Title: Evaluation Without Users: Cognitive Walkthroughs, Heuristic Evaluation
1Evaluation Without Users Cognitive Walkthroughs,
Heuristic Evaluation
- Loren Terveen
- CS 5115, Fall 2008
- October 20
2Agenda
- Deliverables for next week
- Cognitive Walkthroughs
- Heuristic Evaluation
- Next time bring your paper prototype!
3Hall of Fame/Shame This Week
- Today
- Sheng Wang Weiqi Wei
- Rakesh Ramakrishnan Subrahmanya Bhat
- Wednesday
- Patrick Weygand Steve Chou
- Rama Susarla Ashish Kumar Sharma
4Mobile Phone Shopping.
Websites
Mobile Retail Stores
By Subrahmanya Bhat Rakesh Ramakrishnan
5HOS Website Interface.
Complete info on cell phone deals, package and
customization.
- Incomplete mental model.
- Can not get a 100 feel of the phone of interest
as immediate feedback is partial and real
feedback is only when you buy it. ? - Prior knowledge of cell phones is necessary.
- Not a natural interface.
- Selective Attention.
- There is too much of data that prevents focus.
- Gulf of Evaluation.
- Language issues.
- Computer/Internet inexperience.
- Keyboards and mouse may not be intuitive to
everyone but we are stuck with it!.
5
6HOS Retail Store Interface.
- Memory
- Need to memorize the features of interest.
- Not a Design for Error.
- Human recommendation derived from memory / Past
experience may be incorrect and missing
requirements. - Incompatible / Dangerous customizations due to
human err?. - Gulf of execution.
- Exploration is limited due to time constraints
and spatial separation and search constraints. - What if you dont get the best package!.
- Comparing the models is not easy.
- Via the pamphlet / word of mouth way.
Sales Executives and pamphlets.
Real Phones.
..and Tables. ?
6
7HOF Microsoft Surface in Retail Stores
- Review features of a particular mobile device by
simply placing it on the display.
7
8HOF Microsoft Surface in Retail Stores
Place two devices side by side on the unit and
easily compare their features.
8
9HOF Microsoft Surface in Retail Stores
- Drag and drop ring tones, graphics, video and
more by grabbing content with their hands from
a menu on the display and dropping it into the
phone. - Get compatible accessories by simply tapping on
the list of accessories. - Find similar phones using the surface display.
You actually drag, rotate and see features of
these phones as if all of them are dropped on
your table!.
9
10HOF Summary of Points
- Direct Interaction with devices of interest.
- Natural User Interaction (NUI)
- Using natural hand movements and physical
objects. - No gulf of execution or evaluation.
- Immediate feedback.
- Affordance
- Its a table!.
- Recognition rather than recall of the accessories
/ features . - User control and freedom exploring phones.
- Flexibility and efficiency of use
- Does not require any user training. Works with
novice and expert users. - Match between the system and the real world.
- Incorporates collaboration.
- Error prevention
10
11Deliverables for next week
- Walkthrough evaluation report
- For each of your three scenarios, walk through
your prototype asking the cognitive walkthrough
questions plus (see project guide)? - Write up a list of interface problems discovered
during the walkthrough - Add brief notes about how you discovered them
- I encourage individual members to do
walkthroughs, then do a group walkthrough, then
create unified report - List of interface improvement ideas
- Start working on your executable prototype
- Complete all the peripheral tasks so you are in a
position to work on the interface - Database back-ends, network connections to DB
- Style sheets, banner images, backgrounds
- Icons
- Questions?
12Back-of-the-Envelope Action Analysis
- Coarse-grain
- list basic actions, e.g., at the level of a
scenario - each action is at least 2-3 seconds
- what must be learned/remembered?
- what can be done easily?
- documentation/training?
- Goal is to find major problems
- Example 1950s 35mm camera
13Expert Evaluation
- Usability specialists are very valuable
- double-specialists are even better
- An inexpensive way to get a lot of feedback
- Be sure the expert is qualified in your area
14Cognitive Walkthroughs
15Cognitive Walkthroughs - I
- A task-oriented method of evaluating an interface
without users - A systematic way to imagine users' thoughts and
actions when they use an interface for the first
time. - Benefits of evaluation before user meetings
- Helps get rid of obvious problems that would
waste users time - May catch problems that testing with a few users
will miss
16Cognitive Walkthroughs - II
- Goals
- evaluate choice-points in the interface
- detect confusing labels, icons, images or options
- detect likely user navigation errors
- Start with a complete TCUID scenario
- never try to wing it on a walkthrough
17Best Approach
- Tell a Believable Story
- How does the user accomplish the task,
action-by-action? - Based on user knowledge and system interface
- Recall DOET principles (Is this visible? Is
feedback clear? Is there a gulf of execution?
)? - Work as a group
- dont partition the task
- Be highly sceptical
- remember the goal!
- Every gap is an interface problem
18Cognitive Walkthrough How To - I
- Interface prototype (start with LoFi)?
- Task description
- Scenario written list of the actions to
complete the task in the interface - An idea of who the users will be and their
characteristic (so you can tell believable
stories)? - Personas may be useful (Google?)?
19Cognitive Walkthrough How To - II
- For each action in the sequence
- tell the story of why the user will do it
- ask critical questions (recall 7 Stages of
Action)? - Will users be trying to produce the effect?
I.e., will they form the goal designers wanted
them to? - Will users see the correct control?
- Will users recognize that this is the control
theyre after, i.e., that it will advance them
toward their goal? - Or will they select a different control instead?
- Will users understand the feedback? That is,
will be they be able to tell that they achieved
their intended goal or at least made progress
toward it?
20Quick example
- Task Understand the change made in a geographic
edit on Cyclopath - Scenario
- Click on Recent Changes tab
- Click Changes option
- Click Update button
- Click Look at button
- Alternative clicking the Before and After
buttons - (Zoom in if necessary)?
21Theory
- The user sets a goal to be accomplished with the
system (for example, "check spelling of this
document"). - The user searches the interface for currently
available actions (menu items, buttons,
command-line inputs, etc.). - The user selects the action that seems likely to
make progress toward the goal. - The user performs the selected action and
evaluates the system's feedback for evidence that
progress is being made toward the current goal.
22Empirical Support
- Subjects will try label-guided actions first
before they experiment with direct manipulations
of unlabeled objects. - Providing few actions in the search set can help
to narrow the search if labeling cannot be
provided, or if criteria for a "good" label are
difficult to establish. - Users are reluctant to try atypical actions
- Users are reluctant to extend their search beyond
the readily available menus and controls.
23Benefits of a Cognitive Walkthrough
- Focus most on first experiences - learnability
- Easy to learn
- Can do early in the software cycle
- Surfaces and examines assumptions about what
users might be thinking - Can identify controls that are obvious to the
designer but not to the user - It can suggest difficulties with labels and
prompts - It can help find inadequate feedback
- Can help find inadequacies in the spec
24Shortcomings of Cognitive Walkthrough
- Is diagnostic, not prescriptive
- Focuses mostly on novice users (someone who has
to figure it out, rather than someone who already
knows)? - Relies on the ability of designers to put
themselves in the users shoes
25When to do a Cognitive Walkthrough
- Before you do a formal evaluation with your users
- Can be done on your own for small pieces of the
whole - Can do a walkthrough of a complete task as the
interface develops
26Heuristic Evaluation
27Heuristic Evaluation
- Usability heuristics are broad rules of thumb
that describe features of usable systems - Derived by evaluating common design problems
across a wide range of systems - Heuristic evaluation is a procedure for applying
heuristics to evaluate a design an expert
evaluation - Discount usability engineering
- See http//www.useit.com/papers/heuristic/
28Pros / Cons
- Cheap (no special lab or equipment)?
- Easy
- Fast (about 1 day)?
- Cost-effective
- Detects many problems without users
- Complementary to task-centered approaches
- Coverage
- Catches cross-task interactions
- - Requires subjective interpretation /
application - - Does not specify how to fix problems
- - Performance improves as evaluator knowledge
increases
29... vs. Cognitive Walkthroughs
- H.E.s are not task-centered
- H.E.s work better on higher fidelity prototypes
(but can be done on LoFi)?
30Procedure
- A set of evaluators (3-5 is about optimal)
evaluate a UI (some training may be needed)? - Each one independently checks for compliance with
the heuristics - Different evaluators find different problems
- Evaluators then get together and merge their
findings - Collectively rate severity of the problems
- Debriefing/brainstorming ? how to fix the
problems ( point out whats really good)?
31Why multiple evaluators?
Wisdom of Crowds (even true for experts)?
32Why multiple evaluators?
Average over 6 case studies
33So how many evaluators?
- One evaluator does very poorly only 35 of
problems detected - 5 evaluators find about 75 of problems
- So more is better, right?
- Well
- More evaluators costs more
- And dont find many more problems
- So there are diminishing returns
34Cost-benefit analysis
- Based on estimates of the value of finding
problems and the cost of doing the evaluation - Note a ratio of 50 means that investing 10K
leads to value of 500K
35What an individual evaluator does
- Each evaluator goes through the UI at least twice
- First, get an overall feel for the system
- Second, inspect the various interface elements
and consider them in terms of the heuristics - May use a supplementary list of domain-specific
guidelines
36Preparing the evaluators
- If system is intended to be walk up and use or
the evaluators are domain experts, no particular
training is needed - Otherwise, evaluators may need some knowledge
about the domain and scenarios
37Output of an individual Heuristic
Evaluation
- List of problems
- For each problem, what heuristics were violated
38Severity ratings
- Used to allocate resources to fix problems
- Based on
- Frequency the problem will occur
- Impact of problem (hard or easy to overcome)?
- Persistence (will users learn a work around or
will they be bothered every time?)? - 1 cosmetic problem
- 2 minor usability problem
- 3 major usability problem important to fix
- 4 usability catastrophe must fix
39Debriefing
- Conduct with evaluators, observers, and
development team members - Discuss general properties of UI, including good
points - Brainstorm potential improvements to fix major
usability problems - Development team rates how much effort each fix
would require
40The individual heuristics
41Heuristic 1
42(No Transcript)
43(No Transcript)
44H1. Simple and natural dialog
- Exploit the users conceptual model
- Match user tasks in as natural a way as possible
- Maximize mapping between interface and task
semantics
45Simple and natural dialog
- Info should appear in natural order (for the
task)? - Remove or hide irrelevant or rarely needed info
- It competes for users cognitive attention
- Less is more easier to learn, fewer errors,
less distraction - Good graphic design
- Use grouping and proximity to present related
info - Use color appropriately
46Heuristic 2
47Poor use of language
48What does this do?
49(No Transcript)
50H2. Speak the Users Language
- Use terminology based on users language for the
task - Avoid engineering jargon
- Use the users native language
- Use conventional meanings
- View the interaction from the users perspective
- Do not force naming conventions
- Exploit natural mappings and metaphors