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Discount Evaluation Evaluating with experts
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Agenda Online collaboration tools Heuristic Evaluation Perform HE on each other’s prototypes Cognitive Walkthrough Perform CW on each other’s prototypes
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Project part 3 See any comments in your writeups I’ll send out grades tomorrow (I have to add the demo piece) Perform the evaluations Clearly inform your users what you are doing and why. If you are audio or video recording, I prefer you use a consent form. Pilot at least once – know how long its going to take. If you need equipment, ask me
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Discount Evaluation Techniques Basis: Observing users can be time-consuming and expensive Try to predict usability rather than observing it directly Conserve resources (quick & low cost)
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Approach - inspections Expert reviewers used HCI experts interact with system and try to find potential problems and give prescriptive feedback Best if Haven’t used earlier prototype Familiar with domain or task Understand user perspectives Does not require working system
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Heuristic Evaluation Developed by Jakob Nielsen Several expert usability evaluators assess system based on simple and general heuristics (principles or rules of thumb) (Web site: www.useit.com )
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How many experts? Nielsen found that about 5 evaluations found 75% of the problems Above that you get more, but at decreasing efficiency
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Evaluate System Reviewers need a prototype May vary from mock-ups and storyboards to a working system Reviewers evaluate system based on high-level heuristics. Where to get heuristics? http://www.useit.com/papers/heuristic/ http://www.asktog.com/basics/firstPrinciples.html
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Heuristics use simple and natural dialog speak user’s language minimize memory load be consistent provide feedback provide clearly marked exits provide shortcuts provide good error messages prevent errors
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Neilsen’s Heuristics visibility of system status aesthetic and minimalist design user control and freedom consistency and standards error prevention recognition rather than recall flexibility and efficiency of use recognition, diagnosis and recovery from errors help and documentation match between system and real world
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Groupware heuristics Provide the means for intentional and appropriate verbal communication Provide the means for intentional and appropriate gestural communication Provide consequential communication of an individual’s embodiment Provide consequential communication of shared artifacts (i.e. artifact feedthrough) Provide Protection Manage the transitions between tightly and loosely-coupled collaboration Support people with the coordination of their actions Facilitate finding collaborators and establishing contact Baker, Greenberg, and Gutwin, CSCW 2002
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Ambient heuristics Useful and relevant information “Peripherality” of display Match between design of ambient display and environments Sufficient information design Consistent and intuitive mapping Easy transition to more in-depth information Visibility of state Aesthetic and Pleasing Design Mankoff, et al, CHI 2003
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Process Perform two or more passes through system inspecting Flow from screen to screen Each screen Evaluate against heuristics Find “problems” Subjective (if you think it is, it is) Don’t dwell on whether it is or isn’t
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Debriefing Organize all problems found by different reviewers At this point, decide what are and aren’t problems Group, structure Document and record them
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Severity Rating Based on frequency impact persistence market impact Rating scale 0: not a problem 1: cosmetic issue, only fixed if extra time 2: minor usability problem, low priority 3: major usability problem, high priority 4: usability catastrophe, must be fixed
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Advantages Few ethical issues to consider Inexpensive, quick Getting someone practiced in method and knowledgeable of domain is valuable
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Challenges Very subjective assessment of problems Depends of expertise of reviewers Why are these the right heuristics? Others have been suggested How to determine what is a true usability problem Some recent papers suggest that many identified “problems” really aren’t
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Your turn: Library – main page, finding a book Use Nielsen’s heuristics (p 686) List all problems Come up to the board and put up at least one new one We’ll rate as a group
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Your turn Prepare Determine your heuristics if you want any different ones Demo your prototype to all of us Evaluate Evaluate someone other than yourself Debrief On your own, include in Part 3
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Cognitive Walkthrough More evaluation without users
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Cognitive Walkthrough Assess learnability and usability through simulation of way novice users explore and become familiar with interactive system A usability “thought experiment” Like code walkthrough (s/w engineering) From Polson, Lewis, et al at UC Boulder
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CW: Process Construct carefully designed tasks from system spec or screen mock-up Walk through (cognitive & operational) activities required to go from one screen to another Review actions needed for task, attempt to predict how users would behave and what problems they’ll encounter
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CW: Assumptions User has rough plan User explores system, looking for actions to contribute to performance of action User selects action seems best for desired goal User interprets response and assesses whether progress has been made toward completing task
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CW: Requirements Description of users and their backgrounds Description of task user is to perform Complete list of the actions required to complete task Prototype or description of system
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CW: Methodology Step through action sequence Action 1 Response A, B,.. Action 2 Response A... For each one, ask four questions and try to construct a believability story
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CW: Questions 1. Will users be trying to produce whatever effect action has? 2. Will users be able to notice that the correct action is available? (is it visible) 3. Once found, will they know it’s the right one for desired effect? (is it correct) 4. Will users understand feedback after action?
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CW: Answering the Questions 1. Will user be trying to produce effect? Typical supporting evidence It is part of their original task They have experience using the system The system tells them to do it No evidence? Construct a failure scenario Explain, back up opinion
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CW: Next Question 2.Will user notice action is available? Typical supporting evidence Experience Visible device, such as a button Perceivable representation of an action such as a menu item
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CW: Next Question 3.Will user know it’s the right one for the effect? Typical supporting evidence Experience Interface provides a visual item (such as prompt) to connect action to result effect All other actions look wrong
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CW: Next Question 4.Will user understand the feedback? Typical supporting evidence Experience Recognize a connection between a system response and what user was trying to do
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Let’s practice Library web site Users: Student users, familiar with computers and libraries, but new to this web site Task: find Don Norman books in library Click on Books, Catalog, Videos link Search by: choose Author Type “Norman, Don” and click Search Click on Norman, Donald link Click on design of everyday things link Write down call number and what floor its on
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CW: Questions 1. Will users be trying to produce whatever effect action has? 2. Will users be able to notice that the correct action is available? (is it visible) 3. Once found, will they know it’s the right one for desired effect? (is it correct) 4. Will users understand feedback after action?
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CW Summary Advantages Explores important characteristic of learnability Novice perspective Detailed, careful examination Working prototype not necessary Disadvantages Can be time consuming May find problems that aren’t really problems Narrow focus, may not evaluate entire interface
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Your turn Prepare: Describe users and their experience Determine task(s) and action lists Evaluation: Choose the one you didn’t evaluate last time As a group, for each action, answer the 4 questions with evidence
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CW: Questions 1. Will users be trying to produce whatever effect action has? 2. Will users be able to notice that the correct action is available? (is it visible) 3. Once found, will they know it’s the right one for desired effect? (is it correct) 4. Will users understand feedback after action?
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