Human-Computer Interaction 16. Expert Evaluation Recap: Think Aloud - - PowerPoint PPT Presentation

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Human-Computer Interaction 16. Expert Evaluation Recap: Think Aloud - - PowerPoint PPT Presentation

Human-Computer Interaction 16. Expert Evaluation Recap: Think Aloud Ask the user to Think Aloud while performing tasks on a system. You watch and learn how the user thinks about the task and where the user has problems using it. Observers


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Human-Computer Interaction

  • 16. Expert Evaluation
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  • Ask the user to Think Aloud while performing tasks on a system. You

watch and learn how the user thinks about the task and where the user has problems using it.

  • Observers are asked to objectively take notes of everything that users

say, without attempting to interpret their actions and words.

  • Test sessions are often audio and video taped.

Recap: Think Aloud

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An exploratory research method used to help researchers gather in-depth, qualitative information of their participants' attitudes and perceptions relating to concepts, products, services, or programs.

  • Advantages
  • Quick and relatively easy to set up.
  • The group dynamic can provide useful information that individual data

collection does not provide (a big difference from interview).

  • Disadvantages
  • The discussion can be dominated or sidetracked by a few individuals.
  • Data analysis is time consuming and needs to be well planned in advance.
  • Does not provide valid information at the individual level.

Recap: Focus Group

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Recap: A/B Testing

To compare two (or more) versions of a web page to see which one performs

  • better. You compare two web pages by showing the two variants (let's call them

A and B) to similar visitors at the same time.

  • Tracking the things users point at with the cursor, click on
  • Tracking where they’ve been and where they go
  • Advantages
  • Subjects decisions to data rather than HiPPO (Highest Paid Person’s

Opinion)

  • Great for optimizing copy, colors, placements, shapes, imagery
  • You can be running hundreds simultaneously
  • Risks
  • Hard to test completely new products, features
  • If many many aspects are subject to fluctuation, what is the ‘actual’ site?
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Today’s agenda

  • Expert evaluation
  • Cognitive Walkthrough
  • Heuristic Evaluation
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Why doing evaluation?

  • If we build a product, service, an interface, etc., how do we know:

§ Whether it’s any good? § Whether the interface (between a system and user) meets requirements and criteria? § Whether the users are able to complete all important tasks?

à Test Usability

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What is usability?

“The effectiveness, efficiency and satisfaction with which a specified set of users can achieve a specified set of tasks in a particular environment.” (by ISO)

  • 5 E’s
  • Effective: Can a user reach one’s goals?
  • Find what they are looking for?
  • Do what they want to do?
  • Efficient: How fast to pursue the goals?
  • Number of steps
  • Engaging: Use it again? Recommend it to others?
  • Number of revisits
  • Error tolerant
  • Number of errors
  • Recovering from errors
  • Easy to learn
  • Amount of effort to learn

Satisfaction

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Identify relative importance of evaluation factor

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Museum website

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Museum exhibition

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Evaluation factors

What about…

  • Self-service filling and payment system for a gas station
  • On-board ship data analysis system for geologists to search for oil
  • Fashion clothing website
  • College online course system
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When to evaluate?

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When to evaluate?

  • Throughout the design process
  • From the first descriptions, sketches, etc. of users needs through to the

final product

  • Design proceeds through interactive cycles of “design – test -

redesign”

  • Evaluation is a key ingredient for a successful design

User testing User testing User testing Paper sketches Wireframing Interactive prototyping Coding User testing

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How to evaluate?

  • Asking users

– Users’ opinions: how do users think they will perform on a system?

  • Interview/Survey/Observation
  • Think aloud
  • A/B testing
  • Focus group
  • Asking experts

– How do experts think the users will perform on a system?

  • Cognitive Walkthrough
  • Heuristic Evaluation
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Cognitive Walkthrough

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Cognitive Walkthrough

A usability evaluation method in which one or more evaluators work through a series of tasks and ask a set of questions from the perspective of the user. The focus of the cognitive walkthrough is on understanding the system's learnability for new or infrequent users

  • To see whether or not a new user can easily carry out tasks within a given

system

  • A task-specific approach to usability
  • Premise: most users prefer to do things to learn a product rather than to

read a manual or follow a set of instructions.

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Define the tasks and actions needed

First, you need to define the tasks. And then, you need a complete, written list of actions needed to complete the task. E.g., Task: Create a customized voicemail message on an iPhone Actions

1. Tap Voicemail 2. Tap Greeting 3. Tap Custom 4. Tap Record and speak your greeting 5. When you finish, tap Stop 6. To listen to your greeting, tap Play 7. To re-record, repeat steps 4 and 5 8. Tap Save

Sometimes defining the tasks is all you need to do to realize there is a problem with the interface.

(e.g., http://buenavista.typepad.com/buena_vista/2007/06/the_mobile_user.html)

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Three Questions to be Asked

The cognitive walkthrough is structured around 3 questions that you ask of every step (or action) in the task. You ask these questions before, during and after each step (or action) of the task. If you find a problem, you make a note and then move on to the next step of the task. 1. Visibility: Is the control for the action visible to the user? 2. Affordance: Is there a strong link between the control and the action? (Will the user notice that the correct action is available?) 3. Feedback: Is feedback appropriate? (Will the user properly interpret the system response?)

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  • Q1. Visibility: Is the control for the

action visible to users?

To find problems with hidden or obscured controls E.g. is the button visible? To find issues with context-sensitive menus or controls buried too deep within a navigation system. If the control for the action is non-standard or unintuitive then it will identify those as well.

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  • Q2. Affordance: Is there a strong link

between the control and the action?

Will the user notice that the correct action is available? To find problems with ambiguous or jargon terms, or with other controls that look like a better choice

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  • Q3. Feedback: Is feedback

appropriate?

Will the user properly interpret the system response? To find problems when feedback is missing, or easy to miss, or too brief, poorly worded, inappropriate or ambiguous. For example, does the system prompt users to take the next step in the task?

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Who should conduct a Cognitive Walkthrough?

Basically, any UI expert can conduct a cognitive walkthrough; however, there is a risk that someone who is already familiar with your jargon, language and system is going to miss things that someone who lacks that familiarity would find. If you have to use someone who is very familiar with the product, make sure they have user personas to hand – to try and guide them to “walk a mile in the user’s shoes”.

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Heuristic Evaluation

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Heuristic Evaluation

A principle or “a rule of thumb” which can be used to identify usability problems in interaction design: a researcher walks through a product and compare it to the heuristics and make their own assessment as to whether the product follows these rules of thumb or not (the “heuristics”)

  • To see whether or not a given system has any usability flaws
  • A more holistic usability inspection
  • Developed by Jakob Nielsen (1994)
  • Can be performed on working UI or on sketches
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Heuristic Evaluation: Steps

1. Know what you will test and how: Before you begin any form of usability testing or user research it is essential for you to have an objective for your testing (Articulate them). 2. Understand users: You also need some background on your users. This form of testing doesn’t involve users but your evaluators need to be able to act on behalf of the user 3. Briefing session to tell experts what to do. Provide experts with task descriptions 4. Evaluation in which: – Each expert works separately – Take one pass to get a feel for the product – Take a second pass to focus on specific features 5. Debriefing session in which experts work together to prioritize problems

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  • 1. Visibility of system status

Keep users informed about what is going on. Example: response time

  • 0.1 sec: no special indicators needed
  • 1.0 sec: user tends to lose track of data
  • 10 sec: max. duration if user to stay focused on

action

  • Short delays: Hourglass
  • Long delays: Use percent-done progress bars
  • Overestimating is usually better
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  • 1. Visibility of system status

Users should always be aware of what is going on.

  • So that they can make informed decision
  • Provide redundant information
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  • 2. Match between system and real world

The elements and terms used in your system should match those used in the real world as closely as possible.

  • Speak the users’ language
  • Follow real world conventions
  • Pay attention to metaphors
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  • 3. User control and freedom

Users don’t like to be trapped! Strategies

  • Cancel button(or Esc key) for dialog
  • Make the cancel button responsive!
  • Offer “Exits” for mistaken choices, undo, redo
  • Don’t force the user down fixed paths
  • Don't make important irreversible actions easy

to perform

  • Provide clearly marked "emergency exit" signs
  • Ask for 'confirmation' whenever you can,

without being annoying or overprotective.

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  • 4. Consistency and standards

Be consistent and follow accepted industry standards in your site design. There are many accepted conventions on the Internet.

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  • 5. Help users recognize, diagnose, recover

from errors

Help users recover from an error by giving a precise description of what the error is, why it occurred, and possible solutions for recovering from the error.

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  • 5. Help users recognize, diagnose, recover

from errors

Help users recover from an error by giving a precise description of what the error is, why it occurred, and possible solutions for recovering from the error.

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Eliminate error-prone conditions or check for them and ask for confirmation.

  • 6. Error prevention
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  • 6. Error prevention

Aid users with specifying correct input.

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  • 7. Recognition rather than recall

Minimize the user’s memory load by making objects, actions, and options visible.

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  • 7. Recognition rather than recall

Minimize the user’s memory load by making objects, actions, and options visible.

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  • 8. Flexibility and efficiency of use
  • Flexibility: You should offer your users a number of options when it

comes to finding content on your site.

  • Efficiency: Your users should be able to achieve

their goals in an efficient manner.

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  • 9. Aesthetic and minimalist design

Do not offer more than is required for the user to perform a task. Be aesthetically pleasing.

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  • 9. Aesthetic and minimalist design

Occam’s razor: Remove or hide irrelevant or rarely needed information – They compete with important information on screen

  • Use windows frugally
  • Avoid complex window management
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  • 9. Aesthetic and minimalist design
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  • 9. Aesthetic and minimalist design
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  • 9. Aesthetic and minimalist design

Present information in a natural order.

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  • 9. Aesthetic and minimalist design
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  • 10. Help and documentation

Help should be:

  • Easy to search
  • Focused on the user’s task
  • List concrete steps to carry out
  • Not too long
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  • 10. Help and documentation
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Heuristic Evaluation

Advantages

  • It’s fast, quick and cheap to conduct a heuristic evaluation. This is especially

true if you are only going to use a single evaluator.

  • It provides good insight into possible usability problems that might damage

the user experience. Problems

  • A single evaluator may miss issues that are not readily apparent to them. The

use of more than one evaluator is recommended.

  • Heuristic analysis is subjective. It does not “prove” anything and thus findings

may be open to debate.

  • Experienced evaluators are hard to come by and that means that you may

need to use less skilled evaluators whose findings may not be as valuable.

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Mobile heuristics

1. Visibility of system status and losability/ findability of the mobile device 2. Match between system and the real world 3. Consistency and mapping (standards) 4. Good ergonomics and minimalist design 5. Ease of input, screen readability and glancability: 6. Flexibility, efficiency of use and personalization 7. Aesthetic, privacy and social conventions: 8. Realistic error management

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  • Good ergonomics
  • Personalization
  • Privacy and social conventions

Mobile

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Christine: in terms of the set of mobile usability heuristics, I immediately thought of certain things while reading each heuristic. For instance, when reading the description for Heuristic 2, which was match between system and the real world, I instantly thought of the ability of the system to adapt to the real world environment in terms of the lighting. For example, when a person walks out of a building into bright light, their phone's brightness setting should automatically adjust so the user can see the information on the screen. In addition, Heuristic 5, which was ease of input, screen readability and glancability, made me think of Apple and how they have mastered this over the years. Beatrice: Though this article is about 12 years old and mobile phones have gone through major changes, I’m not surprised that this article’s determined heuristics apply because heuristics derive mostly from human behavior, not technology... Apple was able to follow some of the article’s heuristics with this feature: the aesthetic of a minimalist design to unlock it and thoroughly conquering the ease of input heuristic by reducing or avoiding the need for the user to use both hands. Thus, I think that standard heuristic evaluation for user experience and technology are slow changing, but there must be specific considerations with the advancement of features in mobile computing. Seiji: Though mobile computing was far less advanced than where we are today, I was surprised to find out that most of the mobile heuristics mentioned in this paper can still be applied to today’s mobile devices. However, there are probably a lot more heuristics that are needed to spot all problems, because technology had advanced so much since 2006... I wonder if this set of mobile heuristics had been standardized like Nielsen’s heuristics, or if they were only used for this particular research paper.

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Next Class

  • Class Review to prep Quiz#4
  • Quiz #4 will be accumulative of all class materials
  • P11 is due midnight tomorrow