Kursusgang 5 Oversigt: Sidste kursusgang Fremlggelse - - PowerPoint PPT Presentation

kursusgang 5
SMART_READER_LITE
LIVE PREVIEW

Kursusgang 5 Oversigt: Sidste kursusgang Fremlggelse - - PowerPoint PPT Presentation

Kursusgang 5 Oversigt: Sidste kursusgang Fremlggelse Brugbarhedsevaluering: - Teknikker til brugbarhedstest - Heuristisk inspektion - Tnke-hjt kontra heuristisk inspektion - Learning to find usability problems in internet time


slide-1
SLIDE 1

Design af brugerflader 5.1

Kursusgang 5

Oversigt:

  • Sidste kursusgang
  • Fremlæggelse
  • Brugbarhedsevaluering:
  • Teknikker til brugbarhedstest
  • Heuristisk inspektion
  • Tænke-højt kontra heuristisk inspektion
  • Learning to find usability problems in internet time
slide-2
SLIDE 2

Design af brugerflader 5.2

Sidste kursusgang

  • Interaktionsdesign:
  • Paradigmer
  • Principper
  • Brugbarhedsevaluering:
  • Udførelse
  • Fortolkning
slide-3
SLIDE 3

Design af brugerflader 5.3

Fremlæggelse

Hver gruppe (ca. 5 minutter):

  • Kort beskrive produktet/systemet og afprøvningen

(testproceduren)

  • Vise uddrag fra afprøvningen (VHS)
  • Vurdere produktets/systemets brugbarhed (var systemet

brugbart, hvad var der af brugbarhedsproblemer)

  • En vurdering af testmetoden: hvad var let og hvad var

svært ved planlægning og udførelse af testen.

slide-4
SLIDE 4

Design af brugerflader 5.4

Erfaringer

Let

  • Nemt inde i kontrolrummet,

når det kører Svært

  • Hvad gør man, når en

testperson er gået i stå eller går i forkert retning

  • At finde en passende bruger
  • Brugeren tænker ikke højt –

siger bare hvad han/hun gør

  • Teknikken drillede lidt
  • Vanskeligt at se skærmen på

et mobilt system (opstilling af kameraer)

  • At have styr på roller

(modtager, logger, operatør)

slide-5
SLIDE 5

Design af brugerflader 5.5

Teknikker til brugbarhedstest

Tilbagemelding Interview Spørgeskemaer Fokusgruppe Observation Anvendelsesstatistik Brugerorganisation (felt) Heuristisk inspektion Kognitiv inspektion Tænke-højt Konstruktiv interaktion Laboratorium Udvikler kontrollerer Bruger kontrollerer Andre dimensioner: Rigorisme (planlagt og styret forløb) Realisme Kvalitativt Kvantitativt

slide-6
SLIDE 6

Design af brugerflader 5.6

Heuristisk inspektion Laboratorium + Udviklerkontrol

  • Deltagerne gennemgår systemet ud fra

en checkliste

  • Scenario med relevante opgaver kan

strukturere processen

  • Systemet gennemgås to gange:

1.Fokus på helhed og umiddelbare

indtryk

2.Fokus på detaljer såsom funktioner i

forhold til opgaver

  • Deltagerne arbejder individuelt og

noterer problemer

  • I fællesskab udarbejdes en samlet liste
  • Problemerne kategoriseres eventuelt

(kritisk, alvorligt, kosmetisk)

  • Rettelsesforslag udarbejdes, prioriteres
  • g overdrages til udviklerne

Eksempel på checkliste:

Enkel og naturlig dialog Tal brugerens sprog Minimer krav til hukommelsen Sørg for konsistens Giv feedback Lav tydelige udgange Lav genveje Giv konstruktive fejlmeddelelser Forebyg fejl

Eksempel på checkliste:

Enkel og naturlig dialog Tal brugerens sprog Minimer krav til hukommelsen Sørg for konsistens Giv feedback Lav tydelige udgange Lav genveje Giv konstruktive fejlmeddelelser Forebyg fejl

slide-7
SLIDE 7

Design af brugerflader 5.7

Øvelse (1)

Antal inspektioner – Molich & Nielsens resultater:

1: ca. 35% af alle problemer findes 3-5: ca. 70% af alle problemer findes

Denne påstand er meget omdiskuteret Øvelse (fra Molich & Nielsen):

Functionality: A service from Manhattan Telephone (MANTEL) to home users. Typical users have little knowledge of data processing. They can dial into the system, which will provide the name and address of a telephone subscriber in the United States, given the telephone number of the subscriber. Assumptions: For each telephone number there is at most one subscriber. All telephone numbers consist of exactly ten digits (3 digit area code and 7 digit local number). The user's computer has a traditional alphanumeric, monochrone display with 24 lines of 80 characters each and a typewriter-like keyboard with the usual extra keys found on most keyboards, including 10 function keys marked PF1-PF10.

slide-8
SLIDE 8

Design af brugerflader 5.8

Øvelse (2)

Dialogue: Enter by selecting "Computer Telephone Index" from the main MANTEL

  • menu. The system then

issues the prompt: ENTER DESIRED TELEPHONE NO. AND RETURN If the user enters anything

  • ther than exactly 10 digits

to this prompt, the system answers: ILLEGAL NUMBER: TRY AGAIN If the user enters a telephone number which is not in use, the system answers: UNKNOWN TELEPHONE NUMBER If the area code is 212 (Manhattan), the system will normally display the the screen shown within 5

  • seconds. For other area codes, the system must retrieve the necessary information from external

databases.This may take up to 30 seconds.

slide-9
SLIDE 9

Design af brugerflader 5.9

Øvelse (3)

slide-10
SLIDE 10

Design af brugerflader 5.10

Øvelse (4)

slide-11
SLIDE 11

Design af brugerflader 5.11

Øvelse (5)

slide-12
SLIDE 12

Design af brugerflader 5.12

Øvelse (6)

slide-13
SLIDE 13

Design af brugerflader 5.13

Øvelse (7)

slide-14
SLIDE 14

Design af brugerflader 5.14

Tænke-højt kontra Heuristisk inspektion

  • www.hotmail.com
  • 8 laboratorier testede web-

stedet

  • Professionelle firmaer
  • Forskningsmiljøer
  • Studerende
  • Testen skulle omfatte et antal

specificerede funktioner

  • Selve udførelsen kunne

tilrettelægges frit

  • Formålet var at undersøge

kvaliteten af brugbarhedstest

  • 1 af laboratorierne indgik ikke

seriøst i undersøgelsen

  • 6 af laboratorierne baserede

deres evaluering på test med brugere

  • De fandt mellem 17 og 75

problemer af forskellige kategorier

  • 1 af laboratorierne baserede

deres evaluering på en kombination af heuristisk inspektion og test med brugere

  • De fandt 150 problemer
  • De beskrives tit med

formuleringen “might be a problem”

  • 107 af deres problemer findes

ikke af nogen af de andre

  • De finder 19 ud af 26 “core

problems” men uklart hvordan

slide-15
SLIDE 15

Design af brugerflader 5.15

RESULTATER

slide-16
SLIDE 16

Design af brugerflader 5.16

Tænke-højt versus inspektion

94 49 1.9 18 5.2 118 68 1.7 23 5.1 160 159 1.0 40 4.0 1 13 8 9 1 29 9 13 1 24 19 18 3 7 49 68 159 Tænke-højt forsøg Gruppe-inspektion Individuel inspektion Problemtyper (antal) Problemkategorier Kategori 1 (antal) Kategori 2 (antal) Kategori 3 (antal) Ingen aktion (antal) Unikke problemer for hver metode (antal) Samlet tid (i timer) Problemtyper (antal) Tid/problem Kategoriproblemer Tid/SPA (Karat, Campbell og Fiegel, Comparison of Empirical Testing and Walkthrough Methods in User Interface Evaluation, 1992)

slide-17
SLIDE 17

Design af brugerflader 5.17

Learning to Find Usability Problems in Internet Time Learning to Find Usability Problems in Internet Time

Mikael B. Skov & Jan Stage

slide-18
SLIDE 18

Design af brugerflader 5.18

Motivation

  • Information technology: available to anyone, anywhere, anytime
  • Strength: WWW is a significant move in that direction
  • Weakness: Many web sites are designed and implemented in fast-

paced projects by multidisciplinary teams

  • Teams involve such diverse professions as information architects,

Web developers, graphic designers, brand and content strategists, etc.

  • Teams are usually not familiar with established knowledge on

human-computer interaction

  • The strong limitation in terms of price and development time

effectively prohibits usability testing in the classical sense, conducted by experienced testers in sophisticated laboratories

  • Methods tend to focus on analysis, design, and implementation
  • The implied lack of focus on usability issues and practical skills with

usability testing reflects a potential barrier for universal access of information on the Web

slide-19
SLIDE 19

Design af brugerflader 5.19

Empirical study (1)

Research questions:

  • What is the potential for

supporting universal access through dissemination of fundamental usability engineering skills

  • Can we teach a simple

approach to usability testing to people with an interest in information technology but without formal education in software development or usability engineering, and to do it in less than a week.

Overall design:

  • A course for first-year students at

Aalborg University, Denmark.

  • Subject: fundamentals of

computerized systems with particular emphasis on usability issues.

  • Ten class meetings with two hours
  • f class lecture and two hours of

exercises in smaller teams.

  • Two primary techniques:
  • Think-aloud protocol (Nielsen 1993)
  • Questionnaires filled in after each task

and the entire test (Spool et al.)

  • The exercises after the first four

class meetings made the students conduct small usability pilot tests in

  • rder to train and practice their

practical skills.

  • The last six exercises were devoted

to conducting a more realistic usability test of a web-site: Hotmail.com.

slide-20
SLIDE 20

Design af brugerflader 5.20

Empirical study (2)

  • 36 teams of first year university

students used the simple approach to conduct a usability evaluation of the email services at Hotmail.com.

  • The 36 teams consisted of 234

students in total, of which 129 acted as test subjects

  • Educations: architecture and

design, informatics, planning and environment, and chartered surveyor

  • All part of a natural science or

engineering program at Aalborg University

  • Each team should apply at least one of the

two primary techniques, and could supplement this with other techniques

  • The team should among themselves

choose a test monitor and a number of loggers and the rest of each team acted as test subjects

  • Each team was given a very specific two-

page scenario stating that they should conduct a usability test of the Hotmail web-site (www.hotmail.com)

  • The entire team worked together on the

analysis and identification of usability problems and produced the usability report

Team size Average Team size Min / Max Number of test subjects Average Number of test subjects Min / Max Age of test subjects Average Age of test subjects Min / Max 6.5 4 / 8 3.6 2 / 5 21,2 19 / 30

slide-21
SLIDE 21

Design af brugerflader 5.21

  • The usability reports were the

primary source of data for our empirical study

  • All reports were analyzed,

evaluated, and marked by both authors:

  • 1. We worked individually and marked

each report in terms of 16 different factors

  • 2. The markings were compared, a

new factor was added, and the characteristics of each factor was specified explicitly

  • 3. We worked individually to re-mark

all reports according to the 17 factors

  • 4. All reports and evaluations were

compared and a final evaluation on each factor was negotiated

The markings were made on a scale of 1 to 5, with 5 being the best

Five of the 17 factors: 1. The planning and conduction of the evaluation 2. The quality of the task assignments 3. The clarity and quality of the problems listed in the report 4. The practical relevance of these problems 5. The number and relevance of the usability problems identified Five of the 17 factors: 1. The planning and conduction of the evaluation 2. The quality of the task assignments 3. The clarity and quality of the problems listed in the report 4. The practical relevance of these problems 5. The number and relevance of the usability problems identified

  • Comparison with usability reports

produced by eight professional laboratories (Molich 1999)

  • Evaluated the same web-site

according to the scenario used by the students

  • Their reports were analyzed,

evaluated, and marked through the same procedure as the student reports

Data collection and analysis

slide-22
SLIDE 22

Design af brugerflader 5.22

Similar distribution

  • The relevance of the tasks, the number of

tasks, and the extent to which they cover the areas specified in the scenario

  • The student teams cover all five elements
  • f the scale, with an average of 3.3
  • The professional laboratories score

almost the same result, with an average

  • f 3.5
  • This is by no means impressive for the

professionals; a general low quality of the tasks

  • How well each problem is described,

explained, and illustrated and how easy it is to gain an overview of the complete list

  • f problems
  • The student teams are distributed mainly

around the middle of the scale, with an average of 2.9

  • The professional laboratories are

distributed from 2 to 5 with an average of 3.5

  • Again, not impressive for the professional

laboratories.

Tasks

5 10 15 20 25 30 35 40 1 2 3 4 5 % Professional Student

Clarity of Problem List

5 10 15 20 25 30 35 40 1 2 3 4 5 % Professional Student

slide-23
SLIDE 23

Design af brugerflader 5.23

Different distribution (1)

  • How well the tests were planned,
  • rganized, and carried out
  • The student teams have average of 3.7

and the majority score 4, indicating well- conducted tests with a couple of problematic characteristics

  • The professional laboratories score an

average of 4.6 on this factor, and 6 out of 8 score the top mark.

  • This is as it should be expected because

experience will tend to raise this factor.

  • The practical relevance of the problem list
  • The student teams are almost evenly

distributed on the five marks of the scale, and their average is 3.2

  • The professional laboratories score an

average of 4.6 where 6 out of 8 laboratories score the top mark

  • Reason may be the experience of the

professionals in expressing problems in a way that make them relevant to their customers

  • The course has focused too little on

discussing the nature of a problem

Test Conduction

10 20 30 40 50 60 70 80 1 2 3 4 5 % Professional Student

Practical Relevance of Problem List

10 20 30 40 50 60 70 80 1 2 3 4 5 % Professional Student

slide-24
SLIDE 24

Design af brugerflader 5.24

Different distribution (2)

  • A key aim in usability testing: to uncover

and identify usability problems

  • The student teams are on average able to

find 7.9 problems. They find between 1 and 19 problems with half of the teams finding between 6 and 10 problems

  • Thus the distribution seems to be

reasonable

  • The average for the professional

laboratories is 23.0 problems identified

  • Only one of them scores in the same

group as a considerable number of student teams – that is between 11 and 15 problems

  • Only one student team identified a

number of problems that is comparable to the professional laboratories

Number of Problems

10 20 30 40 50 60 1-3 4-7 8-12 13-17 >17 % Professional Student Number of Problems 0,0 10,0 20,0 30,0 40,0 50,0 60,0 1-5 6-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45

%