Title: Cognitive Walkthrough
1Cognitive Walkthrough
- Discount formative evaluation technique for
learnability
2Agenda
- Questions
- Feedback on Part 3
- Questionnaire design
- Intro to discount usability
- Cognitive walkthrough
3Evaluation techniques
- Predictive modeling
- Questionnaire
- Empirical user studies
- Heuristic evaluation
- Cognitive walkthrough
- Think aloud (protocol analysis)
- Field deployment user studies
- Interviews
4Quick review of questionnaires
- Why are questionnaires difficult?
5Questionnaires
- Objective must be well-defined and specific
- Question clarity
- Leading questions
- Phrasing
- Prestige bias
6Discount usability techniques
- Less demanding on resources
- Inexpensive
- Requires few participants
- Can be done relatively quickly
- Does not require fully functional prototypes
7Questionnaires
- Are they a discount usability technique?
8Questionnaires
- Require many participants
- Analyzing data can be time consuming
9Discount usability techniques
- Good candidates for project evaluation plan
- cognitive walkthrough
- heuristic evaluation
- think aloud
10Cognitive Walkthrough basic facts
- A discount usability technique
- Uses a small number of HCI experts
- Focus is on learning through exploration
- Check for potential usability problems
- Derived from software engineering code
walkthrough
11Cognitive Walkthrough
- Requires fairly detailed description of prototype
- Requires a description of the user task to be
analyzed - Requires a complete, written list of actions
necessary to complete the task - Requires an indication of who the users are and
their assumed knowledge
12CW Procedure
- Define required inputs
- Walk through action sequences for task
- Record critical information
- Obtain believability story
13Inputs (what the study designer does)
- Select interaction task
- Define interaction action sequence
- Identify users
- what knowledge experience
- Prototype
- Must know how interface looks for each step
14Selecting the task
- Task should be a one that would be common or
typical for a potential user - Should be representative of what users would want
to do with the system
15Defining the interaction sequence
- Tasks should be broken down until any further
division yields obvious subtasks - Eg Type run at the prompt
- Not Type r at the prompt, Type u at the
prompt
16Identify users knowledge and experience
- Educate the HCI experts on the domain knowledge
and characteristics of the user - Give them a perspective from which to evaluate
the system - Base this information on what you have learned
about your users!
17Prototype
- Need not be functional but
- Must be at a level of detail where any action
necessary to complete the task is defined
18Doing the walkthrough(what the HCI expert does)
- Address each step of task sequence in turn
- Formulate a believability story
- answer 4 questions
19Believability story
- 1. Will the user be trying to produce whatever
effect the action has? - 2. Will the user be able to notice that the
correct action is available? - 3. Once the user finds the correct action at the
interface, will she know that it is the right one
for the effect she is trying to produce? - 4. After the action is taken, will the user
understand the feedback given?
20Believability Story
- Also includes justification for each answer based
on the interface, knowledge of HCI, and
understanding of users
21Question 1
- Will the user be trying to produce whatever
effect the action has?
22Common supporting evidence
- It is part of their original task.
- They have experience using the system.
- The system tells them to do it.
23No supporting evidence?
- Construct a failure story.
- Why would the user not be trying to do this?
24Question 2
- Will the user be able to notice that the correct
action is available?
25Common supporting evidence
- Known through experience
- Visible device, such as a button
- Visible representation of an action, such as a
menu entry)
26Failure story
- Why would the user not notice that the action is
available?
27Question 3
- Once the user finds the correct action at the
interface, will she know that it is the right one
for the effect she is trying to produce?
28Common supporting evidence
- Based on past experience with similar
interactions - The interface provides a prompt or label that
connects the action to what she is trying to do. - All other actions look wrong.
- If not, why not?
29Question 4
- After the action is taken, will the user
understand the feedback given?
30Common supporting evidence
- Past experience with similar interactions
- Recognizing a connection between a system
response and what she was trying to do. - If not, why not?
31Example
- Is Delta flight 367 from Atlanta to Jackson on
time today? - 1. using a web browser, go to the Delta website
by typing www.delta.com in the URL field - 2. type 367 in the search field labeled
Flight number in the Flight Information
section at the bottom of the web page - 3. Leave default radio button checked for
Today in Flight Information section - 4. Click go button in Flight Information
section - 5. Read the status field for the
Atlanta-gtJackson flight to see if it is on time
32Midterm grades
- 110-118 7
- 100-109 4
- 90-99 7
- 80-89 7
- 70-79 5
- Under 70 1
-
33If you got under 80
- I will post an optional extra credit homework
assignment worth either 25 points or the
difference between 80 and your score. - More info on that to come.
34Upcoming
- Monday Heuristic Evaluation
- DFAB 9.3