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User%20Studies:%20Surveys%20and%20Continuing%20Assessment

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Title: User%20Studies:%20Surveys%20and%20Continuing%20Assessment


1
User Studies Surveys and Continuing Assessment
  • Lecture 5

2
Case Study One-Or-More Buttons
  • Task Good control that gives the user a "one or
    more, but not none" selection
  • Cross between radio buttons and check boxes
  • Select as many as want, but always keep at least
    one selected

from Bruce "TOG" Tonazzini's TOG on Interface,
1991
3
Approaching the Problem
  • Guidelines for expanding an interface
  • If it ain't broke real bad, don't fix it
  • Build on existing visual/behavioral language
  • Invent new objects, with new appearances, for new
    behavior
  • When possible, evolve objects, rather than
    starting from scratch
  • Make changes clearly visible
  • Interpret users' responses consistently
  • Multiplex meanings

4
Constraints
  • People have to figure out how to use the control
    on their own, first time out
  • Appearance reflect marriage between radio buttons
    and check boxes

5
Ten Steps for User Testing on the Cheap
  • Introduce yourself
  • Describe the purpose of the observation (in
    general terms)
  • Stress you want to find problems in the product
  • Tell the participant that it's OK to quit at any
    time
  • Talk about the equipment in the room
  • Explain how to "think aloud."

6
Ten Steps for User Testing on the Cheap
  1. Explain that you will not provide help
  2. Describe the tasks and introduce the product
  3. Ask if there are any questions before you start
    then begin the observation
  4. Conclude the observation
  5. Use the results

7
The Paper Test
8
Next Iteration
  • Response to first iteration
  • More designs
  • Testing
  • Thought it looked like an icky bug
  • X meant it was inactive (cancelled)
  • Thought rule was that you had to use a particular
    English

9
3rd Iteration
  • Next design
  • Test 5 subjects
  • None develop superstitious rule
  • The object work!
  • But
  • Prototypes started with at least two buttons on
  • If they go locked up, hound them until they try
    clicking the immutable button

10
Peer Design Review
  • What was the funny looking line?
  • New design
  • The superstitious rule came back
  • Solving the superstitious rule
  • Mimic mercury Pressing the only button turned on
    will cause it to turn off and the button below to
    turn on
  • Test 11 year old son immediately knows the rule

11
Final Design
  • Validation Testing
  • 5 people
  • 2 nine year olds
  • woman who uses a Mac 2 hours per week
  • woman who uses a Mac 2 hours per day
  • self-identified power-user
  • All learned rule within 15 seconds

12
Survey Instruments
  • Written user surveys are a familiar, inexpensive
    and generally acceptable companion for usability
    tests and expert reviews.
  • Keys to successful surveys
  • Clear goals in advance
  • Development of focused items that help attain the
    goals.
  • Survey goals can be tied to the components of the
    Objects and Action Interface model of interface
    design.
  • Users could be asked for their subjective
    impressions about specific aspects of the
    interface such as the representation of
  • task domain objects and actions
  • syntax of inputs and design of displays.

13
Surveys (cont.)
  • Online surveys avoid the cost of printing and the
    extra effort needed for distribution and
    collection of paper forms.
  • Many people prefer to answer a brief survey
    displayed on a screen, instead of filling in and
    returning a printed form,
  • although there is a potential bias in the sample.

14
Acceptance Test
  • For large implementation projects, the customer
    or manager usually sets objective and measurable
    goals for hardware and software performance.
  • If the completed product fails to meet these
    acceptance criteria, the system must be reworked
    until success is demonstrated.
  • Rather than the vague and misleading criterion of
    "user friendly," measurable criteria for the user
    interface can be established for the following
  • Time to learn specific functions
  • Speed of task performance
  • Rate of errors by users
  • Human retention of commands over time
  • Subjective user satisfaction

15
Acceptance Test (cont.)
  • In a large system, there may be eight or 10 such
    tests to carry out on different components of the
    interface and with different user communities.
  • Once acceptance testing has been successful,
    there may be a period of field testing before
    national or international distribution.
  • Yes or no decision - is it good enough to release?

16
Evaluation During Active Use
  • Interviews and focus group discussions
  • Continuous user-performance data logging
  • Online or telephone consultants
  • Online suggestion box or e-mail trouble reporting
  • Discussion group and newsgroup

17
Controlled Psychologically-oriented Experiments
  • Scientific and engineering progress is often
    stimulated by improved techniques for precise
    measurement.
  • Rapid progress in the designs of interfaces will
    be stimulated as researchers and practitioners
    evolve suitable human-performance measures and
    techniques.

18
Controlled Psychologically-oriented Experiments
(cont.)
  • The outline of the scientific method as applied
    to human-computer interaction might comprise
    these tasks
  • Deal with a practical problem and consider the
    theoretical framework
  • State a lucid and testable hypothesis
  • Identify a small number of independent variables
    that are to be manipulated
  • Carefully choose the dependent variables that
    will be measured
  • Judiciously select subjects and carefully or
    randomly assign subjects to groups
  • Control for biasing factors (non-representative
    sample of subjects or selection of tasks,
    inconsistent testing procedures)
  • Apply statistical methods to data analysis
  • Resolve the practical problem, refine the theory,
    and give advice to future researchers

19
Controlled Psychologically-oriented Experiments
(cont.)
  • Controlled experiments can help fine tuning the
    human-computer interface of actively used
    systems.
  • Performance could be compared with the control
    group.
  • Dependent measures could include performance
    times, user-subjective satisfaction, error rates,
    and user retention over time.
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