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Evaluating etravel sites with the use of design patterns

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Evaluating e-travel sites with the use of design patterns. TEI Piraeus ... 57 Web & 25 GUI Design patterns - Martijn van Welie-www.welie.com,Interaction ... – PowerPoint PPT presentation

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Title: Evaluating etravel sites with the use of design patterns


1
Evaluating e-travel sites with the use of design
patterns
  • Yannis Psaromiligkos (jpsa_at_teipir.gr)
  • Petros Georgiakakis (geopet_at_unipi.gr)
  • Symeon Retalis (retal_at_unipi.gr)

TEI Piraeus University of Piraeus
Computer Supported Learning Engineering
Laboratory http//cosy.ted.unipi.gr
2
Motivation why yet another method for expert
based evaluation?
  • The problem

3
Motivation why yet another method for expert
based evaluation?
  • To help novice evaluators in usability evaluation
  • not always look for usability experts in the
    specific work-domain but providing a novice
    evaluator the expert view
  • Novice evaluators need
  • Conceptual framework about the domain knowledge
  • Detailed scenario-based procedure in inspecting
    the system
  • Provision of best design practices within the
    context of use
  • Detailed forms for writing a usability report

4
Overview
  • Few words about patterns
  • Evaluating a web-based system using DPs
  • DEPTH method
  • Criticism of DEPTH

5
Bus stops
6
The Bus Stop
20
7
What is a design pattern?
A Solution to a Problem in a Context
Alexander defines a pattern as follows "....
Each pattern describes a problem which occurs
over and over again in our environment, and then
describes the core of the solution to that
problem, in such a way that you can use this
solution a million times over, without ever doing
it the same way twice" Alexander, C.,
Ishikawa, S., Silverstein, M., Jacobson, M.,
Fiksdahl-King, I., Angel, S. (1977). A Pattern
Language. Oxford University Press, New York.
8
Alexanders original ideas
  • offering a set of conceptual resources that
    ordinary people could use in (re)shaping their
    environment.
  • His work provides a principled, structured but
    flexible resource for a lingua franca in design.
  • He strikes the right balance between rigor and
    prescriptiveness - offering useful guidance
    without constraining creativity and providing
    helpful foci for design.

9
UI Design Pattern Languages
  • 57 Web 25 GUI Design patterns - Martijn van
    Welie-www.welie.com,Interaction Design
    Patterns.htm
  • 30 Design patterns - Hypermedia Design Patterns
    Repository http//www.designpattern.lu.unisi.ch/Pa
    tternsRepository.htm
  • 90 Design patterns - Douglas K. Van Duyne, James
    A. Landay, Jason I. Hong, The design of sites,
    Addison Wesley July 2002
  • The Interaction Design Patterns Page - pattern
    languages for interaction design (of which user
    interface design is a subset), and a few links to
    more general papers that may be of use to
    interaction designers.
  • http//www.pliant.org/personal/Tom_Erickson/Intera
    ctionPatterns.html
  • 30 UI Patterns Jenifer Tidwell http//www.time-tri
    pper.com/uipatterns/

10
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11
The Product Configurator Design Pattern
From Welie
  • Problem Users want to configure the product they
    may intend to buy
  • Use When You want users to get more
    enthousiastic about a product by letting them
    'control' the product and kind of 'personalize'
    it.

Source www.nickie.com
12
The Product Configurator Design Pattern
From Welie
  • Solution Allow users to configure a product
    using a direct and visual version of the
    configured product
  • Configuring is usually done is several steps
    because there may be several aspect of the
    product that can be configured, e.g. the colour,
    material, writings, weels etc.
  • The product configurator is therefore a Wizard
    where every configurable aspect of the product is
    handled in a single step.
  • Additionally there may be a 'buy' or 'order' step
    that leads to some additional steps for the
    wizard.
  • Since the steps of the process are usually not
    dependent on each other, Tabs can also be used to
    set each aspect instead of using a Wizard.

13
Patterns Can
  • Capture expert design practice within specific
    context
  • Provide common nomenclature for designers
  • Provide shorthand for effectively communicating
    complex principles
  • Help documentation and justification of the
    rationale
  • Capture the most important aspects of a problem
    solution in a standard format with a formalism
  • Show multiple examples of solutions
  • Become a tool for collaboration among peers who
    are interested in designing activities

14
What Is the Relation Between Design Patterns and
Usability?
  • HCI design patterns are user centered design
    patterns which by nature are focused on
    usability
  • HCI design patterns have been created with some
    underlying values in the same lines with
    Alexander (The Quality without a Name).
  • implementation of a design pattern varies
  • So lets check the implementation based on a
    design pattern!

15
Motivation in using Design Patterns for Usability
Evaluation Purposes
  • We try to minimize the time spent for the
    preparatory phase of an inspection usability
    study
  • To create the re-usable scenarios and tasks to be
    checked by an evaluator for a specific genre
  • To help novices in usability evaluation
  • not always try to look for usability experts or
    work-domain experts but having handy the
    expert view
  • Patterns contain the distilled knowledge of an
    expert as well as her tacit design knowledge
  • HCI design patterns are the means for expressing
    the ideal functionality of a interactive
    application in a justified and not prescriptive
    way.

16
DEPTH method at a glance
Preparatory phase
Execution phase
17
DEPTH Execution Process overview
Choose genre
Choose features
Assign weights
Scenario-1
Scenario-n
Walkthrough
Walkthrough
Step 1
Step n
Step 1
Step n


Design Pattern - n
Design Pattern - 1

Answer to Questions Rate Quality of Feature
Answer to Questions Rate Quality of Feature
Overall opinion about the Nielsens heustistics
Report production
18
theory and practice? (I)
  • We have evaluated
  • E-travel sites
  • 18 MSc students basic knowledge of HCI
  • Identified all problems that experts had already
    spotted
  • Proposed solutions to the problems
  • Proposed changes to design patterns

19
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20
Seeing selecting the functionality of the
system under evaluation
21
View Execute the Scenarios
22
Linking scenario with pattern
http//www.welie.com/patterns/showPattern.php?patt
ernIDshopping-cart
23
theory and practice? (II)
  • We have also evaluated
  • Learning Object Repositories
  • We have created scenarios for
  • Wiki-systems, like TikiWiki
  • Synchronous Web Conferencing Systems like
    netmeeting, Centra
  • Personalised web-based educational systems, like
    INSPIRE

24
Methods Similarities Advantages
  • A similar example of expert evaluation using
    design patterns has been performed by Van Welie
    for evaluating the general usability of web
    museums without user involvement.
  • He analyzed the major sections of the websites in
    order to recognize patterns that had been
    applied.
  • He commented that the evaluation is easier when
    the evaluator knows the pattern collection
    available
  • The idea of Re-usable scenarios exist in SUE,
    MILE, eLSE methods, Matera, Costabile,
    Garzotto, Paolini,Ardito, Buono, Lanzilotti, et
    al.
  • they foster re-usability of inspection scenarios
    standardization-uniformity in scenarios
    presentation/writing

25
Methods Disadvantages
  • Design patterns are not that many but the field
    is still evolving
  • Will there always be a good design pattern to
    validate all areas of interest of various system
    genres?
  • Difficult to write good scenarios
  • Varying levels of generality and completeness
    how narrow or broad it should be (Kuutti 1995).
  • Make use of existing design guidelines

http//www.usability.gov/pdfs/guidelines.html
26
The DEPTH Evaluation Tool
  • Scenarios repository
  • Scenarios are related to functionality and
    patterns
  • Patterns repository
  • Patterns are arranged by genre functionality
  • There are genre independent patterns
  • Reporting system
  • Create Update a report that contains
    Qualitative Quantitative Data

27
Future plans
  • To use it in more evaluation studies
  • We have started with the evaluation of Learning
    Management Systems and Collaborative Tools
  • To answer to questions about
  • The granularity of the scenario
  • a scenario can be highly scripted or loosely
    defined. One of the main difficulties is how to
    create such scenarios.
  • The use of patterns that are genre independent
  • To use DEPTH for applying Design Patterns and
    revising design patterns.

28
Conclusion
  • The use of design patterns has potential
  • to capture usable design knowledge,
  • build bridges between practical problems and
    research-based evidence, and
  • help designers see both the wood and the trees
    when they are engaged in design

The most important part of a sucessfull design is
the underlying conceptual model. The hard part
of design formulating an appropriate conceptual
model and then assuring that everything else be
consistent with it. Donald Norman
M.C. ESCHER
29
Questions?
thanks for your attention
Yannis Psaromiligkos (jpsa_at_teipir.gr) Petros
Georgiakakis (geopet_at_unipi.gr) Symeon Retalis
(retal_at_unipi.gr)
Computer Supported Learning Engineering
Laboratory http//cosy.ted.unipi.gr
30
Forming a design pattern language
31
Eliciting a pattern
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