Evaluation

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AM/Session12/SJSU/ISE217 1 Slide 2 INTRODUCING EVALUATION Abbas Moallem, Ph.D. ISE 217-Human Computer Interaction Session 12 Chapters: 12 + 13 +15 7 _____________________________________________________________________________________ _____________________________________________________________________________________ _____________________________________________________________________________________ _____________________________________________________________________________________ _____________________________________________________________________________________ _____________________________________________________________________________________ _____________________________________________________________________________________ _____________________________________________________________________________________ _____________________________________________________________________________________ _____________________________________________________________________________________ __________

description

Different Evaluation Methods, DECIDE framework

Transcript of Evaluation

AM/Session12/SJSU/ISE217 1

Slide 2

INTRODUCING EVALUATION

Abbas Moallem, Ph.D.

ISE 217-Human Computer Interaction

Session 12

Chapters: 12 + 13 +15 7

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OVERVIEW

• Explain the key concepts used in evaluation.

• Introduce different evaluation methods.

• Show how different methods are used for different

purposes at different stages of the design process and

in different contexts of use.

• Introduce and explain the DECIDE framework.

• Discuss the conceptual, practical, and ethical issues

involved in evaluation.

• Show how evaluators mix and modify methods.

• Discuss the practical challenges

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WHY, WHAT, WHERE AND WHEN TO

EVALUATE

Iterative design & evaluation is a continuous process that examines:

• Why: to check that users can use the product and that they like it.

• What: a conceptual model, early prototypes of a new system and later, more complete prototypes.

• Where: in natural and laboratory settings.

• When: throughout design; finished products can be evaluated to collect information to inform new products.

Designers need to check that they understand users’ requirements.

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KEY POINTS

Evaluation & design are closely integrated in user-centered design.

Some of the same techniques are used in evaluation as for establishing requirements but they are used differently (e.g. observation interviews & questionnaires).

Three types of evaluation: laboratory based with users, in the field with users, studies that do not involve users

The main methods are: observing, asking users, asking experts, user testing, inspection, and modeling users’ task performance, analytics.

Dealing with constraints is an important skill for evaluators to develop.

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TYPES OF EVALUATION

• Expert(Inspection base) Evaluations

– Cognitive Walkthrough

– Heuristic Evaluation

– Any settings not involving users,

• Exmaple: consultants critique, predict, analyze & model

aspects of the interface analytics.

• User Evaluation

– Controlled settings involving users, eg usability

testing & experiments in laboratories and living

labs.

– Natural settings involving users, eg field studies to

see how the product is used in the real world.

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DECIDE: A FRAMEWORK TO GUIDE

EVALUATION

• Determine the goals.

• Explore the questions.

• Choose the evaluation methods.

• Identify the practical issues.

• Decide how to deal with the ethical issues.

• Evaluate, analyze, interpret and present the data.

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DETERMINE THE GOALS

• What are the high-level goals of the evaluation?

• Who wants it and why?

• The goals influence the methods used for the study.

• Goals vary and could be to: identify the best metaphor for the design

check that user requirements are met

check for consistency

investigate how technology affects working practices

improve the usability of an existing product

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EXPLORE THE QUESTIONS

• Questions help to guide the evaluation.

• The goal of finding out why some customers

prefer to purchase paper airline tickets

rather than e-tickets can be broken down into

sub-questions:

– What are customers’ attitudes to e-tickets?

– Are they concerned about security?

– Is the interface for obtaining them poor?

• What questions might you ask about the

design of a cell phone?

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CHOOSE THE EVALUATION

APPROACH & METHODS

• The evaluation method influences how

data is collected, analyzed and presented.

• E.g. field studies typically:

– Involve observation and interviews.

– Involve users in natural settings.

– Do not involve controlled tests

– Produce qualitative data.

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IDENTIFY PRACTICAL ISSUES

For example, how to:

– Selecting users

– Finding evaluators

– Selecting equipment

– Staying on budget

– Staying on schedule

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DECIDE ABOUT ETHICAL ISSUES

• Develop an informed consent form

• Participants have a right to:

- Know the goals of the study;

- Know what will happen to the findings;

- Privacy of personal information;

- Leave when they wish;

- Be treated politely.

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EVALUATE, INTERPRET & PRESENT

DATA

• Methods used influence how data is

evaluated, interpreted and presented.

– The following need to be considered:- Reliability: can the study be replicated?

- Validity: is it measuring what you expected?

- Biases: is the process creating biases?

- Scope: can the findings be generalized?

- Ecological validity: is the environment

influencing the findings? i.e. Hawthorn effect.

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KEY POINTS

Many issues to consider before conducting an

evaluation study.

These include: goals of the study; involvment or

not of users; the methods to use; practical &

ethical issues; how data will be collected, analyzed

& presented.

The DECIDE framework provides a useful

checklist for planning an evaluation study.

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INSPECTIONS METHODS

• Walkthroughs involve stepping through a pre-planned scenario noting potential problems.

– Experts use their knowledge of users & technology to review software usability

• Heuristic evaluation is a review guided by a set of heuristics.

– Expert critiques (crits) can be formal or informal reports.

• .

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COGNITIVE WALKTHROUGH

Cognitive Walkthrough is a method for evaluating user

interface by analyzing the mental processes required by

users.

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COGNITIVE WALKTHROUGHS

• Focus on ease of learning.

• Designer presents an aspect of the design & usage scenarios.

• Expert is told the assumptions about user population, context of use, task details.

• One or more experts walk through the design prototype with the scenario.

• Experts are guided by 3 questions.

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THE 3 QUESTIONS

• Will the correct action be sufficiently

evident to the user?

• Will the user notice that the correct action

is available?

• Will the user associate and interpret the

response from the action correctly?

• As the experts work through the scenario

they note problems.

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PLURALISTIC WALKTHROUGH

• Variation on the cognitive walkthrough

theme.

• Performed by a carefully managed team.

• The panel of experts begins by working

separately.

• Then there is managed discussion that leads

to agreed decisions.

• The approach lends itself well to

participatory design.

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PERFORMING A COGNITIVE

WALKTHROUGH

• Choose a specific task from the suite of tasks the

interface is intended to support.

• Determine one or more correct sequences of actions for

that task.

• Examine these sequences in the context provided by

the interface.

• Assess whether a hypothetical user would be able to

select an appropriate action at each point.

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KEY FEATURES OF THE COGNITIVE

WALKTHROUGH

• Performed by an analyst and reflects the analyst

judgments.

• Examines specific user tasks.

• Analyzes correct sequence of actions, and if they will

be followed by users.

• Identifies likely trouble spots in an interface and

suggests possible reasons.

• Identifies problems by tracing the likely

mental processes of a hypothetical

user.

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ADVANTAGES OF THE COGNITIVE

WALKTHROUGH

• Permits early evaluation of designs at the prototyping

stage or without a mockup.

• Helps the designer assess how the features of their

design fit together to support users’ work.

• Provides useful feedback about action sequences.

• Assists designer by providing reasons for trouble

areas.

• Provides indications of the users’ mental

processes, which helps build a successful interface

that accommodates users.

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DISADVANTAGES OF COGNITIVE

WALKTHROUGH

• Relies on analysis rather on user testing.

• Provides a detailed examination of a particular task

rather than an overview of the interface.

• Provides no quantitative data.

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MAIN STEPS FOR A COGNITIVE

WALKTHROUGH

• Preparation

• Analysis

• Follow up

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COGNITIVE WALKTHROUGH

PREPARATION

• Define assumed user background

– General knowledge

– Computer knowledge

– Task knowledge

• Choose a sample task

– Important

– Realistic

• Specify the correct action sequence(s) for the task

• Determine the interface state along the sequence(s)

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COGNITIVE WALKTHROUGH

ANALYSIS

For each action answer the following questions:

• Will the user be trying to achieve the right effect?

• Will the user notice the correct action is available?

• Will the user associate the correct action with the desired effect?

• If the correct action is performed, will the user see that progress is being made?

Based on the “yes” or “no” answer:

• Explain why a user would choose that action

• Explain why a user would not choose

that action

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COGNITIVE WALKTHROUGH

FOLLOW-UP

• Suggest where the design is likely to fail and why.

• Provide specific guidance for each problem.

• Indicate which the problems may be superficial and

where profound changes are needed.

• Report the designer’s view of the interface and

eventual difference with the users’ view (if any).

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HEURISTIC EVALUATION

• Developed Jacob Nielsen in the early 1990s.

• Based on heuristics distilled from an empirical analysis of 249 usability problems.

• These heuristics have been revised for current technology.

• Heuristics being developed for mobile devices, wearables, virtual worlds, etc.

• Design guidelines form a basis for developing heuristics.

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HEURISTIC EVALUATION

A systematic inspection of a user interface design by

interface specialists to determine the usability, based on

their experience, guidelines, and standards.

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ADVANTAGES OF A HEURISTIC

EVALUATION

• Relatively inexpensive and fast

• Performed at any phase of product development

• Identifies many problems

• Achieves substantially better performance by aggregating the evaluation from several evaluators

• Provides an overview of the complete design

• Pays direct attention to particular aspects of a design and associated problems

• Does not attempt to trace specific user behavior, rather it critiques the attribute of an interface itself

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DISADVANTAGES OF A HEURISTIC

EVALUATION

• Relies on analysis rather on user testing

• Relies on the judgment of the evaluator and his/her

level of expertise

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PERFORMING A HEURISTIC

EVALUATION

• Use multiple evaluators for the best results. A single evaluator will miss most of the usability problems in an interface.

• Each evaluator should inspect the interface on their own.

• An evaluation session generally lasts one or two hours. Longer sessions are needed for more complicated systems.

• Evaluators individually decide how they want to proceed with evaluating the interface.

• Each evaluator provides a report or

recorded version.

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HEURISTIC EVALUATION

PRINCIPLES

• Feedback or visibility of system status

• Use of users' language

• User control and freedom

• Consistency and standards

• Error prevention and error messages

• Recognition rather than recall

• Flexibility and efficiency of use

• Aesthetic and minimalist design

• Help and documentation

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FEEDBACK

• The system should always keep users informed about

what is going on through appropriate feedback within

reasonable time.

• System feedback should be expressed in the users’

language to guide and provide effective feedback.

• Feedback must be provided in case of system failure.

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USING THE USERS' LANGUAGE

• Use users’ language rather than system-oriented

terminology.

• Use users’ language in selecting icons and nonverbal

elements in the interface.

• Do not use words contrary to the definition understood

by the general population or community of users.

• View interaction from the users’ perspective.

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USER CONTROL AND FREEDOM

• Provide users with an emergency exit.

• Support redo and undo(s).

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CONSISTENCY AND STANDARDS

• Create and follow a standard when designing an

interface

– User Experience Standards Guide

• The same information should be presented in the

same location on all screens and dialogue boxes

• The task and functionality structure must be

consistent throughout the product

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ERROR PREVENTION AND ERROR

MESSAGES

• Error prevention

– Avoid the error situation in the first place.

– An error with serious consequences must be

eliminated through design improvement.

• Error messages

– Written clearly

– Precise rather than vague

– Helps the user solve the problem

– Polite and not intimidating or

blaming to the user

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RECOGNITION RATHER THAN

RECALL

• Allow users to choose from items generated by the

computer.

• Display as many objects as needed to the users.

• Supply information as part of the dialogue.

• Use a small number of rules that apply throughout

the user interface to reduce the learning/remembering

load.

• Use generic commands as much as possible to support

the transfer of learning from one application to the

next.

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FLEXIBILITY AND EFFICIENCY OF

USE

Novice, expert, occasional, and frequent users

interact with the system in different ways.

You should allow users to:

• Customize their frequent actions

• Customize their interface preferences

• Provide short cuts and frequently used options such as

“favorites”

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AESTHETIC AND MINIMALIST

DESIGN

• Follow the “less is more” rule for information content

of screens and the choices of features.

• Providing a lot of information can confuse the novice

users and slow down the expert users.

• Provide only the information that is really important

to users in performing their tasks.

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HELP AND DOCUMENTATION

• Create systems that do not need help or

documentation in order to operate them.

• If help or documentation is needed:

– Provide a search feature to allow the user to find

information.

– Write the information in the language of the user,

corresponding to the tasks users want to perform.

– Provide instruction regarding application of the

instructions.

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DISCOUNT EVALUATION

• Heuristic evaluation is referred to as discount

evaluation when 5 evaluators are used.

• Empirical evidence suggests that on average 5

evaluators identify 75-80% of usability problems.

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NO. OF EVALUATORS & PROBLEMS

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3 STAGES FOR DOING HEURISTIC

EVALUATION

• Briefing session to tell experts what to do.

• Evaluation period of 1-2 hours in which:

– Each expert works separately;

– Take one pass to get a feel for the product;

– Take a second pass to focus on specific

features.

• Debriefing session in which experts work

together to prioritize problems.

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ADVANTAGES AND PROBLEMS

• Few ethical & practical issues to consider because users not involved.

• Can be difficult & expensive to find experts.

• Best experts have knowledge of application domain & users.

• Biggest problems:– Important problems may get missed;

– Many trivial problems are often identified;

– Experts have biases.

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AM/Session12/SJSU/ISE217 46

Slide 52

52www.id-book.com

HEURISTICS FOR WEBSITES FOCUS

ON KEY CRITERIA (BUDD, 2007)

• Clarity

• Minimize unnecessary complexity & cognitive load

• Provide users with context

• Promote positive & pleasurable user experience

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