Usability testing and field studies

Slides:



Advertisements
Similar presentations
DEVELOPING A METHODOLOGY FOR MS3305 CW2 Some guidance.
Advertisements

©2011 1www.id-book.com Evaluation studies: From controlled to natural settings Chapter 14.
Chapter 15: Analytical evaluation
Chapter 14: Usability testing and field studies
CS305: HCI in SW Development Evaluation (Return to…)
Asking Users and Experts
CS305: HCI in SW Development Continuing Evaluation: Asking Experts Inspections and walkthroughs.
Chapter 14: Usability testing and field studies. 2 FJK User-Centered Design and Development Instructor: Franz J. Kurfess Computer Science Dept.
Ch 11 Cognitive Walkthroughs and Heuristic Evaluation Yonglei Tao School of Computing and Info Systems GVSU.
11 HCI - Lesson 5.1 Heuristic Inspection (Nielsen’s Heuristics) Prof. Garzotto.
Evaluation (cont.): Heuristic Evaluation Cognitive Walkthrough CS352.
Chapter 14: Usability testing and field studies. Usability Testing Emphasizes the property of being usable Key Components –User Pre-Test –User Test –User.
Asking users & experts.
Usability presented by the OSU Libraries’ u-team.
Part 4: Evaluation Days 25, 27, 29, 31 Chapter 20: Why evaluate? Chapter 21: Deciding on what to evaluate: the strategy Chapter 22: Planning who, what,
Chapter 15: Analytical evaluation. 2 FJK User-Centered Design and Development Instructor: Franz J. Kurfess Computer Science Dept. Cal Poly San.
1 User-Centered Design and Development Instructor: Franz J. Kurfess Computer Science Dept. Cal Poly San Luis Obispo FJK 2009.
Heuristic Evaluation IS 485, Professor Matt Thatcher.
Heuristic Evaluation Evaluating with experts. Discount Evaluation Techniques  Basis: Observing users can be time- consuming and expensive Try to predict.
Evaluating with experts
An evaluation framework
Evaluation: Inspections, Analytics & Models
From Controlled to Natural Settings
Analytical Evaluations 2. Field Studies
Design in the World of Business
©2011 1www.id-book.com Analytical evaluation Chapter 15.
Heuristic Evaluation “Discount” Usability Testing Adapted from material by Marti Hearst, Loren Terveen.
Chapter 14: Usability testing and field studies
1 Asking users & experts and Testing & modeling users Ref: Ch
Predictive Evaluation
Evaluation Framework Prevention vs. Intervention CHONG POH WAN 21 JUNE 2011.
Chapter 11: An Evaluation Framework Group 4: Tony Masi, Sam Esswein, Brian Rood, & Chris Troisi.
SAMPLE HEURISTIC EVALUATION FOR 680NEWS.COM Glenn Teneycke.
Ch 14. Testing & modeling users
Part 1-Intro; Part 2- Req; Part 3- Design  Chapter 20 Why evaluate the usability of user interface designs?  Chapter 21 Deciding on what you need to.
Chapter 26 Inspections of the UI. Heuristic inspection Recommended before but in lieu of user observations Sort of like an expert evaluation Heuristics.
Computer Science Department California Polytechnic State University San Luis Obispo, CA, U.S.A. Franz J. Kurfess CPE/CSC 484: User-Centered Design and.
©2011 1www.id-book.com Introducing Evaluation Chapter 12 adapted by Wan C. Yoon
Nielsen’s Ten Usability Heuristics
Usability Evaluation/LP Usability: how to judge it.
Multimedia Specification Design and Production 2012 / Semester 1 / week 5 Lecturer: Dr. Nikos Gazepidis
Usability Evaluation June 8, Why do we need to do usability evaluation?
SEG3120 User Interfaces Design and Implementation
Testing & modeling users. The aims Describe how to do user testing. Discuss the differences between user testing, usability testing and research experiments.
Chapter 15: Analytical evaluation. Inspections Heuristic evaluation Walkthroughs.
Chapter 15: Analytical evaluation Q1, 2. Inspections Heuristic evaluation Walkthroughs Start Q3 Reviewers tend to use guidelines, heuristics and checklists.
Analytical evaluation Prepared by Dr. Nor Azman Ismail Department of Computer Graphics and Multimedia Faculty of Computer Science & Information System.
Evaluating a UI Design Expert inspection methods Cognitive Walkthrough
Usability 1 Usability evaluation Without users - analytical techniques With users - survey and observational techniques.
Asking users & experts. The aims Discuss the role of interviews & questionnaires in evaluation. Teach basic questionnaire design. Describe how do interviews,
Chapter 15: Analytical evaluation. Aims: Describe inspection methods. Show how heuristic evaluation can be adapted to evaluate different products. Explain.
Usability Heuristics Avoid common design pitfalls by following principles of good design Nielsen proposes 10 heuristics, others propose more or less. Inspect.
Oct 211 The next two weeks Oct 21 & 23: Lectures on user interface evaluation Oct 28: Lecture by Dr. Maurice Masliah No office hours (out of town) Oct.
Fall 2002CS/PSY Predictive Evaluation (Evaluation Without Users) Gathering data about usability of a design by a specified group of users for a particular.
Ten Usability Heuristics These are ten general principles for user interface design. They are called "heuristics" because they are more in the nature of.
Asking Users and Experts Li Zhang (Jacey) Yuewei Zhou (Joanna)
SIE 515 Design Evaluation Lecture 7.
Human Computer Interaction Lecture 15 Usability Evaluation
Imran Hussain University of Management and Technology (UMT)
CS3205: HCI in SW Development Evaluation (Return to…)
From Controlled to Natural Settings
Unit 14 Website Design HND in Computing and Systems Development
Chapter 26 Inspections of the user interface
From Controlled to Natural Settings
Evaluation.
HCI Evaluation Techniques
Testing & modeling users
Evaluation: Inspections, Analytics & Models
Evaluation: Inspections, Analytics, and Models
Presentation transcript:

Usability testing and field studies Chapter 14 Usability testing and field studies

Usability testing Goal: to test whether the product being developed is usable by the intended user population to achieve the tasks for which it was designed Key characteristics: Controlled environment Users’ performance measures on pre-planned tasks Key data collection methods: user testing & user satisfaction questionnaire

Usability testing User testing Measure human performance on specific tasks, e.g. reaction time such as pressing a key when a light first appears Example of tasks: Reading different typefaces (e.g. Helvetica and Times) Navigating through different menu types (e.g. context vs. cascade) Information searching Logging of keystrokes and mouse movements, and video recordings

Usability testing Examples of performance measures: Time to complete a task Time to complete a task after a specified time away from the product Number and type of errors per task Number of navigations to online help or manuals Number of users making a particular error Number of users completing a task successfully

Usability testing User satisfaction questionnaire To find out how users feel about using the product, through asking them to rate it along a number of scales Structured or semi-structured interviews may also be conducted with users 5-12 users is an acceptable number, fewer is possible considering time and budget constraints

Usability testing Usability laboratory Testing laboratory Recording equipment (hand movements, facial expression, general body language, utterances) Product being tested Observation room Maybe arranged to mimic the real world setting, e.g. office environment Keep users away from normal sources of distraction

Usability testing Usability lab can be expensive Alternatives are Mobile usability testing equipment Remote usability testing

Usability lab with observers watching a user & assistant From: www.id-book.com

Portable equipment for use in the field From: www.id-book.com

Conducting experiments in usability testing Experiments – testing a specific hypothesis “Context menus are easier to select options from compared with cascading menus” “Reading text displayed in 12-point Helvetica font is faster than reading text displayed in 12-point Times New Roman” Hypotheses are often based on a theory or previous research findings

Conducting experiments in usability testing A hypothesis examines a relationship between two things, called variables An independent variable is what the investigator ‘manipulates’ (i.e. selects) A dependent variable depends on the independent variable

Conducting experiments in usability testing Null hypothesis Example: There is no difference between Helvetica and Times font on reading time Alternative hypothesis Example: There is a difference between the two on reading time (two-tailed hypothesis) Example: Helvetica is easier to read than Times (one-tailed hypothesis)

Conducting experiments in usability testing Experimental design – keep other variables constant to prevent them from influencing the findings Example: color of text and screen resolution Sometimes, an experimenter might want to investigate the relationship between two independent variables Example: age and educational background

Considerations in experimental design Number of independent variables Assigning a participant to which condition Different-participant design (between-subjects) Same-participant design (within-subjects) Matched-pairs design

Experimental designs Different participants - single group of participants is allocated randomly to the experimental conditions. Same participants - all participants appear in all conditions. Matched participants - participants are matched in pairs, e.g., based on expertise, gender, etc. From: www.id-book.com

Different, same, matched participant design From: www.id-book.com

Field studies Field studies are done in natural settings. The aim is to understand what users do naturally and how technology impacts them. Field studies can be used in product design to: - identify opportunities for new technology; - determine design requirements; - decide how best to introduce new technology; - evaluate technology in use. From: www.id-book.com

Data collection & analysis Observation & interviews Notes, pictures, recordings Video Logging Analyzes Categorized Categories can be provided by theory Grounded theory Activity theory From: www.id-book.com

Key points Testing is a central part of usability testing. Usability testing is done in controlled conditions. Usability testing is an adapted form of experimentation. Experiments aim to test hypotheses by manipulating certain variables while keeping others constant. The experimenter controls the independent variable(s) but not the dependent variable(s). There are three types of experimental design: different-participants, same- participants, & matched participants. Field studies are done in natural environments. Typically observation and interviews are used to collect field studies data. Categorization and theory-based techniques are used to analyze the data. From: www.id-book.com

Analytical Evaluation Chapter 15 Analytical Evaluation

Outline Inspections: heuristic evaluation Inspections: walkthroughs Predictive models

Inspections: heuristic evaluation Experts Examine the interface of an interactive product Role-play typical users Suggest problems users would have when interacting with the product

Heuristic evaluation Usability inspection technique First developed by Jakob Nielsen and colleagues Experts are guided by a set of usability principles known as heuristics Experts evaluate whether user-interface elements (dialog boxes, menus, etc.) conform to the principles

Nielsen’s Heuristics Visibility of system status Information about what is going on Match between system and the real world Familiar terms, concepts, and conventions User control and freedom Support undo and redo Consistency and standards Words should have consistent meanings

Nielsen’s Heuristics Error prevention Recognition rather than recall Errors should be prevented from occurring in the first place Recognition rather than recall Reduce users’ memory load Flexibility and efficiency of use Allow users to tailor frequent actions Aesthetic and minimalist design Present relevant information

Nielsen’s Heuristics Help users recognize, diagnose, and recover from errors Comprehensible error messages Help and documentation Provide help information – easily accessible, focus on users’ task, list concrete steps, not too large

Heuristics Evaluators and researchers have typically developed their own heuristics Most sets of heuristics have between five and ten items Between 3 and 5 evaluators are recommended

Turn design guidelines into heuristics - websites Guideline (G): Avoid orphan pages Heuristic (H): Are there any orphan pages? Where do they go to? G: Avoid long pages with excessive white spaces H: Are there any long pages? Do they have lots of white space?

Turn design guidelines into heuristics G: Provide navigation support H: Is there any guidance, e.g. maps, navigation bar, menus, to help users find their way around the site? G: Avoid non-standard link colors H: What color is used for links? Is it blue or another color? If it is another color, is it obvious to the user that it is a hyperlink?

Heuristics for web-based online communities Sociability: Why should I join this community? What are the benefits for me? Does the description of the group, its name, etc. tell me about the purpose of the community and entice me to join it? Usability: How do I join (or leave) the community? What do I do? Do I have to register?

Heuristics for web-based online communities Sociability: Is the community safe? Are my comments treated with respect? Is my personal information secure? Usability: How do I get, read, and send messages? Is there support for newcomers? Is it clear what I should do? Can I send private messages?

Two important aspects 1) Different types of applications need to be evaluated using different heuristics 2) The method by which they are derived needs to be reliable

Doing heuristic evaluation 1) briefing session The experts are told what to do 2) evaluation period Each expert spends 1-2 hours independently inspecting the product, using heuristics for guidance

Doing heuristic evaluation 2) evaluation period Take at least two passes through the interface First pass gives a feel for the flow of the interaction and the product’s scope Second pass allows the evaluator to focus on specific interface elements and to identify potential usability problems If evaluating a functioning product, specific user tasks should be used Self note-taking, thinking aloud, a second person recording notes

Doing heuristic evaluation 3) debriefing session Discuss findings Prioritize problems Suggest solutions

Advantages and problems Few ethical & practical issues to consider because users not involved. Can be difficult & expensive to find experts. Best experts have knowledge of application domain & users. Biggest problems: Important problems may get missed; Many trivial problems are often identified; Experts have biases. From: www.id-book.com

Inspection: walkthroughs Walking through a task with the system and noting problematic usability features Most walkthrough techniques do not involve users Pluralistic walkthroughs involve a team (users, developers, and usability specialists)

Cognitive walkthroughs Focus on ease of learning. Designer presents an aspect of the design & usage scenarios. Expert is told the assumptions about user population, context of use, task details. One or more experts walk through the design prototype with the scenario. Experts are guided by 3 questions. From: www.id-book.com

The 3 questions Will the correct action be sufficiently evident to the user? (know what to do) Will the user notice that the correct action is available? (see how to do it) Will the user associate and interpret the response from the action correctly? (understand from feedback whether the action was correct or not) As the experts work through the scenario, they note problems. From: www.id-book.com

Pluralistic walkthrough Variation on the cognitive walkthrough theme. Performed by a carefully managed team. The panel of experts begins by working separately. Then there is managed discussion that leads to agreed decisions. The approach lends itself well to participatory design. From: www.id-book.com

Predictive models Experts use formulas to derive various measures of user performance Provide estimates of the efficiency of different systems for various kinds of tasks Well-known predictive modeling technique – GOMS – family of models Usefulness limited to systems with predictable tasks - e.g., telephone answering systems, mobiles, cell phones, etc. Based on expert error-free behavior.

GOMS Model knowledge and cognitive processes involved when interacting with the system Goals - the state the user wants to achieve e.g., find a website. Operators - the cognitive processes & physical actions needed to attain the goals Methods - the procedures for accomplishing the goals Selection rules - decide which method to select when there is more than one. From: www.id-book.com

GOMS - example Goal: delete a word in a sentence Method Using menu option 1) Recall that word to be deleted has to be highlighted 2) Recall that command is ‘cut’ 3) Recall that command ‘cut’ is in edit menu 4) Accomplish goal of selecting and executing the ‘cut’ command 5) Return with goal accomplished

GOMS - example Method: Using delete key 1) Recall where to position cursor in relation to word to be deleted 2) Recall which key is delete key 3) Press ‘delete’ key to delete each letter 4) Return with goal accomplished

GOMS - example Operators: Click mouse Drag cursor over text Select menu Move cursor to command Press keyboard key

GOMS - example Selection rules: 1. Delete text using mouse and selecting from menu if large amount of text is to be deleted 2. Delete text using delete key if small number of letters are to be deleted

Keystroke level model Provide actual numerical predictions of user performance The keystroke model allows predictions to be made about how long it takes an expert user to perform a task.

Response times for keystroke level operators (Card et al., 1983) From: www.id-book.com

GOMS: Advantages Advantages: Allow comparative analyses to be performed for different interfaces, prototypes, or specifications relatively easily Help make decisions about effectiveness of new products

GOMS: Disadvantages Disadvantages: not often used for evaluation Highly limited scope – only model computer-based tasks (routine data-entry type tasks) Only predict expert performance, not allow for errors to be modeled Only make predictions about predictable behavior

Fitts’ Law (Fitts, 1954) Fitts’ Law predicts that the time to point at an object using a device is a function of the distance from the target object & the object’s size. The further away & the smaller the object, the longer the time to locate it and point to it. Fitts’ Law is useful for evaluating systems for which the time to locate an object is important, e.g., a cell phone, a handheld devices. From: www.id-book.com

Key points Expert evaluation: heuristic & walkthroughs. Relatively inexpensive because no users. Heuristic evaluation relatively easy to learn. May miss key problems & identify false ones. Predictive models are used to evaluate systems with predictable tasks such as telephones. GOMS, Keystroke Level Model, & Fitts’ Law predict expert, error-free performance. From: www.id-book.com