Title: Evaluating Information Systems
1Evaluating Information Systems
2Credits
- Material in these slides are adapted from
materials developed by Professors Roxanne Hiltz
and Murray Turoff.
3Functionality
- 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!)
4Functionality - 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.
5Functionality - 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.
6Usability
- 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.
7User Types Modes
- NOVICE, CASUAL, INTERMEDIARIES
- EXPERIENCED
- ROUTINE
- FREQUENT
- OPERATORS
- PROBLEM SOLVERS
- POWER
- RESULTS
- DIFFERENT ROLES IN ONE SYSTEM
- MULTIPLE INTERFACE METHODS
8Why 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!)
9Why 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
10Why 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
11Nancy 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...
12Usability 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.
13Ways to Help in Designing Usable Systems
- The Prototype Methodology
- Protocol Analysis
14Prototyping
15Prototyping
- 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.
16Benefits 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.
17Benefits - 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.
18Possible 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.
19Possible 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. -
20PROTOCOL ANALYSISadapted from Murray Turoff
21Protocol 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.
22WHY 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.
23KEY ASSUMPTION
- Cognitive processes that generate verbalization
are subset of those that generate behavior
24CONCERNS 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.
25NECESSARY 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
26STIMULUS 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.
27MODES 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.
28PROTOCOL 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)
29PROTOCOL 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.
30PROTOCOL 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.
31PROTOCOL 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
32PROTOCOL 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.
33MAJOR LIMITATION
- Can not use it on a task that the user is not
familiar with. - Requires training on the task first.
34TYPICAL 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.
35CODING 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
36CODING SCHEMA FOR VERBALIZATION II
- EXAMPLE II
- Surveying given information
- Generating new information
- Developing a hypothesis
- Unsuccessful solutions
- Self reference or criticism
- Silence
37PROTOCOL 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
38PROTOCOL 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.
39INCREASING 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.
40OBJECTIVES 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
41OBJECTIVES 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
42PROTOCOL 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
43PROTOCOL 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
44PROTOCOL 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
45PROTOCOL 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
46PROTOCOL 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
47UTILITY OF MOCK UP
- Ease of understanding (current knowledge)
- Ambiguity in terms
- Confusion generation
- Loss of continuity
- Developing on line help
- Marketing and acceptance
48UTILITY 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)
49BASIC 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?
50BASIC 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?
51WHEN 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
52Some Basic Principles ofUser Interface Design
53Principle 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
54Interaction Styles
- Direct Manipulation
- Menu Selection
- Form Fill-In
- Command Language
- Natural Language
55Direct 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
56Menu 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
57Form Fill-In
- Advantages
- simplifies data entry
- requires modest training
- gives convenient assistance
- permits use of form-management tools
- Disadvantages
- consumes screen space
58Command 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
59Natural Language
- Advantages
- Relieves burden of learning the system
- Disadvantages
- requires clarification dialog
- may requires more keystrokes
- may not show context
- is unpredictable
60Principle 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.
61Principle 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.