Evaluation Without Users: Cognitive Walkthroughs, Heuristic Evaluation

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Evaluation Without Users: Cognitive Walkthroughs, Heuristic Evaluation

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Complete info on cell phone deals, package and customization. 6. HOS: Retail Store Interface. ... Recognition rather than recall of the accessories / features. ... – PowerPoint PPT presentation

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Title: Evaluation Without Users: Cognitive Walkthroughs, Heuristic Evaluation


1
Evaluation Without Users Cognitive Walkthroughs,
Heuristic Evaluation
  • Loren Terveen
  • CS 5115, Fall 2008
  • October 20

2
Agenda
  • Deliverables for next week
  • Cognitive Walkthroughs
  • Heuristic Evaluation
  • Next time bring your paper prototype!

3
Hall of Fame/Shame This Week
  • Today
  • Sheng Wang Weiqi Wei
  • Rakesh Ramakrishnan Subrahmanya Bhat
  • Wednesday
  • Patrick Weygand Steve Chou
  • Rama Susarla Ashish Kumar Sharma

4
Mobile Phone Shopping.
Websites
Mobile Retail Stores
By Subrahmanya Bhat Rakesh Ramakrishnan
5
HOS 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
6
HOS 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
7
HOF Microsoft Surface in Retail Stores
  • Review features of a particular mobile device by
    simply placing it on the display.

7
8
HOF Microsoft Surface in Retail Stores
Place two devices side by side on the unit and
easily compare their features.
8
9
HOF 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
10
HOF 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
11
Deliverables 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?

12
Back-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

13
Expert 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

14
Cognitive Walkthroughs
15
Cognitive 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

16
Cognitive 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

17
Best 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

18
Cognitive 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?)?

19
Cognitive 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?

20
Quick 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)?

21
Theory
  • 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.

22
Empirical 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.

23
Benefits 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

24
Shortcomings 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

25
When 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

26
Heuristic Evaluation
27
Heuristic 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/

28
Pros / 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)?

30
Procedure
  • 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)?

31
Why multiple evaluators?
Wisdom of Crowds (even true for experts)?
32
Why multiple evaluators?
Average over 6 case studies
33
So 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

34
Cost-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

35
What 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

36
Preparing 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

37
Output of an individual Heuristic
Evaluation
  • List of problems
  • For each problem, what heuristics were violated

38
Severity 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

39
Debriefing
  • 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

40
The individual heuristics
41
Heuristic 1
42
(No Transcript)
43
(No Transcript)
44
H1. 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

45
Simple 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

46
Heuristic 2
47
Poor use of language
48
What does this do?
49
(No Transcript)
50
H2. 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
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