4. Overview of Interface Evaluation Methods
  5. Details Heuristic Evaluation
  6. Malfunction Analysis
  7. Details Videotaped Evaluation
  8. Details Experiments
  9. Details Usability Engineering
  10. Details Cognitive Walkthroughs
  11. Key Points to Review

3
1. Objectives of User Interface Evaluation
  • Key objective of both UI design and evaluation
  • Minimize malfunctions
  • Key reason for focusing on evaluation
  • Without it, the designer would be working
    blindfold
  • Designers wouldnt really know whether they are
    solving customers problems in the most
    productive way

4
1. Objectives of User Interface Evaluation
  • Questions answered by various evaluation
    techniques
  • What is the users real task?
  • Prevent later malfunctions
  • by doing evaluation as part of requirements
    analysis
  • Present and work with a UI
  • to help formulate the requirements
  • Inappropriate tasks/requirements are a major
    source of malfunctions
  • What problems do or might users experience with
    the UI?
  • Directly find malfunctions
  • Which of several alternative UIs is better?
  • Pick the version that leads to fewer malfunctions
  • Has the UI met usability targets?
  • Ensure that malfunction counts are sufficiently
    low
  • Does the UI conform to standards?
  • Leverage of collective wisdom to reduce
    malfunctions

5
1. Objectives of User Interface Evaluation
  • But, in order for evaluation to give feedback to
    designers...
  • ...we must understand why a malfunction occurs
  • Malfunction analysis
  • Determine why a malfunction occurs
  • Determine how to eliminate malfunctions
  • We will discuss this while working through this
    unit.

6
2. Where Evaluation Fits in the Development
Process
  • Throughout the lifecycle!
  • During rough sketching or prototyping
  • During iterative design
  • The more evaluation the better
  • Especially when users are involved
  • Formative evaluation
  • When designing and maintaining software that we
    are developing
  • Summative evaluation
  • When judging a finished product developed by
    someone else

7
3. A Preliminary Case Study Hotel Reservations
  • UI Evaluation performed for Forte Travelodge
    Performed in a special usability lab
  • Aims
  • Identify and eliminate malfunctions
  • Hence make system easier to use
  • Avoid business difficulties caused by these
    malfunctions
  • Develop improved training material and
    documentation
  • Avert potential malfunctions by teaching users
    how to avoid them
  • Setup of IBM usability lab
  • Resembles TV studio
  • Microphones and video equipment
  • One way mirror
  • Technicians, observers sit on one side
  • Users sit on other side in realistic environment
  • User environment resembles reception desk
  • Non-threatening

8
3. A Preliminary Case Study Hotel Reservations
  • Aspects of system to be evaluated
  • How quickly can a booking be made?
  • (while operator is on telephone)
  • Is each screen productive to use?
  • Are help and error messages effective?
  • Can non-computer-literate operators use the
    system?
  • Is complexity minimized?
  • Is training and documentation effective?

9
3. A Preliminary Case Study Hotel Reservations
  • Procedure
  • 15 common task scenarios developed
  • Among others basic registration, cancellation,
    request for specific room, extension of existing
    stay etc.
  • Four days of testing with multiple users
    performing various sets of tasks
  • Users were told evaluation is of system, not them
  • All actions were recorded
  • Debriefing sessions held
  • Videos then analyzed for malfunctions
  • 62 identified
  • Priorities
  • Navigation speed needs improvement
  • Screen titles and formats need tuning
  • Hard to refer to documentation
  • Physical difficulties with telephone headsets and
    furniture

10
3. A Preliminary Case Study Hotel Reservations
  • Results
  • Higher productivity of booking staff
  • tasks completed more quickly
  • guest requirements better met
  • Training costs kept low
  • Morale kept high
  • More customers booked by phone
  • 14500 27000 per week

11
4. Overview of Interface Evaluation Methods
  • Three types of methods
  • Passive evaluation
  • Active evaluation
  • Predictive evaluation / usability inspections
  • All types of methods useful for optimal results
  • Used in parallel
  • All attempt to prevent malfunctions
  • Before trying methods, do pilot studies first

12
4. Passive evaluation
  • Usage of software is monitored
  • Performed while prototyping, in alpha test and
    later
  • Does not actively seek malfunctions
  • only finds them when they happen to occur
    infrequent (but possibly severe) malfunctions may
    not be found
  • Generally requires realistic use of a system
  • Users become frustrated with malfunctions
  • Gathering Information
  • Problem report monitoring
  • Users should have an easy way to register their
    frustration / suggestions
  • Best if integrated with software

13
4. Passive evaluation Gathering Information
  • Automatic software logs
  • Can gather much data about usage
  • command frequency
  • error frequency and pre-error patterns
  • undone operations (a sign of malfunctions)
  • Privacy is a concern
  • System must be designed for testability (DFT)
  • Logs can be taken of
  • just keystrokes, mouse clicks
  • full details of interaction
  • The latter make accurate playback easier

14
4. Passive evaluation Gathering Information
  • Questionnaires / surveys
  • Useful to obtain statistical data from large
    numbers of users
  • Proper statistical means are needed to analyze
    results
  • Gathers subjective data about importance of
    malfunction
  • automated logs omit importance
  • less frequent malfunctions may be more important
  • users can prioritize needed improvements
  • Limit on number of questions
  • Very hard to phrase questions well
  • Questions can be closed- or open-ended

15
4. Active evaluation
  • Actively study specific activities performed by
    users
  • Performed when prototyping and later
  • Gathering Information
  • Experiments usability engineering
  • Prove hypotheses about measurable attributes of
    one or more UIs
  • e.g. speed/learning/accuracy/frustration
  • In usability engineering test against preset
    targets
  • Can be expensive
  • Knowledge of statistics needed
  • Hard to control for all variables
  • Observation sessions
  • Also called interpretive evaluation
  • Simple observation or cooperative evaluation
  • Described in detail later

16
4. Predictive evaluation
  • Studies of system by experts rather than users
  • Performed when UI is specified and later
  • useful even before prototype developed
  • Can eliminate many malfunctions before users ever
    see software
  • Also called usability inspections
  • Gathering Information
  • Heuristic evaluation
  • Based on a UI design principle document
  • Analyze whether each guideline is adhered to in
    the context of the task and users
  • Can also look at adherence to standards
  • Cognitive walkthroughs
  • Step-by-step analysis of
  • steps in task being performed
  • goals users form to perform these tasks
  • how system leads user through tasks

17
Summary of evaluation techniques
Technique When to use
a) Problem reporting Always
b) Automatic logs In any moderately complex system and whenever there are large numbers and commands
c) Questionnaires Whenever there are large number of users
d) Experiments Usability Engineering In special cases where it is hard to choose between alternatives, or when fine tuning
e) Observation sessions Almost always, especially when user has to interact with a client while using the system
f) Heuristic evaluation Always
g) Cognitive Walkthrough When usability must be optimized
18
Comparison of key questions to evaluation
techniques
A Prob B Log C Q? D Exp E Obs F Heu G Wlk
What is task?
What are current malfunctions?
Which UI is better?
Has UI met targets? 0
Does UI conform to standards?
Very good techniques OK technique 0
possible technique
19
5. Details Heuristic Evaluation
  • A type of predictive evaluation
  • Use HCI experts as reviewers instead of users
  • Benefits of predictive evaluation
  • The experts know what problems to look for
  • Can be done before system is built
  • Experts give prescriptive feedback
  • Important points about predictive evaluation
  • Reviewers should be independent of designers
  • Reviewers should have experience in both the
    application domain and HCI
  • Include several experts to avoid bias
  • Experts must know classes of users
  • Beware Novices can do some very bizarre things
    that experts may not anticipate

20
5. Details Heuristic Evaluation
  • Planning for heuristic evaluation
  • Based on UI guidelines (heuristics about what is
    best)
  • Multiple passes needed
  • one pass to look for each kind of problem
  • passes to follow different routes through screens
    and dialogues (i.e. different tasks)
  • 1-2 hour sessions is good
  • 1 expert evaluator finds only 33 of problems
  • 5 evaluators needed to find 75 of problems
  • 15 more to find about 99
  • Example heuristics for heuristic evaluation (Many
    more to be covered later in course)
  • Use simple and natural dialogue
  • Speak the users language
  • Minimize memory load
  • Be consistent
  • Provide feedback
  • Provide clearly marked exits
  • Provide shortcuts
  • Provide good error messages
  • Prevent errors

21
6. Malfunction Analysis
  • A disciplined approach to analyzing malfunctions
  • Provides feedback into the redesign process
  • Play protocol, searching for malfunctions
  • Answer four distinct questions
  • Q1. How is the malfunction manifested?
  • What do you notice and who noticed it?
  • Q2. At what stage in the interaction is it
    occurring?
  • Goal forming, action decision, action execution,
    interpretation of results
  • Q3. At what level of the user interface is it
    occurring?
  • Physical element level to task level
  • Q4. Why is it occurring?
  • What is its root cause
  • List and prioritize possible cures

22
Q1. How is the malfunction manifested?
  • a) Malfunctions detected by the system (easiest
    to detect)
  • omission of an argument
  • incorrect date format
  • Cure
  • Better prompts, consistency, visible examples,
    more forgiving of alternatives
  • b) Malfunctions detected by the user during
    operation
  • taking wrong path in menu hierarchy
  • not finding required help
  • not being able to perform a certain action
  • not being able to tell which state system is in
  • Cure
  • Improve functionality, feedback, clarity,
    simplicity

23
Q1. How is the malfunction manifested?
  • c) Malfunctions undetected (until later)
  • output produced is wrong due to wrong inputs
  • unnecessary work performed
  • Cure
  • Improve feedback indicating consequences of
    input simplify
  • d) Inefficiencies
  • excessive response time
  • excessive think time
  • unnecessarily long command sequences
  • unnecessary repetitions
  • complex operations that require use of reference
  • Cure
  • Simplify, speed system up

24
Q2. What Stage in the Interaction the Malfunction
Occur?
  • a) When the user decides on next goal (Forms an
    intent to do inappropriate thing)
  • decides to empty a field because user thinks it
    is unimportant (when it is important)
  • decides to charge default exchange rate (when
    should obtain current exchange rate)
  • Cure
  • Lead user through task better better feedback
    better training
  • b) When the user specifies the action (Action
    does not match the goal)
  • deletes the record instead of emptying a field
  • charge reciprocal of exchange rate
  • Cure
  • Improve clarity, feedback, prompts, conceptual
    model

25
Q2. What Stage in the Interaction the Malfunction
Occur?
  • c) When the system executes the action
  • Defects in functionality
  • Cure
  • Fix functionality in normal way
  • d) When the user interprets the resulting system
    state
  • thinks bank account has been debited when it has
    not
  • thinks system has hung when it has not
  • thinks some data must be entered when it is the
    default
  • cannot understand resulting error message
  • Cure
  • Better feedback, better conceptual model

26
Q3. At Which Level Does the Malfunction Occur?
  • a) Task level (Task and goals not supported)
  • What the user wants to do cannot be done by the
    system
  • Functionality is not provided
  • Cure
  • Add functionality
  • b) Conceptual level (User has wrong mental model
    does not understand intended conceptual model)
  • thinks that money is being deducted from bank
    account when it is being charged to a credit card
  • thinks that dragging a file to the desktop means
    they are no longer on the disk
  • thinks that dragging a disk to the trash can icon
    deletes disk contents
  • Cure
  • make conceptual model clearer improve metaphors

27
Q3. At Which Level Does the Malfunction Occur?
  • c) Interaction style level (system wide problem)
  • does not know how to pull down a menu
  • scrolls a page instead of a line
  • goes to next screen instead of scrolling
  • retypes command after an error instead of editing
    it
  • Cure
  • make operation of the interface more intuitive
    and consistent
  • d) Interaction element level (specific detail
    inappropriate)
  • selects wrong button because label is
    misinterpreted
  • specifies invalid command syntax
  • specifies wrong code for option
  • Cure
  • More attention to details of the interface,
    simplification

28
Q3. At Which Level Does the Malfunction Occur?
  • e) Physical element level (Physical execution
    incorrect)
  • presses wrong key accidentally
  • clicks on wrong pixel in image
  • out-types machine (actions lost)
  • types ahead when system is computing keystrokes
    later applied to wrong action
  • Cure
  • Defenses to protect user from consequences
    better hardware design fix bugs in code

29
Q4. Why Does the Malfunction Occur?
  • Lack of (on the part of the user)
  • Motivation
  • Poor job satisfaction
  • Attention
  • User is pre-occupied with other things.
  • Input information processing
  • No feedback provided to tell user what is going
    on
  • or cues provided by the system are not recognized
  • or cues are misinterpreted
  • Cures Clearer, more consistent feedback
  • Discrimination
  • user is unable to tell certain things apart
  • e.g. red/green colour discrimination
  • e.g. two icons that are similar
  • Cures Improved expression of information

30
Q4. Why Does the Malfunction Occur?
  • Physical coordination
  • e.g. wrong item selected because of difficulty
    positioning cursor with mouse.
  • Cures Alternate interaction mechanisms, better
    feedback
  • Recall
  • User did not remember command , syntax etc.
  • Cures Better mnemonics, online help, quick
    lookup mechanisms, command completion
  • Knowledge / lack of learning
  • User does not have business or software knowledge
    to make right choice.

31
Q4. Why Does the Malfunction Occur?
  • Learning difficulties that cause malfunctions
  • Learning is difficult
  • users get frustrated
  • learning takes time can be hard to apply
  • Learners make ad-hoc interpretations
  • they may not recognize their problem
  • they may falsely think they have a problem
  • Learners generalize from what they know
  • they assume computers work like manual methods
  • they assume consistency
  • Learners have trouble following directions
  • they often ignore them even if they see them
  • they do not easily understand them

32
Q4. Why Does the Malfunction Occur?
  • Problems and features interact
  • they do not see that one problem can cause
    another
  • Prerequisites and side-effects confuse learners
  • Help facilities do not always help
  • they do not know what to ask for
  • too much detail is often provided
  • Other causes of malfunctions
  • Excessive resource demands
  • External events (e.g. noise)
  • Misleading or inadequate training
  • Unrealistic task definitions
  • Intrinsic human variability

33
7. Details Videotaped Evaluation
  • A software engineer studies users who are
    actively using the user interface
  • To observe what problems they have
  • Rather than to measure numbers
  • The sessions are videotaped
  • Can be done in users environment
  • Activities of the user
  • Performs pre-defined tasks
  • With or without detailed instructions on how to
    perform them
  • Preferably talks to herself as if alone in a room
  • Yields think-aloud protocol
  • This process is called co-operative evaluation
    when the software engineering and user talk to
    each other

34
7. Details Videotaped Evaluation
  • The importance of video
  • Without it, you see what you want to see
  • You interpret what you see based on your mental
    model
  • In the heat of the moment you miss many things
  • Minor details (e.g. body language) captured
  • You can repeatedly analyze, looking for different
    problems
  • Tips for using video
  • Several cameras are useful
  • Software is available to help analyse video by
    dividing into segments and labeling the segments
  • Evaluation can be time consuming so plan it
    carefully

35
Steps for videotaped evaluation
  • Select 6 to 8 representative users per user class
  • E.g. client, salesperson, manager, accounts
    receivable
  • Invite them to individual sessions
  • Sessions should last 30-90 minutes
  • Schedule 4-6 per day
  • If system involves user's clients in the
    interaction
  • Have users bring important clients
  • or have staff pretend to be clients
  • Select facilitators/observers and notetakers
  • Prepare tasks
  • Select the most commonly used tasks plus a few
    less important tasks
  • Write task instructions for users
  • Estimate the time it will take to complete each
    task plus extra time for discussion
  • Prepare notebook or form for organizing notes

36
Steps for videotaped evaluation
  • Set up and test equipment
  • Hardware on which to run system
  • Audio or video recorder
  • Software logs
  • Do a dry run (pilot study)!
  • At the Start of an Observation Session
  • explain
  • nature of project
  • anticipated user contributions
  • why user's views are important
  • focus is on evaluating the user interface, not
    evaluating the user
  • all notes, logs, etc., are confidential
  • user can withdraw at any time
  • usage of devices
  • relax!
  • Sign informed consent form
  • very important

37
Steps for videotaped evaluation
  • Start user verbalizing as they perform each task
    (thinking aloud)
  • For co-operative evaluation, software engineer
    also verbalizes
  • Appropriate questions to be posed by the
    observing software engineer

Question Malfunction if
What do you want to do? They do not know the system cannot do what they want
What do you think would happen if ...? They do not know they give wrong answer.
What do you think the system has done? They do not know they give wrong answer.
What do you think is this information telling you? They do not know they give wrong answer.
Why did the system do that? They do not know they give wrong answer.
What were you expecting to happen? They had no expectation they were expecting something else.
38
Steps for videotaped evaluation
  • Hold a wrap-up interview (de-briefing)
  • What were the most significant problems?
  • What was most difficult to learn?
  • Etc.
  • Analyze the videotape to find malfunctions
  • Lab exercise
  • Videotaped evaluation of a software product

39
8. Details Experiments (Details in
Experimentation)
  • Pick a set of subjects (users)
  • A good mix to avoid biases
  • A sufficient number to get statistical
    significance (avoid random happenings effect
    results)
  • Pick variables to test
  • Independent Manipulated to produce different
    conditions
  • Should not have too many
  • They should not affect each other too much
  • Make sure there are no hidden variables
  • Dependent Measured value affected by independent
  • Develop a hypothesis
  • A prediction of the outcome
  • Aim of experiment is to show this is correct
  • E.g. Some change in an independent variable
    causes some change in a dependent variable

40
8. Details Experiments (Details in
Experimentation)
  • Design experiments to test hypotheses
  • Create a null (inverse) hypothesis
  • e. a change in independent variable causes no
    change in dependent variable
  • Disprove null hypothesis!
  • Experiment design is difficult.
  • Conduct experiments
  • Statistically analyze results to draw conclusions
  • e.g. using t-tests
  • conclusions will be correct within a margin of
    error 19 times out of 20
  • Decide what action to take based on conclusions

41
Two major types of UI experimentation
  • Traditional
  • Micro level
  • (e.g. testing which colour is best for a certain
    icon)
  • Only done when usage will be very high or you are
    a university researcher!
  • Usability engineering
  • Tests significant part of system
  • Relaxes scientific constraints
  • Because we cannot control all variables
  • Used to prove hypotheses that certain usability
    goals have been met
  • More later
  • You should understand experimentation
  • Much UI research is experimental
  • You have to interpret and apply others results

42
Example Experiment Text Selection Schemes
  • Early GUI research at Xerox on the Star
    Workstation
  • Traditional experiments
  • Results were used to develop Macintosh
  • Goal of study
  • Evaluate how to select text using the mouse
  • Steps
  • Subjects
  • Six groups of four
  • In each group, only two are experienced in mouse
    usage

43
Example Experiment Text Selection Schemes
  • Variables
  • Independent
  • Selection schemes
  • 6 strategically chosen patterns involving
  • --gt Which mouse button (if any) could be
    double/triple/quad clicked to select
    character/word/sentence
  • --gt Which mouse button could be dragged through
    text
  • --gt Which mouse button could adjust the start/end
    of a selection
  • Dependent
  • Selection time
  • Selection errors
  • Hypothesis
  • Some scheme is better than all others

44
Example Experiment Text Selection Schemes
  • Detailed experiment design
  • Null hypothesis No difference in schemes
  • Assign a selection scheme to each group
  • Train the group in their scheme
  • Measure task time and errors
  • Each subject repeated 6 times
  • A total of 24 tests per scheme
  • Conduct Experiment
  • Analysis
  • F-test used - scheme F found to be significantly
    better
  • Point and draw through with left mouse
  • Adjust with middle mouse
  • Action
  • Try another combination similar to scheme F
  • Left mouse can be double-clicked

45
Questions to ask when reviewing experiments
  • Not all published experiments are done well!
  • Were users adequately prepared?
  • Were tasks complex enough to allow adequate
    evaluation?
  • Did the task become boring to the users?
  • Although effects are found to be statistically
    significant, does that matter?
  • Maybe not if a particular task is rarely
    performed
  • Are there any other possible interpretations?
  • Maybe users have learned to do better at task B
    because they did task A first!
  • Are dependent variables consistent?
  • e.g. users may prefer slower method
  • Can results be generalized?
  • Maybe selection results also apply to graphics,
    maybe not

46
9. Details Usability Engineering
  • A process whereby the usability of a product is
    specified quantitatively, and in advance. Then as
    the product is built it can be demonstrated that
    it does or does not reach the required levels of
    usability
  • Partly engineering
  • Design-evaluate-redesign
  • Partly science
  • Experimentation methodology
  • Although not with full controls

47
Usability Engineering Steps
  • Pick benchmark tasks
  • Simple tasks that can be repeated and performance
    measured
  • Pick usability metrics
  • Set planned levels of usability
  • Design initial interface using usability
    guidelines
  • Analyze impact of design(s) using experiments
  • i.e. a new batch of users is measured running the
    benchmark tasks
  • If goals are achieved, stop
  • Incorporate user derived feedback in design
  • Go back to step 5
  • Major problem with usability engineering
  • Benchmark tasks are rarely performed in a truly
    natural environment

48
Some suitable usability metrics
  • Time to complete task
  • Percentage of task completed per unit time
  • Ratio of successes to failures
  • Percentage of time spent dealing with errors
  • Percentage of competing products that have better
    speed measures than our product
  • Number of repetitions of failed commands
  • Percentage of available commands used
  • Number of times user had to undo an action
  • Number of unnoticed errors
  • Number of times user did not use the expected
    method to accomplish the task
  • Think time required for task
  • i.e. ignoring system response time
  • a good UI should lead user through system with
    minimal cognitive load

49
10. Details Cognitive Walkthroughs
  • A form of predictive evaluation
  • Detailed reviews based on psychological theory,
    focusing on
  • Goals a new user must form to execute a task
  • How well the system leads the user to form those
    goals
  • i.e. how well the system supports the user
  • The method is highly structured
  • Forms are provided to guide the evaluator
  • More time consuming that ordinary heuristic
    evaluation
  • Less time consuming than experiments

50
Cognitive Walkthrough Steps
  • Choose a task to evaluate
  • Describe the task exactly
  • First describe the task in one sentence
  • Use simple language
  • The wording should be from a first-time users
    point of view
  • e.g. Record a newly-received item in inventory.
  • Describe the initial state of the system
  • e.g. Main menu is displayed
  • List the atomic actions needed to correctly
    perform the task, e.g.
  • Click on add to inventory in the menu.
  • If you dont know the part number, hit return
    to perform look up the part number, then go to
    action 4.
  • Type the part number into the part number
    field
  • Press tab
  • Type the number of items in the Number field
  • Hit ltreturngt or click on Add.
  • If the system prints out a bar-code sticker,
    affix it to the new item.
  • Describe classes of users who may perform the
    task
  • e.g. Receiver - knows about inventory, but not
    yet about the system

51
Cognitive Walkthrough Steps
  • Describe the Goal Structure (or task structure)
    users would likely have in their minds before
    starting the task
  • High-level and system independent
  • Indent subgoals/subtasks
  • Note if there are actions for which the user has
    no goals, the system must stimulate the user to
    think of these goals by the time they must
    perform the task
  • If different classes of user may have different
    goal structures, list these too.
  • e.g.
  • Record a received item in inventory
  • Started the inventory program
  • Enter the item

52
Cognitive Walkthrough Steps
  • For each action specified in step 2c, do the
    following (I to IV)
  • Write down the goal structure
  • ... that the user would need to have in order
    to perform the action correctly
  • e.g. For action 4
  • Record a received item in inventory
  • Record the number of items
  • Press tab
  • Enter the number
  • Cause the system to process the transaction

53
Cognitive Walkthrough Steps
  • Verify that the user will have the correct goal
    structure
  • given their initial goals
  • given the systems response to the previous
    action
  • Estimate the percentage of users who might have
    each of the following possible problems
  • Failure to add goals
  • e.g. For action 2The system must make it clearly
    visible that pressing return with nothing entered
    will invoke a lookup mechanism
  • Failure to drop goals
  • e.g. The user may have a goal to, notify the
    person who ordered the parts This would not b
    needed if the system performs this automatically
  • Addition of spurious goals
  • e.g. There may be a field marked
    DescriptionHowever this only needs to be
    filled in if the type of item is not in the
    database

54
Cognitive Walkthrough Steps
  • No-progress impasse
  • e.g. After adding an item, the system might just
    clear the screen ready for another entry.
  • The user may think the transaction failed (i.e.
    goal not achieved)
  • Premature loss of goals
  • e.g. The user enters an item and hits return
  • A message transaction accepted is printed
    (meaning the transaction has been started)
  • The user powers off the computer thinking the
    goal is reached
  • The system never got around to printing the label

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Cognitive Walkthrough Steps
  • Verify that the actions match the goalsPossible
    problems
  • Correct action doesnt match goal
  • e.g. User wants to delete an item that was
    stolen.
  • Correct action is to select add to inventory
    and specify a negative number
  • System does not help user match the goal to the
    action
  • Incorrect actions match goals
  • e.g. User wants to add a new type of item to
    inventory (for which no items have yet been
    received)
  • Upon seeing add to inventory, user selects this
    incorrect menu item
  • Verify that the user can physically perform the
    action Possible problems
  • Physical difficulties
  • e.g. recognizing an icon, holding down
    shift-ctrl-alt-a to perform a command
  • Time-outs
  • i.e. running out of time the system gives up

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11. Key Points to Review
  • Objective of evaluation Minimize malfunctions
  • Key questions
  • What is real task? Problems? Which is better?
  • Met targets? Is it standard?
  • Evaluate throughout lifecycle!
  • Formative vs. summative evaluation
  • Pilot studies important
  • Use all techniques in a balanced approach
  • Use cost-benefit analysis to see if an expensive
    technique will pay off
  • Passive methods
  • Problem reporting
  • Software logging
  • Questionnaires/surveys

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11. Key Points to Review
  • Active methods
  • Traditional experiments
  • Investigate a single UI element
  • Pick subjects
  • Independent and dependent variables
  • Hypotheses
  • Experimental designs
  • independent subject
  • matched subject (control for differences among
    subjects)
  • repeated measures (reuse subjects)
  • Usability Engineering
  • Test realistic benchmark task
  • Set targets for usability metrics
  • Evaluate-redesign-evaluate until targets met
  • Partly engineering, partly science
  • Observation sessions (Videotaped Evaluation)
  • Study active use on realistic tasks
  • Think-aloud protocol on video
  • Co-Operative Evaluation involves dialogue

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11. Key Points to Review
  • Predictive evaluation involve experts
  • Heuristic Evaluation based on guidelines
  • Cognitive Walkthroughs goals and actions
  • Describe task, actions, users, goal structure
  • For each action, verify that users
  • ... add and drop goals as needed
  • ... dont add unneeded goals
  • ... can tell when a goal is reached
  • ... dont drop needed goals
  • ... can see what action to take
  • ... are not mislead into taking wrong action
  • ... have no physical difficulties with action
  • Malfunction analysis
  • How manifested?
  • Detected by system, user
  • Undetected, inefficiencies
  • What stage in interaction? When user...
  • Decides on goal? Specifies action?
  • Executes action? Interprets result?
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