Heuristic Evaluation 3 CPSC 481: HCI I Fall 2014

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Presentation transcript:

Heuristic Evaluation 3 CPSC 481: HCI I Fall 2014 Anthony Tang with acknowledgements to Saul Greenberg and Ehud Sharlin

Learning Objectives By the end of this class, you should be able to: » understand and describe four heuristics: recognition rather than recall; aesthetic and minimalist design; flexibility and efficiency of use, and help & documentation » be able to describe the process of, and conduct a heuristic evaluation

7 Recognition rather than recall Making objects, actions, and options visible to minimize the user’s memory load The user should not have to remember information from one part of the dialogue to another Instructions for use of the system should be visible or easily retrievable whenever appropriate Minimize the user's memory load by making objects, actions, and options visible The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

http://persuasive-patterns.com/users/1/collections/1640/entry/6798 Rather than forcing you to name artists that you like, ti provides you with a list of things that you can click. This is faster to do, and easier to do.

Autocomplete is a nice example of how the system aids you Autocomplete is a nice example of how the system aids you. It is easier to recognize symbols rather than recall them from scratch.

This kind of idea applies at both low-level, and high-level.

7 Recognition rather than recall Making objects, actions, and options visible to minimize the user’s memory load The user should not have to remember information from one part of the dialogue to another Instructions for use of the system should be visible or easily retrievable whenever appropriate Minimize the user's memory load by making objects, actions, and options visible The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

8 Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

SUPER is an audio/video converter tool Although I have selected “audio only”, all of the video stuff is still there. http://vis.berkeley.edu/courses/cs160-sp12/wiki/index.php/HeuristicEvaluation-Omar_Ali

What is the downside of this approach? http://www.webdesignerdepot.com/2009/02/7-interface-design-techniques-to-simplify-and-de-clutter-your-interfaces/ Hover controls only appear when they are likely to be used (i.e. when the mouse is hovering over the activation area). What is the downside of this approach?

Expanding forms provide interaction only when it is requested. What is the downside of this approach? http://www.webdesignerdepot.com/2009/02/7-interface-design-techniques-to-simplify-and-de-clutter-your-interfaces/

8 Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. Is information digestible or focus-dividing? Can the application provide abundant information and action without a cumbersome interface? Can large areas be broken up into parts (when beneficial to the user)?

9 Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users » allow existing/common accelerators to work » provide accelerators Allow users to tailor frequent actions » macros

Anyone use tabs when filling out forms? 1 2 3 4 Tabbing through puts you on “Disclaimer” rather than “Sign In” Or, in some browsers, (Safari), puts you right into the address field. Whha…?

When you’re using an accelerator, you feel and look like a Boss. Taking these away makes it more annoying to use an interface if you are used to them. Question: what kinds of accelerators do you use in applications that you frequent? What is the trade-off with the current representation? How discoverable is this interface? How cluttered is this interface?

10 Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.

Simple example: width of the field provides a clue about the length of the input. Contextual help is provided. http://adamkochanowicz.com/?p=664 What did he get wrong here? Can the user get help at any point? Are my help elements a feature to those needing help but not a burden to those needing not? Does my documentation clearly refer to the elements it documents?

What constitutes help? Tutorials / get started manuals Reference manuals Reminders Wizards Tips

Conducting a Heuristic Evaluation Pre-evaluation training » provide evaluators with domain knowledge and information on scenario Evaluation » individuals evaluate and then aggregate results Severity ratings » determine how severe each problem is (priority) » perform individually then as a group Debriefing » discuss outcome with design team

Evaluation Each evaluator performs at least two passes » first: get a feel for flow and scope of system » second: focus on specific elements Assistance: for walk-up and use interfaces, no need; otherwise, supply evaluators with scenarios Each evaluator produces a list of problems » explain why with respect to the heuristics or other information » be specific and list each problem separately

Examples Tabbing from password field lands in “Disclaimer” link rather than “Submit” Violates “consistency” heuristic, as well as “accelerators” heuristic Fix: reorder the tab stops

Evaluation Why list each violation? Where problems may be found Single location in UI Two or more locations that need to be compared Overall structure of UI Something that is missing Hard w/ paper prototypes

Severity Rating Used to allocate resources to fix problems Combination of: Frequency Impact Persistence (one time or repeating) Should be estimated after all problems have been seen Independently first is good

Severity Ratings 0 – don’t think this is a usability problem 1 – cosmetic problem 2 – minor usability problem 3 – major usability problem; important to fix 4 – usability catastrophe; must fix

Examples - Severity Tabbing from password field lands in “Disclaimer” link rather than “Submit” Violates “consistency” heuristic, as well as “accelerators” heuristic Fix: reorder the tab stops

Debriefing Conduct with evaluators, observers, and development team members Discuss general characteristics of UI Suggest potential improvements to address major usability problems Dev. team rates how hard things are to fix Make it a brainstorming session little criticism until end of session

Learning Objectives You should now be able to: » understand and describe three heuristics: recognition rather than recall; aesthetic and minimalist design; flexibility and efficiency of use, and help & documentation » be able to describe the process of, and conduct a heuristic evaluation