By Simeon Wren © Warsaw Summer School 2013, NaukaBezGranic Culture England & Wales Simeon Wren.
© Simeon Keates 2009 Usability with Project Lecture 13 – 28/10/09 Dr. Simeon Keates.
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Transcript of © Simeon Keates 2009 Usability with Project Lecture 13 – 28/10/09 Dr. Simeon Keates.
© Simeon Keates 2009
Usability with ProjectLecture 13 – 28/10/09Dr. Simeon Keates
© Simeon Keates 2009
Exercise – part 1
Prepare the testing protocol for evaluating the accessibility and usability of your web-site
Also, address any additional research aims identified in your research plan from Wednesday
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© Simeon Keates 2009
Exercise – part 2
You need to consider the following: Pre-session briefing• Prepare your welcome statement• What you are doing and why• Privacy issues and right to withdraw• Any initial questions you wish to ask• Prepare a consent form
Tasks• Identify at least 5 tasks for each user on each site• Ensure you do not introduce systematic errors• Prepare any likely questions you may wish to ask• Remember to add/amend tasks for the “blind” test
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© Simeon Keates 2009
Exercise – part 3
You need to consider (continued) Post-session de-brief• Ask any remaining questions needed to address your research issues• Thank the user for their time
E-mail your protocol to Stina, Susanne and me
Remember – you will be putting this to the test next week!
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© Simeon Keates 2009
Exercise – suggestions for tasks
Exploring the site / describe each page• Great for getting users used to what is where
Completing a guided product selection task• Find “this” product
Completing an unguided product selection task• Find “any” product of your choice
Changing your mind• You decide you do not want this
How many types of [x] (example: tea)?
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More discussion on tasks a little later…
© Simeon Keates 2009
Exercise – additional points
Decide whether all users do the same tasks in the same order or not• Be on the lookout for “order” effects
You should randomise the presentation of the sites• ½ do site 1 first• ½ do site 2 first
Think about getting timing data• Very important to know how long the tasks and sub-tasks take• Companies often care about productivity
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More discussion on order effects a little later…
© Simeon Keates 2009
Designing the task protocol
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© Simeon Keates 2009
Good experimental design
A usability trial is fundamentally a scientific experiment: A research question is asked An experiment is designed to obtain data The data is analysed An answer is suggested to the question
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© Simeon Keates 2009
Example questions
A major search engine company often asks new recruits this: “On our search page results, we often include the ability to progress to
different pages of results via the hyperlinks in “Page 1 / 2 / 3 / … / 10” and also “next page” and “previous” page links. Those links are available at the top and bottom of each page of results. We wish to save money by removing one or other set of links. How would you test which set to remove and whether removing either significantly affects the usability of our search engine?”
How would you test for this???
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used to
© Simeon Keates 2009
Example questions
You have been asked to design a new set of icons for operating the electric windows in ITU
Currently the icons look like this:
Which icon opens and which closes?Your task: Design a better pair of icons Design an evaluation to show that your icons are better
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An example set of answers
Designs: “^” and “v” are quite abstract • Need cognitive effort to map to “open” and “close”
Evolution tells us that humans respond more quickly to particular shapes and concepts
Using that we can design icons that are more closely associated with “open” and “close”
Examples:
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An example evaluation approach
Quick approach: Prepare stick on versions of your icons and put them on the existing
button Ask users which is easier to use
More scientific approach: Code a virtual simulation of the window and the weather outside Show rain/snow and bright sunshine Ask users to press the correct button on screen to open or close the
window Record the RT (reaction time)
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© Simeon Keates 2009
Good questions to ask (source: Nielsen “Usability Engineering”)
General categories: Time Errors Extent of system usage Use of help User response User effectiveness
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© Simeon Keates 2009
Good questions to ask (source: Nielsen “Usability Engineering”)
Time: The time users take to complete a specific task The number of tasks of various kinds that can be completed in time x
Errors: The ratio between successful interactions and errors The time spent recovering from errors The number of user errors The number of immediately subsequent erroneous actions
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© Simeon Keates 2009
Good questions to ask (source: Nielsen “Usability Engineering”)
Extent of system usage: The number of commands or other features used by the user The number of commands or other features never used by the user The number of system features the user can remember during a
debrief
Use of Help: The frequency of use of the manuals/help system The time spent using manuals/help How frequently manuals/help solved the user’s problem
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© Simeon Keates 2009
Good questions to ask (source: Nielsen “Usability Engineering”)
User response: The proportion of user statements during the trial that were positive or critical
towards the system The number of times the user expresses clear frustration (or joy) The proportion of users who say they prefer the system over [X]
User effectiveness: The number of times the user hard to work round an unsolvable problem The proportion of users using efficient working strategies vs. those without The amount of “dead” time when the user is not interacting with the system• (a) response time delays – user waiting for system• (b) thinking time delays – system waiting for user
The number of times the user is sidetracked from focusing on the real task
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© Simeon Keates 2009
Good experimental design
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How to ensure we get “good” results
First, what is “good”?
It does not mean “what we were looking for”
It does mean “results we can trust and believe to be valid”
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© Simeon Keates 2009
Balanced designs… (a.k.a. Latin squares)
“Order effects” can significantly alter the results of usability trials Especially those based on comparing two or more designs
The reason is that users get better the more that they practise Example: “If you go shopping in China and try to find tea in a supermarket, your first
attempt will most likely involve walking up and down the aisles in turn until you see the tea.
The second time you go in, you will walk straight to the tea section, or at least the drinks section.”
Thus, the second time you do the task, even if the layout is slightly different (and possibly “poorer”), you will most likely be much faster.
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© Simeon Keates 2009
The Power Law of Practice
This improvement over time is a known psychological phenomenon It can be described mathematically through the Power Law of
Practice…
The time Tn to perform a task on the n-th trial follows a power law:
Tn = T1 n-α
where: α = 0.4 [0.2~0.6]
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© Simeon Keates 2009
The Power Law of Practice
Tn = T1 n-α
α = 0.4, T1 = 60s, T2 = 45.5s (24% faster), T10 = 23.9s (60%faster)
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© Simeon Keates 2009
Eliminating the effects of practice
The only way to eliminate the effects of practice is to use a balanced design
Example: We have 2 competing web site designs We want to see which is the fastest for finding an arbitrary product• i.e. a product that is not “special” in any particular way
Variables:• 4 users (1, 2, 3, 4)• 2 web-sites (A, B)• 2 products (20, 40)
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© Simeon Keates 2009
A “balanced” experimental design
User 1 Site A Product 20 User 1 Site B Product 40
User 2 Site B Product 40 User 2 Site A Product 20
User 3 Site A Product 40 User 3 Site B Product 20
User 4 Site B Product 20 User 4 Site A Product 40
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Unbalanced design – Site B has a built in advantage
Balanced design – Sites A and B are both first
Balanced design – Sites A and B are both first
Unbalanced design – Site B has a built in advantage
Also – order effects on product And product/site interactions
© Simeon Keates 2009
Which site is better?
We need to establish which site offers the best usability One option: which has the fastest time to find a product? Data collected:
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User Site Product Time (s)1 A 40 151 B 20 102 B 20 92 A 40 143 A 20 133 B 40 124 B 40 114 A 20 13
© Simeon Keates 2009
Which site is better?
Collating the data:
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Category Data 1 (s) Data 2 (s) Data 3 (s) Data 4(s) Mean (s)Site A 15 14 13 13 13.75Site B 10 9 12 11 10.50Product 20 10 9 13 13 11.25Product 40 15 14 12 11 13.001st site 15 9 13 11 12.002nd site 10 14 12 13 12.25
© Simeon Keates 2009
Statistical significance
It looks like Site B is “better” than Site A• 10.50 vs. 13.75
It also looks like product 20 is faster to find than product 40 • 11.25 vs. 13.00
It also looks like the site evaluated 1st is faster than the one evaluated 2nd
• 12.00 vs. 12.25
Are these results reliable? i.e. are these statistically significant?
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© Simeon Keates 2009
Testing statistical significance
Need to set up two hypotheses:• H0 (null): There is no difference in the means (μA = μB)
• H1: μB (mean for B) < μA (mean for A)
Evaluate the difference between means using Student t-test One-tailed test (because we believe B is faster than A)
Using Excel’s TTEST function (one-tailed, assume equal variance): p(B is equal to A) = 0.026 – i.e. statistically significant at 5% level• i.e. <5% chance of μA = μB
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Testing statistical significance
What about product order (μ20 < μ40) and learning (μ2nd < μ1st)?
Set up similar hypotheses:• H0 (null): Means are the same ( μ20 = μ40 ) and ( μ1st = μ2nd )
• H1: Means of product 20 and 2nd site are lower (μ20 < μ40) and (μ2nd < μ1st)
Using Excel’s TTEST (one-tailed, assume equal variance): p(μ20 = μ40) = 0.21• i.e. 21% chance that μ20 = μ40 and thus not statistically significant
p(μ2nd = μ1st) = 0.46• i.e. 46% chance that μ1st = μ2nd and thus not statistically significant
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© Simeon Keates 2009
Testing statistical significance
You can only state authoritatively that something is better than another if you test for statistical significance
The tighter the threshold, the more believable• i.e. 1% is better than 5%
Even then you still might be wrong• 1 in 20 chance at 5% level• i.e. 65% chance (1 - 0.9520) of being wrong at least once after 20 experiments
• 1 in 100 chance at 1% level• i.e. 18% (1 – 0.9920) chance of being wrong at least once after 20 experiments
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© Simeon Keates 2009
Cognitive modelling
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© Simeon Keates 2009
A psychological theoretical perspective
Cognitive psychology offers an insight into issues to look for when performing user trials, for example:
Some things are easier to see or hear than others• Effects of contrast, loudness, size, etc.• Models can provide quantitative data on this
Source: Wharton and Lewis “Role of Psychological Theory” in: Usability Inspection Methods, ed. Jakob Nielsen
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A psychological theoretical perspective
Some things don’t look or sound they way you would think• Same colour can look very different on different backgrounds, or with
different monitors• May actually need to change a colour to get the same visual appearance
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Which picture is brighter?
© Simeon Keates 2009
A psychological theoretical perspective
Some things don’t look or sound they way you would think• Same colour can look very different on different backgrounds, or with
different monitors• May actually need to change a colour to get the same visual appearance
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Are the red and green squares the same on each “half”?
© Simeon Keates 2009
A psychological theoretical perspective
Only some of the contents of a complex display are likely to be seen• Depends on size, colour, organisation and movement• Also: where the user is looking (focus)• What the user knows about the structure of the scene• What the user is trying to do
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© Simeon Keates 2009
A psychological theoretical perspective
Precise movements take longer than gross movements• i.e. small, fiddly things take longer than big, simple ones• Described by Fitts’ Law• We can model how long a movement of a given length and requiring a given
precision will take• More on this later this morning
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© Simeon Keates 2009
A psychological theoretical perspective
Mental operations take time• It takes time to recall info from memory or to make a decision• Can make quantitative estimates of how much time• See Model Human Processor slides from earlier lectures• More on this later
People can perform some mental and physical operations in parallel• It usually takes practice though!• Examples – driving a car, talking while typing, etc.
People get faster the more often that they perform a task• Power Law of Practice• Improvement is rapid at first, but drops off over time…
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© Simeon Keates 2009
A psychological theoretical perspective
Novice users my perform tasks differently from expert users• Differences arise from the way that knowledge is mentally represented• Also how much knowledge is available• And how the task is understood and organised for different levels of expertise
It takes time to learn things well• Small amount of time available = small amount learnt• Also only remembered for a small amount of time (usually)• Can make quantitative estimates of how much time is required to learn
something – based on decomposition of the skill into small parts
Prior knowledge can be beneficial• As for scaffolding technique – • Relating to prior/existing knowledge speeds up data acquisition and retention
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© Simeon Keates 2009
A psychological theoretical perspective
Recognition is easier than recall• [c.f. Jordan guidelines and Nielsen heuristics]• One of the defining principles of the Star interface design (the forerunner of
modern GUIs)• Interaction is dominated by recognising depictions (icons) rather than
remembering commands
People forget things• Need ample time to rehearse• Hard to keep arbitrary information in mind while performing a task• Needs scaffolding• Often affected by external factors, e.g. inducing stress
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© Simeon Keates 2009
A psychological theoretical perspective
Behaviour is often guided by goals• People choose actions that they believe will accomplish their goals• If an action does not appear to help this, it will not be selected• Usually results in “label following” – where labels are related to the goal• Example: archiving a file – call it “Archive” not “Disk maintenance”
Alternative methods can cause problems• Problems with many solution options seem harder than those with few• Possible issue here with preferred solutions for Universal Access!
People try to assess progress• If they do not seem to be making progress, they will often stop, go back or try a
completely new method
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© Simeon Keates 2009
Cognitive modelling perspectives – Perception (CMN)
The eye sees up to almost 180° Detail is only seen by the fovea over 2° Remainder is seen by the rest of the retina as peripheral vision for
orientation
The eye moves continuously in a sequences of saccades Each saccade takes ~30ms Each eye dwell takes 60~700ms So, estimated times for eye-movement to a new target (travel + fixation
time):
Eye-movement = 230 [70~700] ms
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© Simeon Keates 2009
Cognitive modelling – Reading rate
Assuming 230 ms per saccade, how much can a reader read per fixation?
1 – One saccade per letter (5 letters per word)
2 – One saccade per word
3 – One saccade per phrase (13 chars = 2.5 words for a good reader)
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€
60(s /min)(5(saccades /word)*0.230(s /saccade)
= 52words /min
€
60(s /min)(1(saccade /word) *0.230(s /saccade)
= 261words /min
€
60(s /min)( 12.5 (saccade /word) *0.230(s /saccade)
= 652words /min
© Simeon Keates 2009
Cognitive modelling – The perceptual processor
What is the cycle time τp of the Perceptual Processor? This is the unit impulse response time i.e. the time response of the visual system to a very brief pulse of light Also, the time taken (from t = 0) for the image to be available in the Visual
Image Store• This is the “working” store of images in the brain and holds 17 [7~17] letters with a
half-life of 200 [90~1000] ms For most users in most circumstances (it varies by stimulus and need)
τp = 100 [50~200] ms
Note: The Perceptual Processor cycle time τp varies inversely with stimulus intensity (i.e bigger, louder, brighter = faster response)
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Cognitive modelling – The perceptual processor
How do people perceive motion? What happens if you vary the time delay between one action and the
following one?
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© Simeon Keates 2009
Cognitive modelling – The perceptual processor
How do people perceive motion? What happens if you vary the time delay between one action and the
following one?
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© Simeon Keates 2009
Cognitive modelling – The perceptual processor
How do people perceive motion? What happens if you vary the time delay between one action and the
following one?
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© Simeon Keates 2009
Cognitive modelling – The perceptual processor
How do people perceive motion? What happens if you vary the time delay between one action and the
following one?
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© Simeon Keates 2009
Cognitive modelling – The perceptual processor
How do people perceive motion? What happens if you vary the time delay between one action and the
following one?
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© Simeon Keates 2009
Cognitive modelling – The perceptual processor
How do people perceive motion? What happens if you vary the time delay between one action and the
following one?
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© Simeon Keates 2009
Cognitive modelling – The motor system
Experiment: Draw two horizontal parallel lines on a piece of paper approximately
2.5 cm apart Now, draw vertical lines back and forth for 5 s, i.e.
Now count the number of back and forth motions Should be approximately 70 Thus motor processor “open loop” time is:
τm = 70 [30~100] ms
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© Simeon Keates 2009
Cognitive modelling – The motor system
We can also look at the “closed loop” response times Draw the “envelope” of edge contours, like this:
And now count how many “changes in direction” you see Each “change in direction” is a closed-loop correction• i.e. “I am overshooting/undershooting the line and must correct”
You should have ~20
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© Simeon Keates 2009
Cognitive modelling – The cognitive processor
So, closed loop control takes ~250ms Of this, we have:• τp = 100 ms
• τm = 70 ms
So what else is happening?
You need to make a decision to perform a correction This is the cognitive processor time, τc
τc = 70 [25~170] ms
Note that τc is shorter: (1) when greater effort is induced by increased task demands or information loads; (2) with practice
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© Simeon Keates 2009
Cognitive modelling – The Model Human Processor
Time_taken = x τp + y τc + z τm
Where : x, y and z are integersτp = time for perceptual processor
τc = time for cognitive processor
τm= time for (simple) motor function
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© Simeon Keates 2009
Cognitive modelling – The Model Human Processor
Time_taken = x τp + y τc + z τm
For a simple reaction task:x = 1, y = 1, z = 1 (or 2 depending on key-down or key-up)
For a simple classification task (e.g. primary colour or simple shape)x = 1, y = 2, z = 1
For a more complex classification task (e.g. colour and shape)x = 1, y = 3, z = 1
For a more abstract classification task (e.g. letter)x = 1, y = 4, z = 1
I saw something (1), it was a shape (2) it was this shape (3), that shape is this letter (4)
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© Simeon Keates 2009
Cognitive modelling – Other useful info
Working memory – holds the information under current consideration Long-term memory – stores knowledge for future use
Pure working memory has capacity, μWM = 3 [2.5~4.1] chunks• i.e. you can only “remember” 3 things at any one time
However, working memory can be augmented by long-term memory, such that:
Effective capacity of Working Memory, μWM* = 7 [5~9] chunks
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© Simeon Keates 2009
Cognitive modelling – Dealing with uncertainty
The Uncertainty Principle states that decision time T increases with uncertainty about the decision to be made:
T = Ic H
Where: H is the information-theoretic entropy of the decision;Ic = 150 [0~157] ms/bit
For n equally probable alternatives (Hick’s Law) :H = log2(n + 1)
More generally:
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€
H = pi log2( 1 pii∑ +1)
© Simeon Keates 2009
Implications of Hick’s Law
Web-site of 62 products Each equally likely
T = IC H
= 150 * log2(62 + 1)
= 897 ms to decide which product Note – this only applies where the user knows the name of the product and
its location in the list
If we have 8 clusters of 7-8 products (i.e. mean of 7.75 per cluster):T = 150 * log2(8 + 1) + 150 * log2(7.75 + 1)
= 945 ms to decide which producti.e. approximately 5.3% more “thinking” time
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© Simeon Keates 2009
Exercise
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© Simeon Keates 2009
Exercise – Part 1
Last week you were asked to prepare your user trial protocols Today – put them into practice
Perform a pilot study of the usability of your web-site with at least 1 user
Remember – the principal aim is to “test the test” • (or “trial the trial” or “evaluate the evaluation”…)
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© Simeon Keates 2009
Exercise – Part 2
Prepare a progress presentation for the board for Friday Show that good progress is being made
Summarise:• The tasks performed • The data collected• Whether the user liked the site• Whether the user could use the site (e.g. complete the tasks)• What you think is working well in the design• What you think needs to be looked at more closely in the design• Any changes you would like to make to the site and protocol
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© Simeon Keates 2009
Exercise - Practicalities
Remember to print out copies of your protocol
Allow plenty of blank space for adding observation notes
Allocate one person to do the pre-session briefing and debrief
Allocate one person to be the facilitator (the person who directs the user)
The remaining members act as observers
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