UNIT - 3 - Evaluation and User Experience
UNIT - 3 - Evaluation and User Experience
Topics
1. Introduction
2. Expert Reviews and Heuristics
3. Usability Testing and Laboratories
4. Survey Instruments
5. Acceptance Tests
6. Evaluation During Active Use and Beyond
7. Controlled Psychologically-Oriented
Experiments
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Introduction
• Designers can become so entranced with their creations
that they may fail to evaluate them adequately.
• Experienced designers have attained the wisdom and
humility to know that extensive testing is a necessity.
• The determinants of the evaluation plan include:
– Stage of design (early, middle, late)
– Novelty of project (well-defined vs. exploratory)
– Number of expected users
– Criticality of the interface (life-critical medical system vs.
museum exhibit support)
– Costs of product and finances allocated for testing
– Time available
– Experience of the design and evaluation team
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Introduction (concluded)
• Usability evaluators must broaden their methods and be
open to non-empirical methods, such as user sketches,
consideration of design alternatives, and ethnographic
studies.
– Recommendations needs to be based on observational findings
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Expert Reviews and Heuristics
• While informal demos to colleagues or customers can
provide some useful feedback, more formal expert
reviews have proven to be effective.
• Expert reviews entail one-half day to one week effort,
although a lengthy training period may sometimes be
required to explain the task domain or operational
procedures.
• There are a variety of expert review methods to chose
from:
‒ Heuristic evaluation
‒ Guidelines review
‒ Consistency inspection
‒ Cognitive walkthrough
‒ Formal usability inspection
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Expert Reviews and Heuristics (concluded)
• Expert reviews can be scheduled at several points in the
development process when experts are available and
when the design team is ready for feedback.
• The dangers with expert reviews are that the experts may
not have an adequate understanding of the task domain
or user communities.
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Usability Testing and Laboratories
• The usability lab consists of two areas: the
testing room and the observation room
– The testing room is typically smaller and accommodates a small number of
people
– The observation room, can see into the testing room typically via a one-way
mirror. The observation room is larger and can hold the usability testing
facilitators with ample room to bring in others, such as the developers of the
product being tested
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Step-by-Step Usability Guide from
http://usability.gov/
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Usability Testing and Laboratories (continued)
• This shows a picture of glasses worn for eye-
tracking
– This particular device tracks the participant’s eye movements
when using a mobile device.
– Tobii is one of several manufacturers.
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Usability Testing and Laboratories (continued)
• Eye-tracking software is attached to the airline
check-in kiosk
– It allows the designer to collect data observing how
the user “looks” at the screen.
– This helps determine if various interface elements
(e.g. buttons) are difficult (or easy) to find.
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Usability Testing and Laboratories (continued)
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Usability Testing and Laboratories (continued)
• The emergence of usability testing and laboratories since the early
1980s.
• Usability testing not only speed up many projects but that it
produced dramatic cost savings.
• The movement towards usability testing stimulated the
construction of usability laboratories.
• A typical modest usability lab would have two 10 by 10 foot areas,
one for the participants to do their work and another, separated by
a half-silvered mirror, for the testers and observers.
• Participants should be chosen to represent the intended user
communities, with attention to:
– background in computing and experience with the task.
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– motivation, education, and ability with the natural language used in the interface .
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Usability Testing and Laboratories (continued)
• Participation should always be voluntary, and informed
consent should be obtained.
• Professional ethics practice is to ask all subjects to
read and sign a statement like this:
– I have freely volunteered to participate in this experiment.
– I have been informed in advance what my task(s) will be and what procedures
will be followed.
– I have been given the opportunity to ask questions, and have had my questions
answered to my satisfaction.
– I am aware that I have the right to withdraw consent and to discontinue
participation at any time, without prejudice to my future treatment.
– My signature below may be taken as affirmation of all the above statements; it
was given prior to my participation in this study.
• Institutional Review Boards (IRB) often governs human
subject test process. 1-12
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Usability Testing and Laboratories (concluded)
• Videotaping participants performing tasks is often
valuable for later review and for showing designers or
managers the problems that users encounter
– Use caution in order to not interfere with participants.
– Invite users to think aloud (sometimes referred to as concurrent think aloud)
about what they are doing as they are performing the task.
• Many variant forms of usability testing have been tried:
– Paper mockups.
– Discount usability testing.
– Competitive usability testing.
– A/B testing.
– Universal usability testing.
– Field test and portable labs.
– Remote usability testing.
– Can-you-break-this tests.
– Think-aloud and related techniques.
• Usability test reports.
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Survey Instruments
• Written user surveys are a familiar, inexpensive and
generally acceptable companion for usability tests
and expert reviews.
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Survey Instruments (continued)
• Other goals would be to ascertain:
– User background (age, gender, origins, education, income).
– Experience with computers (specific applications or
software packages, length of time, depth of knowledge).
– Job responsibilities (decision-making influence,
managerial roles, motivation).
– Personality style (introvert or extrovert, risk taking or risk
aversive, early or late adopter, systematic or
opportunistic).
– Reasons for not using an interface (inadequate services,
too complex, too slow).
– Familiarity with features (printing, macros, shortcuts,
tutorials).
– Feeling state after using an interface (confused or clear,
frustrated or in-control, bored or excited).
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Survey Instruments (concluded)
• Online surveys avoid the cost of printing and the
extra effort needed for distribution and collection
of paper forms.
• Many people prefer to answer a brief survey
displayed on a screen, instead of filling in and
returning a printed form.
– although there is a potential bias in the sample.
• A survey example is the Questionnaire for User
Interaction Satisfaction (QUIS)
– http://lap.umd.edu/quis/
• There are others, e.g. Mobile Phone Usability
Questionnaire (MPUQ)
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Acceptance Test
• For large implementation projects, the customer or
manager usually sets objective and measurable
goals for hardware and software performance.
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Acceptance Test (concluded)
• In a large system, there may be 8 or 10 such tests to
carry out on different components of the interface
and with different user communities.
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Evaluation During Active Use and Beyond
• Successful active use requires constant attention from dedicated
managers, user-services personnel, and maintenance staff.
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Evaluation During Active Use and Beyond (continued)
• Continuous user-performance data logging
– The software architecture should make it easy for system
managers to collect data about:
• The patterns of system usage.
• Speed of user performance.
• Rate of errors.
• Frequency of request for online assistance.
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Evaluation During Active Use and Beyond (concluded)
• Example: output of an automated evaluation tool from
TechSmith’s Morae
– The item being measured is mouse clicks.
– This shows the view for task 2 (selected in the tabbed bar). Obviously, the other 3 tasks
could also be displayed. These are the values for participant 4.
– The drop down list box would allow the evaluator to choose the mouse clicks for other
participants.
– Across the horizontal axis time is shown.
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Controlled Psychologically-oriented Experiments
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Controlled Psychologically-oriented
Experiments (continued)
• The outline of the scientific method as applied to
human-computer interaction might comprise these
tasks:
– Deal with a practical problem and consider the theoretical
framework.
– State a lucid and testable hypothesis(quantitative measurement.
– measure of confidence in results obtained).
– Identify a small number of independent variables that are to be
manipulated.
– Carefully choose the dependent variables that will be
measured.
– Judiciously select subjects and carefully or randomly assign
subjects to groups.
– Control for biasing factors (non-representative sample of
subjects or selection of tasks, inconsistent testing procedures).
– Apply statistical methods to data analysis.
– Resolve the practical problem, refine the theory, and give
advice to future researchers.
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Controlled Psychologically-oriented
Experiments (concluded)
• Controlled experiments can help fine-tuning the human-
computer interface of actively used systems.
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