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Evaluation Methods 1. Analytical Evaluations without users 2. Field Studies with users at their site 3. Usability Testing with users controlled by tester

Evaluation Methods 1.Analytical Evaluations without users 2. Field Studies with users at their site 3. Usability Testing with users controlled by tester

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Evaluation Methods

1. Analytical Evaluations • without users

2. Field Studies • with users • at their site

3. Usability Testing • with users• controlled by tester

1.Evaluation Methods

Without UsersText: Analytical Evaluation

A. Cognitive Walkthroughs

B. Heuristic Evaluations

C. Predictive Models– Action Analysis– Theoretical Models

• Use HCI Experts to simulate users

Cognitive Walkthroughs• Simulate a user’s problem solving process

• Task-oriented

• Evaluate designs and prototypes for Ease of Learning

• Formalized way of imagining people's thoughts and actions when they use an interface for the first time

Goes like this:

• You have a prototype or a detailed design

• You know who the users will be.

• You select one of the tasks.

• Try to tell a believable story about each action a user has to take to do the task

Can uncover several kinds of problems

• Can question assumptions about what the users will be thinking

• Can identify controls that are obvious to the design engineer but may be hidden from the user's point of view

• Suggest difficulties with labels and prompts

• Can note inadequate feedback

Who should do a walkthrough, and when?

• You can

• Other designers, users, …

• Not supervisors

• Done as develop and extend system

What should you look for during the walkthrough?

You try to tell a story about why the user would select each action in the list of correct actions

• Will users be trying to produce whatever effect the action has? • Will users see the control (button, menu, switch, etc.) for the action? • Once users find the control, will they recognize that it produces the effect they want?

• After the action is taken, will users understand the feedback they get, so they can go

on to the next action with confidence?

Failure Stories • Users often aren't thinking what designers expect them to think

• Users' ability to locate the control -- not to identify it as the right control, but simply to notice that it exists!

• Will they realize that this is the control they're after? • Even the simplest actions require some kind of feedback, just to show that the system

"noticed" the action

B. Heuristic Evaluations

• Use common-sense and usability guidelines and standards

• Analyst needs HCI Knowledge

• Good for critiquing others

• In past, not so good for improving interfaces

Jacob Nielsen and Rolf Molich • Breakthrough in the use of heuristics?

• Early 90’s

• Developed and tested a procedure for using them to evaluate a design.

• Not necessarily task-oriented

Nielsen and Molich's Nine Heuristics

• Simple and natural dialog - Simple means no irrelevant or rarely used information. Natural means an order that matches the task.

• Speak the user's language - Use words and concepts from the user's world. Don't use system-specific engineering terms.

• Minimize user memory load - Don't make the user remember things from one action to the next. Leave information on the screen until it's not needed.

• Be consistent - Users should be able to learn an action sequence in one part of the system and apply it again to get similar results in other places.

• Provide feedback - Let users know what effect their actions have on the system.

• Provide clearly marked exits - If users get into part of the system that doesn't interest them, they should always be able to get out quickly without damaging anything.

• Provide shortcuts - Shortcuts can help experienced users avoid lengthy dialogs and informational messages that they don't need.

• Good error messages - Good error messages let the user know what the problem is and how to correct it.

• Prevent errors - Whenever you write an error message you should also ask, can this error be avoided?

Nielsen and Molich's PROCEDURE

• Based on the observation that no single evaluator will find every problem with an interface

• Different evaluators will often find different problems.

• PROCEDURE:– Have several evaluators use the nine heuristics to identify problems with the interface

– Each evaluator should do the analysis alone

– Combine the problems identified by the individual evaluators into a single list

• by a single usability expert • Or by a group

3. Action AnalysisText: “Predictive Models”

• GOMS

• Keystroke Model

• Fitts’ Law

GOMS

• Goals, Operators, Methods, Selection Rules

– Goals: what a user wants to achieve

– Operators: Physical actions user performs to achieve goals

– Methods: Exact actions performed

– Selection Rules: Used to choose Methods

• Early 1980’s by Stuart Card, Tom Moran, and Alan Newell

• Attempt to model users’ cognitive processes

EXAMPLE

• Goal: Delete a word in a sentence• Method using Menus

– Step 1 Recall must highlight word– Step 2 Recall this is a ‘cut’– Step 3 Recall ‘cut’ is in edit menu– Select & execute ‘cut’

• Method using Delete key– Recall where to position cursor– Recall which key is ‘delete’ key– Press ‘delete’ key to delete each letter

• Operators– Click mouse– Drag cursor over text– Select menu– Move cursor tto command– Etc.

• Selection Rules– Delete text using mouse and menu– Delete text using delete key

Keystroke- level analysis • Also developed by Card et al (1983)

• Provides actual numerical prediction of user performance

• (Show Slide 17, chapter 15)

Fitts’ Law

• Predicts the time it takes to reach a target using a pointing device

• Function of the distance from the target object & the object’s size. • So further away & the smaller the object, the longer the time to locate it and point to

it.

T = k log2 (D/S +1.0)

• k = approx 200 msec/bit

2. Field Studies

• In natural setting

• Used early in design or to evaluate

• Evaluators develop relationship with user

• Ethnographic Study

• For evaluation, same issues as for early design

Usability Testingwith users

• Product being tested, not the user• Two components:

– User Test– User satisfaction questionnaire

• Task-oriented• Measures:

– Time– Number

Slides, Chap. 14: Slide 3, 4, 6 -10, 13

Creating a Usability Test

1. Identifying the Test Goals

• Test goals should be specific, not general as in "testing if it works".

EXAMPLES • Can the user use FTP to fetch a particular document?

• Can the user make the robot climb stairs?

• Discover how users navigate a site

• Can the child send an email to a friend?

Creating a Usability Test

2. Choose a Test Method

• Formative Evaluation which is done early in a project's design and used to develop the design

• Summative Evaluation which is done when a project is completed.

• Comparative Evaluation which compares two ways of presenting the same information

• Protocol Analysis which asks users to speak aloud their thoughts either while performing a task (concurrent verbalization) or after (retrospective verbalization).

Creating a Usability Test

3. Identify the characteristics of the test subjects.

• Demographics

• Experience

• Related to Application

Creating a Usability Test

4. Develop realistic tasks

– Should relate to goals– Specific

Creating a Usability Test

5. Order the tasks

– By Importance?– By other criteria?

Creating a Usability Test

6. Determine Performance Measures

• Quantitative– counting the number of test subjects who finish a particular task– how long each task takes– how many errors each makes– how many questions asked while performing the task– etc.

• Qualitative – comments from the test subjects while performing tasks– observations of the test team– etc.

• Combination of quantitative and qualitative

Creating a Usability Test

7. Create the test materials

– Be sure to include instructions

Administering the Test

– Thank your participants– Do not embarrass participants– Informed Consent Form (see pg. 637)– Assure them of confidentiality if appropriate– Might include incentives (food, $, …)– See pages 653-5 for some script ideas– Analyze your data carefully