Evaluation through user participation

Slides:



Advertisements
Similar presentations
Chapter 14: Usability testing and field studies
Advertisements

Human Computer Interaction
Human Computer Interaction
Validity (cont.)/Control RMS – October 7. Validity Experimental validity – the soundness of the experimental design – Not the same as measurement validity.
evaluation techniques
Chapter 14: Usability testing and field studies. 2 FJK User-Centered Design and Development Instructor: Franz J. Kurfess Computer Science Dept.
User Testing & Experiments. Objectives Explain the process of running a user testing or experiment session. Describe evaluation scripts and pilot tests.
Evaluation techniques Part 2
Chapter 14: Usability testing and field studies. Usability Testing Emphasizes the property of being usable Key Components –User Pre-Test –User Test –User.
©N. Hari Narayanan Computer Science & Software Engineering Auburn University 1 COMP 7620 Evaluation Chapter 9.
Useability.
Evaluation Methodologies
1http://img.cs.man.ac.uk/stevens Evaluation CS2391 Lecture n+1: Robert Stevens.
From Controlled to Natural Settings
RESEARCH METHODS IN EDUCATIONAL PSYCHOLOGY
RESEARCH DESIGN.
Chapter 14: Usability testing and field studies
 For the IB Diploma Programme psychology course, the experimental method is defined as requiring: 1. The manipulation of one independent variable while.
Chapter 7 evaluation techniques. Evaluation Techniques Evaluation –tests usability and functionality of system –occurs in laboratory, field and/or in.
Ch 14. Testing & modeling users
Evaluation Techniques Material from Authors of Human Computer Interaction Alan Dix, et al.
Human Computer Interaction Chapter 3 Evaluation Techniques.
Today: Our process Assignment 3 Q&A Concept of Control Reading: Framework for Hybrid Experiments Sampling If time, get a start on True Experiments: Single-Factor.
The Scientific Method in Psychology.  Descriptive Studies: naturalistic observations; case studies. Individuals observed in their environment.  Correlational.
Evaluation Techniques zEvaluation ytests usability and functionality of system yoccurs in laboratory, field and/or in collaboration with users yevaluates.
Assumes that events are governed by some lawful order
Chapter 9 evaluation techniques. Evaluation Techniques Evaluation –tests usability and functionality of system –occurs in laboratory, field and/or in.
Evaluation Techniques Evaluation –tests usability and functionality of system –occurs in laboratory, field and/or in collaboration with users –evaluates.
CS 580 chapter 9 evaluation techniques. Evaluation Tests usability and functionality of system Occurs in laboratory, field and/or in collaboration with.
CENG 394 Introduction to Human-Computer Interaction
User Interface Design & Usability for the Web Card Sorting You should now have a basic idea as to content requirements, functional requirements and user.
Experimental Design Showing Cause & Effect Relationships.
The product of evaluation is knowledge. This could be knowledge about a design, knowledge about the user or knowledge about the task.
1 Human-Computer Interaction Usability Evaluation: 2 Expert and Empirical Methods.
EVALUATION PROfessional network of Master’s degrees in Informatics as a Second Competence – PROMIS ( TEMPUS FR-TEMPUS-JPCR)
Business Project Nicos Rodosthenous PhD 08/10/2013 1
INTRODUCTION TO METHODS Higher Psychology. What do Psychologists do?  Discuss in groups  5MINS.
Searching and Using Electronic Literature III. Research Design.
Department of CSE, KLU 1 Chapter 9 evaluation techniques.
Observational Methods Think Aloud Cooperative evaluation Protocol analysis Automated analysis Post-task walkthroughs.
Chapter 9 evaluation techniques. Evaluation Techniques Evaluation –tests usability and functionality of system –occurs in laboratory, field and/or in.
Chapter 9 evaluation techniques. Evaluation Techniques Evaluation Objective –Tests usability –Efficiency – Functionality of system occurs in laboratory,
Chapter 9 evaluation techniques. Evaluation Techniques Evaluation – tests usability and functionality of system – occurs in laboratory, field and/or in.
“Developing Research Questions”
CEN3722 Human Computer Interaction User Testing
Human Computer Interaction
Research Problems, Purposes, & Hypotheses
Research Methods in Psychology
AP CSP: Data Assumptions & Good and Bad Data Visualizations
Evaluation techniques
From Controlled to Natural Settings
Think Aloud User Testing
CSE310 Human-Computer Interaction
Chapter 23 Deciding how to collect data
From Controlled to Natural Settings
evaluation techniques
Evaluation.
Week: 14 Human-Computer Interaction
HCI Evaluation Techniques
Chapter 8: Estimating with Confidence
CSM18 Usability Engineering
Evaluation Techniques
Experimental Evaluation
Chapter 8: Estimating with Confidence
Empirical Evaluation Data Collection: Techniques, methods, tricks Objective data IRB Clarification All research done outside the class (i.e., with non-class.
Chapter 8: Estimating with Confidence
evaluation techniques
Chapter 8: Estimating with Confidence
Lesson Overview 1.1 What Is Science?.
Presentation transcript:

Evaluation through user participation

Evaluation through user participation Think Aloud Cooperative evaluation

Think Aloud User observed performing task User asked to describe what he is doing and why, what he thinks is happening etc. Advantages simplicity - requires little expertise can provide useful insight can show how system is actually used Disadvantages subjective selective act of describing may alter task performance

Protocol Analisys paper and pencil – cheap, limited to writing speed audio – good for think aloud, difficult to match with other protocols video – accurate and realistic, needs special equipment, obtrusive computer logging – automatic and unobtrusive, large amounts of data difficult to analyze user notebooks – coarse and subjective, useful insights, good for longitudinal studies

Before Running a Think Aloud Session Develop a prototype Develop tasks that represent typical user goals Schedule sessions with users that match our Personas Organize yourself – get video camera, batteries, audio camera, tapes, pens, etc.

While running a think aloud session Explain to the user: .. who you are & what you are doing .. that you are testing your interface, and not testing them .. that they can quit at any time .. that you won’t be able to help them .. that you require them to continue talking, and you will remind them to “please keep talking” if they fall silent To simply verbalize what it is they are doing Verify that the user understands the tasks (have them read the tasks aloud too, and ask if there are any questions)

While the session is running Take good notes! Don’t rely on your video or audio tape If the user falls silent for more than three seconds,prompt them “please keep talking” Do not help the user complete a task (if the user asks for help, explain that you cannot help, and prompt them to try what they think is correct) Don’t defend your designs! This is not a critique of your design skills; don’t even mention that they are your designs Watch for signs of frustration; recommend a break if you notice the user getting particularly upset Remember that the user can quit at any time

After the session Analyzing and presenting The Findings

Cooperative Evaluation Variation on think aloud User collaborates in evaluation Both user and evaluator can ask each other questions throughout Additional advantages Less constrained and easier to use User is encouraged to criticize system Clarification possible

Evaluation through user participation Controlled experiment

Controlled experiment The evaluator chooses a hypothesis to test Some attribute of user behaviour is measured A number of experimental conditions are considered differing only in the values of certain controlled variables Any changes in the behavioural measures are attributed to the different conditions Subjects, variables & hypotheses should be carefully considered

Participantes Sample size chosen They should match the expected user population Ideally, subjects should be the real users If not: Similar experience with computers Similar knowledge of task domain Sample size chosen Large enough to be representative Minimum of 10 subjects

Variables Experiments consider variables under controlled conditions: Manipulated – independent variables Measured – dependent variables Examples of 1 are interface style, level of help, n° of menu items, icon design: different values may be given, each value is a level of the variable Checking a menu list, means to measure search speed-up for 10, 8 or 6 items within the menu

Hypotheses The hypothesis is a prediction of the outcome of the experiment The experiment aims to prove the hypothesis disproving the null hypothesis (no difference in the dependent variables caused by changes in the independent variables) Statistical analysis provides

Experimental design Firstly one must choose the hypothesis: what one is trying to demonstrate Clarification between indep. & dep. variables How many participants are available? Choice of experimental method to be used: Between-groups Within-groups

Between-groups Also called randomized design, each subject is assigned to a different condition: Experimental condition – variable has been manipulated Control condition – identical to the above but no manipulation has been performed – it ensures that the measured differences are due to the manipulated variable

Within-groups Each user performs under each different condition Learning and transfer effects may be lessened by changing the order of conditions Less subjects are required, more effective when learning effects must be analysed Mixed design: one variable between-groups and the other variable within-groups

Example – Icon design Problem Two styles of icon design (naturalistic vs abstract images): which icon style is easier to remember?

Icon design: Step 1 Hypothesis Users will remember the natural icons more easily than the abstract ones The null hypothesis is that there will be no difference between natural ad abstract icon style

Icon design: Step 2 Independent variables The style of icon. We have two alternatives: natural and abstract Dependent varialbles How can we measure the idea of “remember more easily”? We will assume to measure: the number of mistakes in selection and the time to select the icon

Icon design: Step 3 Experimental method We will assume we have sufficient participantes but we chose within-subject (each user performs under each different condition) method to avoid the effect of the learning style differences between groups

Icon design: Step 4 Experiment details Two interface composed of blocks of icons (natural vs abstract) User task: “delete a document” using the appropriate icon (set of presentations) Random placing of icons in the block Each user performs the task under each condition Users in two groups with different starting condition For each user the time and the n. of mistakes

Icon design: Step 5 Analyze our results …ANOVA

Post-task walkthroughs Transcript played back to participant for comment Immediately  fresh in mind Delayed  evaluator has time to identify questions Useful to identify reasons for actions and alternatives considered Necessary in cases where think aloud is not possible