HCI Evaluation Projects - PowerPoint PPT Presentation

1 / 40
About This Presentation
Title:

HCI Evaluation Projects

Description:

... data into one field, terminated by an enter, tab, or some other field separator. Skipping over an unneeded field or control by tabbing or use of a navigation key ... – PowerPoint PPT presentation

Number of Views:31
Avg rating:3.0/5.0
Slides: 41
Provided by: scotth74
Category:

less

Transcript and Presenter's Notes

Title: HCI Evaluation Projects


1
HCI Evaluation Projects
  • Evaluate the HCI design of three types of
    applications (you choose the specific ones, but
    try to choose ones with somewhat complex
    interaction)
  • A web site
  • A general-use application
  • Word processor, Fax utility, Mail reader, etc.
  • A special-use application focused on your
    profession
  • software code editor, debugger, web page builder,
    system administration tool, project management
    tool, etc.
  • For each application, evaluate for two distinct
    personas
  • For you
  • For your opposite (apologist/survivor, power
    user/naïve user, technologist/techno-averse,
    etc.)
  • Be sure to characterize the persona and their
    goals, then evaluate the interaction design from
    the perspective of that persona
  • In the HCI Design Projects, you will re-design an
    interaction for one of these applications (or a
    new one)

2
HCI Evaluation Projects An Addition
  • In choosing a system to evaluate, consider an
    embedded system
  • automobile navigation
  • cell telephone phone book
  • etc.
  • Combine an X with a computer, and what do you get?

3
Usability
  • From Larry L. Constantine and Lucy A.D. Lockwood,
    Software for Use A Practical Guide to the Models
    and Methods of Usage-Centered Design,
    Addison-Wesley, Reading, MA, 1999.

4
Some Claims
  • Many systems have been constructed with
    development focused almost entirely on internals,
    on processing logic and data organization to
    fulfill narrow concepts of functional objectives.
  • If it works, some would argue, that is enough.
  • As we will see, by focusing first on use and
    usability rather than on features or
    functionality, on users and usage more than on
    user interfaces, systems can be turned into
    better tools for the job that are smaller,
    simpler, and ultimately less expensive.

5
Homo habilisHandy Man
  • Homo habilis developed a characteristic that is
    uniquely human, the technique of making tools
    reference.
  • Humans are tool users
  • All software systems are tools, so software
    developers are tool builders
  • Avram Miller We are toolmakers, not artists
  • Master craftsmen have special-purpose tools
  • Many of our tools are used to build other tools
  • Grow your own toolkit for toolmakers

6
Quality of Use
  • What makes a thing useful?
  • Utility
  • The system does something worthwhile
  • useful enough to justify its expense
  • Capability
  • Able to do what it is supposed to do
  • Utility and Capability are necessary, but not
    sufficient
  • Users must be able to get the software to do its
    thing
  • Usability

7
Usability
  • Highly usable systems are easy for people to
    learn to use and easy for people to use
    productively
  • Help people work more efficiently and make fewer
    mistakes
  • The best systems give pleasure and satisfaction
  • They make people feel good about using them
  • Five facets of usability
  • Learn-ability
  • Remember-ability
  • Efficiency in use
  • Reliability in use
  • User satisfaction
  • Note the need for engineering trade-offs
  • e.g., easy to learn via step-by-step instructions
    may slow down a well-trained user

8
Economics of Usability
  • Developer costs frequently-cited reasons for
    project cost overruns
  • change requests from users
  • overlooked but necessary requirements
  • users lack of understanding of their
    requirements
  • insufficient user-developer communication
  • ? need emphasis on building an understanding of
    the real requirements of users
  • User costs
  • time spent climbing the learning curve
  • lower productivity than is possible
  • user stress, frustration, morale ? mistakes,
    quitting
  • technical support
  • Over time, more features result in LESS usability

9
Approaching Usability
  • Traditional approaches to improving usability
  • Usability testing
  • Style guides and standards
  • Expert consultation
  • Iterative prototyping
  • Alternative Usage-Centered Design

10
Usability testing
  • Usability labs vs. field testing
  • Note beta testing is a poor way to do usability
    testing
  • Cannot test quality into a product
  • It may be too late or too expensive to fix a
    product that fails testing
  • Get some benefit by usability testing of
    prototypes or storyboards
  • Testing only exercises anticipated use
  • Testing implies an inexperienced user (no one has
    used the new system, yet)
  • Usability tests find isolated, focused defects,
    not defects in the overall architecture or
    organization of the interaction
  • Use usability testing to focus on specific issues
  • e.g., the viability of a novel user interface
    feature or for comparing alternative design
    solutions to the same problem
  • e.g., assuring no lingering defects before
    product shipment

11
Style Guides and Standards
  • Platform-specific style guides (e.g., Windows and
    Mac)
  • Required for conformance stamp of approval even
    though they may be wrong for the application at
    hand
  • In-house style guides
  • Standards promote consistency, and consistency is
    a significant factor in making user interfaces
    easier to learn and remember
  • Well-conceived standards and style guidelines can
    reflect the best practices in user interface
    design
  • Standards and guides can save developers time
  • Re-use, dont re-invent
  • Problems too big, inconsistent, not followed,
    incomplete, poorly designed

12
Iterative Development
  • Problem prototyping is not a substitute for
    analysis and design, not an excuse for sloppy
    thinking
  • Prototyping
  • Test feasibility of an approach
  • Serve as a proof-of-concept for a radically new
    approach
  • Effective tool for communication between
    developers and users
  • Be careful that the user (or developer) do not
    see a sophisticated prototype as next to the real
    thing
  • Software engineering is the only engineering
    discipline that tries to sell prototypes as
    finished goods

13
Design Reviews and Expert Opinion
  • Simple, informal ways to solicit comments and
    suggestions and to promote collaboration
  • Avoid long debates and discussions
  • Software professionals tend to have strong
    opinions
  • Quality of review reflects the (in)experience of
    the reviewers
  • Expert review is often expensive, but
    cost-effective
  • Experts are hard to find and trust
  • Expert review does not transfer skills or
    knowledge
  • The developers are as clueless as they were
    before as to why a given design has usability
    problems

14
Built-In UsabilityUsage-Centered Design
  • Interface with Users
  • Design as dialog
  • Usage-Centered Design
  • Pragmatic design guidelines
  • Model-driven design process
  • Organized development activities
  • Iterative improvement
  • Measures of quality

15
Model-driven design process
  • Core, essential, abstract
  • Role model
  • actors and their relationships to system
  • Task models
  • use cases and their structure
  • Content Models
  • tools and materials to be provided by the user
    interface, and their interconnections
  • Mapping to actual environment
  • Operational models
  • operational profiles
  • Implementation model
  • visual design

16
Measuring Usability
  • Preference metrics quantify the subjective
    evaluations and preferences of users
  • Performance metrics measure the actual use of
    working software
  • Predictive metrics (design metrics) assess the
    quality of designs or prototypes, providing
    predictions of the actual performance that can be
    expected once the final system is implemented and
    used

17
Preference metrics SUMI
  • Software Usability Measurement Inventory (SUMI)
  • 50-item questionnaire that measures subjective
    aspects of usability
  • Affect how much the user likes the design
  • Efficiency how well the software enables
    productive use
  • Helpfulness how supportive the software and
    documentation are
  • Control how consistent and normal the software
    response is
  • Learnability how easy the software is to explore
    and master

18
Preference metrics SUSS
  • Subjective Usability Scales for Software (SUSS)
  • A quick reading on a design or alternative
    designs
  • Based on a sketch or screen shot, fill out a
    short questionnaire about
  • Subjective usability
  • Valence (liking or personal preference)
  • Aesthetics (attractiveness)
  • Organization (graphical design and layout)
  • Interpretation (understandability)
  • Acquisition (ease of learning)
  • Facility -- How easy it would be to use the
    screen to accomplish each of four tasks specific
    to the screen

19
Performance metrics
  • Performance metrics Measures of how users
    perform during actual or simulated work
  • Completeness
  • Correctness
  • Effectiveness
  • correctly completed work as a percentage of total
    work
  • Efficiency
  • effectiveness per unit time
  • Proficiency
  • measure an experts efficiency then compare
    subject efficiency to expert efficiency
  • Productiveness
  • time actually spent on task vs. unproductive time
    such as time seekinghelp, using documentation,
    searching for features, undoing actions, waiting
    for results, etc.
  • Retention (memorability)
  • Features or functions recalled in a later test

20
User Interface Design Metrics
  • What to measure
  • Structural metrics
  • Based on surface properties of the configuration
    and layout of user interface architectures
  • Semantic metrics
  • Context sensitive
  • Focus on the concepts and actions that visual
    components represent and how users make sense of
    the components and their relationships
  • Procedural metrics
  • Task sensitive
  • Deal with the fit between user tasks and a given
    design in terms of its content and organization

21
Measurement Criteria
  • Practical metrics should be sound, simple, and
    easy to use
  • Easy to calculate and interpret
  • Apply to paper prototypes and design models
  • Have a strong rationale and simple conceptual
    basis
  • Have sufficient sensitivity and ability to
    discriminate between designs
  • Offer direct guidance for design
  • Effectively predict actual usability in practice
  • Directly indicate relative quality of designs

22
Structural Metrics
  • Attempts to measure complexity
  • Only weakly correlate with end-product usability
  • Examples
  • Number of visual components or widgets on a
    screen or dialog
  • Amount and distribution of white space between
    widgets
  • Alignment of widgets relative to one another
  • Data and widget cohesion related data or widgets
    are near each other and their relationship is
    clear and consistent
  • Number of adjacent screens or dialogs directly
    reachable from a given screen or dialog
  • Longest chain of transitions possible between
    screens or dialogs

23
Essential Usability Metrics Suite
  • A suite of metrics to cover the various factors
    that make for a good user interface design
  • Essential Efficiency
  • Task Concordance
  • Task Visibility
  • Layout Uniformity
  • Visual Coherence

24
Essential Efficiency
  • Consider a use-case narrative. It defines the
    ideal number of steps a user performs to
    accomplish a task
  • Essential efficiency compares the ideal to the
    actual number of steps a user needs to perform
    the use case with a particular user interface
    design
  • Related to GOMS analysis Goals, Operators,
    Methods, and Selections
  • A theoretical model of how people carry out
    cognitive-motor tasks and interact with systems

25
Counting Steps
  • Entering data into one field, terminated by an
    enter, tab, or some other field separator
  • Skipping over an unneeded field or control by
    tabbing or use of a navigation key
  • Selecting a field, object, or group of items by
    clicking, double-clicking, or sweeping with a
    pointing device
  • Selecting a field, object, or group of items with
    a keystroke or series of connected keystrokes
  • Switching from keyboard to point device or from
    pointing device to keyboard
  • Triggering an action by clicking, on a tool,
    command button, or other visual object
  • Selecting a menu or a menu item by a pointing
    device
  • Triggering an action by typing a shortcut key or
    key sequence
  • Dragging-and-dropping an object with a pointing
    device

26
Task Concordance
  • A measure of how well the distribution of task
    difficulty using a particular interface design
    fits with the expected frequency of the various
    tasks
  • Good designs will generally make the more
    frequent tasks easier

27
Task Visibility
  • Visibility Principle user interfaces should show
    users exactly what they need to know or need to
    use to be able to complete a given task
  • Task Visibility measures the fit between the
    visibility of features and the capabilities
    needed to complete a given task or set of tasks
  • Things immediately obvious in the current screen
    are more visible than those you have to open a
    menu to find, which are more visible than those
    located in other interaction contexts
  • It is more desirable to have immediately
    available those items always needed, than those
    sometimes needed
  • Note security correlates with very low (zero)
    visibility

28
WYSIWYN
  • WYSIWYN What you see is what you need
  • You do not see what you do not need
  • Task visibility is reduced when unused or
    unnecessary features are incorporated into the
    user interface

29
Visibility Rules
  • Four categories according to function and method
    of performance
  • Hidden
  • Exposing
  • Suspending
  • Direct
  • Visibility ranges from 0 to 1

30
Visibility Rules Hidden
  • Hidden (visibility 0)
  • Typing a required code or shortcut in the absence
    of any visual prompting or cue
  • Accessing a feature or features having no visible
    representation on the user interface
  • Example the Windows Task Bar is hidden
  • Any action involving an object or a feature that
    may be visible but the choice of which is neither
    obvious nor evident based on the visible
    information on the user interface
  • Example right click on a blank background or
    typing a keyboard shortcut without being prompted

31
Visibility Rules Exposing
  • Exposing (visibility 0.5)
  • An enacted step is exposing if its function is to
    gain access to or make visible some other needed
    feature without causing or resulting in a change
    of interaction context
  • Opening a drop-down list
  • Opening a menu or submenu
  • Opening a context menu by right-clicking on some
    object
  • Opening a property sheet dialog for an object
  • Opening an object or drilling down for detail
  • Opening or making visible a tool palette
  • Opening an attached pane or panel of a dialog
  • Switching to another page or tab of a tabbed
    dialog

32
Visibility Rules Suspending
  • Suspending (context-switching)
  • An enacted step is suspending if its function is
    to gain access to or make visible some other
    needed feature and it causes or results in a
    change of interaction context
  • Opening a dialog box
  • Closing a dialog or message box
  • Switching to another window
  • Switching to or launching another application
  • Suspending or context-switching actions that are
    the first or last step of extensions or other
    optional interactions have a visibility value of
    0.5 (they may not be needed in all interactions)
  • Non-optional context changes have a visibility
    value of 0

33
Visibility Rules Direct
  • Direct (visibility 1)
  • An enacted step is a direct action if it is not
    hidden, exposing, or suspending
  • Accomplished through visible features
  • Choice is evident
  • Do not serve to gain access to or make visible
    other objects
  • Examples
  • Applying a tool to an object to change it
  • Typing a value into a visible field
  • Altering the setting of an option button

34
Layout Uniformity
  • Measures selected aspects of the spatial
    arrangement of interface components without
    taking into account what those components are or
    how they are used
  • Neither task sensitive nor context sensitive
  • Visual Coherence addresses the meaning and use
  • Assesses the uniformity or regularity of the user
    interface layout
  • Usability is hindered by highly disordered or
    visually chaotic arrangements
  • Complete uniformity is not the goal
  • User needs to be able to distinguish different
    features and different parts of the interface
  • Computed from the number of different heights,
    widths, top-edge alignments, left-edge
    alignments, bottom-edge alignments, and
    right-edge alignments of visual components

35
Visual Coherence
  • A well-designed screen or window hangs together
  • consolidate related things, separate unrelated
    things
  • A semantic or context-sensitive measure of how
    closely an arrangement of visual components
    matches the semantic relationships among those
    components
  • Group/separate visual components using empty
    space, lines, boxes, colors, etc.
  • Semantic clusters must be discovered
  • Use a glossary, domain object model, entity
    model, data dictionary, etc.

36
Metrics In Practice
  • Use the numbers as a guide, not a requirement
  • Focus on deriving the best design, not on
    maximizing the scores
  • Quantitative comparisons are no substitute for
    thought, careful design, systematic review, and
    judicious testing
  • To improve usability in response to specific
    feedback, construct custom, easily understood,
    and easily used metrics focused on the specific
    issues

37
Five Rules of Usability (1-3)
  • Access Rule The system should be usable,
    without help or instruction, by a user who has
    knowledge and experience in the application
    domain but no prior experience with the system
  • Efficacy Rule The system should not interfere
    with or impede efficient use by a skilled user
    who has substantial experience with the system
  • Progression Rule The system should facilitate
    continuous advancement in knowledge, skill, and
    facility and accommodate progressive change in
    usage as the user gains experience with the system

38
Five Rules of Usability (4-5)
  • Support Rule The system should support the real
    work that users are trying to accomplish by
    making it easier, simpler, faster, or more fun by
    making new things possible
  • Context Rule The system should be suited to the
    real conditions and actual environment of the
    operational context within which it will be
    deployed and used

39
Six Principles of Usability (1-3)
  • Structure Principle Organize the user interface
    purposefully, in meaningful and useful ways that
    put related things together and separate
    unrelated things based on clear, consistent
    models that are apparent and recognizable to
    users
  • Simplicity Principle Make simple, common tasks
    simple to do, communicating clearly and simply in
    the users own language and providing good
    shortcuts that are meaningfully related to longer
    procedures
  • Visibility Principle Keep all needed tools and
    materials for a given task visible without
    distracting the user with extraneous or redundant
    information What You See is What You Need
    (WYSISYN)

40
Six Principles of Usability (4-6)
  • Feedback Principle Through clear, concise, and
    unambiguous communication, keep the user informed
    of actions or interpretations, changes of state
    or condition, and errors or exceptions as these
    are relevant and of interest to the user in
    performing tasks
  • Tolerance Principle Be flexible and tolerant,
    reducing the cost of mistakes and misuse by
    allowing undoing and redoing while also
    preventing errors wherever possible by tolerating
    varied inputs and sequences and by interpreting
    all reasonable actions reasonably
  • Reuse Principle Reduce the need for users to
    rethink, remember, and rediscover by reusing
    internal and external components and behaviors,
    maintaining consistency with purpose rather than
    merely arbitrary consistency
Write a Comment
User Comments (0)
About PowerShow.com