Title: Evaluating Interfaces
1Evaluating Interfaces
- Goals of evaluation
- Lab versus field based evaluation
- Evaluation methods
- Design-oriented
- Implemented-oriented
2The goals of evaluation?
- To ensure that the interface behaves as we expect
and meets user needs - Assess the extent of its functionality
- Assess its impact on the user
- Identify specific problems
- Assess the usability of the interface
3Laboratory studies versus field studies
- Laboratory studies
- The user comes to the evaluator
- Well-equipped laboratory may contain
sophisticated recording facilities, two-way
mirrors, instrumented computers etc. - Can control or deliberately manipulate the
context of use - The only option for some dangerous or extreme
interfaces - But cannot reproduce the natural working context
of a users environment, especially social
interaction and contingencies - Difficult to evaluate long-term use
4 - Field studies
- The evaluator goes to the user
- Captures actual context
- Captures real working practice and social
interaction - Not possible for some applications
- It can also be difficult to capture data
- Cannot prove specific hypotheses
5Different kinds are appropriate at different
stages of design
Early-on formative evaluation of the design
may only involve designers and other experts
Later-on evaluation of the implementation
detailed, rigorous and with end-user
6Evaluation Methods
- Design-oriented evaluation methods
- Cognitive walkthrough
- Heuristic/expert inspections
- Theory and literature review
- Implementation-oriented methods
- Observation
- Controlled experiments
- Query techniques interviews and surveys
7Cognitive Walkthrough
- A predictive technique in which designers and
possibly experts simulate the users
problem-solving process at each step of the
human-computer dialogue - Originated in code walkthrough from software
engineering - Used mainly to consider ease of learning issues
especially how users might learn by exploring
the interface
8Cognitive Walkthrough The Stages
- Begins with
- A detailed description of the prototype (e.g.,
menu layouts) - Description of typical tasks the user will
perform - A written list of the actions required to
complete the tasks with the prototype - An indication of who the users are and what kind
of experience and knowledge they may have
9 - For each task, evaluators step through the
necessary action sequences, imagining that they
are a new user and asking the following
questions - Will the user know what to do next?
- Can the user see how to do it?
- Will they know that they have done the right
thing? - It is vital to document the walkthrough
- Who did what and when
- Problems that arose and severity ratings
- Possible solutions
10A short fragment of cognitive walkthrough
- Evaluating the interface to a personal desktop
photocopier - A design sketch shows a numeric keypad, a "Copy"
button, and a push button on the back to turn on
the power. - The specification says the machine automatically
turns itself off after 5 minutes inactivity. - The task is to copy a single page, and the user
could be any office worker. - The actions the user needs to perform are to turn
on the power, put the original on the machine,
and press the "Copy" button - Now tell a believable story about the user's
motivation and interaction at each action - From Philip Craiger's page at http//istsvr03.unom
aha.edu/gui/cognitiv.htm
11The user wants to make a copy and knows that the
machine has to be turned on. So they push the
power button. Then they go on to the next action.
But this story isn't very believable. We can
agree that the user's general knowledge of office
machines will make them think the machine needs
to be turned on, just as they will know it should
be plugged in. But why shouldn't they assume that
the machine is already on? The interface
description didn't specify a "power on"
indicator. And the user's background knowledge is
likely to suggest that the machine is normally
on, like it is in most offices. Even if the
user figures out that the machine is off, can
they find the power switch? It's on the back, and
if the machine is on the user's desk, they can't
see it without getting up. The switch doesn't
have any label, and it's not the kind of switch
that usually turns on office equipment (a rocker
switch is more common). The conclusion of this
single-action story leaves something to be
desired as well. Once the button is pushed, how
does the user know the machine is on? Does a fan
start up that they can hear? If nothing happens,
they may decide this isn't the power switch and
look for one somewhere else.
12Heuristic/Expert Inspections
- Experts assess the usability of an interface
guided by usability principles and guidelines
(heuristics) - Jacob Nielsen suggest that 5 experts may enough
to uncover 75 of usability problems - Best suited to early design and when there is
some kind of representation of the system e.g.,
storyboard - Its only as good as the experts and you need
experts in the problem domain and usability
13The Process of Heuristic Expert Inspections
- Briefing session
- Experts all given identical description of
product, its context of use ad goals of
evaluation - Evaluation period
- Each experts spends several hours independently
critiquing the interface - At least two passes through the interface, one
for overall appreciation and others for detailed
assessment - Debriefing session
- Experts meet to compare findings, prioritise
problems and propose solutions - They report/present their findings to decision
makers and other stakeholders
14Theory and literature review
- We have seen before that you can apply existing
theory to evaluate a design - The Keystroke Level Model
- Fits law
- HCI and experimental psychology already contain a
wealth of knowledge about how people interact
with computers - Scour the literature (ACM Digital Library,
Google, Citeseer and others) - But think carefully about whether the results
transfer -
15Observation
- Observe users interacting with the interface in
the laboratory or field - Record interactions using
- Pen and paper
- Audio
- Video
- Computer logging
- User notebooks and diaries
- Think-aloud techniques
16 - Analysis
- Illustrative fragments
- Detailed transcription and coding
- Post-task walkthroughs
- Specialised analysis software can replay video
along system data and help the analyst
synchronise notes and data
17Savannah
- An educational game for six players at a time
- A virtual savannah is overlaid on an empty school
playing field
18Studying Savannah
- Six trials over three days
- Two video recordings from the field
- Game replay interface
19Impala Sequence
20The Impala Sequence Revealed
- Elsa suddenly stops
- Circular formation
- Counting aloud
- Nala and Elsa cannot see the impala
- Replay shows them stopped on edge of locale
- GPS drift carries them over the boundary
- The boy who passed through attacked first
21Controlled Experiments
22Query Techniques
- Elicit the users view of the system
- Can address large numbers of users
- Key techniques are
- Interviews
- surveys
- Relatively simple and cheap to administer
- But not so detailed or good for exploring
alternative designs
23DECIDE A Framework to Guide Evaluation (Preece,
et al, 2001)
- Determine the overall goals that the evaluation
addresses - Explore the specific questions to be answered
- Chose the evaluation approach and specific
techniques to answer these questions - Identify the practical issues that must be
addressed - Decide how to deal with ethical issues
- Evaluate, interpret and present the date