Title: User Studies
1User Studies
- Defining the space for exploiting user knowledge
in interaction with system components
2Engineering Activity
Background Assumption
People produce error People
discover and solve them
Design Assumption
Routine work, rote thinking Development of
knowledge, understanding Flexibility
interchangeable jobs Flexibility skilled
people Standard operating environment Collaborat
ion and collaborative learning are necessary to
business take place in communities Social
interaction is nonproductive Communities are
funds of knowledge Automatation produce
reliability Skills through learning produce
reliability
Learning in not encouraged Learning is
supported
3Engineering ws Work
Engineering view Work Perspective
Kyng, 1995
4User vs Designer
Users Contribution
Developers Contribution
Kyng, 1995
5Validity and Verifiability
Requirements need to be valid with respect to
the original problem statement And they need to
be verified with respect to the subsequent
design Examples of failure Invalid The
alphanumeric keyboard for the Air Traffic Control
system should provide 60 keys, laid out in three
separate groups of 5 x 4 keys so as to allow
for extra strengthening supports between the
groups. Unverifiable Decision making
assistance should be provided. Computer-generated
proposals will be generated by upstream ATC
expert systems and artificial intelligence, still
to be developed.
6Defining Requirements
Building a model of the supported activities
(processes) Identifying the users Selecting
functional distributions/redundancies Setting
performance requirements
7Processes Users
- Ethnography
- Interview
- Scenarios
8Ethnography
- Ethnography is the work of describing a culture.
The main objective of this activity is to
understand another way of life from the native
point of view. It is used to refer to both the
work of studying a culture and the end product
an ethnography'' or written text. - Field work, then involves the disciplined study
of what the world is like to people who have
learned to see, hear, speak, think, and act in
ways that are different. Rather than studying
people ethnography means learning from people'' - Spradley, 1979.
9Ethnography from Anthropology
- Its primary use is as a way of gaining insights
into the life experiences of people whose daily
lifestyle was different from those living in
Western developed societies. - The practice of ethnography is based on
- a commitment to studying activities in the
natural'' setting in which they occur - an interest in developing detailed descriptions
of the lived experience - a focus on what people actually do understanding
the relation between activities and environment - Ethnographic representations include textual
accounts and summaries, videotape, storyboard and
images as well as artifacts generated by the
workprocess.
10Ethnography Interactive Systems
- The socialization of Ethnography and IS began in
the 1980s and was motivated by three emerging
truths. - First, there was a gradual awareness that the
narrow focus on isolated individuals using
computational artifacts was inadequate. - Second, there was gradual agreement that human
intelligence was socially constituted and
achieved. - Third, there was a growing interest in developing
computer technologies that acknowledged and
supported the cooperative nature of human activity
11Method
- http//lucy.ukc.ac.uk/
- Fieldwork Online Stephen Lyon, a Ph.D. student
in Anthropology at the University of Kent
12Four basic roles
- Complete participant
- Participant observer
- Observer as participant
- Complete observer
13Qualitative observation is ...
- Identifying people and situations
- Gaining access, consent, and trust
- Watching, listening, and experiencing
- Remembering and recording
- Sorting, coding, and analyzing
- Searching for patterns and uniqueness
- Finding the meaning in what is happening
- Hints
14Querying Users via Interviews
- Excellent for pursuing specific issues
- vary questions to suit the context
- probe more deeply on interesting issues as they
arise - good for exploratory studies via open-ended
questioning - often leads to specific constructive suggestions
- Problems
- accounts are subjective
- evaluator can easily bias the interview
- prone to rationalization of events/thoughts by
user - users reconstruction may be wrong
15How to Interview
- Plan a set of central questions
- mostly based on results of user observations
- Gets things started
- Focuses the interview
- ensures a base of consistency
- Try not to ask leading questions
- Start with individual discussions to discover
different perspectives, and continue with group
discussions - the larger the group, the more the universality
of comments can beascertained - also encourages discussion between users
16Scenario-Based Design
- Central to most scenario based design is a
textual description or narrative of a use
episode. This description is called a scenario. - The scenario is described from the user point of
view and may include social background, resource,
constraints and background information. - The scenario may describe a currently occurring
use, or a potential use that is being designed
and may include text, video, pictures, story
boards, etc. - The context might include details about the work
place or social situation, and information about
resource constraints. This provides some more
help in understanding why users do what they do. - In much current design work the users goals and
context are often assumed implicitly, or may not
be taken into account.
17Scenarios
- The scenario then becomes the design object and
may be augmented and rearranged as the design
evolves. - It can become a hypothetical interaction scenario
for a new design and allow better understanding
of the new design. - It is also desirable to maintain a history of
past scenarios as a way of capturing past design
rationale. - In one sense scenarios are not really new in
design activity. It's extremely common in design
to imagine "what if" situations, or to walk
through a design in ones mind or in a group. - Scenario based design is an effort to make some
of what we do already more conscious and explicit.
18Scenario-Based design by John M. Carroll.
The scenario perspective The function
views concrete descriptions
abstract descriptions focus on particular
instances focus on generic types work
driven technology driven
open-ended, fragmentary complete,
exhaustive informal, rough, colloquial
formal, rigorous envisioned outcomes
specified outcomes
19Distribution and Performance
20Activities
- Nested scenarios of growing complexity (cluster)
- Independent clusters