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Pragmatic Usability Evaluation

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heuristic' - used of problem solving techniques that proceed by trial and error' ... Karat el (1992) expert individual & group walkthroughs. used guidelines and tasks ... – PowerPoint PPT presentation

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Title: Pragmatic Usability Evaluation


1
Pragmatic Usability Evaluation
  • Lynne Hall

2
Assignments
  • NO Assignment 2
  • Assessed work will be
  • Assignment A (50 )
  • Portfolio (50 )
  • Portfolio to be handed in on 10th of January 2000
    between 12.00 and 16.00 at EST Faculty Office

3
heuristic evaluation
  • heuristic - used of problem solving
    techniques that proceed by trial and error
    (related to Greek eureka)
  • Longman Concise English Dictionary, 1985
  • a method of usability evaluation where an
    analyst finds usability problems by checking the
    user interface against a set of supplied
    heuristics or principles
  • Lavery, Cockton and Atkinson, 1996

4
who should do heuristic evaluation?
  • use more than one evaluator
  • ideally should not be the designer
  • ideally should be a usability specialist
  • technical authors also useful
  • each carries out independent inspection, then
    aggregate findings
  • evaluators may need help
  • unless walk-up-and-use application
  • could provide typical usage scenario

5
effectiveness of increasing number of evaluators
(after Nielsen, 1993)
6
evaluator performance
  • Nielsen 1992
  • same interface evaluated by 3 groups
  • novice (knowledge about computers only)
  • usability experts
  • usability and specialist domain experts

7
how to do heuristic evaluation
  • go through interface, compare against recognised
    usability principles
  • first pass flow of interaction and general scope
  • subsequently focus on specific elements
  • typically 1 - 2 hours in total
  • output list of usability problems
    cross-referenced to usability guidelines

8
usability metrics
  • subjective satisfaction
  • efficiency
  • learnability
  • memorability
  • errors

9
but how to set the target level...
  • skill and intuition...
  • better than last version
  • better than the competition
  • client targets
  • set a range of levels
  • unacceptable
  • minimum
  • target
  • ideal

10
a usability profile
11
usability testing - planning
  • draw up a test plan
  • see separate handout Checklist for usability
    test plans
  • informal use by the test team
  • formal use for QA procedures
  • consider whether to use video/audio recording

12
usability testing - users
  • test users should represent target users
  • remember sales staff as a special user group
  • may need to give basic training
  • getting hold of users
  • internal users should be easy
  • customers from user groups may help
  • paid volunteers students, classified ads..
  • take account of older users if relevant

13
pay-off ratio for user testing (after Nielsen,
1993)
14
usability testing - designing test tasks
  • representative provide reasonable coverage
  • do-able but not trivial
  • consider relating to a larger scenario
  • provide a written task description
  • present in increasing level of difficulty
  • decide whether to use verbal protocols

15
relative effectiveness
  • Karat el (1992)
  • expert individual group walkthroughs
  • used guidelines and tasks
  • usability testing
  • users identified and described problems
  • testing identified most problems
  • including some severe ones missed by experts

16
effectiveness continued
  • walkthroughs useful when resources linited, or
    for early design
  • team walkthroughs better than individuals
  • techniques are complementary
  • cost effectiveness similar
  • also formal experimental trials

17
usability testing - procedure
  • preparation
  • remember to switch off screen-savers, email, etc.
  • introduction
  • testing
  • debriefing
  • questionnaires if used
  • also ask about the testing process
  • write up quickly

18
usability metrics
  • subjective satisfaction
  • rating scales
  • physiological measures
  • efficiency
  • times for experts to complete specified task(s)
  • frequency of non-productive actions
  • ratio of used to unused commands
  • learnability
  • time to reach specified level of proficiency
  • e.g. complete a specified, representative task
  • note that learning is a continuum
  • memorability
  • test users on commands after trial session
  • errors
  • number of errors in completing specified task
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