Human Computer Interaction
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Transcript of Human Computer Interaction
2005-09-01
류 현 정
Human Computer Interaction
Introducing evaluation
The aims
Discuss how developers cope with real-world constraints
Explain the concepts and terms used to discuss evaluation
Examine how different techniques are used at different stages of development
Two main types of evaluation
Formative evaluation is done at different stages of development to check that the product meets users’ needs
Summative evaluation assesses the quality of a finished product
Our focus is on formative evaluation
What to evaluate
Iterative design & evaluation is a continuous process that examines: Early ideas for conceptual model Early prototypes of the new system Later, more complete prototypes
Designers need to check that they understand users’ requirements
Bruce Tognazzini tells you why you need to evaluate
“Iterative design, with its repeating cycle of design and testing, is the only validated methodology in existence that will consistently produce successful results. If you don’t have user-testing as an integral part of your design process you are going to throw buckets of money down the drain.”
See AskTog.com for topical discussion about design and evaluation
When to evaluate
Throughout design
From the first descriptions, sketches etc. of users needs through to the final product
Design proceeds through iterative cycles of ‘design-test-redesign’
Evaluation is a key ingredient for a successful design
Approaches: Naturalistic
Naturalistic: describes an ongoing process as it evolves
over time observation occurs in realistic setting
ecologically valid “real life”
External validity degree to which research results applies to
real situations
Approaches: Experimental
Experimental study relations by manipulating one or more independent
variables experimenter controls all environmental factors
observe effect on one or more dependent variables
Internal validity confidence that we have in our explanation of experimental
results
Trade-off: Natural vs Experimental precision and direct control over experimental design versus
desire for maximum generalizability in real life situations
Approaches: Reliability Concerns
Would the same results be achieved if the test were repeated?
Problem: individual differences: best user 10x faster than slowest best 25% of users ~2x faster than slowest 25%
Partial Solution reasonable number and range of users tested statistics provide confidence intervals of test results
95% confident that mean time to perform task X is 4.5+/-0.2 minutes means95% chance true mean is between 4.3 and 4.7, 5% chance its outside that
Approaches: Validity Concerns
Does the test measure something of relevance to usability of real products in real use outside of lab?
Some typical reliability problems of testing vs real use non-typical users tested tasks are not typical tasks physical environment different
quiet lab vs very noisy open offices vs interruptions
social influences different motivation towards experimenter vs motivation towards boss
Partial Solution use real users tasks from task-centered system design environment similar to real situation
Qualitative Evaluation Techniques
Qualitative methods for usability evaluation
Qualitative: produces a description, usually in non-numeric terms may be subjective
Methods Introspection Extracting the conceptual model Direct observation
simple observation think-aloud constructive interaction
Query via interviews and questionnaires Continuous evaluation via user feedback and field
studies
Querying Users via Interviews
Excellent for pursuing specific issues vary questions to suit the context probe more deeply on interesting issues as they arise good for exploratory studies via open-ended questioning often leads to specific constructive suggestions
Problems: accounts are subjective time consuming evaluator can easily bias the interview prone to rationalization of events/thoughts by user
user’s reconstruction may be wrong
Evaluating the 1984 OMS
Early tests of printed scenarios & user guides Early simulations of telephone keypad An Olympian joined team to provide feedback Interviews & demos with Olympians outside US Overseas interface tests with friends and family. Free coffee and donut tests Usability tests with 100 participants. A ‘try to destroy it’ test Pre-Olympic field-test at an international event Reliability of the system with heavy traffic
Development of HutchWorld
Many informal meetings with patients, carers & medical staff early in design
Early prototype was informally tested on site
Designers learned a lot e.g. language of designers & users was different asynchronous communication was also needed
Redesigned to produce the portal version
Usability testing
User tasks investigated: how users’ identify was represented communication information searching entertainment
User satisfaction questionnaire
Triangulation to get different perspectives
Findings from the usability test
The back button didn’t always work Users didn’t pay attention to navigation
buttons Users expected all objects in the 3-D view
to be clickable Users did not realize that there could be
others in the 3-D world with whom to chat Users tried to chat to the participant list
Key points
Evaluation & design are closely integrated in user-centered design
Some of the same techniques are used in evaluation & requirements but they are used differently (e.g., interviews & questionnaires)
Triangulation involves using a combination of techniques to gain different perspectives
Dealing with constraints is an important skill for evaluators to develop