Human Computer Interaction

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2005-09-01 류 류 류 Human Computer Interaction Introducing evaluation

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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. - PowerPoint PPT Presentation

Transcript of Human Computer Interaction

Page 1: Human Computer Interaction

2005-09-01

류 현 정

Human Computer Interaction

Introducing evaluation

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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

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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

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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

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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

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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

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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

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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

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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

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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

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Qualitative Evaluation Techniques

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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

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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

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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

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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

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Usability testing

User tasks investigated: how users’ identify was represented communication information searching entertainment

User satisfaction questionnaire

Triangulation to get different perspectives

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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

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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