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Human-Computer Interaction 11. Evaluating User Interface (2) Dr. - - PowerPoint PPT Presentation

Human-Computer Interaction 11. Evaluating User Interface (2) Dr. Sunyoung Kim School of Communication & Information Rutgers university Quiz #3 Max: 20 Median: 17 Min: 4 5 3 3 3 2 2 2 2 1 0 0 0 0 0 0 0 20 19 18 17 16


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  • Dr. Sunyoung Kim

School of Communication & Information Rutgers university

Human-Computer Interaction

  • 11. Evaluating User Interface (2)
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Quiz #3

Max: 20 Median: 17 Min: 4

3 2 5 3 2 3 2 2 1 20 19 18 17 16 15 14 13 12 10 9 8 7 6 5 4

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  • 1. Explain why the interface on the right is

user-friendly using one of Don Norman’s 6 design principles. (There is one unique strength in

this interface, the round-shape control. You need to explain that strength in relation to a design principle)

  • Mapping
  • Affordance
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  • 2. What is responsive design and why is it

important?

  • To make websites responsive to their environment
  • Make pages that look great at any size
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  • 3. Write down the name of red part in the

font below and explain its role in relation to legibility.

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  • 4. Describe two things that visual hierarchy

can create in UI design.

  • Create a center of interest that attracts user’s attention
  • Create a sense of order and balance
  • Guide the user through your UI – Visual path
  • Tell a story…Like all good stories, there should be a

beginning, an end, and a point

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  • 5. Describe two advantages of not having

too many colors in design.

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  • 6. What color temperature is best to give a

sense of professionalism?

  • Warm colors are reds, oranges, yellows.
  • Generally energizing, passionate, positive
  • Red & yellow are primary colors, with orange in

the middle, which means warm colors cannot be created with a cool color

  • Cool colors include green, blue, purple.
  • Blue is the only primary color within cool

spectrum, which means other cool colors are created by combining blue with a warm color

  • Use cool colors to give a sense of calm/

professionalism

  • Neutral colors include grays, browns.
  • Often serve as backdrop in design
  • Combine them with accent colors or use them
  • Alone for a minimalistic, clean loo
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  • 7. Describe two strengths and one

weakness of the interface below reflecting

  • n Mobile UI design principles.
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  • 8. Compare the two websites
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Class participation points (5%)

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Today’s agenda

Evaluating User Interface

  • Cognitive Walkthrough
  • Heuristic Evaluation
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Design process (Koberg & Bagnall)

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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
  • Online shopping website like Amazon or eBay
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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 experts

– Experts’ opinions, inspections, walkthroughs – How do experts think the users will perform on a system?

  • Asking users

– User opinions – How do users think they will perform on a system?

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Asking experts

  • Cognitive Walkthrough
  • Heuristic Evaluation
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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? Will the user know that they have done the right thing after performing the action? E.g. A control panel for an electronic toilet door on a British train: What button would you press if you want some privacy?

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Class activity

Task: Change a profile picture of my google account

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Who should conduct a Cognitive Walkthrough?

Anyone 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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What do you do with the answers?

You should record the step in the process where an assessor found an issue and what that issue was. When the process is complete, roundup all the assessors’ reports into a single report and then prioritize issues for fixing.

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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

  • r 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

  • Originally based on heuristics distilled from an empirical analysis of 249

usability problems

  • These heuristics have been revised for current technology, e.g., web
  • HOMERUN

1. High quality content 2. Often updated 3. Minimal download time 4. Ease of use 5. Relevant to users’ needs 6. Unique to the online medium 7. Net-centric corporate culture Heuristics are still needed for mobile devices, wearables, virtual worlds, etc.

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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

  • bjective 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 period of 1-2 hours 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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Heuristic Evaluation

  • Small set (3-5) of evaluators (experts) examine UI
  • Evaluators check compliance with usability heuristics
  • Different evaluators will find different problems
  • Evaluators communicate only afterwards to aggregate findings
  • Designers use violations to redesign/fix 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

  • verprotective.
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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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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
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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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Reading responses

“The developer cannot predict how exactly users will interact with and perceive their application. The only way to get that kind of information is through actually having users try out their products. So, while mobile heuristic evaluation is valuable, it cannot be considered a replacement for user testing as the application is for users, and you cannot take the users

  • ut of the equation if you want to make a successfully usable product.”

“There is a need to review the design heuristics we learn and use as newer technology comes out, and as we develop for novel devices. This is because heuristics, by the original definition at least, are often applied without putting too much deep thought into the context surrounding

  • them. When we shift to new devices and new contexts, some design

principles may be more important than others, while others might be invalid.”

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Group project

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#4 Hi-Fi pr #4 Hi-Fi prototype

  • totype

By 4/12 By 4/12 Using a mobile app prototyping tool (Indigo Studio), develop an interactive, full-fledged, content-rich, high-fidelity prototype of your mobile

  • app. It should look like a final product. This should be up on your website.

Turn-in 1. Submit a short description of how your system works: text entry 2. Submit the direct link your final hi-fi prototype: URL 3. Submit a png file (400X250 pixel) of your logo image: File upload Assessment criteria:

1. 15% description 2. 70% Prototype

1) Quality (30%) 2) Flow (20%) 3) Contents (20%)

3. 15% Logo image

* Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza. * -20% for not following turn-in instructions per submission

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Individual assignment

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#5 Cognitive W #5 Cognitive Walkthr alkthrough

  • ugh

By 4/12 By 4/12 1. Define 3 or more major tasks and actions needed for each task

  • Task: A major piece of work to be undertaken (Task name and description)
  • Action: A complete, detailed, written list (series) of actions needed to

complete the task

2. Conduct Cognitive Walkthrough of your wireframe with two accessors 3. In each action, ask three questions (p24) and report findings in accordance with 5 evaluation factors (p16)

* Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.

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#5 Cognitive W #5 Cognitive Walkthr alkthrough

  • ugh

By 4/12 By 4/12 # Turn-in: a PDF with

  • Your project proposal on top (if not -50%)
  • For each task (3 or more)
  • Task title
  • Task description
  • List of actions
  • Assessors’ responses
  • Turn responses into a single report reflecting upon 5 Es and prioritize

issues for fixing

  • These should be up on your website, too

* Disclaimer. Further instruction of this submission can be given verbally during class or through Piazza.

Format: 3-page max in PDF (except diagrams, if any), 11 point scale in Times New Roman, 1.5 line spacing

* -20% for not following turn-in instructions per submission

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Next class

  • Evaluating user interface