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Evaluating Interfaces

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Title: Evaluating Interfaces


1
Evaluating Interfaces
  • Goals of evaluation
  • Lab versus field based evaluation
  • Evaluation methods
  • Design-oriented
  • Implementation-oriented

2
The Human Centred Design Cycle
Context Users, tasks, hardware, software,
materials, physical and social environments
Plan the user-centred process
From ISO 13407 0 Human Centred Design Process
for Interactive Systems (1999)
Understand and specify the context of use
Specify the user and organisational requirements
Evaluate Designs Against User Requirements
Produce Design Solutions
Meets requirements
3
Goals of evaluation
  • To ensure that the interface behaves as required
    and meets user needs
  • Assess the extent of its functionality
  • Identify specific problems
  • Assess the usability of the interface
  • Assess its impact on the user

4
Laboratory versus field studies
  • Laboratory studies
  • The user comes to the evaluator
  • Well-equipped laboratory may contain
    sophisticated recording facilities, two-way
    mirrors, instrumented computers etc.
  • Can control or deliberately manipulate the
    context of use
  • The only option for some dangerous or extreme
    interfaces
  • But cannot reproduce the natural working context
    of a users environment - social interaction and
    contingencies
  • Difficult to evaluate long-term use

5
  • Field studies
  • The evaluator goes to the user
  • Captures actual context
  • Captures real working practice and social
    interaction
  • Not possible for some applications
  • It can also be difficult to capture data
  • Cannot prove specific hypotheses

6
Different kinds are appropriate at different
stages of design
Early-on formative evaluation of the design
may only involve designers and other experts
Later-on evaluation of the implementation
detailed, rigorous and with end-user
7
Evaluation Methods
  • Design-oriented evaluation methods
  • Heuristic/expert inspections
  • Cognitive walkthrough
  • Implementation-oriented methods
  • Observation
  • Query techniques interviews and surveys
  • (controlled experiments)

8
Heuristic/Expert Inspections
  • Experts assess the usability of an interface
    guided by usability principles and guidelines
    (heuristics)
  • Suited to early design when some kind of
    representation/prototype is available
  • Its only as good as the experts you can afford

9
The Process of Heuristic Expert Inspections
  • Briefing session
  • Several experts all given identical description
    of product, its context of use and the goals of
    evaluation
  • Evaluation period
  • Each expert spends several hours independently
    critiquing the interface
  • At least two passes through the interface, one
    for overall appreciation and others for detailed
    assessment
  • Debriefing session
  • Experts meet to compare findings, prioritise
    problems and propose solutions
  • They report/present their findings to decision
    makers and other stakeholders

10
Cognitive Walkthrough
  • A predictive technique in which designers and
    possibly experts simulate the users
    problem-solving process at each step of the
    human-computer dialogue
  • Originated in code walkthrough from software
    engineering
  • Used mainly to consider ease of learning issues
    especially how users might learn by exploring
    the interface

11
Stages of Cognitive Walkthrough
  • Begins with
  • A detailed description of the prototype (e.g.,
    menu layouts)
  • Description of typical tasks the user will
    perform
  • A written list of the actions required to
    complete the tasks with the prototype
  • An indication of who the users are and what kind
    of experience and knowledge they may have

12
  • For each task, evaluators step through the
    necessary action sequences, imagining that they
    are a new user (!) and asking the following
    questions
  • Will the user know what to do next?
  • Can the user see how to do it?
  • Will they know that they have done the right
    thing?
  • It is vital to document the walkthrough
  • Who did what and when
  • Problems that arose and severity ratings
  • Possible solutions

13
A short fragment of cognitive walkthrough
  • From Philip Craiger's page at http//istsvr03.unom
    aha.edu/gui/cognitiv.htm
  • Evaluating the interface to a personal desktop
    photocopier
  • A design sketch shows a numeric keypad, a "Copy"
    button, and a push button on the back to turn on
    the power.
  • The specification says the machine automatically
    turns itself off after 5 minutes inactivity.
  • The task is to copy a single page, and the user
    could be any office worker.
  • The actions the user needs to perform are to turn
    on the power, put the original on the machine,
    and press the "Copy" button
  • Now tell a believable story about the user's
    motivation and interaction at each action


14
The user wants to make a copy and knows that the
machine has to be turned on. So they push the
power button. Then they go on to the next action.
But this story isn't very believable. We can
agree that the user's general knowledge of office
machines will make them think the machine needs
to be turned on, just as they will know it should
be plugged in. But why shouldn't they assume that
the machine is already on? The interface
description didn't specify a "power on"
indicator. And the user's background knowledge is
likely to suggest that the machine is normally
on, like it is in most offices. Even if the
user figures out that the machine is off, can
they find the power switch? It's on the back, and
if the machine is on the user's desk, they can't
see it without getting up. The switch doesn't
have any label, and it's not the kind of switch
that usually turns on office equipment (a rocker
switch is more common). The conclusion of this
single-action story leaves something to be
desired as well. Once the button is pushed, how
does the user know the machine is on? Does a fan
start up that they can hear? If nothing happens,
they may decide this isn't the power switch and
look for one somewhere else.
15
Observation
  • Observe users interacting with the interface in
    the laboratory or field
  • Typically requires functional prototypes
  • Record interactions using
  • Pen and paper
  • Audio
  • Video
  • Computer logging
  • User notebooks and diaries
  • Think-aloud techniques

16
  • Analysis
  • Document illustrative fragments
  • Detailed transcription and coding
  • Post-task walkthroughs
  • Specialised analysis software can replay video
    along system data and help the analyst
    synchronise notes and data

17
Savannah
  • An educational game for six players at a time
  • A virtual savannah is overlaid on an empty school
    playing field

18
Studying Savannah
  • Six trials over three days
  • Two video recordings from the field
  • Game replay interface

19
Impala Sequence
20
The Impala Sequence Revealed
  • Elsa suddenly stops
  • Circular formation
  • Counting aloud
  • Nala and Elsa cannot see the impala
  • Replay shows them stopped on edge of locale
  • GPS drift carries them over the boundary
  • The boy who passed through attacked first

21
Evaluation through questionnaires
  • A fixed set of written questions usually with
    written answers
  • Advantages
  • gives the users point of view good for
    evaluating satisfaction
  • quick and cost effective to administer and score
    and so can deal with large numbers of users
  • user doesnt have to be present
  • Disadvantages
  • Only tells you how the user perceives the system
  • Not good for some kinds of information
  • Things that are hard to remember (e.g., times and
    frequencies)
  • Things that involve status or are sensitive to
    disclose
  • Usually not very detailed

22
What to ask
  • Background questions on the users
  • Name, age, gender
  • Experience with computers in general and this
    kind of interface specifically
  • Job responsibilities and other relevant
    information
  • Availability for further contact such as
    interview
  • Interface specific questions

23
Questions
  • Three types of questions
  • Factual - ask about observable information
  • Opinion what the user thinks about something
    (outward facing)
  • Attitudes how the user feels about something
    (inward facing). E.g., do they like the system?
    do they feel in control?
  • Two general styles of question
  • Closed the user chooses from among a set number
    of options quick to complete and easy to
    summarise with statistics
  • Open the user gives free-form answers
    captures more information slower to complete
    and harder to summarise statistically (may
    require coding)
  • Most questionnaires mix open and closed questions

24
Options for closed questions
  • Likert scales capture strength of opinion
  • granularity of the scales depends upon
    respondents expertise
  • Present results numerically and graphically

25
Deploying questionnaires
  • Post
  • Interview
  • Email
  • As part of interface
  • Web brings important advantages
  • Ease of deployment
  • Reliable data collection
  • Semi-automated analysis

26
Designing questionnaires
  • What makes a good or bad questionnaire
  • Reliability - ability to give the same results
    when filled out by like-minded people in similar
    circumstances
  • Validity - the degree to which the questionnaire
    is actually measuring or collecting data about
    what you think it should
  • Clarity, length and difficulty
  • Designing a good questionnaire is difficult
    pilot, pilot, pilot!!
  • Statistically valid questionnaire design is a
    specialised skill use an existing one

27
System Usability Scale (SUS)
  • I think I would like to use this system
    frequently
  • I found the system unnecessarily complex
  • I thought the system was easy to use
  • I think I would need the support of a technical
    person to be able to use this system
  • I found the various functions in this system were
    well integrated
  • I thought there was too much inconsistency in
    this system
  • I would imagine that most people would learn to
    use this system very quickly
  • I found the system very cumbersome to use
  • I felt very confident using the system
  • I needed to learn a lot of things before I could
    get going with this system

28
Calculating a rating from SUS
  • For odd numbered questions, score scale
    position - 1
  • For even numbered questions, score 5 - scale
    position
  • Multiply all scores by 2.5 (so each question
    counts 10 points)
  • Final score for an individual sum of multiplied
    scores for all questions (out of 100)

29
Evaluation during active use
  • System refinement based on experience or in
    response to changes in users
  • interviews and focus group discussions
  • continuous user-performance data logging
  • frequent and infrequent error messages
  • analyse sequences of actions to suggest
    improvements or new actions
  • BUT respect peoples rights and consult them
    first!
  • User feedback mechanisms
  • on-line forms, email and bulletin boards
  • workshops and conferences

30
How many users?
  • 5-12 as a rough rule of thumb
  • Nielson and Landauer (1993) www.useit.com/alertbox
    /20000319.html

31
Ethical Issues
  • Explain the purpose of the evaluation to
    participants, including how their data will be
    used and stored
  • Get their consent, preferably in writing.
  • Get parental consent for kids
  • Anonymise data
  • As stored use anonymous ids not names
  • As reported in text and also in images
  • Do not include quotes that reveal identity
  • Gain approval from your ethics committee and/or
    professional body

32
Example consent form
  • I state that I am specific requirements and
    wish to participate in a study being conducted by
    name/s of researchers/ evaluators at the
    organisation name.
  • The purpose of the study is to general study
    aims.
  • The procedures involve generally what will
    happen.
  • I understand that I will be asked to specific
    tasks being given.
  • I understand that all information collected in
    the study is confidential, and that my name will
    not be identified at any time.
  • I understand that I am free to withdraw from
    participation at any time without penalty
  • Signature of participant and date

33
Good practice
  • Inform users that it is the system under test,
    not them
  • Put users at ease
  • Do not criticise their performance/opinions
  • Ideally, you should reward or pay participants
  • May be polite and a good motivator to make
    results available to participants

34
Which method to choose
  • Design or implementation?
  • Laboratory or field studies?
  • Subjective or objective?
  • Qualitative or quantitative?
  • Performance or satisfaction?
  • Level of information provided?
  • Immediacy of response?
  • Intrusiveness?
  • Resources and cost?
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