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Evaluating Information Systems

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Evaluating Information Systems November 16, 1999 Credits Material in these s are adapted from materials developed by Professors Roxanne Hiltz and Murray Turoff. – PowerPoint PPT presentation

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Title: Evaluating Information Systems


1
Evaluating Information Systems
  • November 16, 1999

2
Credits
  • Material in these slides are adapted from
    materials developed by Professors Roxanne Hiltz
    and Murray Turoff.

3
Functionality
  • Functionality - Refers to the features of a
    system, i.e. what is can do!
  • Task of specifying functional requirements is
    generally straightforward.
  • However, comparing a list of functions requested
    by the users to a list of features in a system is
    not necessarily a measure of how good the
    system functions.
  • Peoples reasons for using a system differ (it
    may be the only way to get a job done!)

4
Functionality - 2
  • The system may help a person do a job quicker or
    better (more efficiently).
  • Whether or not a user feels a computer is
    necessary for a task depends on how well the
    computer meets the users needs.
  • For example, if you have to send someone a large
    detailed table of information (spreadsheet) and
    the e-mail system does not handle this well,
    perhaps the system does not meet the users
    needs.

5
Functionality - 3
  • There is often the perception that the more
    functions are provided, and the more flexibility
    and more complexity in the system, the better.
  • FALSE
  • For discretionary and non-discretionary users,
    how the functions are implemented will have a
    significant impact on system usability.

6
Usability
  • A more difficult construct to define.
  • An abstract concept, it relates to ease of use in
    which functionality can be accessed.
  • Another way to understand usability is the ease
    of use in which a user communicates with a
    system.
  • However, if the functionality provided is easy to
    use, yet the functionality does not address the
    task at hand, then the system is not usable.
  • Summary Usability depends on characteristics of
    the user and characteristics of the task.

7
User Types Modes
  • NOVICE, CASUAL, INTERMEDIARIES
  • EXPERIENCED
  • ROUTINE
  • FREQUENT
  • OPERATORS
  • PROBLEM SOLVERS
  • POWER
  • RESULTS
  • DIFFERENT ROLES IN ONE SYSTEM
  • MULTIPLE INTERFACE METHODS

8
Why Systems Are not Used?
  • 1. Limited functionality if the functions
    provided do not match task requirements, a system
    will not be usable (ex. Email system with no
    editor!)
  • 2. Poor interface design (e.g., inadequate
    flexibility (won't take abbreviations, provide
    defaults, commands as well as menus, etc.)
  • Poor consistency and integration within the
    system (Different parts look and work in
    different ways, very confusing!)

9
Why Systems Are not Used? - 2
  • 3. ACCESSIBILITY Access or Availability
    problems But this interacts with motivation.
  • 4. Start-stop hassles (losing some of the work
    you have done if you have to stop in the middle
    and do something else)
  • 5. Poor response time
  • 6. Poor systems dynamics
  • 7. Inadequate training and user aid

10
Why Systems Are not Used? - 3
  • 8. Poor or non-existent documentation.
  • 9. Poor integration with other systems
    (non-transferability of data negative
    interference with learned interface conventions)
  • 10. COSTS - including learning time, exceed
    expected benefits

11
Nancy Goodwin
  • THESIS There is no functionality without
    usability.
  • Corollary It is not true that the more
    functionality, the better! "Richer" but less
    usable systems provide less "effective" (actual)
    functionality.
  • to be truly usable a system must be compatible
    not only with the characteristics of human
    perception and action, but, and most critically,
    with users cognitive skills in communication,
    understanding, memory, and problem solving...

12
Usability Does Matter
  • Providing extensive functionality is not enough.
    People must understand what the functions do and
    how to use them.
  • Designing for different types of users compounds
    the problem (e.g., novice vs. expert).
  • Failure to consider usability can lead to system
    failure.
  • Summary Point Usability contributes to overall
    system functionality by making it accessible to
    users and facilitating effective use of
    functional capabilities.

13
Ways to Help in Designing Usable Systems
  • The Prototype Methodology
  • Protocol Analysis

14
Prototyping
15
Prototyping
  • As a systems development methodology, it is not
    in and of itself an evaluation methodology.
  • Rapid prototyping facilitates extensive use of
    protocol analysis or other methods for
    systematically obtaining user feedback.
  • Prototyping is a development methodology based on
    building, testing, and iteratively improving a
    model of a system.
  • Eventually the model becomes the system.

16
Benefits of Prototype
  • 1. A prototype can provide a user with tangible
    means of comprehending and evaluating the
    proposed system, and eliciting meaningful
    feedback.
  • 2. It can provide a common baseline and frame of
    reference so designers and users can communicate
    better.
  • 3. It provides a way for users to participate and
    commit to a project (reference Joint Application
    Design). It can generate user enthusiasm for the
    project.

17
Benefits - 2
  • 4. The prototype can get things right,
    i.e.,help ensure that the system performs
    adequately before widespread use.
  • 5. Prototyping can reduce both the development
    life cycle time to installation and overall
    cost. Some estimates have been as high as a 70
    reduction in cost.

18
Possible Disadvantages
  • 1. Some formal prototyping software can be
    expensive. However, new PC tools (e.g. Visual
    basic, and even PowerPoint provide inexpensive
    means to do screen mock-ups).
  • 2. If a formal prototyping software is used, the
    actual result may have to be re-written for a
    final production version.
  • 3. Early versions of a prototype can provide
    early disappointment for the user and possibly
    cancel the project.
  • By definition, this early version has only
    essential features. However, some users may
    expect to see a finished system.

19
Possible Disadvantages - 2
  • 4. The Prototyping process may be difficult to
    manage and control. Its nature is iterative and
    may repeat itself multiple times.
  • It does not have the established phases of the
    traditional systems development life cycle
    (waterfall model). Establishing phases,
    milestones, deliverables is more difficult since
    user requirements are always evolving.
  • 5. It is difficult to prototype large
    information systems that must efficiently handle
    large amounts of data and many users.

20
PROTOCOL ANALYSISadapted from Murray Turoff
21
Protocol Analysis
  • The Thinking Out Loud Method
  • A protocol is a record of a step by step
    procedure. In this method, one records the step
    by step procedures of a user thinking out loud
    while trying to use an information system.
  • A qualitative, direct observation method for
    determining usability.

22
WHY DO IT?
  • Objective To discover the process a person goes
    through in solving a problem.
  • Uses Learning Cognitive Processes, Developing
    Expert System material, evaluating interfaces.

23
KEY ASSUMPTION
  • Cognitive processes that generate verbalization
    are subset of those that generate behavior

24
CONCERNS ABOUT THE METHOD
  • Subjects may have incomplete knowledge of their
    thinking processes therefore the record may be
    incomplete.
  • Subjects may not have an accurate understanding
    of the processes of which they are aware.
  • The thinking process may be distorted by the
    thinking out loud process.
  • Ambiguity in language may lead to
    miscommunications.

25
NECESSARY ATMOSPHERE
  • Honesty
  • No evaluation of subject
  • No pressure for performance
  • No introduction of bias
  • No contamination of mental process (e.g. help)
  • Reciprocity and Respect

26
STIMULUS RESPONSE METHOD
  • Different stimulus may produce different mental
    behaviors
  • Do you know the capital of Delaware?
  • Which of the three Newark, Wilmington, or Dover
    is the capital?
  • Name the capital of Delaware.

27
MODES OF PROBING
  • Talk Aloud, Think Aloud While information is
    attended.
  • Concurrent Probing While in short term memory.
  • Retrospective Probing After completion of the
    task.
  • Note you want to concentrate on the first type,
    but not to interrupt the subjects thinking.

28
PROTOCOL ANALYSIS CONDITIONS
  • Subject asked to verbalize what they are thinking
  • Subject is not being evaluated
  • Observer must not participate in process
  • Observer must not aid the subject
  • Subject providing knowledge of how they solve or
    a problem (or learn a system)

29
PROTOCOL ANALYSIS PROCESS I
  • Present the subject a written explanation of what
    is taking place.
  • Explain that this is to evaluate the system and
    not them
  • Explain you are there only to observe and can not
    help them.
  • Present in writing a task written the user
    terminology and the way the user would think
    about it.

30
PROTOCOL ANALYSIS PROCESS II
  • Total time should take between thirty minutes to
    an hour if no major problem encountered.
  • Observe and record (video, voice tape, PC
    interactions, notes and coding)
  • Only interrupt user for further verbalization if
    it is unclear what they are doing.

31
PROTOCOL ANALYSIS PROCESS III
  • Ask the user to describe what he or she is doing
    out loud.
  • Ask the user to go through all the terms on the
    screen and explain what they think they mean
  • Ask the user to forecast what they think an
    action will do
  • Carry out the task on the system

32
PROTOCOL ANALYSIS PROCESS IV
  • Give help only if user is at a dead end
  • Questions you can ask during if necessary
  • Why do you do/say that?
  • What is troubling you?
  • How do you know that ...?
  • Why do you do it this way?
  • Save retrospective questions for end of session.

33
MAJOR LIMITATION
  • Can not use it on a task that the user is not
    familiar with.
  • Requires training on the task first.

34
TYPICAL WRITTEN INSTRUCTIONS
  • PLEASE EXPLAIN
  • What you think something means.
  • What you are trying to do.
  • What confusion or concerns you have.
  • What you expect to happen next.
  • What you dont know the meaning of.

35
CODING SCHEMA FOR VERBALIZATION I
  • EXAMPLE I - Thinking Out Loud includes relating
  • Intentions goals, shall, will, must, have to
  • Cognitions current attention situation, define,
    understand
  • Planning If x than y
  • Evaluation Yes, No, Damit, Fine
  • Changing conditions \ view of the problem

36
CODING SCHEMA FOR VERBALIZATION II
  • EXAMPLE II
  • Surveying given information
  • Generating new information
  • Developing a hypothesis
  • Unsuccessful solutions
  • Self reference or criticism
  • Silence

37
PROTOCOL ANALYSIS OBSERVATIONS I
  • Verbalization occurs only 30 to 50 of the time.
  • Subjects cannot verbalize when
  • Reading text
  • Doing intense cognitive activity
  • Making choices
  • Subjects have to slow down to verbalize
  • Subjects will tend to be more careful as a result
    of verbalization and observation

38
PROTOCOL ANALYSIS OBSERVATIONS II
  • Experts on a problem verbalize a lot more than
    non experts (double)
  • Experts have more difficulty verbalizing at a
    very detailed level with respect to the problem
    with which they are dealing with.
  • Experts usually spend more time in planning and
    in the restructuring of the problem.

39
INCREASING VERBALIZATION
  • 1. Hold back stimulus or encourage slowness.
  • 2. Segment stimulus (subtasks)
  • 3. Interrupt with pre-arranged signal or set
    point to pause
  • e.g. when you are ready to indicate an action,
    first explain what you think everything means on
    the screen.

40
OBJECTIVES FOR INTERACTIVE SYSTEMS I
  • Determine their understanding of terms in the
    interface
  • Understand the cause of errors or
    misinterpretations
  • Determining missing functionality or user
    requirements

41
OBJECTIVES FOR INTERACTIVE SYSTEMS II
  • Determining reactions to and utility of features
  • Determine the utility of a metaphor for learning
  • Determining the utility of help and guidance

42
PROTOCOL ANALYSIS ADVANTAGES
  • A lot less effort than other approaches.
  • Can be done with prototype or mockup before any
    coding.
  • Learning how user approaches task
  • Finding major mistakes in design
  • Can learn attitude
  • Rapid feedback from small samples
  • Also useful for understanding user task

43
PROTOCOL ANALYSIS REQUIREMENTS
  • Subjects must be representative
  • Three subjects for each distinctive type of user
    and for each different set of tasks
  • Instructions simple
  • Observe only

44
PROTOCOL ANALYSIS QUESTIONS
  • Can ask/say
  • Please explain your choice.
  • What are you thinking?
  • What does that term mean?
  • Should not ask
  • Why did you do that?
  • What does append do?
  • Have physical signal for interrupt

45
PROTOCOL ANALYSIS HOW TO I
  • A one page explanation to the subject
  • Set of written tasks in user terms
  • Subject should only spend 40-60 minutes.
  • Categorization scheme for recording
  • Tape record their verbalizations

46
PROTOCOL ANALYSIS HOW TO II
  • Retrospective questionnaire for end
  • Retention of major concepts
  • Perceived utility of features/functionality
  • Do not try to test everything
  • At least three subjects on same task
  • Be specific about user explaining choice they are
    about to make

47
UTILITY OF MOCK UP
  • Ease of understanding (current knowledge)
  • Ambiguity in terms
  • Confusion generation
  • Loss of continuity
  • Developing on line help
  • Marketing and acceptance

48
UTILITY OF WORKING SYSTEM
  • Ease of learning (new knowledge)
  • Error impact Utility of feedback
  • Ease of exploration
  • Realistic task execution
  • Developing final user documentation
  • Utility of new features (beyond current system)

49
BASIC QUESTIONS I
  • Do the terms used on the screen mean to the
    subject what the designer thought they would
    mean?
  • Do the alternatives presented at that point in
    the interaction include what the subject wishes
    to do?
  • Is the help material or the system messages
    understandable or relevant to the needs of the
    user?

50
BASIC QUESTIONS II
  • Does the subject have difficulty locating or
    perceiving things on the particular screen?
  • Does the subject utilize the sequences of
    operations that the designer expected to be
    utilized in accomplishing a given task?
  • Can the user utilize the interface metaphor for
    learning the system?
  • What type of errors is the user making and why?

51
WHEN TO USE
  • Protocol analysis should be used
  • Before system requirements are finalized
  • After every major change to requirements or
    interface
  • Before installation of system for users
  • Before introduction to new user population type

52
Some Basic Principles ofUser Interface Design
53
Principle 1 Recognize the Diversity of Users
  • Know the User - Review User Types and Modes
    discussed earlier.
  • Know the Tasks
  • Consider these Five Human Factors which are
    central to evaluation
  • Time to Learn
  • Speed of Performance
  • Rate of Errors
  • Retention over Time
  • Subjective Satisfaction

54
Interaction Styles
  • Direct Manipulation
  • Menu Selection
  • Form Fill-In
  • Command Language
  • Natural Language

55
Direct Manipulation
  • Advantages
  • visually presents task concepts
  • allows easy learning
  • allows easy retention
  • allows errors to be avoided
  • encourages exploration
  • affords high subjective satisfaction
  • Disadvantages
  • may be hard to program
  • may require graphics display and pointing devices

56
Menu Selection
  • Advantages
  • Shortens learning
  • reduces keystrokes
  • structures decision-making
  • permits use of dialog management tools
  • allows easy support of error handling
  • Disadvantages
  • presents danger of many menus
  • may slow frequent users
  • consumes screen space
  • requires rapid display rate

57
Form Fill-In
  • Advantages
  • simplifies data entry
  • requires modest training
  • gives convenient assistance
  • permits use of form-management tools
  • Disadvantages
  • consumes screen space

58
Command Language
  • Advantages
  • is flexible
  • appeals to power users
  • supports user initiative
  • allows creation of user-defined macros
  • Disadvantages
  • poor error handling
  • requires substantial training and memorization

59
Natural Language
  • Advantages
  • Relieves burden of learning the system
  • Disadvantages
  • requires clarification dialog
  • may requires more keystrokes
  • may not show context
  • is unpredictable

60
Principle 2 - Use the Eight Golden Rules of
Interface Design
  • 1. Strive for Consistency.
  • 2. Enable Frequent Users to Use Short-Cuts.
  • 3. Offer Informative Feedback
  • 4. Design dialogs to Yield Closure
  • 5. Offer Error Prevention and simple error
    handling.
  • 6. Permit easy reversal of actions.
  • 7. Support internal locus of control.
  • 8. Reduce short-term memory load.

61
Principle 3 - Prevent Errors
  • Improve error messages provided by the system so
    that users learn from mistakes.
  • Understand the nature of errors.
  • You may be able to avoid some errors people make
    - slips by
  • organizing screens and functions functionally.
  • Design commands or menu choices to be
    distinctive.
  • Make it difficult to make irreversible actions.
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